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Havok4
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« Reply #40 on: June 06, 2010, 12:35:49 AM » |
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Nice work organizing this. The Arcane synthesis SLA ability should specify that XP costs or material components still need to be paid.
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Garryl
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« Reply #41 on: June 29, 2010, 11:53:52 PM » |
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I'm thinking of doing a major refluffing of this to a more setting neutral concept. I'm also hoping to tweak some of the mechanics that don't really add anything (such as needing to form a Power Suit to attach modules; It makes a sort of sense in context, but doesn't really add anything to the gameplay to make up for the added limitation). Please let me know what you think. - The system will be renamed. It's no longer "suit-forming", but rather "activating". Thus, you would have an activator level, take levels in activating classes, etc. The old term of suit-forming stemmed from an earlier focus on the Power Suits that just didn't work out in the end. The big thing has become activating modules, rather than just forming Power Suits. In light of this, the "Suit" descriptor for feats will have to be changed to something else. I think "Cybernetic" would be consistent with the new naming scheme. To be consistent with Magic of Incarnum, which this is conceptually based on, Cybernetics (the general name of the system that doesn't get used much when actually talking about mechanics) is to Incarnum as Activating (the mechanical terminology for what gets done and what level you use) is to Meldshaping. - The classes will be renamed. Federation Marine is becoming Space Marine. Pirate Trooper is becoming Cyberneticist. Chozo Warrior will be called Energy Warrior. - As I said above, Power Suits will no longer be required to attach modules. In fact, I'm thinking of removing them as part of the core mechanic entirely. They'll be class features of some of the classes, but they will be optional and not omnipresent. Heck, maybe it'll just be a module. - The fluff is being changed to something setting-neutral. Phazon and its associated modules and prestige class are being moved to the adaptation section. - With the fluff changed, I want to look over the modules and rethink which classes get what. A lot of my earlier decisions were based on the concept of the Chozo Warrior having most of Samus's abilities, for the Pirate Trooper to have slightly darker stuff, and for the Federation Marine to have lighter, more good-guy modules. The last two didn't see a whole lot, I think (and I revised some of those a bit of the way through, too), but the first was a big influence. Admittedly, when I started the direction was very helpful, but I'm not sure it needs it any more. Other than that, there are also a few things I want to add and/or remove. - The Cyberneticist's (Pirate Trooper) ability and activating progression is a bit cramped at the beginning. I'm thinking of moving the +1 capacity ability to just at 3rd level (rather than also having a stunted version at 1st) and giving an extra module or two to the progression, at least for the earlier levels. - I like the Space Marine's (Federation Marine) abilities and progression. It's focused on combat abilities with modules to add to them, rather than having the activating as a focus like the Cyberneticist and Energy Warrior (Chozo Warrior). What I don't like is its sole focus on ranged combat through its Crossfire abilities. I'm thinking of changing it to a system similar to the Ranger, where you pick from one of two or three paths to follow, gaining those abilities according to your focus. I'm thinking three options, the Blaster (name to be decided, the current version that has Crossfire, focused on ranged combat), the Soldier (focused on defensive combat, protecting allies, etc.), and the Dreadnought (standard combat focus, kills things in melee with a powerful weapon or something). Each path would have abilities based on their focus in the places that the Crossfire abilities currently are and exclusive access to one or two "combo" modules that build off of a standard module that's already generally available. The Blaster would have something that builds on the Kinetic Accelerator module to further enhance ranged attacks, Soldier would have a module to do the same with the Riot Shield module, and Dreadnought would get something similar requiring the Energy Weapon module. Oh, and I'm also making sure they all have martial weapon proficiency instead of that fluff-related "proficient with GF standard issue firearms" thing. - A number of the PrCs aren't quite in a state that I want them yet. Most of the earlier ones still have dead levels, and I'm horrible about making capstones. I don't want to do full casting progression for any of the dual-activating/casting or manifesting classes, but it's not unreasonable for the other systems. Certainly 9/10 should be okay. Tome of Battle did 8/10 casting for its dual-classes and that's the yardstick I'm going by. - I want to standardize hard-point access a little. But that would mean going over all of the modules and tweaking which abilities are on which hard-points. Probably worth it nonetheless. Do you think it would work better with Incarnum's 4.5 tier system (Least/Lesser/Greater/Heart/Soul) or the current (the 4 lessers/3 leasts/2greaters/Core)? I dunno. In any case, I want it to be more consistent. Having some classes just skipping over one or two hard-points reeks of bad form. Currently, Chozo Warrior misses the Back (only get 2/3 of the lesser hard-points) and Federation Marine misses a bunch (missing Utility from least and gets exactly one greater, Arms). Nobody gets them at consistent levels, gaining only 3 of the 4 leasts at the first level they get some, waiting a few levels until they pick up the remaining one alongside 2/3 of the lessers, and so on. Possible new hard-point groupings - Changing from 4/3/2/1 to 3/3/3/1 for number of hard-points at each "tier" (Least/Lesser/Greater/Core). - Utility moving to Lesser, Shielding moving to Greater. This means there's a place for just about every ability at every tier of hard-points. Attack stuff can go in Hands/???/Arms. Defensive stuff goes in Feet/Back/Shielding. Other things go in Visor/Utility/Support. - Modified three-path Space Marine can get one of the Greater hard-points according to the path chosen. They'll get all of the Least and Lesser hard-points no matter which path is chosen. - Energy Warrior gets all but Core. They get Beam Cannon to make up for it. - Cyberneticist gets everything. Everybody will be consistent, gaining the entirety of one hard-point tier at once (except the Greater tier for Space Marines, as mentioned above). Sorry for the wall of text. What do you think? I'm a junkie for feedback, if anyone's reading this.
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Garryl
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« Reply #42 on: September 25, 2010, 01:35:57 AM » |
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Huh, It's been longer than I thought since I last dusted this off. Still, it was fun making stuff for it. I hope nobody minds if I revive this from near death. I'm going to restart this off with a psionic/activating PrC. It's focused on manipulating time, one of the fun themes of psionics. There are only a couple of modules so far that work with time, but I intend to expand on that. 2.6 Time Maker Dual Psionic/Activating Prestige Class, focusing on the manipulation of time and timelines. Skills: Concentration 8 ranks, Psicraft 4 ranks. Activating: Must be able to attach a module to a hard-point. Activating: Must be able to activate three modules. Manifesting: Must be able to manifest at least one 2nd level power. Manifesting: Must be able to manifest at least one of the following powers: burst, defensive precognition, destiny dissonance, offensive precognition, offensive prescience, or precognition. At the DM's discretion, other 1st-level time-themed powers can be substituted instead. Table 2.6.1: The Time Maker Hit Die: d6 Base -----Activating----- -----Manifesting----- Attack Fort Ref Will Level Bonus Save Save Save Special 1 +0 +0 +2 +2 Temporal Resistance +1 of existing class +1 of existing class 2 +1 +0 +3 +3 Hard-points (Feet, Hands, Visor) +1 of existing class +1 of existing class 3 +1 +1 +3 +3 Future Sight (1/day, 1 minute) +1 of existing class +1 of existing class 4 +2 +1 +4 +4 Time Power +1 of existing class +1 of existing class 5 +3 +1 +4 +4 Timeless Battlefield +1 of existing class --- 6 +3 +2 +5 +5 Future Sight (2/day, 10 minutes) +1 of existing class +1 of existing class 7 +3 +2 +5 +5 Flash Back, Time Power +1 of existing class +1 of existing class 8 +4 +2 +6 +6 Hard-points (Back, Helmet, Utility) --- +1 of existing class 9 +4 +3 +6 +6 Future Sight (3/day, 1 hour) +1 of existing class +1 of existing class 10 +5 +3 +7 +7 Quantum Immortality, Time Power +1 of existing class +1 of existing class
Class skills (2 + Int modifier per level): Computer Use, Concentration, Craft, Gather Information, Knowledge (history), Knowledge (psionics), Knowledge (the planes), Profession, Survival, Spot, Psicraft, Use Psionic Device Activating: At each Time Maker level, with the exception of 8th level, you increase your activator level, the number of modules you can activate, the number of hard-point attachments you can have, and your energy pool as if you had gained a level in an activating class to which you belonged prior to gaining the Time Maker level. You do not, however, gain any other abilities of that class, such as new tiers of hard-points. If you had more than one activating class before becoming a Time Maker, you must decide to which class to add each level for the purpose of determining your energy pool, activator level, and number of modules and hard-point attachments available. Manifesting: At each level, with the exception of 5th level, a Time Maker gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of Time Maker to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became a Time Maker, she must decide to which class she adds the new level of Time Maker for the purpose of determining power points per day, powers known, and manifester level. Temporal Resistance (Ex): A Time Maker instinctively knows how to protect herself from unusual time flows. Starting at 1st level, you gain a competence bonus on all saving throws and to your armor class against all effects that would disrupt or alter your personal time, such as a time hop power or a Phane's Chronal Blast ability. This competence bonus is equal to half your Time Maker level (rounded down, minimum 1). Hard-point Attachments: At 2nd level, you can attach modules to your Feet, Hands, and Visor hard-points. At 8th level, you can attach modules to your Back, Helmet, and Utility hard-points. Future Sight (Su): Starting at 3rd level, you learn to see into other, similar timelines. Once per day, you can split off a parallel timeline and see through your parallel self's eyes. You can get a sense of events up to 1 minute into the future, but details are inexact and some information is lost in the translation between timelines. The information you gain is as though your alternate self did not use this ability. Using this ability takes 1 minute of uninterrupted concentration during which you process the information you observed. Information is gained from only one of many possible futures, although the exact future can no longer occur for you due to your observation of it. At 6th level, you can use this ability twice per day and you can sense events up to 10 minutes into the future. It still only takes 1 minute of concentration to observe and process the information you gain. At 9th level, you can use this ability three times per day and you can sense events up to 1 hour into the future. Time Power (Ex): At 4th level and every 3 levels thereafter, you can select one of the following powers. Your manifester level increases by 1 for the purposes of manifesting that power and you are considered to know it, treating it as being on each of your class power lists at the lowest level that the power can be known by any class. You can select powers of levels higher than you currently know, but you do not learn that power until you know another power of the selected power's level. You cannot select the same power twice. You can select any of the following powers: burst, defensive precognition, destiny dissonance, fate of one, greater precognition, hustle, mass time hop, object reading, offensive precognition, offensive prescience, precognition, psionic contingency, psionic divination, psionic moment of prescience, quintessence, recall agony, recall death, second chance, sensitivity to psychic impressions, temporal acceleration, time hop, timeless body, or time regression. At the DM's discretion, additional time-themed powers can be added to this list. Timeless Battlefield (Su): Beginning at 5th level, whenever a creature within 300 feet to which you have line of sight and line of effect is removed from the normal flow of time (such as through a time hop power, a time stop spell, or a similar effect) you can join them as an immediate action. Doing so requires you to manifest a power, use an ability, or activate an item you possess that would shift you out of the normal flow of time in a similar manner (whether through using the exact same ability yourself or by using similar effects such as using your Temporal Accelerator module Shielding ability to join a creature upon which you had manifested time hop, or manifesting temporal acceleration to act alongside a creature that had cast time stop). Doing so uses up the resources required to use that ability normally (such as power points for powers, spell slots for spells, and charges and daily uses for items) and lasts no longer than the effect you used would last, but can be done as part of the immediate action used to activate this ability, even if the normal action would be longer or shorter. Additionally, you can dismiss this effect as a standard action, even if the ability you used is not ordinarily dismissable. If the prevailing temporal conditions would prevent actions (such as with the time hop power), you can bring your own time with you, allowing you to take your normal allotment of actions each round and the other creature to take only a limited number of actions, as though it was staggered. If the prevailing temporal conditions would normally prevent interaction with others (such as with the time stop spell), you and the creature you join can interact with each other normally. Flash Back (Su): Starting at 7th level, you can invest energy into this ability as a System. Once per day per point of energy invested, you can revert your personal time stream to that of the beginning of your last turn. All resources that you have expended since then are restored, all damage that you have taken since then is undone, and any other effects affecting you are similarly undone or restored to their previous state (including duration remaining), as applicable. However, you do retain all memories of events that happened since then. Any of your possessions that you possessed at the beginning of your last turn are likewise reverted, but those that you currently possess but did not then are unaffected and simply fall to the ground. Your position changes to where you were originally. If your original position is currently blocked, you are shunted to the nearest open space and you take 1d6 points of damage for every 10 feet that you are displaced this way. Activating this ability is a move action. You cannot use this ability if it was suppressed (such as through an anti-magic field) at any time since the beginning of your last turn, or if it would be suppressed were you in the position you would be moved to if you had activated this ability. Despite the fact that you are regressing time to before you used this ability, your limited uses of this ability are still consumed when you use it and you still lose the move action used to activate this ability. If you have used any other abilities that regress time since the beginning of your last turn (such as the forced dream power or an Amulet of Second Chances) those resources are not replenished either. You do not regain experience points expended to manifest powers or similar options. Quantum Immortality (Su): You can sift through alternate timelines, picking out the more beneficial ones. However, doing so is difficult and you can usually only differentiate between ones with extreme personal differences (such as your death) quickly enough to act. Starting at 10th level, if any attack would reduce you to 0 or fewer hit points or otherwise kill you, you can force that creature to reroll that attack roll and take the worse result, possibly missing you instead of hitting. You can reroll your saving throw and take the better result against any death effect or against any spell or effect that would reduce you to 0 or fewer hit points or otherwise kill you. You can only reroll each saving throw or force each attack roll to be rerolled once. This ability only functions while you are conscious.
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Garryl
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« Reply #43 on: November 17, 2010, 10:52:05 PM » |
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Work in Progress Nanotheurge - Dual Cybernetic/Divine PrC Basically, I wanted to make a PrC with an ability called Deus in Machina, and I still needed a Divine/Cybernetic dual progression PrC. And yes, that is Deus IN Machina (God in the machine), not Deus EX Machina (God out of the machine or God from the machine). 9/10 progression on both sides. (I'll probably go back over the previous dual progression classes and set them up the same way some day. Denying 9ths just isn't fun.) Skills: Computer Use 8 ranks, Craft (Any) 2 ranks, Knowledge (Relgion) 6 ranks Activating: Must be able to activate three modules; must be able to attach a module to a hard-point. Spellcasting: Must be able to cast 2nd-level or higher Divine spells. Domains: Must have access to the Cybernetics domain or must have no freely chosen domains. A character with access to a domain chosen from a specific list that did not contain the Cybernetics domain, or granted a specific domain by a class feature or other ability, is not disqualified. Special: Must follow an ideal, not a deity. Table 2.5.1: The Nanotheurge Hit Die: d8 Base -----Suit-Forming----- -----Divine Spellcasting----- Attack Fort Ref Will Suit Level Bonus Save Save Save Special Armor 1 +0 +2 +0 +2 Cybernetic Ascension (Transmutation and Mind-affecting), +0 +1 of existing class +1 of existing class Divine Portfolio 2 +1 +3 +0 +3 Hard-points (Feet, Hands, Utility, Visor) +1 +1 of existing class +1 of existing class 3 +2 +3 +1 +3 Cybernetic Ascension (Ability Damage, Energy Drain) +1 +1 of existing class +1 of existing class 4 +3 +4 +1 +4 Divine Portfolio (Cybernetics Domain) +1 +1 of existing class --- 5 +3 +4 +1 +4 Cybernetic Ascension (Spontaneous Domain Spells) +1 +1 of existing class +1 of existing class 6 +4 +5 +2 +5 Improved Energized Spellcasting +2 --- +1 of existing class 7 +5 +5 +2 +5 Cybernetic Ascension (Spell Resistance and DR/Epic) +2 +1 of existing class +1 of existing class 8 +6 +6 +2 +6 Hard-points (Back, Helmet, Shielding) +2 +1 of existing class +1 of existing class 9 +6 +6 +3 +6 Divine Portfolio (Bonus Domain) +2 +1 of existing class +1 of existing class 10 +7 +7 +3 +7 Cybernetic Ascension (Immortality), Deus in Machina +3 +1 of existing class +1 of existing class
Class skills (2 + Int modifier per level): Computer Use, Concentration, Craft, Diplomacy, Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, Spellcraft. A Nanotheurge with any domains adds skills granted by them to his Nanotheurge class list as though they were Cleric levels. Suit Armor: The armor bonus granted by the Power Suit you form and use increases by the amount listed on table 2.5.1. Suit-Forming: At each Nanotheurge level, with the exception of 6th level, you increase your suit-former level, the number of modules you can activate, the number of hard-point attachments you can have, and your energy pool as if you had gained a level in a suit-forming class to which you belonged prior to gaining the Nanotheurge level. You do not, however, gain any other abilities of that class, such as new tiers of hard-points. If you had more than one suit-forming class before becoming a Nanotheurge, you must decide to which class to add each level for the purpose of determining your energy pool, suit-former level, and number of modules and hard-point attachments available. Spellcasting: At each level except 4th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a Nanotheurge, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. Cybernetic Ascension (Ex): Just as the gods once created life within the planes, that life created machines. In turn, the machines may one day create gods. Starting at 1st level, you begin your divine ascension. You can invest energy into this ability as a module. Its capacity is equal to half your Nanotheurge level (minimum 1), to a maximum of 4 at level 8. Effects other than Deus in Machina that would alter the energy capacity of this ability instead do not. You gain resistance to effects that would change your form or your mind unwillingly, granting you a bonus on saving throws against mind-affecting effects and Transmutation spells (or other effects that would alter your form) equal to twice the amount of energy invested in this ability. Beginning at 3rd level, you gain resistance to ability damage, ability drain, and energy drain. Any ability damage, ability drain, or negative levels that you would gain from any effect is reduced by the amount of energy invested in this ability. This only applies if the energy is invested as the effect occurs. Beginning at 5th level, you gain the ability to spontaneously cast spells from any domain you possess. This functions similarly to a good cleric's ability to spontaneously cast cure spells, except that you cast spells from your domains and that you cannot spontaneously cast a spell that would take up a spell slot greater than twice the amount of energy invested in this ability. Beginning at 7th level, you gain spell resistance and damage reduction as long as any energy is invested in this ability. This spell resistance is equal to 22 plus twice the amount of energy invested. The damage reduction is equal to twice the amount of energy invested in this module and can only be overcome by Epic weapons, and allows your natural weapons to bypass damage reduction as epic weapons. Additionally, this benefit applies to any weapons you wield that were created by your modules and any attack or effect resulting from one of your modules. Beginning at 10th level, you attain a measure of immortality. You do not suffer penalties from aging, do not need to eat, sleep, or breathe, and are not subject to death from old age or massive damage. These benefits apply even if you have no energy invested in this ability. Divine Portfolio (Ex): Starting at 1st level, your levels in divine spellcasting classes, activating classes, and Nanotheurge stack to determine your effective Cleric level for your domains. Your Nanotheurge levels and all subsequent levels in divine spellcasting classes and activating classes count as Cleric levels for the purpose of benefiting from any domains you possess (such as the addition of class skills). At 4th level, you gain access to the Cybernetics domain. If you already have access to that domain, you can select another domain that keeps with your ideals. If you do not have access to a domain (  you need some ability to cast it, then, right?  ). At 9th level, you can select a second domain to gain access to. This can be any domain that keeps with your ideals. Hard-point Attachments: At 2nd level, you can attach modules to your Feet, Hands, Utility, and Visor hard-points. At 8th level, you can attach modules to your Back, Helmet, and Shielding hard-points. Improved Energized Spellcasting (Ex): At 6th level, the energy capacity of all of your spells increases by 1 for the purposes of investing energy into them with Energized Spellcasting. Deus in Machina (Su): At 10th level, your ascension to godhood is nearly complete. For short periods of time, you can grasp true divinity. Once per day, you can temporarily gain a Divine Rank of 0. You gain the following benefits in place of the normal benefits of having a Divine Rank of 0. If you already had a Divine Rank, your Divine Rank does not change and you can use the better of your own abilities and the ones granted by this effect. Your base land speed doubles (and any other movement speeds you have based on it may also be affected). You gain a deflection bonus to your armor class equal to your Charisma modifier and fire resistance 5. You are immune to polymorphing, petrification, or any other attack that alters your form. Any shape-altering powers that you might have work normally on yourself. Finally, your Cybernetic Ascension ability's energy capacity is increased by 1 and it is considered to be filled to its (newly improved) capacity. Activating this ability is a free action that can be done even when it is not your turn. It lasts for a number of rounds equal to your Nanotheurge level. Cybernetics Domain Spellcasting Feat - Energized Spellcasting [System] Prerequisite: Con 13. Benefit: You can invest energy into each of your spells known, infusions known, powers known, spell-like abilities, and psi-like abilities as a System. Whenever you cast a spell with the Cybernetic descriptor, it gains additional benefits based on the amount of energy invested into it, as detailed by the spell in question. When you invest energy in this way, it affects all spells or abilities by the same name, with the same effect, or that mimic the effect, independent of their source. For instance, if you invest energy into your energy spike spell, you will gain the benefits of energy investment whenever you cast energy spike (whatever the spell slot, class, or spell-like ability you use), when you cast a metamagic-enhanced energy spike, when you manifest psionic energy spike, when you emulate it with a limited wish spell, or even when you mimic it with a shadow evocation spell. Normal: You cannot invest energy into spells. Special: You gain 1 point of energy. Special: If you have any energy invested into an infusion with the Cybernetic descriptor, you can use it to infuse creatures with the Cybernetic subtype even if they are not Constructs.
Access Core Hard-Point - Evocation [Access Hard-Point, Cybernetic] Level: Cybernetics 9 Components: V, S, M Casting Time: 1 minute Range: Close (25 feet + 5 feet/2 levels) Area: One subject Duration: 24 hours Saving Throw: Willpower negates (harmless) Spell Resistance: Yes (harmless)
One subject gains the ability to attach modules to their Core hard-point. This does not grant the subject the ability to attach more modules to his or her hard-points than normal. A given creature can be under the effects of only one access hard-point spell at once. Subsequent castings while the first effect is active will either dispel all previous castings and take effect on its own (only if the subject has nothing attached to the chosen hard-point) or refresh the duration of the existing effect, at the subject's preference.
Energy: If you have invested at least 5 points of energy into this spell or any other access hard-point spell with the Energized Spellcasting feat, the first attachment the subject makes to the chosen hard-point does not count against his or her limit of hard-point attachments.
Access Greater Hard-Point - Evocation [Access Hard-Point, Cybernetic] Level: Artificer 6, Cybernetics 7, Sor/Wiz 8 Components: V, S, M Casting Time: 1 minute Range: Close (25 feet + 5 feet/2 levels) Area: One subject Duration: 24 hours Saving Throw: Willpower negates (harmless) Spell Resistance: Yes (harmless)
One subject gains the ability to attach modules to their choice of their Arms or Support hard-points. This does not grant the subject the ability to attach more modules to his or her hard-points than normal. A given creature can be under the effects of only one access hard-point spell at once. Subsequent castings while the first effect is active will either dispel all previous castings and take effect on its own (only if the subject has nothing attached to the chosen hard-point) or refresh the duration of the existing effect, at the subject's preference.
Energy: If you have invested at least 4 points of energy into this spell or any other access hard-point spell with the Energized Spellcasting feat, the first attachment the subject makes to the chosen hard-point does not count against his or her limit of hard-point attachments.
Access Least Hard-Point - Evocation [Access Hard-Point, Cybernetic] Level: Artificer 3, Cybernetics 3, Sor/Wiz 4 Components: V, S, M Casting Time: 1 minute Range: Close (25 feet + 5 feet/2 levels) Area: One subject Duration: 24 hours Saving Throw: Willpower negates (harmless) Spell Resistance: Yes (harmless)
One subject gains the ability to attach modules to their choice of their Feet, Hands, Utility, or Visor hard-points. This does not grant the subject the ability to attach more modules to his or her hard-points than normal. A given creature can be under the effects of only one access hard-point spell at once. Subsequent castings while the first effect is active will either dispel all previous castings and take effect on its own (only if the subject has nothing attached to the chosen hard-point) or refresh the duration of the existing effect, at the subject's preference.
Energy: If you have invested at least 2 points of energy into this spell or any other access hard-point spell with the Energized Spellcasting feat, the first attachment the subject makes to the chosen hard-point does not count against his or her limit of hard-point attachments.
Access Lesser Hard-Point - Evocation [Access Hard-Point, Cybernetic] Level: Artificer 5, Cybernetics 5, Sor/Wiz 6 Components: V, S, M Casting Time: 1 minute Range: Close (25 feet + 5 feet/2 levels) Area: One subject Duration: 24 hours Saving Throw: Willpower negates (harmless) Spell Resistance: Yes (harmless)
One subject gains the ability to attach modules to their choice of their Back, Helmet, or Shielding hard-points. This does not grant the subject the ability to attach more modules to his or her hard-points than normal. A given creature can be under the effects of only one access hard-point spell at once. Subsequent castings while the first effect is active will either dispel all previous castings and take effect on its own (only if the subject has nothing attached to the chosen hard-point) or refresh the duration of the existing effect, at the subject's preference.
Energy: If you have invested at least 3 points of energy into this spell or any other access hard-point spell with the Energized Spellcasting feat, the first attachment the subject makes to the chosen hard-point does not count against his or her limit of hard-point attachments.
Activate Module - Evocation [Cybernetic] Level: Artificer 2, Cybernetics 1, Sor/Wiz 2 Components: V, S, M Casting Time: 1 minute Range: Close (25 feet + 5 feet/2 levels) Area: One subject Duration: 1 minute/level Saving Throw: Willpower negates (harmless) Spell Resistance: Yes (harmless)
One subject gains the ability to activate the module of their choice. This module can be selected from any class list, or even one not found on any class lists. This module does not count against the subject's normal limit of active modules. Activating the chosen module takes no time or actions on the subject's part. When this effect ends, the module is deactivated. A given creature can be under the effects of only one activate module spell at once. Subsequent castings while the first effect is active will either dispel all previous castings and take effect on its own or refresh the duration of the existing effect, at the subject's preference.
Energy: If you have invested any energy into this spell with the Energized Spellcasting feat, the activated module's energy capacity is equal to the amount of energy invested in this spell or its normal capacity, whichever is greater.
Disrupt Modules - Evocation [Cybernetic] Level: Artificer 4, Cybernetics 4, Sor/Wiz 5 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Area: One subject Duration: 1d4 rounds Saving Throw: None Spell Resistance: Yes
Make a dispel check against each active module that the subject possesses (1d20 + your caster level, maximum +15, against a DC of 11 + the module's suit-former level). Each module that you succeed against is suppressed for the duration of this spell.
Energy: For each point of energy invested into this spell with the Energized Spellcasting feat, the duration of this spell is increased by 2 rounds.
Energized Spell Surge - Evocation [Cybernetic] Level: Cybernetics 6, Sor/Wiz 7 Components: V, S Casting Time: 1 swift action Range: Personal Area: You Duration: 3 rounds Saving Throw: None (harmless) Spell Resistance: No (harmless)
For the duration of this spell, your caster level increases by 1, plus 1 for every subsequent spell you cast. You gain the benefit of the increased caster level immediately after you cast each spell.
Energy: For each point of energy invested into this spell with the Energized Spellcasting feat, the duration of this spell is increased by 1 round.
Energy Spike - Evocation [Cybernetic] Level: Artificer 3, Cybernetics 2, Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Area: One subject Duration: 1 minute Saving Throw: Willpower negates (harmless) Spell Resistance: Yes (harmless)
The subject of this spell gains one temporary point of energy for the duration of this effect.
Energy: For each point of energy invested into this spell with the Energized Spellcasting feat, the subject gains one additional temporary point of energy. If at least 3 points of energy are invested, this spell lasts for 1 hour/level instead of 1 minute.
Cybernetics Mantle Powers ***Copy all the spells. Psions get them at their Sor/Wiz level. Psychic Warriors get them at their Artificer level.***
Access Hard-Point, Psionic - Psychokinesis [Access Hard-Point, Cybernetic] Level: Cybernetics 3, Psion/Wilder 4, Psychic Warrior 3 Display: Material, Visual Manifesting Time: 1 minute Range: Close (25 feet + 5 feet/2 levels) Area: One subject Duration: 24 hours Saving Throw: Willpower negates (harmless) Power Resistance: Yes (harmless) Power Points: Cybernetics 5, Psion/Wilder 7, Psychic Warrior 5
Except as noted above, this power functions identically to the access least hard-point spell.
Energy: You can invest energy into this power like any power. The benefits of investment are identical to that of the spell it mimics.
Augment: You can augment this power in only one of the following ways: - If you spend 4 additional power points, this power functions identically to the access lesser hard-point spell instead. - If you spend 8 additional power points, this power functions identically to the access greater hard-point spell instead. - If you spend 12 additional power points and can learn powers from the Cybernetics mantle, this power functions identically to the access core hard-point spell instead.
Activate Module, Psionic - Psychokinesis [Cybernetic] Level: Cybernetics 1, Psion/Wilder 2, Psychic Warrior 2 Display: Material, Visual Manifesting Time: 1 minute Range: Close (25 feet + 5 feet/2 levels) Area: One subject Duration: 1 minute/level Saving Throw: Willpower negates (harmless) Power Resistance: Yes (harmless) Power Points: Cybernetics 1, Psion/Wilder 3, Psychic Warrior 3
Except as noted above, this power functions identically to the activate module spell.
Energy: You can invest energy into this power like any power. The benefits of investment are identical to that of the activate module spell.
Disrupt Modules, Psionic - Psychokinesis [Cybernetic] Level: Cybernetics 4, Psion/Wilder 5, Psychic Warrior 4 Display: Material, Visual Casting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Area: One subject Duration: 1d4 rounds Saving Throw: None Power Resistance: Yes Power Points: Cybernetics 7, Psion/Wilder 9, Psychic Warrior 7
Except as noted above, this power functions identically to the disrupt modules spell.
Energy: You can invest energy into this power like any power. The benefits of investment are identical to that of the disrupt modules spell.
Energized Power Surge - Psychokinesis [Cybernetic] Level: Cybernetics 6, Psion/Wilder 7 Display: Visual Casting Time: 1 swift action Range: Personal Area: You Duration: 3 rounds Saving Throw: None (harmless) Spell Resistance: No (harmless) Power Points: Cybernetics 11, Psion/Wilder 13
Except as noted above, this power functions identically to the energized spell surge spell, except that it increases your manifester level instead of your caster level and improves its effect when you manifest powers.
Energy: You can invest energy into this power like any power. The benefits of investment are identical to that of the energized spell surge spell.
Energy Spike, Psionic - Psychokinesis [Cybernetic] Level: Cybernetics 2, Psychic Warrior 3, Psion/Wilder 3 Display: Material, Visual Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Area: One subject Duration: 1 minute Saving Throw: Willpower negates (harmless) Power Resistance: Yes (harmless) Power Points: Cybernetics 3, Psion/Wilder 5, Psychic Warrior 5
Except as noted above, this power functions identically to the energy spike spell.
Energy: You can invest energy into this power like any power. The benefits of investment are identical to that of the energy spike spell.
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« Last Edit: November 19, 2010, 09:44:50 PM by Garryl »
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Garryl
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« Reply #44 on: November 17, 2010, 10:53:09 PM » |
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2.16 Deleter Prestige Class Assasin-esque Suit-forming PrC focused on electricity Skills: Computer Use 4 ranks, Disable Device 8 ranks, Hide 8 ranks, Move Silently 4 ranks. Suit-forming: Must be able to activate at least one module with the Electricity descriptor; Must be able to attach a module to a hard-point; Suit-former level 5th. Table 2.16.1: The Deleter Hit Die: d6 Base -----Suit-Forming----- Attack Fort Ref Will Suit Level Bonus Save Save Save Special Armor 1 +0 +0 +2 +0 Sneak Attack +1d6, Electrified Strike +0 +1 of existing class 2 +1 +0 +3 +0 Hard-points (Feet, Hands, Utility, Visor) +1 +1 of existing class 3 +2 +1 +3 +1 Synaptic Overload +1 +1 of existing class 4 +3 +1 +4 +1 Enveloping Charge, Sneak Attack +2d6 +1 --- 5 +3 +1 +4 +1 Hard-points (Back, Helmet, Shielding) +1 +1 of existing class 6 +4 +2 +5 +2 Special Ability +2 +1 of existing class 7 +5 +2 +5 +2 Sneak Attack +3d6 +2 +1 of existing class 8 +6 +2 +6 +2 Hide in Plain Sight +2 +1 of existing class 9 +6 +3 +6 +3 Hard-points (Arms) +2 +1 of existing class 10 +7 +3 +7 +3 Sneak Attack +4d6, Special Ability +3 +1 of existing class
Class skills (6 + Int modifier per level): Balance, Bluff, Computer Use, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope Suit Armor: The armor bonus granted by the Power Suit you form and use increases by the amount listed on table 2.16.1. Suit-Forming: At each Deleter level, with the exception of 4th level, you increase your suit-former level, the number of modules you can activate, the number of hard-point attachments you can have, and your energy pool as if you had gained a level in a suit-forming class to which you belonged prior to gaining the Deleter level. You do not, however, gain any other abilities of that class, such as new tiers of hard-points. If you had more than one suit-forming class before becoming a Deleter, you must decide to which class to add each level for the purpose of determining your energy pool, suit-former level, and number of modules and hard-point attachments available. Sneak Attack (Ex): This is exactly like the Rogue ability of the same name. The extra damage dealt increases by +1d6 at 1st level, and again every 3 levels thereafter. If you get a sneak attack bonus from another source the bonuses on damage stack. Electrified Strike (Su): You can chose to have your Sneak Attack, Sudden Strike, Skirmish, and other precision damage-based abilities deal their bonus damage as electricity damage instead of normal. If you do, you can use them when dealing nonlethal damage with a weapon that normally deals lethal damage, when attacking creatures unaffected by critical hits, when attacking creatures protected by the Light Fortification, Moderate Fortification, or Heavy Fortification abilities, and when making attacks of opportunity (even if you don't normally qualify to deal the bonus damage). Synaptic Overload (Su): Starting at 3rd level, if you study your victim for 3 rounds and then make a sneak attack with a melee weapon that successfully deals electricity damage, the sneak attack has the additional effect of disrupting the target's nervous system, possibly either knocking out or killing the target (at your choice). While studying the victim, you can undertake other actions so long as your attention stays focused on the target and the target does not detect you or recognize you as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + your Deleter class level + the your Intelligence modifier) against the kill effect, she suffers electricity damage equal to her total maximum hit points plus 10. If the saving throw fails against the knockout effect, the victim suffer nonlethal electricity damage equal to her total maximum hit points plus 10. A victim of the knockout effect begins recovering nonlethal damage at a rate of 5 points per round (and ending after recover all the nonlethal damage your synaptic overload attack dealt) starting a number of rounds after the attack equal to your Deleter level. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once you have completed the 3 rounds of study, you must make the synaptic overload attack within the next 3 rounds. Synaptic Overload can be used against constructs and living creatures only. If a synaptic overload attack is attempted and fails (the victim makes her save) or if you do not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before you can attempt another synaptic overload attack. Synaptic Overload also counts as the Death Attack ability, such as for qualifying for a feat or prestige class, or benefiting from an item or spell. Enveloping Charge (Ex): Starting at 4th level, you can have half of all electricity damage you deal ignores resistances and immunities. Special Ability: On attaining 6th level, and again at 10th level, you gain a special ability of your choice from among the following options: Disrupting Strike, Improved Enveloping Charge, Poison Use, or Skill Mastery. Alternatively, you can elect to gain a bonus feat that you qualify for. Disrupting Strike (Su): If you have this ability, whenever you use your Electrified Strike ability to sneak attack your opponents, the electricity interferes with the opponent's nervous system, reducing coordination and eventually causing paralysis. An opponent damaged by one of you electric sneak attacks also takes 2 points of Dexterity damage. Improved Enveloping Charge (Ex): If you have this ability, any creature with electricity resistance or immunity that you deal electricity damage to must make a Fortitude save (DC 10 + your Deleter class level + the your Intelligence modifier) or lose its electricity resistance and immunity until the beginning of your next turn. If you combine this ability with a synaptic overload attack, the creature must save against losing its resistances or immunity before determining the result of the synaptic overload attack. Poison Use: If you have this ability, you are trained in the use of poison and never risk accidentally poisoning yourself when applying poison to a weapon. Skill Mastery: If you have this ability, you become so certain in the use of certain skills that you can use them reliably even under adverse conditions. Upon gaining this ability, you select a number of skills equal to 3 + your Intelligence modifier. When making a skill check with one of these skills, you may take 10 even if stress and distractions would normally prevent you from doing so. You may gain this special ability multiple times, selecting additional skills for it to apply to each time. Feat: If you elect to gain a bonus feat in place of your special ability, you gain any one feat that you qualify for as a bonus feat. You can select this option multiple times, each time gaining another bonus feat. Hide in Plain Sight (Su): Starting at 8th level, you can use the Hide skill even while being observed. As long as you are within 10 feet of some sort of metallic terrain or object at least as large as yourself (even an attended object), you can hide yourself from view in the open without having anything to actually hide behind. You cannot, however, hide behind your own equipment or Power Suit.
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« Last Edit: November 19, 2010, 10:42:46 PM by Garryl »
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