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Topics - Garryl

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21
Garryl's Germinations / Soulmelds - Tome of Battle Soulmelds
« on: June 28, 2017, 02:26:08 PM »
ToB Soulmelds
Just a bunch of soulmelds based on those nine wondrous items in Tome of Battle. No real reason, I just felt like making them. Soulborn (being the more militant class) have access to all of them, and they can use the class-unique soulmelds. (What do they have, like 5 or so that are uniquely theirs and they're mostly unimpressive even on a full meldshaper?) I wasn't too familiar with MoI's balance points when I originally wrote these, so I don't know how they actually rank against the standard crop of soulmelds. They're probably fine, though. Enjoy.



Crown of White Ravens
Descriptor: None
Classes: Soulborn
Chakra: Brow or Crown
Saving Throw: None

When you shape crown of white ravens, choose a single White Raven maneuver that you qualify for of up to 1st level. You gain knowledge of it as though with the Martial Study feat for as long as this soulmeld is shaped. You cannot use maneuvers learned through shaping this soulmeld to meet the prerequisites of feats, prestige classes, other maneuvers or stances, or other options, with the exception of other maneuvers learned through shaping this soulmeld.

For the purpose of initiating White Raven maneuvers and stances, and learning maneuvers through shaping this soulmeld, you may use your meldshaper level in place of your initiator level, whichever is higher.

Essentia: You gain an insight bonus on all Diplomacy checks equal to twice the amount of essentia invested in this soulmeld, and an insight bonus on damage rolls with White Raven weapons equal to the amount of essentia invested.

Chakra Bind (Brow)

When you bind this soulmeld, choose another White Raven maneuver you qualify for of up to 6th level. You gain knowledge of it as well as though with the Martial Study feat for as long as this soulmeld is bound.

Chakra Bind (Crown)

When you bind this soulmeld, choose another White Raven maneuver you qualify for of up to 3rd level. You gain knowledge of it as well as though with the Martial Study feat for as long as this soulmeld is bound.



Desert Wind Cloak
Descriptor: Fire
Classes: Soulborn, Totemist
Chakra: Feet, Shoulders
Saving Throw: None

When you shape desert wind cloak, choose a single Desert Wind maneuver that you qualify for of up to 1st level. You gain knowledge of it as though with the Martial Study feat for as long as this soulmeld is shaped. You cannot use maneuvers learned through shaping this soulmeld to meet the prerequisites of feats, prestige classes, other maneuvers or stances, or other options, with the exception of other maneuvers learned through shaping this soulmeld.

For the purpose of initiating Desert Wind maneuvers and stances, and learning maneuvers through shaping this soulmeld, you may use your meldshaper level or your initiator level, whichever is higher.

Essentia: You gain an insight bonus on all Tumble checks equal to twice the amount of essentia invested in this soulmeld, and an insight bonus on damage rolls with Desert Wind weapons equal to the amount of essentia invested.

Chakra Bind (Feet)

When you bind this soulmeld, choose another Desert Wind maneuver you qualify for of up to 3rd level. You gain knowledge of it as well as though with the Martial Study feat for as long as this soulmeld is bound.

Chakra Bind (Shoulders)

When you bind this soulmeld, choose another Desert Wind maneuver you qualify for of up to 6th level. You gain knowledge of it as well as though with the Martial Study feat for as long as this soulmeld is bound.



Devoted Spirit Amulet
Descriptor: See text
Classes: Incarnate, Soulborn
Chakra: Crown or Throat
Saving Throw: None

When you shape this soulmeld, choose a single alignment (chaotic, evil, good, or lawful) that is not opposed to your own alignment. This soulmeld has that alignment for as long as it is shaped.

When you shape devoted spirit amulet, choose a single Devoted Spirit maneuver that you qualify for of up to 1st level. You gain knowledge of it as though with the Martial Study feat for as long as this soulmeld is shaped. You cannot use maneuvers learned through shaping this soulmeld to meet the prerequisites of feats, prestige classes, other maneuvers or stances, or other options, with the exception of other maneuvers learned through shaping this soulmeld.

For the purpose of initiating Devoted Spirit maneuvers and stances, and learning maneuvers through shaping this soulmeld, you may use your meldshaper level or your initiator level, whichever is higher.

Essentia: You gain an insight bonus on all Intimidate checks equal to twice the amount of essentia invested in this soulmeld, and an insight bonus on damage rolls with Devoted Spirit weapons equal to the amount of essentia invested.

Chakra Bind (Crown)

When you bind this soulmeld, choose another Devoted Spirit maneuver you qualify for of up to 3rd level. You gain knowledge of it as well as though with the Martial Study feat for as long as this soulmeld is bound.

Chakra Bind (Throat)

When you bind this soulmeld, choose another Devoted Spirit maneuver you qualify for of up to 6th level. You gain knowledge of it as well as though with the Martial Study feat for as long as this soulmeld is bound.

Additionally, you gain damage reduction 5, bypassed only by the alignment opposed to this soulmeld's alignment.



Iron Heart Vest
Descriptor: None
Classes: Soulborn
Chakra: Hands or Heart
Saving Throw: None

When you shape iron heart vest, choose a single Iron Heart maneuver that you qualify for of up to 1st level. You gain knowledge of it as though with the Martial Study feat for as long as this soulmeld is shaped. You cannot use maneuvers learned through shaping this soulmeld to meet the prerequisites of feats, prestige classes, other maneuvers or stances, or other options, with the exception of other maneuvers learned through shaping this soulmeld.

For the purpose of initiating Iron Heart maneuvers and stances, and learning maneuvers through shaping this soulmeld, you may use your meldshaper level or your initiator level, whichever is higher.

Essentia: You gain an insight bonus on all Balance checks equal to twice the amount of essentia invested in this soulmeld, and an insight bonus on damage rolls with Iron Heart weapons equal to the amount of essentia invested.

Chakra Bind (Heart)

When you bind this soulmeld, choose another Iron Heart maneuver you qualify for of up to 6th level. You gain knowledge of it as well as though with the Martial Study feat for as long as this soulmeld is bound.

Additionally, you gain damage reduction 5/-.

Chakra Bind (Hands)

When you bind this soulmeld, choose another Iron Heart maneuver you qualify for of up to 3rd level. You gain knowledge of it as well as though with the Martial Study feat for as long as this soulmeld is bound.



Ring of the Diamond Mind
Descriptor: None
Classes: Soulborn
Chakra: Brow or Hands
Saving Throw: None

When you shape ring of the diamond mind, choose a single Diamond Mind maneuver that you qualify for of up to 1st level. You gain knowledge of it as though with the Martial Study feat for as long as this soulmeld is shaped. You cannot use maneuvers learned through shaping this soulmeld to meet the prerequisites of feats, prestige classes, other maneuvers or stances, or other options, with the exception of other maneuvers learned through shaping this soulmeld.

For the purpose of initiating Diamond Mind maneuvers and stances, and learning maneuvers through shaping this soulmeld, you may use your meldshaper level or your initiator level, whichever is higher.

Essentia: You gain an insight bonus on all Concentration checks equal to twice the amount of essentia invested in this soulmeld, and an insight bonus on damage rolls with Diamond Mind weapons equal to the amount of essentia invested.

Chakra Bind (Brow)

When you bind this soulmeld, choose another Diamond Mind maneuver you qualify for of up to 6th level. You gain knowledge of it as well as though with the Martial Study feat for as long as this soulmeld is bound.

Chakra Bind (Hands)

When you bind this soulmeld, choose another Diamond Mind maneuver you qualify for of up to 3rd level. You gain knowledge of it as well as though with the Martial Study feat for as long as this soulmeld is bound.



Shadow Hands
Descriptor: None
Classes: Soulborn
Chakra: Arms or Hands
Saving Throw: None

When you shape Shadow Hands, choose a single shadow hand maneuver that you qualify for of up to 1st level. You gain knowledge of it as though with the Martial Study feat for as long as this soulmeld is shaped. You cannot use maneuvers learned through shaping this soulmeld to meet the prerequisites of feats, prestige classes, other maneuvers or stances, or other options, with the exception of other maneuvers learned through shaping this soulmeld.

For the purpose of initiating Shadow Hand maneuvers and stances, and learning maneuvers through shaping this soulmeld, you may use your meldshaper level or your initiator level, whichever is higher.

Essentia: You gain an insight bonus on all Hide checks equal to twice the amount of essentia invested in this soulmeld, and an insight bonus on damage rolls with Shadow Hand weapons equal to the amount of essentia invested.

Chakra Bind (Arms)

When you bind this soulmeld, choose another Shadow Hand maneuver you qualify for of up to 6th level. You gain knowledge of it as well as though with the Martial Study feat for as long as this soulmeld is bound.

Chakra Bind (Hands)

When you bind this soulmeld, choose another Shadow Hand maneuver you qualify for of up to 3rd level. You gain knowledge of it as well as though with the Martial Study feat for as long as this soulmeld is bound.



Slippers of the Setting Sun
Descriptor: None
Classes: Incarnate, Soulborn
Chakra: Arms or Feet
Saving Throw: None

When you shape slippers of the setting sun, choose a single Setting Sun maneuver that you qualify for of up to 1st level. You gain knowledge of it as though with the Martial Study feat for as long as this soulmeld is shaped. You cannot use maneuvers learned through shaping this soulmeld to meet the prerequisites of feats, prestige classes, other maneuvers or stances, or other options, with the exception of other maneuvers learned through shaping this soulmeld.

For the purpose of initiating Setting Sun maneuvers and stances, and learning maneuvers through shaping this soulmeld, you may use your meldshaper level or your initiator level, whichever is higher.

Essentia: You gain an insight bonus on all Sense Motive checks equal to twice the amount of essentia invested in this soulmeld, and an insight bonus on damage rolls with Setting Sun weapons equal to the amount of essentia invested.

Chakra Bind (Arms)

When you bind this soulmeld, choose another Setting Sun maneuver you qualify for of up to 6th level. You gain knowledge of it as well as though with the Martial Study feat for as long as this soulmeld is bound.

Chakra Bind (Feet)

When you bind this soulmeld, choose another Setting Sun maneuver you qualify for of up to 3rd level. You gain knowledge of it as well as though with the Martial Study feat for as long as this soulmeld is bound.



Stone Dragon Belt
Descriptor: None
Classes: Soulborn, Totemist
Chakra: Feet or Waist
Saving Throw: None

When you shape stone dragon belt, choose a single Stone Dragon maneuver that you qualify for of up to 1st level. You gain knowledge of it as though with the Martial Study feat for as long as this soulmeld is shaped. You cannot use maneuvers learned through shaping this soulmeld to meet the prerequisites of feats, prestige classes, other maneuvers or stances, or other options, with the exception of other maneuvers learned through shaping this soulmeld.

For the purpose of initiating Stone Dragon maneuvers and stances, and learning maneuvers through shaping this soulmeld, you may use your meldshaper level or your initiator level, whichever is higher.

Essentia: You gain an insight bonus on all Balance checks equal to twice the amount of essentia invested in this soulmeld, and an insight bonus on damage rolls with Stone Dragon weapons equal to the amount of essentia invested.

Chakra Bind (Feet)

When you bind this soulmeld, choose another Stone Dragon maneuver you qualify for of up to 3rd level. You gain knowledge of it as well as though with the Martial Study feat for as long as this soulmeld is bound.

Chakra Bind (Waist)

When you bind this soulmeld, choose another Stone Dragon maneuver you qualify for of up to 6th level. You gain knowledge of it as well as though with the Martial Study feat for as long as this soulmeld is bound.

Additionally, while you are touching the ground, you gain an insight bonus on attack rolls against creatures touching the ground equal to the amount of essentia invested in this soulmeld, and an insight bonus to your Armor Class against creatures not touching the ground equal to the amount of essentia invested.



Tiger Claw Bracers
Descriptor: None
Classes: Soulborn, Totemist
Chakra: Arms or Hands (totem)
Saving Throw: None

When you shape tiger claw bracers, choose a single Tiger Claw maneuver that you qualify for of up to 1st level. You gain knowledge of it as though with the Martial Study feat for as long as this soulmeld is shaped. You cannot use maneuvers learned through shaping this soulmeld to meet the prerequisites of feats, prestige classes, other maneuvers or stances, or other options, with the exception of other maneuvers learned through shaping this soulmeld.

For the purpose of initiating Tiger Claw maneuvers and stances, and learning maneuvers through shaping this soulmeld, you may use your meldshaper level or your initiator level, whichever is higher.

Essentia: You gain an insight bonus on all Jump checks equal to twice the amount of essentia invested in this soulmeld, and an insight bonus on damage rolls with Tiger Claw weapons equal to the amount of essentia invested.

Chakra Bind (Arms)

When you bind this soulmeld, choose another Tiger Claw maneuver you qualify for of up to 6th level. You gain knowledge of it as well as though with the Martial Study feat for as long as this soulmeld is bound.

Chakra Bind (Hands)

When you bind this soulmeld, choose another Tiger Claw maneuver you qualify for of up to 3rd level. You gain knowledge of it as well as though with the Martial Study feat for as long as this soulmeld is bound.

Chakra Bind (Totem)

When you attack with one or more manufactured Tiger Claw weapons, you may treat any number of them as though they were natural weapons instead of manufactured weapons. They are still considered manufactured weapons for all other purposes. This lasts for the entirety of the action in which you make the attacks and no longer.



Change Log
(click to show/hide)

22
Garryl's Germinations / [MaI] Metroid as Incarnum
« on: June 28, 2017, 02:10:04 PM »
Attached is the old Metroid as Incarnum material I wrote a long, long time ago. Power of Cybernetics grew from it, or perhaps MaI grew into PoC. Either way, there's a fair bit of material that I don't particularly feel like going through to repost all of, so I'm attaching it to this post for anyone who is interested.

23
Garryl's Germinations / [PoC] Modules
« on: June 28, 2017, 01:09:58 PM »
Modules
Modules are the core component of cybernetics. They provide an activator with new abilities and powers, much like spells for a spellcaster.

Module Descriptions
The description of each module is presented in a standard format. Each category of information is explained and defined below.

Name
The first line of every module description gives the name by which the module is generally known.

Descriptor
Appearing on the line beneath the module's name is a descriptor that further categorizes the spell in some way. Some modules have more than one descriptor. Modules with no descriptor are marked with "none".

The descriptors used by modules include most common descriptors used by spells and effects. In addition, some modules use the combo, equipment, gravity, teleportation, and time descriptors

Descriptors usually have no game effect on their own, and are only used for how they interact with other effects and abilities.

Combo modules build upon the effects of other modules. They usually require certain other modules to be active in order to make use of them.

Equipment modules typically represent or control physical, external pieces of equipment. Dreadnoughts learn to make particularly effective use of them.

Classes
The next line of a module description gives the classes that have the module on their module list. Members of these classes learn to activate these modules as part of their basic training and practice.

Prerequisites
A module's prerequisites are what a character must do or possess to activate it. A module cannot be activated by a character unless she fulfills these prerequisites. A module cannot be counted towards fulfilling its own prerequisites. If an activator loses the ability to fulfill these requirements at any time, the module is suppressed until such time as the activator fulfills them again. In such a case, the module still counts against the limited number of modules the activator can have active at one time.

Sockets
This line summarizes the sockets that the module gains additional benefits from being attached to. A module can be attached to any socket its activator has access to, but it only gains additional benefits from those sockets indicated in its description. Certain abilities, such as the energy warrior's energy emitter socket, grant specific benefits to attaching a module to a socket, even if the module itself does not inherently produce any additional benefits.

Range
A module's range indicates how far from you its effects can reach, as defined in the Range entry of the module description. A module's range is the maximum distance from you that the module's effect can occur, as well as the maximum distance at which you can designate the module's effect's point of origin. If any portion of the module's effect's area would extend beyond this range, that area is wasted. Standard ranges include the following.
  • Personal: The module affects only you. Most modules with this range provide passive benefits that are always in effect while the module is active.
  • Touch: You must touch a creature or object to affect it. A touch effect that deals damage can score a critical hit just as a weapon can. A touch effect threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch effects allow you to touch multiple targets. You can touch as many willing targets as you can reach as part of using the module, but all targets of the effect must be touched in the same round that you finish using the module.
  • Close: The module's effect reaches as far as 25 feet away from you. The maximum range increases by 5 feet for every two full activator levels.
  • Medium: The module's effect reaches as far as 100 feet + 10 feet per activator level.
  • Long: The module's effect reaches as far as 400 feet + 40 feet per activator level.
  • Unlimited: The module's effect reaches anywhere on the same plane of existence.
  • Range Expressed in Feet: Some modules have no standard range category, just a range expressed in feet.
  • No Range: Most modules do not produce a distinct, targeted effect. Many are entirely passive and affect only you. Others simply produce effects for which a range is meaningless. For these modules, no range is listed.
Many modules can produce multiple distinct effects with different socket attachments. Those that have different ranges for their socket attachment effects list the range with the attachment's description.

Saving Throw
Usually a harmful module effect allows a target to make a saving throw to avoid some or all of the effect. The Saving Throw entry in a module description indicates which type of saving throw its effects allow and describes how saving throws against the effect work. Saving throws for modules work just like saving throws for spells.

The save DC of any of a module's effects is equal to 10 + the amount of energy allocated to the module + your Constitution modifier. Certain abilities can modify this. For example, the Technical Activator feat allows you to use your Intelligence modifier in place of your Constitution modifier to determine the save DC.

Most modules do not produce hostile effects. Many are entirely passive and affect only you. Others simply produce effects with no distinct subject. For these modules, no saving throw is listed.

Many modules can produce multiple distinct effects with different socket attachments. Those that have different saving throws for their socket attachment effects list the saving throw with the attachment's description.

Descriptive Text
This portion of a module description details what the module does and how it works. If one of the previous entries in the description included "see text," this is where the explanation is found. The descriptive text is further broken down into sections detailing the basic effects of having the module active and allocating energy to it and the extra effects of attaching it to each of the sockets that grant additional benefits.

24
Garryl's Germinations / [PoC] Base Class - Energy Warrior
« on: June 26, 2017, 07:09:05 PM »
Energy Warrior base class
Energy warriors are adept activators. They blend martial skill with technological prowess, resulting in a graceful style focused around the use of energy weapons. While energy warriors may not be able to eke quite as much performance from their modules as the more focused Cyberneticists can, they nonetheless possess strong activating abilities and the greatest number of active modules.

Abilities: Energy warriors can make good use of a high Wisdom score, but are quite capable even without it. Due to the ease at which energy beams can be used, energy warriors can make do with mediocre Strength and Dexterity scores without sacrificing offensive skill, although with only light armor a good Dexterity score is a great defensive boon. Like all activators, energy warriors benefit from a high Constitution score, both for module save DCs and for additional hit points.
Races:
Alignment: Any.
Starting Gold: 4d4x10 (100 gp)
Starting Age: As rogue.

Hit Die: d8

Table: The Energy Warrior


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special
Activating
Active
Modules
Energy
Pool
Socket
Attachments
1+0+2+2+0Energy Beam (intuitive aim)210
2+1+3+3+0Energy Emitter Socket (+1 capacity)321
3+2+3+3+1Energy Beam (enhancement bonus)321
4+3+4+4+1Protected Emitter431
5+3+4+4+1Least Socket Access431
6+4+5+5+2Evasion442
7+5+5+5+2Energy Beam (intuitive focus)552
8+6/+1+6+6+2Energy Filter (2 modules)552
9+6/+1+6+6+3Lesser Socket Access562
10+7/+2+7+7+3Energy Resistance673
11+8/+3+7+7+3Combined Energy Emission 1/day683
12+9/+4+8+8+4Energy Filter (3 modules)693
13+9/+4+8+8+4Combined Energy Emission 2/day7103
14+10/+5+9+9+4Greater Socket Access7114
15+11/+6/+1+9+9+5Combined Energy Emission 3/day, Energy Emitter Socket (+2 capacity)7124
16+12/+7/+2+10+10+5Energy Filter (4 modules)8134
17+12/+7/+2+10+10+5Combined Energy Emission 4/day, Shielded Emitter8144
18+13/+8/+3+11+11+6Core Socket Access8165
19+14/+9/+4+11+11+6Combined Energy Emission 5/day9185
20+15/+10/+5+12+12+6Energy Flare9205

Class skills (4 + Int modifier per level): Balance, Climb, Computer Use, Concentration, Craft, Intimidate, Jump, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (history), Knowledge (the planes), Listen, Profession, Ride, Spot, Survival, Swim, and Tumble.

Weapon and Armor Proficiency: As an energy warrior, you are proficient with all simple and martial weapons and with light armor.

Activating: An energy warrior's primary ability is activating modules, which are drawn from the energy warrior module list. You know and can activate any module from this list.

An energy warrior 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.

Energy Beam (Su): You can use your energy emitter to emit a destructive beam of semi-solid energy. This can take the form of any manufactured weapon with which you are proficient. Certain abilities may also grant you additional forms for your energy beam. You can only use your energy emitter in the form of one weapon at any given time, although you can freely switch between them as the situation demands. Changing what form your energy beam takes is a free action, which also dissipates any energy beams you are already projecting.

Your energy beam is a weightless energy field. The action to project an energy beam is the same action as drawing the weapon whose form it takes, and this is considered the equivalent of drawing it for all purposes (such as for use with the Iajutsu Focus skill). You must have a free hand to enable your energy emitter and project your energy beam, even if you project it in a form that is not hand-held. You can have as many energy beams in existence at once as you can hold.

Releasing your energy beam is a free action, the same as dropping a held weapon. If it leaves your grip for any reason, it simply dissipates and disappears, allowing you to create a new one with your subsequent actions. Thrown weapons and projectiles do not dissipate until after resolving the attack.

Your energy beam counts as a masterwork version of the chosen weapon (although as a transient energy field, it cannot be permanently enchanted or enhanced), granting you a +1 enhancement bonus on attack rolls with it. Even without an enhancement bonus, your energy beam can still bypass damage reduction and affect incorporeal targets as though it had a +1 enhancement bonus.

You can choose your energy beam for feats and other options that require you to choose a specific weapon, such as Weapon Focus. Such options apply to all uses of your energy beam that could have been selected as valid options were they distinct weapons. Your energy beam cannot be sundered or otherwise damaged.

Unlike physical weapons, energy beams are weightless, which allows you to more easily maneuver them. You can use the Weapon Finesse feat with any energy beam melee weapon.

If you choose to form your energy beam as a projectile weapon, it does not use ammunition. Instead, it projects blasts of energy which function as the most basic form of ammunition that the projectile weapon is designed to shoot. You cannot shoot normal, physical projectiles with an energy beam projectile weapon. Your energy beam's Strength rating (if applicable) is equal to your Strength modifier and changes automatically as your Strength modifier does.

Lacking the bulk of physical weapons, and being integrated with advanced targeting systems, energy beams are intuitively easy to use, regardless of their form. You can use your Wisdom score in place of your Strength or Dexterity score when determining your attack bonus with energy beam attacks. At 7th level, you can also add your Wisdom modifier (if positive) as a bonus on all energy beam weapon damage rolls (even if you choose not to use it for attack rolls).

Beginning at 3rd level, your energy beam gains an enhancement bonus equal to the amount of energy allocated to the module attached to your Energy Emitter socket (if any). If you have multiple modules attached, use only the one with the most energy allocated.

Many modules change the damage type of your energy beam when attached to your Energy Emitter socket. If you have multiple modules changing your energy beam damage to different types, your energy beam becomes an amalgam of each module's damage types.

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 Energy Emitter socket (see below), allowing you to attach modules to it. Beginning at 5th level, you gain access to your Least sockets. At 9th level, you gain access to your Lesser sockets. At 14th level, you gain access to your Greater sockets. At 18th level, you gain access to your Core socket.

Energy Emitter Socket: At 2nd level, you gain access to a unique socket: the Energy Emitter socket. This socket is not directly associated with any location on your body, although it has a strong connection to the energy emitter that you use with your energy beam ability.

You grant a +1 enhancement bonus to the energy capacity of any energy receptacle attached to your Energy Emitter socket. At 15th level, this bonus increases to +2.

Unlike normal for modules and sockets, you can suppress the effects of attaching any of your modules to your Energy Emitter socket as a move action. The module is still attached to the socket, it just provides no extra benefits for doing so and receives none of the benefits of being attached to your Energy Emitter socket. You can resume its effects as a move action. This ability is primarily used when a module alters the damage type of your Energy Beam ability to something unfavorable for the current encounter, such as fire damage against a red dragon. The basic Energy Beam, while never ideal, is effective against most opponents.

Protected Emitter (Ex): An energy warrior's energy emitter provides resistance against effects that would disrupt its function. At 4th level, your modules that are attached to your Energy Emitter socket gain a resistance bonus equal to your Wisdom modifier to their activator level to resist being suppressed. This ability counts as the protected modules ability for the purpose of feat prerequisites and other options. However, any such feats or options qualified for in this way only function with respect to your Energy Emitter socket and the modules attached to it.

Evasion (Ex): Beginning at 6th level, you learn to avoid explosive attacks with ease. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. You do not gain the benefit of evasion while helpless.

Energy Filter (Ex): Starting at 8th level, you can attach additional modules to your Energy Emitter socket. You can only choose to have one such module benefitting from the attachment at one time, but you can switch between them as a move action. Regardless of how many modules are attached to your Energy Emitter in this way, these attachments only count as a single attachment when determining effects based on your number of socket attachments, including your limit of concurrent attachments.

At 8th level, you can have up to 2 modules attached to your Energy Emitter socket this way. At 12th level, you can have up to 3 modules attached this way. At 16th level, you can have up to 4 modules attached this way.

Energy Resistance (Su): In addition to releasing destructive energies, your energy emitter can protect you from them. Starting at 10th level, while you have a module attached to your Energy Emitter socket that modifies the type of damage dealt by your energy beam, you gain resistance to that type of damage, even if the damage type is not normally subject to resistance. Effects that explicitly ignore resistances still ignore this resistance. The resistance granted by this ability is equal to 5 times the energy allocated to the module. If you have multiple modules attached to your Energy Emitter, you gain each resistance separately. If multiple attached modules would grant you resistance to the damage source, use only the highest value.

If your attached modules cause your energy beam to deal damage of multiple types, you gain resistance to each of them. In the case of amalgam damage, you gain resistance to each of the component damage types. When your energy beam deals untyped damage with a specific descriptor or resulting from a specific sort of effect (such as the gravity-based damage from the Gravity Beam module), you gain resistance to all damage sources with that descriptor or of that sort regardless of damage type, rather than to untyped damage in general.

Combined Energy Emission (Su): Starting at 11th level, you can gain the benefits of all of your modules attached to your Energy Emitter with your energy filter ability at once. Using this effect takes a swift action, and it lasts for 1 round. You can use this ability once each day at 11th level, and one additional time per day every 2 levels thereafter.

Shielded Emitter (Ex): Starting at 17th level, your energy emitter becomes so potent as to even function inside an anti-magic field. You can attempt a DC 15 Will save each round to maintain the function of your energy beam ability, and any active modules attached to your Energy Emitter inside an anti-magic field, a dead magic zone, or a similar area wherein magic does not function. The save DC increases by +2 each round, and you may not make subsequent Will saves if you fail until your modules have been reactivated by leaving the field. Other magic items and supernatural abilities (such as the combined energy emission ability) are still suppressed as normal.

Energy Flare (Su): At 20th level, you gain the ability to channel great reserves of power and energy into your Energy Emitter. For the duration of this ability, the energy capacity of any energy receptacle attached to your Energy Emitter socket is doubled. Every point of energy allocated to an energy receptacle attached to your Energy Emitter socket counts as 2 points. In addition, you can activate your combined energy emission ability and switch between modules with your energy filter ability each as a free action once per round while this ability is in effect.

Using this ability is a free action. It can be used once per day and it lasts for a number of minutes equal to your Wisdom bonus (minimum 1).

25
Garryl's Germinations / [PoC] Base Class - Dreadnought
« on: June 26, 2017, 07:08:40 PM »
Dreadnought base class
Dreadnought are combat-focused activators. Their fighting and leadership skills are strong enough innately, and are further supplemented by modules and other cybernetic abilities. Of the three base classes introduced in Power of Cybernetics, dreadnoughts have the weakest activating progression, although they are still no slouches in that department, and they more than make up for it with their plentiful and powerful class features. The versatile Battle Talent abilities allow a dreadnought to focus on one of several areas of expertise, providing varied and potent abilities.

Like Cyberneticists, dreadnoughts can alter their focus from day to day through the selection of modules. However, they are more dependent on their feat and Battle Talent choices to define their combat role. Their more limited module list and more focused class features also push them more towards a combatant role.

Abilities: Dreadnoughts can benefit from a high Charisma score in order to lead their allies and to put their honed instincts to good use, but they are quite capable even without it. Melee-focused dreadnoughts should invest in a high Strength score, while dreadnoughts focused on ranged combat should focus on Dexterity. Like all activators, dreadnoughts benefit from a high Constitution score, both for module save DCs and for additional hit points.
Races:
Alignment: Any.
Starting Gold: 6d4x10 (150 gp)
Starting Age: As fighter.

Hit Die: d12

Table: The Dreadnought


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special
Activating
Active
Modules
Energy
Pool
Socket
Attachments
1+1+2+0+0Combat Intuition (initiative), Weapon Aptitude210
2+2+3+0+0Battle Talent310
3+3+3+1+1Combat Intuition (awareness), Without Dread320
4+4+4+1+1Least Socket Access321
5+5+4+1+1Battle Talent, Protected Equipment331
6+6/+1+5+2+2Intuition Aura431
7+7/+2+5+2+2Combat Intuition (coordination)441
8+8/+3+6+2+2Equipment Bond (+1 capacity)441
9+9/+4+6+3+3Battle Talent452
10+10/+5+7+3+3Lesser Socket Access562
11+11/+6/+1+7+3+3Combat Intuition (opposition)572
12+12/+7/+2+8+4+4Hardened Warrior582
13+13/+8/+3+8+4+4Battle Talent592
14+14/+9/+4+9+4+4Mettle6103
15+15/+10/+5+9+5+5Combat Intuition (assault), Extra Aura (Intuition)6113
16+16/+11/+6/+1+10+5+5Greater Socket Access6123
17+17/+12/+7/+2+10+5+5Battle Talent6133
18+18/+13/+8/+3+11+6+6Shielded Equipment7143
19+19/+14/+9/+4+11+6+6Combat Intuition (opportunity)7154
20+20/+15/+10/+5+12+6+6Battle Mastery, Equipment Bond (+2 capacity)7174

Class skills (4 + Int modifier per level): Bluff, Climb, Computer Use, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (history), Knowledge (local), Knowledge (nobility and royalty), Listen, Profession, Ride, Sense Motive, Spot, Survival, and Swim.

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

Activating: A dreadnought's primary ability is activating modules, which are drawn from the dreadnought module list. You know and can activate any module from this list.

An dreadnought 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.

Combat Intuition (Ex): Your finely honed instincts give you an almost supernatural awareness of the battlefield around you. This allows you to add your Charisma bonus (minimum +1) to various rolls, checks, and statistics, based on your level. This bonus can never exceed your dreadnought level. If multiple aspects of this ability would ever apply to the same roll, they do not stack.
  • Initiative: At 1st level, you add your Charisma bonus to your initiative checks.
  • Awareness: At 3rd level, you add your Charisma bonus to your Listen, Sense Motive, and Spot checks.
  • Coordination: At 7th level, you add your Charisma bonus to your weapon damage rolls against targets you flank.
  • Opposition: At 11th level, you add your Charisma bonus to all opposed checks made to resist disarm, bull rush, sunder, trip, feint, and grapple attempts made against you. This does not grant any bonuses to your rolls when you attempt to use these combat maneuvers on others.
  • Assault: At 15th level, you add your Charisma bonus to your weapon damage rolls made while charging.
  • Opportunity: At 19th level, you add your Charisma bonus to your attack and weapon damage rolls made as part of attacks of opportunity.
Weapon Aptitude (Ex): Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You qualify for feats as if you had a fighter level equal to your dreadnought level -2 (minimum 0). These effective fighter levels stack with actual fighter levels and effective fighter levels granted from other sources. For example, a dreadnought 4/fighter 3/warblade 5 would have an effective fighter level of 8.

You also have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. You can adjust any number of your feats in this way, and you don't have to adjust them all in the same way. However, you can't change the weapon choices in such a way that you no longer meet the prerequisite for some other feat, prestige class, or other option you possess.

Battle Talent: Depending on your personal training regimen, you can improve your abilities in various ways. At 2nd level, and again at 5th level and every 4 levels thereafter, you can select a talent of your choice from the list below. If a talent has any prerequisites, you must meet them in order to select it and gain its benefits. Unless otherwise stated, you can gain a given talent only once.

Table: Dreadnought Battle Talents
Battle TalentPrerequisitesBenefit
Armor Mastery--Ignore armor speed penalties, -2 ACP
Battle Charge--Charge through difficult terrain and past allies
   Cleaving ChargeBattle ChargeCharge again if your charge drops a foe
   Dread ChargeBattle ChargeDemoralize foe while charging
   PounceBattle ChargeFull attack at the end of a charge
Bonus Feat--Gain a bonus fighter or cybernetic feat
Brutal Strike--Add an extra +50% of Str to two-handed weapon damage
   Brutal CriticalBrutal StrikeAdd Str to critical confirmation rolls
Close Combat Shot--Ranged attacks don't provoke AoOs
Crossfire--Flank foes within 30 feet you attack at range
   Distant CrossfireCrossfireUse crossfire out to 1 range increment
   Pin DownCrossfireMake ranged AoOs against foes caught in crossfire
Guardian--Take a hit for an adjacent ally as an immediate action
   Improved GuardianGuardianUse Guardian any number of times per round
   Vigilant GuardianGuardianMove to an ally within 30 feet with Guardian
Maintain Personal Equipment--Bonuses to repair and upgrade your gear
   Customize Personal Equipment Maintain Personal EquipmentAdd cybernetic properties to your personal equipment
Steeled In Battle--Add Charisma bonus to Will saves
Uncanny Dodge--Gain Uncanny Dodge or Improved Uncanny Dodge

  • Armor Mastery (Ex): You are able to wear your armor like a second skin. You can ignore the standard speed reduction for wearing armor with which you are proficient and you treat the armor's armor check penalty as 2 points lower (minimum -0).

  • Battle Charge (Ex): You can charge through difficult terrain and through spaces occupied by your allies or by noncombatants. Difficult terrain still slows your movement while charging, and other impediments that prevent you from charging still do so.

  • Bonus Feat: You gain a bonus feat of your choice from the list of fighter bonus feats and Cybernetic feats. You must meet the feat's prerequisites, as normal. You can select this talent multiple times, gaining a new feat each time.

  • Brutal Critical (Ex): You gain a bonus on all critical confirmation rolls equal to your Strength modifier.

    This talent requires the brutal strike ability.

  • Brutal Strike (Ex): You add an additional 50% of your Strength bonus to your damage with a weapon wielded in two hands (ie: 2x your Strength modifier instead of 1.5x). This benefit only applies to attack forms that let you apply your Strength modifier to your damage (that is, when using a melee weapon or a thrown weapon), and only to attack forms that can grant an improved benefit from Strength for wielding them in more than one hand (not with light weapons or composite bows).

  • Cleaving Charge (Ex): If you drop an opponent on a charge attack, you can immediately make a new charge attack against another foe. If you have the ability to make multiple attacks as part of a charge, you can only make one attack at the same attack bonus as the attack that dropped the original opponent, plus any remaining attacks that you did not make as part of the original charge. If you drop that foe, you can repeat this process, charging yet another foe until you fail to drop a foe or run out of movement. The total distance you can move is still limited to the distance of a single normal charge, and you must have at least 10 feet of movement remaining to charge a new foe. All the other standard rules for a charge attack still apply, including the fact that you must have at least 10 feet of distance to make the charge.

    This talent requires the battle charge ability.

  • Close Combat Shot (Ex): You no longer provoke attacks of opportunity for making ranged attacks while threatened.

  • Crossfire (Ex): You can flank your enemies at a distance. While using a ranged projectile or thrown weapon with which you are proficient, you threaten any enemy that you are attacking or that you have attacked since the beginning of your last turn, but only for the purposes of flanking, and only if they are within 30 feet. This allows you to both benefit from flanking with ranged weapons, and to flank with your allies (including other dreadnoughts with the Crossfire talent).

    In addition, you can add your dreadnought level to your effective rogue level (if any) when determining whether or not you can flank creatures with the improved uncanny dodge ability (both in melee and at range).

  • Customize Personal Equipment (Ex): You gain Craft Cybernetic Arms and Armor and Craft Cybernetic Item as bonus feats. You can only use them to modify your personal equipment. Modifying your personal equipment with crafting feats takes you half as much time as normal.

    Personal equipment that you have modified this way only works reliably for you. A DC 20 Use Magic Device check is required for others to make use of any cybernetic properties you have added.

    This talent requires the maintain personal equipment ability.

  • Distant Crossfire (Ex): You can threaten with your crossfire ability out to 1 range increment instead of only to 30 feet, whichever is larger. This ability has no effect if you threaten with crossfire using a weapon without a range increment.

    This talent requires the crossfire ability.

  • Dread Charge (Ex): Whenever you charge, you can attempt to demoralize your target as a free action. Resolve the demoralization attempt after you finish your movement but before resolving your attack.

    This talent requires the battle charge ability.

  • Guardian (Ex): Whenever an enemy would attack an ally adjacent to you with a melee or ranged attack, you can interpose yourself as an immediate action, causing that attack to be directed at you instead of your ally, even if you are not in range. You gain a +4 bonus to your Armor Class against this attack. You must use this ability before the attack is rolled and whether or not it hits is known.

  • Improved Guardian (Ex): You can use your guardian ability with no action instead of as an immediate action, thus allowing you to use it multiple times per round and while flat-footed.

    This talent requires the guardian ability.

  • Maintain Personal Equipment (Ex): Any item that you own, that you have personally used for at least 3 days, and that you have not replaced with a different item counts as your personal equipment. You gain a +4 bonus on all Craft checks with respect to your personal equipment. You require half as much time and half as many raw materials as normal to repair your personal equipment. You can modify your personal non-masterwork weapons and armor into masterwork equipment as though you were crafting it that way originally, and you require half as much time as it would normally take to craft the masterwork component to do so.

  • Pin Down (Ex): You can make attacks of opportunity at a distance. When you threaten a creature with your crossfire ability, you also threaten them for the purpose of making attacks of opportunity. You can use a ranged projectile or thrown weapon with which you are proficient to perform attacks of opportunity against creatures you threaten this way.

    This talent requires the crossfire ability.

  • Pounce (Ex): You can make a full attack at the end of a charge instead of only a single attack. This ability does not apply to partial charges.

    This talent requires the battle charge ability.

  • Steeled In Battle (Ex): You add your Charisma modifier (if positive) on all Will saves.

  • Uncanny Dodge (Ex): This talent functions as the barbarian's uncanny dodge ability. If you select it a second time, it also functions as the improved uncanny dodge ability.

  • Vigilant Guardian (Ex): Once per round, you can use your guardian ability to intercept an attack made against an ally within 30 feet. You can move up to your speed, as long as you move in a straight line and end your movement in a space adjacent to that ally. If you complete your movement adjacent to your ally, you intercept the attack as normal. If you are forced to end your movement in a space that is not adjacent to your ally, you do not get to intercept the attack.

    This talent requires the guardian ability.
Without Dread (Ex): Beginning at 3rd level, you are immune to fear.

Socket Attachments: Beginning at 4th 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). Beginning at 4th level, you gain access to your Least sockets, allowing you to attach modules to them. At 10th level, you gain access to your Lesser sockets. At 16th level, you gain access to your Greater sockets.

Protected Equipment (Ex): Dreadnoughts are known for taking better care of their equipment than of themselves. Starting at 5th level, any energy receptacles from objects you wear and any of your active Equipment modules gain a resistance bonus equal to your Charisma modifier to their caster or activator level to resist being suppressed. This ability counts as the protected modules ability for the purpose of feat prerequisites and other options. However, any such feats or options qualified for in this way only function with respect to the energy receptacles that you wear and to your Equipment modules.

Auras (Ex): Starting at 6th level, you can lend your insights to the soldiers you fight alongside. You can learn to produce different effects, or auras, over the course of your career. You may project one intuition aura at a time. If you possess the ability to project auras from multiple sources, the number of auras of any given type that you can project at once does not stack.

Activating an aura is a swift action. The aura remains in effect until you use a free action to dismiss it or you activate another aura of the same kind. You can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before you take your first turn.

As a dreadnought, activating an aura is a purely mental action. Unless otherwise noted, your auras affect all allies within 60 feet (including yourself) that you can communicate with, even if you don't share a language. An ally must have an Intelligence score to gain the bonus (mindless creatures cannot benefit from your auras). Your aura is dismissed if you are dazed, unconscious, stunned, paralyzed, or otherwise unable to communicate.

Some abilities allow your auras to affect your enemies instead of, or in addition to, your allies. Unless otherwise stated, the save DC of your aura is equal to 10 + 1/2 your class level + your Charisma modifier.

Except where otherwise noted, all modifiers granted by your auras are morale bonuses (or penalties). These morale bonuses and penalties still affect targets immune to mind-affecting effects that are otherwise subject to your aura.

Intuition Aura: An intuition aura grants allies a bonus to certain rolls equal to your intuition aura bonus. Your intuition aura bonus is equal to the bonus you gain from your combat intuition ability. You know the intuition auras corresponding to all combat intuitions you possess. The bonuses granted by an intuition aura are morale bonuses. They stack with the bonuses granted by combat intuition, but not with other intuition auras.

Equipment Bond (Ex): Beginning at 8th level, you grant a +1 enhancement bonus to the energy capacity of any energy receptacles from objects you wear and of your active Equipment modules. At 20th level, this bonus increases to +2.

Hardened Warrior (Ex): Starting at 12th level, you gain hardness equal to half your dreadnought level, reducing the damage taken from any source (regardless of the type of damage). This stacks with any hardness you may already possess from other sources.

Mettle (Ex): Beginning at 14th level, you learn how to better resist effects that would batter your body and mind. If you succeed on a Fortitude or Willpower save against an attack or effect that would normally produce a lesser effect of a successful save, you instead negate the effect. You do not gain the benefits of this ability while you are unconscious or sleeping.

Extra Aura (Ex): Starting at 15th level, you can project one more intuition aura at once than normal (for a total of 2 intuition auras). You must activate or dismiss your auras separately.

Shielded Equipment (Ex): Starting at 18th level, your customized personal equipment becomes so potent as to even function inside an anti-magic field. You can attempt a DC 15 Will save each round to maintain the function of any energy receptacles from objects you wear and any of your active Equipment modules inside an anti-magic field, a dead magic zone, or a similar area wherein magic does not function. The save DC increases by +2 each round, and you may not make subsequent Will saves if you fail until your modules have been reactivated by leaving the field. Other modules, magic items, and supernatural abilities are still suppressed as normal.

Battle Mastery: At 20th level, you gain an additional battle talent from the dreadnought battle talent list. You may not use this extra talent to meet the prerequisites of other battle talents, nor of feats, prestige classes, or other options. Each morning, you can spend 1 hour in practice to change the talent you have selected with this ability. This hour of practice can overlap with and be part of your practice time for other abilities, such as weapon mastery.

26
Garryl's Germinations / [PoC] Base Class - Cyberneticist
« on: June 26, 2017, 07:07:29 PM »
Cyberneticist base class
Cyberneticists are the pure activators. They focus almost entirely on module use and socket attachments with their class features. Although the have only an average progression for activated modules (tied with the dreadnought), they have the highest amount of energy and socket attachments among the three base classes. Indeed, they eventually wind up with more attachments than modules, a situation they can take advantage of with their Extra Attachment class feature. The apparently limited number of active modules is offset by the additional abilities granted by the extra socket attachments and the ability to trade out active modules for inactive ones a few times per day.

A cyberneticist is defined by his module selection. With the right choices, a cyberneticist can hold his own in melee, engage in ranged combat, emulate the powers of a traditional spellcaster, or provide the niche abilities of a rogue or other skill user. Since modules can be changed daily, the cyberneticist can fill a different role each day, even switching between them in the middle of an adventure at higher levels. Proper feat selection can aid in focusing on a particular role or on enhancing the class's already considerable versatility.

Abilities: The extreme versatility that cyberneticists have makes it difficult to elevate one ability score above another. Intelligence is important to maintain a broad skill base, and brighter cyberneticists know how to push the limits of technology even further. cyberneticists tend not to practice a strict physical training regimen, leading them to be frailer than most other activators, so a good Constitution score is valuable.
Races:
Alignment: Any.
Starting Gold: 5d4x10 (125 gp)
Starting Age: As wizard.

Hit Die: d6

Table: The Cyberneticist


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special
Activating
Active
Modules
Energy
Pool
Socket
Attachments
1+0+2+0+2Technical Knowledge, Tinkering Activator210
2+1+3+0+3Attachment Focus +1, Least Socket Access321
3+2+3+1+3Reattach Module 1/day, Reverse Engineering331
4+3+4+1+4Protected Modules332
5+3+4+1+4Extra Attachment (2 sockets)342
6+4+5+2+5Lesser Socket Access452
7+5+5+2+5Reverse Engineering463
8+6/+1+6+2+6Reattach Module 2/day, Repurpose Module 1/day473
9+6/+1+6+3+6Improved Energy Capacity +1484
10+7/+2+7+3+7Expanded Sockets (2 modules)594
11+8/+3+7+3+7Greater Socket Access, Reverse Engineering5104
12+9/+4+8+4+8Repurpose Module 2/day5125
13+9/+4+8+4+8Reattach Module 3/day5145
14+10/+5+9+4+9Extra Attachment (3 sockets), Shielded Modules6156
15+11/+6/+1+9+5+9Attachment Focus +2, Reverse Engineering6166
16+12/+7/+2+10+5+10Core Socket Access, Repurpose Module 3/day6176
17+12/+7/+2+10+5+10Expanded Sockets (3 modules)6197
18+13/+8/+3+11+6+11Reattach Module 4/day7217
19+14/+9/+4+11+6+11Reverse Engineering7238
20+15/+10/+5+12+6+12Cybernetic Apotheosis, Repurpose Module 4/day7258

Class skills (4 + Int modifier per level, x4 at 1st level): Bluff, Computer Use, Concentration, Craft, Disable Device, Gather Information, Jump, Knowledge (all skills, taken individually), Profession, Ride, Search, and Use Magic Device.

Weapon and Armor Proficiency: As a cyberneticist, you are proficient with all simple weapons, with light and medium armor, and with shields (other than tower shields). You are also proficient a single martial weapon of your choice, chosen at 1st level.

Activating: A cyberneticist's primary ability is activating modules, which are drawn from the cyberneticist module list. You know and can activate any module from this list.

A cyberneticist 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 Table: Energy Capacity by Level.

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

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

Technical Knowledge (Ex): A cyberneticist must always stay on top of current technological developments. This ability functions as the bard's bardic lore ability using your cyberneticist level in addition to your levels in other classes that grant bardic lore and similar abilities, except that it only applies to topics related to technology in some way and that Knowledge (architecture and engineering) grants a synergy bonus to your checks instead of Knowledge (history). You can also determine whether or not an object is cybernetic or magical or not by handling and observing it for 1 minute. If you succeed on a technical knowledge check against a DC of 10 + the object's activator or caster level, you also determine its cybernetic and magical properties, as per an identify spell with a caster level equal to your class level. For items with both cybernetic and magical properties, use the the higher of the two DCs. If you fail, you cannot retry this check on the same object until you gain a new cyberneticist level.

Attachment Focus (Ex): Starting at 2nd level, you grant a +1 enhancement bonus to the energy capacity of your energy receptacles that are attached to any of your sockets. Beginning at 15th level, this bonus increases to +2 for any energy receptacle attached to at least two of your sockets.

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 6th level, you gain access to your Lesser sockets. At 11th level, you gain access to your Greater sockets. At 16th level, you gain access to your Core socket.

Reattach Module (Su): Once per day, starting at 3rd level, you may detach one of your modules from a socket to which it is attached and attach any module that you have active a socket (either the same or another socket). The socket attachments must be valid, as if attaching modules normally. Using this ability is a standard action. You can use this ability one additional time each day for every 5 cyberneticist levels you have beyond 3rd.

Reverse Engineering (Ex): At 3rd level, and once more every 4 levels thereafter, you can permanently add any one module to your cyberneticist module list, even if that module is not normally on any class module list. This does allow you to activate more modules than normal. It only increases the options you have when activating modules.

Protected Modules (Ex): Your technical skill and custom modifications provide resistance against effects that would disrupt your modules' functions. At 4th level, your modules gain a resistance bonus equal to your Intelligence modifier to their activator level to resist being suppressed.

Extra Attachment (Ex): Starting at 5th level, your modules can be attached to multiple sockets. At 5th level, each of your modules can be attached to up to 2 sockets at once, granting the benefits for each. Each additional attachment this way counts against your total socket attachments, as normal. At 14th level, your modules can each be attached to up to 3 sockets at once.

Repurpose Module (Su): As your cybernetic skill advances, you learn to jury-rig modules in the field using parts of other active modules. Once per day, starting at 8th level, you may deactivate one of your active modules and activate another module in its place. The newly activated module must be a module you could activate normally, and you can attach it to some number of sockets as though attaching modules normally, up to the number of attachments the deactivated module had. Using this ability is a standard action. You can use this ability one additional time each day for every 4 cyberneticist levels you have beyond 8th.

Improved Energy Capacity (Ex): Beginning at 9th level, your energy capacity is 1 higher than normal for your level. This affects the energy capacity of receptacles that use your energy capacity as their own, such as modules and Systems, but not those that have a fixed energy capacity, such as modules activated through a device.

This ability stacks with the effects of attachment focus and similar abilities.

Expanded Sockets (Ex): Beginning at 10th level, each of your sockets can accommodate up to 2 attached modules at once, instead of one. At 16th level, you can instead have up to 3 modules attached at once.

Shielded Modules (Ex): Starting at 14th level, your modules become so advanced as to even function inside an anti-magic field. You can attempt a DC 15 Will save each round to maintain the function of your active modules inside an anti-magic field, a dead magic zone, or a similar area wherein magic does not function. The save DC increases by +2 each round, and you may not make subsequent Will saves if you fail until your modules have been reactivated by leaving the field. Other magic items and supernatural abilities are still suppressed as normal.

Cybernetic Apotheosis (Su): At 20th level, your mastery of cybernetics reaches its peak. Once per day as a free action, you can activate this ability. For a number of minutes equal to your Intelligence modifier (minimum 1), all of your active modules are considered to be attached to all of your accessible sockets at once, regardless of your, your modules', and your sockets' normal limit of concurrent attachments.

27
Garryl's Germinations / [PoC] Activating Rules
« on: June 26, 2017, 05:46:27 PM »
Cybernetics
Cybernetics is the power of technology integrated with the body. Activators use cybernetic modules to create fantastic effects and power them with energy for even greater abilities.

A Quick Overview
At the beginning of the day, or at any point of it that you have a free hour, you can refresh your energy. When you do so, you may choose which modules you want to have active and which socket attachments you wish to make. Which modules you activate, and how many of them, are limited by the classes that grant them. Which attachments you can make, and how many of them, are pooled together from all of your classes that grant them. Each module can be attached to only one socket at a time, and each socket can have only one module attached to it at once, but you can attach different modules to different sockets.

Once you have activated your modules and made your attachments, you can allocate your energy to them. Allocating your energy is a swift action, and you can add, remove, and move your energy when you do so. Initially, you can only have one point of energy allocated to each module, but for every six character levels (regardless of class), you can put one more point of energy in each of your active modules.

If you understood that, you know everything you really need to know about the core mechanics of cybernetics. The rest of this section is filled with rules that don't really matter except in edge cases and special circumstances. Some of them, like negative levels and expending energy, are more likely to come up than others, but you can just check back here when they do.

Now go read about the classes and modules and stuff in the following chapters. That's where the good stuff is. Shoo!



Modules
A module is a continuous cybernetic effect. The various activating classes allow you to activate a number of cybernetic modules, granting you improved skills and new abilities, depending on the modules used. Modules are also energy receptacles, and their benefits usually improve as you allocate more energy to them (see below for more information about allocating energy to modules).

Whenever you refresh your energy, you can choose to deactivate any of your modules and activate any number of modules you know, up to your limit of active modules. Usually, this is limited to the number of modules granted by your class levels, but some feats and other effects can grant you additional active modules.

If you have the ability to activate modules from multiple sources, track them separately. You can only activate modules that you know from a given source with your limit of active modules associated with that sourcex. If you know a module from more than one source, you choose which source it counts as being activated from when you activate it.

Unless otherwise stated, an active module remains active until you deactivate it, usually as part of refreshing your energy. However, if you lose the ability that allowed you to activate the module in the first place, that module is suppressed until you deactivate it or you regain the ability to activate it.

You can only have a given module active once at any given time. If you would activate a module a second time while it is already active, you can choose to have it supplant the previous instance, causing that module to be treated as from the newer source. If you don't the new activation has no effect.

Modules are supernatural abilities, unless otherwise stated. The save DC against the effects that your modules produce (if any) is equal to 10 plus the amount of energy allocated to them plus their your Constitution modifier, although some activating classes allow you to use a different ability score for their modules. As supernatural abilities, the effects of modules usually do not allow spell resistance. If they do, use the module's activator level in place of the effect's caster level.

Unless otherwise stated, the save DC of any of a module's effects is equal to 10 + the amount of energy invested in the module + your Constitution bonus. Certain abilities can modify this. For example, the Technical Activator feat allows you to use your Intelligence modifier in place of your Constitution modifier to determine the save DC.

Unlike other supernatural abilities, modules with the Fire descriptor are effective underwater. Fiery effects produced by modules usually manifest as bubbles of steam when used underwater.

Suppressing Modules
As supernatural abilities, the effects of modules cannot simply be dispelled by a dispel magic or similar effect. However, the modules themselves can be suppressed, much like a magic item. Any effect that could suppress a magic item can also suppress an active module in the same way. Similarly, effects that permanently remove the magic of a magic item (such a mage's disjunction) can deactivate modules, although modules deactivated this way can still be activated once more later on. Effects that would suppress (or deactivate) a module as an item use the module's activator level in place of an item's caster level and its activator's saving throws in place of an item's saving throws. Where relevant, the module's spell level is equal to the amount of energy allocated to it. Use other statistics as appropriate. Modules cannot be sundered or damaged.

Suppressed modules grant no benefits and have no effects other than those already produced. Any constant, passive effect that a suppressed module normally produces stops. Any active effects that require concentration end as though concentration was broken (although effects that continue on after concentration ends continue as normal). Any effect that ends when the module is deactivated, or that only lasts while it is active, is suppressed as long as the module is suppressed, but returns as soon as the module is no longer suppressed (assuming that it is still active when that happens). Suppressed modules are not energy receptacles, so energy allocated to them is returned to your energy pool.



Sockets

Types of Sockets
There are ten normal sockets, divided into four grades based on the power and versatility of the effects they can enable. The effects granted by attaching modules and other cybernetic effects to a given socket aren't necessarily stronger for higher grade sockets, but they are generally either more versatile or provide options not available at lower grades.

The first and lowest grade of sockets are referred to as Least sockets. The three Least sockets are the feet, hands, and visor sockets.

The second grade of sockets are referred to as Lesser sockets. The three Lesser sockets are the back, helmet, and utility sockets.

The third grade of sockets are referred to as Greater sockets. The three Greater sockets are the arms, shielding, and support sockets.

The fourth and highest grade of sockets are referred to as Core sockets. The sole Core socket is the aptly named core socket.

Certain other, special sockets exist, such as the energy emitter socket. These sockets are generally restricted to specific classes and provide extremely focused effects. Special sockets are not considered to be part of any given grade of sockets.

Table: Sockets by Grade
GradeSocket
LeastFeet, Hands, Visor
LesserArms, Back, Utility
GreaterHelmet, Shielding, Support
CoreCore
SpecialEnergy Emitter

Each standard socket is associated with a magic item body slot. While this has no effect in and of itself, most effects granted by socket attachments have effects similar to those of magic items that can be found for the associated body slot. Socket attachments do not interfere with the use of body slots in any way, although certain attachment effects may provide additional effects to items in the associated slot, and some items may provide bonuses to modules attached to their slot's associated socket.

Table: Socket/Body Slot Equivalencies
SocketBody SlotChakra Bind
HelmetHeadCrown
VisorFaceBrow
HandsHandsHands
ArmsArmsArms
FeetFeetFeet
SupportThroatThroat
BackShoulderShoulder
ShieldingTorsoHeart
UtilityWaistWaist
CoreBodySoul
Energy EmitterN/AN/A
N/AFinger (x2)N/A
N/AN/ATotem

Attaching Modules to Sockets
While activating your modules as part of refreshing your energy, you can also attach them to any sockets that you have access to. Even if you do not activate any of your modules, you can still add and remove socket attachments while refreshing your energy. Some other cybernetic effects can also be attached to your sockets, usually in the same way.

The number of modules (and other cybernetic effects) that you have have attached to your sockets at once is limited by your class levels, although certain other feats and effects can grant you additional attachments. Like activating modules, you cannot have more total attachments at once than the amount of allowed attachments granted to you. Unlike activating modules, the attachments you make ignore the source that granted them. You can attach any module you have active to any socket you have access to, regardless of their respective sources. You can use any number of attachments with any of your accessible sockets, even if they are from different classes. Each module-socket attachment counts against your total limit of attachments from all sources, regardless of the source of the module.

A given module (or other cybernetic effect) can normally only be attached to a single socket at once. If you have the ability to attach a module to more than one socket at once, each such module-socket attachment counts against your limit of attachments. The actual limit is not of how many modules you may have attached to sockets at once, but how many unique module-socket attachments you have.

You cannot attach a module to the same socket more than once. Doing so has no effect, but neither does it count more than once against your limit of attachments.

A given socket cannot normally have more than one module attached to it at once. Only effects that explicitly function otherwise can allow you to attach more than one module (or other cybernetic effect) to a given socket at once. Despite being associated with a body slot, having a socket attached to a module does not impact your ability to use its corresponding body slot in other ways, be it for wearing magic items, shaping and binding soulmelds, or other purposes.

If you lose the ability to attach modules (or other cybernetic effects) to a given socket, anything attached to that socket is immediately detached. If your limit of socket attachments is reduced below the number of attachments you already possess, you must choose which of your attachments are detached.



Energy
Energy is the universal term for the power that allows cybernetic modules to function. Many other cybernetic effects also rely on energy to determine their effects. All characters, even those without any energy, have an energy pool where unallocated energy is stored.

Energy Receptacles
Energy receptacles are cybernetic effects that use energy. Energy can be allocated to energy receptacles. Each point of energy can only be allocated to a single energy receptacle at once.

Energy receptacles have limited energy capacities. You cannot allocate more energy to a given energy receptacle than its energy capacity. If the receptacle's energy capacity or allocated energy changes such that the energy allocated to it is in excess of its capacity, the excess is returned to your energy pool (you choose which energy is returned if multiple types are allocated). Unless an energy receptacle has a specific energy capacity, you use your energy capacity value for the receptacle's capacity. Your energy capacity value varies based on your character level, as indicated in table 1.2.1.

Table: Energy Capacity by Level
Character LevelEnergy Capacity
5 or less1
6-112
12-173
18-234
24-295
30+1 + Character Level/6

Allocating 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.

If an energy receptacle ceases to exist, if it stops being an energy receptacle, or if you lose access to it as an energy receptacle, any energy allocated to it returns to your energy pool. If the receptacle's energy capacity changes such that the energy allocated to it is in excess of the new capacity, the excess is returned to your energy pool (you choose which energy is returned if multiple types are allocated).

If multiple creatures have access to an energy receptacle at once, only one of them may allocate energy to it at once. If there is any energy allocated to the energy receptacle, no creatures (other than the current allocator) may allocate energy to it. If multiple creatures attempt to allocate energy to a receptacle at the same time, an opposed activator level check determines who can allocate to it. The character with the highest check can allocate to it, while all others have their allocated energy returned to their respective energy pools. A creature can pass the ability to allocate energy to the creature with the next highest check if he so chooses. Some special cybernetic effects can accept energy from multiple creatures. In such a case, an opposed activator level check does not remove any energy already allocated, but merely prevents more energy from being allocated from the same action.

Allocating Energy to a Module
You can allocate energy to a module. allocating energy to a module functions as normal for an energy receptacle, except that it is not considered to be an energy receptacle while it is suppressed, and thus any energy within it is returned to your energy pool. When a module is deactivated, it also stops being an energy receptacle.

Allocating Energy to a System
You can allocate energy to or from a system only as part of refreshing your energy. Any energy allocated to a system remains allocated until you refresh your energy, at which point you can use it once more (or simply leave it in the same system). You can allocate temporary energy to a system, but the benefits of that energy allocation will still be lost when the temporary energy disappears.

Expending Energy
Expending energy makes that energy unavailable until you refresh your energy. It's similar to spending power points to manifest a power or expending a spell slot to cast a spell. Simply reduce your available energy by the indicated amount. You can remove this energy either directly from your energy pool or from energy currently allocated to one or more energy receptacles, divided as you choose. If you have multiple types of energy available to you (see below), you can choose how much of which types of energy you expend. You can't expend energy that is already expended, nor can you expend energy allocated to an energy receptacle that you cannot allocate energy to or from. If you do not have enough energy among the energy receptacles that you can modify, you can't expend that much energy. An effect that forces you to expend energy beyond what is available to you still causes you to expend as much energy as is available to you. You cannot choose to expend more energy than an effect asks you to expend. You cannot expend temporary energy.



Types of Energy
There are several types of energy. The most common type, referred to just as energy, has no special properties. It can be allocated to energy receptacles and expended, as described in their respective sections.

Temporary Energy
Some effects grant a temporary spike of energy, allowing a cybernetic creature to access more energy than normal. Temporary energy usually only lasts for a short time before disappearing. Temporary energy functions just like normal energy while it lasts, for the most part. Temporary energy cannot be allocated to systems. You cannot expend temporary energy. If it is somehow expended, temporary energy disappears permanently. It does not return when you refresh your energy.



Activator Level
Your activator level is a numerical representation of your skill at activating and using modules and other cybernetic effects. Few cybernetic effects directly use your activator level, and it primarily serves to determine how difficult your modules are to suppress. Assuming you have any activating abilities, your activator level is normally equal to your total levels among all activating classes + 1/2 your levels in non-activating classes, minimum 1. Some feats also modify your activator level. Prestige classes that stack with your levels in existing activating classes at some or all class levels count fully as activating classes when determining your activator level, even for levels at which they do not directly improve your existing activating abilities.

Modules activated from cybernetic devices and other cybernetic items use the item's activator level. Modules activated from other special abilities may occasionally specify the module's activator level, but otherwise they use your own.

Without any activating abilities (the ability to activate a module), you do not have an activator level.



Refreshing Energy
Refreshing energy requires 1 hour of concentration or meditation. Refreshing energy requires enough peace, quiet, and comfort for proper concentration. Your surroundings need not be luxurious, but they must be free from overt distractions, such as combat raging nearby or other loud noises.  Exposure to inclement weather prevents the necessary concentration, as does any injury or failed saving throw you might experience while refreshing your energy. You do not need access to any materials to refresh your energy. You can refresh your energy any number of times per day, as long as you spend the required amount of time each time you do so.

The effects of refreshing your energy are multiple. First, you regain any expended energy. Energy lost in other ways, such as negative levels or energy burn, is not recovered. Energy regained in this way is placed directly into your energy pool, from which you can later allocate it as you see fit.

Second, you can activate or deactivate any of your modules. This allows you to change which modules you have active for the day. You needn't activate your maximum limit of modules if you so choose, but you must still respect your maximum limit of modules active.

Third, you can attach or detach any of your modules to or from any of your sockets. Certain other cybernetic effects can also be attached to your sockets. You needn't form all of your possible socket attachments if you so choose, but you must still respect your maximum limit of socket attachments. You can only form socket attachments with sockets you have access to.

Finally, you can allocate your energy among the energy receptacles you have access to. For the most part, this functions as allocating your energy normally, although certain energy receptacles (such as systems) can only have energy allocated to or from them as part of refreshing your energy.

The above steps are all considered to occur simultaneously. Thus there is no time between deactivating one module and activating and attaching another.



Negative Levels
Much like spellcasters, cybernetic creatures are affected by negative levels in more ways than normal creatures. Each negative level you possess reduces the amount of energy you possess by 1 and your activator level by 1, in addition to the other effects of negative levels. As a level-dependent effect, your energy capacity may also be reduced as a result of negative levels.



The Cybernetic Subtype
Any creature with cybernetic abilities has the cybernetic subtype. A cybernetic creature can be born with the subtype or can gain the subtype during its life. A creature meeting any one of the following criteria has the cybernetic subtype:
  • Creatures with any levels in an activating class.
  • Creatures with integrated module abilities, including creatures that have racial integrated module abilities.
  • Creatures that have any cybernetic or system feats.

Certain effects allow a creature to temporarily fulfill one or more of the criteria listed above. In such a case, the creature gains the cybernetic subtype for only as long as the effect lasts.

Traits
Other than the fact that all cybernetic creatures have cybernetic abilities, energy, or integrated module abilities, cybernetic creatures have no specific traits. The cybernetic subtype serves to identify creatures that may be vulnerable to powers, spells, and effects targeting cybernetic creatures.

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Garryl's Germinations / [PoC] Power of Cybernetics Change Log
« on: June 26, 2017, 05:27:55 PM »
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29
Garryl's Germinations / [PoC] Power of Cybernetics Introduction
« on: June 26, 2017, 05:17:14 PM »
Introduction
Metroid as Incarnum (MaI) was my first attempt at a new subsystem, based on Magic of Incarnum. The book looked interesting, but I didn't have it, so I made my own system. Anyways, over the course of several months I worked on it, but many of the design decisions I made earlier on felt clunky and restrictive. So I decided I would revise it, fixing the problems and issues I saw, and making as good as it could be. Power of Cybernetics is the result. After over a year of on-again, off-again development in between professional work and university studies, it's now in a good place. I am still expanding it, of course, with new modules, prestige classes, items, and monsters in development.

Power of Cybernetics is essentially a sci-fi version of Magic of Incarnum. It's not exactly the same, of course, but it's very similar. If you are familiar with Incarnum, then it should be very easy to pick up Cybernetics. The majority of the modifications to the core of the system, other than simple renaming, are to remove confusing aspects and to allow for expansion of the core mechanics in new ways. For example, unlike soulmelds, modules aren't shaped/activated on any particular chakra/socket, and unlike binding soulmelds to chakras, attaching modules to sockets does not interfere with magic item usage.

For your convenience, here is an Incarnum to Cybernetics dictionary. Some of the nuances are different between the two systems, but the general principles are the same.

IncarnumCybernetics
EssentiaEnergy
SoulmeldModule
Chakra BindSocket
MeldshaperActivator
ShapeActivate
BindAttach
InvestAllocate
ChakrasSockets
FeetFeet
HandsHands
CrownHelmet
ArmsArms
BrowVisor
ShouldersBack
ThroatSupport
WaistUtility
HeartShielding
SoulCore

30
Discussion and suggestions thread for Power of Cybernetics.

This might take a while to repost. There's a LOT of material.

31
Garryl's Germinations / [PoC] Power of Cybernetics Index
« on: June 26, 2017, 05:13:21 PM »
Index for Power of Cybernetics

If you have any question or comments, you can post them in the discussion thread (GitP). You can see a list of changes in the change log.

You can view what special effects and statistical benefits are available from modules in a convenient spreadsheet on Google Docs.

Power of Cybernetics
Introduction

Chapter 1: Cybernetics and Activating

Chapter 2: Base Classes
Cyberneticist
Dreadnought
Energy Warrior

Chapter 3: Modules
Module Lists
  • Cyberneticist Module List
  • Dreadnought Module List
  • Energy Warrior Module List
Module Descriptions
Chapter 4: Actions, Skills, and Feats
Actions in Combat
  • Aim
  • Modify Target Lock
  • Reallocate Energy
Special Attacks
  • Aid Another
  • Autofire
  • Suppressing Fire
Special Ability Types
  • Integrated Modules
Universal Special Abilities
  • Amalgam Damage
  • Energy Shield
  • Target Lock
  • Wireless Communication
Expanded Skills
  • Craft
  • Disguise
  • Gather Information
  • Heal
  • Knowledge (arcana)
  • Knowledge (architecture and engineering)
  • Listen
  • Search
  • Spellcraft
  • Spot
  • Use Magic Device
New Skills
  • Computer Use
New Feats
Chapter 5: Prestige Classes
Arcanosynthesist
Bounty Hunter
Chronologist
Deleter
Inventor
Master of Observation
Nanotheurge
Space Marine

Chapter 6: Spellcasting and Alternative Magic Systems
New Spells
New Psionic Powers
New Invocations
New Infusions
Domains
Psionic Mantles
Spell Descriptions
Power Descriptions
Invocation Descriptions
Infusion Descriptions

Chapter 7: Cybernetic Races
Cybot
Engi
Lanius
Phrygisian
Space Pirate
  • Urtragian Space Pirate
  • Zebesian Space Pirate
Zoltan

Chapter 8: Items and Equipment
Weapons
Cybernetic Weapon Properties
Armor
Cybernetic Armor Properties
Gadgets
Mundane and Alchemical Items
General Cybernetic Items
Devices
Materials
Cybernetic Grafts

Chapter 9: Character Options
Alternative Class Features
    Racial Substitution Levels
      Variants

        Chapter 10: Creatures and Monsters
        Cybernetic Drones
        • Interceptor (CR 3)
        • Medical Probe (CR 2)
        • Observer (CR 1/3)
        • Observer Swarm (CR 4)
        • Relay Drone (CR 1)
        • Widow Mine (CR 5)
        Rezbits
        • Rezbit (CR 1)
        • Greater Rezbit (CR 7)
        Turrets
        • Autoturret (CR 1/2)
        • Constructor Turret (CR 4)
        • Hover Autoturret (CR 3)
        • Missile Turret (CR 2)
        Energy Turret (template)
        • Plasma Turret VIII (CR 5)
        Cybernetic Dragon (template)
        • Cybernetic Young Adult Red Dragon (CR 13)

        Chapter 11: Environment and Exploration
        Atmospheric Conditions
        Radiation Dangers
        Space Exploration
        Traps

        Chapter 12: Cybernetic Campaigns
        Affiliations
        Magical Locations
        NPC Classes
        Sample NPCs
        • Space Pirate Conscript (CR 1/2)
        • Space Pirate Militia (CR 1)
        • GF Marine (CR 2)
        • GF Commando (CR 6)
        • Space Pirate Power Trooper (CR 2)
        • Space Pirate Wave Trooper (CR 5)
        • Space Pirate Ice Trooper (CR 8)
        • Space Pirate Plasma Trooper (CR 11)

        Appendix 1: Adaptations - Metroid
        The Perils and Powers of Phazon
        New Modules
        New Feats
        Prestige Classes
        Items and Equipment
        Creatures and Monsters

        32
        Garryl's Germinations / [GoW] Creature - Metal Soldier
        « on: June 26, 2017, 12:36:18 AM »
        Metal Soldiers
        Seventy times seventy soldiers that never know hunger and cannot be stopped composed the Golden Army. However, the Golden Army's creator was not the only artificer to use clockwork and metal to make soldiers. Many others have tried to duplicate the original work, although none ever matched the original feat of magical engineering. Made from lesser metals, metal soldiers still fight with a master's skill, their enchanted clockwork innards lending them strength, speed, and durability nonetheless. Although they are not truly indestructible like the soldiers of the Golden Army, metal soldiers can still repair themselves from nearly any damage that does not destroy them.

        Although they are frequently compared to golems, metal soldiers are very different. Rather than binding an animating spirit, metal soldiers move through complex clockwork machinery powered by a magical enchantment. The process of creation is far more physically involved. The bodies themselves are intricate clockwork machines, rather than humanoid lumps of material, and must be assembled with precision and care. Then, they must be programmed with the martial skill needed to act in battle, rather than relying on the instinct and rage of an imprisoned spirit.



        Combat
        Metal soldiers are skilled combatants, programmed with the knowledge of an experienced martial adept. The magical energies that power their clockwork also serve to maintain it, ensuring the metal soldier can recover from nearly any battle damage in a short time.

        Being mindless, metal soldiers do nothing without orders from their creators. They follow instructions explicitly, although they are capable of simple strategy and tactics. They are emotionless in combat and cannot be provoked.

        A metal soldier's creator can command it if the metal soldier is within 60 feet and can see and hear its creator. If uncommanded, a metal soldier usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the metal soldier a simple command to govern its actions in his or her absence. The metal soldier's creator can order the metal soldier to obey the commands of another person (who might in turn place the metal soldier under someone else’s control, and so on), but the metal soldier's creator can always resume control over his creation by commanding the metal soldier to obey him alone.

        Fast Healing (Su): A metal soldier heals a certain amount of damage each round (specified in each variety’s description) as long as it has at least 1 hit point.

        Metal Strike: A metal soldier's natural weapons count as being made with the material they are made from. They bypass damage reduction accordingly, and have any other properties weapons made of the material possess, such as an adamantine weapon's ability to ignore hardness less than 20.

        Proficiencies Except where noted, all metal soldiers are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields (except tower shields).



        Construction
        The cost to create given for each metal soldier includes the cost of the physical body and all the materials and spell components that are consumed or become a permanent part of the metal soldier. Creating a metal soldier is essentially similar to creating any sort of magic item. However, a metal soldier's body includes costly material components that may require some extra preparation. The metal soldier's creator can assemble the body or hire someone else to do the job. The builder must be skilled at crafting clockwork, although a sufficiently skilled metalsmith can apply their more general talents at a higher DC.

        Completing the metal soldier's creation drains the appropriate XP from the creator and requires casting any spells on the final day.

        The creator must cast the spells personally, but they can come from outside sources, such as scrolls. However, like with magic items, multiple characters can collaborate to create a metal soldier, each of whom provides some of the prerequisites.

        The characteristics of a metal soldier that come from its nature as a magic item (caster level, prerequisite feats and spells, market price, cost to create) are given in summary form at the end of each metal soldier's description.

        Note: The market price of an advanced metal soldier (a metal soldier with more Hit Dice than the typical metal soldier described in each entry) is increased by 2500 gp for each additional Hit Die, and increased by an additional 25000 gp if the metal soldier's size increases. The XP cost for creating an advanced metal soldier is equal to 1/25 the advanced metal soldier's market price minus the cost of the special materials required.



        Bronze Soldier      CR 2
        Always TN Small construct
        Init +2; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0
        Languages none
        _________________________________________
        AC 16, touch 13, flat-footed 14
           (+1 size, +2 Dex, +1 shield, +2 natural)
        hp 26 (3 HD); fast healing 1
        Immune ability damage, ability drain, critical hits, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting effects, necromancy effects, nonlethal damage, paralysis, poison, sleep effects, stunning, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
        Fort +1, Ref +3, Will +1
        _________________________________________
        Speed 20 ft. (4 squares)
        Melee Slam +5 (1d6+3)
        Space 5 ft.; Reach 5 ft.
        Base Atk +2; Grp +0
        Atk Options bronze strike, maneuvers
        _________________________________________
        Maneuvers and Stances known (IL 2nd):
           Stances -- punishing stance (1st)
           Strikes -- blood in the eye (1st), foot locker (1st), impenetrable bulwark (1st), steel wind (1st), steely strike (1st)
           Counters -- continued response (1st)
           Disciplines: Crushing Juggernaut, Mechanus Hand, Iron Heart, Shifting Steel
        _________________________________________
        Abilities Str 15, Dex 15, Con --, Int --, Wis 10, Cha 10
        Advancement 4-9 HD (Small); 10-14 HD (Medium)
        Possessions light steel shield
        _________________________________________
        Martial Maneuvers A bronze soldier knows several maneuvers and stances. It recovers and initiates them as a 2nd-level clockwork warrior. A bronze soldier most commonly readies and is granted its maneuvers in the following order:
           1st round: blood in the eye, steel wind
           2nd round: impenetrable bulwark
           3rd round: steely strike
           4th round: foot locker
           5th round: continued response

        Construction
        A bronze soldier's body must be constructed primarily from bronze, although various parts require other metals, with a total market value of 800 gp. Creating the body requires a DC 22 Craft (clockwork) check or a DC 27 Craft (metalsmithing) check.
        Market price: 8000 gp
        Prerequisites: Craft Construct, heroics, CL 8th, IL 8th, creator must know at least 2 maneuvers or stances from among the Crushing Juggernaut, Mechanus Hand, Iron Heart, and Shifting Steel disciplines
        Cost to create: 4400 gp, 288 xp, 8 days (800 gp mundane, 3600 gp magic)



        Iron Soldier      CR 4
        Always TN Medium construct
        Init +1; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0
        Languages none
        _________________________________________
        AC 19, touch 11, flat-footed 18
           (+1 Dex, +5 armor, +3 natural)
        hp 53 (6 HD); fast healing 2
        Immune ability damage, ability drain, critical hits, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting effects, necromancy effects, nonlethal damage, paralysis, poison, sleep effects, stunning, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
        Fort +2, Ref +3, Will +2
        _________________________________________
        Speed 20 ft. (4 squares); base 30 ft.
        Melee mwk greataxe +8 (1d12+4/x3) or
        Melee Slam +7 (1d8+4)
        Ranged mwk greataxe +6 (1d12+4/x3) with iron rain
        Space 5 ft.; Reach 5 ft.
        Base Atk +4; Grp +7
        Atk Options iron strike, maneuvers
        _________________________________________
        Maneuvers and Stances known (IL 4th):
           Stances -- mage slayer (1st), reckless assault (1st)
           Strikes -- blood in the eye (1st), impenetrable bulwark (1st), iron flurry (2nd), lockdown (DC 15) (2nd)
           Boosts -- iron rain (1st)
           Counters -- wall of blades (2nd)
           Disciplines: Crushing Juggernaut, Mechanus Hand, Iron Heart, Shifting Steel
        _________________________________________
        Abilities Str 17, Dex 13, Con --, Int --, Wis 10, Cha 10
        Advancement 7-14 HD (Medium); 15-22 HD (Large)
        Possessions mwk breastplate, mwk greataxe
        _________________________________________
        Martial Maneuvers An iron soldier knows several maneuvers and stances. It recovers and initiates them as a 4th-level clockwork warrior. An iron soldier most commonly readies and is granted its maneuvers in the following order:
           1st round: iron rain, iron flurry
           2nd round: wall of blades
           3rd round: lockdown
           4th round: blood in the eye
           5th round: impenetrable bulwark

        Construction
        An iron soldier's body must be constructed primarily from iron, although various parts require other metals, with a total market value of 2000 gp. Creating the body requires a DC 24 Craft (clockwork) check or a DC 29 Craft (metalsmithing) check.
        Market price: 20000 gp
        Prerequisites: Craft Construct, heroics, CL 9th, IL 9th, creator must know at least 3 maneuvers or stances from among the Crushing Juggernaut, Mechanus Hand, Iron Heart, and Shifting Steel disciplines
        Cost to create: 11000 gp, 720 xp, 18 days (2000 gp mundane, 9000 gp magic)



        Silver Soldier      CR 6
        Always TN Medium construct
        Init +1; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0
        Aura bolstering aura
        Languages none
        _________________________________________
        AC 22, touch 11, flat-footed 21
           (+1 Dex, +5 armor, +3 shield, +3 natural)
        hp 75 (10 HD); fast healing 3
        Immune ability damage, ability drain, critical hits, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting effects, necromancy effects, nonlethal damage, paralysis, poison, sleep effects, stunning, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
        Fort +3, Ref +4, Will +3
        _________________________________________
        Speed 20 ft. (4 squares); base 30 ft.
        Melee +1 silver longsword +11 (1d8+3/19-20) or
        Melee Slam +10 (1d8+2)
        Space 5 ft.; Reach 5 ft.
        Base Atk +7; Grp +10
        Atk Options maneuvers, silver strike
        _________________________________________
        Maneuvers and Stances known (IL 6th):
           Stances -- martial spirit (1st), tactics of the wolf (3rd)
           Strikes -- battle leader's charge (2nd), revitalizing strike (3rd), tactical strike (2nd), vanguard strike (1st)
           Boosts -- defensive rebuke (3rd)
           Counters -- shield block (2nd)
           Disciplines: Devoted Spirit, White Raven
        _________________________________________
        Abilities Str 16, Dex 13, Con --, Int --, Wis 10, Cha 17
        Advancement 11-17 HD (Medium); 18-26 HD (Large)
        Possessions mwk breastplate, +1 silver longsword, +1 heavy steel shield
        _________________________________________
        Bolstering Aura (Su) Adjacent allies gain a +2 enhancement bonus on all saving throws and to their AC. This aura does not affect the silver soldier itself, although it can benefit from the bolstering auras of others.
        Martial Maneuvers A silver soldier knows several maneuvers and stances. It recovers and initiates them as a 6th-level clockwork warrior. A silver soldier most commonly readies and is granted its maneuvers in the following order:
           1st round: battle leader's charge, shield block
           2nd round: tactical strike
           3rd round: revitalizing strike
           4th round: defensive rebuke
           5th round: vanguard strike
        Silver Strike: A silver soldier's natural weapons count as being alchemically plated with silver. They bypass damage reduction accordingly, but impose a -1 penalty on the damage roll.

        Construction
        A silver soldier's body must be constructed primarily from alchemically treated silver, although various parts require other metals, with a total market value of 3000 gp. Creating the body requires a DC 26 Craft (clockwork) check or a DC 31 Craft (metalsmithing) check.
        Market price: 30000 gp
        Prerequisites: Craft Construct, heroics, CL 10th, IL 10th, creator must know at least 3 maneuvers or stances from among the Devoted Spirit and White Raven disciplines
        Cost to create: 16500 gp, 1080 xp, 27 days (3000 gp mundane, 13500 gp magic)



        Steel Soldier      CR 7
        Always TN Medium construct
        Init +2; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0
        Languages none
        _________________________________________
        AC 23, touch 12, flat-footed 21
           (+2 Dex, +6 armor, +1 shield, +4 natural)
        hp 91 (13 HD); fast healing 4
        Immune ability damage, ability drain, critical hits, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting effects, necromancy effects, nonlethal damage, paralysis, poison, sleep effects, stunning, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
        Fort +3, Ref +5, Will +3
        _________________________________________
        Speed 20 ft. (4 squares); base 30 ft.
        Melee +1 longsword +14/+9 (1d8+5/19-20) or
        Melee +1 longsword +12/+7 (1d8+5/19-20) and +1 short sword +12 (1d6+3/19-20) or
        Melee Slam +13 (1d8+4)
        Space 5 ft.; Reach 5 ft.
        Base Atk +9; Grp +13
        Atk Options maneuvers, steel strike
        _________________________________________
        Maneuvers and Stances known (IL 7th):
           Stances -- absolute steel stance (3rd), battle dancer (1st)
           Strikes -- disarming strike (2nd), metal storm (2nd), sweeping steel (4th)
           Boosts -- blades of thunder (DC 16) (2nd)
           Counters -- iron hide (3rd), sparking clash (DC 17) (3rd)
           Disciplines: Crushing Juggernaut, Mechanus Hand, Iron Heart, Shifting Steel
        _________________________________________
        Abilities Str 19, Dex 15, Con --, Int --, Wis 10, Cha 10
        Feats Two-Weapon DefenseB, Two-Weapon FightingB
        Advancement 13-19 HD (Medium); 20-28 HD (Large)
        Possessions +1 breastplate, +1 longsword, +1 short sword
        _________________________________________
        Martial Maneuvers A steel soldier knows several maneuvers and stances. It recovers and initiates them as a 7th-level clockwork warrior. A steel soldier most commonly readies and is granted its maneuvers in the following order:
           1st round: metal storm, sparking clash
           2nd round: blades of thunder
           3rd round: sweeping steel
           4th round: iron hide
           5th round: disarming strike

        Construction
        A steel soldier's body must be constructed primarily from steel, although various parts require other metals, with a total market value of 3500 gp. Creating the body requires a DC 27 Craft (clockwork) check or a DC 32 Craft (metalsmithing) check.
        Market price: 35000 gp
        Prerequisites: Craft Construct, heroics, CL 11th, IL 11th, creator must know at least 4 maneuvers or stances from among the Crushing Juggernaut, Mechanus Hand, Iron Heart, and Shifting Steel disciplines
        Cost to create: 19250 gp, 1260 xp, 32 days (3500 gp mundane, 15750 gp magic)



        Adamantine Soldier      CR 11
        Always TN Large construct
        Init +1; Senses darkvision 60 ft., low-light vision; Listen +0, Spot +0
        Languages none
        _________________________________________
        AC 27, touch 10, flat-footed 26
           (-1 size, +1 Dex, +9 armor, +8 natural)
        hp 129 (18 HD); fast healing 5; DR 5/adamantine
        Immune ability damage, ability drain, critical hits, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting effects, necromancy effects, nonlethal damage, paralysis, poison, sleep effects, stunning, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
        Fort +6, Ref +7, Will +6
        _________________________________________
        Speed 30 ft. (6 squares); base 40 ft.
        Melee +1 adamantine greatsword +20/+15/+10 (3d6+11/19-20) or
        Melee 2 slams +19 each (2d6+7)
        Ranged +1 adamantine greatsword +13/+6/+3 (3d6+11/19-20) with torrent of steel
        Space 10 ft.; Reach 10 ft.
        Base Atk +13; Grp +24
        Atk Options adamantine strike, maneuvers
        _________________________________________
        Maneuvers and Stances known (IL 11th):
           Stances -- dancing blade form (5th), punishing stance (1st), unstoppable (6th)
           Strikes -- armor breaking blow (5th), pithing strike (DC 21) (4th), unbalancing strike (3rd)
           Boosts -- heavy handed assault (6th), torrent of steel (5th)
           Counters -- adamantine hide (5th), manticore parry (6th)
           Disciplines: Crushing Juggernaut, Mechanus Hand, Iron Heart, Shifting Steel
        _________________________________________
        Abilities Str 25, Dex 13, Con --, Int --, Wis 10, Cha 10
        Advancement 19-26 HD (Large); 27-33 HD (Huge)
        Possessions +1 full plate, +1 adamantine greatsword
        _________________________________________
        Adamantine Strike: An adamantine soldier's natural weapons count as being made with adamantine. They bypass damage reduction accordingly, and ignore hardness less than 20 when attacking objects.
        Martial Maneuvers An adamantine soldier knows several maneuvers and stances. It recovers and initiates them as an 11th-level clockwork warrior. An adamantine soldier most commonly readies and is granted its maneuvers in the following order:
           1st round: adamantine hide, torrent of steel, unbalancing strike
           2nd round: heavy handed assault
           3rd round: pithing strike
           4th round: unbalancing strike
           5th round: armor breaking blow

        Construction
        An adamantine soldier's body must be constructed primarily from adamantine, although various parts require other metals, with a total market value of 10000 gp. Creating the body requires a DC 31 Craft (clockwork) check or a DC 36 Craft (metalsmithing) check.
        Market price: 50000 gp
        Prerequisites: Craft Construct, heroics, CL 12th, IL 12th, creator must know at least 5 maneuvers or stances from among the Crushing Juggernaut, Mechanus Hand, Iron Heart, and Shifting Steel disciplines
        Cost to create: 30000 gp, 1600 xp, 40 days (10000 gp mundane, 20000 gp magic)



        Notes
        (click to show/hide)

        Change Log
        (click to show/hide)

        33
        Garryl's Germinations / [GoW] Base Class - Clockwork Warrior
        « on: June 26, 2017, 12:01:49 AM »
        Clockwork Warrior base class
        The clockwork warrior moves and fights like clockwork. Every tiny movement is precise and calculated for maximum effect. Some warriors even go so far as to enhance their inherently fallible biological bodies with tuned and reliable clockwork parts.

        Alignment: Any non-chaotic.
        Starting Gold: 5d4x10 (125 gp)
        Starting Age: As wizard.

        Hit Die: d10



        Level
        Base
        Attack
        Bonus

        Fort
        Save

        Ref
        Save

        Will
        Save


        Special

        Maneuvers
        Known

        Maneuvers
        Readied

        Stances
        Known
        1+1+2+2+0Ordered Action +1, Time Piece66 (2)1
        2+2+3+3+0Reconstructed Biology66 (2)2
        3+3+3+3+1Stopped Clock76 (2)2
        4+4+4+4+1Ordered Action +2, Reconstructed Biology (25% fortification), Self-Repair76 (2)2
        5+5+4+4+1Reconstructed Biology (disease immunity)86 (2)2
        6+6/+1+5+5+2--86 (2)2
        7+7/+2+5+5+2Daylight Savings (move action)96 (2)2
        8+8/+3+6+6+2Ordered Action +396 (2)3
        9+9/+4+6+6+3Reconstructed Biology (poison immunity)106 (2)3
        10+10/+5+7+7+3--107 (3)3
        11+11/+6/+1+7+7+3Reconstructed Biology (50% fortification)117 (3)3
        12+12/+7/+2+8+8+4Daylight Savings (standard action), Ordered Action +4117 (3)3
        13+13/+8/+3+8+8+4Clockwork Motion127 (3)3
        14+14/+9/+4+9+9+4--127 (3)4
        15+15/+10/+5+9+9+5--137 (3)4
        16+16/+11/+6/+1+10+10+5Ordered Action +5137 (3)4
        17+17/+12/+7/+2+10+10+5Daylight Savings (full-round action)147 (3)4
        18+18/+13/+8/+3+11+11+6Reconstructed Biology (75% fortification)147 (3)4
        19+19/+14/+9/+4+11+11+6--157 (3)4
        20+20/+15/+10/+5+12+12+6Mechanized Transcendence, Ordered Action +6, Reconstructed Biology (critical immunity)158 (4)4

        Class skills (4 + Int modifier per level): Balance, Climb, Concentration, Craft, Disable Device, Intimidate, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (history), Listen, Martial Lore, Profession, and Tumble.

        Weapon and Armor Proficiency: As a clockwork warrior, you are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields (other than tower shields).

        Maneuvers: You begin your career with knowledge of six martial maneuvers. The disciplines available to you are Crushing Juggernaut, Iron Heart, Mechanus Hand, and Shifting Steel.

        Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by a clockwork warrior is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

        You learn additional maneuvers at higher levels, as shown on the table above. You must meet a maneuver's prerequisite to learn it. See Table 3-1 (TOB 39), to determine the highest-level maneuvers you can learn.

        Upon reaching 4th level, and at every even-numbered clockwork warrior level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

        Maneuvers Readied: You can ready all six of the maneuvers you know at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must choose which maneuvers to ready. You ready your maneuvers by practicing for 5 minutes, going through the motions of the maneuvers over and over in order. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers.

        You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).

        Clockwork warriors are unique among martial adepts, relying on practiced flows of motion to consistently lead from one maneuver to the next. When you ready your clockwork warrior maneuvers, you must choose an order for them. That order remains fixed until you once again ready your maneuvers. Before you take your first action in an encounter, the first two of these readied maneuvers are granted to you. The rest of your readied maneuvers are withheld, currently inaccessible. At the end of each turn, the next withheld maneuver is granted to you, and thus becomes accessible for your next turn and subsequent turns. You can freely choose to initiate any maneuver that is currently granted when your turn begins, but you cannot initiate a withheld maneuver. If you choose not to employ a maneuver in a given round, your currently granted maneuvers remain available, and a previously withheld maneuver is granted, as described above. In other words, it doesn't matter if you use your maneuver or not - at the end of each of your turns, the next withheld maneuver from your list of readied maneuvers is granted to you. Over the course of a few rounds, you will cycle through all of your maneuvers.

        If, at the end of your turn, you cannot be granted a maneuver because you have no withheld maneuvers remaining, you recover all expended maneuvers, and the first pair of readied maneuvers is granted to you, like at the beginning of an encounter. At the end of your next turn, a withheld maneuver is granted to you, and the whole cyclical process begins again.

        You begin an encounter with an additional granted maneuver at 10th level (bringing your total to three), and again at 20th level (bringing your total to four).

        Stances Known: You begin play with knowledge of one stance from any discipline open to clockwork warriors. At 4th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

        Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

        Ordered Action (Ex): A well-planned battle falls into place easily. Each round, at the end of your turn when you are granted a new maneuver, if you initiated your oldest unexpended granted maneuver since the end of your last turn, you gain a +1 bonus on attack and weapon damage rolls. This bonus stacks with each round you continue to initiate your oldest maneuver, to a maximum of +1, +1 per 4 clockwork warrior levels. If you ever fail to do so, the bonus disappears, although you can build it up again in following turns.

        Time Piece (Ex): Your clockwork obsession is somewhat redundant. You perfectly and unconsciously track the subjective passage of time. Thus, unless you are placed in an altered time stream, are transported through time, or die, you always know what time it is.

        Reconstructed Biology (Ex): To become a perfect warrior, you must become a precision instrument of combat. As you progress in this class, you augment and replace more and more of your natural body with mechanical parts. Beginning at 2nd level, you gain a +4 bonus on saves against diseases and poisons. At 5th level, you become immune to disease entirely, and at 9th level you become immune to poison, too.

        Your altered physiology also reduces your susceptibility to lucky or precise strikes that would cripple a normal living body. When a critical hit or precision damage attack (such as Sneak Attack) is scored on you, there is a chance that the critical hit or precision attack is negated and damage is instead rolled normally. Beginning at 4th level, you have a 25% chance to negate the extra damage dealt from such attacks. This improves to 50% at 11th level, and 75% at 18th level. Beginning at 20th level, you become completely immune to critical hits.

        Stopped Clock (Ex): Starting at 3rd level, as a full-round action, you can prepare to enter a catatonic state in which you appear to be dead. After activating this ability, you fall into a catatonic state up to 1 minute per level later (chosen when you activate the ability), unless you cancel with another full-round action. You can trigger the catatonia up to 1 minute early as an immediate action.

        While catatonic, you cannot see or feel anything, but you retain the ability to smell, hear, and otherwise follow what is going on around you.

        While you are under the effect of this ability, mind-affecting effects, poison, sleep, paralysis, stunning, disease, ability drain, negative levels, and death effects affecting you are suppressed. Existing effects and conditions remain and continue to count against their duration, but have no effect upon you while catatonic. New effects and conditions apply, but have no effect while you remain catatonic, although time spent in this way still counts against their duration. Instantaneous effects, such as a finger of death spell, have no effect whatsoever upon you.

        Attempts to resuscitate you, such as through raise dead and reincarnation, automatically fail, although resurrection, true resurrection, and similarly powerful effects end your catatonic state.

        Spells and other effects that assess your current condition, such as status and deathwatch, indicate that you are dead. However, a character who succeeds on a Heal check (DC 20 + your clockwork warrior level + your Int modifier) can discern that you are actually alive.

        You can remain in the catatonic state indefinitely, although you still require food, water, and air. Emerging from catatonia is a full-round action.

        Self-Repair (Ex): Beginning at 4th level, you are sufficiently mechanical that you can be repaired by yourself and others. A Craft (armorsmithing, blacksmithing, or similar) check restores a number of hit points equal to the Craft check result -15. A character can take 10 on this check but can't take 20. A check takes 8 hours. You can repair yourself. This counts as only light activity for you (whether you are repairing yourself or being repaired by another), and can be performed while resting or meditating (such as while preparing spells).

        Daylight Savings (Ex): Starting at 7th level, you can store potential motion within the springs and clockwork of your joints as a standard action. Any time within the next 1 minute, you can release this stored energy as a swift action, dramatically speeding your movements momentarily and granting you a move action. At 12th level, you can instead use a full-round action to store the potential for a standard action. At 17th level, you can instead spend 1 round to store the potential for a full-round action. You can only store a single action at once with this ability.

        Clockwork Motion (Ex): Any action completed can be repeated, and machines are so much more adept at perfect repetition than your former frail and fallible flesh. Beginning at 13th level, whenever you attack a creature that you have hit with an attack already during the same turn, you can take 10 on your attack roll.

        Mechanized Transcendence (Ex): At 20th level, you have changed so much of yourself that you are more machine than you are a member of your original race. Your type changes to construct and you gain the augmented subtype in accordance with your previous type. If you were a living creature before the completion of your transformation, you also gain the living construct subtype. You gain the traits of your new type (and subtype), and you retain the traits of your previous type (except where they are contradictory, such as the need to eat, sleep, and breathe). Do not recalculate your existing racial hit dice, if any.

        Additionally, your mechanized body is much more resistant to harm. You gain DR 10/adamantine, allowing you to ignore the first 10 points of damage from any attack with a non-adamantine weapon.



        Change Log
        (click to show/hide)

        34
        Garryl's Germinations / [GoW] Gears of War Discussion and Suggestions
        « on: June 25, 2017, 11:53:31 PM »
        This is the discussion and suggestions thread for all things related to Gears of War: Cosntructs of Battle.

        Gears of War material is identified with the [GoW] prefix in this subforum.

        35
        Garryl's Germinations / [GoW] Gears of War Index
        « on: June 25, 2017, 11:52:36 PM »
        Index
        Note: The martial disciplines here make use of rushes and amalgam damage.

        36
        Garryl's Germinations / [GoW] Martial Discipline - Shifting Steel
        « on: June 25, 2017, 11:47:26 PM »
        Shifting Steel martial discipline
        Shifting Steel emulates the speed, power, and precision of machinery. In particular, the whirling fighting style of nimblewrights formed the core principles from which the discipline grew.

        Discipline Access
        Clockwork Warriors have access to Shifting Steel, allowing them to learn and use its maneuvers. Like all martial disciplines, any character can dabble in its techniques with the Martial Study and Martial Stance feats.

        Discipline Key Skill: Tumble

        Discipline Favored Weapons: Dagger, guisarme, kukri, rapier, and siangham.

        Maneuvers by Level
        (click to show/hide)



        Advancing Storm
        Shifting Steel (Strike)
        Level: Clockwork Warrior 7
        Prerequisite: Three Shifting Steel maneuvers
        Initiation Action: 1 full-round action
        Range: Personal
        Target: You
        As part of this maneuver, you take a full attack action and make your normal attacks. After each attack, if the attack hit and dealt damage to an adjacent opponent, you can push the target back 5 feet directly away from you and move 5 feet into their previously-occupied space. This movement does not provoke attacks of opportunity. You cannot use this strike to move more than your current speed in a single round.



        Alacritous Action
        Shifting Steel (Stance)
        Level: Clockwork Warrior 8
        Prerequisite: Three Shifting Steel maneuvers
        Initiation Action: 1 swift action
        Range: Personal
        Target: You
        Duration: Stance
        While you are in this stance, you gain the effects of the haste spell.

        When making a full attack action, you may make one extra attack with any weapon you are holding. The attack is made using your full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to initiate a second strike or otherwise take an extra action in the round.)

        You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

        All of your modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice your normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects your jumping distance as normal for increased speed.

        Multiple haste effects don’t stack.

        Additionally, you are immune to the slow spell and are not subject to slow effects produced by other spells and effects (such as the chaos hammer or dictum spells).



        Battle Dancer
        Shifting Steel (Stance)
        Level: Clockwork Warrior 1
        Prerequisite: One Shifting Steel maneuver
        Initiation Action: 1 swift action
        Range: Personal
        Target: You
        Duration: Stance
        While you are in this stance, you can fluidly flow from foe to foe, the momentum of battle carrying your swordplay to new heights of speed and skill. When you attack an enemy in melee, you gain a +1 bonus on attack and weapon damage rolls for each other enemy you have attacked in melee within the past 1 minute, to a maximum of +5.



        Blood in the Eye
        Shifting Steel (Strike)
        Level: Clockwork Warrior 1
        Initiation Action: 1 standard action
        Range: Melee attack
        Target: One creature
        As part of this maneuver, you make a melee attack. Any living creature damaged by a this attack continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic. The position of this wound is such that the blood flow interferes with the target's vision, leaving it dazzled until the bleeding is stopped.



        Blurred Alacrity
        Shifting Steel (Stance)
        Level: Clockwork Warrior 3
        Prerequisite: One Shifting Steel maneuver
        Initiation Action: 1 swift action
        Range: Personal
        Target: You
        Duration: Stance
        You gain a +10-foot enhancement bonus to your movement speed. In addition, If you move at least 10 feet during your turn, you gain concealment against all melee and ranged attacks until the start of your next turn. You also gain the standard benefits of concealment, but you cannot use this stance to hide in plain sight; you must still use some other terrain feature that normally allows you to use the Hide skill. Your rapid movement makes it difficult to specifically target you, but your enemies are aware of your position.



        Dancing Steel
        Shifting Steel (Strike)
        Level: Clockwork Warrior 4
        Prerequisite: Two Shifting Steel maneuvers
        Initiation Action: 1 standard action
        Range: Personal
        Target: You
        As part of this maneuver, you take a full attack action and make your normal attacks. Essentially, this maneuver allows you to perform a full attack as a standard action.



        Dashing Slice
        Shifting Steel (Rush)
        Level: Clockwork Warrior 6
        Prerequisite: Two Shifting Steel maneuvers
        Initiation Action: 1 move action
        Range: Personal
        Target: You
        As part of this maneuver, you can move up to your speed and make a single melee attack at any point during this movement. This movement does not provoke attacks of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate.



        Deft Repositioning
        Shifting Steel (Rush)
        Level: Clockwork Warrior 2
        Prerequisite: One Shifting Steel maneuver
        Initiation Action: 1 move action
        Range: Personal
        Target: You
        As part of this maneuver, you can move up to your speed. This movement does not provoke attacks of opportunity. Additionally, you can move through spaces occupied by opponents, also without provoking attacks of opportunity.



        Harrier's Stance
        Shifting Steel (Stance)
        Level: Clockwork Warrior 3
        Prerequisite: One Shifting Steel maneuver
        Initiation Action: 1 swift action
        Range: Personal
        Target: You
        Duration: Stance
        While you are in this stance, you gain the skirmish ability, if you do not already have it, which deals an extra 1d6 points of damage and grants a +1 bonus to your AC. If you already have the skirmish class feature, your existing skirmish ability deals an extra 1d6 points of damage and grants an extra +1 bonus to your AC. See the scout class feature for a complete description of skirmish.



        Infinite Blade Works
        Shifting Steel (Strike)
        Level: Clockwork Warrior 9
        Prerequisite: Four Shifting Steel maneuvers
        Initiation Action: 1 full-round action
        Range: Melee attack
        Target: One creature
        As part of this maneuver, you make a single melee attack against an opponent. You can then make another attack against that foe with a -2 penalty on your attack roll. If either of those attacks hit, you can make yet another attack against that opponent with a -4 penalty. You continue to make additional attacks, each with an additional -2 penalty, until you miss with two attacks (they need not be consecutive) or you choose not to attack. You must direct all of these attacks at a single foe.



        Iron Flurry
        Shifting Steel (Strike)
        Level: Clockwork Warrior 2
        Prerequisite: One Shifting Steel maneuver
        Initiation Action: 1 full-round action
        Range: Personal
        Target: You
        As part of this maneuver, you take a full attack action and make your normal attacks. However, you can make one additional attack at your highest attack bonus. All of the attacks you make this round, including the extra attack granted by this maneuver, are made with a -2 penalty on the attack roll.



        Iron Rain
        Shifting Steel (Boost)
        Level: Clockwork Warrior 1
        Initiation Action: 1 swift action
        Range: Personal
        Target: You
        Duration: 1 round
        You can throw any melee weapons you are proficient with as though they were ranged weapons. The range increment of weapons used in conjunction with this boost is 10 feet. Any weapon that you throw behaves as though it has the returning special ability (DMG 225).



        Magpie Parry
        Shifting Steel (Counter)
        Level: Clockwork Warrior 7
        Prerequisite: Three Shifting Steel maneuvers
        Initiation Action: 1 immediate action
        Range: Personal
        Target: You
        When an enemy makes a melee attack against you, you can initiate this counter to attempt to disarm your attacker. You perform a disarm attack (PH 155) to disarm the weapon being used to attack you. This disarm attempt does not provoke attacks of opportunity, nor is there any risk that your foe can disarm you. If you are successful in disarming your attacker of the weapon, the attack misses. This maneuver has no effect if your attacker is using a weapon that cannot be disarmed. You can't use this maneuver if you are denied your Dexterity bonus to AC against your attacker. You can decide to use this ability after you learn the result of your opponent's attack.

        This maneuver only functions against armed melee attacks. You cannot use it against unarmed attacks, natural weapons, or touch spells.



        Metal Storm
        Shifting Steel (Strike)
        Level: Clockwork Warrior 2
        Initiation Action: 1 full-round action
        Range: Personal
        Target: You
        As part of this maneuver, you take a full attack action and make your normal attacks. Your reach is double normal during this full attack.



        Mithral Flurry
        Shifting Steel (Strike)
        Level: Clockwork Warrior 8
        Prerequisite: Three Shifting Steel maneuvers
        Initiation Action: 1 full-round action
        Range: Personal
        Target: You
        As part of this maneuver, you take a full attack action and make your normal attacks. However, you can make three additional attacks at your highest attack bonus. All of the attacks you make this round, including the extra attacks granted by this maneuver, are made with a -2 penalty on the attack roll.



        Moment of Alacrity
        Shifting Steel (Stance)
        Level: Clockwork Warrior 4
        Prerequisite: Two Shifting Steel maneuvers
        Initiation Action: 1 swift action
        Range: Personal
        Target: You
        Duration: 1 round
        You gain the effects of the haste spell for 1 round.

        When making a full attack action, you may make one extra attack with any weapon you are holding. The attack is made using your full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to initiate a second strike or otherwise take an extra action in the round.)

        You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

        All of your modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice your normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects your jumping distance as normal for increased speed.

        Multiple haste effects don’t stack.

        If you are in the Alacritous Action stance, this boost instead enhances its effects. Your bonus on attack rolls and your dodge bonus to AC and Reflex saves improve by +3 (to a total of +4) and the enhancement bonus to your movement speeds improves by +30 feet (to a total of +60 feet), to a maximum of triple your normal speed (instead of double).



        Nimble Thrust
        Shifting Steel (Strike)
        Level: Clockwork Warrior 5
        Prerequisite: Two Shifting Steel maneuvers
        Initiation Action: 1 standard action
        Range: Melee attack
        Target: One creature
        This maneuver allows you to combine a disarm attempt and a trip attempt with a normal attack. You make a single melee attack as part of this strike. If this attack threatens a critical hit, you gain a +4 bonus on your roll to confirm the critical hit. If this attack hits and deals damage, you can also attempt to disarm (PH 155) and trip your opponent (PH 158). This disarm attempt does not provoke attacks of opportunity, nor is there any risk that your foe can disarm you. Likewise, this trip attempt does not provoke attacks of opportunity, nor is there any risk that your foe can trip you. You need not make a touch attack, and you can perform the trip attempt even if the weapon you are wielding is not normally suitable. Resolve the disarm attempt before the trip attempt.



        Opportunistic Expertise
        Shifting Steel (Stance)
        Level: Clockwork Warrior 5
        Prerequisite: Two Shifting Steel maneuvers
        Initiation Action: 1 swift action
        Range: Personal
        Target: You
        Duration: Stance
        While you are in this stance, you gain a +4 bonus on attack rolls as part of attacks of opportunity and a +4 bonus to your Armor Class against attacks of opportunity. You may make attacks of opportunity while flat-footed. You may make one additional attack of opportunity each round for every 4 Tumble ranks you have.



        Rupturing Lunge
        Shifting Steel (Strike)
        Level: Clockwork Warrior 6
        Prerequisite: Two Shifting Steel maneuvers
        Initiation Action: 1 standard action
        Range: Melee attack
        Target: One creature
        As part of this maneuver, you make a melee attack. This attack deals an extra 6d6 points of damage. Any living creature damaged by a this attack continues to bleed, losing 5 hit points per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 15 Heal check or the application of a cure spell or some other healing magic that restores at least 5 hit points. Spells and effects that are explicitly effective at closing bleeding wounds are still effective. This wound is easily prone to further aggravation. Until the bleeding is stopped, each time the target takes damage from an attack or performs any strenuous action, the amount of hit points lost per round, the DC of the Heal check, and the number of hit points of healing required to stop the bleeding each increase by 1.



        Sparking Clash
        Shifting Steel (Counter)
        Level: Clockwork Warrior 3
        Prerequisite: One Shifting Steel maneuver
        Initiation Action: 1 immediate action
        Range: Personal; 30 ft.
        Target: You
        Area: 30-ft.-radius burst centered on you
        Duration: 1 minute
        Saving Throw: Fortitude negates
        When an enemy makes a melee or ranged attack against you, you can initiate this counter to oppose that attack by making an attack roll with any melee weapon you are holding. Use the higher of you AC or your attack roll as your effective AC against the incoming attack. You can't use this maneuver if you are denied your Dexterity bonus to AC against your attacker. You can decide to use this ability after you learn the result of your opponent's attack.

        Regardless of your ability to successfully deflect the attack, the crash of weapon on weapon also releases sparks that you stoke into a burst of brilliant light. Any creature other than you caught in this maneuver's area must make a Fortitude save (DC 13 + your Int modifier) or be dazzled for 1 minute.

        This maneuver is a supernatural ability.



        Steel Flurry
        Shifting Steel (Strike)
        Level: Clockwork Warrior 5
        Prerequisite: Two Shifting Steel maneuvers
        Initiation Action: 1 full-round action
        Range: Personal
        Target: You
        As part of this maneuver, you take a full attack action and make your normal attacks. However, you can make two additional attacks at your highest attack bonus. All of the attacks you make this round, including the extra attacks granted by this maneuver, are made with a -2 penalty on the attack roll.



        Sweeping Steel
        Shifting Steel (Strike)
        Level: Clockwork Warrior 4
        Prerequisite: Two Shifting Steel maneuvers
        Initiation Action: 1 standard action
        Range: Melee attack
        Target: All opponents
        When you initiate this strike, you can make a melee attack with each weapon you wield against every opponent within reach, to a maximum of two attacks per opponent. Resolve each attack separately at your highest attack bonus for each of your respective weapons. Penalties for fighting with multiple weapons apply as normal.



        Torrent of Steel
        Shifting Steel (Boost)
        Level: Clockwork Warrior 5
        Prerequisite: Two Shifting Steel maneuvers
        Initiation Action: 1 swift action
        Range: Personal
        Target: You
        Duration: 1 round
        You can throw any melee weapons you are proficient with as though they were ranged weapons. The range increment of weapons used in conjunction with this boost is 10 feet. Any weapon that you throw behaves as though it has the returning special ability (DMG 225). In addition, any time you make a ranged attack with a thrown weapon, the weapon immediately returns to you, and you can catch it as a free action. This allows you to make a full attack entirely with thrown weapon attacks, or with a mix of thrown and melee attacks.



        Unbalancing Strike
        Shifting Steel (Strike)
        Level: Clockwork Warrior 3
        Prerequisite: One Shifting Steel maneuver
        Initiation Action: 1 standard action
        Range: Melee attack
        Target: One creature
        This maneuver allows you to combine a trip attempt with a normal attack. You make a single melee attack as part of this strike. If this attack hits and deals damage, you can also attempt to trip your opponent (PH 158). This trip attempt does not provoke attacks of opportunity, nor is there any risk that your foe can trip you. You need not make a touch attack, and you can perform the trip attempt even if the weapon you are wielding is not normally suitable.



        Up The Walls
        Shifting Steel (Rush)
        Level: Clockwork Warrior 1
        Initiation Action: 1 move action
        Range: Personal
        Target: You
        As part of this maneuver, you can move up to your speed. You can traverse one or more walls or other relatively smooth vertical surfaces if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your movement on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall.



        Whirling Steel
        Shifting Steel (Strike)
        Level: Clockwork Warrior 8
        Prerequisite: Three Shifting Steel maneuvers
        Initiation Action: 1 standard action
        Range: Melee attack
        Target: All opponents
        When you initiate this strike, you can make up to two melee attack with each weapon you wield against every opponent within reach, to a maximum of four attacks per opponent. Resolve each attack separately at your highest attack bonus for each of your respective weapons. Penalties for fighting with multiple weapons apply as normal.



        Change Log
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        37
        Garryl's Germinations / [GoW] Martial Discipline - Mechanus Hand
        « on: June 25, 2017, 11:45:51 PM »
        Mechanus Hand martial discipline
        Mechanus Hand was inspired by the implacable relentlessness of inevitables. It focuses on debilitating attacks and impenetrable defenses.

        Discipline Access
        Clockwork Warriors have access to Mechanus Hand, allowing them to learn and use its maneuvers. Like all martial disciplines, any character can dabble in its techniques with the Martial Study and Martial Stance feats.

        Discipline Key Skill: Climb

        Discipline Favored Weapons: Guisarme, morningstar, spiked chain, unarmed strike, and warhammer.

        Sidebar: Thunderstorm Damage
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        Maneuvers by Level
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        Absolute Restraint
        Mechanus Hand (Strike)
        Level: Clockwork Warrior 9
        Prerequisite: Four Mechanus Hand maneuvers
        Initiation Action: 1 standard action
        Range: Melee attack
        Target: One creature
        Duration: 1d4+1 rounds
        Saving Throw: Reflex partial
        As part of this maneuver, you make a single melee attack. If this attack hits, the target takes normal melee damage and must make a Reflex save (DC 19 + your Str modifier) or be unable to take any actions (even purely mental actions) or attacks of opportunity for 1d4+1 rounds. A successful saving throw reduces this to only 1 round.



        Anchoring Strike
        Mechanus Hand (Strike)
        Level: Clockwork Warrior 6
        Prerequisite: Two Mechanus Hand maneuvers
        Initiation Action: 1 standard action
        Range: Melee attack
        Target: One creature
        Duration: 1 round and 1 minute
        Saving Throw: Reflex partial
        As part of this maneuver, you make a single melee attack. This attack deals an extra 6d6 points of damage. Your attack also immobilizes the target for 1 round, preventing it from moving from its space. Additionally, the target is subject to a dimensional anchor effect, blocking it from extradimensional travel for 1 minute. It can otherwise act normally. A successful Reflex save (DC 16 + your Str modifier) by the creature struck negates the immobilization and reduces the duration of the dimensional anchor effect to 1 round, but does not affect the extra damage.



        Arcane Denial
        Mechanus Hand (Stance)
        Level: Clockwork Warrior 5
        Prerequisite: Two Mechanus Hand maneuvers
        Initiation Action: 1 swift action
        Range: Personal
        Target: You
        Duration: Stance
        While you are in this stance, you are protected from weaker spells. Such spells cannot target you or select you as the origin from which they emanate, and do not treat you as being in their area of effect unless they are emanations originating from you. Even your own spells are blocked, including personal spells that target yourself. The maximum spell level this stance protects you from is determined by your Climb ranks. Spells of higher level are not affected.

        Climb RanksMaximum Spell Level
        0-30th
        4-71st
        8-112nd
        12-153rd
        16-194th
        20+6th

        This stance is a supernatural ability.



        Arresting Blow
        Mechanus Hand (Strike)
        Level: Clockwork Warrior 5
        Prerequisite: Two Mechanus Hand maneuvers
        Initiation Action: 1 standard action
        Range: Melee attack
        Target: One creature
        Duration: 1 round
        Saving Throw: Reflex partial
        As part of this maneuver, you make a single melee attack. If this attack hits, the target takes normal melee damage and must make a Reflex save (DC 15 + your Str modifier) or be unable to take any actions (even purely mental actions) or attacks of opportunity for 1 round.



        Blades of Lightning
        Mechanus Hand (Boost) [Electricity]
        Level: Clockwork Warrior 5
        Prerequisite: Two Mechanus Hand maneuvers
        Initiation Action: 1 swift action
        Range: Personal
        Target: You
        Duration: End of turn; See text
        Saving Throw: None; Reflex partial
        Until the end of your turn, your melee attacks deal an extra 2d6 points of electricity damage + 1 point per initiator level. Each attack releases a flash of lighting. On a critical hit with a melee attack from which the target takes any electricity damage, it must make a Reflex save (DC 15 + your Str modifier) or be blinded for a number of rounds equal to the critical multiplier minus 1 (1 round for x2, 2 rounds for x3, 3 rounds for x4).

        This maneuver is a supernatural ability.



        Blades of Thunder
        Mechanus Hand (Boost) [Sonic]
        Level: Clockwork Warrior 2
        Prerequisite: One Mechanus Hand maneuver
        Initiation Action: 1 swift action
        Range: Personal
        Target: You
        Duration: End of turn; See text
        Saving Throw: None; Reflex partial
        Until the end of your turn, your melee attacks deal an extra 1d6 points of sonic damage + 1 point per initiator level. Each attack releases a thunderclap. On a critical hit with a melee attack from which the target takes any sonic damage, it must make a Reflex save (DC 12 + your Str modifier) or be defened for a number of rounds equal to the critical multiplier minus 1 (1 round for x2, 2 rounds for x3, 3 rounds for x4).

        This maneuver is a supernatural ability.



        Blades of Thunder and Lightning
        Mechanus Hand (Boost) [Electricity, Sonic]
        Level: Clockwork Warrior 8
        Prerequisite: Three Mechanus Hand maneuvers
        Initiation Action: 1 swift action
        Range: Personal
        Target: You
        Duration: End of turn; See text
        Saving Throw: None; Reflex partial
        Until the end of your turn, your melee attacks deal an extra 3d6 points of thunderstorm damage + 1 point per initiator level (thunderstorm damage is an amalgam of electricity and sonic damage). Each attack releases a flash of lighting and a thunderclap. On a critical hit with a melee attack from which the target takes any thunderstorm damage, it must make a Reflex save (DC 18 + your Str modifier) or be deafened and blinded for a number of rounds equal to the critical multiplier minus 1 (1 round for x2, 2 rounds for x3, 3 rounds for x4).

        This maneuver is a supernatural ability.



        Continued Response
        Mechanus Hand (Counter)
        Level: Clockwork Warrior 1
        Initiation Action: 1 immediate action
        Range: Personal
        Target: You
        Duration: Instantaneous
        When an opponent provokes an attack of opportunity from you, you can initiate this maneuver. Your attack does not count against the number of attacks of opportunity you can make this round. You can initiate this maneuver to make an attack of opportunity even if you have already reached your normal limit of attacks of opportunity.



        Disable
        Mechanus Hand (Strike)
        Level: Clockwork Warrior 3
        Prerequisite: One Mechanus Hand maneuver
        Initiation Action: 1 standard action
        Range: Melee attack
        Target: One creature
        Duration: 1 round
        Saving Throw: Reflex partial
        As part of this maneuver, you make a single melee attack. This attack deals an extra 4d6 points of damage, but all damage it deals is nonlethal. Your attack also staggers the target for 1 round, preventing it from taking more than a single standard or move action during its turn. A successful Reflex save (DC 13 + your Str modifier) by the creature struck negates the staggering, but not the extra damage.



        Foot Locker
        Mechanus Hand (Strike)
        Level: Clockwork Warrior 1
        Initiation Action: 1 standard action
        Range: Melee attack
        Target: One creature
        Duration: 1 round
        Saving Throw: Reflex partial
        As part of this maneuver, you make a single melee attack. This attack deals an extra 1d6 points of damage. If this attack hits and deals damage, the target cannot take a 5-foot step for 1 round.



        Heart of Mechanus
        Mechanus Hand (Counter)
        Level: Clockwork Warrior 3
        Prerequisite: One Mechanus Hand maneuver
        Initiation Action: 1 immediate action
        Range: Personal
        Target: You
        Duration: See text
        When a critical hit or precision damage attack (such as Sneak Attack) is scored on you, you can initiate this counter to negate it. The critical hit or precision attack is negated and damage is instead rolled normally. Additionally, you gain a +2 morale bonus to your AC against subsequent attacks until the beginning of your next turn.



        Hold The Line
        Mechanus Hand (Counter)
        Level: Clockwork Warrior 6
        Prerequisite: Two Mechanus Hand maneuvers
        Initiation Action: 1 immediate action
        Range: Melee attack
        Target: One creature
        When an enemy attacks you as part of a charge, you can initiate this counter. As part of this maneuver, you make a single melee attack against that creature. This attack normal damage. If this attack hits and deals damage, your enemy's attack misses.



        Hostile Cessation
        Mechanus Hand (Counter)
        Level: Clockwork Warrior 7
        Prerequisite: Four Mechanus Hand maneuvers
        Initiation Action: 1 immediate action
        Range: Melee attack
        Target: One creature
        When an opponent performs an action of any sort other than a free action, you can initiate this maneuver to make a single melee attack against that creature. This attack roll is made with a -4 penalty. This attack deals no damage. If your attack hits, your opponent's action is cancelled and lost. The action has no effect, and your opponent cannot perform a different action in its place, although he can still use his remaining actions, possibly even to do the same thing you stopped him from doing.

        If you cancel a full-round or longer action, your opponent regains a move action.

        You can use this maneuver immediately after an opponent begins to perform an action, but you must do so before any of the action's results have been determined. In the case of casting spells, initiating maneuvers, or using similar abilities, you can decide whether or not to use this maneuver immediately after you have had a chance to identify which spell, maneuver, or other ability is being performed.



        Impenetrable Tower
        Mechanus Hand (Stance)
        Level: Clockwork Warrior 8
        Prerequisite: Three Mechanus Hand maneuvers
        Initiation Action: 1 swift action
        Range: Personal
        Target: You
        Duration: Stance
        While you are in this stance, your opponents treat your threatened area as difficult terrain, and they are blocked from interdimensional travel into, out of, or within that area, as per the dimensional lock spell. The effects and impediments of difficult terrain apply to even flying or incorporeal enemies, and even if there is no terrain at all.

        This stance is a supernatural ability.



        Inevitable Pursuit
        Mechanus Hand (Counter)
        Level: Clockwork Warrior 6
        Prerequisite: Two Mechanus Hand maneuvers
        Initiation Action: 1 immediate action
        Range: Personal
        Target: You
        When an opponent adjacent to you moves, you can initiate this maneuver to immediately move to any square adjacent to her as soon as she stops moving, as long as the distance you cover is less than or equal to your speed. You can use your opponent's movement mode and speed for this instead of your own, whichever is better. This movement does not provoke attacks of opportunity.



        Inevitable Recovery
        Mechanus Hand (Boost)
        Level: Clockwork Warrior 6
        Prerequisite: Two Mechanus Hand maneuvers
        Initiation Action: 1 swift action
        Range: Personal
        Target: You
        Duration: 3 rounds
        You gain fast healing equal to your initiator level. This fast healing cannot heal you to greater than half your maximum hit points.



        Lockdown
        Mechanus Hand (Strike)
        Level: Clockwork Warrior 2
        Initiation Action: 1 standard action
        Range: Melee attack
        Target: One creature
        Duration: 1 round
        Saving Throw: Reflex partial
        As part of this maneuver, you make a single melee attack. This attack deals an extra 1d6 points of damage. Your attack also immobilizes the target for 1 round, preventing it from moving from its space. It can otherwise act normally. A successful Reflex save (DC 12 + your Str modifier) by the creature struck negates the immobilization, but not the extra damage.



        Mage Slayer
        Mechanus Hand (Stance)
        Level: Clockwork Warrior 1
        Prerequisite: One Mechanus Hand maneuver
        Initiation Action: 1 swift action
        Range: Personal
        Target: You
        Duration: Stance
        While you are in this stance, opponents you threaten may not attempt to cast defensively, and they are aware of this.



        Mechanus's Armory
        Mechanus Hand (Stance)
        Level: Clockwork Warrior 3
        Prerequisite: Two Mechanus Hand maneuvers, non-chaotic alignment
        Initiation Action: 1 swift action
        Range: Personal
        Target: You
        Duration: Stance
        While you are in this stance, your equipment is bolstered by the axiomatic power of the Clockwork Nirvana of Mechanus. Any weapons, armor, or shields you wield gain an enhancement bonus, determined by your Climb ranks. Additionally, your natural weapons and any weapons you wield are considered lawful-aligned and thus bypass the corresponding damage reduction. Finally, any armor you wear or shield you wield grants you DR/chaotic equal to its enhancement bonus (if you are wearing armor and wielding a shield, they don't stack; use only the highest value).

        Climb RanksEnhancement Bonus
        7-10+1
        11-14+2
        15-18+3
        19-22+4
        23++5

        This stance is a supernatural ability.



        Pithing Strike
        Mechanus Hand (Strike)
        Level: Clockwork Warrior 4
        Prerequisite: Two Mechanus Hand maneuvers
        Initiation Action: 1 standard action
        Range: Melee attack
        Target: One creature
        Duration: 1 rounds
        Saving Throw: Fortitude partial
        As part of this maneuver, you make a single melee attack. This attack deals an extra 2d6 points of damage. If this attack hits and deals damage, the target must also make a Fortitude save (DC 14 + your Str modifier) or be unable to use a category of special abilities for 1 round. You choose which category from among the following:
        • Artifice: Cannot activate magic or psionic items or cast infusions.
        • Arcane Magic: Cannot cast arcane spells or activate spell-like abilities.
        • Divine Magic: Cannot cast divine spells, activate domain granted powers, activate smite abilities, or attempt to turn or rebuke.
        • Psionics: Cannot manifest powers, expend or attempt to regain psionic focus, or activate mantle granted powers.
        • Sublime Way: Cannot initiate maneuvers or stances.
        • Incarnum: Cannot activate the abilities of soulmelds or incarnum feats, reassign essentia, or shape or bind new soulmelds.
        • Pact Binding: Cannot activate pact granted powers or bind new vestiges.
        • Shadowcasting: Cannot cast mysteries.
        • Truespeaking: Cannot speak utterances or activate recitation feats.
        • Other: Some campaigns may involve more exotic sources of magic or other unusual sorts of abilities. The DM decides how these abilities are grouped, and whether they may be included in one of the existing categories or form new ones unto themselves.
        This maneuver does not grant you any sort of insight or knowledge regarding what sort of abilities your target possesses. You must choose what category of abilities to restrict based on what you already know.



        Spellshatter
        Mechanus Hand (Strike)
        Level: Clockwork Warrior 7
        Prerequisite: Three Mechanus Hand maneuvers
        Initiation Action: 1 standard action
        Range: Melee attack
        Target: One object, creature, or space
        Duration: Instantaneous
        As part of this maneuver, you make a single melee attack. This attack deals an extra 1d6 points of damage for each dispel check you succeed on (see below). Resolve this attack as though both you and your target were affected by an anti-magic field. If you attack a target that would wink out or cease to exist within an anti-magic field, such as a summoned or incorporeal creature, resolve your attack as though it remained in existence.

        If your attack hits, you make a dispel check (1d20 + your initiator level) against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.

        If you target an object or creature that is the effect of an ongoing spell (such as a creature summoned by a summon monster spell), you make a dispel check to end the spell that conjured the object or creature. Similarly, if your target is illusory (such as the figments produced by a mirror image or silent image spell), you make a dispel check to end the spell that produced it.

        If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

        You automatically succeed on your dispel check against any spell that you cast yourself.

        Alternatively, you can use this maneuver to attack a specific 5 foot square. You make an attack roll against AC 5. Any modifiers to your attack or to a target's Armor Class resulting from attacking the chosen space, such as cover and concealment, apply. If your attack hits, you make a dispel check, as described above, against each ongoing emanation spell whose area includes that space, dispelling it if you are successful. This attack does not affect any creatures or objects occupying the targeted space.



        Stand Still
        Mechanus Hand (Counter)
        Level: Clockwork Warrior 3
        Prerequisite: One Mechanus Hand maneuver
        Initiation Action: 1 immediate action
        Range: Personal
        Target: You
        Duration: Instantaneous
        Saving Throw: Reflex partial
        When you make an attack of opportunity in response to a creature's movement, you can initiate this maneuver. If your attack hits and deals damage, the creature you struck must make a Reflex save (DC 13 + your Str modifier) or immediately halt as if he had used up his move actions for the round. You must choose whether or not to use this maneuver before resolving your attack.



        Unwavering
        Mechanus Hand (Stance)
        Level: Clockwork Warrior 1
        Prerequisite: One Mechanus Hand maneuver
        Initiation Action: 1 swift action
        Range: Personal
        Target: You
        Duration: Stance
        While you are in this stance, whenever you would gain a condition, you can choose to not gain it until the end of your next turn. This does not change how long the condition lasts, only when its effects and its duration begin. Continuous conditions, such as being staggered while your nonlethal damage is equal to your hit points or being nauseated while within a stinking cloud and for 1d4+1 rounds thereafter, still have their application delayed, but they end as soon as their conditions of application do (they do not continue on an extra round to make up for the time they were delayed).

        Any effect that cures or removes conditions from you can also remove conditions still being delayed in this way.

        This stance only delays the following conditions: blinded, cowering, dazed, dazzled, deafened, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, stunned, and turned.



        Wholeness Rightly Assumed
        Mechanus Hand [Lawful]
        Level: Clockwork Warrior 8
        Prerequisite: Three Mechanus Hand maneuvers
        Initiation Action: 1 standard action
        Range: Personal
        Target: You
        Duration: See text
        You state with absolute certainty that you are hale, hearty, and healthy, channeling the power of pure order to enforce the truth of your statement. When you use this maneuver, select any number of conditions (blinded, deafened, fatigued, etc.) currently affecting you. Those conditions are removed. This also removes all forms of insanity, confusion, and similar mental effects. Conditions caused by continuous effects (such as being staggered when your nonlethal damage is exactly equal to your hit points) remain removed until the end of your next turn.

        You are cured of all temporary ability damage, and you restore all points permanently drained from a single ability score (your choice if more than one is drained). Any negative levels you may have are dispelled and removed. Any ongoing effects affecting you that are specifically removed by a lesser restoration, restoration, or greater restoration spell, such as the insanity spell, immediately end.

        Finally, you heal 2 hit points per initiator level.

        This maneuver is a supernatural ability.



        Zelekhut Charge
        Mechanus Hand (Strike)
        Level: Clockwork Warrior 5
        Prerequisite: One Mechanus Hand maneuver
        Initiation Action: 1 full-round action
        Range: Personal
        Target: You
        Duration: Instantaneous
        As part of this maneuver, you must charge an opponent. You gain the ability to fly at your base land speed with average maneuverability while charging. Resolve your charge attack normally. On a successful hit, you deal an extra 5d6 points of damage to the target of your charge, except that you can move to any space from which you can attack your opponent, not just the closest. If you have any remaining movement, you can continue moving in the straight line of the charge. Your movement does not provoke an attack of opportunity from the opponent that you attack.

        This maneuver is a supernatural ability.



        Zelekhut Wings
        Mechanus Hand (Rush)
        Level: Clockwork Warrior 4
        Prerequisite: One Mechanus Hand maneuver
        Initiation Action: 1 move action
        Range: Personal
        Target: You
        As part of this maneuver, you may fly up to your highest movement speed with average maneuverability. This movement does not provoke attacks of opportunity.

        This maneuver is a supernatural ability.



        Change Log
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        Design Notes
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        38
        Crushing Juggernaut martial discipline
        Inspired by the unrelenting aggression of war constructs, Crushing Juggernaut practitioners try to emphasize that same brutal combat doctrine. Crushing Juggernaut maneuvers focus on reckless, brutal strikes and impenetrable, rock-hard blocks. Faced with an incoming blow, a Crushing Juggernaut adept is unlikely to even attempt to dodge, opting instead to let it wash over their armor and solid stance, leaving the attacker open to an even more debilitating attack.

        Discipline Access
        Clockwork Warriors have access to Crushing Juggernaut, allowing them to learn and use its maneuvers. Like all martial disciplines, any character can dabble in its techniques with the Martial Study and Martial Stance feats.

        Discipline Key Skill: Intimidate

        Discipline Favored Weapons: Greatclub, morningstar, slam, unarmed strike, and warhammer.

        Maneuvers by Level
        (click to show/hide)



        Adamantine Hide
        Crushing Juggernaut (Counter)
        Level: Clockwork Warrior 5
        Prerequisite: Two Crushing Juggernaut maneuvers
        Initiation Action: 1 immediate action
        Range: Personal
        Target: You
        Duration: Instantaneous
        You gain DR 20/adamantine against a single attack. You can choose to use this maneuver after an opponent resolves his attack but before he determines damage.



        Armor Breaking Blow
        Crushing Juggernaut (Strike)
        Level: Clockwork Warrior 5
        Prerequisite: One Crushing Juggernaut maneuver
        Initiation Action: 1 standard action
        Range: Melee attack
        Target: One creature
        Duration: 1 round
        As part of this maneuver, you make a single melee attack. This attack deals an extra 6d6 points of damage. If your attack is successful, the creature you hit suffers a -4 penalty to its Armor Class for 1 round.



        Armor Crushing Fists
        Crushing Juggernaut (Strike)
        Level: Clockwork Warrior 2
        Initiation Action: 1 standard action
        Range: Melee attack
        Target: One creature
        Duration: 1 round
        As part of this maneuver, you make a single melee attack. This attack deals an extra 2d6 points of damage. If your attack is successful, the creature you hit suffers a -4 penalty to its Armor Class for 1 round.



        Armor Shattering Strike
        Crushing Juggernaut (Strike)
        Level: Clockwork Warrior 8
        Prerequisite: Two Crushing Juggernaut maneuvers
        Initiation Action: 1 standard action
        Range: Melee attack
        Target: One creature
        Duration: 1 round
        As part of this maneuver, you make a single melee attack. This attack deals an extra 12d6 points of damage. If your attack is successful, the creature you hit suffers a -4 penalty to its Armor Class for 1 round.



        Awesome Blows
        Crushing Juggernaut (Boost)
        Level: Clockwork Warrior 7
        Prerequisite: Three Crushing Juggernaut maneuvers
        Initiation Action: 1 swift action
        Range: Personal
        Target: One creature
        Duration: Instantaneous
        Saving Throw: Reflex negates; see text
        You can initiate this boost after you hit an opponent to follow up with a forceful blow that knocks them away. You can make a melee touch attack against a single corporeal target you hit with at least one attack previously during your turn. If it hits, the target struck must succeed on a Reflex save (DC 18 + your Str modifier) or be hurled 5 feet away from you for each previous attack that hit (5 feet for 1 attack, 10 feet for 2 attacks, 15 feet for 3 attacks, etc.), falling prone in that square, or in the last unoccupied square if that space is occupied. You can only push the target in a straight line, and the target can’t move closer to you than the square it started in. If an obstacle prevents the completion of the target's move, the target and the obstacle each take 1d6 points of damage, and the target stops in the space adjacent to the obstacle.



        Beatdown
        Crushing Juggernaut (Strike)
        Level: Clockwork Warrior 4
        Prerequisite: One Crushing Juggernaut maneuver
        Initiation Action: 1 standard action
        Range: Melee attack
        Target: One creature
        As part of this maneuver, you make a single melee attack. This attack deals an extra 4d6 points of damage. If the creature you attacked was prone, this attack instead deals an extra 10d6 points of damage.



        Crushing Advance
        Crushing Juggernaut (Strike)
        Level: Clockwork Warrior 3
        Prerequisite: One Crushing Juggernaut maneuver
        Initiation Action: 1 full-round action
        Range: Personal
        Target: You
        Saving Throw: Reflex half; see text
        As part of this maneuver, you can move up to double your speed and trample your opponents. You can enter the space of any creature of your size category or smaller. Any such creature whose space is completely covered by your space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if you move over all the squares it occupies. If you accidentally end your movement in an illegal space you return to the last legal position you occupied, or the closest legal position, if there’s a legal position that’s closer.

        A trample attack with this maneuver deals bludgeoning damage equal to 3d6 + 1-1/2 times your Str bonus (if any). This damage bypasses damage reduction and other defenses as though it were done through your unarmed strike (for example, if you wore an Amulet of Mighty Fists +1, it would bypass DR/magic and would potentially be able to damage incorporeal creatures).

        Your movement does not provoke attacks of opportunity. You provoke an attack of opportunity from any opponent whose space you move through (trampled or not), but these are made with a -4 penalty on their attack roll. If a trampled opponent does not make an attack of opportunity, it can attempt a Reflex save (DC 13 + your Str modifier) to take half damage.

        You can only deal trampling damage to each target once per round, no matter how many times your movement takes you over a target creature.



        Dungeon Crusher
        Crushing Juggernaut (Stance)
        Level: Clockwork Warrior 3
        Prerequisite: One Crushing Juggernaut maneuver
        Initiation Action: 1 swift action
        Range: Personal
        Target: You
        Duration: Stance
        While you are in this stance, whenever you knock a foe prone or push an opponent into a wall or other solid object that stops its movement prematurely, you deal 2d6 points of bludgeoning damage to that creature. This is part of and in addition to any other effects of the attack or effect you used. Thus, if the process of knocking the foe prone or pushing it into the obstacle would already deal damage, such as with the takedown maneuver, you add this stance's extra damage to the damage already dealt (it counts as one source of damage, not two, so damage reduction and similar defenses apply only once). Likewise, this damage bypasses damage reduction and other defenses according to the attack or effect you used.

        In addition, while you are in this stance, you gain a +2 bonus on saves and to your Armor Class against attacks and effects of traps, and you gain a +4 bonus on Strength checks to break doors, walls, and similar obstacles.



        Gatecrasher
        Crushing Juggernaut (Rush)
        Level: Clockwork Warrior 1
        Initiation Action: 1 move action
        Range: Personal
        Target: You
        As part of this maneuver, you can move up to your speed and attempt to move through a single door, wall, or other obstacle and break it (PH 167). You gain a +4 bonus on your Strength check to break the obstacle. If you succeed, you can continue your movement past the obstacle. If you fail your check, you stop moving in the last legal space you occupied.



        Golem's Warding
        Crushing Juggernaut (Counter)
        Level: Clockwork Warrior 5
        Prerequisite: One Crushing Juggernaut maneuver
        Initiation Action: 1 immediate action
        Range: Personal
        Target: You
        When you would be affected by a spell, spell-like ability, or other effect subject to spell resistance, you can initiate this counter to attempt to resist its effects. You gain spell resistance equal to 15 + your initiator level against that effect. If you would be repeatedly affected by the same casting of the spell or effect (for example, a repulsion or storm of vengeance spell), the spell resistance continues to apply.



        Heavy Handed Assault
        Crushing Juggernaut (Boost)
        Level: Clockwork Warrior 6
        Prerequisite: Two Crushing Juggernaut maneuvers
        Initiation Action: 1 swift action
        Range: Personal
        Target: You
        Duration: End of turn
        Until the end of your turn, your melee attacks deal an extra 1d6 points of damage + 1 point per initiator level and they automatically overcome damage reduction and hardness.



        Heavy Strike
        Crushing Juggernaut (Strike)
        Level: Clockwork Warrior 3
        Prerequisite: One Crushing Juggernaut maneuver
        Initiation Action: 1 standard action
        Range: Melee attack
        Target: One creature
        You make a single melee attack as part of this strike. You suffer a -2 penalty on your attack roll. This attack deals an extra 6d8 points of damage.



        Impenetrable Bulwark
        Crushing Juggernaut (Strike)
        Level: Clockwork Warrior 1
        Initiation Action: 1 standard action
        Range: Melee attack
        Target: One creature
        Duration: 1 round
        As part of this maneuver, you make a single melee attack. If your attack is successful, you gain a +4 competence bonus to your Armor Class for 1 round.



        Imposing Assault
        Crushing Juggernaut (Strike)
        Level: Clockwork Warrior 1
        Initiation Action: 1 standard action
        Range: Melee attack
        Target: One creature
        As part of this maneuver, you make a single melee attack. This attack deals an extra 1d6 points of damage. If your attack is successful, you can attempt to demoralize the creature you hit with the Intimidate skill. All normal limitations of that use of the skill apply (ie: you must threaten the creature in melee and it must be able to see you).



        Iron Hide
        Crushing Juggernaut (Counter)
        Level: Clockwork Warrior 3
        Prerequisite: One Crushing Juggernaut maneuver
        Initiation Action: 1 immediate action
        Range: Personal
        Target: You
        Duration: Instantaneous
        You gain DR 10/adamantine against a single attack. You can choose to use this maneuver after an opponent resolves his attack but before he determines damage.



        Jostle
        Crushing Juggernaut (Boost)
        Level: Clockwork Warrior 2
        Prerequisite: One Crushing Juggernaut maneuver
        Initiation Action: 1 swift action
        Range: Personal
        Target: You
        You can initiate this boost to make a bull rush attack (PH 154) as a swift action, moving up to 5 feet into your opponent's space. Neither your movement nor the bull rush attack provokes attacks of opportunity. Resolve the bull rush attempt normally. You cannot move with your opponent, so you can only push your opponent back 5 feet. Your opponent's movement does not provoke attacks of opportunity.



        Muscle Through
        Crushing Juggernaut (Strike)
        Level: Clockwork Warrior 2
        Prerequisite: One Crushing Juggernaut maneuver
        Initiation Action: 1 full-round action
        Range: Personal
        Target: You
        As part of this maneuver, you can move up to your speed and attempt an overrun (PH 157) at any point during this movement. Neither the movement nor the overrun attack provokes attacks of opportunity. When resolving the overrun, treat yourself as one size category larger than normal, and your opponent cannot choose to avoid you. If you succeed on your Strength check, you deal bludgeoning damage equal to 2d6 + your Str modifier, in addition to knocking your target prone. This damage bypasses damage reduction and other defenses as though it were done through your unarmed strike (for example, if you wore an Amulet of Mighty Fists +1, it would bypass DR/magic and would potentially be able to damage incorporeal creatures). If you fail your check, your target can't knock you prone. You simply stop moving in the last legal space you occupied.



        Overwhelming Advance
        Crushing Juggernaut (Strike)
        Level: Clockwork Warrior 7
        Prerequisite: Two Crushing Juggernaut maneuvers
        Initiation Action: 1 full-round action
        Range: Personal
        Target: You
        Saving Throw: Reflex half; see text
        This maneuver functions as the crushing advance maneuver except that it deals bludgeoning damage equal to 12d6 + 1-1/2 times your Str bonus (if any), the save DC is 17 + your Str modifier, and you do not provoke attacks of opportunity from trampled opponents (only opponents whose spaces you move through but do not trample).



        Reckless Assault
        Crushing Juggernaut (Stance)
        Level: Clockwork Warrior 1
        Initiation Action: 1 swift action
        Range: Personal
        Target: You
        Duration: Stance
        While you are in this stance, you gain a +2 bonus on all melee attack rolls. You also take a -2 penalty to AC, as your overly aggressive strikes leave you open to attack.



        Riverine Hide
        Crushing Juggernaut (Counter)
        Level: Clockwork Warrior 8
        Prerequisite: Three Crushing Juggernaut maneuvers
        Initiation Action: 1 immediate action
        Range: Personal
        Target: You
        Duration: Instantaneous
        You gain DR 50/adamantine against a single attack. You can choose to use this maneuver after an opponent resolves his attack but before he determines damage.



        Solidity
        Crushing Juggernaut (Counter)
        Level: Clockwork Warrior 7
        Prerequisite: Four Crushing Juggernaut maneuvers
        Initiation Action: 1 immediate action
        Range: Personal
        Target: You
        Duration: Instantaneous
        When you would be affected by an attack or effect, you can initiate this counter to resist it by taking on the solidity and near-indestructibility of constructs. You are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain from that attack or effect. Against that attack or effect, you are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless), and you are not at risk of death from massive damage.



        Staredown
        Crushing Juggernaut (Counter)
        Level: Clockwork Warrior 4
        Prerequisite: One Crushing Juggernaut maneuver
        Initiation Action: 1 immediate action
        Range: See text
        Target: Attacking creature
        When an enemy makes a melee or ranged attack against you, you can initiate this counter to demoralize your attacker with the Intimidate skill. All normal limitations of that use of the skill apply (ie: you must threaten your attacker in melee and it must be able to see you). If you are successful, in addition to the normal effects of the skill, the attack misses. Creatures that are immune to fear must still make a modified level check with a +10 bonus to determine if the attack misses, although they are still immune to the normal effects of the Intimidate skill. You can't use this maneuver if you are denied your Dexterity bonus to AC against your attacker. You can decide to use this ability after you learn the result of your opponent's attack.



        Takedown
        Crushing Juggernaut (Strike)
        Level: Clockwork Warrior 6
        Prerequisite: Two Crushing Juggernaut maneuvers
        Initiation Action: 1 full-round action
        Range: Personal
        Target: You
        As part of this maneuver, you can move up to your speed and attempt an overrun (PH 157) at any point during this movement. Neither the movement nor the overrun attack provokes attacks of opportunity. When resolving the overrun, treat yourself as one size category larger than normal, and your opponent cannot choose to avoid you. If you succeed on your Strength check, you deal bludgeoning damage equal to 8d6 + your Str modifier, in addition to knocking your target prone. This damage bypasses damage reduction and other defenses as though it were done through your unarmed strike (for example, if you wore an Amulet of Mighty Fists +1, it would bypass DR/magic and would potentially be able to damage incorporeal creatures). If you succeed on your Strength check and the target falls prone, you and it can occupy the same space and it cannot stand stand up from prone until you either become helpless or you no longer occupy the same space. If you fail your check, your target can't knock you prone. You simply stop moving in the last legal space you occupied.



        Terrorizing Assault
        Crushing Juggernaut (Strike)
        Level: Clockwork Warrior 4
        Prerequisite: One Crushing Juggernaut maneuver
        Initiation Action: 1 standard action
        Range: Melee attack; 30 ft.
        Target: One creature
        Area: 30-ft.-radius spread
        As part of this maneuver, you make a single melee attack. This attack deals an extra 5d6 points of damage. If your attack is successful, you can attempt to demoralize the creature you hit and each other opponent within 30 feet with the Intimidate skill. You need not threaten these creatures in melee, but all other normal limitations of that use of the skill apply (ie: they must be able to see you).



        Unbreakable
        Crushing Juggernaut (Stance)
        Level: Clockwork Warrior 8
        Prerequisite: Four Crushing Juggernaut maneuvers
        Initiation Action: 1 swift action
        Range: Personal
        Target: You
        Duration: Stance
        While you are in this stance, you are steadfast and unyielding to even the mightiest of assaults. You are immune to paralysis and stunning and you are not at risk of death from massive damage. Additionally, while you have at least half of your maximum hit points, rounded down, you are immune to death effects and any attack that would deal more than half your maximum hit points in damage to you (after including the effects of Damage Reduction and other defensive abilities) instead deals damage equal to half your maximum hit points.



        Undeniable
        Crushing Juggernaut (Stance)
        Level: Clockwork Warrior 5
        Prerequisite: Three Crushing Juggernaut maneuvers
        Initiation Action: 1 swift action
        Range: Personal
        Target: You
        Duration: Stance
        While you are in this stance, your strikes come forcefully and with surety. Other creatures cannot use immediate actions during your turn or during your actions or reactions outside of your turn (such as readied actions and attacks of opportunity). Once your turn has begun, none but you may use immediate actions until your turn is complete. Similarly, once your attack of opportunity is declared, no other creatures may use immediate actions to respond to it until it is fully resolved.



        Unstoppable
        Crushing Juggernaut (Stance)
        Level: Clockwork Warrior 6
        Prerequisite: Two Crushing Juggernaut maneuvers
        Initiation Action: 1 swift action
        Range: Personal
        Target: You
        Duration: Stance
        While you are in this stance, you can move and attack normally, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. You can also move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. This stance does not, however, allow water breathing.

        You can be grappled, but unless you are pinned you can move the grapple as a move action without making a grapple check and moving at your full normal speed. You gain a +10 bonus on checks to avoid bull rush, overrun, and trip attacks, as well as on grapple checks made to resist an opponent's grapple attempt.

        Your movement is not slowed by wearing medium or heavy armor or by carrying a medium or heavy load.



        Unstoppable Force
        Crushing Juggernaut (Strike)
        Level: Clockwork Warrior 9
        Prerequisite: Three Crushing Juggernaut maneuvers
        Initiation Action: 1 standard action
        Range: Melee attack; 60 ft.
        Target: One creature or object
        Area: 60-ft. line
        Duration: Instantaneous
        Saving Throw: Fortitude negates (object)
        As part of this maneuver, you make a melee attack. This attack deals an extra 20d6 points of damage, and the target struck must succeed on a Fortitude save (DC 19 + your Str modifier) or be hurled 60 feet away from you, falling prone in that square, or in the last unoccupied square if that space is occupied. The enemy’s movement doesn’t provoke attacks of opportunity, and it is not blocked by other creatures. Creatures and barriers in the enemy's path take 10d6 points of damage. If the damage caused to an interposing barrier shatters or breaks through it, the creature may continue beyond the barrier if the maneuver's range permits; otherwise, it lands prone in the last unoccupied square.



        Change Log
        (click to show/hide)

        39
        Garryl's Germinations / New NPC Classes
        « on: June 25, 2017, 10:28:45 PM »
        Gish NPC class
        A simple NPC battle mage class. The name comes from the iconic order of Githyanki fighter/mages.

        Hit Die: d8



        Level
        Base
        Attack
        Bonus

        Fort
        Save

        Ref
        Save

        Will
        Save


        Special

        Spells Per Day

        Spells Known
        01st2nd3rd4th01st2nd3rd4th
        1+0+0+0+2--1--------2--------
        2+1+0+0+3Armored Mage1--------3--------
        3+2+1+1+3--2--------3--------
        4+3+1+1+4--20------411------
        5+3+1+1+4--21------42------
        6+4+2+2+5--31------43------
        7+5+2+2+5--32------43------
        8+6/+1+2+2+6Channel Spell320----4411----
        9+6/+1+3+3+6--321----442----
        10+7/+2+3+3+7--331----443----
        11+8/+3+3+3+7--332----443----
        12+9/+4+4+4+8--3320--44411--
        13+9/+4+4+4+8--3321--4442--
        14+10/+5+4+4+9--3331--4443--
        15+11/+6/+1+5+5+9--3332--4443--
        16+12/+7/+2+5+5+10--33320444411
        17+12/+7/+2+5+5+10--3332144442
        18+13/+8/+3+6+6+11--3333144443
        19+14/+9/+4+6+6+11--3333244443
        20+15/+10/+5+6+6+12--3333344444
        1. Provided the gish has a high enough Charisma score to have a bonus spell of this level.

        Class skills (2 + Int modifier per level): Climb, Concentration, Craft, Intimidate, Jump, Knowledge (arcana), Spellcraft, and Swim.

        Weapon and Armor Proficiency: Gishes are proficient with all simple weapons and a single martial melee weapon of their choice. Gishes are also proficient with light armor.

        Spellcasting: A gish spontaneously casts arcane spells like a sorcerer. The gish's amount of spells known and spells per day are indicated on the table above. When the gish gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. A gish's spells are drawn from the gish spell list. Upon reaching 8th level, at every fourth level after that (12th, 16th, and 20th), a gish can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level gish spell the gish can cast. A gish may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.

        Armored Mage (Ex): A 2nd level or higher gish can cast gish spells while wearing light armor without incurring the usual risk of spell failure. This benefit applies only while wearing light or lighter armor, and not while wielding a shield of any sort.

        Channel Spell (Su): Beginning at 8th level, a gish can channel a touch spell through a melee weapon he wields. This functions as the duskblade ability by the same name, except that the gish never gains the ability to channel spells with a full attack.

        Gish Spell List
        Gishes choose their spells from the following list:

        0-Level (Cantrips): Acid splash, daze, detect magic, flare, inflict minor wounds, mage hand, ray of frost, resistance, touch of fatigue, and virtue.

        1st Level: Burning hands, chill touch, color spray, entropic shield, inflict light wounds, mage armor, magic weapon, shield, sleep, shocking grasp, and true strike.

        2nd Level: Align weapon, bear's endurance, blur, bull's strength, daze monster, death knell, eagle's splendor, false life, ghoul touch, inflict moderate wounds, protection from arrows, and touch of idiocy.

        3rd Level: Bestow curse, contagion, deep slumber, displacement, greater magic weapon, heroism, inflict serious wounds, keen edge, rage, vampiric touch, and wind wall.

        4th Level: Blight, dimension door, fear, fire shield, freedom of movement, inflict critical wounds, magic vestment, poison, rusting grasp, shout, and stoneskin.



        Change Log
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        40
        This is the discussion and suggestions thread for all things related to 3.0 Psionics Updated.

        3.0 Psionics Updated material is identified with the [3Psi] prefix in this subforum.

        All of those ancient pre-XPH psionics web material, now with a new coat of paint.

        Thoughts? Commentary?

        Personally, I can say that I've learned a lot since this project oh so long ago. I would not necessarily have made the same decisions in all cases were I to try to update the same material today.

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