Author Topic: Skills & Feats  (Read 2362 times)

Offline Hanako Tachibana

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Skills & Feats
« on: September 12, 2012, 11:09:10 PM »
SKILLS & FEATS
SKILLS AND AKASHIC MAGIC
 Technicians, for the most part, rely on the same skills at other D&D characters.  A few skills, however, are used in different ways by technicians, and this section also introduces a new skill related to akashic capabilities.

SKILL DESCRIPTIONS
 The skills covered in this chapter relate to the use of akashic magic.  In addition to a new skill (Astrology), a new category is provided for the Knowledge skill, and new uses are given for Concentration.
 The skill descriptions here follow the standard format as defined in the Player's Handbook.

Astrology (Int; Trained Only)
 Use this skill to identify techniques as they are used or techniques already in place.
 Check: You can identify techniques and akashic effects.  The DCs for Astrology checks relating to various tasks are summarized on the table below.

Astrology DC     Task
15 + technique converted level     Identify a technique being manifested.  (You must hear the verbal components, see the technique's display, or see some visible effect to identify a technique.)  No action required.  No retry.
15 + technique converted level     When using detect akashics, determine the icon involved in the aura of a single item or creature you can see.  (If the aura is not a technique effect, the DC is 15 + 1/2 technician level.)  No action required.
15 + technique converted level     Connect to a magatama to figure out what technique or techniques it contains.
20 + technique converted level     Identify a technique that's already in place and in effect.  You must be able to see or detect the effects of the technique.  No action required.  No retry.
25 + technique converted level     After rolling a saving throw against a technique targeted on you, determine what that technique was.  No action required.  No retry.
30 or higher     Understand a strange or unique akashic effect, such as the effects of a previously unexplored section of the Amala Labyrinth.  Time required varies.  No retry.

 Additionally, certain techniques allow you to gain information about akashic effects, provided that you make a successful Astrology check as detail in the technique description.
 Action: Varies, as noted above.
 Try Again: see above.
 Special: A majo gains a +2 bonus on Astrology checks when dealing with a technique or effect from her chosen icon.

Concentration (Con)
 You are particularly good at focusing your mind.  In addition to the uses of this skill covered in the Player's Handbook, Concentration can be used in the following manner.
 Check: You must make a Concentration check whenever you might be potentially be distracted (by taking damage, by harsh weather, and so on) while engaged in some action that requires your full attention.  such action include using a technique, concentrating on an active technique, directing a technique, or using a technique-like ability.
 If the Concentration check succeeds, you can continue with the action as normal.  If the check fails, the action automatically fails and is wasted.  If you were in the process of using a technique, the tama is lost.  If you were concentration on an active technique, the technique ends as if you had ceased concentrating on it.  If you were directing a technique, the direction fails but the technique remains active.  If you were using a technique-like ability, that use of the ability is lost.
 The table below summarizes various types of distractions that cause you to make a Concentration check.  If the distraction occurs while you are trying to use a technique, you must at the converted level of the technique you are trying to use to the appropriate Concentration DC.

Concentration DC     Distraction
10 + damage dealt     Damaged during the action.
10 + half of continuous damage last dealt     Taking continuous damage during the action.
15     Entangled.
Distracting technique's save DC     Distracted by nondamaging technique.
20     Grappling or pinned.

 Action: Usually none.  In most cases, making a Concentration check doesn't require an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively).
 Try Again: Yes, though a success doesn't cancel the effects of a previous failure, such as the loss of the tama for a technique being used or the disruption of a technique being concentrated on.
 Special: You can use Concentration to use a technique or use a technique-like ability defensively, so as to avoid attacks of opportunity altogether.  The DC of the check is 15 + the technique's converted level.  If the Concentration check succeeds, you can use the technique or technique-like ability normally without provoking any attacks of opportunity.  If the Concentration check fails, the technique also automatically fails and the tama is wasted, just as if your concentration had been disrupted by a distraction.
 A technician who channels her techniques never provokes attacks of opportunity when using techniques, and never has to use techniques defensively.

Knowledge (Akasha) (Int; Trained Only)
 Like the Craft and Profession skills, Knowledge actually encompasses a number of unrelated skills.  This entry specifically related to the body of lore dealing with the phenomena of the Akashic Record in all its many manifestations; see page 78 of the Player's Handbook for other Knowledge categories and for guidelines on making Knowledge checks.
 Knowledge (akasha) covers ancient mysteries, akashic traditions, akashic symbols, cryptic phrases, akashic creatures, and akashic races.  You can use this skill to identify akashic monsters and their special powers or vulnerabilities.
 Synergy: If you have 5 or more ranks in Knowledge (akasha), you get a +2 bonus on Astrology checks.
 Untrained: An untrained Knowledge (akasha) check is simply an Intelligence check.  Without actual training, you know only common knowledge (DC 10 or lower).
« Last Edit: September 19, 2012, 10:57:45 AM by Hanako Tachibana »
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Offline Hanako Tachibana

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Re: Skills & Feats
« Reply #1 on: September 12, 2012, 11:21:10 PM »
FEATS AND AKASHIC MAGIC
 Like nonakashic characters, practitioners of the akashic arts rely on feats to improve their techniques, expand their abilities, and unlock hidden potential.  Following are descriptions of dozens of akasha-related feats, as well as a few new general feats.
 The following section introduces several new kinds of feats.  Item creation feats allow technicians to create akashic items of all sorts.  Metakashic feats let technicians use techniques with greater effect.  Each of these new feat types is explained in greater detail below.

Akashic Item Creation Feats
 Technicians can use their personal power t create lasting akashic items.  Doing so, however, is draining.  A technician must put a little of herself into every akashic item she creates.  Akashic items are described in The Items.
 XP Cost: Power and energy that the technician would normally keep is expended when making an akashic item.  The experience point cost of using an akashic item creation feat equal 1/25 the cost of the item in gold pieces (see The Items for item costs).  A character cannot spend so much XP on an item that she loses a level.  However, upon gaining enough XP to attain a new level, she can immediately expend XP on creating an item rather than keeping the XP to advance a level.
 Raw Materials Cost: Creating an akashic item requires costly components, most of which are consumed in the process.  The cost of these materials equals 1/2 the cost of the item.
 Using an akashic item creation feat also requires access to a laboratory or akashic workshop, special tools, and other equipment.  A character generally has access to what she needs unless unusual circumstances apply (such as if she's traveling far from home).  Most akashic shrines stock the special tools and cheaper components required for akashic item creation.
 Time: The time to create an akashic item depends on the feat and the cost of the item.  The minimum time is one day.
 Item Cost: Craft Gohei and Craft Ofuda create items that directly reproduce the effects of techniques, and the strength of those items depends on their technician level---that is, a technique from such an item has the strength it would have if used by a technician of that level.
 Often, that is the minimum technician level necessary to use the technique.  However, when making such an item, the item's strength  can be set higher than the minimum.  Any time a character creates an item using a technique augmented by spending additional tama, the character's effective technician level increases by 2 for each 1 additional tama spent.  All other level-dependent parameters of the technique forged into the item are set according to the effectove technician level.
 The price of akashic items (and thus the XP cost and the cost of the raw materials) depends on the converted level of the technique and a character's technician level.  The character's technician level must be high enough that the item creator can use the technique at the chosen level.  To find the price in each case, multiply the character's technician level by the technique's converted level, then multiply the result by a constant, as shown below.
 Gohei: Base price = converted level x technician level x 750 gp
 Ofuda: Base price = converted level xtechnician level x 25 gp

Metakashic Feats
 As a technician's knowledge of akashic magic grows, she can learn to use techniques in ways slightly different from how the techniques were originally designed or learned.  For example, a technician can learn how to use a technique so that it lasts longer than normal, deals more damage than normal, or is improved in some other way.  Of course, using a technique while using a metakashic feat is more expensive than using the technique normally.
 Using Time: Techniques used using metakashic feats take the same time to use as using the technique normally unless the feat description specifically says otherwise, such as with Quicken Technique.
 Usage Cost: To use a metakashic feat, a technician must pay an increased tama cost as given in the feat description.
 Limits on Use: As with all techniques, you cannot spend more tama on a technique than your tama capacity.  Metakashic feats merely let you use techniques in different ways; they do not let you violate this rule.
 Effects of Metakashic Feats on a Technique: In all ways, a metakashic technique operates at its original technique level, even though it costs additional tama.  The modifications to a technique made by a metakashic feat have only their noted effect on the technique.  A technician can't use a metakashic feat to alter a technique being case from a magatama or other device.
 Using a technique modified by the Quicken Technique feat does not provoke attacks of opportunity.
 Some metakashic feats apply only to certain techniques, as described in each specific feat entry.  Unless otherwise noted, no metakashic feat can be applied to a fundamental.

FEAT DESCRIPTIONS
General Feats     Prerequisites     Benefit
Akashic Affinity     ---     +2 bonus on Astrology and Knowledge (akasha) checks
Artificial Spirit     Technician level 1st     Obtain an artificial spirit
     Improved Spirit     Artificial Spirit     Enhance your artificial spirit
Combat Technician     ---     +4 bonus on Concentration checks for defensive technique use
Dissonance     ---     Gain resistance to all akashic magic
Download Technique     Technician level 3rd     Add one new technique to techniques known
Expanded Territory     ---     Increase territory radius
Icon Focus     ---     +2 bonus to save DCs for a specific icon
     Greater Icon Focus     Icon Focus     Additional +2 bonus to save DCs
Improved Technique Critical     ---     +1 bonus to technique critical threat range
     Greater Technique Critical     Improved Technique Critical     Additional +1 bonus to critical threat range
Mysterium of Body    Technician level 18th    Cease aging
Wild Harmonic     ---     Gain akashic ability and tama pool
Item Creation Feats     Prerequisites     Benefit
Craft Esoteric Item    Technician level 3rd    Create akashic items
Craft Gohei     Technician level 5th     Create gohei
Craft Magatama     Technician level 3rd     Create magatama
Craft Ofuda     Technician level 1st     Create ofuda
Metakashic Feats     Prerequisites     Benefit
Empower Technique     Any metakashic feat     Increase technique's variable, numeric effects by 50%
Enlarge Technique     ---     Double technique's range
Extend Technique     ---     Double technique's duration
Gemini Technique     Any two metakashic feats     Use technique simultaneously with another technique just like it
Line of Amala     Any two metakashic feats     Use technique without line of sight or effect
Maximize Technique     Any two metakashic feats     Maximize technique's variable, numeric effects
Opportunity Technique     Any two metakashic feats     Make attacks of opportunity with touch techniques
Quicken Technique     Any two metakashic feats     Use technique as swift action
Reach Technique     Any metakashic feat     Touch technique becomes a ray with 30 ft. range
Silent Technique     ---     Use technique without verbal components
Widen Technique     ---     Double technique's area

The feat descriptions follow the standard format.
« Last Edit: March 19, 2013, 10:29:25 PM by Hanako Tachibana »
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Offline Hanako Tachibana

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Re: Skills & Feats
« Reply #2 on: September 12, 2012, 11:43:11 PM »
AKASHIC AFFINITY
 You have a knack for akashic endeavors.
 Benefit: You get a +2 bonus on all Astrology checks and Knowledge (akasha) checks.

ARTIFICIAL SPIRIT
 You have created an artificial spirit.
 Prerequisites: Technician level 1st.
 Benefit: This feat allows you to gain an artificial spirit.  See below for details on how artificial spirits work.

COMBAT TECHNICIAN
 You are adept at using techniques in combat.
 Benefit: You get a +4 bonus on Concentration checks made to use a technique or use a technique-like ability while on the defensive or while you are grappling or pinned.

CRAFT ESOTERIC ITEM
 You can create esoteric akashic items.
 Prerequisites: Technician level 3rd.
 Benefit: You can create any esoteric item whose prerequisites you meet.  Crafting an esoteric akashic item takes one day for each 1,000 gp in its base.  To craft an esoteric akashic item, you must spend 1/25 of the item's base price in XP and use up raw materials costing one-half of this price.
 You can also mend a broken esoteric item if it is one you could make.  Doing so costs half the XP, half the raw materials, and half the time it would take to craft the item in the first place.

CRAFT GOHEI
 You can create long wooden wands called gohei that use techniques from an internal tama pool.
 Prerequisites: Technician level 5th.
 Benefit: You can create a gohei of any technique you know (barring exceptions as noted in a technique's description).  Crafting a gohei takes one day for each 1,000 gp in its base price.  The base price of a gohei is its technician level x the technique converted level x 750 gp.  To craft a gohei you must spend 1/25 XP of this base price in XP and use up raw materials costing one-half of this base price.
 A newly created gohei has a tama pool containing enough tama to use the contained technique three times at its maximum augmentation for the gohei's technician level.  A gohei containing a fundamental does not have a tama pool.

CRAFT MAGATAMA
 You can create magatama that store tama.
 Prerequisites: Technician level 3rd.
 Benefit: You can create a magatama.  Doing so takes one day for each 1,000 gp in its base price.  The base price of a magatama is equal to the amount of tama in contains, squared, multiplied by 100 gp.  To create a magatama, you must spend 1/25 of its base price in XP and use up raw material costing one-half its base price.

CRAFT OFUDA
 You can create paper slips called ofuda that can be used to use a single technique once.
 Prerequisites: Technician level 1st.
 Benefit: You can create an ofuda of any technique that you know.  Doing so takes one day for each 1,000 gp in its base price.  The base price of an ofuda is its technician level x the technique converted level x 25 gp.  To craft an ofuda, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.

DISSONANCE
 Your mind generates a dissonance which disrupts akashic magic.
 Benefit: You get a +2 bonus on all saving throws to resist techniques.
 The benefit of this feat applies only to techniques and technique-like abilities.  This is an exception to the akashic--magic transparency rule.
 Special: You cannot take or use this feat if you have the ability to use techniques (if you have a tama pool or technique-like abilities).

DOWNLOAD TECHNIQUE
By searching through the Akashic Records and downloading a technique from one of its icons, you gain the use of a new technique.
 Prerequisites: Technician level 1st
 Benefit: Select any technique of any level up to the level of the highest-level technique you can use, as determined by your technician level.  If you have levels in a technician class, you may add this technique to one of your technician class's list of techniques known.
 If you do not have levels in a technician class, having gained a technician level from the Wild Harmonic feat instead, you may add the selected technique to your list of techniques known from that feat.  If you do not have levels in a technician class when you take this feat, and you later gain a level in a technician class, you cannot move techniques from your Wild Harmonic list of techniques known to your new list of techniques known.
 Special: You can gain this feat multiple times.  Each time, you learn one new technique at any level up to the level of the highest-level technique you can use.

EXPANDED TERRITORY
 Your territory is larger than normal.
 Benefit: Your territory's radius increases by 10 feet.
 Special: You can gain this feat multiple times.  Each time, your territory's radius increases by 10 feet.
 Normal: A technician's territory's radius is normally only 10 feet.

EMPOWER TECHNIQUE [METAKASHIC]
 You can use techniques to greater effect.
 Benefit: You can empower a technique.  All variable, numeric effects of an empowered technique are increased by one-half.  An empowered technique deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate.  Augmented techniques can also be empowered (multiple 1-1/2 times the damage total of the augmented technique).  Saving throws and opposed checks  are not affected, nor are techniques without random variables.
 Using this feat increases the tama cost of the technique by 1.  The technique's total cost cannot exceed your tama capacity.

ENLARGE TECHNIQUE [METAKASHIC]
 You can use techniques farther than normal.
 Benefit: You can alter a technique with a range of close, medium, or long to increase its range by 100%.  An enlarged technique with a range of close has a range of 50 feet + 5 feet per level, a medium-range technique has a range of 200 feet + 2 feet per level, and a long-range technique has a range of 800 feet + 80 feet per level.  Techniques whose ranges are not defined by distance, as well as techniques whose ranges are not close, medium, or long, are not affected.
 Using this feat does not increase the tama cost of the technique.

EXTEND TECHNIQUE [METAKASHIC]
 You can use techniques that last longer than normal.
 Benefit: You can use an extended technique.  An extended technique lasts twice as long as normal.  A technique with a duration of concentration, instantaneous, or permanent is not affected by this feat.
 Using this feat increases the tama cost of the technique by 1.  The technique's total cost cannot exceed your tama capacity.

GEMINI TECHNIQUE [METAKASHIC]
 You can use two of the same technique at a time.
 Prerequisites: Any two metakashic feats.
 Benefit: Using a technique altered by this feat causes the technique to take effect twice, as if you were simultaneously using the same technique two times.  Any variables in the technique (such as duration, number of targets, and so on) are the same for both of the resulting techniques.  If you use both techniques on the same target, the target experiences all the effects of both powers individually and receives a saving throw (if applicable) for each.
 Using this feat increases the tama cost of the technique by 3.  The technique's total cost cannot exceed your tama capacity.

GREATER ICON FOCUS
 Choose an icon to which you have already applied the Icon Focus feat.  Your techniques from that icon are now even more potent.
 Prerequisites: Icon Focus.
 Benefit: You gain a +2 bonus on technique save DCs with techniques of the chosen icon that require a save.  This bonus stacks with that granted by Icon Focus.
 Special: You can gain this feat multiple times.  Its effects do not stack.  Each time you take the feat, it applies to a new icon to which you have applied the Icon Focus feat.

GREATER TECHNIQUE CRITICAL
 Your ability to assault foes with your techniques has grown even greater.
 Prerequisites: Improved Technique Critical.
 Benefit: Your threat range with all ray techniques is increased by 1.  If you channel techniques, your threat range with the channeling attack increases by 1.  This stacks with the increase granted by Improved Technique Critical, but not with other effects that increase critical threat range.

ICON FOCUS
 Choose an akashic icon.  Your techniques from that icon are more potent than normal.
 Benefit: You gain a +2 bonus on technique save DCs with techniques of the chosen icon that require a save.
 Special: You can gain this feat multiple times.  Its effects do not stack.  Each time you take this feat, it applies to a new icon.

IMPROVED SPIRIT
 You can upgrade your artificial spirit.
 Prerequisites: Artificial Spirit.
 Benefit: You can assign your artificial spirit another role.  You and your artificial spirit gain the benefits of both roles.  From now on, when determining the abilities of your artificial spirit, treat your level as one higher than your normal level.
 Special: You can gain this feat multiple times.  Each time, you assign your artificial spirit a new role, from which you derive the noted benefits, and you treat your level as one higher for the purpose of determining your artificial spirit's abilities.

IMPROVED TECHNIQUE CRITICAL
 You know how to best assault foes with your techniques.
 Benefit: Your threat range with all ray techniques is increased by 1.  If you channel techniques, your threat range with the channeling attack increases by 1.  This does not stack with other effects that increase critical threat range.

LINE OF AMALA [METAKASHIC]
 You can use a technique without line of sight or line of effect to the target.
 Prerequisites: Any two metakashic feats.
 Benefit: You can affect a target with a technique even if you do not currently have line of sight or line of effect.  The target must still be within the technique's maximum range, and you must have had line of sight and line of effect within a number of rounds equal to your Constitution modifier.  The target gains a bonus on its save, if any, equal to the number of rounds since you had line of sight or effect.
 Using a technique with Line of Amala is a full-round action.
 Using this feat increases the tama cost of the technique by 2.  The technique's total cost cannot exceed your tama capacity.

MAXIMIZE TECHNIQUE [METAKASHIC]
 You can use techniques to maximum effect.
 Prerequisites: Any two metakashic feats.
 Benefit: You can maximize a technique.  All variable, numeric effects of a technique modified by this feat are maximized.  A maximized technique deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, and so on, as appropriate.  Saving throws and opposed checks are not affected, nor are techniques without random variables.
 Augmented techniques can be maximized; a maximized augmented technique deals the maximum damage (or cures the maximum hit points, and so on) of the augmented technique.
 An empowered and maximized technique gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.
 Using this feat increases the tama cost of the technique by 2.  The technique's total cost cannot exceed your tama capacity.

MYSTERIUM OF BODY
 You cease aging.
 Prerequisites: Technician level 18th.
 Benefit: You cease aging.  You no longer take ability score penalties for aging and you cannot be magically aged.  Any penalties you may have already incurred remain in place.  In addition, you gain immunity to all poisons and diseases, including supernatural and magical poisons and diseases.

OPPORTUNITY TECHNIQUE [METAKASHIC]
 You can make technique-enhanced attacks of opportunity.
 Prerequisites: Any 2 metakashic feats.
 Benefit: When you make an attack of opportunity, you can use any technique you know with a range of touch, if you have at least one hand free.  Using this technique is an immediate action.
 You cannot use this feat with a touch technique whose using time is longer than 1 full-round action.
 If you channel techniques, you can make an attack of opportunity with any technique you can channel, not just touch techniques.  You can only make an attack of opportunity with a channeled technique if you could normally make an attack of opportunity with the channeling attack.
 Using this feat increases the tama cost of the technique by 3.  The technique's total cost cannot exceed your tama capacity.

QUICKEN TECHNIQUE [METAKASHIC]
 You can use a technique with a moment's thought.
 Prerequisites: Any two metakashic feats.
 Benefit: You can quicken a technique.  You can perform another action, even use another technique, in the same round that you use a quickened technique.  Using a quickened technique is a swift action.  A technique whose using time is longer than 1 round cannot be quickened.
 Using this feat increases the tama cost of the technique by 3.  The technique's total cost cannot exceed your tama capacity.
 Using a quickened technique does not provoke attacks of opportunity.

REACH TECHNIQUE [METAKASHIC]
 You can use touch techniques without touching the target.
 Prerequisites: Any metakashic feat.
 Benefit: You can use a technique that normally has a range of touch at any target within 30 feet.  The technique effectively becomes a ray, so you must succeed on a ranged touch attack to bestow the technique upon the recipient.
 If you alter a channeled technique that originally had a range of close, medium, or long, you may double the reach or range of the channeling attack.
 Using this feat increases the tama cost of the technique by 2.  The technique's total cost cannot exceed your tama capacity.

SILENT TECHNIQUE [METAKASHIC]
 You can use techniques without speech.
 Benefit: A silent technique can be used with no verbal components.  Techniques with no verbal components are not affected.
 Using this feat does not increase the tama cost of the technique.

WIDEN TECHNIQUE [METAKASHIC]
 You can increase the area of your techniques.
 Benefit: You can alter a burst, emanation, line, or spread-shaped technique to increase its area.  (Technique's that do not have an area of one of these four sorts are not affected by this feat.)  Any numeric measurements of the technique's area increases by 100%.
 Using this feat increases the tama cost of the technique by 2.  The technique's total cost cannot exceed your tama capacity.

WILD HARMONIC
Your mind wakes to a previously unrealized talent for akashic magic.
 Benefit: Your latent akashic power flares to life, allowing you to connect to the Akashic Records and conferring upon you the designation of an akashic character.  As an akashic character, you gain a tama pool with 1 tama and a technician level equal to 1/2 your HD.  You receives bonus tama equal to your Constitution modifier.  If you have a negative Constitution modifier, you instead lose tama.  Your race may also provide bonus tama, as may certain feats and items.
 In addition, you can take akashic feats and metakashic feats.  You do not, however, gain the ability to use techniques simply by virtue of having this feat.
« Last Edit: March 19, 2013, 10:32:53 PM by Hanako Tachibana »
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Offline Hanako Tachibana

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Re: Skills & Feats
« Reply #3 on: September 12, 2012, 11:50:47 PM »
ARTIFICIAL SPIRITS
 An artificial spirits is a small fragment of tama and willpower pulled from the Akashic Records (via the Artificial Spirit feat).  An artificial spirit appears as a incorporeal mote of light about the size of a human hand.  Complete statistics for the artificial spirit can be found in The Monsters.
 The process of creating an artificial spirit binds some of the creator's tama into the spirit, linking the two together on a fundamental level.  That's why, for example, a technician can use a personal range technique on her artificial spirit even though normally she can use such a technique only on herself.
 An artificial spirit grants special abilities to its owner, as shown on the Artificial Spirit Special Ability table below.  These special abilities and bonuses apply only when the owner and the artificial spirit are within 1 mile of each other.
 Artificial spirit abilities are based on the owner's technician level.
 An artificial spirit can understand moji, the language of the Akashic Records, in addition to all languages spoken by its owner.  Artificial spirits cannot speak.
 Artificial Spirit Basics: Use the statistics for an artificial spirit as given in The Monsters, but make the following changes.
 Hit Dice: For the purpose of effects related to number of Hit Dice, use its owner's level or the artificial spirit's normal HD total, whichever is higher.
 Hit Points: An artificial spirit has one-half its owner's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
 Saving Throws: An artificial spirit uses its owner's base saving throw bonuses on saves, though it uses its own ability modifiers and doesn't enjoy any other bonuses its owner might have (from magic items or feats, for example).
 Skills: For each skill in which either the owner or the artificial spirit has ranks, use either the artificial spirit's normal skill ranks or the owner's skill ranks, whichever are better.  In either case, the artificial spirit uses its own ability modifiers.  Regardless of an artificial spirit's total skill modifiers, some skills may remain beyond the artificial spirit's ability to use.

Owner Level     Deflect. Adj.     Int Adj.     Special
1st-2nd     +0     +0     Alertness, role, share techniques, telepathic link
3rd-4th     +1     +1     Deliver touch techniques
5th-6th     +2     +2     Speak with spirits
7th-8th     +3     +3     ---
9th-10th     +4     +4     Guiding Spirit
11th-12th     +5     +5     ---
13th-14th     +6     +6     Technique resistance
15th-16th     +7     +7     Sight link
17th-18th     +8     +8     ---
19th-20th     +9     +9     ---

 Artificial Spirit Ability Descriptions: All artificial spirits have special abilities (or impart abilities to their owners) depending on the level of the owner, as shown on the table above.  The abilities on the table are cumulative.
 Deflection Adj. (Ex): This number noted here is an improvement to the artificial spirit's deflection bonus (normally +3).
 Intelligence Adj. (Ex): This number noted here is an improvement to the artificial spirit's Intelligence score.  Artificial spirits are as smart as people (though not necessarily as smart as smart people).
 Alertness (Ex): The presence of an artificial spirit sharpens its owner's senses.  While an artificial spirit within arm's reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat.
 Role (Ex): Every artificial spirit is created to fill a particular role.  See Artificial Spirit Roles, below.
 Share Techniques (Su): At the owner's option, she can have any technique (but not any technique-like ability) she uses on herself also affect her artificial spirit.  The artificial spirit must be within 5 feet of him at the time of the usage to receive the benefit.  If the technique has a duration other than instantaneous, it stops affecting the artificial spirit if it moves farther than 5 feet away, and will not affect the artificial spirit again, even if it returns to its owner before the duration expires.  Additionally, the owner can use a technique with a target of "You" on her artificial spirit (as a touch range technique) instead of on herself.  The owner and artificial spirit cannot share techniques if the technique normally does not affect creatures of the artificial spirit's type (construct).
 Telepathic Link (Su): The owner has a telepathic link with her artificial spirit out to a distance of up to 1 mile.  The owner cannot see through the artificial spirit's senses, but the two of them can communicate telepathically.  For instance, an artificial spirit placed in a distant room could relay the activities occurring in that room.
 Because of the telepathic link between an artificial spirit and its owner, the owner has the same connection to an item or place that the artificial spirit does.  For instance, if her artificial spirit has seen a room, the owner can teleport into that room as if she has seen it too.
 Deliver Touch Techniques (Su): If the owner is 3rd level or higher, her artificial spirit can deliver touch techniques for her.  If the owner and artificial spirit are in contact at the time the owner uses a touch technique, she can designate her artificial spirit as the "toucher."  The artificial spirit can then deliver the touch technique just as the owner could, using the owner's normal attack bonus.  As usual, if the owner uses another technique before the touch is delivered, the touch technique dissipates.
 Speak With Spirits (Ex): If the owner is 5th level or higher, the artificial spirit can communicate telepathically with other artificial spirits within 30 feet.
 Guiding Spirit (Su): If the owner is 9th level or higher, the artificial spirit can maintain a technique that is maintained through concentration.  If the owner and artificial spirit are in contact at the time the owner uses a technique that is maintained through concentration, she can designate her artificial spirit as the "concentrator."  If necessary to maintain the technique, the artificial spirit makes Concentration checks for the owner, using the owner's normal Concentration modifier.  The artificial spirit does not have to make Concentration checks for circumstances such as the owner taking damage.  An artificial spirit can only concentrate on one technique at a time.
 Technique Resistance (Ex): If the owner is 13th level or higher, the artificial spirit gains technique resistance equal to the owner's level + 5.
 Sight Link (Su): If the owner is 15th level or higher, the owner can use the artificial spirit's vision as if it were her own.  While the owner is using the artificial spirit's vision, she cannot use her own.  The owner can switch from seeing through the artificial spirit's eyes or her own as a free action.
 Artificial Spirit Roles: Each artificial spirit has a role, chosen by its owner at the time of its creation.  An artificial spirit's role is typically chosen either to augment the owner's talents, or to make up for an area the owner lacks in.
 Both artificial spirit and owner gain the benefits of an artificial spirit's role.

Role     Benefit
Actor     +3 bonus on Disguise checks
Artist     +3 bonus on Craft checks
Boss     +3 bonus on Concentration checks
Bully     +3 bonus on Intimidate checks
Loner     +3 bonus on Hide checks
Politician     +3 bonus on Diplomacy checks
Professor     +3 bonus on checks involving any one Knowledge skill owner already knows; once chosen, this does not vary
Psychiatrist     +3 bonus on Sense Motive checks
Straight Man     +3 bonus on Bluff checks
Survivalist     +3 bonus on Survival checks
Thief     +3 bonus on Move Silently checks
« Last Edit: October 27, 2012, 09:20:34 PM by Hanako Tachibana »
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