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Author Topic: New Class + System: The Enigmist  (Read 1297 times)
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Shadeseraph
Bi-Curious George
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« on: February 09, 2011, 09:53:02 PM »

I found this class back then when I used to lurk on the WotC boards, and I friggin' loved it. I've wanted to play one forever. But the class was only ever posted to the WotC forum, so for a while I lost track of it, when WotC pruned half his old forums. I'm reposting it without any permissions, although I have tried to get in touch with the original author, so, if someone finds this inappropiate, please PM me and I will delete this post. But the class has to survive, and not just in the archives.

For reference, the class can be find here: http://web.archive.org/web/20080307041851/http://forums.gleemax.com/showthread.php?t=922890

Without more preambles, I present thee the Enigmist, by AnonymousInternets:

---------------------- VERBATIM COPY FROM THE ORIGINAL -----------------------
Commentary
The enigmist was my first serious, original class. It has been edited, revised, and polished to a product I'm quite satisfied with. It has been playtested and simulated, and is proven to be quite playable.
The class's flavor was flavorfully and functionally inspired by the Mesmer class from Guild Wars. Its mechanical inspiration was a mixture of warlock and psion, though the end result is completely unique caster system that, while being different from anything made, does not require work or setting change to introduce into a campaign.
Although the primary P.E.A.C.H. phase of this class has been long over, I'm still open to comments and suggestions.
The enigmist class was specifically made for the Book of Fey Project. Feel free to use it as you want in a campaign, but please ask permission before putting the class somewhere else online.

Enigmist is now award-winning. You can see the post here.

Most Recent Update
January 17, 2008: Third Revision
- Formatting adjusted.
- Added new fluff and integration section (much like new class entries in PHB2) at end. This includes information on playing an enigmist, putting an enigmist in a campaign, enigmist starting packages, and a sample EL 7 enigmist (img src)
- Corrected terminology inconsistencies.
- Made some adjustments to enigmas (most significantly affected being captivate and cognitive stab).
- Added an option for two surges to be initiated as a move action (at the cost of initiating three as a full-round action).
- Made clarifications and elaborations in enigma mechanics.
- Changed default fabrication time of “1 round” to “full-round action.”

Learner Help
The class may seem a bit confusing at first, so here's a simple summary:
- The enigmist is primarily a manipulator/anti-caster who uses a point system to cast similar to PP (without a per/day limit) called "energy," sometimes written as "en."
- Your energy pool (max energies) is equal to the number on the chart plus your WIS modifier.
- Enigmists use these energies to fabricate (cast) enigmas, which function much like spells, except that they don't have spell level and are, through energy, customizable.
- You can learn any enigma in the list when you are to learn one according to your chart.
- The amount of energy you can spend on any given enigma is level dependent (Enigma Spend Limit in the chart). This can technically be boosted with surges and overflow (slightly like overchannel), though this causes a negative effect called "energy burn."
- Surges are a bit like stances. They're not terribly important, but add more options and tactical adjustments.
- You may "Energy Collect" once per turn, and may dedicate a full-round, standard, move, or swift action doing so. Doing this refills some of your energy pool, with the amount being dependent on level and the time you spend (the chart is listed in this format: full-round/standard/move/swift). For example, at level 4, if I spend a standard action collecting energy, I would receive 3 energies (energy collect column, level 4 row, second number)

Enigmist Class Entry

The world through the eyes of an enigmist can be a truly mesmerizing place.

Enigmist
There’s a side to magic that isn’t about books. It isn’t about dragon blood. It isn’t about fiendish heritage. It is the magic of raw, chaotic energy that flows through the souls of everyone and the things around them. Normally, this energy is only even noticed by those of such natural powers—particularly the most keen and gifted Fey. However, there are ways for those born with no such gifts to control this energy. Through training and reflection, one can learn to tap into this free-flowing chaotic energy in ways that some say took a thousand-year collaboration between arcanic sylvanni and sprites to develop. Those who learn this practice are called Enigmists. By harnessing these energies, the enigmist can control senses, powers, and thoughts. They mesmerize; they inspire; they perplex; they manipulate; they alter. They dominate the chaos within us all, and their potential is almost limitless.
Adventures: Enigmists oftentimes adventure to expand their insight of the energies. Only through practice and experimenting can they increase their powers.
Of course, an enigmist could have more worldly motivations as well. Enigmists vary much by individuals, and any one of them may be venturing for almost any reason.
Characteristics: Enigmists see the ordinary world as uneventful, dull, empty, and lawful, and believe that the people in it and the energies flowing through it are wild, chaotic, and full of energy. They believe that chaos is what makes things happen, and if one can control energy, one can make anything happen.
Most good enigmists view individuals as unique, interesting pieces of energies and respect them as such, while others see people as unappreciative hosts of the energies inside of them.
Enigmists usually relate strongly with Fey, who share many characteristics with those of enigmists: those who are not Fey themselves (such as arcanic sylvanni) usually live with or near Fey, who tend to understand the world in the same way they do.
Alignment: All enigmists are chaotic. Anything otherwise would be unable to tap into the energies that all enigmists are connected to.
Religion: Some enigmists worship chaotic energies in a personified form, or identify said energies as essences of the god Olidammara. Most, however, aren’t interested in religion, as their interests in the metaphysical are taken by the energies.
Background: To become an enigmist, one must first learn to see the energies. Although this can randomly happen to individuals, it is far more likely that such an individual was connected to the energies through another experienced enigmist. Once one has seen the energies, they must focus on exploring them to become a true enigmist. This can be done through training or personal meditation. However it’s done, the end result is one who can see and understand chaotic energies everywhere.
Race: The most common enigmists are arcanic sylvanni who live in all-Arcanic societies. However, these societies are about as rare as individuals who see the energies randomly. Enigmists are considered exotic almost anywhere, and those who are enigmists tend to be rather unique individuals of a variety of races.
Other Classes: Enigmists fit into parties similarly to sorcerers and warlocks. They tend to have shared respect for Psions, who understand the discipline and insight needed to achieve high power.
Role: Enigmists function well in malevolent lands. They are good at manipulating people and magic they may use. Whereas a fighter or paladin will be straightforward and blunt with their methods, an enigmist is elusive and indirect. Instead of casting a fireball, they will rob the magic out of an incoming fireball and blast the energy back. Enigmists are useful in that they can adapt to many different situations, and most enemies have a hard time figuring out how to combat their obscure methods.

Game Rule Information
Enigmists have the following game statistics.
Abilities: High Wisdom improves an enigmist’s ability to perceive and control the energies; it is her most important ability. Like all classes, high Dexterity and Constitution scores help an enigmist survive in combat, and improves her saving throws.
Alignment: Chaotic any.
Hit Die: d4.
Starting Gold: 3d4 x 10 (75 gp)
Starting Age: As bard.

Class Skills
The enigma’s class skills are Bluff, Concentration, Craft, Disguise, Intimidate, Knowledge (arcana), Knowledge (the planes), Perform, Profession, Sense Motive, Sleight of Hand, Spellcraft, Spot, and Use Magic Device.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

      Base                                                   Enigma
      Attack Fort Ref  Will                 Energy Energy    Spend  Enigmas Surges
Level Bonus  Save Save Save  Special         Pool  Collect   Limit   Known  Known
1st   +0      +0   +0   +2   Energy Sight     2    2/1/0/0     1       1      0
2nd   +1      +0   +0   +3                    3    3/2/0/0     2       2      1
3rd   +1      +1   +1   +3   Bonus Feat       4    4/2/1/0     2       3      1
4th   +2      +1   +1   +4                    5    4/3/1/0     3       3      1
5th   +2      +1   +1   +4   Faerie Glow      6    5/3/2/0     3       4      2
6th   +3      +2   +2   +5                    7    6/4/2/1     4       5      2
7th   +3      +2   +2   +5                    8    7/4/2/1     4       6      2
8th   +4      +2   +2   +6   Bonus Feat       9    7/5/3/1     5       6      3
9th   +4      +3   +3   +6                    10   8/5/3/1     5       7      3
10th  +5      +3   +3   +7   Share Vision     11   9/6/4/1     6       8      3
11th  +5      +3   +3   +7                    12   10/6/4/2    6       9      4
12th  +6/+1   +4   +4   +8                    13   10/7/5/2    7       9      4
13th  +6/+1   +4   +4   +8   Bonus Feat       14   11/7/5/2    7       10     4
14th  +7/+2   +4   +4   +9                    15   12/8/5/2    8       11     5
15th  +7/+2   +5   +5   +9   Enigmatic Wings  16   13/8/6/2    8       12     5
16th  +8/+3   +5   +5   +10                   17   13/9/6/3    9       12     5
17th  +8/+3   +5   +5   +10                   18   14/9/7/3    9       13     6
18th  +9/+4   +6   +6   +11  Bonus Feat       19   15/10/7/3   10      14     6
19th  +9/+4   +6   +6   +11                   20   16/10/7/3   10      15     6
20th  +10/+5  +6   +6   +12  Beacon Form      21   16/11/8/3   11      15     7


Class Features
All of the following are class features of the enigmist.
Weapon and Armor Proficiency: Enigmas are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff; they are proficient with light armor, but no shields.
Energy: Energy is the fundamental aspect of the enigmist. These energies function similarly to power points, but are gained and spent slightly differently.
Energy Pool: Your energy pool is the amount of energy you have available. Its limit is the sum of a level-based amount (see level progression chart) and your Wisdom modifier. Your energy pool is assumed to be full if you are not and haven’t recently been in an encounter.
Energy Collect (Su): You regain energy not by sleeping or prayer, but by collecting it as it flows freely through you, which you can do once on any given turn. You can choose to spend a full-round action, a standard action, a move action, or a swift action collecting energies, and the amount each will give you is based on level (see level progression chart; the amounts are presented in this format: full-round/standard/move/swift).
Enigma Spend Limit: It takes much practice to be able to invest energies and turn them into enigmas. You can only spend a certain amount of energies on any given enigma, and this limit is based on your level (see level progression chart).
Enigmas: Enigmas are fabricated effects that are the main focus of enigmists. They function much like spells, taking into account spell resistance, saving throws, and the like. For the sake of mechanics, including detect magic, spellcraft, spell resistance, and the like, enigmas should be considered spells (though not for prerequisites of feats and classes), and fabricators are considered spellcasters (though not for prerequisites of feats and classes). However, enigmas do not function on a per/day system, and require no preparation time or slots, instead using a quickly-refilling but small-sized pool of points called energies, which are commonly abbreviated as “en.” See “Enigmas” for a description of enigmas and how to use them.
Enigmas Known: Based on your experience level, you will learn more and more enigmas that you can fabricate. Whenever you learn a new enigma, you may choose any from the list, though you may not be able to use it yet if its cost is too high. See “Enigma Descriptions” for the complete collection of enigmas to choose from.
Energy Burn (Ex): Energy burn is the result of overuse of energy, and has an accompanying value. Various things can cause it. Energy burn reduces your Enigma Spend Limit by its value. Energy burn also prevents you from energy collecting as a swift or move action. If you have energy burn and you acquire more energy burn, the numbers add up to a single energy burn value. At the end of any of your turns in which you did not acquire energy burn, your energy burn value goes down by 1 (to a minimum of zero). When this reaches zero, you are no longer under the effects of energy burn. You may not willingly suffer more energy burn than your Enigma Spend Limit.
Overflow (Su): Using overflow lets you to spend more points on an enigma that your normal Enigma Spend Limit allows. You can do this with either Lesser Overflow or Greater Overflow. Using overflow requires no action, and is done while fabricating an enigma. You may only use Overflow on enigmas with base energy costs equal to or less than your Enigma Spend Limit.
Lesser Overflow: Using lesser overflow increases the Enigma Spend Limit for the enigma you are fabricating by 1, but you lose 1 energy before fabricating the enigma. In addition, you suffer energy burn 1 immediately after fabricating the enigma.
Greater Overflow: While using lesser overflow with an energy pool filled at least to the sum of your Enigma Spend Limit and the base energy cost of whatever enigma you want to use plus 1, you may opt to use greater overflow. Greater overflow simply makes lesser overflow more impacting: the Enigma Spend Limit for the enigma you are using increases by 1 more, but instead of just losing 1 energy before fabricating, you lose 1 energy plus the base energy cost of the enigma (include any x values), and immediately after fabrication, your suffered energy burn increases by 1 (stacking with Lesser Overflow to equate to 2). You may not use Greater Overflow if you are suffering energy burn.
Surges (Su): Surges are focuses of internal energy that are used to synchronize yourself with those around you in an encounter. To initiate a surge is to fully appreciate the flow of energies around you and become immersed in it in a particular way. Initiating a surge is a full-round action. Activating a surge removes any other surges you have on. By spend energy equal to your base Enigma Spend Limit, you can initiate one surge as a move action or two surges as a full-round action. By spending an amount of energy equal to your base full-round Energy Collect of energy plus 1 instead of your base Enigma Spend Limit, you can either initiate one surge as a swift action or two surges as a move action or three surges as a full round action. Surges last for the duration of the encounter in which they were initiated. Surges are considered Supernatural abilities.
Surges Known: Enigmists learn their first surge at level 2 and an additional surge every three levels. Surges have no prerequisites. See “Surge List” at the end of this class entry for a list of surges to choose from.
Energy Sight (Su): Enigmists see the world as chaotic energies. You gain the benefits of detect chaos at all times as a supernatural ability. You may use detect magic as a supernatural ability for 1en. You may reduce its activation time to a swift action for an additional 2en.
Bonus Feat: At level 3, you gain a bonus enigmist feat (see Enigmist Feats). You gain another bonus enigmist feat every 5 levels thereafter.
Faerie Glow (Su): Starting at level 5, you may begin glowing as if under the effect of the Faerie Fire spell as a swift action at will. While doing so, you gain a +4 bonus on Cha- based skill checks when interacting with nonlawful fey and anyone with the Chaotic subtype.
Share Vision (Su): Starting at level 10, you may touch a willing creature as a standard action to grant them the chaos-viewing aspect of Energy Sight for 1 minute. This is usually the means through which a trained enigmist first sees the energies.
Enigmatic Wings (Su): At level 15, you acquire transparent faerie-style wings of energy. These do nothing unless you invest 2en into them as a free action, which allows them to be used for 1 round, giving you a fly speed (good) equal to your land movement speed +10 ft.
Beacon Form: At level 20, you become a master enigmist and gain a true understanding of the energies. You acquire the Beacon template (of Chaos), regardless of your Good/Evil status. Included in the transformation is the acquisition of the Chaotic subtype and the Fey type.

Ex-Enigmists
An Enigmist who becomes nonchaotic loses his/her connection to the energies, thereby losing all class features of the enigmist, including supernatural and extraordinary abilities granted by the class, surges, and enigmas (and fabricator level)—though not including base attack bonus, saving throws, skills, proficiencies, and hit die—until the ex-enigmist becomes chaotic again. If an enigmist knowingly and willingly becomes lawful and stays lawful for one week or more, this loss in class features becomes permanent and completely irreversible.

Multiclass Note
An Enigmist can qualify for Prestige Classes that require "caster levels" or "arcane caster levels." Treat your fabricator level as your caster level for the sake of Prestige Class prerequisites; to determine if you qualify for a prestige class that requires that you can "cast spells of a specific level," act like you can cast arcane spells of a level equal to your enigma spend limit minus one; if a prestige class requires that you can cast a specific spell, treat enigmas that emulate specific spells as the spells they emulate (if a Prestige Class requires the ability to cast dominate person, you can qualify if you qualify captivate). Any time you would level up in caster level, you instead level up in fabricator level. When you do this, act as if you'd acquired an Enigmist level for the sake of base energy pool, energy collect, enigma spend limit, and enigmas known (but nothing else).

Surge List
Appreciation of Alteration: There is a 50% chance that a use of Lesser Overflow will have no penalties or costs. At the start of any of your turns, you may declare that you will opt to suffer energy burn 1 at the end of this turn in order to increase this surge’s chance by 30% for this turn. Using Greater Overflow gains no reduction from this.
Appreciation of Celerity: There is a 50% chance that you can use 3 enigmas instead of 2 on any given turn. At the start of any of your turns, you may declare that you will opt to suffer energy burn 1 at the end of this turn in order to increase this surge’s chance by 35% for this turn.
Appreciation of Comprehension: Your full round Energy Collect is increased by your base surges known, and your standard action Energy Collect is increased by 1/2 of that (rounded up).
Appreciation of Expansion: Your Max Energies is increased by your base Enigma Spend Limit.
Appreciation of Expeditiousness: On any of your turns, there is a 60% chance that changing the fabrication time of your enigmas will cost 1 less energy. At the start of any of your turns, you may declare that you will opt to suffer energy burn 1 at the end of this turn in order to increase this surge’s chance by 35% for this turn.
Appreciation of Extrapolation: The fabricator level of your enigmas is increased by 2.
Appreciation of Extrema: On any of your turns, there is a 50% chance that your Enigma Spend Limit is increased by 1 energy. At the start of any of your turns, you may declare that you will opt to suffer energy burn 2 at the end of this turn in order to increase this surge’s chance by 25% for this turn.
Appreciation of Mortality: The DC’s of your enigmas is increased by 1.
Appreciation of Persistence: All of your enigmas with durations of at least 2 rounds but not more than 1 minute have their durations increased by 1 round.
Appreciation of Reclamation: There is a 55% chance that you can refabricate enigmas on any given turn (use the same enigmas multiple times). At the start of any of your turns, you may declare that you will opt to suffer energy burn 1 at the end of this turn in order to increase this surge’s chance by 35% for this turn.
Appreciation of Rejuvenation: Whenever you successfully use an enigma on an enemy, you gain hit points equal to the energy spent on that enigma.
Appreciation of Relevance: Whenever you energy collect, you gain that many hit points.
Appreciation of Revulsion: Whenever you use an enigma, you gain 1 energy for each foe adjacent to you, to a maximum of your base move action Energy Collect.
Appreciation of Scope: On any of your turns, there is a 75% chance that the range of your enigmas will cost 1 less energy. At the start of any of your turns, you may declare that you will opt to suffer energy burn 1 at the end of this turn in order to increase this surge’s chance by 20% for this turn.
Appreciation of Swiftness: Your swift Energy Collect is changed to a free action.


A fabricating enigmist taking advantage of her Enigmatic Wings.

Playing an Enigmist
Enigmists have a unique perspective on the world and the way magic functions. They see the energies as a free flowing, chaotic entity fundamental for magic and life itself. Enigmists dedicate their lives to studying, manipulating, and experiencing these energies throughout the world. Their interest in these mysterious energies tends to lead most enigmists to be curious , observational individuals that are willing to try new things, meet new people, and visit new places.
As an enigmist, you want to witness and understand the energies flowing throughout the world, and you are interested in the extent to which you can manipulate the energies in other people. You're inquisitive and curious while being manipulative and elusive at the same time, taking advantage of the innate magic within yourself and the world around you to explore and change situations to your favor. Your outlook and practices are inspired by chaotic fey, to which you share an arcane connection.

Combat
You avoid direct confrontation with enemies whenever possible, instead preferring to manipulate them while staying out of danger. Your methods are indirect and reactive, functioning more as a supportive battlefield controller than a blaster or utility caster. Though rarely the one to take down enemies, you will find yourself commonly responsible for their eventual downfalls.

Advancement
It's in your favor to continue advancing in enigmist levels instead of multiclassing in most cases. Every level has something that increases your power, and the more you level up, the more versatile your old enigmas become. Although multiclassing in bard or enchanting-heavy sorcerer might seem logical, it is really more redundant than productive.
With skill points, you should try to fill niches that your party needs. You can at least partially take the place of a party spokesperson or arcanist through your charisma-based skills and your proficiency of knowledge (arcana), spellcraft, and use magic device.
Most of your feats will be enigmist feats. A common strategy to avoid low hit points is to take Enigmatic Body and use only enigmist feats, which compensates for your d4 hit die quite nicely. The actual enigmist feats you choose may vary, but in general, many end up taking Extra Enigma a few times in order to make up for their limited list of enigmas. Practiced Enigma and Enigma Focus work well for staple enigmas like Instilled Cognition and Illusionary Image.

Starting Packages
Package 1: The Deceiver
Human Enigmist
Ability Scores: Str 10, Dex 11, Con 10, Int 14, Wis 14, Cha 14.
Skills: Bluff, Concentration, Disguise, Intimidate, Sense Motive, Sleight of Hand, Spellcraft.
Languages: Common, Elven, Orc.
Feats: Persuasive, Skill Focus (Bluff).
Weapons: Dagger (1d4/19-20), light crossbow with 20 bolts (1d8/19-20).
Armor: None (speed 30 ft.).
Other Gear: Standard Adventurer's Kit, 25 gp.
Enigmas Known: [1/4/7/10/13] Divert Attention.

Package 2: The Tactician
Human Enigmist
Ability Scores: Str 8, Dex 12, Con 12, Int 12, Wis 15, Cha 13.
Skills: Concentration, Intimidate, Knowledge (Arcana), Spellcraft, Spot, Use Magic Device.
Languages: Common, Dwarven, Goblin.
Feats: Extra Enigma (Cognitive Stab), Improved Initiative.
Weapons: 5 acid flasks (1d6).
Armor: Padded (+1 AC) (speed 30 ft.) (spell failure 5%).
Other Gear: Standard Adventurer's Kit, 7 gp.
Enigmas Known: [1/2/4/6/-] Cognitive Stab, [1/4/5/8/-] Flash of Chaos.

Package 3: The Anti-Mage
Arcanic Sylvanni Enigmist
Ability Scores: Str 8, Dex 10, Con 10, Int 10, Wis 18, Cha 11.
Skills: Concentration, Knowledge (Arcana), Spellcraft, Use Magic Device.
Languages: Common, Sylvan.
Feats: Extra Enigma (Magic Drain).
Weapons: Light crossbow with 20 bolts (1d8-19/20), quarterstaff (1d6).
Armor: None (speed 20 ft.).
Other Gear: Standard Adventurer's Kit, 27 gp.
Enigmas Known: [1/2/4/7/10] Magic Absorption, [1/2/4/7/10] Magic Drain.

Enigmists in the World
“Why hurt him when I could simply convince him to hurt himself?”
—Muerja, a rather honest Enigmist.

Enigmists are masters of manipulation, similar to bards and enchanter sorcerers, but with noticeable differences in flavor and mechanics. Whereas a sorcerer or bard runs out of spells after repeated use, the enigmist can continue to take advantage of its magic all day, every day.

Daily Life
Every day is a new chance for the enigmist to discover new uses of the energies and the people they make up. Because of the nature of their magic, enigmists are always ready to take advantage of encounters and bend the battle in their favor. Many enigmists are social people who study the mannerisms of others, making shrewd politicians and believable swindlers.
Most enigmists enjoy the curiosities of everyday life. Through the eyes of an enigmist using Energy Sight, the world is a dazzling place of light and color. Whereas a normal individual might see something like a bird or magic stone to be plain and straightforward, an enigmist sees them to be mesmerizing, intriguing spectacles of wonder and power. Although enigmists are naturally interested in almost everything, they can seem somewhat distanced in personality, as their view of the world is quite different from the norm.
Many enigmists are arcanic sylvanni who live in arcanic sylvanni societies. These enigmists are usually more open about their powers, and they are commonly raised to believe that their abilities are normal. Other enigmists are more likely to be reluctant to reveal their mysterious, chaotic nature, as some may find it unfavorable or alienating.

Notables
Most of the world's enigmists aren't publicly known or are simply believed to be some other kind of caster, such as bard or sorcerer. Most public figures who are enigmists hide their true nature from others, as most who speak out become isolated from others who fear such unknown power.
One particularly well-known enigmist was the half-elf Thynic Suillan. Suillan used his powers to take over a group of military developers and counties and form a rogue state, which lasted until his death. Of course, Suillan only worsened the situation enigmists had to deal with when revealing themselves.

Organizations
The only prevalent enigmist organizations are arcanic sylvanni societies, which tend to be very secluded. Most arcanic sylvanni societies are community-oriented peoples who are taught enigmist practices through family or community elders. It is very difficult for outside enigmists to find and join these communities, and most enigmists live entire lifetimes without encountering others of their own kind.

NPC Reactions
Most people have never heard of enigmists, let alone know what they do. For those who have heard of them, enigmists are usually generalized as sorcerers or bards. Those who actually know about the powers of enigmists are usually suspicious of them—as obscure, chaotic manipulators, enigmists can be hard to trust.

Enigmist Lore
Characters with ranks in knowledge (arcana) can research enigmists to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DC's.
DC 10: There are some unique enchanters called enigmists who fuel their magic with a mysterious energy.
DC 15: Enigmists draw from fey-like powers to use highly reactive spells.
DC 20: Enigmists use chaotic energies for a completely unique spell list to cast “enigmas” with no per/day or per/encounter limitations.

Enigmists in the Game
Enigmists can work well in almost any setting without having to make changes to the campaign. As extremely rare peoples, there need not be setting-specific events for dealing with enigmists. As party members, enigmists can help both in social situations, where their compulsion magic can be used for NPC manipulation, and in combat, where they can take advantage of the magic of casters and the low will saves of martial characters. When one might play a bard or battlefield-manipulator sorcerer, one could just as easily fill the niche with an enigmist.

Adaptation
Enigmists can be inserted into any campaign as a clever PC or elusive NPC. Enigmists can be born with their energy sight or learn it by allowing another enigmists to share their energy sight, so character backgrounds for enigmists are flexible. As a DM, your primary concern could be the roundedness of your antagonistic NPC's and monsters—if your creature has a noteworthy weakness, the Enigmist will be the first to exploit it. Be weary of this when setting up encounters that you want to be challenging. While large groups of weak enemies will fail most of their will saves and succumb to the mercy of the enigmist, a single boss can easily become completely shut down by the target-relativistic magic of an enigmist. Also, keep in mind that there are a number of creatures that are immune to mind-affecting abilities, which make up a large portion of enigmas, and if you find an enigmist getting too confident about their powers, don't be afraid to throw an undead or construct at them.


Queyla, an enigmist.

Sample Encounter
Encounters with enigmists should be somewhat rare, but their significance does not have to be particularly noteworthy. An enigmist can show up with a party of bandits, or be a lone wanderer, or act as a member of an arcane order. Enigmists work optimally when they have teammates, as enigmists are usually best when functioning as support casters. However, lone enigmists aren't uncommon, as their powers can lead to social outcasting.
EL 7: Queyla is a playful arcanic sylvanni enigmist that wanders in the forests looking for creatures and places that interest her. She sometimes groups with other fey before encountering adventurers, but spends most of her time alone. She is eager to explore and learn, but has trouble associating with non-fey. She has a particular fascination with magic items, and is quite willing to do favors in exchange for them. She has developed a dislike for humans and orcs, whom she sees as somewhat destructive, though she would not immediately fight them simply because of that fact.

Queyla, CR 7
Female Arcannic Sylvanni Enigmist 7
CN Small Fey (mortal-blooded: elf & gnome)
Init +1
Senses low-light vision, spot +9, listen +4
Languages Common, Sylvan
________________________________________
AC 15, touch 12, flat-footed 14 (+1 Dex, +2 armor, +1 natural armor, +1 size)
hp 32 (7 HD)
Immune sleep
Fort +4, Ref +4, Will +10 (extra +1 on saves against spells and spell-like effects)
________________________________________
Speed 20 ft.
Melee Quarterstaff +2 (1d6-2)
Ranged Light crossbow +6 (1d8/19-20)
Base Atk +3; Grp -3
Atk Options Overflow (lesser or greater), Faerie Glow, Energy Sight, Desperation Resort
Combat Gear 20 crossbow bolts
Energy Pool 14en
Energy Collect 7/4/2/1 (full-round/standard/move/swift)
Spend Limit 4 (5 if Appreciation of Extrema is functioning)
Surges Known Appreciation of Extrema, Appreciation of Mortality
Enigmas Known [1/2/4/6/-] Cognitive Stab, [2/3/5/7/10] Illusionary Image, [2/4/6/10/-] Instilled Cognition, [3/6/7/10/-] Faerball, [3/5/7/11/13] Magic Surging, [3/5/7/11/13] Paining Guilt, [4/6/8/12/-] Captivate.
________________________________________
Abilities Str 6, Dex 12, Con 12, Int 10, Wis 18, Cha 11
SQ Detect chaos 1/day (Sp; CL 1; 1 minute duration), prestidigitation at will (Sp; CL 1; 1 minute duration)
Feats Enigmatic Body, Desperation Resort, Expanding Capacity, Extra Enigma (Faerball)
Skills Bluff +5, Concentration +6, Hide +5, Intimidate +5, Knowledge (arcana) +7, Sense Motive +9, Spellcraft +5, Spot +9, Use Magic Device +7
Possessions Bracers of armor +2, amulet of natural armor +1, cloak of resistance +1, spare 200gp
« Last Edit: February 10, 2011, 12:40:35 AM by Shadeseraph » Logged

I hate mouth breathing fuckwits who go around spouting lies, even after being corrected on those lies, and that bait mods into helping to defend their wrongness and fail. I also hate the MBFs that don't understand the meaning of words, and that can't get a fucking clue.
Hey! I like spouting lies. It's very entertaining to observe how people on the internet are buffing their small egos by declaring victories over some stupid MBFs. Smirk
Also - I hate people who use too smart words that I don't understand. Mad

Hi Welcome

Go fuck yourself, because others won't do it for you.

Stop flirting you two.  Tongue
Shadeseraph
Bi-Curious George
****
Posts: 377



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« Reply #1 on: February 09, 2011, 09:56:41 PM »

Enigmas
Enigmas
Enigmas are the primary tool of enigmists. They are to enigmists what spells are to sorcerers.

Enigma-Spell Equivalence
Enigmas function as spells for the sake of other spells (Detect Magic, etc.), skills (Spellcraft, etc.), spell resistance, and general feats and item effects that could affect enigmas the same way they affect spells when equivalent phrases are used--"spell" replaced with "enigma," "caster level" replaced with "fabricator level," "cast" replaced with "fabricate," and "casting" replaced with "fabrication;" "spell level" and "energy cost," however, are not equivalent.
For the sake of aura strength, spellcraft DC's, and the like, an enigma’s “effective spell level” is the energy spent on the enigma -1, minimum 1, maximum 9.

Mechanics of Enigmas
Enigmas have the same schools, descriptors, targeting systems, and the like as spells. Enigmas never have material or verbal components, but those taking longer than a swift action have somatic components and suffer from arcane spell failure and incur attacks of opportunity the same way somatic spells do, with concentration being used to overcome it. Treat the amount of energies invested in an enigma as its spell level when determining concentration DC's.
The saving throw DC of an Enigma is 10 + [Energy spent on Enigma, including modifications and bonus effects] + [Fabricator’s Wisdom modifier]. You may spend more energies on an enigma than the actual entry simply for the sake of raising the DC (remember that these additions are counted in the Enigma Spend Limit for that enigma).
Many aspects of Enigmas can be changed for an energy cost, usually written as “#en.” If no number is adjacent to “en,” it is assumed to be the equivalent of “1en.” Any extra energy spent on an enimga (other than depletions from overflow) contributes to its DC and to the enigma's spend limit.
The term “non-interrupting immediate action” means that it can be used as an immediate action as long as it does not interfere with an action currently being used. Full attacks are divided into individual happenings for their individual attacks for the sake of this term.
Unless otherwise stated, you may fabricate up to 2 enigmas per round, and any given enigma may only be fabricated once per round.

New Entries
Enigmas have two entries not found in spells: Awareness and Energy Cost.

Awareness
This entry describes how much those affected by an enigma will know about it as it affects them. Only the targets of an enigma and those directly affected by it are given any amount of awareness.
For a target/affected character to become aware of an enigma in this manner, the trigger written in the entry must take place. Usually, if the target passes its saving throw, or a triggered event never takes place, the target never becomes aware of the effect.
Entries can have “Detailed,” “Vague,” or “None,” followed by what must happen before the affected characters gets to learn about the enigma. “Detailed” means all the information about the enigma is revealed, to the extent that they can effectively know what’s in the enigma’s entry. “Vague” means the target/affected have a general idea about the enigma (usually can be done with the first paragraph of the enigma’s entry), which should be given by the DM. “None” means that the target/affected gets no information about the enigma affecting them (although they may use Spellcraft to learn whatever would be appropriate for their check result).
The term “re-fabrications recognizable” means that those who become aware of a specific enigma by a specific enigmist will be able to immediately recognize it if they are targeted/affected by the same enigma by the same enigmist again in the same encounter, even if the actual awareness trigger doesn’t happen again.

Energy Cost
This entry provides the base energy cost of the enigma. This (along with any energy spent on modifying the enigma) are used to find whether or not an enigma is within your enigma spend limit.
x: Sometimes, an undetermined "x" value is used in Energy Cost and the accompanying enigma. You may choose to spend as much as you want on "x," so long as it does not increase the cost of the enigma beyond your enigma spend limit (some x values also have minimum investment costs).


A githzerai enigmist fabricating a faerball.

Enigmas List
Fabrication times written as: [Full-round/standard/move/swift/immediate]
1-Energy Enigmas
[1/2/4/6/8] Clumsy Coordination: Target loses lowest BAB attack(s), unless they only have 1 attack.
[1/2/4/6/8] Sheen of Chaos: Makes target Chaotic for the sake of future spell targeting.
[1/2/4/6/9] Space Warp: Increases or shortens target's move speed based on reflexes.
[1/2/4/6/10] Sluggishness: Slows the casting time of target's spells.
[1/2/4/6/11] Changing Presence: Blink, with some differences.
[1/2/4/6/-] Cognitive Stab: Deal 2 damage/fabricator level to target.
[1/2/4/7/10] Magic Absorption: Cancel target's next spell and gain health from it.
[1/2/4/7/10] Magic Drain: Cancel target's next spell and gain energy from it.
[1/2/5/7/9] Deafening Chaos: Deafens target.
[1/3/5/7/10] Throbbing Migraine: Target cannot spend more than a standard action doing anything.
[1/4/5/8/-] Flash of Chaos: Blinds creatures (including allies) in an area.
[1/4/7/10/13] Divert Attention: Target cannot harm, effect, of aim at a designated individual.
[1/-/-/-/-] Intercept: Cancel target's next spell and trigger a random effect.

2-Energy Enigmas
[2/3/5/7/10] Illusionary Image: As Silent Image, but can be modified to be more effective.
[2/3/5/7/12] Silence: Target cannot speak or use verbal spells.
[2/3/5/8/11] Weakening Remorse: Target takes temporarily nonlethal damage for harming your allies.
[2/3/6/8/12] Sensation of Lethargy: Reduce target's move speed.
[2/4/5/7/-] Anarchic Armament: Grant weapon "Anarchic" enhancement.
[2/4/6/10/-] Instilled Cognition: As Suggestion, with some differences.
[2/5/6/8/12] Chaos Pillars: Create a small stairway that, when climbed, teleports a random short distance.

3-Energy Enigmas
[3/4/6/10/13] Mixed Signals: Target has trouble discerning friend from foe.
[3/5/7/11/13] Magic Surging: Target takes damage when it uses magic.
[3/5/7/11/13] Paining Guilt: Target takes damage when it attacks.
[3/6/7/10/-] Faerball: Fireball-like effect that makes all in the area glow as Faerie Fire.
[3/6/-/-/-] Overload: You and target become completely shut down.
[3/-/-/-/-] Busied Mind: Interrupt and disable next target's spell or Sp.

4-Energy Enigmas
[4/6/8/12/-] Captivate: Dominate Person, with some differences.
[4/6/8/11/14] Tremendous Doubt: Target must make a Will save to do almost anything.
[4/6/9/12/-] Magic Flare: Dispels an ongoing spell on target and damages target and adjacent foes.
[4/7/10/-/-] Maelstrom of Energy: Creates a painful storm of chaos in an area.

Enigma Descriptions
The enigma format follows that of normal Spells, with the addition of Awareness and Energy Cost entries (see above).

Anarchic Armament
Transmutation [Chaotic]
Fabricating Time: Full-round action; change to standard action for 1en; change to move action for 3en; change to swift action for 5en.
Range:Touch; Increase to Close (25 ft. + 5 ft./2 levels) for 1en, Medium (100 ft. + 10 ft./level) for 2en or Long (400 + 40 ft./level) for 3en.
Target: One weapon; add additional weapons for 2en each.
Duration: 5 rounds + 3 rounds/en
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Awareness: Detailed, upon failed save; re-fabrications recognizable
Energy Cost: 2en
My energizing a weapon with chaotic power, you can increase its ability to harm foes in battle.
If the target weapon is lawful or axiomatic, this enigma fails.
Target weapon has the “Anarchic” property applied to it for the duration of this enigma.

Busied Mind
Enchantment (Compulsion) [Mind-Affecting]
Fabricating Time: Full-round action
Range: Close (25 ft. + 5 ft./2 levels); Increase to Medium (100 ft. + 10 ft./level) for 1en or Long (400 + 40 ft./level) for 2en
Duration: 1 round + 1 round/2en
Saving Throw: Will negates
Spell Resistance: Yes
Awareness: Detailed, upon disabling; re-fabrications recognizable
Energy Cost: 3en+x
You prepare energies in such a way that—when the time comes—will interrupt the magic of another, and prevent them from attempting the same for some time.
Once fabricated, this enigma remains dormant until the target attempts to use a spell, spell-like ability, enigma, power, or psi-like ability; if such does not occur within the enigma’s duration, this does nothing.
If the target does try to use a spell, spell-like ability, enigma, power, or psi-like ability during this enigma’s duration, they fail in doing so: the spell, spell-like ability, enigma, power, or psi-like ability ends before taking effect and before wasting any turn time, but any point cost or per day/encounter use is still expended. That spell, spell-like ability, enigma, power, or psi-like ability and any copies of it are disabled and unusable to the target for 2 rounds + 2 rounds/x (this is independent of this enigma’s duration), even if it has been prepared additional times or could otherwise be reused.
If this enigma successfully disables a spell, spell-like ability, power, or psi-like ability, the target is immune to Busied Mind until said ability is no longer disabled.

Captivate
Enchantment (Compulsion) [Mind-Affecting]
Fabricating Time: Full-round action; change to standard action for 2en; change to move action for 4en; change to swift action for 8en
Range: Close (25 ft. + 5 ft./2 levels); Increase to Medium (100 ft. + 10 ft./level) for 3en or Long (400 + 40 ft./level) for 5en
Target: One living humanoid; add additional targets for 2en each; allow all living creatures instead of just humanoids for 5en
Duration: Concentration + 1 round/en
Awareness: Vague, upon duration expiration
Energy Cost: 4en
This enigma functions as the dominate person spell, except as otherwise mentioned.
If the target passes its saving throw, you take 1d6 damage and will suffer energy burn 1 if you attempt to fabricate this on the same target next round (burn takes place immediately after the fabrication, not before). If the target fails its saving throw, it may not be targeted by this enigma again until it has been free from its effects for at least 1 round.
You may not use this enigma to force the target to willingly fail saving throws of your enigmas.

Changing Presence
Trasmutation
Fabricating Time: Full-round action; change to standard action for 1en; change to move action for 3en; change to swift action for 5en; change to a non-interrupting immediate action for 10en.
Range: Personal
Target: You
Duration: 1 round + 1 round/en
Awareness: Detailed, automatic
Energy Cost: 1en
This enigma function as the blink spell, except as otherwise mentioned.
By spending 1en as a swift action, you can increase the duration of this enigma by 1 round. This may be used as many times as you like and does not contribute to enigma spend limits or effective spell level, though you are still limited as per normal swift action rules.
By choosing to suffer energy burn 3 at the end of a turn, you may choose to make one of the blink states of your choice (material/ethereal) last for 1 round.

Chaos Pillars
Conjuration [Chaotic]
Fabricating Time: Full-round action; change to standard action for 3en; change to move action for 4en; change to swift action for 6en; change to non-interrupting immediate action for 10en.
Range: must cast into adjacent, unoccupied, non-diagonal square
Effect: A stairway of transparent pillars
Area: 15 ft. long by 5 ft. wide line
Duration: 2 rounds + 2 rounds/en
Saving Throw: No
Spell Resistance: No
Awareness: Detailed, upon stepping on pillars successfully; re-fabrications recognizable
Energy Cost: 2en
This is a unique enigma that creates a scaleable stairway of chaos out of thin air that can be used to charge into a battle.
The square within area closest to the point of fabrication is the base of the stairs. Any willing creature entering this square may walk up the pillars; otherwise, the creature falls through the pillars and must leave and re-enter the square to try again.
The pillars are ignorable to all who aren’t walking on them.
Lawful creatures can’t walk on the chaos pillars (though one under a chaos sheen can still stand on it).
Once on the pillars, one may walk up the ascending stairs normally, or choose to fall through them in place of 5 ft. of movement.
When one tries to walk beyond the last square of pillars, they are instantly launched forward 1d20 + 1d6/en squares; if the destination is occupied, they repeatedly move into random adjacent squares until the target is unoccupied. Energy spent on increasing this distance must be done during fabrication and contributes to Enigma Spend Limit and effective spell level.

Clumsy Coordination
Enchantment (Compulsion) [Mind-Affecting]
Fabricating Time: Full-round action; change to standard action for 1en; change to move action for 3en; change to swift action for 5en; change to immediate action for 7en
Range: Close (25 ft. + 5 ft./2 levels); Increase to Medium (100 ft. + 10 ft./level) for 1en or Long (400 + 40 ft./level) for 2en
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
Duration: 2 rounds + 2 rounds/en
Awareness: Detailed, upon beginning a full attack; re-fabrications recognizable
Energy Cost: 1en
By tampering with the target’s hand-eye coordination, you can make them unable to attack as often as they’d like.
If the target fails its initial will save, then the following takes place within the duration of this enigma.
Whenever the target makes a full attack, its attack with the lowest base attack bonus automatically misses. If the target is using two-weapon fighting, then its lowest primary-handed attack and lowest off-handed attack both miss.
This enigma never effects the first attack of the target’s full attacks, even if the target only has one attack.

Cognitive Stab
Enchantment (Compulsion) [Mind-Affecting]
Fabricating Time: Full-round action; change to standard action for 1en; change to move action for 3en; change to swift action for 5en.
Range: Close (25 ft. + 5 ft./2 levels); Increase to Medium (100 ft. + 10 ft./level) for 1en or Long (400 + 40 ft./level) for 2en
Target: Living creature
Saving Throw: Will halves
Spell Resistance: Yes
Awareness: Vague, upon damage; re-fabrications recognizable
Energy Cost: 1en
This enigma is a straightforward mental attack that is simple and effective.
Unlike most enigmas, this may be used as often as you like—including multiple times in the same round, so long as action time permits. As long as you don’t use any other enigmas this round, you may exceed the normal “enigmas per turn” limit.
Upon a successful ranged touch attack, this enigma deals 2 damage per fabricator level to the target. A successful will save halves this damage.

Deafening Chaos
Divination [Mind-Affecting] [Chaotic]
Fabricating Time: Full-round action; change to standard action for 1en; change to move action for 4en; change to swift action for 6en; change to a non-interrupting immediate action for 8en.
Range: Close (25 ft. + 5 ft./2 levels); Increase to Medium (100 ft. + 10 ft./level) for 1en or Long (400 + 40 ft./level) for 2en
Target: Living creature
Duration: 2 rounds + 2 rounds/en
Saving Throw: Fortitude negates
Spell Resistance: Yes
Awareness: Vague, after first round of deafness; re-fabrications recognizable
Energy Cost: 1en
By granting the target the ability to hear chaos itself, you can render them effectively deaf.
If the target fails its saving throw, it becomes deafened for the duration of this enigma.

Divert Attention
Enchantment (Compulsion) [Mind-Affecting]
Fabricating Time: Full-round action; change to standard action for 3en; change to move action for 6en; change to swift action for 9en; change to immediate action for 12en
Range: Close (25 ft. + 5 ft./2 levels); Increase to Medium (100 ft. + 10 ft./level) for 2en or Long (400 + 40 ft./level) for 3en
Target: One foe
Saving Throw: Will negates
Spell Resistance: Yes
Duration: 1 round
Awareness: Detailed, upon failed saving throw; re-fabrications recognizable
Energy Cost: 1en
By making it impossible for the target to focus on someone, you can prevent them from affecting someone you want to isolate.
Upon a failed save, choose a creature or object within range. The target of this enigma cannot target chosen creature or object with attacks, spells, spell-like abilities, enigmas, powers, and psi-like abilities for 1 round.

Faerball
Evocation [Light] [Chaotic]
Fabricating Time: Full-round action; change to standard action for 3en; change to move action for 4en; change to swift action for 7en
Range: Close (25 ft. + 5 ft./2 levels); Increase to Medium (100 ft. + 10 ft./level) for 1en or Long (400 + 40 ft./level) for 2en
Area: 20 ft. radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Awareness: Vague, upon glowing; re-fabrications recognizable
Energy Cost: 3en+2x
By concentrating energies into a ball, you can create a fey-equivalent of a fireball. Once you’ve collected said energies into a sufficiently-sized sphere, you shoot it a desired distance, and upon impact, it will erupt in a sizeable area, similarly to the fireball spell, though it does not cause fire or damage objects, and has an additional effect.
This deals 3d6 damage + 3d6/x to creatures within its area. A successful reflex save halves this damage. This deals no damage to nonlawful fey and creatures with the chaotic subtype.
All creatures within the area of this enigma are treated as if under the effect of faerie fire for 2 rounds + 2 rounds/x, even if they passed the saving throw.

Flash of Chaos
Evocation [Light] [Chaotic]
Fabricating Time: Full-round action; change to standard action for 3en; change to move action for 4en; change to swift action for 7en
Range: Close (25 ft. + 5 ft./2 levels); Increase to Medium (100 ft. + 10 ft./level) for 3en or Long (400 + 40 ft./level) for 4en
Area: 5 ft. radius sphere centered around target square or corner
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: No
Awareness: Detailed, automatic; re-fabrications recognizable
Energy Cost: 1en
By releasing a chaos of energies in a visual burst, you can blind targets in an area.
All creatures in the area must pass a reflex save or be blinded for 1 round + 1 round/2en. Energy spent on increasing this time must be done during fabrication and contributes to saving DC, Enigma Spend Limit, and effective spell level.

Illusionary Image
Illusion (figment)
Fabricating Time: Full-round action; change to standard action for 1en; change to move action for 3en; change to swift action for 5en; change to a non-interrupting immediate action for 8en.
Range: Close (25 ft. + 5 ft./2 levels); Increase to Medium (100 ft. + 10 ft./level) for 1en or Long (400 + 40 ft./level) for 2en
Effect: Figment that cannot extend beyond four 10-ft. cubes
Duration: Concentration + 3 rounds/en; change to 10 minutes for 5en
Awareness: Upon passed saving throw
Energy Cost: 2en
This enigma creates a false image of varying complexity based on the amount of energy invested in it.
This enigma functions as silent image, except as mentioned.
When fabricating, you may spend 1en to add non-speech sound effects to the illusion. By spending an additional energy, you may incorporate speech.
When fabricating, you may spend 1en to add warmth and/or cold to the illusion.
When fabricating, you may spend 1en to add smell to the illusion.
When fabricating, you may spend 2en to make the illusion follow a script while not concentrating (while still within duration). If you do not do this, the image will be still whenever you are not concentrating on it.
While concentrating, you may spend 1en as a move action to increase the effect by 2 10-ft. cubes. This may be used as many times as you like (limited to the enigma's range), and does not contribute to enigma spend limits, DC's, or effective spell level.
If this enigma is in effect, but you are not concentrating on it, you may restart concentration on it for 5en as a full-round action.

Instilled Cognition
Enchantment (Compulsion) [Mind-Affecting]
Fabricating Time: Full-round action; change to standard action for 2en; change to move action for 4en; change to swift action for 8en
Range: Close (25 ft. + 5 ft./2 levels); Increase to Medium (100 ft. + 10 ft./level) for 3en or Long (400 + 40 ft./level) for 5en
Target: One living creature; you may add more targets for 3en each
Duration: 1 minute or until completed; change to “1 hour or until completed” for 3en; change to “1 day or until completed” for 7en
Awareness: No triggered awareness
Energy Cost: 2en
This enigma functions as the suggestion spell, except as otherwise mentioned.
If the target passes its saving throw, you take 1d6 damage and will suffer energy burn 1 if you attempt to fabricate this on the same target next round (burn takes place immediately after the fabrication, not before). If the target fails its saving throw, it cannot be targeted by this again until it has been freed from its effects for 1 round.
You may not use this enigma to force the target to willingly fail saving throws of your enigmas.

Intercept
Abjuration
Fabricating Time: Full-round action
Range: Close (25 ft. + 5 ft./2 levels); Increase to Medium (100 ft. + 10 ft./level) for 1en or Long (400 + 40 ft./level) for 2en
Target: One creature
Duration: 1 round
Saving Throw: See text
Spell Resistance: No
Awareness: Vague, upon successful hit; re-fabrications recognizable
Energy Cost: x, minimum 1en
By tampering with the energies emanating from the target, you can manipulate the target’s use of magic.
Make a ranged touch attack on the target. If you miss, this enigma does nothing. Otherwise, the following takes place.
If the target uses a spell, spell-like ability, enigma, power, or psi-like ability within this enigma’s duration, you may attempt to identify it with Spellcraft without spending an action. If you choose not to, or fail in doing so, the target’s spell, spell-like ability, enigma, power, or psi-like ability is considered dispelled if the spell’s level was that of value x or lower, unless they pass a reflex save. If you do successfully identify the spell, spell-like ability, enigma, power, or psi-like ability, however, and that spell’s level is equal to value x or lower, that spell is automatically dispelled, with no saving throw involved, and you may choose that one of the following takes place:
—Target takes damage equal to triple the spell level, but may make a reflex save to half this damage.
—Foes adjacent to target (but not the target itself) take damage equal to double the spell level, but they may make reflex saves to half this damage.
—You gain hit points equal to double the spell level.
—You gain energy equal to the spell’s level.
By spending 1en when fabricating this enigma, you may choose for this to trigger an additional effect from that list. You may do this 3 times on any given fabrication. This energy expenditure must be done during fabrication and contributes to enigma DC, Enigma Spend Limit, and effective spell level.
« Last Edit: February 17, 2011, 08:14:24 PM by Shadeseraph » Logged

I hate mouth breathing fuckwits who go around spouting lies, even after being corrected on those lies, and that bait mods into helping to defend their wrongness and fail. I also hate the MBFs that don't understand the meaning of words, and that can't get a fucking clue.
Hey! I like spouting lies. It's very entertaining to observe how people on the internet are buffing their small egos by declaring victories over some stupid MBFs. Smirk
Also - I hate people who use too smart words that I don't understand. Mad

Hi Welcome

Go fuck yourself, because others won't do it for you.

Stop flirting you two.  Tongue
Shadeseraph
Bi-Curious George
****
Posts: 377



Email
« Reply #2 on: February 09, 2011, 09:57:34 PM »

More Enigmas
Maelstrom of Energy
Evocation [Chaotic]
Fabricating Time: Full-round action; change to standard action for 3en; change to move action for 6en.
Range: 0 ft. (cast upon your square); Increase to Close (25 ft. + 5 ft./2 levels) for 3en, Medium (100 ft. + 10 ft./level) for 5en or Long (400 + 40 ft./level) for 7en.
Effect: Vertical cylindrical vortex
Area: 5-ft. radius cylinder from targeted square; for each 3en you’re willing to pay, you may increase the radius by 5 ft.
Duration: 3 rounds + 1 round/en
Saving Throw: See text
Spell Resistance: Yes
Awareness: Vague, automatic; re-fabrications recognizable
Energy Cost: 4en
By beckoning this cyclone of chaotic energies, you can wreak havoc on those within a small area.
When fabricating this enigma, you may spend extra energy to incorporate ability score damage as follows (see below):
You may pay 1en to incorporate wisdom damage.
You may pay 1en to incorporate intelligence damage.
You may pay 1en to incorporate charisma damage.
More than one of these may be done in the same fabrication, but you may not spend more than 1 energy on any given ability score. Energy spent on these must be done during fabrication and contributes to saving DC, Enigma Spend Limit, and effective spell level.
Whenever anyone (including any ally or yourself) starts their turn in this area or moves into a square of this area, they must pass a reflex save or take 1d6 points of damage (if, for example, a creature starts on one side of this area and moves across to the other, it would take 1d6 damage at the start of their turn and 2d6 damage for entered squares, and be given 3 reflex saves that would each eliminate one die of damage on passing). In addition to 1d6 points of hit point damage, this deals 1 point of each ability score you chose to incorporate when fabricating (on a failed Reflex save) to any nonchaotic victims (sheen of chaos works).

Magic Absorption
Necromancy
Fabricating Time: Full-round action; change to standard action for 1en; change to move action for 3en; change to swift action for 6en; change to a non-interrupting immediate action for 9en.
Range: Close (25 ft. + 5 ft./2 levels); Increase to Medium (100 ft. + 10 ft./level) for 1en or Long (400 + 40 ft./level) for 2en
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
Awareness: Detailed, upon spell, slot, or point loss; re-fabrications recognizable
Energy Cost: 1en+x
By tapping into the energies of a magic user, you can heal yourself.
When fabricating this enigma, choose a spell level no higher than value x.
If target fails their saving throw, they lose a prepared spell (chosen at random) or spell slot of chosen level. If the target has no spells of that level, but has a maximum power point pool of at least 3x, they lose 2x power points down to a minimum of 0 power points.
If the above was successful, you gain 4x hit points.

Magic Drain
Necromancy
Fabricating Time: Full-round action; change to standard action for 1en; change to move action for 3en; change to swift action for 6en; change to a non-interrupting immediate action for 9en.
Range: Close (25 ft. + 5 ft./2 levels); Increase to Medium (100 ft. + 10 ft./level) for 1en or Long (400 + 40 ft./level) for 2en
Target: One creature
Saving Throw: Will negates
Spell Resistance: Yes
Awareness: Detailed, upon spell, slot, or point loss; re-fabrications recognizable
Energy Cost: 1en+x
With this enigma, you can drain the energy of a magic user and give it to yourself.
When fabricating this enigma, choose a spell level no higher than value x.
If target fails their saving throw, they lose a prepared spell (chosen at random) or spell slot of chosen level. If the target has no spells of that level, but has a maximum power point pool of at least 3x, they lose 2x power points down to a minimum of 0 power points.
If the above was successful, you gain 2x energy.

Magic Flare
Evocation
Fabricating Time: Full-round action; change to standard action for 2 en; change to move action for 5en; change to swift action for 8en.
Range: Close (25 ft. + 5 ft./2 levels); Increase to Medium (100 ft. + 10 ft./level) for 1en or Long (400 + 40 ft./level) for 2en
Target: Ongoing spell or spell-like ability on a creature
Saving Throw: See text
Spell Resistance: No
Awareness: Detailed, upon damage; re-fabrications recognizable
Energy Cost: 4en*x (fabricator’s choice, minimum 1)
By transferring the energies of a magical effect into a burst of harmful power, this enigma neutralizes a spell, spell-like ability, enigma, power, or psi-like ability and deals damage.
This enigma functions as dispel magic, but only targets one ongoing spell, spell-like ability, enigma, power, or psi-like ability on a creature. If successful, this enigma deals damage to the affected creature and adjacent foes equal to the target spell, spell-like ability, enigma, power, or psi-like ability’s caster/fabricator/manifester level multiplied by x. A successful reflex save halves this damage.

Magic Surging
Enchantment (Compulsion) [Mind-Affecting]
Fabricating Time: Full-round action; change to standard action for 2en; change to move action for 4en; change to swift action for 8en; change to a non-interrupting immediate action for 10en.
Range: Close (25 ft. + 5 ft./2 levels); Increase to Medium (100 ft. + 10 ft./level) for 1en or Long (400 + 40 ft./level) for 2en
Target: One creature
Duration: 2 rounds + 1 round/en
Saving Throw: Will negates
Spell Resistance: Yes
Awareness: Detailed, upon damage; re-fabrications recognizable
Energy Cost: 3en
This enigma unwinds the energies within a target, which will unload harmful power upon the target if the target uses magic.
When the target uses a spell, spell-like ability, enigma, power, or psi-like ability during this enigma’s duration, that foe takes damage equal to the spell, spell-like ability, enigma, power, or psi-like ability ability’s caster/fabricator/manifester level; once this takes place, the target immediately knows the details of this enigma. The next time that foe uses a spell, spell-like ability, enigma, power, or psi-like ability, this deals damage equal to double the caster/fabricator/manifester level; the third time, it does triple the caster/fabricator/manifester level in damage; etc.

Mixed Signals
Illusion (Phantasm) [Mind-Affecting]
Fabricating Time: Full-round action; change to standard action for 1en; change to move action for 3en; change to swift action for 7en; change to a non-interrupting immediate action for 10en.
Range: Close (25 ft. + 5 ft./2 levels); Increase to Medium (100 ft. + 10 ft./level) for 1en or Long (400 + 40 ft./level) for 2en
Target: One creature
Duration: 3 rounds + 2 rounds/en
Saving Throw: Will negates; see text
Spell Resistance: Yes
Awareness: Vague, after first spell or spell-like ability is effected
Energy Cost: 3en
When under the effect of this enigma, the targets sense of friend and foe is jostled whenever they attempt to cast a spell.
If the target fails its initial will save, the following takes place. These effects don’t stop triggering until the end of the duration of this enigma.
When the target tries to use a spell, spell-like ability, enigma, power, or psi-like ability on one of their allies, they must pass a will save or instead use it on one of their foes, randomly chosen, if there are any in range.
When the target tries to use a spell, spell-like ability, enigma, power, or psi-like ability on one of their foes, they must pass a will save or instead use it on one of their allies, randomly chosen, if there are any in range.

Overload
Necromancy [Chaotic]
Fabricating Time: Full-round action; change to standard action for 3en
Range: Touch; Change to Close (25 ft. + 5 ft./2 levels) for 3en
Target: One creature
Duration: See text.
Saving Throw: Will negates, see text.
Spell Resistance: Yes
Awareness: Detailed, upon failed save; re-fabrications recognizable
Energy Cost: 3en
By overloading the souls of yourself and a target with energies, you render both of you unable to use most abilities.
Upon failing the saving throw, both the target and you become unable to use most abilities—any special attacks, activated supernatural abilities, spells, spell-like abilities, enigmas, powers, and psi-like abilities you two have are rendered completely unusable. By default, this effect lasts for 2 rounds on the target and 4 rounds on you. However, by spending an additional 2en after successful fabrication, you may increase the durations to 4 on the target and 5 on yourself; if you pay an extra 2en on top of that, the duration on the target and yourself is changed to 6 rounds.
If this enigma fails for whatever reason, including a passed saving throw or spell resistance, all of your special attacks, activated supernatural abilities, spells, spell-like abilities, enigmas, powers, and psi-like abilities are disabled for 1 round.

Paining Guilt
Enchantment (Compulsion) [Mind-Affecting]
Fabricating Time: Full-round action; change to standard action for 2en; change to move action for 4en; change to swift action for 8en; change to a non-interrupting immediate action for 10en.
Range: Close (25 ft. + 5 ft./2 levels); Increase to Medium (100 ft. + 10 ft./level) for 1en or Long (400 + 40 ft./level) for 2en
Target: One creature
Duration: 2 rounds + 1 round/en
Saving Throw: Will negates
Spell Resistance: Yes
Awareness: Detailed, upon damage; re-fabrications recognizable
Energy Cost: 3en
By tampering with the target’s feelings of guilt, doubt, and pain, this enigma causes the target to feel painful guilt every time they attack.
When the target uses an attack or attack action during this enigma’s duration, that foe takes damage equal to the attacker’s base attack bonus; once this takes place, the target immediately knows the details of this enigma. The next time that foe uses an attack or attack action, this deals damage equal to double the base attack bonus; the third time, it does triple the base attack bonus in damage; etc.

Sensation of Lethargy
Enchantment (Compulsion) [Mind-Affecting]
Fabricating Time: Full-round action; change to standard action for 1en; change to move action for 4en; change to swift action for 6en; change to a non-interrupting immediate action for 10en.
Range: Range: Close (25 ft. + 5 ft./2 levels); Increase to Medium (100 ft. + 10 ft./level) for 1en or Long (400 + 40 ft./level) for 2en
Target: One living creature; add extra targets for 2en each
Duration: 3 rounds + 2 rounds/en
Saving Throw: Fortitude negates
Spell Resistance: Yes
Awareness: Vague, upon failed save; re-fabrications recognizable
Energy Cost: 2en
By slowing the flow of energies in a target, you can reduce their muscle movement speed enough to impede their ability to transverse the battlefield.
Target’s move speed(s) is reduced by 10 ft. + 10 ft./2en, to a minimum of 5 ft. Energy spent on decreasing the target's move speed must be done during fabrication and contributes to saving DC, Enigma Spend Limit, and effective spell level.

Sheen of Chaos
Evocation [Chaotic]
Fabricating Time: Full-round action; change to standard action for 1en; change to move action for 3en; change to swift action for 5en; change to a non-interrupting immediate action for 7en.
Range:Touch; Increase to Close (25 ft. + 5 ft./2 levels) for 1en, Medium (100 ft. + 10 ft./level) for 2en or Long (400 + 40 ft./level) for 3en.
Target: One creature; add extra targets for 2en each.
Duration: 3 rounds + 2 rounds/en
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Awareness: Vague, upon failed save; re-fabrications recognizable
Energy Cost: 1en
By enveloping the target in chaotic energies without actually disturbing their own alignment or form, you can make them be treated as one of your alignment.
Unlike most enigmas, this may be used as often as you like—including multiple times in the same round, so long as action time permits.
Those affected by this enigma are treated as chaotic (instead of lawful or neutral, if applicable) for the sake of effects of spell, spell-like ability, enigma, power, or psi-like ability.
Lawful creatures under the effects of this enigma are dazzled for one round.
Creatures with the lawful subtype are dazzled for the entire duration of this enigma.

Silence
Transmutation
Fabricating Time: Full-round action; change to standard action for 1en; change to move action for 3en; change to swift action for 5en; change to a non-interrupting immediate action for 10en.
Range: Close (25 ft. + 5 ft./2 levels); Increase to Medium (100 ft. + 10 ft./level) for 1en or Long (400 + 40 ft./level) for 2en
Target: Living creature
Duration: 1 round + 1 round/en
Saving Throw: See text
Spell Resistance: Yes
Awareness: Vague, automatic; re-fabrications recognizable
Energy Cost: 2en
By causing spasms in the target’s vocal region, you prevent them from using speech.
Whenever the target tries to speak or use any abilities that require verbal components, they must pass a Fortitude save or fail in doing so, though no components, preparations, or slots are wasted (the turn time is, however, to a maximum of 1 round).

Sluggishness
Transmutation
Fabricating Time: Full-round action; change to standard action for 1en; change to move action for 3en; change to swift action for 5en; change to a non-interrupting immediate action for 9en.
Range: Close (25 ft. + 5 ft./2 levels); Increase to Medium (100 ft. + 10 ft./level) for 1en or Long (400 + 40 ft./level) for 2en
Target: Living creature
Duration: 2 rounds + 2 rounds/en
Saving Throw: Fortitude negates
Spell Resistance: Yes
Awareness: Vague, upon failed save; re-fabrications recognizable
Energy Cost: 1en
By impairing the ability of the target to make well-defined movements and speech efficiently, you can slow down their ability to cast spells and use similar effects.
Upon a failed save, the casting/manifesting/fabricating time of the target’s spells, spell-like abilities, enigmas, powers, or psi-like abilities increases as follows.
Spells, spell-like abilities, enigmas, powers, and psi-like abilities with casting/manifesting/fabricating times of standard action change to full-round actions. Times of move actions become standard actions. Swift action ones become move actions. Immediate action ones become swift actions. Times of at least 1 round and less than 1 minute increase by 1 round. Times of at least 1 minute increase by 1 minute. Times of at least 10 minutes increase by 10 minutes.

Space Warp
Conjuration [Chaotic]
Fabricating Time: Full-round action; change to standard action for 1en; change to move action for 3en; change to swift action for 5en; change to a non-interrupting immediate action for 8en.
Range: Close (25 ft. + 5 ft./2 levels); Increase to Medium (100 ft. + 10 ft./level) for 2en or Long (400 + 40 ft./level) for 3en
Target: One creature
Duration: 2 rounds + 1 round/en
Saving Throw: See text
Spell Resistance: Yes
Awareness: Vague, upon first movement; re-fabrications recognizable
Energy Cost: 1en
You bend time around the target, causing its movement to be sporadic.
Every time the target moves at least 5 feet, they must make a reflex save. If they fail, they move at half speed (rounded up). If they pass, they move at 1 1/2 speed (rounded up).

Throbbing Migraine
Enchantment (Compulsion) [Mind-Affecting]
Fabricating Time: Full-round action; change to standard action for 2en; change to move action for 4en; change to swift action for 6en; change to a non-interrupting immediate action for 9en.
Range: Close (25 ft. + 5 ft./2 levels); Increase to Medium (100 ft. + 10 ft./level) for 1en or Long (400 + 40 ft./level) for 2en
Target: One living creature
Duration: 2 rounds + 2 rounds/en
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
Awareness: Detailed, upon failed fortitude save; re-fabrications recognizable
Energy Cost: 1en
By giving the target rhythmic pain in their head, you prevent them from being able to take long actions.
If the target fails its initial saving throw, the following takes place.
At the beginning of each of the target’s turns, they must make a fortitude save. If they fail, they cannot use any actions that take longer than a standard action on that turn. If they are in the act of something that began in a previous round, that action is interrupted and fails, with all costs spent.

Tremendous Doubt
Enchantment (Compulsion) [Mind-Affecting]
Fabricating Time: Full-round action; change to standard action for 2en; change to move action for 4en; change to swift action for 7en; change to a non-interrupting immediate action for 10en.
Range: Close (25 ft. + 5 ft./2 levels); Increase to Medium (100 ft. + 10 ft./level) for 1en or Long (400 + 40 ft./level) for 2en
Target: One creature
Duration: 1 round + 1 round/3en
Saving Throw: See text
Spell Resistance: Yes
Awareness: Detailed, automatic; re-fabrications recognizable
Energy Cost: 4en
By filling the target with literally staggering amounts of uneasiness, you can impede their ability to do almost anything.
Any time the target tries to make an action other than normal movement or a 5 ft. step, they must pass a will save or fail in doing so (and waste the turn time that would be used). That action cannot be attempted again until their next turn. Full attacks are divided up into individual attacks for this purpose.

Weakening Remorse
Illusion (Phantasm) [Mind-Affecting]
Fabricating Time: Full-round action; change to standard action for 1en; change to move action for 3en; change to swift action for 6en; change to a non-interrupting immediate action for 9en.
Range: Close (25 ft. + 5 ft./2 levels); Increase to Medium (100 ft. + 10 ft./level) for 1en or Long (400 + 40 ft./level) for 2en
Target: One living creature
Duration: 2 rounds + 2 rounds/en
Saving Throw: Will negates
Spell Resistance: Yes
Awareness: Vague, upon damage; re-fabrications recognizable
Energy Cost: 2en
This enigma intensifies the burden of guilt felt by the target when they harm others to the point where it is outright weakening.
Every time the target hits a foe (a foe to them) with an attack, spell, spell-like ability, enigma, power, or psi-like ability, the target takes 1 point of nonlethal damage for each hit die it has. If the target is conscious at the end of this enigma, all nonlethal hit points lost from this enigma are restored.


A sorcerer being seared by magic surging, as seen through energy sight.
« Last Edit: February 17, 2011, 08:24:42 PM by Shadeseraph » Logged

I hate mouth breathing fuckwits who go around spouting lies, even after being corrected on those lies, and that bait mods into helping to defend their wrongness and fail. I also hate the MBFs that don't understand the meaning of words, and that can't get a fucking clue.
Hey! I like spouting lies. It's very entertaining to observe how people on the internet are buffing their small egos by declaring victories over some stupid MBFs. Smirk
Also - I hate people who use too smart words that I don't understand. Mad

Hi Welcome

Go fuck yourself, because others won't do it for you.

Stop flirting you two.  Tongue
Shadeseraph
Bi-Curious George
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Posts: 377



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« Reply #3 on: February 09, 2011, 09:59:55 PM »

Enigmist Feats
Enigmist Feats
The following are a set of feats designed specifically for enigmists. These, along with the Enigmatic Item Creation feats, are the only feats Enigmists may take with their bonus feats.

Arcane Conversion [ENIGMIST]
This is a special technique used by enigmists to aid arcane casters by transferring energy into arcane forms.
Prerequisites: Enigma Spend Limit 2+, Knowledge (arcane) 5+ Ranks.
Benefit: This feat grants you the ability to use Arcane Conversion as a supernatural standard action by touching a willing creature that casts arcane spells. Expend 2x energy (minimum 2, maximum of your Enigma Spend Limit). The target then chooses a used arcane spell slot of level x or lower. The target may refill that slot with any spell of the appropriate level that they know. They may not apply metamagic to this. After 3 rounds, that slot becomes expended, even if it was never used. You may not spend the same amount of energy on the same target more than once per day with this ability.

Desperation Resort [ENIGMIST]
This is a desperation ability that can be used as a last resort attempt to escape from a situation.
Prerequisites: Ability to fabricate enigmas.
Benefit: Once per day, as a supernatural immediate action, you can initiate a Desperate Resort. You may interrupt an action that is beginning when doing this (for example, if someone declares you the target of an attack or spell, you may initiate this before the attack roll is made). However, once the action has actually started, you may not initiate this.
In order to initiate a Desperate Resort, you must spend all of your current energies and suffer from Energy Burn 10. Once you do this, you gain a fly speed of 30 ft. + [your base Enigma Spend Limit multiplied by 10] ft., a bonus to AC and saving throws equal to double your base Enigma Spend Limit, and are treated as if under the effect of Blackout for one round.

Divine Conversion [ENIGMIST]
Through establishing a chaotic connection to divine planes, the enigmist can transfer energies into divine magic.
Prerequisites: Enigma Spend Limit 2+, Knowledge (the planes) 5+ Ranks.
Benefit: This feat grants you the ability to use Divine Conversion as a supernatural standard action by touching a willing creature that prepares divine spells. Expend 2x energy (minimum 2, maximum of your Enigma Spend Limit). The target then chooses a used divine spell slot of level x or lower. The target may refill that slot with any spell of the appropriate level that they could normally prepare. They may not apply metamagic to this. After 3 rounds, that slot becomes expended, even if it was never used. You may not spend the same amount of energy on the same target more than once per day with this ability.

Enigma Focus [ENIGMIST]
By meditating upon a specific enigma, you can improve your ability to fabricate it.
Prerequisites: Ability to fabricate enigmas.
Benefit: Choose an enigma you know. When fabricating that enigma, treat your fabricator as being 2 higher for all numeric effects, including caster level checks to overcome spell resistance, and increase that enigma’s DC by 2.
Special: You may take this feat more than once. Its effects do not stack. Each time you choose this feat, you must select an enigma you know that doesn’t already have enigma focus applied to it.

Enigmatic Body [ENIGMIST]
Your immersion in energies reinforces your body.
Prerequisites: Energy pool.
Benefit: When you take this feat, you gain 2 hit points for each Enigmist feat you have (including this one). Whenever you take a new Enigmist feat, you gain 2 more hit points.

Expanding Capacity [ENIGMIST]
By immersing yourself in the energies, you can expand your ability to hold them.
Prerequisites: Ability to store energies.
Benefit: Your energy pool size is increased by 2.
Special: You may take this feat multiple times. Its effects stack. Each time you re-take this feat, its bonus increases by 1. Do not take into account this feat's bonuses when determining your "base" energy pool size.

Extra Enigma [ENIGMIST]
By examining the ways of the energies deeply, you can more quickly learn how to manipulate it in multiple ways.
Prerequisites: Ability to fabricate enigmas.
Benefit: Choose an enigma you do not already know. Add this enigma to your enigmas known list. You may use it normally.
Special: You may take this feat multiple times. Each time you choose this feat, you must select an enigma that isn’t already in your Enigmas Known list. Do not take into account this feat's bonuses when determining your "base" enigmas known.

Extra Surge [ENIGMIST]
Broadening your insight into the flow of energies lets you see and use surges you’d never seen before.
Prerequisites: Ability to use at least 1 surge.
Benefit: Choose a surge you do not already know. Add this surge to your surges known list. You may use it normally.
Special: You may take this feat multiple times. Each time you choose this feat, you must select a surge that isn’t already in your surges known list. Do not take into account this feat's bonuses when determining your "base" surges known.

Improved Enigma Focus [ENIGMIST]
Increasing your focus on an enigma that you’ve already mastered can make it even more effective.
Prerequisites: Enigma Focus, the ability to fabricate enigmas.
Benefit: Choose an enigma you know with Enigma Focus applied to it. When fabricating that enigma, treat your fabricator as being 2 higher for all numeric effects, including caster level checks to overcome spell resistance, and increase that enigma’s DC by 2. This effect stacks with Enigma Focus.
Special: You may take this feat more than once. Its effects do not stack. Each time you choose this feat, you must select an enigma you know that doesn’t already have enigma focus applied to it.

Practiced Enigma [ENIGMIST]
With practice, you can become so used to fabricating an enigma that it becomes less limiting to invest energy in its range and fabrication time.
Prerequisites: Ability to fabricate enigmas.
Benefit: Choose an enigma you know. When decreasing the fabrication time of the chosen enigma, you may choose to make each energy you spend in doing so increases the Enigma Spend Limit of that instance of that enigma by 1, to a maximum of 3 energy. When increasing the range of the chosen enigma, you may choose to make each energy you spend in doing so increases the Enigma Spend Limit of that instance of that enigma by 1, to a maximum of 3 energy. If you use this to raise an enigma's Enigma Spend Limit by more than 3, the DC of that enigma ceases to increase after it has risen the DC by 3 more than would otherwise be possible (if, for example, you were able to raise the Enigma Spend Limit of an enigma by 5 with this feat, it would only raise the DC by 3, effectively ignoring the last two energies spent on the enigma in regards to DC calculation).
Special: You may take this feat multiple times. Each time you take it, you must apply it to an enigma that isn’t already affected by this feat.

Widened Collection [ENIGMIST]
Through diligence, you can improve your ability to collect energies.
Prerequisites: Ability to collect energy.
Benefit: Your full-round and standard action energy collects are raised by 1.
Special: You may take this feat multiple times. Its effects stack. Do not take into account this feat's bonuses when determining your "base" energy collect.

Enigmatic Items
Enigmatic Items
Enigmatic Items function in most ways that normal magic items do, treating Fabricator level as the equivelent of caster level, and using Spellcraft and Use Magic Device checks normally from there. However, Enigmatic items have separate item creation feats from normal magic items, and they aren't all exactly the same.
Enigmatic Item Creation Feats

Craft Enigmatic Baton
You can create Enigmatic Batons, which look like a dimly-glowing musical conductor's baton, and functions much like a magic wand.
Prerequisites: Fabricator Level 5th.
Benefit: You can create an Enigmatic Baton of 6en equivalence or lower involving any one that you know and can fabricate without surges or overflow. When you create the Enigmatic Baton, you set the fabricator level, which must have sufficient base Enigma Spend Limit to fabricate the version of the enigma to be crafted, but be no higher than your own fabricator level (using no surges, feats, or overflow). Crafting an Enigmatic Baton takes one day for each 1,000 gp in its base price. The base price of an Enigmatic Baton is its fabricator level × the energy cost × 750 gp. To craft an Enigmatic Baton, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created Enigmatic Baton has 50 charges, and functions just as Wand does, but instead uses an Enigma.
All feats and abilities that allow you to manipulate wands in ways that could also be applied to Enigmatic Batons without discrepancies do so (a feat that would allow the use of two wands would also allow the use of two batons, or a wand and a baton, for example; however, a feat applying metamagic to wands would not be compatible).

Craft Enigmatic Gem
You can create Enigmatic Gems, which are small, colorful, glowing gems that function similarly to potions.
Prerequisites: Fabricator Level 3rd.
Benefit: You can create an Enigmatic Gem of 4en equivalence or lower involving any one Enigma you know and can fabricate without overflow or surges. When you create the Enigmatic Gem, you set the fabricator level, which must have sufficient base Enigma Spend Limit to fabricate the version of the enigma to be crafted, but be no higher than your own fabricator level, and cannot exceed fabricator level 7 (using no surges, feats, or overflow). The base price of a potion is its energy cost × its fabricator level × 50gp. To create an Enigmatic Gem, you must spend 1/25 of this base price in XP and use up raw materials costing one half its base price. It takes one day to create an Enigmatic Gem.
An Enigmatic Gem can only be based on an Enigma that targets you, an ally, or a foe, and require no attack rolls.
When you create an Enigmatic Gem, you choose all of its details and energy distribution that you would normally decide upon when fabricating the enigma.
Using an Enigmatic Gem based on an Enigma with a range of at least 5 ft. or greater against a foe requires a standard action Ranged Touch Attack with a 10-ft. range increment. If the Gem misses, it shatters and fails. If it hits, the foe hit by the Gem becomes the target of the Gem's enigma. A Gem based on an Enigma with a range of "touch" or "personal" may only be used as a standard action on yourself. Using a Gem on yourself requires no attack roll. Using a Gem on an ally requires a standard action Ranged Touch attack against an AC of 10.

Craft Wondrous Item
Craft Wondrous Item, as described in the Player's Handbook, may be taken as a Bonus Enigmist Feat, and can be used to create Enigmatic Wondrous Items. Treat your Fabricator Level as your Caster Level for the sake of this feat's prerequisites.
When trying to price Enigmatic Wondrous Items, consider energy cost to be the equivalent of spell level, and fabricator level to be the equivalent of caster level.
« Last Edit: February 17, 2011, 08:31:12 PM by Shadeseraph » Logged

I hate mouth breathing fuckwits who go around spouting lies, even after being corrected on those lies, and that bait mods into helping to defend their wrongness and fail. I also hate the MBFs that don't understand the meaning of words, and that can't get a fucking clue.
Hey! I like spouting lies. It's very entertaining to observe how people on the internet are buffing their small egos by declaring victories over some stupid MBFs. Smirk
Also - I hate people who use too smart words that I don't understand. Mad

Hi Welcome

Go fuck yourself, because others won't do it for you.

Stop flirting you two.  Tongue
Garryl
Hong Kong
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Posts: 1240


« Reply #4 on: February 09, 2011, 11:00:33 PM »

I see why this class won an award. Who made it? I don't see the credits in your post.
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A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
Shadeseraph
Bi-Curious George
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Posts: 377



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« Reply #5 on: February 09, 2011, 11:03:52 PM »

I see why this class won an award. Who made it? I don't see the credits in your post.
Quote
Without more preambles, I present thee the Enigmist, by AnonymousInternets:
I'll bold it, just in case. But I added them.
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I hate mouth breathing fuckwits who go around spouting lies, even after being corrected on those lies, and that bait mods into helping to defend their wrongness and fail. I also hate the MBFs that don't understand the meaning of words, and that can't get a fucking clue.
Hey! I like spouting lies. It's very entertaining to observe how people on the internet are buffing their small egos by declaring victories over some stupid MBFs. Smirk
Also - I hate people who use too smart words that I don't understand. Mad

Hi Welcome

Go fuck yourself, because others won't do it for you.

Stop flirting you two.  Tongue
Garryl
Hong Kong
****
Posts: 1240


« Reply #6 on: February 09, 2011, 11:12:42 PM »

Thanks, that makes it much clearer now.
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A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
Pages: 1
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