Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Garryl

Pages: [1] 2 3 ... 5
1
Garryl's Germinations / [Wild] Base Class - Witcher
« on: June 30, 2017, 01:35:45 AM »
Witcher base class
Based on The Witcher series of video games. Not so much the books, because I've never read them.

Hit Die: d10

Table: The Witcher
                                                                                                                                    


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special
Maximum
Toxicity
Pool
Maximum
Decoction
Level Brewed
1+1+2+2+0Decoctions, Signs, Monster Knowledge, Trial of the Grasses21st
2+2+3+3+0Student Combat Style41st
3+3+3+3+1Monster Tactics +161st
4+4+4+4+1Uncanny Dodge82nd
5+5+4+4+1Deflect Arrows102nd
6+6/+1+5+5+2--142nd
7+7/+2+5+5+2Apprentice Combat Style, Monster Tactics +2183rd
8+8/+3+6+6+2--223rd
9+9/+4+6+6+3Student Cross-Training263rd
10+10/+5+7+7+3Improved Uncanny Dodge304th
11+11/+6/+1+7+7+3Monster Tactics +3384th
12+12/+7/+2+8+8+4Specialist Combat Style464th
13+13/+8/+3+8+8+4--545th
14+14/+9/+4+9+9+4Reflect Arrows625th
15+15/+10/+5+9+9+5Monster Tactics +4705th
16+16/+11/+6/+1+10+10+5--826th
17+17/+12/+7/+2+10+10+5Master Combat Style946th
18+18/+13/+8/+3+11+11+6Apprentice Cross-Training1066th
19+19/+14/+9/+4+11+11+6Monster Tactics +51187th
20+20/+15/+10/+5+12+12+6SPECIAL1307th

Class skills (4 + Int modifier per level): Craft, Knowledge (all skills, taken individually), Listen, Profession, Ride, Sense Motive, Speak Language, Spellcraft, Spot, Survival, and Swim.
TODO: Class list.

Weapon and Armor Proficiency: As a witcher, you are proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).

Decoctions: You have been inducted into the witchers and have been taught the secret alchemical techniques of their order. You learn to make a number of decoctions, a special category of alchemical items.

You begin play knowing the formulas for 3 1st-level decoctions of your choice from the witcher decoction list. At each level afterwards, you learn one additional formula of your choice from the levels of decoctions available to you.

Initially, you can learn and brew decoctions up to 1st-level. You can learn and brew up to 2nd level decoctions starting at 4th-level, and one level higher for every 3 witcher levels beyond that. While there are no new decoctions available to you beyond 6th-level, your ability to brew 7th-level decoctions at 19th level allows you to increase their concentration and potency.

The save DC of a decoction is equal to 10 + the decoction's level + the imbiber's Constitution modifier.

When you brew a decoction below the maximum level of decoctions available to you, you can brew it in a more concentrated, and thus more potent and more toxic, form. For each level of concentration you add, the decoction's level increases by 1, increasing the save DC by 1 and the toxicity by 2. Many decoctions also produce new or more potent effects when brewed with higher levels of concentration. Higher levels of concentration also help preserve the decoction's efficacy for longer.

The typical decoction has multiple functionally identical formulas from which it can be brewed, relying more on categories of ingredients than specific ones. Witchers often forage for the necessary ingredients for their decoctions, or extract them from monsters that they have slain. As such, acquiring the materials for most decoctions is usually a trivial matter in all but the most barren environments.

Unused decoctions slowly break down. A decoction remains at peak efficacy for 1 day. For every day beyond its creation, a decoction's level of concentration decreases by 1. Once the decoction's level of concentration is reduced below 0 (ie: its level decreases below the normal level for that type of decoction), it becomes useless, impotent sludge.

Brewing a decoction is not especially time consuming or difficult, and requires little in the way of special tools. Each vial of decoction takes 8 hours to brew. Multiple decoctions can be brewed concurrently; most of the effort is in the first few minutes, with only minor interaction over the remaining hours. You can even brew decoctions while meditating or sleeping, half-waking yourself when the decoctions require your attention, but this increases the amount of time you must rest for a full night's sleep by 1 hour. You can brew a number of decoctions at once equal to your witcher level or your ranks in Craft (alchemy), whichever is higher.

Unlike magical potions and most alchemical items, decoctions are higher toxic. Imbibing a decoction deals 2 points of Constitution damage to the imbiber per level of the decoction. Constitution damage caused by a decoction's toxicity cannot be prevented, and it cannot be healed until the decoction is purged from the imbiber's system at the end of its duration. Creatures without Constitution scores cannot benefit from decoction.

Toxicity Pool: As a witcher, your mutations make you more tolerant to decoctions. You gain a toxicity pool that fills up when you imbibe decoctions and other toxic substances. Any Constitution damage from toxicity is added to the pool first before being applied to your Constitution score. Only points in excess of your pool's maximum is applied to you as Constitution damage. Your toxicity pool purges toxicity equal to one third of its maximum with 4 hours' rest, or fully after 8 hours' rest. Like with Constitution damage, toxicity from ongoing potions effects cannot be purged until the potion's effect has ended.

The maximum size of your toxicity pool depends on your witcher level, as indicated on the table above. You gain a bonus to your pool's maximum toxicity equal to your witcher level x your Constitution bonus (if any) x 1/2.

If the size of your toxicity pool decreases such that it is less than the amount of toxicity already in it, any excess toxicity remains. However, you are sickened until the excess toxicity is purged or your toxicity pool enlarges once more to accommodate it. Additionally, since your toxicity pool is full, any subsequent decoctions that you imbibe will directly damage your Constitution.

Signs (Sp): As a witcher, you learn a number of minor magical combat techniques called signs. Signs are simple spell-like abilities designed to be used even in the thick of battle. Despite their simplicity, casting signs is fatiguing. You can cast no more than 2 signs per minute.

A sign is a spell-like ability. Casting a sign is a standard action. Unlike other spell-like abilities, casting a sign does not provoke attacks of opportunity. A sign can still be disrupted, just as a spell can be ruined during casting. If you are hit by an attack while casting a sign (such as from a readied action), you are entitled to a Concentration check to successfully cast the sign, just as a spellcaster would be. Signs are subject to spell resistance unless a sign's description specifically says otherwise. Your caster level with signs is equal to your class level. Some signs are dismissible, and you can dismiss them as a standard action, just as a wizard can dismiss a spell.

If a sign allows a saving throw, its DC is 10 + the equivalent spell level + your Intelligence modifier. Since spell-like abilities are not spells, you cannot benefit from the Spell Focus feat or from other feats that specifically interact with spells or spell slots. You can, however, benefit from the Ability Focus feat (MM 303), as well as from feats that emulate metamagic effects for spell-like abilities.

The five grades of signs, in order of their relative power, are basic, student, apprentice, specialist, and expert. At 1st-level, you begin with knowledge of all of the signs available to witchers at the basic level. As you attain higher levels as a witcher, you have the opportunity to learn more signs and improve the potency of the signs you already know if you learn the signs combat style.

Unlike other spell-like abilities, signs have a somatic component, requiring a free hand to cast. Despite their similarity to invocations in this way, however, signs are not subject to arcane spell failure.

Monster Knowledge (Ex): As a witcher, you learn to hunt monsters. You can make Knowledge checks untrained regardless of the DC to identify different types of creatures and learn about their habits and abilities. Additionally, you gain a competence bonus on these checks equal to 1/2 your witcher level (minimum +1). This does not apply to Knowledge checks to learn details about specific individuals, only general information about creatures of a general sort.

Trial of the Grasses: As part of become a witcher, you are subjected to a process known as the trial of the grasses. You ingest a series of concoctions and mutagens that alter your body and mind, sharpening your perceptions, enhancing your stamina, and quickening your reflexes.

You gain Trial of the Grasses as a bonus feat. You need not meet its prerequisites. This grants you immunity to nonmagical diseases and allows you to meditate for 4 hours to gain a full night's rest (like an elf). However, the mutations also cause sterility and induce minor cosmetic changes, most commonly characterized by cat-like eyes.

Combat Style: At 2nd level, choose a combat style to pursue. This choice represents the training you received specific to the witcher school that inducted you into its ranks. You gain the student benefits of that combat style, and you improve your knowledge of the school's favored sign to the student form. At 7th level, your training continues and you gain the apprentice benefits and apprentice form of the school's sign. Similarly, you gain the specialist benefits and sign of your combat style at 12th level, and the master benefits and sign at 17th level.

Cat School
  • Student: As a student of the cat school, you become a swift and flexible combatant. You gain Two-Weapon Fighting as a bonus feat, even if you do not qualify for it. Additionally, you gain sneak attack +1d6 (as the rogue ability) and you learn to cast signs while wielding a weapon even if you have no free hands.
  • Apprentice: You gain Improved Two-Weapon Fighting as a bonus feat, even if you do not qualify for it, and your sneak attack ability improves to +2d6. Additionally, you gain evasion (as the rogue ability).
  • Specialist: You gain Greater Two-Weapon Fighting as a bonus feat, even if you do not qualify for it, and your sneak attack ability improves to +3d6.
  • Master: You get a fourth attack with your off-hand weapon, albeit at a –15 penalty, and your sneak attack ability improves to +5d6. Additionally, you gain improved evasion (as the rogue ability).
Favored Sign: Axii.

Griffin School
  • Student: As a student of the griffin school, you focus more on the magical arts than other witchers do. You learn the student form of all basic signs you know. Additionally, you can cast 1 additional sign per minute (for a total of 3).
  • Apprentice: You learn the apprentice form of all student signs you know. Additionally, you can cast 2 additional signs per minute (for a total of 4). You learn the apprentice form of the heliotrope sign.
  • Specialist: You learn the specialist form of all apprentice signs you know. Additionally, you can cast 3 additional signs per minute (for a total of 5).
  • Master: Signs you cast are no longer affected by spell resistance. You learn the master form of all specialist signs you know. Additionally, you can cast signs at will, with no limit to the number you can cast each minute.
Favored Sign: Yrden. However, Griffin school improves your knowledge of all witcher signs.

Manticore School
  • Student: As a student of the manticore school, you learn the deepest secrets of witcher alchemy. You gain Brew Potion as a bonus feat, even if you do not qualify for it, and you can brew potions of spells up to your maximum decoction level as with an artificer's item creation class feature, using Craft (alchemy) in place of Use Magic Device. Additionally, the maximum size of your toxicity pool increases by an amount equal to your witcher level. Finally, you can draw a potion or decoction as a free action once per round.
  • Apprentice: You learn all 2nd-level and lower witcher decoction formulas and the bonus to your maximum toxicity increases to 2 x your witcher level. Additionally, once you gain the ability to brew 4th-level decoctions, you can brew potions of spells up to 4th level, ignoring the normal limit of 3rd-level spells. You no longer provoke attacks of opportunity when you use a potion or decoction.
  • Specialist: You learn all 4th-level and lower witcher decoction formulas and the bonus to your maximum toxicity increases to 3 x your witcher level. Additionally, once you gain the ability to brew 5th-level decoctions, you can brew potions of spells up to 5th level, ignoring the normal limit of 3rd-level spells.
  • Master: You learn all 6th-level and lower witcher decoction formulas and the bonus to your maximum toxicity increases to 5 x your witcher level. Additionally, once you gain the ability to brew 6th-level decoctions, you can brew potions of spells up to 6th level, ignoring the normal limit of 3rd-level spells. Finally, once per round, you can use a potion or decoction as a free action.
Favored Sign: Igni.

Viper School
  • Student: As a student of the viper school, you learn the deadly secrets of poisons and toxins of all sorts. You gain poison use, as the assassin class feature, preventing you from poisoning yourself when you apply poison. You add +2 to the save DC of any poison that you personally apply. You can craft poisons with Craft (alchemy) without penalty and just as quickly and efficiently as with Craft (poisonmaking).
  • Apprentice: The bonus to the save DC of poisons you apply increases to +4. Poisons you apply to your weapons last for 1 minute after the first successful attack, rather than just for the first successful attack, although a single creature cannot be affected by the same dose of poison more than once.
  • Specialist: The bonus to the save DC of poisons you apply increases to +6. You can apply up to 2 doses of poison to the same weapon without them interfering with each other. Additionally, the time and cost required for you to craft poisons is decreased by 25%.
  • Master: The bonus to the save DC of poisons you apply increases to +8. You can apply up to 3 doses of poison to the same weapon instead of 2. Additionally, you can apply a dose of poison to your weapon as a swift action.
Favored Sign: Somne.

WIP styles
(click to show/hide)

Monster Tactics (Ex): Starting at 3rd level, your knowledge of monsters includes the tactics and combat techniques best suited to taking them down. When you fight a creature, you can make a Knowledge check based on its type. Monster knowledge applies to this check. If your check result equals or exceeds 15 + 1.5 x the creature's CR, you receive a +1 insight bonus on your attack and weapon damage rolls against that creature for the remainder of the encounter. This bonus improves by +1 for every 4 levels beyond 3rd, to a maximum of +5 at 19th level.

You can only make one Knowledge check per creature type per encounter. If you fight multiple creatures of the same type but with different CRs, you may gain bonuses only against some of them and not others based on your Knowledge check. If you fight multiple types of creatures during the same encounter, you can make one Knowledge check per type, thereby possibly gaining bonuses against only some of your opponents.

Uncanny Dodge (Ex): Starting at 4th level, you retain your Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. However, you still lose any Dexterity bonus to AC if you are immobilized.

If you gain uncanny dodge from a second class, you automatically gain improved uncanny dodge (see below).

Deflect Arrows: At 5th level, you gain Deflect Arrows as a bonus feat. You need not meet the prerequisites. You can use it while you have no hands free if you are wielding a weapon.

Cross-Training: At 9th level, choose a second witcher combat style. You gain the student benefits of that combat style. At 18th level, you gain the apprentice benefits of that combat style.

Improved Uncanny Dodge (Ex): Beginning at 10th level, you can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker has at least four more rogue levels than you have witcher levels. If you already have uncanny dodge (see above) from a second class, you automatically gain improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank you.

Reflect Arrows (Ex): Beginning at 14th level, whenever you deflect an attack with your Deflect Arrows feat, you can make an attack roll (using your weapon, if you are armed) to attempt to deflect it. If your result is greater than your foe's attack roll, in addition to negating it as normal, you send the attack back at your foe, using the result of your attack roll to determine whether or not the reflected attack hits.

If you have the ability to deflect multiple attacks per round, you have a cumulative -5 penalty on your attack roll for each attack that you attempt to reflect this way beyond the first in each round.

CAPSTONE: TODO: At 20th level, you gain a really awesome capstone ability. What is it? Who knows!



Trial of the Grasses [General]
Prerequisites: Con 13.
Benefits: You have been forever altered by the trial of the grasses. As a result of these mutations, you are immune to nonmagical diseases. Rather than sleep, you can meditate in a deep trance for 4 hours, as an elf does, to gain the same benefits as 8 hours of sleep to a normal human. However, you have also become become sterile and unable to produce offspring. The mutations also induce minor cosmetic changes, most commonly characterized by cat-like eyes.



Witcher Silver Material: A special alchemically created material, an alloy primarily of silver but with small amounts of cold iron, adamantine, and other special metals. Slightly lighter than steel, but slightly lower hardness and hp.
- Weapons are a steel core plated with witcher silver. Bypasses DR as though it was magical and was all materials. Can affect incorporeal creatures like a magical weapon.
- Armor is poor. For medium and heavier metal armor, armor bonus reduced by 2, but Max Dex increased by 1 and ACP reduced by 1. Armor bonus applies to incorporeal touch attacks. Not enough material to have a noticeable effect on armor lighter than medium.
- No effect on light shields and bucklers. For heavy shields, tower shields, and similar, shield bonus reduced by 2, but Max Dex (if the shield limits it) increased by 1 and ACP reduced by 1. Shield bonus applies to incorporeal touch attacks. See weapon entry for effects on shield bash attacks.



Signs: Minor magics designed for use in combat.
- Spell-like abilities. Neither arcane nor divine.
- Somatic component, like Warlock invocations. No ASF. Somatic components require a hand free (as normal).
- No AoOs provoked for casting.
- Can cast 2 signs/minute. Griffin school and some decoctions improve this.
- Int-based save DCs.
- Basic signs are free cantrip-level effects. More powerful effects unlocked via feats or combat style.
- Aard: Wave of telekinetic force can push things away, break objects, and knock down enemies. (Telekinesis-type effect in a cone for trip/bull rush/disarm combat maneuvers, something similar to break objects.)
- Igni: Wave of fire.
- Quen: Protective shield.
- Yrden: Rune on a surface injures enemies that cross it.
- Axii: Daze or charm enemies.
- Heliotrop/Heliotrope: Accelerate your perception of time. Higher levels also slow nearby enemies.
- Somne: Put target to sleep, cause suggestion.
Note: Basic signs are 0-level. Student signs are 1st-level. Apprentice signs are 3rd-level. Specialist signs are 5th-level. Master signs are 7th-level.
Note: Depending on how signs get implemented, griffin school may include learning Heliotrope and Somne.
Note: Make sure you can still use lower-level versions of signs (ex: for SLA metamagics).

Witcher Signs
Witcher signs are minor magical effects.
TODO: Basic signs are 0-level. Student signs are 1st-level. Apprentice signs are 3rd-level. Specialist signs are 5th-level. Master signs are 7th-level.

Aard
  • Basic: At its most basic level, Aard releases a blast of force against a single creature or unattended object within short range (25 ft. + 5 ft./2 levels). You must make a ranged touch attack to hit. This deals 1d4 points of damage per caster level, maximum 5d4. An object may be destroyed; make a check to break it, using your Intelligence modifier instead of your Strength modifier. A creature may be knocked prone; make a trip attempt using your Intelligence modifier instead of your Strength modifier. You are not at risk of being tripped if you fail. Aard is a force evocation effect.
  • Student: The range increases to medium (100 ft. + 10 ft./level). The damage increases to 1d6 per caster level, maximum 10d6. Additionally, the Aard's force acts as a creature one size category larger than you when resolving the trip and break attempts.
  • Apprentice: The damage increases to 1d8 per caster level, maximum 15d8. You can also cast Aard as a 20-foot long cone instead of a ranged touch attack, in which case it affects all creatures within its area that fail a Fortitude save.
  • Specialist: The range increases to long (400 ft. + 40 ft./level). The damage increases to 1d10 per caster level, maximum 20d10. Additionally, the Aard's force acts as a creature two size categories larger than you when resolving the trip and break attempts.
  • Master: The damage increases to 1d10 per caster level, with no maximum. You can also cast Aard as a 20-foot radius burst, centered on you, instead of a ranged touch attack, in which case it affects all creatures within its area that fail a Fortitude save. Additionally, the Aard's force acts as a creature three size categories larger than you when resolving the trip and break attempts.
Igni
  • Basic: At its most basic level, Igni releases a wave of flames, dealing 1d4 points of fire damage per caster level, maximum 5d4, to all creatures in a 10-foot cone. Flammable unattended objects in the area are also set on fire. A Reflex save halves the damage. Igni is a fire evocation effect.
  • Student: The area increases to a 15-foot long cone, and the damage increases to 1d6 per caster level, maximum 10d6. Additionally, your control over the Igni's flames have improved such that your allies are unaffected.
  • Apprentice: The area increases to a 20-foot long cone, and the damage increases to 1d8 per caster level, maximum 15d8. Creatures that fail their Reflex save must also make a Will save or be shaken for 1d4+1 rounds.
  • Specialist: The area increases to a 20-foot radius burst, centered on you, and the damage increases to 1d10 per caster level, maximum 20d10. Creatures that fail their Will save also cower for 1 round.
  • Master: The area increases to a 30-foot radius burst, centered on you, and the damage increases to 1d10 per caster level, with no maximum. Creatures that fail their Will save instead cower for as long as they are shaken.
Quen
  • Basic: At its most basic level, Quen produces a minor magical shield, absorbing a small amount of damage. You gain 2 temporary hit points per caster level, maximum 10. Quen lasts for 1 minute or until discharged when its temporary hit points are depleted. Quen is an abjuration effect.
  • Student: The temporary hit points granted improve to 3 per caster level, maximum 30. Additionally, while any temporary hit points remain, you gain a +1 bonus to your Armor Class and to all saving throws.
  • Apprentice: The temporary hit points granted improve to 4 per caster level, maximum 60. Additionally, while any temporary hit points remain, you gain resistance 10 to all energy types (acid, cold, electricity, fire, and sonic).
  • Specialist: The temporary hit points granted improve to 5 per caster level, maximum 100. Additionally, while any temporary hit points remain, you are immune to death effects.
  • Master: The temporary hit points granted improve to 5 per caster level, with no maximum. Additionally, whenever you are attacked and damaged while any temporary hit points remain, Quen deals damage to your attacker equal to the temporary hit points lost.
Yrden
  • Basic: At its most basic level, Yrden creates a glyph that acts as a minor magical trap. You can place the glyph on any solid surface within touch range, and it fills a 5-foot square. Any creature entering the glyph's space triggers it, dealing 1d4 points of damage per caster level, maximum 5d4, and slowing the triggering creature's movement as per caltrops. A successful Reflex save halves the damage and negates the slowing. You and any creatures you designate do not trigger the Yrden glyph, nor do any creatures within the glyph's space when it is cast. A Yrden glyph can be disarmed as a magical trap with a Disable Device DC of 20. The glyph itself is difficult to hide, and requires no Search check to notice. Yrden lasts for 5 minutes or until discharged. Yrden is an abjuration effect.
       - Glyph is 5-foot square. Lasts 5 minutes.
       - 1d4/level, max 10d4. Reflex half.
       - Caltrops slow. Reflex negates.
       - Triggered glyph affects triggerer. Allies don't trigger/be affected.
       - Disable Device DC 20, no Search DC.
  • Student:
       - Glyph is 5-foot square. Lasts 5 minutes.
       - 1d6/level, max 10d6. Reflex half.
       - Caltrops slow. Reflex negates.
       - Triggered glyph affects triggerer and all other enemies within 5 feet of glyph. Allies don't trigger/be affected.
       - Disable Device DC 21, no Search DC.
  • Apprentice:
       - Glyph is 5-foot radius. Lasts 5 minutes.
       - 1d8/level, max 15d8. Reflex half.
       - Caltrops slow. Reflex negates.
       - Triggered glyph affects triggerer and all other enemies within 5 feet of glyph. Allies don't trigger/be affected.
       - Allies within glyph gain +2 deflection to AC and +2 resistance to saves.
       - Disable Device DC 23, no Search DC.
  • Specialist:
  • Master:
Axii
  • Basic: At its most basic level, Axii befuddles the minds of others. A single creature within short range (25 ft. + 5 ft./2 levels) is dazed for 2 rounds. A successful Will save negates this effect. Any attack directed at the subject (regardless of its success or failure) ends the daze. Another creature can also shake the subject out of its daze as a full-round action. Axii is a mind-affecting enchantment (compulsion) effect.
  • Student: The duration improves to 3 rounds, and a creature attacked or shaken out of its daze still remains dazed until the end of the round. While dazed, the subject is also flat-footed.
  • Apprentice: The duration improves to 4 rounds. Instead of dazing a creature, you can cause it to become charmed, as per the charm monster spell.
  • Specialist: The duration improves to 5 rounds. A dazed creature remains dazed even when attacked or shaken.
  • Master: The duration improves to 1 minute. Any creature under the effects of Axii automatically fails its saving throw against subsequent Axii castings. Instead of charming a creature, you can cause it to become dominated, as per the dominate monster spell.
Somne
  • Basic: At its most basic level, Somne ... Somne is a mind-affecting enchantment (compulsion) effect.
       - Fascinate a creature for 5 minutes.
  • Student:
       - Fascinate all creatures in a 10-foot radius burst for 5 minutes.
       - Sleep a creature for 3 rounds. Affects up to 10 HD.
  • Apprentice:
       - Fascinate all creatures in a 10-foot radius burst for 5 minutes.
       - Sleep a creature for 4 rounds. Affects up to 15 HD.
       - Implant a suggestion in a fascinated creature (like bardic music).
  • Specialist:
       - Fascinate all creatures in a 20-foot radius burst for 5 minutes.
       - Sleep all creatures in a 10-foot radius burst for 5 rounds. Affects up to 20 HD.
       - Implant a suggestion in a fascinated creature (like bardic music).
  • Master:
       - Fascinate all creatures in a 20-foot radius burst for 5 minutes.
       - Sleep all creatures in a 20-foot radius burst for 1 minute. Unlimited HD affected.
       - Implant a suggestion in any number of fascinated creatures (like bardic music).
Heliotrope
The Heliotrope sign is inherently more complex than most other signs, and cannot be learned at a basic or student level.
  • Apprentice: Heliotrope warps time around you. All enemies within a 20-foot radius burst around you are decelerated for 4 rounds, as per the slow spell. A successful Will save negates this effect. Heliotrope is a transmutation effect.
  • Specialist: The slow duration increases to 5 rounds. In addition to slowing enemies, Heliotrope also accelerates you for the same duration, as per the haste spell.
  • Master:


Decoctions
See other page.



Witcher Oils
Witcher oils function in all ways as normal, magical oils do, except as noted. They are non-magical items. Instead of replicating existing spells, they have their own effects.

Unused oils slowly break down. {Just like decoctions.}

A single object can have no more than one witcher oil applied to it at once. Applying a new oil removes any previously applied witcher oils.

{Brewed like decoctions.}

The save DC for a witcher oil is 10 + the oil's level + the attacker's Strength modifier.

TODO:
- Rename from "witcher oil" to "blade coatings". Better change references to "creating" rather than "brewing".
- Clean up this section.
- Clarify that the oils last for 24 hours and apply to all attacks with the weapon.
- Blade coatings can only be learned by witchers with the wolf school combat style.
- The level of a coating should roughly correspond to an equivalent enhancement bonus.
- Blade coatings only apply to melee and thrown weapons. Despite the name, they can apply to more than just swords.


Crinfrid Oil
Level: 3
Duration: 24 hours
A weapon coated with crinfrid oil causes intense pain to any living creature injured by it. Whenever a living creature takes damage from an attack with a weapon coated with crinfrid oil, it must make a Fortitude save or suffer intense pain for 1 minute. The pain imposes a -4 penalty on attack rolls, skill checks, and ability checks. Multiple hits do not stack.

Concentrate: For each level of concentration, the penalty caused by the pain increases by -2.



Necrophage Oil
Level: 2
Duration: 24 hours
A weapon coated with Necrophage Oil functions effectively against corporeal undead. When used to attack a corporeal undead creature, the weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against the foe.

Concentrate: For each level of concentration, the increase to the weapon's enhancement bonus increases by +1 and the bonus damage increased by +1d6.



Specter Oil
Level: 1
Duration: 24 hours
A weapon coated with Spectre Oil functions effectively against incorporeal creatures. When used to attack an incorporeal creature, the weapon deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature’s 50% chance to avoid damage does not apply to attacks with Specter Oil-coated weapons.)



Level 1
- Vodon Rune: Increase enhancement bonus by +1.
- Perun Rune: Keen.
- Air Rune: +1d6 electricity damage.
- Earth Rune: +1d6 acid damage.
- Flame Rune: +1d6 fire damage.
- Water Rune: +1d6 cold damage.
- Argentia: +1d4 damage. Bypass DR as silver weapon.
- Specter Oil: Ghost Touch
- Shark's Blood: Usable underwater as freedom of movement.

Level 2
- Beast Oil: Bane (animal)
- Draconic Oil: Bane (dragon)
- Elemental Oil: Bane (elemental)
- Ogroid Oil: Bane (giant)
- Hanged Man's Venom: Bane (humanoid)
- Hybrid Oil: Bane (monstrous humanoid)
- Relict Oil: Bane (outsider)
- Spider Oil: Bane (vermin)
- Necrophage Oil: Bane (undead)
- ... lots of oils are just bane effects. Gonna have to make up some to fill out the remaining types.
construct
magical beast

Level 3
- Brown Oil: Causes bleeding for 1 damage/round until healed. Effect stacks from multiple hits.
- Crinfrid Oil: Save vs. pain on hit.
- Svarog Rune: Speed weapon property.

Level 4
- Executioner's Paste: Vorpal.
- Solar Gel: Brilliant Energy.



Alternative Class Features
(click to show/hide)



Change Log
(click to show/hide)

2
Garryl's Germinations / [PoC] Metroid - Creatures and Monsters
« on: June 29, 2017, 05:40:41 PM »
Phazon Behemoth template
A Phazon behemoth is a creature surging with Phazon energy. Complete corruption by Phazon grants these creatures incredible strength and resilience, but at the cost of their free will. This is usually the end result for creatures corrupted by Phazon.

Creating a Phazon Behemoth
"Phazon behemoth" is an acquired template that can be added to any creature with the Phazon subtype (referred to hereafter as the base creature). If the creature ever loses the Phazon subtype, it also loses the Phazon behemoth template.

Size and Type: The creature’s type remains unchanged. It gains the Cybernetic subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: If the base creature does not have a Constitution score, it gains 2 additional hit points per hit die.

Armor Bonus: A Phazon behemoth's natural armor bonus increases by 3.

Attacks: The damage dealt by a Phazon behemoth's natural attacks increases by one step.

Special Attacks: A Phazon behemoth retains all of the base creature’s special attacks. It also gains the following special attacks:
  • Magic Strike (Su): A Phazon behemoth's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
  • Phazon Blast (Su): This ability is an energy receptacle. As a standard action, the Phazon behemoth can release a blast of Phazon energy at a target within 60 feet. If the behemoth succeeds on a ranged touch attack, it deals 2d6 points of Phazon damage, plus another 1d6 per point of Phazon energy allocated to this ability. Each point of Phazon energy allocated also increases its range by 15 feet. If the behemoth has any Phazon energy allocated to this ability, any living creature that takes Phazon damage in this way must make a Fortitude save (DC 10 + the amount of energy allocated to this ability + the behemoth's Constitution modifier) or be sickened for 1 round per point of Phazon energy allocated. Normal energy provides no benefit except to the save DC.
  • Phazon Quake (Su): This ability is an energy receptacle. As a standard action, the Phazon behemoth can release a wave of Phazon energy around it, dealing 2d6 points of Phazon damage, plus another 1d6 per point of Phazon energy allocated to this ability, to all other creatures within 30 feet. Affected creatures can make a Reflex save (DC 10 + the amount of energy allocated to this ability + the behemoth's Constitution modifier) to take half damage. Normal energy provides no benefit except to the save DC.
Special Qualities: A Phazon behemoth retains all of the base creature’s special qualities. It also gains the following special qualities:
  • Damage Reduction (Su): A Phazon behemoth has damage reduction 10/magic. The Phazon with which the Phazon behemoths are infused provides a measure of resilience against mundane attacks.
  • Phazon Energy Pool: Each Phazon behemoth has a number of Phazon energy points equal to 2 + 1 per 3 HD.
  • Phazon Mind (Ex): A Phazon behemoth loses the last vestiges of its original mind. It is completely controlled by the Phazon within its body. It has immunity to mind-affecting effects. In addition, it is immune to the nauseated condition.
  • Phazon Recuperation (Su): This ability is an energy receptacle. The Phazon behemoth gains fast healing equal to the amount of Phazon energy allocated. Normal energy provides no benefit.
  • Phazon Speed (Su): This ability is an energy receptacle. The Phazon behemoth gains a +10-foot enhancement bonus to all forms of movement per point of Phazon energy allocated to this ability. It also gains a +2 insight bonus to initiative per point of Phazon energy allocated. Normal energy provides no benefit.
  • Phazon Tolerance: A Phazon behemoth has Phazon tolerance 2, plus 1 per 3 HD. This stacks with the Phazon tolerance granted by the Phazon subtype.
Abilities: A Phazon behemoth's Strength increases by +4, its Dexterity increases by +4, and its Constitution increases by +4. Its Intelligence, Wisdom, and Charisma stay the same. If the base creature does not have a Constitution score, it gains 2 additional hit points per hit die. See the Hit Dice entry for more details.

Challenge Rating: As base creature +2.

Alignment: Always evil, but can vary along the ethical axis according the base creature.

Advancement: As base creature.

Level Adjustment: -- (cohort +3). Only non-good creatures with the Phazon subtype can attract Phazon behemoths as cohorts.



Corrupted Colossus      CR 14
Phazon behemoth Phazon creature stone golem
Alignment Large construct (cybernetic, Phazon)
Init +8; Senses darkvision 60 ft., low-light vision; Listen -1, Spot -1; Phazon speed (includes 3 Phazon energy allocated)
Languages --
_________________________________________
AC 32, touch 11, flat-footed 30
   (-1 size, +2 Dex, +21 natural)
hp 135 (14 HD); Phazon recuperation; DR 10/adamantine and magic
Immune construct traits, heavy Phazon radiation, sickened, nauseated, mind-affecting effects; immunity to magic
Resist acid 15, cold 15, electricity 15, fire 15, sonic 15; Phazon defense (includes 3 Phazon energy allocated)
Fort +4, Ref +6, Will +3
Weakness transmute rock to mud, transmute mud to rock, stone to flesh
_________________________________________
Speed 50 ft. (10 squares); Phazon speed (includes 3 Phazon energy allocated)
Melee 2 slams +21 each (3d8+12 and 1d6 Phazon)
Ranged Phazon blast +11 touch (2d6 Phazon and sicken)
Space 10 ft.; Reach 10 ft.
Base Atk +10; Grp +26
Atk Options Phazon assault (includes 1 Phazon energy allocated)
Special Actions Phazon blast (DC 10), Phazon quake (DC 10), slow (DC 17)
_________________________________________
AL 7th; Energy pool 7 Phazon; Energy capacity 3; Phazon tolerance 9
Standard energy allocations:
   Phazon assault (1 Phazon energy)
   Phazon blast (0 Phazon energy; DC 10)
   Phazon defense (3 Phazon energy)
   Phazon quake (0 Phazon energy; DC 10)
   Phazon recuperation (0 Phazon energy)
   Phazon speed (3 Phazon energy)
_________________________________________
Abilities Str 35, Dex 15, Con --, Int --, Wis 9, Cha 1
Feats --
Skills --
Possessions none
Advancement 15-21 HD (Large); 22-42 (Huge)
_________________________________________
Phazon ore has largely replaced the stone that this golem was originally made from.
Immunity to Magic (Ex) A stone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
   A transmute rock to mud spell slows a stone golem (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.
   A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round.
Magic Strike (Su) A Phazon creature's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Phazon Assault (Su) This ability is an energy receptacle. The creature's natural weapons deal an additional 1d6 points of Phazon damage on each attack per point of Phazon energy allocated to this ability. Normal energy provides no benefit.
Phazon Blast (Su) This ability is an energy receptacle. As a standard action, the Phazon behemoth can release a blast of Phazon energy at a target within 60 feet. If the behemoth succeeds on a ranged touch attack, it deals 2d6 points of Phazon damage, plus another 1d6 per point of Phazon energy allocated to this ability. Each point of Phazon energy allocated also increases its range by 15 feet. If the behemoth has any Phazon energy allocated to this ability, any living creature that takes Phazon damage in this way must make a Fortitude save (DC 10 + the amount of energy allocated to this ability + the behemoth's Constitution modifier) or be sickened for 1 round per point of Phazon energy allocated. Normal energy provides no benefit except to the save DC.
Phazon Defense (Su) This ability is an energy receptacle. The creature acid, cold, electricity, fire, and sonic resistance 5 per point of Phazon energy allocated to this ability. Normal energy provides no benefit.
Phazon Quake (Su) This ability is an energy receptacle. As a standard action, the Phazon behemoth can release a wave of Phazon energy around it, dealing 2d6 points of Phazon damage, plus another 1d6 per point of Phazon energy allocated to this ability, to all other creatures within 30 feet. Affected creatures can make a Reflex save (DC 10 + the amount of energy allocated to this ability + the behemoth's Constitution modifier) to take half damage. Normal energy provides no benefit except to the save DC.
Phazon Recuperation (Su) This ability is an energy receptacle. The Phazon behemoth gains fast healing equal to the amount of Phazon energy allocated. Normal energy provides no benefit.
Phazon Speed (Su) This ability is an energy receptacle. The Phazon behemoth gains a +10-foot enhancement bonus to all forms of movement per point of Phazon energy allocated to this ability. It also gains a +2 insight bonus to initiative per point of Phazon energy allocated. Normal energy provides no benefit.
Slow (Su) A stone golem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a DC 17 Will save to negate. The save DC is Constitution-based.

3
Garryl's Germinations / [PoC] Metroid - Items and Equipment
« on: June 29, 2017, 05:36:38 PM »
Phazite material
Phazite is a stable and durable form of Phazon. It is highly radioactive, although less so than raw Phazon, allowing it to be safely handled with only minimal radiation shielding. It is among the hardest substances known, rivaling even adamantine. However, common Phazite possesses a crippling weakness that allows high frequency waveforms to pass through it as though it wasn't there. These frequency ranges are most commonly used in common corrosion inducement and molecular disruption technology.
Hit Points: 40/inch
Hardness: 20
Weight: Objects made out of Phazite weigh as much as a normal item made from iron or steel.
Weapons: Phazite weapons deal an additional 1 point of Phazon damage on each successful attack.
Armor: Phazite armor and shields apply half of the armor or shield bonus they grant to Armor Class, rounded up, against touch attacks other than acid-based attacks. Against acid-based attacks, Phazite armor and shields apply only half of their armor or shield bonus to normal attacks.
Special: Phazite is radioactive, but is fairly stable. It functions as a moderate Phazon radiation source that also causes acute radiation damage, but only causes radiation with direct contact. Direct contact deals 1d6 points of damage per minute of exposure (see the section on Radiation Dangers for more details). If a creature is subject to multiple sources of radiation, only the highest damage applies, as normal.

In addition, Phazite objects take only 1/4 the normal damage from acid (before applying hardness), and they do not block line of effect against acid effects. Phazite has relatively low reactivity with mundane acid, and acid-like waveforms simply pass through the material leaving it unharmed.
Cost: Phazite weapons cost an additional 1500 gp above the cost of a normal weapon (this does not include the cost to be made masterwork).  Phazite shields cost an additional 300 gp above the cost of a normal shield, Phazite light armor cost an extra 500 gp, Phazite medium armor cost an extra 1000 gp, and Phazite heavy armor cost an extra 1500 gp (these costs do not include the cost to be made masterwork). Other objects normally made of iron or steel can be made of Phazite at an additional cost of 50 gp/lb.

4
Garryl's Germinations / [PoC] Metroid - Prestige Class - Phazon Adept
« on: June 29, 2017, 05:34:49 PM »
Phazon Adept prestige class
Phazon adepts infuse themselves with Phazon in order to draw upon its power.

   Skills: Computer Use 5 ranks.
   Activating: Ability to activate a module with the Phazon descriptor.
   Special: Must have the Phazon subtype or have the Phazon Initiate feat.

Hit Die: d10

Table: The Phazon Adept


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Base Class Features
1+1+2+0+0Activator Level, Phazon Energy Conversion--
2+2+3+0+0Phazon Module+1 level of existing base class
3+3+3+1+1Phazon Energy Conversion, Phazon Infusion--

Class skills (4 + Int modifier per level): Bluff, Climb, Computer Use, Concentration, Craft, Jump, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (the planes), Profession, Ride, Search, Survival, and Swim.

Weapon and Armor Proficiency: As a phazon adept, you gain no new weapon or armor proficiencies.

Base Class Features: At 2nd level, you gain new class features and improve your existing class features as though you had gained a level in a base class to which you belonged before adding the new phazon adept level. The specific class features you gain include spells per day (and spells known, if applicable), improved chance of turning or destroying undead, metamagic or item creation feats, bonus feats, monk special abilities, sneak attack progressions, and so on, depending on the class. You do not, however, gain the benefit of your previous class's Hit Dice, attack progression, skill points, or saving throws.

If you had more than one base class before gaining a new phazon adept level, you must decide to which class you add the new level of phazon adept for the purpose of determining your class features.

Activator Level: Phazon adept counts as an activating prestige class. Your phazon adept level stacks with your levels in other activating classes to determine your activator level. If you improve the class features of an activating class at one of your phazon adept levels, you count that character level only once when determining your activator level, not twice.

Phazon Energy Conversion: At 1st level and again at 3rd level, you gain Phazon Energy Conversion as a bonus feat.

Phazon Module: At 2nd level, you gain Activate Module as a bonus feat. You can only select a module with the Phazon descriptor for this instance of the feat.

Phazon Infusion (Ex): At 3rd level, the Phazon within your body grows more powerful. You gain the Phazon subtype, granting you immunity to Phazon radiation of heavy or less, immunity to being sickened, and Phazon tolerance based on your character level. If you already had the Phazon subtype, you instead gain a +2 bonus to your Phazon tolerance.

5
Garryl's Germinations / [PoC] Metroid - Feats
« on: June 29, 2017, 05:32:12 PM »
New Feats
The following feats are designed to supplement those provided in Power of Cybernetics and allow access or improvement to the new mechanics introduced in the Metroid adaptation.

Table: Feats
Phazon FeatsPrerequisitesBenefit
Improved Phazon TolerancePhazon toleranceGain +2 Phazon tolerance and ignore up to heavy Phazon radiation
   Greater Phazon ToleranceImproved Phazon ToleranceGain +3 Phazon tolerance
Phazite BonesPhazon subtype+1 natural armor, 25% fortification except against acid
   Phazite SpursPhazon subtype, Phazite BonesGain Phazite claw attacks, 50% fortification except against acid
Phazon Energy EfficiencyPhazon subtypeGain +1 Phazon energy and recover expended Phazon energy 1/day
Phazon Initiate--Gain Phazon tolerance 1 and access to Phazon feats and modules
Phazon RageRage or frenzy, Phazon subtypeGain 2 temporary Phazon energy while raging
System FeatsPrerequisitesBenefit
Phazon Energy ConversionPhazon subtypeConvert energy into Phazon energy

Phazon Feats
Phazon feats relate to the use of Phazon and Phazon energy.



Greater Phazon Tolerance [Cybernetic, Phazon]
Prerequisites: Improved Phazon Tolerance, Phazon tolerance.
Benefits: You gain a +3 bonus to your Phazon tolerance. This stacks with the benefit of Improved Phazon Tolerance (for a total of +5).
Special: You may select this feat multiple times. Each time after the first, you gain an additional +3 bonus to your Phazon tolerance.



Improved Phazon Tolerance [Cybernetic, Phazon]
Prerequisites: Phazon tolerance.
Benefits: You gain a +2 bonus to your Phazon tolerance. In addition, you are immune to Phazon radiation of heavy or less. This does not provide protection from other sources of radiation, nor from Phazon radiation equivalent to severe or stronger, including direct contact with heavy Phazon radiation sources and Phazon damage.



Phazite Bones [Cybernetic, Phazon]
Prerequisites: Phazon subtype.
Benefits: Your exposure to Phazon has caused it to start growing within your body, slowly transforming your skeletal structure and replacing it with Phazite. You gain a +1 natural armor bonus, or your existing bonus increases by +1 if you already have natural armor. You have a 25% chance to negate the extra damage from a critical hit or precision damage attack, except for acid damage.



Phazite Spurs [Cybernetic, Phazon]
Prerequisites: Phazon subtype, Phazite Bones.
Benefits: Your Phazite bones have grown beyond your original skeletal structure, and additional mutations to your internal anatomy have occurred to adapt to this. You can extend or retract a pair of claws from your hands as a free action. These claws deal a base damage 1d6 damage for a Medium creature, plus an additional 1 point of Phazon damage due to being made of Phazite. Additionally, your chance to negate extra non-acid damage from Phazite Bones increases to 50%.



Phazon Energy Conversion [Phazon, System]
Prerequisites: Phazon subtype.
Benefits: You can allocate energy to this feat as a System. For each point of energy allocated to this feat, you gain 1 point of Phazon energy.

You gain 1 point of energy.
Special: You may select this feat multiple times. Each time after the first the energy capacity of this feat increases by 2 and you gain an additional point of energy.



Phazon Energy Efficiency [Cybernetic, Phazon]
Prerequisites: Phazon subtype.
Benefits: You gain 1 additional point of Phazon energy. Once per day as a full-round action, you can recover all of your expended Phazon energy.
Special: You may select this feat multiple times. Each time after the first, you gain an additional point of Phazon energy and you can recover your expended Phazon energy one additional time each day.



Phazon Initiate [Cybernetic, Phazon]
Benefits: By exposing yourself to small amounts of Phazon under controlled circumstances, you safely build up a tolerance to its destructive, mutagenic radiation. You gain Phazon tolerance 1 and a +2 bonus on saves against effects that would make you sickened. You may activate modules and qualify for feats as though you had the Phazon subtype.
Normal: Many modules with the Phazon descriptor cannot be activated by characters without the Phazon subtype.



Phazon Rage [Cybernetic, Phazon]
Prerequisites: Ability to rage or frenzy, Phazon subtype.
Benefits: When you enter a rage or frenzy, you gain 2 points of temporary Phazon energy for as long as your rage or frenzy lasts.

6
Garryl's Germinations / [PoC] Metroid - Modules
« on: June 29, 2017, 05:23:09 PM »
All Modules
(click to show/hide)

Cyberneticist Module List
(click to show/hide)

Dreadnought Module List
(click to show/hide)

Energy Warrior Module List
(click to show/hide)

7
Garryl's Germinations / [PoC] Metroid - Perils and Powers of Phazon
« on: June 29, 2017, 05:22:13 PM »
Phazon Damage
Several abilities and effects refer to Phazon damage. Phazon damage is a special type of acute radiation, and thus ignores damage reduction, resistances, and hardness. It affects both creatures and objects equally well. Phazon damage is considered to be the result of direct contact with a severe Phazon radiation source. Certain effects provide resistance to Phazon damage specifically, which does not normally protect against other sources of acute radiation.



Phazon Energy
Phazon energy is a special kind of energy used by some classes and modules in the Metroid adaptation. Phazon energy functions as normal energy for the most part. However, at the beginning of each of your turns, you suffer Phazon damage equal to twice the amount of unexpended Phazon energy you have allocated to energy receptacles. In exchange, certain energy receptacles (primarily those with the Phazon descriptor) grant additional benefits when Phazon energy is allocated to them. Phazon energy can sometimes be temporary energy, too. If so, use the rules for temporary energy over the rules for Phazon energy to adjudicate any contradictions between the two types of energy.



Phazon Tolerance
Some creatures are able to tolerate limited amounts of Phazon exposure. This is referred to as Phazon tolerance. A creature with Phazon tolerance ignores the first one or more points of allocated Phazon energy, the exact number being given in the ability that grants tolerance, when determining the amount of Phazon damage taken each round, if any. This can reduce the effective amount of allocated Phazon energy to 0, but not below. The Phazon energy still functions normally otherwise, providing all of the normal benefits of being allocated, including special benefits for allocating Phazon energy specifically. Phazon tolerance from multiple sources stack.

As an additional benefit, any creature with at least 1 point of Phazon tolerance is immune to mild Phazon radiation. This does not provide protection from other sources of radiation, nor from Phazon radiation equivalent to light or stronger, including direct contact with mild Phazon radiation sources and Phazon damage.



The Phazon Subtype
Certain creatures are infused with Phazon. Rather than killing them, the Phazon becomes an integral part of their biology. Such creatures have adapted a symbiotic relationship with Phazon. Some even produce the material internally through biological processes.

Traits
Phazon creatures have the following traits:
  • Immune to Phazon radiation of heavy or less. This does not provide protection from other sources of radiation, nor from Phazon radiation equivalent to severe or stronger, including direct contact with heavy Phazon radiation sources and Phazon damage.
  • Phazon creatures have Phazon tolerance, allowing them to allocate Phazon energy without damaging themselves. The amount of Phazon tolerance a creature has depends on its Hit Dice, as indicated on the table below.
  • Immune to the sickened condition.

Table: Phazon Creature Tolerance
Phazon Creature HDPhazon Tolerance
5 or less1
6-112
12-173
18-234
24-295
30+1 + HD/6

8
Spellcasting and Alternative Magic Systems
While technology is often presented as being at odds with magic in fiction, the cybernetics rules are designed to be wholly compatible with traditional Dungeons and Dragons magic. Below are presented a variety of new spells, powers, infusions, and invocations to allow spellcasters and manifesters to better interact with cybernetic characters and futuristic campaigns.



New Spells
The spells introduced in this chapter are designed for use in cybernetic campaigns.

Assassin Spells
(click to show/hide)

Bard Spells
(click to show/hide)

Cleric Spells
(click to show/hide)

Druid Spells
(click to show/hide)

Sorcerer/Wizard Spells
(click to show/hide)



New Domains
The domains introduced in this chapter are designed for use in cybernetic campaigns.

Computer Domain
(click to show/hide)

Cybernetics Domain
(click to show/hide)



New Powers
The powers introduced in this chapter are designed for use in cybernetic campaigns.

Psion/Wilder Powers
(click to show/hide)

Psion Discipline Powers

Egoist (Psychometabolism) Discipline Powers
(click to show/hide)

Kineticist (Psychokinesis) Discipline Powers
(click to show/hide)

Nomad (Psychoportation) Discipline Powers
(click to show/hide)

Seer (Clairsentience) Discipline Powers
(click to show/hide)

Shaper (Metacreativity) Discipline Powers
(click to show/hide)

Telepath (Telepathy) Discipline Powers
(click to show/hide)

Psychic Warrior Powers
(click to show/hide)



New Mantles
The mantles introduced in this chapter are designed for use in cybernetic campaigns.

Cybernetics Mantle
(click to show/hide)



New Infusions
The infusions introduced in this chapter are designed for use in cybernetic campaigns.

Artificer Infusions
(click to show/hide)

9
Garryl's Germinations / [PoC] Prestige Class - Nanotheurge
« on: June 29, 2017, 04:08:36 PM »
Nanotheurge prestige class
Dual progression divine/activating PrC that eventually becomes a demigod, sort of.

   Feats: Energized Spellcasting.
   Skills: Computer Use 8 ranks, Craft (any) 2 ranks, Knowledge (religion) 6 ranks.
   Activating: Ability to activate at least 2 modules. Access to a socket.
   Spellcasting: Ability to cast 2nd-level divine spells.
   Deity: Must worship an ideal, not a deity.

Hit Die: d8

Table: The Nanotheurge


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Activating


Spellcasting
1+0+2+0+2Cybernetic Ascension (Transmutation and Mind-affecting), Divine Portfolio+1 of existing activating class+1 of existing divine spellcasting class
2+1+3+0+3--+1 of existing activating class+1 of existing divine spellcasting class
3+2+3+1+3Cybernetic Ascension (Ability Damage, Energy Drain), Least Socket Access+1 of existing activating class+1 of existing divine spellcasting class
4+3+4+1+4Divine Portfolio (Cybernetics Domain)+1 of existing activating class+1 of existing divine spellcasting class
5+3+4+1+4Cybernetic Ascension (Spontaneous Domain Spells)+1 of existing activating class+1 of existing divine spellcasting class
6+4+5+2+5--+1 of existing activating class+1 of existing divine spellcasting class
7+5+5+2+5Cybernetic Ascension (Spell Resistance and DR/Epic)+1 of existing activating class+1 of existing divine spellcasting class
8+6+6+2+6Lesser Socket Access+1 of existing activating class+1 of existing divine spellcasting class
9+6+6+3+6Divine Portfolio (Bonus Domain)+1 of existing activating class+1 of existing divine spellcasting class
10+7+7+3+7Cybernetic Ascension (Immortality), Deus in Machina+1 of existing activating class+1 of existing divine spellcasting class

Class skills (2 + Int modifier per level): Computer Use, Concentration, Craft, Diplomacy, Knowledge (architecture and engineering), Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, and Spellcraft. A nanotheurge with any domains adds skills granted by them to his nanotheurge skill list as well as his cleric skill list.

Weapon and Armor Proficiency: As a nanotheurge, you gain no new weapon or armor proficiencies.

Activating: At each nanotheurge level, you increase your energy pool and gain additional modules known and activated and concurrent socket attachments as if you had also gained a level in whatever activating class you belonged to before you added the nanotheurge level. You do not, however, gain any other benefit a character of that class would have gained (bonus feats, access to new sockets, and so on). This essentially means that you add the level of nanotheurge to the level of whatever activating class you already have, then determine your energy pool, modules, and number of socket attachments accordingly.

If you had more than one activating class before gaining a new nanotheurge level, you must decide to which class you add the new level of nanotheurge for the purpose of determining your activating abilities.

Spellcasting: At each nanotheurge level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an divine spellcasting class to which you belonged before you added the nanotheurge level. You do not, however, gain any other benefit a character of that class would have gained (bonus feats, bardic music, and so on). This essentially means that you add the level of nanotheurge to the level of whatever divine spellcasting class you already have, then determine spells per day, spells known, and caster level accordingly.

If you had more than one divine spellcasting class before gaining a new nanotheurge level, you must decide to which class to add each level for the purpose of determining your spellcasting abilities.

Cybernetic Ascension (Ex): Just as the gods once created life within the planes, that life created machines. In turn, the machines may one day create gods.

Starting at 1st level, you begin your divine ascension. This ability is an energy receptacle with a capacity equal to half your nanotheurge level (minimum 1).

You gain resistance to effects that would change your form or your mind unwillingly, granting you a bonus on saving throws against mind-affecting effects and Transmutation spells (or other effects that would alter your form) equal to twice the amount of energy allocated to this ability.

Beginning at 3rd level, you gain resistance to ability damage, ability drain, and energy drain. Any ability damage, ability drain, or negative levels that you would gain from any effect is reduced by the amount of energy allocated to this ability. This only applies if the energy is already allocated as the effect occurs.

Beginning at 5th level, you gain the ability to spontaneously cast spells from any domain you possess. This functions similarly to a good cleric's ability to spontaneously cast cure spells, except that you cast spells from your domains and that you cannot spontaneously cast a spell that would take up a spell slot greater than twice the amount of energy allocated to this ability.

Beginning at 7th level, you gain spell resistance and damage reduction as long as any energy is allocated to this ability. This spell resistance is equal to 22 plus twice the amount of energy invested. The damage reduction is equal to twice the amount of energy allocated to this module and can only be overcome by epic weapons, and allows your natural weapons to bypass damage reduction as epic weapons. Additionally, this benefit applies to any weapons you wield that were created by your modules and any attack or effect resulting from one of your modules.

Beginning at 10th level, you attain a measure of immortality. You do not suffer penalties from aging, do not need to eat, sleep, or breathe, and are not subject to death from old age or massive damage. These benefits apply even if you have no energy allocated to this ability.

Divine Portfolio (Ex): Starting at 1st level, your levels in divine spellcasting classes, activating classes, and nanotheurge stack to determine your effective cleric level for your domains. Your nanotheurge levels and all subsequent levels in divine spellcasting classes and activating classes count as cleric levels for the purpose of benefiting from any domains you possess (such as the addition of class skills).

At 4th level, you gain access to the Cybernetics domain. If you already have access to that domain, you can select another domain that keeps with your ideals. If you do not already have access to a domain, you can cast each of its spells once per day (as described in Complete Divine).

At 9th level, you can select a second domain to gain access to. This can be any domain that keeps with your ideals.

Socket Access: Beginning at 3rd level, you gain access to all of your Least sockets, allowing you to attach modules to them. At 8th level, you also gain access to your Lesser sockets.

Deus in Machina (Su): At 10th level, your ascension to godhood is nearly complete. For short periods of time, you can grasp true divinity.

Once per day, you can temporarily gain a divine rank of 0. You gain the following benefits in place of the normal benefits of having a divine rank of 0. If you already had a divine rank, your divine rank does not change and you can use the better of your own abilities and the ones granted by this effect.

Your base land speed doubles (and any other movement speeds you have based on it may also be affected). You gain a deflection bonus to your armor class equal to your Charisma modifier (if positive) and fire resistance 5. You are immune to polymorphing, petrification, or any other attack that alters your form. Any shape-altering powers that you might have work normally on yourself. Finally, your cybernetic ascension ability is considered to be filled to its energy capacity, regardless of the amount actually allocated.

You can use ability as a free action during your turn. It lasts for a number of rounds equal to your nanotheurge level.



Nanotheurges in the Forgotten Realms
Nanotheurges are required to follow an ideal, rather than worship a deity. This normally puts them at serious risk in the afterlife, where their souls will be absorbed by the Wall of the Faithless. However, as nanotheurges are on the path to deific ascension, the spark of divinity they have built into themselves prevents their souls from ever being fully absorbed by the Wall. Although they may be tethered to the Wall of the Faithless, nanotheurge souls never fully cease existing, no matter how long they remain. A true resurrection, wish, or miracle spell, or a similarly powerful effect, can return a willing nanotheurge to life no matter how long they have been dead (regardless of the normal time limitations of such effects) as their soul remains in perpetuity. 10th-level nanotheurges, being able to attain actual divinity for short periods of time, can actually escape the Wall under their own power and ascend to the deific domains matching their ideals and portfolio.

10
Garryl's Germinations / [PoC] Prestige Class - Master of Observation
« on: June 29, 2017, 04:01:33 PM »
Master of Observation prestige class
A dual progression activating/observing PrC all about the Observer Relay module. Designed for use with Sirpercival's astronomer.

   Feats: Alertness.
   Skills: Computer Use 8 ranks, Spot 8 ranks.
   Activating: Ability to activate the Observer Relay module. Access to a Least socket.
   Observing: Ability to observe a phenomenon. Ability to have at least 2 inferior conjunctions active simultaneously.
   Special: Ability to focus on a constellation.

Hit Die: d6

Table: The Master of Observation


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special

Observer
Cloud


Activating


Spellcasting
1+0+0+0+2Integrated Relay, Remote Observation2+1 of existing activating class+1 of existing observing class
2+1+0+0+3Least Socket Access, Reinforced Drones3+1 of existing activating class+1 of existing observing class
3+1+1+1+3Observer Evasion4+1 of existing activating class+1 of existing observing class
4+2+1+1+4Remote Observation (30 feet)5+1 of existing activating class+1 of existing observing class
5+2+1+1+4Lesser Socket Access, Observer Sentience6+1 of existing activating class+1 of existing observing class
6+3+2+2+5Remote Observation (100 feet)7+1 of existing activating class+1 of existing observing class
7+3+2+2+5Observer Shielding8+1 of existing activating class+1 of existing observing class
8+4+2+2+6Remote Observation (communication range)9+1 of existing activating class+1 of existing observing class
9+4+3+3+6Greater Socket Access10+1 of existing activating class+1 of existing observing class
10+5+3+3+7Autonomous Observation, Remote Observation (no line of sight)10+1 of existing activating class+1 of existing observing class

Class skills (4 + Int modifier per level): Computer Use, Concentration, Craft, Disable Device, Gather Information, Knowledge (all skills, taken individually), Profession, Search, Spot, and Use Magic Device.

Weapon and Armor Proficiency: As a master of observation, you gain no new weapon or armor proficiencies.

Activating: At each master of observation level, you increase your energy pool and gain additional modules known and activated and concurrent socket attachments as if you had also gained a level in whatever activating class you belonged to before you added the master of observation level. You do not, however, gain any other benefit a character of that class would have gained (bonus feats, access to new sockets, and so on). This essentially means that you add the level of master of observation to the level of whatever activating class you already have, then determine your energy pool, modules, and number of socket attachments accordingly.

If you had more than one activating class before gaining a new master of observation level, you must decide to which class you add the new level of master of observation for the purpose of determining your activating abilities.

Observing: At each master of observation level, you increase your observer level and maximum Inferior Conjunctions and gain additional phenomena known and tiers of Constellation benefits and Inferior Conjunctions as if you had also gained a level in whatever observing class you belonged to before you added the master of observation level. You do not, however, gain any other benefit a character of that class would have gained (bonus feats, additional astrolabe techniques, and so on). This essentially means that you add the level of master of observation to the level of whatever observing class you already have, then determine phenomena, Inferior Conjunctions, Constellations, and observer level accordingly.

If you had more than one observing class before gaining a new master of observation level, you must decide to which class you add the new level of master of observation for the purpose of determining your observing abilities.

Integrated Relay (IM): A master of observation can never truly be separated from his precious spy drones. You can activate Observer Relay as an integrated module using your existing activator level. As an integrated module, Observer Relay does not count against your limited number of active modules and it cannot be suppressed or deactivated by abilities and effects that target individual modules.

Remote Observation (Su): By applying spyglass technology to your observers, their observational abilities can extend across new paradigms. Your observers add your Intelligence modifier (if positive) as a bonus on all Spot checks, and the penalty they suffer on Spot checks due to distance is halved (as though using a spyglass). They can also use the aid another action to assist you or each other on Spot checks. Additionally, they can observe astronomical phenomena that inferior technologies routinely miss, at least while you are present to oversee their data recording.

When you observe a phenomenon or alter your Inferior Conjunctions, you can do so through your observers, rather than using a spyglass. You must spend the action as normal, and one of your observers must ready a standard action to perform the actual observation. You must have line of sight to your observer, and it must be within 5 feet of you.

When you alter your Inferior Conjunctions this way, you may have your observer make the Spot check to alter Inferior Conjunctions in your place, if you so choose.

When you observe a phenomenon in this way, you observe it as normal, but you determine range, line of sight, line of effect, Superior Conjunctions, and other effects related to the point of origin from the observer's space, not yours. The observation of the phenomenon otherwise functions exactly as though you had observed it yourself normally through a spyglass.

Beginning at 4th level, you optimize the data feeds and detection algorithms to require less hands-on supervision. You can observe through an observer within 30 feet of you. This improves to 100 feet at 6th level, and to anywhere within communication range (usually 1 mile) at 8th level. You must still maintain line of sight with your observer, however.

Beginning at 10th level, you no longer need line of sight to your observer. You can remotely observe through them anywhere within communication range.

Observer Cloud (Ex): As you train your observational and multitasking skills, you learn to control and use multiple observers at once. The number of observers you can deploy and have in existence at once through your Observer Relay module is increased by your class level, to a maximum of 9 additional observers at level 9 (for a total of 10 observers deployed at once).

Reinforced Drones (Ex): Beginning at 2nd level, your observers gain a deflection bonus to their Armor Class and a resistance bonus on all saving throws equal to your class level. In addition, they can use your base saving throws in place of their own.

Socket Access: Beginning at 2nd level, you gain access to all of your Least sockets, allowing you to attach modules to them. At 5th level, you also gain access to your Lesser sockets. At 9th level, you also gain access to your Greater sockets.

Observer Evasion (Ex): Starting at 3rd level, all of the observers you control with your Observer Relay module gain evasion, as the rogue ability of the same name.

Observer Sentience (Su): Beginning at 5th level, your advanced observer AI grants the observers in your observer cloud a rudimentary sentience. They gain a hive mind with an Intelligence score of 5 plus your class level. Individual observers do not gain feats or skills due to this Intelligence score. This hive mind also allows them to communicate with each other even outside of their individual wireless communication ranges (usually 100 feet), as long as they are within communication range of you (usually 1 mile).

As long as one observer within the cloud is aware of a particular danger, they all are. If one in the cloud is not flat-footed, none of them are. No observer in the cloud is considered flanked unless all of them are.

Observers in your cloud are only connected to the hive mind while they are able to communicate wirelessly with you and each other. Observers outside of communication range lose the benefits of the cloud's hive mind.

Observer Shielding (Su): Starting at 7th level, your observers gain the energy shield ability with absorption equal to twice your master of observation level, and with recovery equal to the amount of energy allocated to your Observer Relay module.

Autonomous Observation (Su): Beginning at 10th level, your observers' observation AI has improved to such a degree that they can observe and record phenomena even without your direct input. In addition to allowing you to observe through them, the observers in your cloud can observe phenomena on their own.

In most ways, your entire observer cloud acts as a single, gestalt observer. They share conjunctions, phenomena per encounter, and many other factors and statistics related to observing phenomena. Any effect that would alter one observer's conjunctions, observer level, available phenomena, and so on applies to all of them, regardless of which observer observes at any given time. Likewise, among the entire cloud, only one phenomenon can be observed per round, regardless of how many observers attempt to do so, as though they were all a single observer. The other observers can still spend their actions normally, however, such as to perform Aid Another attempts or to add or remove conjunctions.

Your observer cloud can have a maximum number of active Inferior Conjunctions equal to half your maximum, and its observer level is equal to half your own. Your cloud knows all the phenomena that you do, but its observations of phenomena do not count against your own limited uses of each phenomenon per encounter. Other than the action spent to observe a phenomenon or to alter the cloud's Inferior Conjunctions, your observers observing phenomena does not interfere with your own observing abilities or your ability to observe through them.

An observer that is disconnected from the cloud's hive mind cannot make use of the cloud's observing abilities.

11
Garryl's Germinations / [PoC] Prestige Class - Inventor
« on: June 29, 2017, 03:42:56 PM »
Inventor prestige class
Inventors create things. All sorts of things.

   Skills: Computer Use 4 ranks, Craft (any two) 8 ranks.

Hit Die: d6

Table: The Inventor


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special

Craft
Reserve
Activating
Active
Modules
Energy
Pool
Socket
Attachments
1+0+0+0+2Craft Device, Item Creation, Technical Knowledge, Tinkering Activator100 xp110
2+1+0+0+3Least Socket Access, Temporary Craftsmanship200 xp121
3+2+1+1+3Craft Cybernetic Item300 xp131
4+3+1+1+4Effortless Invention, Rapid Crafting400 xp241
5+3+1+1+4Craft Cybernetic Arms and Armor, Least Socket Access500 xp251
6+4+2+2+5Pocket Industry650 xp262
7+5+2+2+5Efficient Crafting800 xp272
8+6+2+2+6Cybernetic Grafter, Energetic Crafting1000 xp382
9+6+3+3+6Greater Socket Access1200 xp392
10+7+3+3+7Focused Crafting1500 xp3103

Class skills (4 + Int modifier per level): Appraise, Computer Use, Concentration, Craft, Decipher Script, Disable Device, Knowledge (all skills, taken individually), Open Lock, Profession, Search, Use Magic Device, and Use Psionic Device.

Weapon and Armor Proficiency: As an inventor, you gain no new weapon or armor proficiencies.

Activating: As an inventor, you are an activator. You learn to activate modules, which are drawn from the cyberneticist module list. You know and can activate any module from this list.

An inventor can activate only a certain number of modules at once. Your base concurrent allotment is given on the table above.

At 1st level, you gain access to a pool of energy, which can be allocated to your active modules to increase their effects. If you already have a pool of energy, combine the two to determine the total amount of energy available. Your character level determines the maximum amount of energy that can be allocate to any given module at one time, as indicated on Table: Energy Capacity by Level.

As a swift action, you may reallocate your energy allocations amongst your active modules once each round.

Socket Attachments: Beginning at 2nd level, you can attach active modules to the sockets that you have available. The number of socket attachments that you can have in effect at any one time depends on your level (see the Socket Attachments column in the table above). At 2nd level, you gain access to your Least sockets, allowing you to attach modules to them. At 5th level, you gain access to your Lesser sockets. At 9th level, you gain access to your Greater sockets.

Craft Reserve: As an inventor, you receive a pool of points you can spend instead of experience points when crafting a cybernetic item. Each time you gain a new character level, you receive a new craft reserve, the size of which is based on your inventory level; leftover points from the previous level do not carry over. If the points are not spent, they are lost. You can also use your craft reserve to supplement the XP cost of the item you are making, taking a portion of the cost from your craft reserve and a portion from your own XP.

Item Creation: As an inventor, you can create a cybernetic item even if you do not have access to the modules or sockets that are the prerequisites for the item. You must make a successful Computer Use check (DC 20 + activator level) to emulate each module required to create the item, and a successful Computer Use check (DC 25 for least, 30 for lesser, 35 for greater, or 40 for core) to emulate the sockets required to create the item (use only the socket with the highest DC). Thus, to make a 1st-level Mercury Bow device, you would need a Computer Use check result of 21 or higher. To create a velocithor weapon (activator level 10th, Kinetic Accelerator, lesser socket), you would need one check result of 30 or higher to emulate the Kinetic Accelerator module and another check result of 30 or higher to emulate the socket access in order to complete the item. You cannot emulate access to special or epic sockets, such as the Energy Emitter socket.

You must make a successful check for each prerequisite of an item you make that you cannot fulfill otherwise; you need not make a check for modules and sockets that you can access normally. If you fail a check, you can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master's Guide). If you come to the end of the crafting time and you have still not successfully emulated one of the requirements, you can make one final check—your last-ditch effort, even if you have already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.

For purposes of meeting item prerequisites, your effective activator level equals your actual activator level +2. If the item duplicates a module effect, however, it uses no higher than your actual level as its activator level. If this would produce an item with an activator level below its normal minimum activator level, the cost is still determined using the item's minimum activator level. Thus, if your activator level is 3, you can make a device of Ice Beam attached to the feet socket, since the minimum activator level for a least socket device is 5th. You pay the normal cost for making such a device with an activator level of 5th: 5 X 3 X 12.5 = 187 gp and 5 sp, plus 15 XP. But the device's actual activator level is only 3rd, and it produces a weak and shorter-lived module.

You can also make Computer Use checks to emulate non-cybernetic requirements, including alignment and race, using the normal DCs for the Use Magic Device skill. You cannot emulate skill or feat requirements, however, including item creation feat prerequisites. You must meet the activator level prerequisite, including the minimum level requirement of socket-attached devices.

In addition, when crafting devices, you can craft up to two devices in a single day as long as they are both worth 250 gp or less.

Item Creation Feats: As you progress as an inventor, you gain a number of item creation feats as bonus feats. You need not qualify for these feats.

At 1st level, you gain Craft Device.

At 2nd level, you gain Temporary Craftsmanship.

At 3rd level, you gain Craft Cybernetic Item.

At 4th level, you gain Effortless Invention.

At 5th level, you gain Craft Cybernetic Arms and Armor.

At 6th level, you gain Pocket Industry.

At 8th level, you gain Cybernetic Grafter.

Tinkering Activator: You receive Tinkering Activator as a bonus feat at 1st level. This allows you to use your Intelligence modifier to determine the save DCs of your modules.

Technical Knowledge (Ex): This ability functions as the cyberneticist ability by the same name.

Rapid Crafting (Ex): Starting at 4th level, you develop your own techniques and shortcuts that allows you to produce cybernetic devices faster than most. When you craft a cybernetic item of any sort, you do so at a rate 25% faster than normal (1250 gp per day instead of 1000 gp per day).

In addition, when crafting devices, you can craft up to two devices in a single day as long as they are both worth 625 gp or less.

Efficient Crafting (Ex): Beginning at 6th level, your crafting techniques also allow you to use fewer materials without any loss of function or quality. When you craft a cybernetic item of any sort, you need provide 20% fewer raw materials than normal (40% of the market price instead of 50%).

In addition, when crafting devices, you can craft up to two devices in a single day as long as they are both worth 1250 gp or less.

Energetic Crafting (Ex): Starting at 8th level, you grant a +1 enhancement bonus to the energy capacity of any energy receptacles that are either cybernetic items you created yourself (such as a widget or an energized weapon), or that are produced by cybernetic items you created yourself (such as the module activated by a device). This bonus only applies while you have access to the energy receptacle; other users cannot benefit from the increased capacity unless you both have access (such as a widget created with Temporary Craftsmanship and Effortless Invention).

Focused Crafting (Ex): At 10th level, your mastery of the creation process allows you to flit from project to project without needing to invest as much of yourself in order to create an amazing result. When you craft a cybernetic item of any sort, you need provide 20% fewer experience points than normal (4 xp per 125 gp of the market price instead of 1 xp per 25 gp).

In addition, when crafting devices, you can craft up to two devices in a single day as long as they are both worth 2500 gp or less, and you can craft a single device in a single day no matter how high its market value is.

12
Garryl's Germinations / [PoC] Prestige Class - Bounty Hunter
« on: June 29, 2017, 03:32:59 PM »
Bounty Hunter prestige class
Bounty hunters track down wanted individuals for money. They can be anything from law enforcement, privateers, and military contractors to slavers, criminal enforcers, and assassins.

"I find them, I take them down, and maybe I bring them back alive if it pays enough."
                                                                                      - "Big Time" Brannigan, bounty hunter

   Feats: Track or Urban Tracking.
   Skills: Computer Use 4 ranks, Gather Information 4 ranks, Intimidate 2 ranks, Survival 8 ranks.
   Activating: Ability to activate a module. Access to a socket.

Hit Die: d8

Table: The Bounty Hunter


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Resources


Activating
1+1+2+2+0Marked Target +2, Special Dispensation, Tracking1250 gp+1 of existing activating class
2+2+3+3+0Least Socket Access2500 gp+1 of existing activating class
3+3+3+3+1Go to Ground, Flush Out3750 gp+1 of existing activating class
4+4+4+4+1Marked Target +4, Targeted Quarry5000 gp+1 of existing activating class
5+5+4+4+1Lesser Socket Access, Target Sweep (2 targets)6500 gp+1 of existing activating class
6+6+5+5+2Dead or Alive, Skill Mastery8000 gp+1 of existing activating class
7+7+5+5+2Go to Ground (aid others), Marked Target +610000 gp+1 of existing activating class
8+8+6+6+2Prime Shot12500 gp+1 of existing activating class
9+9+6+6+3Greater Socket Access15000 gp+1 of existing activating class
10+10+7+7+3Marked Target +8, Target Sweep (3 targets)20000 gp+1 of existing activating class

Class skills (6 + Int modifier per level): Appraise, Balance, Bluff, Climb, Computer Use, Concentration, Craft, Disguise, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Knowledge (history), Knowledge (the planes), Listen, Move Silently, Profession, Ride, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Use Magic Device, and Use Rope.

Weapon and Armor Proficiency: As a bounty hunter, you gain no new weapon or armor proficiencies.

Activating: At each bounty hunter level, you increase your energy pool and gain additional modules known and activated and concurrent socket attachments as if you had also gained a level in whatever activating class you belonged to before you added the bounty hunter level. You do not, however, gain any other benefit a character of that class would have gained (bonus feats, access to new sockets, and so on). This essentially means that you add the level of bounty hunter to the level of whatever activating class you already have, then determine your energy pool, modules, and number of socket attachments accordingly.

If you had more than one activating class before gaining a new bounty hunter level, you must decide to which class you add the new level of bounty hunter for the purpose of determining your activating abilities.

Marked Target (Ex): While you maintain a target lock, you treat the subject of your target lock as a special type of favored enemy. You gain a +2 bonus on Bluff, Gather Information, Listen, Sense Motive, Spot, and Survival checks when using these skills against the subject of your target lock. Likewise, you get a +2 bonus on weapon damage rolls against the subject. These bonuses improve to +4 at 4th level, +6 at 7th level, and to +8 at 10th level. Effects that apply against favored enemies or that influence your favored enemy bonuses also apply to this ability.

Resources: As a bounty hunter, you can call upon various resources, including contacts, favors, and equipment. The total value of resources you can call upon at each level, as expressed in gold pieces, is indicated on the table above. Unused resources do not carry over from level to level; they are lost. Your pool of available resources refills to the indicated amount, based on your bounty hunter level, at each new character level (even when you take classes other than bounty hunter).
  • Contacts: You can get in touch with important or knowledgeable individuals. The DM decides how much of your resources getting in touch with a given contact takes.
  • Equipment: You can beg, borrow, and requisition equipment and other items. Equipment counts against your resources for an amount equal to its market value. If you return the equipment, you regain half its market value in resources. If the item's market value has increased since you borrowed it, you can regain resources up to the item's original market value, but no more. If you retain the equipment across multiple character levels (or when your available resources are otherwise replenished), the item's original market value still counts against your available resources until you return it, at which point you regain the full lost resources, even if the item's market value has decreased. If the item is consumed, destroyed, lost, or otherwise rendered useless or unusable, it only counts against your available resources until you replenish them.
  • Favors: You can use your contacts to acquire favors from people and organizations. Some services, such as spellcasting, have defined costs. For others, the DM decides how much of your resources the favor counts against.
While getting in touch with the people you already know and letting them know what you need and what favors you're calling in is relatively quick, rarely taking more than an hour or two, and frequently less if you have easy access to communications or contacts, the actual time it takes for things to get organized can vary. In a major metropolitan center, you can usually call in your resources within 4d12 hours. For unusual, expensive, or difficult requests, or further from metropolitan areas, this can increase to 1d4 days, 1d6+1 days, 1d2 weeks, or even longer for particularly complex and difficult requests. You know approximately how long it will take for a given request (in game terms, you know what die expression is used to determine how long it takes), although you never know exactly how long it takes until that time has elapsed. You can rush your request, reducing the time required to only one quarter the normal time, but doing so doubles the value resources you must use.

Special Dispensation: Bounty hunters do not operate in secrecy unless they have to, so their patrons provide them the freedom to perform their duties. While operating in any area where bounty hunting is acceptable, a slavers guild has any presence, or you enjoy the patronage of an influential figure, you are authorized to wear or carry whatever equipment you deem necessary, regardless of local armor and weapons laws.

Tracking: You gain Track or Urban Tracking as a bonus feat. If you already have both, you instead gain a bonus feat that you qualify for of your choice.

Socket Access: Beginning at 2nd level, you gain access to all of your Least sockets, allowing you to attach modules to them. At 5th level, you also gain access to your Lesser sockets. At 9th level, you also gain access to your Greater sockets.

Flush Out (Ex): Starting at 3rd level, you can make a Gather Information check every half-hour without taking the usual -5 penalty.

Go to Ground (Ex): You have learned to blend in so fully with the urban throng that nobody remembers your passage. Beginning at 3rd level when you choose to "lay low," you become all but impossible to find without magical means. All attempts to find you with Urban Tracking simply fail outright.

Beginning at 7th level, you can help other creatures to "lay low", but doing so exposes you, allowing a sufficiently skilled seeker to find you. If you aid only one creature, the DC modifier to find your group for "lying low" is +20 instead of +2. If you aid two or three creatures, the DC modifier is instead +15. If you aid from four to seven creatures, the DC modifier is instead +10. If you aid eight or more creatures, the DC modifier is instead +5. Other creatures in your group that also know how to go to ground do not require your assistance and, if they are able, can share the burden of helping the rest of the group.

Targeted Quarry (Ex): Starting at 4th level, you can maintain a target lock even if you cannot see the subject or you do not have line of sight. You know the general direction of your targets, although not their exact location, even when you can't see them. Whenever you are following the tracks of your target, you can make Survival checks to track while moving at full speed without suffering the normal -5 penalty. You take only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking your target.

Target Sweep (Ex): Beginning at 5th level, you can maintain one more target lock at a time than normal (for a total of 2). You can maintain yet another target lock (for a total of 3) starting at 10th level.

Dead or Alive (Ex): Starting at 6th level, you can deal nonlethal damage with weapons that normally deal lethal damage or lethal damage with weapons that normally deal nonlethal damage, both without taking the usual -4 penalty on the attack roll. Additionally, you can choose to deal lethal or nonlethal damage with ranged weapon attacks, also with no penalty.

Skill Mastery: Beginning at 6th level, you become so certain in the use of certain skills that you can use them reliably even under adverse conditions. When making a Gather Information, Listen, Sense Motive, Spot, or Survival check, you may take 10 even if stress and distractions would normally prevent you from doing so.

Prime Shot (Ex): Beginning at 8th level, once per encounter, you can cause an attack you make against a favored enemy to automatically threaten a critical hit. You can decide whether or not to use this ability after determining whether or not you hit, but before rolling for damage. This ability does not apply against targets with cover or concealment.

13
Garryl's Germinations / [PoC] Prestige Class - Deleter
« on: June 29, 2017, 03:22:47 PM »
Deleter prestige class
Deleters are the assassins of the future. With stealth technology and weapons designed to short out both machines and nervous systems, deleters are deadly threats to anyone they set their sights on.

   Skills: Computer Use 4 ranks, Disable Device 8 ranks, Hide 8 ranks, Move Silently 4 ranks.
   Activating: Ability to activate a module with the electricity descriptor. Access to a socket.

Hit Die: d8

Table: The Deleter


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Activating
1+0+0+2+0Sneak Attack +1d6, Electrified Strike+1 of existing activating class
2+1+0+3+0Least Socket Access+1 of existing activating class
3+2+1+3+1Poison Use, Synaptic Overload+1 of existing activating class
4+3+1+4+1Enveloping Charge, Sneak Attack +2d6--
5+3+1+4+1Lesser Socket Access+1 of existing activating class
6+4+2+5+2Special Ability+1 of existing activating class
7+5+2+5+2Sneak Attack +3d6+1 of existing activating class
8+6+2+6+2Hide in Plain Sight+1 of existing activating class
9+6+3+6+3Greater Socket Access+1 of existing activating class
10+7+3+7+3Sneak Attack +4d6, Special Ability+1 of existing activating class

Class skills (6 + Int modifier per level): Balance, Bluff, Computer Use, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (local), Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, and Use Rope.

Weapon and Armor Proficiency: As a deleter, you gain no new weapon or armor proficiencies.

Activating: At each deleter level, with the exception of 4th, you increase your energy pool and gain additional modules known and activated and concurrent socket attachments as if you had also gained a level in whatever activating class you belonged to before you added the deleter level. You do not, however, gain any other benefit a character of that class would have gained (bonus feats, access to new sockets, and so on). This essentially means that you add the level of deleter to the level of whatever activating class you already have, then determine your energy pool, modules, and number of socket attachments accordingly.

If you had more than one activating class before gaining a new deleter level, you must decide to which class you add the new level of deleter for the purpose of determining your activating abilities.

Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at 1st level, and again every 3 levels thereafter. If you get a sneak attack bonus from another source the bonuses on damage stack.

Electrified Strike (Su): You can chose to have your sneak attack, sudden strike, skirmish, and other precision damage-based abilities deal their bonus damage as electricity damage instead of their normal damage types. If you do, you can use them when dealing nonlethal damage with a weapon that normally deals lethal damage. Electrified strikes deal their bonus damage normally against creatures immune to critical hits and precision damage, including creatures with the chance of negating such bonus damage from by light fortification and similar abilities. Electrified strike damage also applies on attacks of opportunity, even if the precision damage-granting abilities would not qualify for such attacks (such as if you had the skirmish ability but had not moved at least 10 feet since the beginning of your last turn).

Socket Access: Beginning at 2nd level, you gain access to all of your Least sockets, allowing you to attach modules to them. At 5th level, you also gain access to your Lesser sockets. At 9th level, you also gain access to your Greater sockets.

Poison Use (Ex): Beginning at 3rd level, you are trained in the use of poison and never risk accidentally poisoning yourself when applying poison to a weapon.

Synaptic Overload (Su): Starting at 3rd level, if you study your victim for 3 rounds and then make an electrified strike with a melee weapon that successfully deals electricity damage, the electrified strike has the additional effect of disrupting the target's nervous system, possibly either knocking out or killing the target (at your choice). While studying the victim, you can undertake other actions so long as your attention stays focused on the target and the target does not detect you or recognize you as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + your deleter class level + your Intelligence modifier) against the kill effect, she suffers electricity damage equal to her normal maximum hit points plus 10. If the saving throw fails against the knockout effect, the victim suffer nonlethal electricity damage equal to her normal maximum hit points plus 10. A victim of the knockout effect heals half of the nonlethal damage caused by this ability (rounded up) starting a number of rounds after the attack equal to your deleter level, and continues to heal half of the nonlethal damage remaining each round (rounded up) until none remains. If the victim's saving throw succeeds, the attack is just a normal electrified strike. Once you have completed the 3 rounds of study, you must make the synaptic overload attack within the next 3 rounds. Synaptic overload can be used against constructs and living creatures only.

If a synaptic overload attack is attempted and fails (the victim makes her save) or if you do not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before you can attempt another synaptic overload attack.

Synaptic overload also counts as the death attack ability, such as for qualifying for a feat or prestige class, or benefiting from an item or spell.

Enveloping Charge (Ex): Starting at 4th level, you can have half of all electricity damage you deal ignore resistances and immunities.

Special Ability: On attaining 6th level, and again at 10th level, you gain a special ability of your choice from among the following options: armored evasion, disrupting strike, improved enveloping charge, opportunist, or skill mastery. Alternatively, you can elect to gain a bonus feat that you qualify for.

Armored Evasion (Ex): This ability functions as the rogue's evasion ability, except that it functions regardless of armor and encumbrance. If you have or later gain improved evasion or similar abilities that function based on evasion, they also function regardless of armor and encumbrance.

Disrupting Strike (Su): Whenever you use your electrified strike ability to attack your opponents, the electricity interferes with the opponent's nervous system, reducing coordination and eventually causing paralysis. An opponent damaged by one of your electrified strikes also takes 2 points of Dexterity damage.

Improved Enveloping Charge (Ex): Any creature with electricity resistance or immunity that you deal electricity damage to must make a Fortitude save (DC 10 + your deleter class level + your Intelligence modifier) or lose its electricity resistance and immunity until the beginning of your next turn. If you combine this ability with a synaptic overload attack, the creature must save against losing its resistances or immunity before determining the result of the synaptic overload attack.

Opportunist (Ex): Once per round, you can cause an opponent who has just been struck for damage in melee by another character to provoke an attack of opportunity from you. Even with the Combat Reflexes feat, you can't use this ability more than once per round.

Skill Mastery: You become so certain in the use of certain skills that you can use them reliably even under adverse conditions. Upon gaining this ability, you select a number of skills equal to 3 + your Intelligence modifier. When making a skill check with one of these skills, you may take 10 even if stress and distractions would normally prevent you from doing so. You may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Feat: If you elect to gain a bonus feat in place of your special ability, you gain any one feat that you qualify for as a bonus feat. You can select this option multiple times, each time gaining another bonus feat.

Hide in Plain Sight (Su): Starting at 8th level, you can use the Hide skill even while being observed. As long as you are within 10 feet of some sort of metallic terrain or object at least as large as yourself (even an attended object), you can hide yourself from view in the open without having anything to actually hide behind. You cannot, however, hide behind your own equipment.

14
Garryl's Germinations / [PoC] Prestige Class - Arcanosynthesist
« on: June 29, 2017, 03:12:46 PM »
Arcanosynthesist prestige class
Arcanosynthesists study the science of magic. They blur the lines between magic and technology.

Dual progression arcane/activating PrC based on the ironskin arcanist, which was based on the soul manifester, which was an adaptation of the soulcaster, which was based on the mystic theurge, but was originally played by James Spader.

"Sufficiently advanced technology is compatible with magic."
                                                           - École de Magitechnologie Supérieure school motto (translated)

   Feats: Energized Spellcasting.
   Skills: Knowledge (arcana) 8 ranks.
   Activating: Ability to activate at least 2 modules. Access to a socket.
   Spellcasting: Ability to cast 2nd-level arcane spells.

Hit Die: d6

Table: The Arcanosynthesist


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Activating


Spellcasting
1+0+0+0+2Spell Charge 1+1 of existing activating class+1 of existing arcane spellcasting class
2+1+0+0+3--+1 of existing activating class+1 of existing arcane spellcasting class
3+1+1+1+3Least Socket Access+1 of existing activating class+1 of existing arcane spellcasting class
4+2+1+1+4Magical Capacitance+1 of existing activating class+1 of existing arcane spellcasting class
5+2+1+1+4--+1 of existing activating class+1 of existing arcane spellcasting class
6+3+2+2+5Arcane Inductance+1 of existing activating class+1 of existing arcane spellcasting class
7+3+2+2+5Spell Charge 2+1 of existing activating class+1 of existing arcane spellcasting class
8+4+2+2+6Lesser Socket Access+1 of existing activating class+1 of existing arcane spellcasting class
9+4+3+3+6--+1 of existing activating class+1 of existing arcane spellcasting class
10+5+3+3+7Arcanosynthesis+1 of existing activating class+1 of existing arcane spellcasting class

Class skills (2 + Int modifier per level): Computer Use, Concentration, Craft, Decipher Script, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (the planes), Profession, and Spellcraft.

Weapon and Armor Proficiency: As an arcanosynthesist, you gain no new weapon or armor proficiencies.

Activating: At each arcanosynthesist level, you increase your energy pool and gain additional modules known and activated and concurrent socket attachments as if you had also gained a level in whatever activating class you belonged to before you added the arcanosynthesist level. You do not, however, gain any other benefit a character of that class would have gained (bonus feats, access to new sockets, and so on). This essentially means that you add the level of arcanosynthesist to the level of whatever activating class you already have, then determine your energy pool, modules, and number of socket attachments accordingly.

If you had more than one activating class before gaining a new arcanosynthesist level, you must decide to which class you add the new level of arcanosynthesist for the purpose of determining your activating abilities.

Spellcasting: At each arcanosynthesist level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before you added the arcanosynthesist level. You do not, however, gain any other benefit a character of that class would have gained (bonus feats, bardic music, and so on). This essentially means that you add the level of arcanosynthesist to the level of whatever arcane spellcasting class you already have, then determine spells per day, spells known, and caster level accordingly.

If you had more than one arcane spellcasting class before gaining a new arcanosynthesist level, you must decide to which class to add each level for the purpose of determining your spellcasting abilities.

Spell Charge (Su): Starting at 1st level, you may expend 1 point of energy as part of casting a spell. You grant a +1 bonus to the caster level and save DC of that spell.

Beginning at 7th level, the caster level and save DC bonus increases to +2.

Socket Access: Beginning at 3rd level, you gain access to all of your Least sockets, allowing you to attach modules to them. At 8th level, you also gain access to your Lesser sockets.

Magical Capacitance (Su): Starting at 4th level, you grant a +1 enhancement bonus to the energy capacity of your spells.

Arcane Inductance (Ex): Beginning at 6th level, you can allocate energy to a spell as part of casting it. You can only allocate energy that is already in your energy pool, not energy that is already allocated to an energy receptacle. This does not allow you to deallocate energy from the spell, nor move your energy among other energy receptacles. This is an exception to the rule that you can only allocate energy to a System while refreshing your energy.

Arcanosynthesis (Su): Beginning at 10th level, you can expend a prepared spell or unused spell slot as a free action once per round to transform its magical power into pure energy. You gain a number of temporary points of energy equal to the spell or spell slot's level, which last for 1 round.

15
Garryl's Germinations / [PoC] Prestige Class - Chronologist
« on: June 29, 2017, 03:08:31 PM »
Chronologist prestige class
Chronologists are masters of time and timelines. They learn to observe the future, revert to the past, and even shift between alternate presents.

"A quote, you say? Just wait a moment, let me check what I will have said to you."
                                                                                       - Eton Vanik, chronologist

   Skills: Computer Use 4 ranks, Concentration 8 ranks, Psicraft 4 ranks.
   Activating: Ability to activate a module with the time descriptor. Access to a socket.
   Manifesting: Must be able to manifest 2nd-level powers.
   Special: Must be ale to manifest at least two of the following powers: burst, defensive precognition, destiny dissonance, fate of one, greater precognition, hustle, mass time hop, object reading, offensive precognition, offensive prescience, precognition, psionic contingency, psionic divination, psionic moment of prescience, quintessence, recall agony, recall death, second chance, sensitivity to psychic impressions, temporal acceleration, time hop, timeless body, or time regression. At the DM's discretion, other time-themed powers can be substituted instead.

Hit Die: d6

Table: The Chronologist


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Activating


Manifesting
1+0+0+2+2Temporal Resistance+1 of existing activating class+1 of existing manifesting class
2+1+0+3+3Least Socket Access+1 of existing activating class+1 of existing manifesting class
3+1+1+3+3Future Sight (1/day, 1 minute)+1 of existing activating class+1 of existing manifesting class
4+2+1+4+4--+1 of existing activating class+1 of existing manifesting class
5+2+1+4+4Timeless Battlefield+1 of existing activating class+1 of existing manifesting class
6+3+2+5+5Future Sight (2/day, 10 minutes)+1 of existing activating class+1 of existing manifesting class
7+3+2+5+5Flash Back+1 of existing activating class+1 of existing manifesting class
8+4+2+6+6Lesser Socket Access+1 of existing activating class+1 of existing manifesting class
9+4+3+6+6Future Sight (3/day, 1 hour)+1 of existing activating class+1 of existing manifesting class
10+5+3+7+7Quantum Immortality+1 of existing activating class+1 of existing manifesting class

Class skills (2 + Int modifier per level): Climb, Computer Use, Concentration, Craft, Gather Information, Jump, Knowledge (all skills, taken individually), Listen, Profession, Psicraft, Ride, Search, Spot, Survival, and Swim.

Weapon and Armor Proficiency: As a chronologist, you gain no new weapon or armor proficiencies.

Activating: At each chronologist level, you increase your energy pool and gain additional modules known and activated and concurrent socket attachments as if you had also gained a level in whatever activating class you belonged to before you added the chronologist level. You do not, however, gain any other benefit a character of that class would have gained (bonus feats, access to new sockets, and so on). This essentially means that you add the level of chronologist to the level of whatever activating class you already have, then determine your energy pool, modules, and number of socket attachments accordingly.

If you had more than one activating class before gaining a new chronologist level, you must decide to which class you add the new level of chronologist for the purpose of determining your activating abilities.

Manifesting: At each chronologist level, you increase your manifester level and gain additional power points per day and access to new powers as if you had also gained a level in whatever manifesting class you belonged to before you added the chronologist level. You do not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that you add the level of chronologist to the level of whatever manifesting class you already have, then determine power points per day, powers known, and manifester level accordingly.

If you had more than one manifesting class before gaining a new chronologist level, you must decide to which class you add the new level of chronologist for the purpose of determining power points per day, powers known, and manifester level.

Temporal Resistance (Ex): A chronologist instinctively knows how to protect herself from unusual time flows. Starting at 1st level, you gain a competence bonus on all saving throws and to your armor class against all Time effects and all effects that would disrupt or alter your personal time, such as a time hop power or a phane's chronal blast ability. This competence bonus is equal to half your class level (rounded down, minimum +1).

Socket Access: Beginning at 2nd level, you gain access to all of your Least sockets, allowing you to attach modules to them. At 8th level, you also gain access to your Lesser sockets.

Future Sight (Su): Starting at 3rd level, you learn to see into other, similar timelines. Once per day, you can split off a parallel timeline and see through your parallel self's eyes. You can get a sense of events up to 1 minute into the future, but details are inexact and some information is lost in the translation between timelines. The information you gain is as though your alternate self did not use this ability. Using this ability takes 1 minute of uninterrupted concentration during which you process the information you observed. Information is gained from only one of many possible futures, although the exact future can no longer occur for you due to your observation of it.

At 6th level, you can use this ability twice per day and you can sense events up to 10 minutes into the future. It still only takes 1 minute of concentration to observe and process the information you gain. At 9th level, you can use this ability three times per day and you can sense events up to 1 hour into the future.

Timeless Battlefield (Su): Beginning at 5th level, whenever a creature within 300 feet to which you have line of sight and line of effect is removed from the normal flow of time (such as through a time hop power, a time stop spell, or a similar effect) you can join them as an immediate action. Doing so requires you to manifest a power, use an ability, or activate an item you possess that would shift you out of the normal flow of time in a similar manner (whether through using the exact same ability yourself or by using similar effects such as manifesting temporal acceleration to act alongside a creature that had cast time stop). Doing so uses up the resources required to use that ability normally (such as power points for powers, spell slots for spells, and charges and daily uses for items) and lasts no longer than the effect you used would last, but can be done as part of the immediate action used to activate this ability (even if the normal action would be longer or shorter). Additionally, you can dismiss this effect as a standard action, even if the ability you used is not ordinarily dismissible. If the prevailing temporal conditions would prevent actions (such as with the time hop power), you can bring your own time with you, allowing you to take your normal allotment of actions each round and the other creature to take only a limited number of actions, as though it was staggered. If the prevailing temporal conditions would normally prevent interaction with others (such as with the time stop spell), you and the creature you join can interact with each other normally.

Flash Back (Su): Starting at 7th level, learn how to revert time within a limited three-dimensional area. Twice per day, you can revert your personal time stream to that of the beginning of your last turn. All resources that you have expended since then are restored, all damage that you have taken since then is undone, and any other effects affecting you are similarly undone or restored to their previous state (including duration remaining), as applicable. However, you do retain all memories of events that happened since then. Any of your possessions that you possessed at the beginning of your last turn are likewise reverted, but those that you currently possess but did not then are unaffected and simply fall to the ground. Your position changes to where you were originally. If your original position is currently blocked, you are shunted to the nearest open space and you take 1d6 points of damage for every 10 feet that you are displaced this way. Activating this ability is a move action. You cannot use this ability if it was suppressed (such as through an anti-magic field) at any time since the beginning of your last turn, or if it would be suppressed if you were in the position you would be moved to if you had activated this ability.

Despite the fact that you are regressing time to before you used this ability, your limited uses of this ability are still consumed when you use it and you still lose the move action used to activate this ability. If you have used any other abilities that regress time since the beginning of your last turn (such as the forced dream power or an amulet of second chances) those resources are not replenished either. You do not regain experience points expended to manifest powers or similar options.

Quantum Immortality (Su): Your mastery of time is great enough that you can elude luck and chance, splitting yourself off into more beneficial timelines as needed. However, doing so in all but the most extreme circumstances is draining. Starting at 10th level, if any attack would reduce you to 0 or fewer hit points or otherwise kill you, you can force that creature to reroll that attack roll and take the worse result, possibly missing you instead of hitting. You can reroll your saving throw and take the better result against any death effect or against any spell or effect that would reduce you to 0 or fewer hit points or otherwise kill you. You can only reroll each saving throw or force each attack roll to be rerolled once in this way. This ability only functions while you are conscious.

Once per day as an immediate action, you can take direct control of your personal flow through diverging timelines, allowing you to treat any one d20 roll as your choice of any value it could have rolled (including a natural 20 or a natural 1). This roll need not be one that you are making, but it must be in relation to an event that you are aware of. Doing so is extremely draining. After using this part of this ability, you are immediately exhausted and for 1 hour this ability is suppressed and rendered nonfunctional, removing your ability to reroll saving throws or force attack rolls against you to be rerolled with it.

16
Garryl's Germinations / [PoC] Skills
« on: June 29, 2017, 02:35:40 PM »
Expanded Skills
The following skills are expanded to include rules specific to cybernetic campaigns.



Craft (Int)
Power of Cybernetics introduces several new items that can be created with the Craft skill.

Alchemy: Activators can craft alchemical items just like spellcasters can. The use of a chemical lab also allows non-spellcasters to craft alchemical items.

Creating Items With Gadgets: You can build a variety of non-magical tools and devices into other devices, which grant various abilities through their exceptional technological components, not through being magical. Gadgets must normally be added to an item at the time of creation, just like making a masterwork item. There is no limit to the number of gadgets any given item can have, although each gadget is crafted separately. Both standard and masterwork items can have gadgets.

To create an item with a gadget, you create the gadget component as if it were a separate item in addition to the standard item, just like making a masterwork item. The gadget component has its own price and Craft DC, as indicated by the gadget's description. The item is not finished until all components are completed (that is, the standard component, each gadget component, and the masterwork component, if applicable). Note: The cost you pay for the gadget component is one-third of the given amount, just as it is for the cost in raw materials.



Disguise (Cha)

Conceal Armor: Just like making a disguise, you can make armor seem like normal clothing upon simple inspection. Viewers must succeed on a Spot check to notice it and recognize it as armor, just like seeing through any other disguise.

Table: Conceal Armor
ArmorDisguise Check Modifier
Concealable+101
Unrestrictive2+0
Light-10
Medium-20
Heavy-40
1. The modifier for concealable armor replaces the normal penalties for disguising armor of its weight. Some types of concealable armor may still impose lesser penalties on the Disguise check.
2. Light armor with no armor check penalty imposes no penalty on the Disguise check.

Concealable armor is less obtrusive, and is itself designed to look like normal clothing. A viewer's Spot check must be sufficient to beat your Disguise check and to match the concealable armor's Spot DC (usually DC 30) to recognize it as armor.

Light armor with no armor check penalty (that is, a penalty of -0), such as padded and leather armor, imposes no penalty on the Disguise check. Light armor made to have no armor check penalty as a result of its make, materials, or enhancements, such as masterwork studded leather armor or a mithral chain shirt, also gains this benefit. Medium and heavier armor is too large and bulky to easily conceal, no matter how well made it is.



Gather Information (Cha)

Check: Using a computer with internet access, you can find common information relatively quickly. For basic, freely available information (DC 10 or less), you can find the relevant information in only 1d4+1 minutes. Less common or more specific information (DC 11-20) takes 1d4+1x10 minutes to find. Obscure or hyper-specific information (DC 21 or higher) can take just as long or longer as culling rumors or finding people in the know (1d4+1 hours). This otherwise functions as a normal Gather Information check.

Try Again: Yes, but it takes time for each check. Furthermore, you may draw attention to yourself if you repeatedly pursue a certain type of information.

Synergy: If you have 5 or more ranks in Computer Use, you get a +2 bonus on computer-assisted Gather Information checks.



Heal (Wis)

Table: Heal
TaskHeal DC
Cryogenic preparation15 + 1 per round
Cryorevival125 + 1 per round
Long-Term Care (irradiation)15
Treat Disease (radiation sickness)Disease's save DC
1. Trained only

Cryogenic Preparation: You can prepare a recently slain creature for cryogenic preservation and later cryorevival. Advances in cryogenics for military use have sped the process up rapidly, to the point where it only requires 2 uninterrupted rounds of work. Rapid preservation is key, as the DC of this check is equal to 15 + 1 per round that the creature has been dead when the cryoprep process begins. Failure by 5 or more permanently damages the body to the point where cryorevival is impossible. Failure by 4 or less means that the body is not significantly damaged, and thus you can try again. Cryogenic preparation is impossible without the appropriate tools and materials.

Cryorevival: The other side of cryogenic preservation is cryorevival. A skilled and trained doctor can revive a cryogenically preserved corpse and bring it back to life. This process takes 8 hours of work. The DC of this check is equal to 25 + 1 per round that the creature has been dead when the cryorevival process begins, excluding time spent cryogenically preserved. On a success, the creature is returned to life. Except for being nonmagical and having no limit on the time the creature may have been dead (aside from the skill check DC), this functions identically to the raise dead spell. Cryorevival requires a fully stocked cryorevival lab and consumes materials worth 5000 gp in the process. This use of the Heal skill cannot be used untrained.

The same principles of cryorevival can also be used to revive dead creatures that were not cryogenically preserved first, but this is usually impractical unless they die within the cryorevival lab itself, with all of the medical personnel ready and waiting; the cryopreservation process allows time for the body to be moved and the personnel to be gathered and prepared.

Long-term Care: You can use the long-term care function of the Heal skill to improve the rate at which a creature loses radiation. If your Heal check is successful, the patient loses radiation at twice the normal rate (1/5th the patient's radiation score, minimum 2).

Treat Disease: As it functions as a disease, you can use the treat disease function of the Heal skill to aid a patient suffering from radiation sickness.



Knowledge (Arcana) (Int; Trained Only)
In some ways, sufficiently advanced technology is indistinguishable from magic. While it primarily falls into the realm of engineering, there is a degree of cross-pollination of ideas and knowledge.

Check: You can use the Knowledge (arcana) skill to answer basic questions about various activators and cybernetic technologies, as with the Knowledge (architecture and engineering) skill. However, you do so with a -5 penalty on your check (it is not your primary field of study, even if it does frequently interact with it), and cannot answer any such questions with DCs greater than 20.



Knowledge (Architecture and Engineering) (Int; Trained Only)
Cybernetic technologies fall into the realm of engineering.

Check: You can use the Knowledge (architecture and engineering) skill to answer questions about various activators and cybernetic technologies. For example, you can attempt a Knowledge (architecture and engineering) check to identify a particular developer known to construct or research a particular type of technology, to recall basic facts about the philosophy or practices of a cybernetic organization, or to recall the adventures or exploits of famous activators.

Synergy: If you have 5 or more ranks in Knowledge (architecture and engineering), you get a +2 bonus on technical knowledge checks.



Listen (Wis)

Table: Listen
Listen DCSound
-20Firearm firing or grenade exploding
-10Firearm firing with a sound suppressor

Pinpoint Sound: If you succeed on a Listen check by 20 or more, you can pinpoint the source of the sound. You can tell the exact 5-foot square in which the sound originated. If you cannot see the sound's source, it still has total concealment, however.



Search (Int)

Frisk: You can use the Search skill to look and feel for objects hidden on a person's body or clothing. This check is opposed by the Sleight of Hand check used to hide the object (or the Disguise check, in the case of concealed armor). You gain a +4 bonus on your Search check, since it’s generally easier to find such an object than to hide it. Frisking a willing character of your size or smaller is a full-round action, although frisking a character of one size category larger than you takes 2 rounds, and this doubles for each category larger than that (4 rounds for 2 size categories larger than you, 8 rounds for 3 larger, 16 rounds for 4 larger, etc.).



Spellcraft (Int; Trained Only)

Check: In some ways, sufficiently advanced technology is indistinguishable from magic. You can use Spellcraft to identify modules much like you would with spells. The options to identify modules with Spellcraft are the same as the ones with Computer Use, but at a higher DC. Not all options from Computer Use are available with Spellcraft, however.

Table: Spellcraft
Spellcraft DCTask
25Identify a module being used. (You must see or hear some obvious sign of the module's effect.) No action required. No retry.
20When casting detect magic, identify a module detected. No action required.

Action: Varies, as noted above.

Try Again: See above.

Synergy: If you have 5 or more ranks in Computer Use, you get a +2 bonus on Spellcraft checks made to identify modules.



Spot (Wis)

Notice Concealed Armor: While most types of armor are big, bulky, and obvious, some types are designed to appear as normal, everyday clothing. Noticing concealable armor and recognizing it as actual armor usually has a DC of 30, when not built into a more significant disguise. You only make a single check each time to notice disguised concealable armor, which you compare against both the Spot DC of the concealable armor and against the wearer's Disguise check.



Use Magic Device (Cha; Trained Only)

Decode Device: This usage works just like decoding a device with the Computer Use skill, except that the DC is 5 points higher. Decoding a device requires 1 minute of concentration.

Use a Device: If you are activating module from a device, you have to decode it first. Normally, to activate a module from a device, you must have the device's module on your class module list and have access to the socket to which the device is keyed. Use Magic Device allows you to activate a device despite that. The DC is equal to 20 + the activator level of the module you are trying to activate from the device.

Use Cybernetic Item: You can use the Use Magic Device skill to blindly activate or to emulate the requirements of a cybernetic item just like with magic items. If an item has both cybernetic and magical properties, use the higher of its activator level and its caster level in place of either of them, where relevant.

Synergy: If you have 5 or more ranks in Computer Use, you get a +2 bonus on Use Magic Device checks related to cybernetic devices.

17
Garryl's Germinations / [PoC] Special Abilities
« on: June 29, 2017, 02:10:36 PM »
Special Abilities
Power of Cybernetics introduces several new, commonly used abilities. It also introduces a new type of special ability, the integrated module.



Integrated Modules (IM)
Certain creatures can use modules or module-like effects innately. Usually, an integrated module works just like the module of that name. A few integrated module abilities are unique; these are explained in the text where they are described.

Integrated modules function exactly like the modules they mimic, and can have energy allocated to them and be attached to sockets as normal. A creature can activate or deactivate each of its integrated modules just like normal modules when it refreshes its energy. However, they do not count against the creature's limit of active modules. Further, integrated modules cannot be suppressed or deactivated by abilities and effects that target individual modules (such as the dispel magic and disrupt modules spells), although they are still suppressed by effects that apply universally (such as an anti-magic field spell or a dead magic plane).

For creatures with integrated module abilities, a designated activator level defines any level-dependent variables (such as range and duration) the module's abilities might have. If no activator level is specified, the activator level is equal to the creature’s Hit Dice. The saving throw (if any) against an integrated module ability is the same as for a normal module (10 + the amount of energy allocated to the integrated module + the creature’s Con modifier).

Some integrated module abilities duplicate modules that work differently when activated by characters of different classes. A creature's integrated module abilities are presumed to be the cyberneticist versions. If the module in question is not a cyberneticist module, then default to energy warrior and dreadnought, in that order.

Some creatures are actually activators of a sort. They activate modules as activators of a given class do. In fact, an individual creature could have some integrated module abilities and also activate other modules as an activator.

18
Garryl's Germinations / [PoC] Actions in Combat
« on: June 29, 2017, 02:03:50 PM »
Actions in Combat
Power of Cybernetics introduces several new actions that can be taken in combat.

Table: Actions in Combat
Special AttackActionAttack of Opportunity
Aid another at range1 standard actionYes
Aim1 standard actionNo
Aim and attack1 full-round actionYes
Autofire1 ranged attackYes
Modify target lock1 free actionNo
Reallocate energy1 swift actionNo
Suppressing fire1 standard actionYes



Aim
As a standard action, designate a target. You can treat your next ranged attack, if it is made against that target and before you move or aim again, as 1 range increment closer (minimum 0 feet away) for the purpose of all effects dependent on the number of range increments away your target is (such as range increment penalties to your attack roll and whether your target is within range of your weapon) and when determining whether or not you can use the Point Blank Shot feat or deal precision damage. Aiming multiple times before a single attack provides no additional benefit. Aiming provides no particular benefit to attack forms that have no range increment, such as rays and spells, although they can still be aimed attacks.

If your Base Attack Bonus is +6 or higher, you can aim and make a single ranged attack against the same target as a full-round action.



Modify Target Lock
If you have the ability to acquire a target lock, you can acquire, release, or change your target lock as a free action. See the target lock special ability for more details.



Reallocate Energy
You can allocate energy to your energy receptacles. Some receptacles have specific ways of allocating energy to them and dealing with allocated energy, but unless otherwise stated, you can add, remove, or shift any energy you possess between your energy pool and any energy receptacles you possess. Doing so (called reallocating your energy) is a swift action that can be performed at most once per turn, even if you gain additional swift actions. Unless it specifically states otherwise, no effect allows you to reallocate your energy more than once between the end of one of your turns and the end of your next turn.

19
Garryl's Germinations / [PoC] Races
« on: June 28, 2017, 03:22:11 PM »
RaceAbility BonusesAbility PenaltiesTypeSizeBase SpeedOther TraitsFavored ClassAutomatic LanguagesBonus Languages
Cybot+2 Dex-2 WisConstruct (Cybernetic, Living Construct)Medium30 feetBoosters, Computer Affinity, Easy Repair, Energy Pool, Short-CircuitEnergy WarriorCommonAny
Engi+2 Dex-2 StrConstruct (Cybernetic, Living Construct)Small30 feetNatural Healing, Accelerated Crafting, Computer Affinity, Light Fortification, Natural Engineer, Reshabaple BodyArtificerCommon, EngiAny
Lanius+2 Con-2 DexMonstrous HumanoidMedium30 feetAnaerobic, Breathless, Fireproof, Metallic Biology, Metallic Sustenance, RustproofDreadnoughtEngi, LaniusCommon, Dwarven, Gnome, Giant, Terran, Undercommon, Zoltan
Phrygisian+2 Cha-2 IntMonstrous HumanoidMedium30 feetCold Resistance 5, Ice Affinity, Low-Light Vision, Spell-Like Abilities, SurefootedSorcererCommon, PhrygianAquan, Auran, Zebesian
Space Pirate, Urtragian+2 Str-2 WisMonstrous Humanoid (Cybernetic)Medium30 feetAcrobatic Prowess, Augmentation Affinity, Cybernetic Augmentation, Environmental Resistance, Weapon FamiliarityCyberneticistCommon, UrtragianAny
Space Pirate, Zebesian+4 Str, +2 Con-2 WisMonstrous Humanoid (Cybernetic)Medium30 feet, Climb 20 feetAcrobatic Prowess, Augmentation Affinity, Environmental Resistance, Natural Attacks, Powerful Build, Weapon Familiarity, Level Adjustment +1DreadnoughtCommon, ZebesianAny
Zoltan+2 Wis-2 ConHumanoid (Cybernetic)Medium30 feetDeath Throes, Energy Pool, Power Device, Zoltan Energy ShieldEnergy WarriorCommon, ZoltanAuran, Aquan, Engi, Ignan, Terran

20
Garryl's Germinations / [PoC] Feats
« on: June 28, 2017, 03:08:02 PM »
New Feats
Power of Cybernetics includes a number of new feats. Not all of these are designed solely for use by activators. Some are designed for just about anyone.

New Feats
(click to show/hide)

Cybernetic Feats
Cybernetic feats are more closely related to activating and the use of cybernetics. Anyone who meets the prerequisites can select Cybernetic feats, although most such feats require a modicum of activating ability to use.

Taking a Cybernetic feat grants a character the cybernetic subtype. This subtype has no effect in and of itself, but it denotes a character as having cybernetic abilities. Some effects function differently when used on cybernetic characters.



Access Greater Socket [Cybernetic]
Prerequisite: Activator level 12th, access to a Lesser socket.
Benefit: When you select this feat, choose any one Greater socket (Helmet, Shielding, or Support). You gain access to that socket, allowing you to attach modules to it. In addition, you can have one more concurrent attachment than normal, as long as it is to that socket.
Special: You can take this feat multiple times. Each time, you must choose a different socket.



Access Least Socket [Cybernetic]
Prerequisite: Activator level 3rd, ability to activate a module.
Benefit: When you select this feat, choose any one Least socket (Feet, Hands, or Visor). You gain access to that socket, allowing you to attach modules to it. In addition, you can have one more concurrent attachment than normal, as long as it is to that socket.
Special: You can take this feat multiple times. Each time, you must choose a different socket.



Access Lesser Socket [Cybernetic]
Prerequisite: Activator level 6th, access to a Least socket.
Benefit: When you select this feat, choose any one Lesser socket (Arms, Back, or Utility). You gain access to that socket, allowing you to attach modules to it. In addition, you can have one more concurrent attachment than normal, as long as it is to that socket.
Special: You can take this feat multiple times. Each time, you must choose a different socket.



Activate Module [Cybernetic]
Benefit: When you select this feat, choose one module. This can be any module, even one not on your class's module list if you are already an activator. You gain the ability to activate that module. This does not count against your limited number of active modules. If you were not already an activator, you become one and gain an activator level (your total levels among all activating classes + 1/2 your levels in non-activating classes, minimum 1st).
Normal: You can only activate modules from your class's module list.
Special: You can take this feat multiple times. Each time, you must select a different module.



Augmentation Mastery [Racial]
Prerequisite: Space pirate, augmentation affinity racial trait.
Benefit: You can have any number of types of grafts without penalty. In addition, you can use the total number of grafts that you have, maximum 5, in place of the number of grafts you have a of a specific type when determining the benefits you gain for having multiple grafts of the that type, as long as you have at least one graft of that type. For example, if you had two cybernetic grafts and one draconic graft, you would gain DR 2/magic and a +2 bonus on saving throws against poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain, as though you had three cybernetic grafts and three draconic grafts.



Awesome Blast [General]
Prerequisite: Str 13, Dex 17, Point Blank Shot, base attack bonus +6.
Benefit: As a standard action, you may choose to make a single ranged attack with a two-handed firearm or a one-handed firearm wielded in two hands and deliver an awesome blast. If you hit a corporeal opponent smaller than yourself and no further away than half of your ranged weapon's range increment with an awesome blast, your opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of your choice and fall prone. You can only push the opponent in a straight line, and the opponent can’t move closer to you than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.



Autofire Proficiency [General]
Prerequisite: Base attack bonus +1.
Benefit: You do not suffer the normal -4 penalty on autofire attack rolls. The penalty you suffer on your attack roll with the Burst Fire feat (should you have it or otherwise be able to use it) is reduced by 4 (minimum -0).
Normal: Autofire attacks impose a -4 penalty on attack rolls.
Special: A fighter may select Autofire Proficiency as one of his fighter bonus feats.



Battlemaster [Cybernetic]
Prerequisite: Battle clarity, combat intuition, and weapon aptitude class features.
Benefit: Your dreadnought and warblade levels stack to determine your activator level, your energy pool, your initiator level, and the maximum bonus you can receive from your combat intuition and battle clarity abilities.
Normal: You only add half your dreadnought level to your warblade initiator level and only half your warblade level to your activator level.



Burst Fire [General]
Prerequisite: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6
Benefit: As a standard action, you may fire two rounds of ammunition at a single opponent within 30 feet. Both rounds use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special). For every five points of base attack bonus you have above +6, you may add one additional round to this attack, to a maximum of four rounds at a base attack bonus of +16. However, each round after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three rounds and -8 for four). Damage reduction and other resistances apply separately against each round fired. You must have enough ammunition loaded to fire at once.
Special: Regardless of the number of rounds you fire, you apply precision-based damage only once. If you score a critical hit, only the first round fired deals critical damage; all others deal regular damage.
Special: A fighter may select Burst Fire as one of his fighter bonus feats.
Special: A 6th-level ranger who has chosen the archery combat style can choose to gain Burst Fire in place of the Manyshot feat, subject to the normal limitations of combat style bonus feats.
Special: Burst Fire counts as the Manyshot feat for the purpose of qualifying for and using other feats, prestige classes, and other options. Where an effect references arrows with Manyshot, treat it as rounds of ammunition when using it with Burst Fire.
Special: The Autofire Proficiency feat reduces the penalty on your attack rolls by 4.



Called Shot [Tactical]
Prerequisites: Base attack bonus +6, Spot 9 ranks, Precise Shot, Sniper.
Benefits: This feat allows the use of three tactical maneuvers, each of which requires that you make an aimed ranged attack. You must declare the use of this feat before making the attack roll. You can employ only one of these maneuvers at a time.
  • Crippling Shot: You take a -4 penalty on your ranged attack roll. If your attack hits and deals damage, in addition to the attack's normal effects, your target's movement is slowed as though it had stepped on caltrops.
  • Deadly Shot: You can take a penalty on your ranged attack roll up to your base attack bonus. You gain a bonus on your ranged weapon damage roll equal to twice the penalty you took on the attack roll.
  • Harrying Shot: You can perform a disarm or sunder attempt using your ranged attack. You can perform a sunder attempt with a projectile that deals piercing damage, but your attack deals one quarter damage before applying hardness, rather than the normal half for a ranged attack.
Special: A fighter can select Called Shot as one of his fighter bonus feats.



Chromed Up [General]
Prerequisite: Con 15.
Benefit: You pay only half the normal graft sacrifice, rounded down, for grafts you receive. If you've received any grafts in the past, this applies retroactively.

In addition, you can have one more graft that normal (a total of 6 grafts). Choose a graft location. You can have up to two grafts in that location. You cannot combine a graft that replaces a body part with another graft that replaces or augments that same body part, but you can combine multiple grafts that augment the same body part or that augment or replace different body parts linked to the same graft location.
Normal: You can have a maximum of 5 grafts, and no more than one graft in each graft location.



Combat Martial Arts [General]
Prerequisite: Dex 13, Improved Unarmed Strike.
Benefit: You can use your Dexterity modifier in place of your Strength modifier on weapon damage rolls, grapple checks, and trip attempts made with unarmed strikes.
Special: A monk may select Combat Martial Arts as a bonus feat at 1st level.
Special: Combat Martial Arts counts as the Weapon Finesse feat for the purpose of qualifying for and using other feats, prestige classes, and other options. If this substitution allows you to gain a benefit that normally applies to all finesse weapons (those described in the Weapon Finesse feat description), it instead applies only to unarmed strikes.



Consumptive Salvage [Racial]
Prerequisite: Lanius, metallic sustenance racial trait.
Benefit: You have an unusual metabolism, even for a lanius. When you consume significant metal deposits, your metabolic processes accelerate rapidly, to the point of healing wounds in a matter of minutes. When you consume a metallic object, in addition to gaining sustenance from it, you gain fast healing 1. This fast healing lasts for 1 round for every 15 gp of the object's market price. If you consume additional metallic objects while this fast healing is still ongoing, the duration stacks. Some time over the next 24 hours, you excrete waste materials worth one-third of the consumed objects' total market price. These waste materials lack any additional nutritional value to a lanius.



Craft Cybernetic Arms and Armor [Cybernetic, Item Creation]
Prerequisite: Activator level 5th.
Benefit: You can create any cybernetic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its cybernetic features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.

The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken cybernetic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.



Craft Cybernetic Construct [Cybernetic, Item Creation]
Prerequisite: Craft Cybernetic Arms and Armor, Craft Cybernetic Item.
Benefit: You can create any cybernetic construct whose prerequisites you meet. Creating a construct takes one day for each 1,000 gp in its market price. To create a construct, you must spend 1/25 of its price in XP and use up raw materials costing one-half of this price.

You can repair constructs that have taken damage. In one day of work, you can repair up to 20 points of damage by expending 50 gp per point of damage repaired. You must be able to create the construct in order to repair it this way.

A newly created construct has average hit points for its Hit Dice.



Craft Cybernetic Item [Cybernetic, Item Creation]
Prerequisite: Activator level 3rd.
Benefit: You can create any general cybernetic item whose prerequisites you meet. Creating a cybernetic item takes one day for each 1,000 gp in the price of its cybernetic features. To create a cybernetic item, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.

You can also mend a broken cybernetic item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

Some cybernetic items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.



Craft Device [Cybernetic, Item Creation]
Prerequisite: Activator level 1st.
Benefit: You can create a device of any module that you can activate, keyed to any socket you have access to. Creating a device takes one day for each 1,000 gp in its base price. The base price of a device is its activator level × its socket multiplier × 25 gp. To create a device, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.



Cyber-Scoundrel [Cybernetic]
Prerequisite: Technical knowledge class feature, sneak attack +2d6.
Benefit: Your cyberneticist and rogue levels stack to determine your activator level, your energy pool, your sneak attack damage, and your technical knowledge modifier.
Normal: You only add half your rogue level to your activator level.



Cybernetic Body [Cybernetic]
Benefit: You gain 2 additional hit points for every Cybernetic or System feat you have, including this one. This counts both feats you already have and new feats you gain later.



Cybernetic Dilettante [Cybernetic]
Prerequisite: Arcane dilettante, inspiration, and technical knowledge class features.
Benefit: Your cyberneticist and factotum levels stack to determine your activator level, your energy pool, your total inspiration points, your arcane dilettante caster level and spells per day (but not spell level), and your technical knowledge modifier.
Normal: You only add half your factotum level to your activator level.



Cybernetic Grafter [Cybernetic, Item Creation]
Prerequisite: Heal 10 ranks, activator level 5th.
Benefit: You can create cybernetic grafts and apply them to other creatures or to yourself. Creating a cybernetic graft takes one day for each 1,000 gp in its price. To create a graft, you must spend 1/25 of the graft's price in XP and use up raw materials costing half this price.



Defensive Shot [General]
Prerequisite: Tumble 1 rank, Point Blank Shot.
Benefit: Whenever you make a ranged attack, you can make a DC 15 Tumble check. If you succeed, you do not provoke an attack of opportunity. If you fail, you suffer a -4 penalty on your attack roll. The DC of this check increases by 2 for each attack beyond the first for which you attempt this during the same round.
Special: A fighter may select Defensive Shot as one of his fighter bonus feats.
Special: A monk may select Defensive Shot as a bonus feat at 2nd level.



Effortless Invention [Cybernetic, Item Creation] (contributed by Amechra)
You have gotten better at rapidly tinkering up Widgets.
Prerequisite: Activator level 6th, Temporary Craftsmanship.
Benefit: Your widgets are energy receptacles. Only the character currently using a widget has access to it as an energy receptacle. You are always considered to have access to your widgets, even when others are using them, although you may only allocate or deallocate energy to or from your widget while you are using it. Otherwise, you cannot change your energy allocation.



Energized Mind Blade [Cybernetic, Psionic]
Prerequisite: Energy beam, mind blade, and throw mind blade class features, access to the Energy Emitter socket.
Benefit: You can treat your energy beam as your mind blade. Your energy warrior and soulknife levels stack to determine your activator level, your energy pool, your psychic strike damage, and your mind blade enhancement ability (even if you do not yet have some of these abilities).
Normal: You only add half your soulknife level to your activator level.

Alternate version for use with my invoking rewrite.
(click to show/hide)



Energy Claws [Cybernetic]
Prerequisite: Energy beam.
Benefit: You can project your energy beam in a new form, as a set of claws. The claws commonly manifest as a spiky energy field around the backs of your hands, starting just above your wrist and extending past your fingertips, although this does not impede your ability to hold objects, use hand-slot items, or otherwise use your hands. As claws, your energy beam functions as a pair of claw natural weapons, with 1d4 base damage for a Medium creature (if you are larger or smaller, your claw will deal appropriately more or less damage). Despite being natural weapons, your energy claws are still considered masterwork weapons, so you retain the +1 enhancement bonus on attack rolls with your energy claws.

Projecting a pair of energy claws takes the same action as drawing a single manufactured weapon. You can project energy claws alongside other natural weapon energy beam forms.



Energy Fangs [Cybernetic]
Prerequisite: Energy beam.
Benefit: You can project your energy beam in a new form, as a set of fangs. The fangs commonly manifest as a jagged mask of energy around your face, although this does not impede your ability to see, speak, use face- and helm-slot items, or otherwise use your head. As fangs, your energy beam functions as a bite natural weapon, with 1d6 base damage for a Medium creature (if you are larger or smaller, your bite will deal appropriately more or less damage). Despite the fact that energy fangs are not held in a hand, you must still have a hand free to project them initially. Despite being a natural weapon, your energy fangs are still considered a masterwork weapon, so you retain the +1 enhancement bonus on attack rolls with your energy fangs.

Projecting energy fangs takes the same action as drawing a manufactured weapon. You can project energy fangs alongside other natural weapon energy beam forms.



Energy Overchanneling [Cybernetic]
Prerequisite: Activator level 3rd, must have an energy pool with at least 3 energy.
Benefit: Once per round as a free action, you may expend 1 point of energy to gain an amount of temporary energy equal to twice your energy capacity. Effects that modify your energy capacity only with certain energy receptacles (such as the cyberneticist's attachment focus ability) do not affect how much temporary energy you gain. This effect lasts for 1 round per point of Constitution bonus (minimum 1 round). Multiple uses of this ability do not stack.



Expanded Socket [Cybernetic]
Prerequisite: Access to a Greater socket, 2 concurrent socket attachments.
Benefit: When you refresh your energy, choose one of your available sockets. That socket can accommodate 1 additional attachment at once.
Normal: Each socket can only have 1 attachment made to it at once.



Extra Energy [Cybernetic]
Benefit: You gain 2 additional points of energy.



Flight Boosters [Cybernetic, Racial]
Prerequisite: Cybot, boosters racial trait.
Benefit: While you have at least 1 point of energy allocated to your boosters ability, you can use your boosters to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 40 feet (average maneuverability). Even if your maneuverability improves, you can't hover while gliding. You can't glide while carrying a medium or heavy load. If you become unconscious or helpless while in midair, your boosters automatically attempt to slow your descent. You descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall.

While you have at least 2 points of energy allocated to your boosters ability, you become able to fly at a speed of 40 feet (average maneuverability). You can't fly while carrying a medium or heavy load. You can safely fly for a number of consecutive rounds equal to your Constitution modifier (minimum 1 round). You can only fly in this low power state for a maximum of 10 minutes per day. Because you can glide before, after, and between rounds of actual flight, you can remain aloft for extended periods (even if you can only maintain your flight for 1 round at a time).

While you have at least 3 points of energy allocated to your boosters ability, your boosters have sufficient power to allow for sustained flight. You can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running.

The speed bonus granted by your boosters also applies to the glide and fly speeds granted by this feat.



Greater Ice Affinity [Racial]
Prerequisite: Phrygisian, ice affinity racial trait.
Benefit: You add an additional +1 to the save DCs of your Cold effects (for a total increase of +2).



Greater Module Focus [Cybernetic]
Prerequisite: Ability to activate a module, Module Focus.
Benefit: When you select this feat, choose a descriptor to which you have applied the Module Focus feat. Add +1 to the Difficulty Class for all saving throws against the effects of modules with the descriptor you select. This bonus stacks with the bonus from Module Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different descriptor to which you have applied the Module Focus feat.



Gun Fu [Tactical]
Prerequisite: Gun Kata, Improved Unarmed Strike, flurry of blows class feature, Tumble 9 ranks.
Benefit: The Gun Fu feat grants you access to three special tactical maneuvers.
  • Guarded Fire: Whenever you make a melee attack with an unarmed strike or a special monk weapon, you do not provoke attacks of opportunity for making ranged attacks with special monk weapons until the beginning of your next turn.
  • Redirection: Whenever an opponent provokes an attack of opportunity from you for making a ranged attack, instead of making your attack of opportunity normally, you can attempt to redirect the attack. You can only do this with unarmed strikes and special monk weapons. Make an opposed attack roll. If you succeed, you select the target of the ranged attack, which uses the result of your opponent's attack roll.
  • Shielded Barrage: To use this option, you must make a ranged attack with a special monk weapon during the first round. If you fight defensively or take a -3 or greater penalty on attack rolls with the Combat Expertise feat during the second round, the penalty you suffer on melee attack rolls with unarmed strikes and special monk weapons is reduced by 2 (minimum -0).
Special: A monk may select Gun Fu as a bonus feat at 6th level.



Gun Kata [General]
Prerequisite: Improved Unarmed Strike, flurry of blows class feature.
Benefit: You can treat firearms and their projectiles as special monk weapons. You can use your base unarmed damage in place of the base damage of your firearm, where beneficial. Additionally, you gain proficiency with all simple firearms.
Special: A monk may select Gun Kata as a bonus feat at 1st level.



Guns Akimbo [Tactical]
Prerequisite: Dex 15, base attack bonus +6, Dodge, Mobility, Point Blank Shot, Shot On The Run, Two-Weapon Fighting.
Benefit: The Guns Akimbo feat grants you access to three special tactical maneuvers.
  • Fire Two Guns Whilst Jumping Through the Air: When you use your Shot On The Run feat, you can make one ranged attack with each firearm you wield instead of only one attack. The normal penalties for fighting with multiple weapons apply.
  • Twin Reload: You can reload a firearm while holding another firearm in your other hand.
  • Woo Style: When you make a full attack with only a single firearm while wielding a second firearm, you can make a single attack with the second firearm at a -5 penalty on the attack roll. However, you do not suffer the normal penalties for fighting with multiple weapons.
Special: A fighter may select Guns Akimbo as one of his fighter bonus feats.



Hail of Lead [Tactical]
Prerequisite: Base attack bonus +6, Autofire Proficiency.
Benefit: The Hail of Lead feat grants you access to two special tactical maneuvers.
  • Strafing Fire: When you make an autofire attack to affect a 5-foot radius burst, you can instead choose to affect any 4 contiguous 5-foot squares. If you would affect a larger radius when making an autofire attack, you instead can affect any 4 contiguous 5-foot squares for every 5 feet of the burst's radius.
  • Withering Fire: When you combine autofire with suppressing fire, you can use it to make your enemies more vulnerable instead of less effective. If you do, the penalty from suppressing fire applies to your targets' AC instead of their attack rolls.
Special: A fighter may select Hail of Lead as one of his fighter bonus feats.



Heavy Energy Beam [Cybernetic]
Prerequisite: Energy beam, access to the Energy Emitter socket.
Benefit: When you wield a one-handed or heavier energy beam weapon in two or more hands, multiply the bonus damage from bonus damage dice granted by attaching modules to your Energy Emitter socket by 1.5.



Improved Aid Another [General]
Prerequisite: Int 13, Combat Expertise.
Benefit: You gain a +4 bonus on attack rolls made to use the aid another action. In addition, you can use the aid another action to grant an ally a bonus on attack rolls or to AC as an attack, instead of as a standard action.
Special: A fighter may select Improved Aid Another as one of his fighter bonus feats.



Improved Energy Capacity [Cybernetic]
Prerequisite: Access to a Least socket, ability to activate at least 2 modules.
Benefit: When you refresh your energy, choose one of your active modules. The maximum energy capacity for that module is 1 higher than normal.
Special: You can take this feat multiple times. Its effects do not stack. Each time, you can apply its effects to one additional module at once.



Improved Self-Repair [Racial]
Prerequisite: Cybot, easy repair racial trait, Self-Repair.
Benefit: You gain fast healing 1 while at or below half your maximum hit points, allowing you to heal 1 hit point each round.



Improved Suppressing Fire [General]
Prerequisite: Point Blank Shot.
Benefit: You gain a +4 bonus on attack rolls made to lay down suppressing fire. In addition, you can lay down suppressing fire as a ranged attack, instead of as a standard action.
Special: A fighter may select Improved Suppressing Fire as one of his fighter bonus feats.



Improved Zoltan Energy Shield [Cybernetic, Racial]
Prerequisite: Con 13, zoltan, zoltan energy shield racial trait.
Benefit: While your zoltan energy shield has any hit points of absorption remaining, you are immune to death effects and to teleportation effects for which you are not willing. In addition, you can restore your zoltan energy shield to half its full hit points by focusing uninterrupted for 1 minute.



Lithe Energy Beam [Cybernetic]
Prerequisite: Energy beam.
Benefit: You can treat any one-handed forms of your energy beam as light weapons where beneficial.



Module Focus [Cybernetic]
Prerequisite: Ability to activate a module.
Benefit: When you select this feat, choose a descriptor. Add +1 to the Difficulty Class for all saving throws against the effects of modules with the descriptor you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different descriptor.



Nanobot Dissolution [Racial]
Prerequisite: Engi.
Benefit: Once per day when you would take damage that would reduce you to 0 hit points or lower, you can make separate yourself among the nanobots that make up your collective consciousness. You attempt a Will save (DC 5 + damage dealt); if it succeeds, you simply break apart into trillions of individual nanobots and vanish. The nanobots also disassemble all your non-organic gear you are holding or carrying. One day later, you reappear at full hit points in a place you know of near to where you dissolved (but no more than 1 mile away), as your component nanobots return together to reform you. The nanobots also reconstruct the equipment they disassembled in the same condition as when you dissolved; even magical properties are retained. While dissolved, you effectively do not exist—you can do nothing, nor can any of your enemies do anything to you.



Nanogun Focus [General]
Prerequisite: Base attack bonus +1, proficiency with all martial ranged weapons.
Benefit: You gain a +1 bonus on attack rolls with nanoguns, as though you possessed the Weapon Focus feat. This benefit counts as and does not stack with that of the Weapon Focus feat. In addition, you can reload a nanogun as a free action instead of a move action.
Special: This feat counts as the Weapon Focus and Rapid Reload feats for all nanoguns for the purpose of feats, prestige classes, and other options.
Special: A fighter may select Nanogun Focus as one of his fighter bonus feats.



Pinpoint Shot [General]
Prerequisite: Precise Shot.
Benefit: When making a ranged attack, you can treat your size modifier on attack rolls as equal to your target's size modifier to its Armor Class, if beneficial.



Pocket Industry [Cybernetic, Item Creation] (contributed by Amechra)
A breakthrough! Advanced technologies may now be granted to the poor, benighted masses!
Prerequisite: Effortless Invention, Temporary Craftsmanship, ability to attach a module to a socket.
Benefit: You can activate widgets that are attached to sockets, as long as those sockets have an equivalent body slot. Modules attached to special sockets that do not have an equivalent body slot, such as the Energy Emitter socket, still cannot be activated as widgets. Modules that are attached to more than one socket also cannot be activated as widgets, only those attached to zero or one socket. An attached widget still counts against the number of concurrent socket attachments you can have at once, and it still fills the socket to which it is attached, even if you are not using it. Widgets made from attached modules grant the benefit of the socket attachment when used, but they do not count against the user's maximum number of concurrent socket attachments, nor do they fill the associated socket. Widgets still cannot otherwise be attached to sockets.

An activated widget attached to a socket is not slotless. It uses the body slot associated with the attached socket.



Practiced Activator [Cybernetic]
Prerequisite: Computer Use 4 ranks, activator level 1st.
Benefit: Your activator level increases by +4, to a maximum of your total Hit Dice.



Quick Aim [General]
Prerequisites: Base attack bonus +1, Precise Shot.
Benefits: You can choose to aim as a swift action. If your base attack bonus is +6 or higher, you can aim and make a full attack attack against the same target as a full-round action. (Only the first attack in your full attack gets the benefit of aiming, although can can use your swift action to aim with another attack as part of the full attack.)
Normal: Aiming is a standard action. If your base attack bonus is +6 or higher, you can aim and make a single ranged attack against the same target as a full-round action.
Special: A fighter can select Quick Aim as one of his fighter bonus feats.



Rapid Reload [General]
Prerequisite: Weapon Proficiency (firearm chosen).
Benefit: The time required for you to reload your chosen type of firearm is reduced to a free action (for firearms that are normally reloaded as a move action) or a move action (for firearms that are normally reloaded as a full-round action). Reloading a firearm still provokes an attack of opportunity. If you have selected this feat for a firearm that is normally reloaded as a move action, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.
Normal: A character without this feat needs a move or a full-round action to reload a firearm.
Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of firearm.
Special: A fighter may select Rapid Reload as one of his fighter bonus feats.
Note: This feat was originally printed in the Player's Handbook and only applied to crossbows. This is an expansion of the existing feat and does not replace its original applications.



Self-Repair [Racial]
Prerequisite: Cybot, easy repair racial trait.
Benefit: You gain a bonus on all Craft checks made to repair yourself equal to 3 plus your character level. In addition, you heal 1 hit point every hour of rest while at 0 or fewer hit points. Finally, if you have "drowned" from immersion in liquids, you can restore yourself to normal functionality as soon as your hit points are raised to 0 or higher.
Normal: A "drowned" cybot requires 24 hours after being raised to 0 hit points or higher to restore itself to normal functionality, or 1 hour if it is the recipient of a Heal or Craft check.



Siphon Energy [Cybernetic]
Prerequisite: Must have an energy pool with at least 3 energy.
Benefit: Whenever you kill or destroy an enemy with the cybernetic subtype, you gain 1 point of temporary energy. This temporary energy lasts for 1 round per hit die or level of the creature you killed.



Sniper [General]
Prerequisites: Base attack bonus +3, Spot 6 ranks, Far Shot or Precise Shot.
Benefits: When you make an aimed ranged attack, you treat your target as being an additional 4 range increments closer (to a total of 5 increments closer). In addition, you gain a +10 bonus on all critical confirmation rolls for aimed ranged attacks.
Normal: When you make an aimed ranged attack, you treat your target as being 1 range increment closer than it actually is.
Special: A fighter can select Sniper as one of his fighter bonus feats.



Soldier of Fortune [Cybernetic]
Prerequisite: Altered fate, combat intuition, and replace fate class features.
Benefit: Your dreadnought and nord's blade levels stack to determine your activator level, your initiator level, the number of fate dice you have, and the maximum bonus you can receive from your combat intuition ability.
Normal: You only add half your dreadnought level to your nord's blade initiator level and only half your nord's blade level to your activator level.



Split Attachment [Cybernetic]
Prerequisite: Access to a Lesser socket, 2 concurrent socket attachments.
Benefit: When you refresh your energy, choose one of your active modules. That module can be attached to one more socket than normal at the same time.
Normal: Each module can be attached to only one socket at a time.



Spread Fire [General]
Prerequisite: Base attack bonus +6, Autofire Proficiency.
Benefit: You can choose to make autofire attacks that affect a 10-foot radius burst. This takes as much ammunition as 20 normal attacks.
Normal: Autofire attacks affect a 5-foot radius burst and take as much ammunition as 10 normal attacks.
Special: A fighter may select Spread Fire as one of his fighter bonus feats.



Sword and Gun [Tactical]
Prerequisite: Base attack bonus +6, Point Blank Shot, Two-Weapon Fighting.
Benefit: The Sword and Gun feat grants you access to three special tactical maneuvers. Despite the name of this feat, it functions with most melee and ranged weapons, not just swords and firearms.
  • Bayonet Charge: When you perform a charge while wielding a melee weapon in your main hand and a ranged weapon in your off hand, you may make a single attack with the ranged weapon against the target of your charge at any point during your movement, in addition to the attack with your melee weapon at the end of the charge. You suffer all of the normal penalties for fighting with two weapons when you do so.
  • Break Away: To use this option, you must make a melee attack with a melee weapon during the first round. If you use the withdraw action during the second you, you can make a single attack with a ranged weapon at any point during your movement.
  • Close Combat Shot: While wielding a melee weapon in your main hand and a ranged weapon in your off hand, you do not provoke attacks of opportunity for making ranged attacks with your ranged weapon.
Special: A fighter may select Sword and Gun as one of his fighter bonus feats.



Technological Aesthetic [Cybernetic] (contributed by Amechra)
Your technology looks like it stepped right out of the blueprints of your dreams.
Prerequisite: Ability to activate a module.
Benefit: When you first take this feat, you may specify an aesthetic for your modules to take on. From this point on, all of your modules take on that aesthetic. For example, if your aesthetic was "Steampunk", and you activated a Power Suit, it could form an imposing suit of armor with gears peeking through the gaps, with steam hissing out of a boiler in the back.

Any Spellcraft checks or Computer Use checks to determine that you are carrying or using a module or to identify what the module is have their DC increased by 10 because of the sharply different aesthetic.



Temporary Craftsmanship [Cybernetic, Item Creation] (contributed by Amechra)
You have discovered how to activate your modules in a way that allows you to lend them to others.
Prerequisite: Activator Level 3rd, ability to activate at least 2 modules.
Benefit: Whenever you activate a module, you may activate it as a widget, appearing on your person as a solid, physical item. As long as the widget exists, anyone can pick it up and use it as if it were a slotless cybernetic item with an activator level equal to your own. The widget's user benefits from the widget just like she would if she has activated the module herself. The widget still counts against the number of modules you can have active at once while it remains active, although it does not count against the user's limit of activated modules.

The widget is still subject to effects that suppress or deactivate modules, and is additionally subject to effects which target cybernetic items. If you activate the same module again, the existing widget is deactivated and disappears.

You cannot activate a widget that is attached to a socket, nor can your widgets be attached to sockets. You may not create a widget out of an integrated module. Your widgets are not energy receptacles, and so cannot have energy allocated to them.



Tinkering Activator [Cybernetic]
Benefit: You can use your Intelligence modifier in place of your Constitution modifier to determine the save DCs of your modules, if better.

Pages: [1] 2 3 ... 5