THE TAMA POOL
Technicians fuel their abilities through a pool of tama. You tama pool is equal to your base tama gained from your class, bonus tama from a high Constitution score, and any additional bonus tama from sources such as your character race and feat selections.
Maybe I'm just blind, but I can't seem to find where it's stated how
much bonus tama you actually gain from Constitution. The next paragraph implies that it's supposed to be equal to your Con mod, but I didn't see anything explicit.
If I've already used a fundamental of a level I can use a limited amount of times per day as often as I'm allowed to use it, can I still ritually charge it to gain its ritual benefit without being able to use it again?
Primitive Vision (Ex): While blind, a henkei possesses a number of other senses that, all together, approximate vision. A henkei can see out to 30 feet as if she had darkvision. This vision is black-and-white only, and does not allow the henkei to see anything she could not see otherwise. Invisible objects are still invisible, for example.
Is this intended to mean that a Henkei effectively sees like a human does (only in black-white), plus darkvision, or that it has darkvision out to 30 feet (plus upgrades with level), and
only that?
Alignment: Guild kami are almost always lawful, Tower kami are almost always neutral, and Factory kami are almost always chaotic. In all other respects, kami tend towards neutrality.
Looking at the descriptions of the factions elsewhere in the race entry (Tower and Factory hate each other, Tower is strict and orderly while Factory does whatever they want), are the Guild and Tower kami mixed up here, or is this intentional?
Akashic Mark (Su): The majo may brand a creature within Close (25 ft. + 5 ft./2 levels) range with a unique mark. She gains a +2 bonus on attack rolls when attacking a creature branded by her mark with a technique, and the branded creature takes a -2 penalty on saving throws against her techniques. In addition, the branded creature takes a -10 penalty on Will save to resist scrying techniques the majo uses. This mark can be dispelled as if it were an active technique. A majo knows when a branded creature is no longer marked.
A majo can only have one creature marked this way at a time. If she brands a new creature with her mark the old creature is no longer marked.
A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
How obvious or subtle is this mark intended to be? Would the creature or anyone looking at them automatically notice it, or is it possible to mark someone without their knowledge?
Devil in the Details (Ex): At 3rd level, a mamono gains the ability to subtly shift her form, making herself look different. She can make herself 1 foot shorter or taller, thin, fat, or in between. The mamono cannot otherwise change her body type. With that exception, the extent of the change is up to her. She can add or obscure a minor feature or make herself look like an entirely different person. The mamono can alter the tactile and audible properties of her new form. The mamono does not gain the abilities or mannerisms of the chosen form.
If a mamono uses this spell to create a disguise, she gets a +10 bonus on her Disguise check.
A Henkei Mamono with this ability would be able to use it to get around the limitations of their own inherent form-changing (i.e. transparent fingers and the like) and vice versa (by, e.g. being able to pick and choose what kind of form they start from), correct?
Looking at how many mutations can only be gained once, it might save text to make that the default and point out the ones that you can gain multiple times instead. Then again, it's already written down.
Relatedly, the Fast Healing mutation may need a special provision for stacking multiple instances, since I don't think multiple instances of Fast Healing stack by default.
The Meister's type change to fey feels like it should be a separate ability from Dual Boost, since it has little to do with the rest of the ability. Just an aesthetic thing. Same goes for the Miko's Territory Lord.
You might want to note that Unarmed Meisters are proficient with unarmed strikes, just in case some jerk comes along and does the "monks aren't proficient with US thing". :p
The skill lists for the Majo, Mamono, and Miko (especially the Majo, being an Int-based class) feel a bit spare for classes with 4+Int skill points.
Looking at their Tama costs and levels, Reject Misery and Reject Suffering seem to be switched in place - the former, a Master technique, is listed under Initate techniques, while the latter is Initiate and listed under Master.
UN:ECHO
Meteor (Burst)
Level: Initiate
Usage Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: See text
Duration: Instantaneous
Saving Throw: None
Technique Resistance: No
Tama: 4
By reaching into the Akashic Records you can find the traces of a previously used technique and return it to an active state. Upon using this technique, chose a technique with converted level less than or equal to the converted level of this technique that has been used in the last round and does not have a GP or XP cost. Both the user and the effect must have been within this technique's range. You use the chosen technique (without having to spend tama, or spell slots if echoing a spell) using your technician level (use your Akashic Ability modifier to determine the technique's save DC). You chose the technique's target and make any other choices involved in using it.
Does Un:Echo replicate the augmented status of whatever technique it replicates, or would you have to/could you augment it yourself if you wanted? For instance, say my buddy used Warp Flesh on someone last round, augmented to use 5 Tama total, and I Un:Echo that on the same poor sucker. What would the replicated Warp Flesh look like?
It's interesting/possibly odd that The Quickening is a Master-level effect when psionics gets the same effect with Hustle at much lower level. I don't necessarily think this should change, just an observation.
RAPID NEEDLEWORK
[...]
You create threads of akashic energy and rapidly stitch your wounds closed. The energy within the threads both keeps the wounds closed and speeds up the healing process. You can cure yourself of 4d6 levels points of damage. As usual, when regular damage is healed, an equal amount of nonlethal damage is also healed.
Augment: For every additional tama you spend, this technique heals an additional 1d6 points of damage.
The text of this technique talks about "levels points of damage".
RE:HARMONIZE
Sun (Burst) [Healing]
Level: Initiate
Usage Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
Tama: 4
This technique immediately ends the following adverse conditions: ability damage, blinded, confused, deafened, diseased, exhausted, fatigued, immobilized, insanity, nauseated, sickened, and poisoned.
Augment: If you spend 3 additional tama, this technique also ends the dazed, dazzled, or stunned conditions, and can be used even while affected by those conditions.
Among the unaugmented list of conditions, there's a few that would prevent the use of the technique, notably Nauseated (prevents taking standard actions), and possibly Confused/Insane (if you don't roll 'act normally').
SECOND CHANCE
Sun (Counter)
Level: Initiate
Usage Time: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Tama: 4
Whenever you would fail a saving throw, you may reroll that saving throw. You must abide by the result of the new saving throw, even if it is lower than the first.
The wording on the first sentence here is dangerous. Technically, it combined with the instantaneous duration would mean that once you use the power on yourself, the power applies forever, on every saving throw. I recommend rewording it so the technique states it can be used when you would fail a saving throw, in which case it allows a reroll (similarly to the wording on emergency Needlework).
AKASHIC ARMOR
Star (Fundamental)
Level: Apprentice
Usage Time: 1 round
Range: Personal
Target: You
Duration: 1 hour/level (D)
Ritual Benefit: +1 deflection bonus to AC
You gather a mass of akashic energy and form it into a shield and set of armor. You gain a +2 armor bonus to AC and a +2 shield bonus to AC, with an additional +1 armor and shield bonus for every 4 levels you have. Unlike mundane armor and shields, the armor and shield created by this technique entails no armor check penalty, arcane spell failure chance, or speed reduction. Since the created armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.
You cannot remove the armor or the shield, though you can dispel them individually. If you dispel the armor, you lose the armor bonus to AC. If you dispel the shield, you lose the shield bonus to AC. You are automatically proficient with the armor and shield created by this fundamental.
Since the text calls it a force effect, this should probably have the [Force] descriptor.
CRYSTAL SHOT
[...]
Upon using this technique, you fire a razor-sharp shard of crystal at your target. The ray deals 1d6 levels points of piercing damage.
Augment: For every additional tama you spend, this technique's damage increases by 2d6 points.
Again, "levels points of damage".
FLY IN THE AIR
Star (Fundamental)
Level: Initiate
Usage Time: 1 round
Range: Personal
Target: You
Duration: 1 hour/level
Ritual Benefit: +1 circumstance bonus on Tumble checks
This would seem to break the pattern of Apprentice Fundamentals giving a +1 bonus, Initiate Fundamentals giving a +2, and Master Fundamentals giving a +3 for their ritual benefit.
STARLIGHT CURTAIN
Star (Burst) [Force]
Level: Apprentice
Usage Time: 1 move action
Range: Medium (100 ft. + 10 ft./level)
Area: An iridescent sheet of force up to 10 ft. long/level or a ring of force with a radius of up to 5 ft./2 levels
Duration: 1 round/level (D)
Saving Throw: Reflex half
Technique Resistance: Yes
Tama: 4
You fold akashic energies into an immobile curtain of iridescent force. The curtain cannot move and is immune to damage of all kinds. Breath weapons and techniques cannot pass through the curtain in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal and incorporeal creatures, though material creatures can pass through the curtain. Any creature passing through the starlight curtain takes 7d4 points of force damage.
You can never have more than one curtain at a time. If you create a second curtain, the first curtain immediately disintegrates.
Augment: For every additional tama you invest, this technique's damage increases by 2d4.
You might want to define what happens when you create the curtain inside the space of a creature, as the Wall of Energy power does.
Finally...
FANTASY VECTOR
VECTOR SPARK
*slow clap*