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Messages - Garryl

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Homebrew and House Rules (D&D) / Re: Leaders of Men - Aura Classes
« on: June 09, 2022, 01:52:28 AM »
Dragon Shaman has been updated with a small buff to the mercury totem dragon, 3 new totem dragons (shadow, sand, ethereal), and a new ACF (Vampiric Dragon Shaman).

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[D&D 3.5] Nightfiend's Zest / Re: Character Sheets
« on: June 07, 2022, 12:12:10 AM »
Stat Block
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Ability Usage Tracking
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Self
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Two-Weapon Offense
Prerequisites: Two-Weapon Fighting, Dex 15, BAB +1
Benefits: Reduce the attack roll penalty when fighting with two weapons by 1 (minimum of -0). You can add your full Str modifier instead of half to damage rolls with your off-hand weapon.

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Fancy Feet (trait) - Reduces the penalty on Hide and Move Silently checks for moving at full speed by 2 (to -3) and on Balance and Tumble checks for moving at full speed by 5 (to -5), but you take those penalties even when you move at half speed or less.

Very Punchable (flaw) - Something about you instinctively makes people want to punch you in the face. The initial attitude of NPCs towards you is worsened. NPCs that would ordinarily have an initial attitude of friendly instead have an initial attitude of indifferent. NPCs that would ordinarily have an initial attitude of indifferent instead have an initial attitude for unfriendly. NPCs that would ordinarily have an initial attitude of unfriendly or hostile gain a +1 morale bonus on attack rolls against you during the first round of combat.

Emotionless (trait) - You are not subject to morale modifiers, regardless of whether they are bonuses or penalties. You suffer a -1 penalty on Bluff and Diplomacy checks.

Amoral (trait) - You are not subject to sacred or profane modifiers, regardless of whether they are bonuses or penalties. Spells and effects that have greater or lesser effect depending on your alignment on the moral axis (good, neutral, or evil) treat you as having the alignment with the least possible effect, regardless of your actual alignment.

Luckless (trait) - You are not subject to luck modifiers, regardless of whether they are bonuses or penalties. You suffer a -2 penalty on Profession (gambler) checks.

Confused Rage (trait) - Whenever you become confused, if you are not already in a rage, you enter a rage. This does not count against the limited uses of your rage abilities. If you do not have any rage abilities, this rage functions as a level 1 barbarian's rage except that the bonuses it grants you to your Strength and Constitution scores are only +2 and that the morale bonus to you Will saves is only +1. Your rages cannot end while you are confused and do not cause you to become fatigued or exhausted if they end as you cease to be confused. Whenever you are hit by an attack or fails a saving throw against a spell or effect while in a rage, you become confused for 2 rounds.

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Homebrew and House Rules (D&D) / Re: Leaders of Men - Aura Classes
« on: June 05, 2022, 01:05:10 AM »
Popping back to this for a bit because I had some ideas.

Dragon Shaman
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Epic Level Characters
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Epic Feats
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Feats for alternative attribute usage.
Spidey Sense: Use Cha instead of Dex for initiative checks and instead of Wis for Spot, Listen, and Sense Motive checks.
Sweet Muscles: Use Str instead of Cha for Bluff, Diplomacy, Intimidate, and Use Magic Device checks.
Quick Thinking: Use Dex instead of Int for Knowledge checks and instead of Wis for Survival checks.
Knowledge is Power: Use Int instead of Str for melee damage rolls.

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Play By Post / Re: Interest Check: E6 Plane of Shadow game
« on: May 29, 2022, 01:07:05 PM »
It's been a while. Where can I find the rules for E6 and for partial gestalt? If I recall correctly, partial gestalt was like normal gestalt, but only between a high-tier class on one side and a low-tier class on the other side for any given level, and E6 is just stopping at level 6 and periodically getting bonus feats afterwards?

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Elusive Dodge feeling like it is a bit much has nothing to do with elusive strike and has everything to do with a permanent miss chance vs everything starting at level 2.  :p

Whoops. Misread that as Elusive Strike being a bit much, not Elusive Dodge.

Comparing Elusive Dodge to a Swordsage's AC Bonus, it's not dissimilar. Assuming a chain shirt, 14 Dex, and 12 Wis, that's AC 17 for the Swordsage and AC 16 w/ a 10% miss chance for the Twilight Adept. They're both hit 45% of the time by attackers with a +5 attack bonus, with the hit rate rising faster against the Swordsage as the attack bonus rises, but also dropping faster against it as the attack bonus decreases. At CR 2, monsters typically have attack bonuses between +4 and +7. If we go up to typical 28 PB characters with 16 Dex and 14 Wis, the AC 19 Swordsage gets hit less often than the AC 17 Twilight Adept until the attacker has an attack bonus high enough to hit the Twilight Adept on a natural 1. The chances are fairly close (85% vs. 85.5%) at a +15 bonus, which hits the Twilight Adept on a 2 and the Swordsage on a 4. This general pattern continues as long as the Swordsage picks up an extra +2 to Wisdom every 6 levels (ie: a +2 item at level 8, a +4 item by level 14, and a +6 item by level 20), which sounds reasonable for a secondary ability score that also controls a saving throw. Elusive Dodge's miss chance also goes away while flanked or denied Dex to AC, unlike the AC Bonus, so it's a bit less consistent. That said, Elusive Dodge does have a few major benefits going for it.

First, it applies to targeted spells and effects, not just attacks. That is big, and I'm not actually sure how big. It's comparable to having SR 3 + level, scaling up to SR 6 + level by level 20. That's not amazing, but it's better than it sounds. Nobody cares about the Spell Resistance armor properties or the Mantle of Spell Resistance, but they would be comparable at mid levels if the opportunity cost to afford them wasn't so high (ie: when you can afford them, but not when you necessarily can afford them just from flexible spare change). It's weaker than SR would be against lower-level opponents, but it's better than SR would be against higher-level opponents and spellcasters with Spell Penetration. It doesn't apply to area effects or while denied Dex or flanked by the attacker, but it does apply to extraordinary and supernatural abilities and to SR: No spells. I don't want to minimize it, but I probably inadvertently will, just because I don't have much to say about it compared to everything else. I'm still refamiliarizing myself with 3rd edition D&D after a multi-year hiatus, so I haven't yet reclaimed the system mastery needed to properly evaluate this aspect of the ability.

Second, it doesn't require any investment. A Swordsage's AC bonus can certainly provide a better defense against attacks at a mid-level of optimization; getting enough AC to make 50% of attacks miss you increases to 70% with a +4 AC bonus, the equivalent of instead adding a 40% miss chance. However, if you don't invest into keeping your AC at least a few points above your attackers' attack bonuses, the Swordsage's AC bonus does absolutely nothing, while Elusive Dodge is still chugging away with a 15-20% miss chance. Getting your AC that high far from free past the first few levels, especially if you can't count on a spellcasting party member to buff you up with Barkskin or Magic Vestment or Protection From Evil or the like. On the other hand, getting better than the base 10% miss chance from being a level 2 Twilight Adept also requires investment, just in class levels instead of items and spells. A Swordsage could multiclass or PrC out after just a 2 level dip and keep scaling that Wis-based AC Bonus.

I just noticed that Elusive Dodge is missing the light or no armor clause. Making a note here to fix that. Possibly also bar shield usage with it, like the Swordsage's AC Bonus?

Edit: For reference, I found this table I made comparing miss chances to AC bonuses from the aura classes. I was with respect to an attack-based miss chance only (as opposed to attacks and targeted effects like Elusive Dodge).

With Grace you made the dodge bonus to AC the boost effect.  A) I think the miss chance is significantly more powerful and B) you didn't specify how many points their AC goes up by.

Good catch. Technically, only minor auras defaulted to using your aura bonus, so all of the other auras that didn't explicitly say so were undefined. This has been fixed.

Miss chances are among the "standard" auras I've been making (Deception for Divine Minds and Elusive Defenders for Marshals), alongside +AC (Motivate Care for Marshals, Defiance for Paladins). Miss chance is more valuable if enemies are hitting you on a low roll. AC bonus is better if they don't auto-hit already. Dunno where I'm going with this, really, but they're closer than they appear if you haven't dumped AC.

Aura BonusMiss ChanceParity when enemies need to roll X to hit
+115%14
+220%11
+325%9
+430%7
+535%6

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Play By Post / Re: Interest Check: E6 Plane of Shadow game
« on: May 27, 2022, 12:55:14 AM »
I am tentatively interested. My brain is nudging me in the direction of a Decept Twilight Adept, but I need to see if there's something there beyond it being some of the last homebrew I worked on.

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That maneuver recovery mechanism is rough.

Better than the Swordsage's. It made more sense in an earlier draft where Elusive Strike applied to all attacks like Sneak Attack, rather than just martial strikes. I might change it to let you recover with an attack, like the Warblade, but only if it's against an open opponent.

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Elusive Strike requiring denied dex is also rough (although that's how sudden strike works so I'm not saying that it's too rough).

Elusive Dodge helps the roughness of Elusive Strike but feels like it might be a bit much.  I don't do math about anything, this is just a gut feeling.

Elusive Strike trades out activation via flanking in exchange for being activated more easily by your maneuvers and abilities. There are a lot of maneuvers among the disciplines available, especially Phantom Battlefield and Shadow Hand, that can induce being denied Dex or provide miss chance or illusionary defenses that can trigger being open. I'm considering having openness trigger on any counter that negates an attack so the Setting Sun maneuvers can get in on the action, too.

Despite how much verbiage is devoted to it, Elusive Strike isn't supposed to be a primary class feature like Sneak Attack is for Rogues; that would be the maneuvers. It's meant to enhance your maneuvers when you can get it, but not be so vital that you feel weak without it, just a little less strong.

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The rest of it just seems fine, it's a more rougey initiator than the swordsage in the sense of replacing the core class.

That's the intention.

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Starting at 3rd level, open opponents also suffer a -1 penalty on their saves against your strike maneuvers. This penalty increases by 1 every 4 levels thereafter. Any creature not subject to the bonus damage from elusive strike likewise is not subject to the save penalty.
Why?

Are you asking why give a penalty to saves, or are you asking why the penalty is subject to the precision damage limitations? The save penalty is because maneuvers are about more than just damage, so a making the saves more difficult was the next best way to enhance that. Turning it off like precision damage was so that the whole ability, and your whole reason to care about whether an opponent is open or not, follows the same conditions, rather than different parts having slightly different criteria.

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Homebrew and House Rules (D&D) / Base Class - The Twilight Adept
« on: May 23, 2022, 01:21:50 PM »
Twilight Adept base class
In the time before the fall of the Temple of the Nine Swords, the House of the Fallen Sun was nothing more than an underworld information network. The organization's services, like those of many others, were purchased in service of the Shadow Tiger horde. After the horde's disastrous assault on the Temple of the Nine Swords, many of the martial adepts that fought within its ranks found themselves bereft of purpose. Turning to any sense of the familiar, some of them found themselves in the employ of the very groups that they had purchased the services of just months prior, including the House of the Fallen Sun. The information network was more than willing to bring these skilled assassins, infiltrators, and warriors under its sway. Over time, these martial adepts adapted the techniques they had learned under the tutelage of Reshar and his students to better suit their new activities. These new twilight adepts combined their knowledge of the nine martial disciplines with the mundane and magical techniques employed by other agents of the House.

Hit Die: d6

Table: The Twilight Adept


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special

Maneuvers
Known

Maneuvers
Readied

Stances
Known
1+0+0+2+2Elusive Strike +1d6/-0, Trapfinding431
2+1+0+3+3Elusive Dodge 10%532
3+2+1+3+3Elusive Strike +1d6/-1632
4+3+1+4+4Swift Stealth632
5+3+1+4+4Elusive Strike +2d6/-1742
6+4+2+5+5Uncanny Dodge743
7+5+2+5+5Elusive Strike +2d6/-2843
8+6/+1+2+6+6Elusive Dodge 15%, Elusive Evasion843
9+6/+1+3+6+6Elusive Strike +3d6/-2943
10+7/+2+3+7+7Camouflage953
11+8/+3+++7+7Elusive Strike +3d6/-31053
12+9/+4+4+8+8Elusive Mind1053
13+9/+4+4+8+8Elusive Strike +4d6/-31154
14+10/+5+4+9+9Elusive Dodge 20%1154
15+11/+6/+1+5+9+9Elusive Strike +4d6/-41264
16+12/+7/+2+5+10+10Improved Evasion1264
17+12/+7/+2+5+10+10Elusive Strike +5d6/-41364
18+13/+8/+3+6+11+11Hide in Plain Sight1364
19+14/+9/+4+6+11+11Elusive Strike +5d6/-51464
20+15/+10/+5+6+12+12Elusive Dodge 25%1475

Class skills (8 + Int modifier per level): Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (history, local), Listen, Martial Lore, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, and Use Rope.

Weapon and Armor Proficiency: As a twilight adept, you are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword, and with light armor.

Maneuvers: You begin your career with knowledge of four martial maneuvers. The disciplines available to you are Diamond Mind, Phantom Battlefield, Revealing Light, Setting Sun, and Shadow Hand.

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

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

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

Maneuvers Readied: You can ready three of the four maneuvers you know at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must choose which maneuvers to ready. You ready your maneuvers by meditating and exercising for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.

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

You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a withdraw action or a total defense action. You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.

Stances Known: You begin play with knowledge of one stance from any discipline open to twilight adepts. At 2nd, 6th, 13th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

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

Elusive Strike (Ex): As a twilight adept, you learn to notice and seize upon even the smallest opening an opponent gives you. When you attack a foe that has left such an opening, you can strike a vital spot for extra damage.

Attacks you make with strike maneuvers against open opponents deal an additional 1d6 points of damage at 1st level. This extra damage increases by 1d6 every 4 levels thereafter. Like all bonus damage dice, should you score a critical hit, the extra damage is not multiplied. If you perform multiple attacks with the same strike, you deal with bonus damage only once to each open opponent with the first hit you score against them.

A creature is open to you if it would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). Whenever a creature attempts to attack you or target you with an ability but either fails due to concealment or due to accidentally targeting an illusion of you instead, it also leaves itself open to you for 1 round as your deception manipulates it into leaving itself vulnerable.

Ranged attacks can count as elusive strikes only if the target is within 30 feet.

With a weapon that deals nonlethal damage, such as a sap (blackjack) or unarmed strike, you can make an elusive strike that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in an elusive strike, not even with the usual -4 penalty.

The bonus damage from elusive strike is a form of precision damage, just like a rogue's sneak attack. You can elusive strike only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to elusive strikes. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot elusive strike while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Abilities and effects that modify a rogue's sneak attack can be applied to elusive strike, instead.

Starting at 3rd level, open opponents also suffer a -1 penalty on their saves against your strike maneuvers. This penalty increases by 1 every 4 levels thereafter. Any creature not subject to the bonus damage from elusive strike likewise is not subject to the save penalty.

Trapfinding (Ex): At 1st level, you gain trapfinding, as per the rogue's trapfinding ability.

Elusive Dodge (Ex): Starting at 2nd level, your evasive maneuvers and deceptive combat style cause all attacks and targeted effects to have a chance to fail against you. Any attack against you has a 10% miss chance, and any effect targeting you against which you are not willing has a 10% chance to fail to target you. This is different from concealment and produces a separate, independently-rolled chance for attacks against you to miss. This miss chance and targeting failure chance improves by 5% for every 6 levels beyond 2nd, to a maximum of 25% at 20th level.

Whenever a creature misses you or fails to target you as a result of elusive dodge, it leaves itself open to you for 1 round, allowing you to perform elusive strikes against it.

Elusive dodge does not function against creatures that are flanking you or against which you would be denied your Dexterity bonus to AC (whether you actually have a Dexterity bonus or not), nor does it apply while you are immobilized, helpless, or unaware of the attack or effect directed against you.

Elusive dodge only applies against attacks and effects that specifically target you. Area effects (such as a color spray spell) ignore its protection, although it does protect against effects that specify multiple individual targets within an area (such as a chain lightning spell).

Swift Stealth (Ex): Starting at 4th level, you no longer take the normal -5 penalty on Hide and Move Silently checks for moving at your normal speed.

Uncanny Dodge (Ex): Beginning at 6th level, you gain uncanny dodge, as per the barbarian's uncanny dodge ability.

Elusive Evasion (Ex): Beginning at 8th level, you gain evasion, as per the rogue's evasion ability.

Additionally, whenever you succeed on a Reflex save against an effect that allows for a saving throw for reduced effect and negate that effect entirely due to evasion, the creature that produced the effect leaves itself open to you for 1 round, allowing you to perform elusive strikes against it.

Camouflage (Ex): Starting at 10th level, you can use the Hide skill as long as you are within 10 feet of some sort of shadow, allowing you to hide yourself from view in the open without anything to actually hide behind. You cannot, however, hide in your own shadow.

Elusive Mind (Ex): Beginning at 12th level, you gain slippery mind, as per the rogue's slippery mind special ability. Additionally, whenever you succeed on your normal Will save against an effect that slippery mind could grant a second save against, the creature that produced the effect leaves itself open to you for 1 round, allowing you to perform elusive strikes against it.

Improved Evasion (Ex): Beginning at 16th level, you gain improved evasion, as per the rogue's improved evasion special ability.

Hide in Plain Sight (Ex): Starting at 18th level, you can use the Hide skill even while being observed.



Change Log
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This is a new martial discipline for the Twilight Adept (being posted soon). It was also intended to be used by the Seeker, a new martial adept base class that I never finished, which was a Ranger-like martial adept similar to how the Crusader draws from the Paladin for inspiration. I never finished the Seeker, but its unique animal companion-based maneuver usage and recover can be seen in the Domeskipper.

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Revealing Light martial discipline
Revealing Light shows the truth in all things. Darkness is but a thin disguise, easily torn away. Disciples of the martial discipline learn not just to observe, but to investigate and understand their opponents.

Discipline Access
Seekers and twilight adepts have access to Revealing Light, allowing them to learn and use its maneuvers. Like all martial disciplines, any character can dabble in its techniques with the Martial Study and Martial Stance feats.

Discipline Key Skill: Search

Discipline Favored Weapons: Club, dagger, glaive, quarterstaff, and rapier.

Sidebar: Mindfire Damage
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Maneuvers by Level
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Awareness Beyond Sight Alone
Revealing Light (Stance)
Level: Seeker 1, Twilight Adept 1
Prerequisite: One Revealing Light maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you become intuitively aware of any sudden or hidden threats. You gain a +2 insight bonus on initiative checks and you don't lose your Dex bonus to AC as a result of being flat-footed.

Additionally, you gain the ability to find traps, as per the rogue's trapfinding ability, and you automatically gain a free Search check whenever you come within 10 feet of a trap as if you were actively searching. Unlike the trapfinding ability, this does not grant you any special ability to disarm magic traps.



Burning Questions
Revealing Light (Strike) [Fire, Mind-Affecting]
Level: Seeker 8, Twilight Adept 8
Prerequisite: Three Revealing Light maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Will negates
As part of this maneuver, you make a single melee attack. The attack deals an additional 10d6 points of mindfire damage. Further, if it hits, the creature struck must make a Will save (DC 18 + your Int modifier). On a failed saving throw, you can ask the creature one question and it is compelled to answer as honestly and as completely as it can within 1 round. A successful saving throw prevents the creature from being compelled to answer and negates the mind-affecting side of the mindfire damage (although the non-mind-affecting fire damage side of the amalgam damage still applies).

You can also use this maneuver to force a creature to answer your question without inflicting damage. If you do, you make a touch attack and your attack deals no damage.

This maneuver is a supernatural ability. This maneuver is an enchantment (compulsion) effect.



Enemy Known
Revealing Light (Boost)
Level: Seeker 6, Twilight Adept 6
Initiation Action: 1 swift action
Range: 30 ft.
Target: One creature or object
Duration: 1 round
At a glance, the sum total of a creature or object's existence reveals itself to you. You learn a great deal about the subject and any effects affecting it in a short moment.

If you target a creature, you learn its name, challenge rating, level, character classes (if any), race, and type. You also learn all of the following the targeted creature possesses: damage reduction, fast healing, immunities, miss chance, chance to ignore damage (such as from incorporeality), chance to ignore crit damage (such as from light fortification), regeneration, resistance to energy, spell resistance, and turn resistance. The DM lists only the types, not the amounts. For example, the DM would tell you a monster has fast healing, fire resistance, and spell resistance, not that it has fast healing 23, fire resistance 10, and spell resistance 35.

If you target an object, you learn its name, caster level (or equivalent), functions (both mundane and magical), how to activate its functions (if appropriate), and how many charges are left (if it uses charges).

You also learn of each ongoing effect affecting the targeted creature or object, including the effect's name, effect, and caster level (or equivalent).

Additionally, this surge of knowledge gives you momentary insight into the best way to fight the subject. For 1 round, you gain a +2 insight bonus on attacks rolls, saving throws, and to your Armor Class against the subject and effects it produces.

This maneuver is a supernatural ability. This maneuver is a divination effect.



Expose Vulnerability
Revealing Light (Strike)
Level: Seeker 6, Twilight Adept 6
Prerequisite: Three Revealing Light maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: None
As part of this maneuver, you make a single melee attack. If the attack hits, the creature struck gains vulnerability to all damage for 1 round. It takes half again as much (+50%) damage as normal from any attack or effect, regardless of whether a saving throw is allowed, or if the save is a success or failure. This vulnerability also applies to the damage dealt by the attack from this maneuver.



Faerie Strike
Revealing Light (Strike) [Light]
Level: Seeker 4, Twilight Adept 4
Prerequisite: One Revealing Light maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: None
As part of this maneuver, make a Search check with a DC equal to the target's Armor Class and a single melee attack. If your Search check succeeds, your attack ignores any miss chances caused by concealment or invisibility and deals an extra 4d6 points of damage. A creature struck this way is also outlined in mystical lights for 1 round, as per the faerie fire spell.

If your check fails, you can still attack, but you do not ignore miss chances, deal extra damage, or produce any faerie fire.

This maneuver is a supernatural ability.



Find the Hidden Opening
Revealing Light (Strike)
Level: Seeker 7, Twilight Adept 7
Prerequisite: Three Revealing Light maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
As part of this maneuver, make a full attack. For each attack you make as part of the full attack, make a Search check with a DC equal to your target's Armor Class. If the attack hits and the Search check succeeds, the attack deals one-and-a-half times its normal damage. If the Search check succeeds but the attack misses, the attack nonetheless counts as a hit, but deals half its normal damage.



Flash of Truth
Revealing Light (Counter) [Light]
Level: Seeker 2, Twilight Adept 2
Initiation Action: 1 immediate action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
When you are attacked, you can initiate this maneuver to momentarily blind your attacker with a burst of light, potentially disrupting their attack. Your attacker resolves the attack as though they were blinded, granting you the benefits of total concealment against the attack. While the blinding imposes a 50% miss chance on the attack, it does not prevent your attacker from successfully targeting you entirely. You must initiate this maneuver after the attack is declared, but before your attacker has checked for concealment or made her attack roll.

This maneuver is a supernatural ability.



Liar's Punishment
Revealing Light (Strike)
Level: Seeker 3, Twilight Adept 3
Prerequisite: One Revealing Light maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Will negates
As part of this maneuver, you make a single melee attack. If the attack hits, it deals an additional 2d6 points of damage and the creature struck must make a Will save (DC 13 + your Int modifier) or be rendered unable to speak for 1 round. A successful saving throw negates the silencing but not the extra damage.

This maneuver is a supernatural ability.



Light Come Forth
Revealing Light (Boost) [Light]
Level: Seeker 5, Twilight Adept 5
Prerequisite: Two Revealing Light maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
For the rest of your turn, any weapon you wield gains a modified version of the brilliant energy property. This causes your attacks to most ignore nonliving matter, bypassing most armor and shield bonuses to Armor Class, but leaves them still able to harm nonliving creatures such as constructs and undead.

This maneuver is a supernatural ability.



Mirrored Soul
Revealing Light (Counter)
Level: Seeker 7, Twilight Adept 7
Prerequisite: Three Revealing Light maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
You can use this maneuver when you are subject to an effect that allows a saving throw. The effect must be a gaze attack or a spell that targets you. This maneuver does not protect you from area spells that simply include you in their area, nor does it protect you from effect spells (including rays) or touch spells.

Make a Search check in place of your save and use the check's result to determine the save's success. If your save is successful, you are not affected by the effect and instead it is reflected back to its source, targeting its originator instead of you. If the spell or effect requires multiple saving throws, this maneuver only applies to the first saving throw you make; the full effect is reflected if you succeed, and you roll any subsequent saves normally if you fail. If the spell or effect is subsequently reflected back to you, it is instead negated.

You must use this maneuver before you attempt the saving throw. A result of a natural 1 on your Search check is not an automatic failure.



Moment of Truth
Revealing Light (Counter)
Level: Seeker 8, Twilight Adept 8
Prerequisite: Three Revealing Light maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Sometimes, when the stakes are highest and the risk of failure is at its greatest, the universe shares a mote of hidden knowledge to guide you to victory. You can initiate this maneuver to reroll a failed roll you just made. You gain an additional +10 insight bonus on the reroll. This can be an attack roll you missed, a saving throw you failed, or a skill check you failed. The universe will only share so much knowledge so quickly, however. No matter how many times you initiate this maneuver, you can only reroll a roll of a given type (attack roll, saving throw, or skill check) once per day, each.

This maneuver is a supernatural ability.



Pyre of Falsehoods
Revealing Light (Strike) [Fire, Mind-Affecting]
Level: Seeker 4, Twilight Adept 4
Prerequisite: Two Revealing Light maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 3 rounds
Saving Throw: Will negates
As part of this maneuver, you make a single melee attack. The attack deals an additional 4d6 points of mindfire damage. Further, if it hits, the creature struck must make a Will save (DC 14 + your Int modifier) or catch fire. The fires that engulf the creature are mystical, not just physical, and are fueled by untruths as much as by flammable materials. While the creature burns, it takes mindfire damage instead of normal fire damage from being on fire and it cannot knowingly lie. The mystical fire created by this maneuver does not spread from the creature, so nearby flammable materials and flammable objects the creature is wearing or holding are not at risk of catching fire (although they may still be damaged by contact with the flames). A successful saving throw prevents the creature from catching fire and negates the mind-affecting side of the mindfire damage (although the non-mind-affecting fire damage side of the amalgam damage still applies).

As normal for catching on fire, a creature ignited by this maneuver immediately takes an additional 1d6 points of damage and is allowed a Reflex save (DC 14 + your Int modifier) each round to put itself out, taking 1d6 points of damage if it fails. As noted above, however, this is mindfire damage instead of the normal fire damage. The mystical flames burn for up to 3 rounds.

You can also use this maneuver to force a creature's truthfulness without inflicting damage. If you do, you make a touch attack, and your attack deals no damage. The mystical flames that burn on the creature also deal no damage, create no heat, do not damage or destroy anything they come in contact with, and are not at risk of spreading to other flammable materials.

This maneuver is a supernatural ability. This maneuver is an enchantment (compulsion) effect.



Revelation Strike
Revealing Light (Strike) [Light]
Level: Seeker 6, Twilight Adept 6
Prerequisite: Two Revealing Light maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Area: 30-ft. radius burst; see text
Duration: 1 round
Saving Throw: None
As part of this maneuver, make a Search check with a DC equal to the target's Armor Class and a single melee attack. If your Search check succeeds, your attack ignores any miss chances caused by concealment or invisibility and deals an extra 8d6 points of damage. A creature struck this way is also outlined in mystical lights for 1 round, as per the faerie fire spell.

If your Search check succeeded and your attack hit, the faerie fire surges outward from the point of impact. All of your opponents within a 30-foot radius burst with Armor Class less than or equal to your Search check result take 5d6 points of damage and become outlined in the faerie fire for 1 round

If your check fails, you can still attack, but you do not ignore miss chances, deal extra damage, or produce any faerie fire.

This maneuver is a supernatural ability.



Seeker's Strike
Revealing Light (Strike)
Level: Seeker 1, Twilight Adept 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: None
As part of this maneuver, make a Search check with a DC equal to the target's Armor Class and a single melee attack. If your Search check succeeds, your attack ignores any miss chances caused by concealment or invisibility and, if it hits, deals an extra 1d6 points of damage.

If your check fails, you can still attack, but you do not ignore miss chances or deal extra damage.

This maneuver is a supernatural ability.



Shadows Hide the False Path
Revealing Light (Counter) [Mind-Affecting]
Level: Seeker 4, Twilight Adept 4
Prerequisite: Two Revealing Light maneuvers
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You can initiate this maneuver after a creature misses you with an attack. You make a melee touch attack against that creature. If your attack hits, it deals no damage, but the creature must make a Will save (DC 14 + your Int modifier) or become confused until the end of its next turn. This does not interfere with the remainder of any action it is in the middle of performing. This attack does not induce the creature to attack you, although subsequent attacks you might perform will, as normal.



Shadows Parted
Revealing Light (Stance)
Level: Seeker 1, Twilight Adept 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, your senses intensify. If you have 4 or more ranks in Search, you gain low-light vision while you are in this stance, or the range of your existing low-light vision doubles if you already have it. If you have 9 or more ranks in Search, you gain darkvision out to 60 feet while you are in this stance, or the range of your existing darkvision increases by 60 feet if you already have it. If you have 14 or more ranks in Search, you gain blindsense out to 30 feet while you are in this stance. If you have 19 or more ranks in Search, you gain blindsight out to 15 feet.

Search RanksSenses
4+Low-light vision
9+Darkvision 60 ft.
14+Blindsense 30 ft.
19+Blindsight 15 ft.

This stance is a supernatural ability.



Seek the Final Answer
Revealing Light (Strike) [Mind-Affecting]
Level: Seeker 9, Twilight Adept 9
Prerequisite: Four Revealing Light maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Permanent
Saving Throw: Will negates
As part of this maneuver, you make a single melee attack. The attack deals an additional 5d6 points of damage. Further, if it hits, the creature struck must make a Will save (DC 19 + your Int modifier). On a failed Will save, the creature is rendered catatonic, its mind filled with visions showing it answers to all that it could ever ask about, and more. The creature is unable to react to its environment, its attention consumed with the visions. It will not take any actions, even to protect itself from imminent death. Without care from others, the creature will eventually die of thirst or starvation.

A spell or effect that dispels ongoing effects will not end this maneuver, only suppress it for 1d4 rounds. A miracle, limited wish, wish, or other effect of similar power can end it. A microcosm power will also end this maneuver. An anti-magic field or mind blank effect will negate this maneuver for as long as they last, but the visions and their effects will return as soon as the effect lapses.

Despite the apparent importance of the visions, no information can be gleaned from them. Any creature freed from this maneuver's effects will feel as though they could have gleaned some truth from the visions had they seen them for but a few moments longer.

A successful saving throw or protection from mind-affecting or divination effects prevents the catatonia-inducing visions, but does not negate the additional damage.

This maneuver is a supernatural ability. This maneuver is a divination effect.



Strike of Truth
Revealing Light (Strike)
Level: Seeker 3, Twilight Adept 3
Prerequisite: One Revealing Light maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
As part of this maneuver, you make a single melee attack. You gain a +20 insight bonus on your attack roll and your attack ignores any miss chances caused by concealment or invisibility.



Surprising Reactions
Revealing Light (Counter)
Level: Seeker 1, Twilight Adept 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You can initiate this maneuver when you are attacked. If your attacker misses you, the suddenness of your reactions places them on the back foot, rendering them flat-footed against you (although not with respect to any other creatures) until they next act. You must decide whether or not to initiate this maneuver before determining whether the attack hits or misses you.

Being flat-footed does not prevent you from using the immediate action to initiate this maneuver. If you initiate this maneuver while flat-footed, you are not flat-footed against the attack. If you were flat-footed as a result of not yet acting during the current encounter, you cease to be flat-footed.



Thoughtful Radiance
Revealing Light (Stance) [Light]
Level: Seeker 3, Twilight Adept 3
Prerequisite: One Revealing Light maneuver
Initiation Action: 1 swift action
Range: Personal; 30 ft.
Area: 30-ft. radius emanation
Target: You
Duration: Stance
While you are in this stance, you radiate bright light, as per a daylight spell, in a 60-foot radius, and dim light for an additional 60 feet beyond that. Opponents within the area of bright light that can see it are dazzled (imposing a -1 penalty on their attack rolls, on Search checks, and Spot checks). You and allies within 30 feet that can see the bright light receive flashes of insight and guidance from the universe; each affected creature can choose to add a +1 insight bonus on a single attack roll, saving throw, or skill check once per round, which must be chosen before making the roll.

This stance is a supernatural ability.



Torch of Secrets
Revealing Light (Strike) [Fire, Mind-Affecting]
Level: Seeker 2, Twilight Adept 2
Prerequisite: One Revealing Light maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
As part of this maneuver, you make a single melee attack. The attack deals an additional 2d6 points of mindfire damage. Further, if it hits, the creature struck must make a Will save (DC 12 + your Int modifier). On a failed Will save, you can read the creature's surface thoughts. A successful saving throw prevents you from learning he creature's thoughts and negates the mind-affecting side of the mindfire damage (although the non-mind-affecting fire damage side of the amalgam damage still applies).

You can also use this maneuver to read a creature's thoughts without inflicting damage. If you do, you make a touch attack, and your attack deals no damage.

This maneuver is a supernatural ability. This maneuver is a divination effect.



Truth Unseen and Undesired
Revealing Light (Strike) [Mind-Affecting]
Level: Seeker 5, Twilight Adept 5
Prerequisite: Two Revealing Light maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Will negates
As part of this maneuver, you make a single melee attack. If the attack hits, it deals an additional 2d6 points of damage and the creature struck must make a Will save (DC 15 + your Int modifier) or become confused for 1 round, its mind filled with answers to questions it never wished to know. This attack does not induce the creature to attack you, although subsequent attacks you might perform will, as normal.

A successful saving throw or protection from mind-affecting or divination effects prevents the confusion, but does not negate the additional damage.

This maneuver is a supernatural ability. This maneuver is a divination effect.



Unfettered Sight
Revealing Light (Stance)
Level: Seeker 7, Twilight Adept 7
Prerequisite: Four Revealing Light maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you see beyond the physical and into the underlying truth of reality. You perceive things as they truly are, as per the true seeing spell. Additionally, you gain a +5 insight bonus on Search and Spot checks.

This maneuver is a supernatural ability. This maneuver is a divination effect.



Change Log
(click to show/hide)

54
PoE in D&D

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Classes:
- 7 base classes (in theory).
   - Marauder: Heavy martial thaumaturge. Str/Con-based. Primarily red sockets.
   - Duelist: Nimble martial thaumaturge. Str/Dex-based. Mix of red and green sockets.
   - Ranger: Flexible mobile thaumaturge. Dex/Wis-based. Primarily green sockets.
   - Shadow: Skillful assassin thaumaturge. Dex/Int-based. Mix of green and blue sockets.
   - Witch: Dedicated spellcasting thaumaturge. Int/Cha-based. Primarily blue sockets.
   - Templar: Martial spellcasting thaumaturge. Str/Int-based. Mix of red and blue sockets.
   - Scion: Middle of the road thaumaturge. Str/Dex/Int-based. Even distribution of socket colors. Might get replaced by just asking you to multiclass between the other thaumaturge classes.
- 19 PrCs (in theory).


Armor-based characters get DR. Possibly some kind of special DR-like effect that stacks with normal DR and has higher magnitudes than typical, but can't reduce damage taken from an attack below 3/4 the original damage roll or something.
Evasion-based characters get dodge bonuses to AC.
ES-based characters get a variant of the Energy Shield mechanic I wrote for PoC.
(click to show/hide)

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New spellcasting equivalent mechanic: Thaumaturgy

Thaumaturgy involves drawing power from specially prepared magic gems.

Will probably use the same sort of mana system that I wrote for the Mage. Will need to adjust the numbers, though.


Thaumaturgic gems:
- Gems are wondrous items.
- Thaumaturges gain a limited number of gems by levelling. The rest must be acquired from loot and purchase, similar to Wizards learning new spells.
- Gems have levels, similar to spell levels, from 1-9.
   - Note: Might change this to have gems be level 1-20 instead, so that the gem level aligns with thaumaturge/caster level, rather than spell level. Formulas will adjust accordingly.
   - Thaumaturges require a minimum thaumaturge level of gem level x2 - 1 to use a gem.
   - Thaumaturges require a minimum ability score of 10+gem level to use a gem. This is Str (red), Dex (green) or Int (blue).
      - Note: Might need to be able act as if the gems are lower level when you have an ability score penalty, since you're likely to keep all gems maxed where possible. Traditional spellcasters get cut off from their most powerful spells, not from spellcasting entirely, when they dip below what's needed for their highest level spells.
   - Gems level up when the thaumaturge using them levels up or completes a challenging encounter. A thaumaturge can't level a gem to higher than she can use.
      - When you gain a level, you can level up (increase the level by 1) any number of your socketed gems. This lets you keep gems up to your current level.
      - When you complete an encounter, you can level up any number of your gems with level less than 1/3 the encounter's CR. This lets you level up low-level gems that you've acquired as loot or purchase.
      - Levelling a gem is optional.
   - A gem's caster level is equal to its gem level x2 - 1, minimum 1.
   
- Gems have levels, similar to spell levels, from 1-20.
   - Thaumaturges require a minimum thaumaturge level of the gem's level to use a gem.
   - Thaumaturges require a minimum ability score of 10 + 1/2 gem's level to use a gem. This is Str (red), Dex (green) or Int (blue).
      - Note: Might need to be able act as if the gems are lower level when you have an ability score penalty, since you're likely to keep all gems maxed where possible. Traditional spellcasters get cut off from their most powerful spells, not from spellcasting entirely, when they dip below what's needed for their highest level spells.
   - Gems level up when the thaumaturge using them levels up or completes a challenging encounter. A thaumaturge can't level a gem to higher than she can use.
      - When you gain a level, you can level up (increase the level by 1) any number of your socketed gems. This lets you keep gems up to your current level.
      - When you complete an encounter, you can level up any number of your gems with level less than 1/3 the encounter's CR. This lets you level up low-level gems that you've acquired as loot or purchase.
      - Levelling a gem is optional.
   - A gem's caster level as a magic item is equal to its gem level.

Active gems:
- Can be linked to support gems.
- Can be used as an action to produce an effect, known as a "skill" (name may get changed down the line). These are normally supernatural abilities, but those with the Spell keyword are spell-like abilities instead.
- Effects scale with gem level.
- Have thaumaturgic keywords, which affect which support gems can modify them.
- In addition to the usual action-based activation times, active gems can have an activation action of "attack". These can be activated to modify or replace an attack that your would otherwise make as a standard action, as part of a full attack, or as a readied action. Some abilities may allow you to use these with AoOs, as well.
- Save DCs are 10 + 1/2 thaumaturge level + ability modifier. The ability modifier depends on the gem color: Strength for red gems, Dexterity for green gems, and Intelligence for blue gems.
- A few different major use cases:
   - Strike and Shot skills replace and modify a melee (Strike) or ranged (Shot) attack you could already make. Ex: Double Strike, Lightning Arrow.
   - Slam and Volley skills are actions to activate, but build on the effects of a melee (Slam) or ranged (Volley) attack with a weapon. Ex: Blast Rain, Tectonic Slam.
   - Spell-based skills are effects inherent to the skill.
- Damage scales with gem level:
   - Strikes/Shots typically add a small amount of damage, since they're added on top of your base weapon damage and they'll be multiplied by your number of attacks.
   - Slams/Volleys typically add a large amount of damage, similar to level-appropriate damage-only strikes.
   - Spells typically deal a solid, level-appropriate amount of damage.
   - Maybe do it like "thaumaturgic power". Active gems give power/level, damage-boosting support gems give a lesser amount of power/level, even less for things like Pierce that combine damage with secondary enhancements, and none for supports like Increased Area that are purely about the non-damaging effects. Each skill indicates how it converts power to extra damage (ex: +1d6 damage/3 power).
      - Added Lightning Damage and the like add power but also convert half the bonus damage from power to an energy type.
      - Could do a similar thing for other numerical scaling, such as aura effect/aura power.
      - Possible numbers?
         - Gems go from level 1 to level 20
         - Can have up to 5 supports
         - Base power: 20 + 5/level (25-120)
         - Support power: 10 + 2/level (12-50)
         - Total: 70 + 15/level (85-370)
         - Single target, 1/round: 1d6/10 power
         - AoE, 1/round: 1d8/15 power
         - Slam/Volley: +1d8/18 power
         - Strike/Shot: +1d6/25 power
         - Power scaling to be adjusted based on the skill in question.
   - Overall damage should scale to around 30d6 for a level 20, single-target, 6-link spell with pure damage supports.

Support gems:
- Can be linked to active gems.
- Affects all linked active gems with the requisite keywords.
- Provides improvements to linked active gems.
- Provides a wide variety of effects.

Gem links:
- Thaumaturge classes grant varying numbers of gem links. Each link consists of one or more connected gem sockets.
- Each gem socket has a color, either red, green, blue, or white.
- When outside of battle, a thaumaturge can change which of their gems are in which sockets.
- The maximum number of linked sockets of a given color is limited by your ability scores. (Maybe?)

Classes:
- Grants a number of sockets and links based on level. The number of sockets and links is the same for all classes. Multiclass thaumaturges have the sockets and links of their total thaumaturge class levels.
   - 1-link at lvl 1.
   - 2-link at lvl 3.
   - 3-link at lvl 6.
   - 4-link at lvl 9.
   - 5-link at lvl 12.
   - 6-link at lvl 15.
   - The table lists the number of sockets in each of up to 6 link groups.
   - Roughly 1.4 sockets/level, maxing out at 28 total sockets with 6/6/4/4/4/4 at level 20.
      Socket links by thaumaturge class level
      Lvl   1st   2nd   3rd   4th   5th   6th   Ttl
      1   1   1   --   --   --   --   2
      2   1   1   1   1   --   --   4
      3   2   1   1   1   --   --   5
      4   2   2   2   --   --   --   6
      5   2   2   2   1   1   --   8
      6   3   2   2   2   --   --   9
      7   3   3   2   2   1   --   11
      8   3   3   3   3   --   --   12
      9   4   3   3   3   1   --   14
      10   4   4   3   3   2   --   16
      11   4   4   3   3   2   1   17
      12   5   4   3   3   2   1   18
      13   5   4   4   3   2   2   20
      14   5   5   4   3   3   2   22
      15   6   5   4   3   3   2   23
      16   6   5   4   4   3   2   24
      17   6   5   4   4   3   3   25
      18   6   6   4   4   3   3   26
      19   6   6   4   4   4   3   27
      20   6   6   4   4   4   4   28
- Grants a maximum number of sockets of each color, which can be assigned to the links freely. This number is typically slightly higher than the number of available sockets/links, so there's a bit of flexibility in the gem colors you can use. Multiclass thaumaturges add their color maximums from the different classes together.
   - Probably something like +1/1 level for pure color classes, +2/3 levels for mix color classes, and +1/3 levels for the off-color sockets. That way, all classes get +5 total socket colors/3 levels.

----------------------------------------

Example gems:

- Double Strike: Flurry of Blows-type extra attack on a full attack, or two attacks in a standard action.
- Heavy Strike: Melee attack deals extra damage, knockback, stagger.
- Spectral Throw: Throw a melee weapon, giving it a range increment. Retain hold of your weapon, releasing a spectral copy instead. Deals damage in a line. Returns to you at the beginning of your next turn, dealing damage in a line from the end of travel towards your current position. (Return length limited by maximum throw distance, so it might not reach you if you move further away. Also, return line is limited by barriers, so it might stop before reaching you.) Damage is 1/2 of a normal thrown attack.
- Burning Arrow: Ranged attack deals half its damage as fire. May set the target on fire with thaumaturgical flames, dealing additional fire damage per round.
- Glacial Hammer: Melee attack deals half its damage as cold. Spreads icy ground around the target's space.
- Viper Strike: Melee attack deals half its damage as acid. Leaves acid behind that deals additional acid damage per round. Poisons on the weapon use the skill's save DC instead of their own if higher.
- Fireball: Targets as a splash weapon (ranged touch attack), dealing damage in an area around its impact location. Direct hit causes Ref save vs. being set on fire.

- Chance to Bleed Support: Supported attack skill leaves a bleeding wound, dealing additional damage per round.
- Ruthless Support: Every 3rd use of supported melee attack skill in an encounter deals increased damage, has higher save DC, and can stagger on a failed Fort save. If the skill already causes stagger, upgrades the stagger to daze if the target fails a second save.
- Onslaught Support: Gain haste effect for a round or two when land a killing blow on an enemy with supported skill.
- Pierce Support: Supported projectile attack skill continues on in a line after striking the first target, attacking the next target in the line with a penalty on the attack roll.
- Elemental Proliferation Support: ... (May not work unless we convert PoE ailments to D&D.)
- Lesser Poison Support: Supported skill deals additional acid damage. Poisons applied with the skill have +2 to their save DC.
- Arcane Surge Support: Track the mana you spend on supported spell skill during the encounter. Once it reaches a certain limit, subsequent casts of it gain bonuses and you gain bonus mana regeneration rate.

- Melee Splash Support: Supported melee strike skill deals damage in an area around the target when it hits equal to 1/2 the damage the initial hit dealt. Reflex negates, DC is equal to the attack roll.
- Maim Support: Supported attack skill can cause struck targets to have -10-foot penalty to movement speed and -2 penalty to AC.
- Lifetap Support: Supported skills spend HP instead of MP. Supported skills deal extra damage while on low life.
- Combustion Support: Supported skills deal set on fire anyone that took fire damage from the initial hit (Ref negates). Creatures burning this way have -5 to fire resistance and have a higher DC to put themselves out for 3 rounds.
- Added Lightning Damage: Supported skills deal extra damage. Half of the damage from damage power is electricity damage.
- Added Cold Damage: Supported skills deal extra damage. Half of the damage from damage power is cold damage.
- Added Fire Damage: Supported skills deal extra damage. Half of the damage from damage power is fire damage.

55
Let me know when you're ready for me to look over the Gladiator.

Hey look at that, I guess you're ready!  ;)  (I realized after I typed this up that I gave input on it a couple of years ago, I guess that makes my joke less amusing.)

I'm not going to look at modules right now, I don't have the time. 


This looks like it's using the Energy Warrior chassis so that's what I'll be comparing it to if I think anything looks off.

Same chassis, similar concept in being a fighty type. Exo gladiator's more down-to-earth with gritty and brutal fighting compared to the energy warrior's flashier science-fantasy aesthetic.

Quote
Can you attach/remove an exograft to/from yourself?

The intent is that it should be the same as applying a graft in that regard, which means yes. The Cybernetic Grafter feat (and other grafter feats I referenced way back when) specifically says that you can apply grafts to yourself, in addition to others. That said, exografts aren't grafts, so that's another thing that needs to be made explicit.

Quote
I had a question about exografts but actually reading that section answered it (I had originally skimmed, there are a lot of paragraphs).

Yeah. That section kind of got away from me since grafts are rather complicated. While exografts are armor and aren't grafts, they still function a bit like them in enough ways that it felt worth spelling out as much as possible.

Quote
It would make me happy if Energized Exograft specifically said what the enhancement bonus was for (aka armor class) since it is also the modules kind of and you know I like being super specific.

Exografts are armor. The intent is that it's the same as a normal enhancement bonus on a +1 to +5 armor, the same as magic vestment grants. It's also the same wording used for the Power Suit module. It's also similar to the Energy Warrior's 3rd-level Energy Beam upgrade, although there are some nuanced differences.

I'll probably switch it over to the Energy Warrior's ability's wording. "Beginning at 3rd level, while your exograft module is activated, your exograft gains an enhancement bonus equal to the amount of energy allocated to your exograft module. You must have an attached exograft in order to use this ability."

Quote
For neural override, "Your exograft still allows you to take actions that you would find preferable to taking no action at all." is a little confusing because if you are charmed then you would find taking actions commanded by the charmer to be preferable to taking no action at all.

It's not making you act according to how you want to act in the moment under the effect's influence. It's supposed to be emulating your normal mental state for that decision-making. I'll add something like "were you in your normal mental state" to that overriding mind-affecting influence section to make it clear, since otherwise it only mentions that sort of thing in the fluff paragraph.

Quote
The Warforged ACF is neat.

:)

Quote
Okay, the whole class is nice and I like natural weapons and the concept is cool but I fell like it's missing something.  I have no idea what that something is, maybe it's in the modules.

Not surprising, since I've had a similar feeling. It's a bit of that Barbarian/Fighter "hit it hard" syndrome where the class's fantasy is just brute force and its abilities don't touch quite enough on anything beyond that. The wide variety of effects that modules offer will alleviate that somewhat, but the module list and most of the exograft modules are specifically tuned towards that concept.

I might direct you to the Grafted Origin features buried deep in the notes at the end of http://minmaxforum.com/index.php?topic=3381.msg348079#msg348079. I was toying with them to fill some dead levels, add some abilities along a different conceptual axis, and give the class a little more baked-in flavor.

56
At first glance, a 4th-level swift action save or die is a terrible, terrible idea. It's technically not, but in an enclosed space, it's 1d6 damage/level each round for 350+ rounds. In an open space, it's "just" a save or lose since it takes the enemy at the very least 16 rounds for a creature with less than good maneuverability flight to circle back around.

This spell needs some editing.
- The first paragraph refers to "you", but it seems to be referring to the spell's subject. D&D typically only uses "you" in the spell description to refer to the spell's subject when the spell is personal range (and thus can be assumed to be cast on the caster).
- Maneuverability has categories, not classes.
- It's nonlethal damage, not subdual damage.
- The creature affected by a spell is typically referred to as the subject, not the target. Target is typically reserved for the selection of a potential subject before the spell actually takes effect upon them.

57
Additional Power of Cybernetics Content
Base Classes
Modules

58
Armored Core
Descriptor: Equipment, Exograft
Classes: Dreadnought, Exo Gladiator
Prerequisites: None
Sockets: Back, Core, Exograft

Under-armor reinforcements provide additional protection against most attacks. You gain a +1 enhancement bonus to your natural armor bonus to Armor Class. If you do not have a natural armor bonus, treat your existing bonus as +0.

Energy: Each point of energy allocated to this module increases the enhancement bonus by 1.

Socket (back)
A secondary reactive shielding system further fortifies you, providing protection against more esoteric effects. You gain a resistance bonus on all saving throws equal to 1 + the amount of energy allocated to this module.

Socket (core)
A final defensive layer provides a last-ditch layer of protection. You can expend 1 point of energy as an immediate action to purge almost any deleterious effect from yourself. Select one ongoing effect or condition currently affecting you. That effect or condition is removed. Conditions caused by continuous effects (such as being staggered when your nonlethal damage is exactly equal to your hit points) remain removed until the end of your next turn.

Alternatively, you can select a single possessing spirit inhabiting your body. You force it out of your body. If the spirit belongs to a spellcaster using magic jar, the spirit returns to the receptacle. If it is a ghost or a possessing fiend, it becomes ethereal and free-floating again. In any case, the spirit cannot attempt to possess you again for 24 hours.

You can use this ability at the exact moment that you become affected by the effect, condition, or possessor you wish to remove. If you do, it is removed before it can take effect upon you. Thus, for example, you could remove the stunned condition before it prevents you from acting and before you drop everything held.

Socket (exograft)
The heavy reinforcement this module provides to your exograft to improve its protective capabilities has a secondary benefit of turning it into an effective metal bludgeon. You gain the benefits of the Improved Unarmed Strike and Superior Unarmed Strike feats (even if you don't qualify for them) and your unarmed strikes gain an enhancement bonus equal to the amount of energy allocated to this module.



Asynchronous Accelerator
Descriptor: Time
Classes: Cyberneticist, Exo Gladiator
Prerequisites: None
Sockets: Core, Support, Utility

You gain a +2 deflection bonus to your Armor Class and a +2 resistance bonus to your saving throws. These bonuses only apply against time effects and effects that would disrupt or alter your personal time, such as a time hop power or a phane's chronal blast ability.

Energy: You gain a bonus on initiative checks equal to twice the amount of energy allocated to this module. Whenever the amount of energy allocated to this module changes during an encounter, your initiative count increases by 2 for every additional point of energy allocated or decreases by 2 for every point of energy removed. This may cause you to act sooner or later in the initiative order.

Socket (core)
You can expend 3 energy as a swift action to take a full-round action, a standard action and a move action, or two move actions.

Socket (support)
You can expend 2 energy as a swift action to take a standard action or a move action.

Socket (utility)
You can expend 1 energy as a swift action to take a move action.



Beastector
Descriptor: Exograft
Classes: Exo Gladiator
Prerequisites: None
Sockets: Arms, Visor, Exograft

You gain a bite natural attack, dealing bludgeoning, piercing, and slashing damage, with a base damage of 1d8 for a Medium-sized creature, or 1d6 for a Small-sized creature. You deal appropriately more or less damage with this attack if you are larger or smaller.

The bite attack granted by this module counts as an energy receptacle and shares its energy allocation with this module.

Energy: The bite attack granted by this module gains an enhancement bonus equal to the amount of energy allocated to this module.

Socket (arms)
You gain the pounce special ability. This allows you to make a full attack at the end of a charge instead of only a single attack.

Socket (visor)
This attachment activates the Beastector module's advanced chemical sensor package. This grants you the scent ability with a range of 30 feet. For each point of energy allocated to this module, the range of this scent ability increases by 10 feet.

Socket (exograft)
Your exograft is reinforced with energy-reactive materials. When a sufficient charge passes through them, they become an order of magnitude harder than steel. You gain DR/adamantine equal to the amount of energy allocated to this module.

Additionally, while any energy is allocated to this module, your attacks with unarmed strikes and natural attacks count as being made with adamantine weapons, bypassing damage reduction accordingly and ignoring hardness less than 20.



Berserker Chip
Descriptor: None
Classes: Dreadnought, Exo Gladiator
Prerequisites: None
Sockets: Helmet, Utility

As a free action, you can trigger the Berserker Chip to flood your brain and body with a chemical cocktail that promotes increased speed, strength, and aggression, causing you to enter a synthetic rage similar to that of a barbarian's rage. In this enraged state, you have a +1 morale bonus on attack rolls, melee weapon damage rolls, and Will saves. However, you suffer a -2 penalty to your Armor Class.

While you are in a synthetic rage, your ability to think calmly and clearly is compromised, although not as badly as with a barbarian's rage. You suffer a -4 penalty on all Charisma-, Dexterity-, and Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), and on the Concentration skill. You require a successful DC 15 Concentration check to use any abilities that require patience or concentration, to cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll), or to use the Combat Expertise feat, item creation feats, and metamagic feats. Make this check only once per round when you first attempt to perform such an activity. If you fail, you must choose to do something else with your action (you don't lose the action or waste the spell or item use, you simply cannot bring yourself to attempt such an action in the first place). Effects and abilities that would allow you to use these skills, abilities, and actions in a rage (which would normally disable them entirely) removes the penalties and need for a Concentration check from a synthetic rage.

You can remain in a synthetic rage for up to 3 rounds. You can prematurely end your synthetic rage as a free action.

When your synthetic rage ends, you become fatigued for 2 rounds. You cannot retrigger the berserker chip while you are still in a synthetic rage, nor can you enter a new synthetic rage until this period is over, even if your fatigue is removed or you are immune to fatigue.

This is a rage effect. Effects that modify or interact with rage effects, such as the calm emotions spell, also affect the synthetic rage.

Energy: For each point of energy allocated to this module, the melee weapon damage bonus granted by your synthetic rage increases by 1. For every 2 points of energy allocated to this module, the melee attack roll and Will save bonuses granted by your synthetic rage increase by 1. If you change your energy allocation in the middle of a synthetic rage, the bonuses granted by the rage increase or decrease accordingly.

Socket (helmet)
Directly connecting the berserker chip to your brain allows it to better focus you on battle, keeping out anything that would distract you from tearing your enemies to shreds. While you are in a synthetic rage, you are immune to mind-affecting effects other than the synthetic rage itself and other rage, frenzy, or similar effects.

As an additional benefit, the berserker chip's influence over your mind allows you to ignore the deleterious effects of its chemicals being flushed from your body. You are not fatigued at the end of a synthetic rage. You still can't enter a new synthetic rage until 2 rounds after it has ended, however.

Socket (utility)
The berserker chip's chemical cocktail is altered to also include a sudden release of endorphins and adrenaline. When you enter a synthetic rage, you also gain benefits similar to a haste spell for 1 round. These effects are as follows:

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

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

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

Multiple haste effects don’t stack.

This also dispels any slow spells and slow effects produced by other spells and effects (such as the chaos hammer or dictum spells) from you.



Bloodspire
Descriptor: Exograft
Classes: Exo Gladiator
Prerequisites: None
Sockets: Helmet, Visor, Exograft

This module adds a series of wicked spikes several inches long to the top of your headgear. You gain a gore natural attack, dealing piercing damage, with a base damage of 1d8 for a Medium-sized creature, or 1d6 for a Small-sized creature. You deal appropriately more or less damage with this attack if you are larger or smaller.

The gore attack granted by this module counts as an energy receptacle and shares its energy allocation with this module.

Energy: The gore attack granted by this module gains an enhancement bonus equal to the amount of energy allocated to this module.

Socket (helmet)
You gain the benefits of the Improved Bull Rush feat and a further +2 enhancement bonus on all Strength checks made as part of a bull rush per point of energy allocated to this module.

In addition, when you perform a charging bull rush, if you succeed in pushing your target back, you can also make a single gore attack against that target as part of your charge. You get a +1 bonus on your damage roll for every 5 points by which your Strength check beat your opponent's. You still gain the normal +2 bonus on your attack roll for making a charging attack, along with any other benefits your abilities may grant you on charging attacks, although pounce and similar abilities do not grant you the ability to make a full attack's worth of attacks in place of this attack.

Socket (visor)
The benefits of this attachment are twofold. First, improvements to the shape and structure of your bloodspire spikes allows them to leave vicious, bleeding wounds. When you hit and damage a living creature with your gore attack, the wound continues to bleed, causing the creature to lose 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

Second, an updated sensor package allows you to detect and trace blood in the air. You can sense the presence of nearby creatures that are bleeding or that have less than half their maximum hit points and objects made out of blood. You can sense such creatures and objects within 5 feet per point of energy allocated to this module as well as if you could see them; this effect functions as blindsight in that regard.

Unlike blindsight, this sense extends only to blood and bloodied creatures. It does not allow you to ignore all of the penalties from being blinded, only those relating to being unable to see sensed creatures. Barring environments made out of blood, this effect grants you no ability to perceive the terrain around you if you are blinded.

Socket (exograft)
Reinforcing your bloodspire spikes onto the main structure of your exograft greatly increases the degree of sudden force they can withstand, allowing you to strike much for aggressively with them. When you make a gore attack as part of a charge or when you ready your gore attack against a charge, you deal double damage with it.



Clamp Manipulators
Descriptor: Exograft
Classes: Exo Gladiator
Prerequisites: None
Sockets: Hands, Shielding, Exograft

You gain the benefits of the Improved Unarmed Strike feat. You do not provoke an attack of opportunity when you make a touch attack to start a grapple. While grappling but not pinned, you maintain your threatened area with your unarmed strikes, allowing you to make attacks of opportunity using unarmed strikes as long as you have a free hand. You take a -4 penalty on your attack roll for attacks made this way, as though you were attacking an opponent in the grapple.

Energy: Your unarmed strikes gain an enhancement bonus equal to the amount of energy allocated to this module. You gain a +2 enhancement bonus equal per point of energy allocated to this module on grapple checks made to start a grapple, to prevent your opponent from escaping a grapple, to damage your opponent, to move a grapple, to prevent your opponent from moving a grapple, to pin your opponent, or to maintain a pin.

Socket (hands)
You gain the improved grab ability with your unarmed strikes, except that you can attempt to grapple creatures of up to your size instead of only one size category smaller than you.

You do not take the normal -4 penalty on your attack rolls with unarmed strikes when attacking a creature you are grappling or making an attack of opportunity while grappling.

In addition, you gain the benefits of the Improved Grapple feat.

Socket (shielding)
Your control over your opponent while grappling allows you to use them as a living shield. When you are attacked while grappling, you may attempt to move a creature you are grappling into the way of the attack. There is a 10% chance that the attack is redirected to a random other creature in the grapple. This chance increases by 5% for each point of energy allocated to this module, up to a maximum of 50%.

Additionally, you retain your Dexterity bonus to AC while grappling.

Socket (exograft)
You gain the constrict ability, dealing 1d6 plus your Strength modifier points of bludgeoning damage.



Demolition Engineering
Descriptor: None
Classes: Dreadnought, Exo Gladiator
Prerequisites: None
Sockets: Hands, Utility

When you move, you can attempt to break through doors, walls, and other obstacles. When you attempt to move through such an object, you can try to break it (PH 167) as part of the same action. If you succeed, you can continue your movement past the obstacle. If you fail your check, you stop moving in the last legal space you occupied.

Additionally, you gain a +2 enhancement bonus on all Strength checks made to break an item, break open a door (including bending grates and bars), burst through a wall, or break free from a restraint (such as manacles, a tanglefoot bag, or an entangle spell).

Finally, you gain a +2 enhancement bonus on all Knowledge (architecture and engineering) checks. You can make such checks untrained, regardless of the DC.

Energy: Each point of energy allocated to this module increases the bonus to Strength and Knowledge (architecture and engineering) checks by 2.

Socket (hands)
You gain the trapfinding ability, as the 1st level rogue class feature. You can make an attack roll with any melee weapon you wield (including an unarmed strike or natural attack) in place of a Disable Device check to disable a trap. If you do, beating the DC by 10 allows you to destroy the trap so utterly that it can't be reset or repaired instead of allowing you to bypass the trap without disarming it.

You also gain a competence bonus equal to the amount of energy allocated to this module on all attack rolls made against objects, including attack rolls made to disable traps and opposed attack rolls to disarm or sunder.

Socket (utility)
Attacks you make deal an additional 1d6 points of damage against constructs, ignore any racial damage reduction they have, and ignore any racial immunity to or chance to ignore crits. You can deal precision damage to constructs despite their lack of discernible anatomy.



Dracograft
Descriptor: Exograft, see text
Classes: Energy Warrior, Exo Gladiator
Prerequisites: None
Sockets: Shielding, Utility, Exograft

You gain a pair of claw natural attacks, dealing piercing and slashing damage, with a base damage of 1d6 for a Medium-sized creature, or 1d4 for a Small-sized creature. You deal appropriately more or less damage with these attacks if you are larger or smaller.

The claw attacks granted by this module counts as energy receptacles and share their energy allocation with this module.

When you activate this module, choose an energy type from among acid, cold, electricity, and fire. This module has the descriptor of that energy type.

Energy: The claw attacks granted by this module gain an enhancement bonus equal to the amount of energy allocated to this module.

Socket (shielding)
You are immune to the chosen energy type.

Socket (utility)
Range: 15 ft. or 30 ft.
Saving Throw: Reflex half
You gain a breath weapon, dealing 2d6 points of damage of the chosen energy type plus an additional 1d6 damage for each point of energy allocated to this module. The breath weapon allows a Reflex save to take half damage using this module's save DC. Each time you use the breath weapon, you can choose to deal damage in a 15' cone or a 30' line. You can use this breath weapon as a standard action, and once you have used it, you must wait 1d4 rounds before using it again.

Additionally, the claw attacks granted by this module deal an additional 1d6 points of damage of the chosen energy type.

Socket (exograft)
Improvements to your exograft's glide assist software allow you to make use of its collapsible flight structures. You gain a pair of wings. When not in use, you can fold these wings seamlessly into the structure of your exograft. Folding or releasing these wings is a free action.

You can use these wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 20 feet (average maneuverability). Even if your maneuverability improves, you can't hover while gliding. If you become unconscious or helpless while in midair, the emergency protocols in your exograft's control systems automatically attempt to unfurl these wings and take you in a controlled descent. You descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall.

While you have at least 3 points of energy allocated to this module, the increased power allows you to properly fly using these wings. You can fly at a speed of 20 feet (average maneuverability).

Unlike many similar abilities, you can glide and fly with these wings while carrying a medium or heavy load.

For each point of energy allocated to this module, you gain a +5-foot enhancement bonus to all of your glide and fly speeds (regardless of the source).



Impact Engine
Descriptor: Exograft
Classes: Exo Gladiator
Prerequisites: None
Sockets: Back, Feet, Exograft

You gain a pair of slam natural attacks, dealing bludgeoning damage, with a base damage of 1d6 for a Medium-sized creature, or 1d4 for a Small-sized creature. You deal appropriately more or less damage with these attacks if you are larger or smaller.

The slam attacks granted by this module counts as energy receptacles and share their energy allocation with this module.

Energy: The slam attacks granted by this module gain an enhancement bonus equal to the amount of energy allocated to this module.

Socket (back)
Saving Throw: Reflex negates
You can always land on your feet, now matter how far you fall. You do not take damage from falling.

Whenever you would ordinarily take falling damage as a result of falling at least 30 feet and landing within reach of a creature, you can make a slam attack against that creature as an immediate action. If your attack hits, the creature must make a Reflex save or fall prone. If it was already prone, your slam instead deals additional damage equal to the falling damage you would ordinarily take from that fall, to a maximum of one die of damage per point of energy allocated to this module, if the creature fails its saving throw.

Socket (feet)
Saving Throw: Reflex negates
Whenever you push or knock back an opponent, that creature must make a Reflex save or fall prone at the end of their movement. If they would already be prone at the end of their movement, this instead causes them to be staggered for 1 round on a failed save.

Socket (exograft)
Saving Throw: Reflex negates
When you hit a creature with both slam attacks during a full attack, that creature must make a Reflex save or be knocked prone. This occurs immediately following the second slam hitting, so any of your subsequent attacks can benefit from striking at a prone target.



Magnetic Accelerator Cannon
Descriptor: Exograft
Classes: Cyberneticist, Exo Gladiator
Prerequisites: None
Sockets: Utility, Visor, Exograft
Saving Throw: Reflex partial

This module provides an arm-mounted compact coilgun which launches armor-piercing metallic spikes at lethal velocities. The weapon has an in-built autoloader and ammo manufacturing system, so no action is required to reload it after firing and it never runs out of ammunition. Its targeting and fire control systems are linked into your cybernetics, so it is intuitively easy to control. The weapon is arm-mounted, so you must have a free hand to fire it, and its relatively short barrel limits its effective range compared to dedicated projectile weapons.

You gain a spike natural attack, dealing piercing damage, with a base damage of 1d6 for a Medium-sized creature, or 1d4 for a Small-sized creature. You deal appropriately more or less damage with this attack if you are larger or smaller. This is a ranged projectile weapon, so you do not add your Strength modifier to your damage rolls with it. It has a range increment of 30 feet, but can only fire to a maximum of one range increment.

Spikes fired this way that hit and deal at least 1 point of damage to an object remain partially embedded in the object until they are removed. An attended object is allowed a Reflex save to avoid having the spike become embedded. Embedded spikes can be used as handholds, to block doors and hinges, or for any other purpose you can think of. If attacked, they have 1 hp and hardness 10 and a break DC of 20.

Fired spikes that do not embed themselves are destroyed after resolving their attack. Embedded spikes that are removed are destroyed.

The spike attack granted by this module counts as an energy receptacle and shares its energy allocation with this module.

Energy: The spike attack granted by this module gains an enhancement bonus equal to the amount of energy allocated to this module. For each point of energy allocated to this module, the maximum range of the spike attack increases by 1 range increment, to a maximum of 10 range increments.

Socket (utility)
Fire spikes gain a series of sharp barbs. Like with objects, barbed spikes fired this way that hit and deal at least 1 point of damage to a creature remain partially embedded in the creature until they are removed if the creatures fails a Reflex save. Spikes embedded in a creature interfere with its movements until removed, imposing a –1 penalty on attack rolls, saves, and checks. The penalties from multiple spikes stack. A barbed spike can be removed safely with a DC 20 Heal check; otherwise, removing a barbed spike deals an extra 1d6 points of damage.

Socket (support)
Range: Close (25 ft. + 5 ft./2 levels)
Saving Throw: Fortitude (object) negates
A general systems and materials upgrade provides new tactical options. First, the spikes are changed to a tungsten-adamantine alloy. This causes them to strike as adamantine weapons, allowing them to bypass damage reduction accordingly and to ignore hardness less than 20.

Second, an external magnetization system allows you to generate magnetic attraction between yourself and a creature or object as a standard action. The subject must have at least one spike embedded in it or must be made of or carrying magnetic materials amounting to at least 1/2 of its total weight. If the subject is secured to its position or is of a larger size category than you, you are pulled in a straight line toward the subject, ending your movement in the space nearest to it or in the space nearest to the first obstruction to blocks your movement. If the subject is unsecured and is of your size category or smaller, instead it must make a Fortitude save or be pulled towards you in the same manner. This movement (yours or the subject's) provokes attacks of opportunity as normal, although you can make Tumble checks to avoid them as though you were moving normally.

Finally, you gain a climb speed equal to your base speed. This climb speed only functions with respect to magnetic surfaces or surfaces with magnetic handholds (such as embedded spikes).

Socket (exograft)
By securing the coilgun to your exograft and providing greater structural reinforcement to its barrel and magnetic launcher, the coilgun's maximum rate of fire becomes limited only by how quickly its capacitors can recharge. As a full-round action, you can attack with the spike attack once, plus once more for each point of energy allocated to this module.



Phase Discontinuity
Descriptor: Exograft
Classes: Cyberneticist, Exo Gladiator
Prerequisites: None
Sockets: Core, Hands, Exograft

This module generates a phase distortion field around your hands. When triggered, the field allows you to reach through solid objects, disrupting their molecular bonds and partially shifting some of their mass into parallel dimensions. You gain an incorporeal touch natural attack, dealing untyped damage, with a base damage of 1d6 for a Medium-sized creature, or 1d4 for a Small-sized creature. You deal appropriately more or less damage with this attack if you are larger or smaller. You strike as an incorporeal creature when use attack with this incorporeal touch attack; you ignore the defender's armor, shield, and natural armor bonuses to Armor Class (except those resulting from force effects) and you can strike incorporeal creatures normally, but you use your Dexterity modifier in place of your Strength modifier for attack rolls and you don't apply your Strength modifier on damage rolls. You must have a free hand with which to strike in order to attack with this incorporeal touch.

The incorporeal touch attack granted by this module counts as an energy receptacle and shares its energy allocation with this module.

Energy: The incorporeal touch attack granted by this module gains an enhancement bonus equal to the amount of energy allocated to this module.

Socket (core)
When you move during your turn, you can choose to become incorporeal during that movement. While you are incorporeal, you have a fly speed with perfect maneuverability equal to your highest movement speed. Your incorporeality begins just as you start to move, allowing you to use its this fly speed for the entirety of your movement, but ends as soon as you stop moving for whatever reason, returning you to corporeality. You gain all the benefits of the incorporeal subtype, along with the drawbacks, summarized below. All of your gear becomes incorporeal, although you cannot grant this state to a living creature that you touch or carry.
  • You are completely immune to nonmagical attacks and have a 50% chance to ignore the damage from even magical corporeal spells and attacks (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons).
  • You lose any armor, shield, or natural armor bonus you may have to your Armor Class (except those provided from ghost touch items or force effects), but you gain a deflection bonus to your Armor Class equal to your Charisma bonus (minimum +1).
  • You can enter or pass through solid objects (other than force effects), but you must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than your own. You have total cover while inside an object.
  • You cannot fall or take falling damage. You cannot be tripped or grappled.
  • You have no weight and make no sound with your movement.
  • You have no Strength score. Your Dexterity modifier applies to both your melee attacks and your ranged attacks.
  • You have an innate sense of direction and can move at full speed even when you cannot see.
You remain incorporeal only for the duration of your movement. If you end your movement and become corporeal while inside an object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.

If you have the ability to make attacks or perform actions in the middle of your movement, such as through the effects of the Thrust Lancer module or the Spring Attack feat, you can return to corporeality to do so and become incorporeal again as you resume your movement.

Socket (hands)
Saving Throw: Fortitude negates (object)
The mass-displacing effect is intensified, and it leaves behind a short-lived spatial distortion that leaves the target more vulnerable to conventional attacks. The incorporeal touch attack granted by this module also deals 1 point of Strength damage, plus an additional 1 point for every 2 energy allocated to this module. It also applies an enhancement penalty equal to the amount of energy allocated to any hardness or damage reduction the target struck may have (if any) for 1 round. This penalty cannot reduce hardness or damage reduction to less than 0. A successful Fortitude save negates the Strength damage and the penalty.

Socket (exograft)
Controlled pulses of the phase distortion field around the exterior of your exograft allows you to disrupt and deflect incoming strikes. You have a 10% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons), as though from a lesser form of incorporeality. This chance increases by 5% for each point of energy allocated to this module, up to a maximum of 50%. Unlike incorporeal creatures, you have no greater defense against nonmagical attack forms than you do against magical ones. Any other effect or attack form that can affect incorporeal creatures better than normal likewise applies against this defense. This chance to ignore damage does not stack with actual incorporeality, nor other effects that function in a similar way, such as ghost armor.

Additionally, your exograft armor's armor bonus to AC applies to incorporeal touch attacks, as though it had the ghost touch property.



Raptor Blades
Descriptor: Exograft
Classes: Exo Gladiator
Prerequisites: None
Sockets: Back, Feet, Exograft

You gain a pair of talon natural attacks, dealing piercing and slashing damage, with a base damage of 1d4 for a Medium-sized creature, or 1d3 for a Small-sized creature. You deal appropriately more or less damage with these attacks if you are larger or smaller. These talon attacks are made with your feet, so in order to make use of them, you can't be standing solidly on the ground. You can, however, attack with them while airborne, while prone, and any time you could make a rake attack (such as while grappling if you began your turn in a grapple and, if you have the pounce special ability, at the end of a charge). Additionally, you can attack with them immediately after falling at least 5 feet, such as from a 5-foot vertical leap or when jumping down off a ledge.

The talon attacks granted by this module counts as energy receptacles and share their energy allocation with this module.

Energy: The talon attacks granted by this module gain an enhancement bonus equal to the amount of energy allocated to this module. Additionally, you gain an enhancement bonus equal to twice the amount of energy allocated to this module on all Jump checks.

Socket (back)
You gain a pair of wings. These wings grant you a fly speed of 20 feet with average maneuverability. You gain an enhancement bonus to all fly speeds you possess (whether from this module or from other sources) equal to 5 feet per point of energy allocated to this module. If you have at least 3 points of energy allocated, your maneuverability with all fly speeds improves one category, to a maximum of perfect, and you gain the benefit of the Hover feat.

If you become unconscious or helpless while in midair, this module's emergency protocols automatically attempt to unfurl these wings and take you in a controlled descent. You descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall.

Socket (feet)
You gain the benefits of the Raptor Grapple feat (even if you don't qualify for it). You also gain a +2 enhancement bonus on all grapple checks and Balance checks per point of energy allocated to this module.

Socket (exograft)
Powerful spring motion actuators activate in your exograft's lower body assembly, allowing you to very suddenly propel yourself great distances. You can spend a swift action to make a Jump check and move up to the indicated distance. You provoke attacks of opportunity as normal, but may make Tumble checks to avoid them as usual.



Starfall
Descriptor: Gravity
Classes: Dreadnought, Exo Gladiator
Prerequisites: None
Sockets: Arms, Feet, Shielding

Personal gravity manipulation allows you decrease your weight significantly. This allows you to glide in the air, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 20 feet (average maneuverability). Even if your maneuverability improves, you can't hover while gliding. If you become unconscious or helpless while in midair, this module's emergency protocols automatically attempt to slow your descent. You fall only 60 feet per round and take only 1d6 points of falling damage, no matter what the actual distance of the fall.

Unlike many similar abilities, you can glide this way while carrying a medium or heavy load.

You can also dramatically increase your weight while falling to impact with greater force. You can perform a diving charge with any weapon, not just piercing weapons.

Energy: You gain an enhancement bonus equal to twice the amount of energy allocated to this module on all Jump checks. You gain an enhancement bonus on saving throws against gravity-based effects equal to the amount of energy allocated to this module.

Socket (arms)
Range: 10 ft.
Saving Throw: Reflex half
The force of your impact with the ground when you perform a diving charge is so great that it releases a damaging shockwave. After the first attack you make as part of performing a diving charge, all creatures other than yourself within 10 feet of the creature you attacked take 1d6 points of bludgeoning damage for each point of energy allocated to this module. This damage is affected by damage reduction. A successful Reflex save halves this damage. If your attack hit, the creature you attacked is not allowed a saving throw against this damage.

Socket (feet)
Controlled weight manipulation allows you to more easily propel yourself into the air. Any jumps you make are considered running jumps. Additionally, the vertical distance you can achieve with a Jump check is doubled.

As a side effect of your weight manipulation, pressure-based triggers have only a 50% chance to trigger when you put your weight on them.

Socket (shielding)
By manipulating gravitational fields around your body, you can deflect many near-misses. You gain a deflection bonus to your Armor Class equal to the amount of energy allocated to this module. Additionally, any manufactured or natural weapon that does hit you is charged with a short-lived variable gravitational field, imposing a cumulative -1 penalty on any further attacks made with it for 1 round. In the case of projectile weapons, only the projectile is afflicted by this effect, not the launcher, so the penalty will only apply if the projectile is recovered and reused.

Attacks made by massless or non-physical weapons ignore this deflection bonus and this effect.



Thayotech Combat Amplifier
Descriptor: Exograft
Classes: Exo Gladiator
Prerequisites: None
Sockets: Arms, Support, Exograft

Developed by Red Thay Arcane Industries, the Thayotech combat amplifier provides arcanic reinforcement for combat beasts of all shapes and sizes, and is compatible with a wide range of exograft systems. When you activate this module, choose one of your natural weapons (and any other natural weapons it's paired with, if applicable). It deals damage as though you were one size category larger. Additionally, that natural weapon is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

For the purpose of abilities and effects that function based on what natural attacks this module is capable of granting, such as the exo gladiator's exograft focus ability, this module is capable of granting the chosen natural weapon.

Energy: The chosen natural weapon gains an enhancement bonus equal to the amount of energy allocated to this module.

Socket (arms)
Choose an energy type from among acid, cold, electricity, and fire. Attacks with the chosen natural weapon deal an extra 1d6 damage of that type. On a crit, they deal a further additional 1d10 points of damage of that type for each point of the natural attack's critical multiplier beyond 1 (1d10 if the multiplier is x2, 2d10 if the multiplier is x3, 3d10 if the multiplier is x4, etc.). You can change the selected energy type as a standard action.

Socket (support)
The critical threat range for all attacks you make with any of your natural weapons is doubled. This effect counts as the Improved Critical feat when determining whether or not it stacks with other effects that increase the critical threat range of an attack.

Additionally, add 1 to the critical damage multiplier of the chosen natural weapon, up to a maximum of x4.

Socket (exograft)
The chosen natural weapon overcomes damage reduction as though it was all materials and alignments.



Thrash Line
Descriptor: Exograft
Classes: Exo Gladiator
Prerequisites: None
Sockets: Utility, Visor, Exograft

This module produces a spool of a hard yet flexible metal cable, tipped with a striking point. Mechanical control systems down its length that allow you to control it with a great degree of precision. While it lacks the fine control to grasp and manipulate objects, you can easily swing it at high speeds at your enemies, striking them with great force. Since the spool is attached to your armor and the control systems are wired into your nervous system, it functions just like another limb for you.

You gain a tentacle natural attack, dealing bludgeoning or piercing damage, with a base damage of 1d6 for a Medium-sized creature, or 1d4 for a Small-sized creature. You deal appropriately more or less damage with this attack if you are larger or smaller.

The tentacle attack granted by this module counts as an energy receptacle and shares its energy allocation with this module.

Energy: The tentacle attack granted by this module gains an enhancement bonus equal to the amount of energy allocated to this module.

Socket (utility)
You can use your tentacle attack like a grappling hook. You can extend the cable and still use it effectively up to a maximum length of 60 feet plus 10 feet per point of energy allocated to this module when used in this way, although you can extend or retract it to any length up to its maximum. You gain an enhancement bonus equal to twice the amount of allocated energy on Use Rope checks made to secure the cable, and you always know whether or not you've successfully secured it.

If you successfully secure the cable to an object capable of supporting your weight, you can pull yourself to the anchor point (optionally suspending yourself from it as though hanging from a rope) as a move action by retracting it.

Because you can control the thrash line completely independently of your other limbs, throwing it as a grappling hook does not require your hands, does not provoke an attack of opportunity, and can be done as a move action instead of a standard action.

Socket (visor)
As a byproduct of the thrash line's control systems rewiring your mental processes to control an extra limb, your overall awareness and coordination improves. You can make a number of additional attacks of opportunity each round equal to the amount of energy allocated to this module. In addition, you can make attacks of opportunity while flat-footed. This stacks with the benefit of the Combat Reflexes feat and similar effects.

Socket (exograft)
With the increased precision granted by wiring the thrash line's control systems through your existing exograft nervous system interface, you can effectively strike with it at a greater distance. Your reach with the tentacle attack is increased to double your normal reach, as with a reach weapon, except that you can still threaten and attack spaces close to you with it, like a spiked chain. Additionally, when you make an attack with the tentacle during a full attack, you gain an additional 5 feet of reach with it per point of energy allocated to this module.



Thrust Lancer
Descriptor: Exograft
Classes: Dreadnought, Energy Warrior, Exo Gladiator
Prerequisites: None
Sockets: Arms, Feet, Exograft

Thrust assistance allows you to more easily maneuver at high speeds. When you charge, you can move to and attack from any space from which you can attack your opponent, not just the first space in a direct line towards your opponent. Additionally, you can charge through spaces occupied by your allies and through spaces that would hinder (but not completely stop) your movement. This doesn't allow you to charge through enemies (even if you have the ability to move through their spaces unhindered), and you must still move in a straight line.

Energy: You gain an enhancement bonus to all of your movement speeds equal to 5 feet times the amount of energy allocated to this module.

Socket (arms)
Increased thrust and added flight surfaces on your armor allow you to take flight when you move at high speed. At high speed, the flight surfaces can catch the air, like fixed wings, allowing you to take off and gain altitude, albeit on little more than a ballistic trajectory. When you charge or run, you can fly with speed equal to your base land speed and with clumsy maneuverability. This fly speed lasts until the end of your next turn, allowing you to continue your flight into subsequent rounds by continuing to charge or run, or allowing you to make a controlled descent as your speed rapidly bleeds off. Since this is winged flight, it is only effective in an atmosphere. However, in conditions of no gravity, you can use the thrust systems alone to propel you with the same flight profile, despite a lack of atmosphere (although it still lacks the control necessary to do so without charging or running).

Additionally, when you charge, your movement does not provoke an attack of opportunity from the opponent that you attack. If you have any remaining movement, you can continue moving in the straight line of the charge.

Socket (feet)
New protocols for your combat assist systems allows you to more effectively engage in high velocity combat. You gain the skirmish ability, if you do not already have it, which deals an extra 1d6 points of damage and grants a +1 competence bonus to your AC during any round in which you move at least 10 feet. If you already have the skirmish class feature, your existing skirmish ability deals an extra 1d6 points of damage and grants an extra +1 bonus to your AC. See the scout class feature for a complete description of skirmish.

Socket (exograft)
By adjusting the aerodynamic surfaces of your exograft into lethally sharp edges, this module gives you a new way of striking at your enemies without compromising mobility or maneuverability. You gain a spine natural attack, dealing piercing and slashing damage, with a base damage of 1d6 for a Medium-sized creature, or 1d4 for a Small-sized creature. You deal appropriately more or less damage with this attack if you are larger or smaller. The spine deals double damage when you attack with it as part of a charge. You must have a free hand with which to strike in order to attack with this spine.

The spine attack granted by this module counts as an energy receptacle and shares its energy allocation with this module.

The spine attack granted by this module gains an enhancement bonus equal to the amount of energy allocated to this module.



Weapons Platform
Descriptor: Exograft, Gravity
Classes: Exo Gladiator
Prerequisites: None
Sockets: Shielding, Utility, Exograft

This module produces an external weapon mount attached to your body or armor. You can affix a single light weapon manufactured to it as a standard action. Once affixed, the weapon cannot be thrown, dropped, or otherwise easily released. Removing the weapon is also a standard action. You have a +10 bonus on rolls to avoid being disarmed of this weapon, as though using a locked gauntlet.

You cannot wield the affixed weapon directly. Instead, this module's neural interface allows you to control it like an extra limb. You can wield the affixed weapon as a secondary natural weapon. As a secondary natural weapon, any attacks you make with it are with a -5 penalty on your attack roll and add only 1/2 your Strength bonus to damage rolls with it (for melee attacks and other attacks that allow you to add your Strength modifier to the damage) and you do not gain additional attacks with it during a full attack for having a high Base Attack Bonus. However, this also allows you to make a single attack with it as part of a full attack in addition to your normal attacks.

The weapon mount is capable of attacking with any manufactured weapon with which you are proficient, both in melee and at range. Since the weapon is affixed to the mount, it cannot throw it. The mount can, however, make ranged attacks with it if it is a projectile weapon. The weapon mount can move the weapon into position for you to reload it after firing if needed, and provides one of the hands needed to reload it; if the weapon's reloading mechanism is simple enough that it can be held and reloaded with the same hand, the mount's manipulators a capable of performing such an action.

When not in use, you can retract the weapon mount, folding it up to reduce your profile and prevent damage to it. Retracting or extending the weapon mount is a free action.

For the purpose of abilities and effects that function based on what natural attacks this module is capable of granting, such as the exo gladiator's exograft focus ability, this module is capable of granting weapons of the attached weapon's type, and those abilities can apply to manufactured weapons of the attached weapon's type.

Energy: The weapon affixed to the weapon mount gains an enhancement bonus equal to the amount of energy allocated to this module.

Socket (hands)
Exoskeletal reinforcement and support armatures allow you to wield heavy weapons more easily. You can wield two-handed weapons in a single hand. Treat them as one-handed weapons when you wield them this way. You can use the two-handed statistics of weapons that can already be wielded in one hand, such as bastard swords, when wielding them in only one hand this way.

The same reinforcement applies to this module's weapon mount, allowing it to have a one-handed or two-handed weapon affixed to it. If this attachment is suppressed or removed while an overly large weapon is affixed to the weapon mount, the mount immediately drops it.

Socket (helmet)
Additional heavy weapons operations software allows you to operate siege weaponry. You are proficient with siege weapons and you gain a +2 enhancement bonus on ability checks and Profession (siege engineer) checks to operate siege weapons for each point of energy allocated to this module. When operating siege weapons, you may choose to count as a creature of one size category larger than you actually are.

Further, the enhanced software package includes improved automated targeting and operations protocols for the weapon mount. As a swift action, you can make a single attack with the weapon affixed to your weapon mount.

Socket (exograft)
Your exograft can deploy additional structures to fortify your position and stabilize your weapon mount. You can deploy these structures only while you are standing on solid ground as they must sit solidly on it. You can deploy or retract them as a move action. While deployed, these structures give you a +4 bonus on all checks and saves to prevent falling prone or being moved and grant you lesser benefits of cover, giving you a +2 bonus to your Armor Class and a +1 bonus on Reflex saves. The structures stabilize your weapon mount's aim, allowing the first ranged attack you make with it each round to count as an aimed ranged attack. However, while these structures are deployed, you are immobilized and your movement speed is reduced to 0.



Wolfpack Designator
Descriptor: None
Classes: Energy Warrior, Exo Gladiator
Prerequisites: None
Sockets: Feet, Support

You can acquire a target lock on a subject you can see. While you threaten the subject of your target lock, you can flank that subject with any ally or allies that also threaten it without needing to be directly opposite each other across the subject's space.

Acquiring, releasing, or changing a target lock is a free action. You automatically lose your target lock if you are unable to see the subject of your target lock. You can have a target lock on only one subject at a time. If you have the ability to acquire a target lock from multiple sources, you still only acquire a target lock on a single subject, but the effects of those abilities all apply.

Energy: You gain a competence bonus on weapon damage rolls against creatures you flank equal to the amount of energy allocated to this module.

Socket (feet)
You can better capitalize on keeping your foes off-balance. You do not provoke attacks of opportunity from creatures you flank. Additionally, you and your allies who would flank with you can use your activator level in place of your effective rogue level from class levels when determining whether or not the improved uncanny dodge ability prevents a creature from being flanked by you or your allies.

Socket (support)
You can pinpoint the subject of your target lock and any creature that you flank, even if you cannot see them. While you are flanking the subject of your target lock, you and any allies that are flanking it with you can perceive that creature as though with blindsight.

Additionally, you can acquire and maintain a target lock on any subject that you are flanking or that you have pinpointed, even if you cannot see it, as long as it is still within line of sight.



Change Log
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New Modules
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Exo Gladiator Module List
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Natural Weapons from Modules
Sometimes, a module that grants natural weapons will specify if those are primary or secondary natural weapons. Most often, however, it won't. In this case, you can flexibly treat the natural weapon as primary or secondary. During a full attack, you can only treat one natural weapon (or pair of natural weapons, if they are granted as a pair, which may actually consist of more than two identical natural weapons) as your primary natural weapon, with the rest functioning as secondary natural weapons. If you already have a primary natural weapon from another source, if you attack with it, that is your primary natural weapon. Otherwise, you can freely choose which module-granted natural weapon is your primary natural weapon. If you perform any attacks from your Base Attack Bonus with a manufactured weapon, all natural weapons you attack with alongside it in the full attack are secondary natural weapons.

Unless otherwise specified, module-granted natural weapons used as secondary natural weapons add 1/2 your Strength modifier to damage rolls. Module-granted primary natural weapons add your full Strength modifier to damage rolls, or 1-1/2 times your Strength modifier if you use only a single primary natural weapon and no secondary natural weapons.



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60
Exo Gladiator base class
Cybernetic activator class. Focuses on modules that grant a variety of natural weapons. The fantasy for this class is lower tech than the others. Rather than sleek, hi-tech tools, these characters use rugged powered exoskeletons and grafted tech. Members of this class might have undergone procedures to make mechanized supersoldiers, been subjects of invasive technological experimentation, or allowed themselves to be "enhanced" to better provide bloodsport entertainment to the masses.

Alignment: Any.
Starting Gold: 2d4x10 (50 gp) and a free exograft (see Armored Exograft below)
Starting Age: As rogue.

Hit Die: d10

Table: The Exo Gladiator


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special
Activating
Active
Modules1
Energy
Pool
Socket
Attachments
1+0+2+2+0Armored Exograft, Exograft Focus, Exograft Module1+110
2+1+3+3+0Exograft Socket (+1 capacity), Uncanny Dodge2+121
3+2+3+3+1Energized Exograft, Maintain Exograft2+121
4+3+4+4+1Protected Exograft3+131
5+3+4+4+1Least Socket Access3+131
6+4+5+5+2Customize Exograft, Improved Uncanny Dodge3+142
7+5+5+5+2Neural Override4+152
8+6/+1+6+6+2Rapidstrike4+152
9+6/+1+6+6+3Expanded Exograft, Lesser Socket Access4+162
10+7/+2+7+7+3--5+173
11+8/+3+7+7+3Extra Exograft Attachment5+183
12+9/+4+8+8+4Improved Exograft Critical5+193
13+9/+4+8+8+4--6+1103
14+10/+5+9+9+4Greater Socket Access6+1114
15+11/+6/+1+9+9+5Exograft Socket (+2 capacity), Improved Rapidstrike6+1124
16+12/+7/+2+10+10+5--7+1134
17+12/+7/+2+10+10+5Shielded Exograft7+1144
18+13/+8/+3+11+11+6Core Socket Access7+1165
19+14/+9/+4+11+11+6--8+1185
20+15/+10/+5+12+12+6Versatile Rapidstrike8+1205
1. In addition to the stated number of active modules, an exo gladiator can activate their exograft module as an integrated module. The "+1" in the entries on this table represents that module.

Class skills (4 + Int modifier per level): Balance, Bluff, Climb, Computer Use, Concentration, Craft, Intimidate, Jump, Knowledge (local), Listen, Perform (weapon drill), Profession, Sense Motive, Spot, Swim, Tumble, and Use Rope.

Weapon and Armor Proficiency: As an exo gladiator, you are proficient with all simple weapons and with light and medium armor.

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

An exo gladiator can activate only a certain number of modules at once. Your base concurrent allotment is given on the table above. You can also activate the module associated with your exograft (see the exograft module ability, below), represented by the "+1" in the entries on the table.

At 1st level, you gain access to a pool of energy, which can be allocated to your active modules to increase their effects. If you already have a pool of energy, combine the two to determine the total amount of energy available. Your character level determines the maximum amount of energy that can be allocated to any given module at one time, as indicated on Table: Energy Capacity by Level.

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

Socket Attachments: Beginning at 2nd level, you can attach active modules to the sockets that you have available. The number of socket attachments that you can have in effect at any one time depends on your level (see the Socket Attachments column in the table above). At 2nd level, you gain access to your Exograft socket (see below), allowing you to attach modules to it. Beginning at 5th level, you gain access to your Least sockets. At 9th level, you gain access to your Lesser sockets. At 14th level, you gain access to your Greater sockets. At 18th level, you gain access to your Core socket.

Armored Exograft: As an exo gladiator, you are bonded with an armored exoskeleton called an exograft. In most ways, an exograft functions as an ordinary suit of armor. However, it cannot be easily donned and doffed. In order to properly use an exograft, it must be surgically grafted to your body and wired into your nervous system. This is a difficult process that much be performed by a trained professional. This is similar to applying or removing a graft; the procedure to attach or remove an exograft takes 8 hours and must be performed by a character with the Cybernetic Grafter feat or a similar ability. See the exograft description, below, for more details.

Several exo gladiator abilities rely on having an attached exograft. If your exograft is removed, you lose access to those abilities until such time as you attach a new one in its place.

If you are an exo gladiator at character creation, you can start with a masterwork sleek, light, medium, or heavy exograft with which you are proficient, associated with the module of your choice, already attached. This exograft is free and does not count against your starting wealth, although any further modifications to it must be paid for from your starting wealth. If you become an exo gladiator at a later level after beginning play, you must acquire and attach an exograft after you take your first level of exo gladiator in order to use your exo gladiator class features that rely on having an exograft.

Sidebar: Exografts
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Exograft Focus: You gain benefit of the Weapon Focus feat for natural weapons of the types granted by your exograft module. If your exograft module grants the benefits of the Improved Unarmed Strike feat, this also applies to unarmed strikes. If your exograft module only grants certain natural weapons while attached to a socket, you still gain the benefit of Weapon Focus with those natural weapons even if you can't yet access that socket.

You must have an attached exograft in order to use this ability. Without an attached exograft, you do not gain Weapon Focus with any natural weapons.

Exograft Module (IM): As an exo gladiator, the first skill you learn with regards to making use of your exograft is to activate its associated module. You can activate the module associated with your exograft as an integrated module using your normal activator level. As an integrated module, this does not count against the number of exo gladiator modules you can activate, and it cannot be suppressed or deactivated by abilities and effects that target individual modules (such as the dispel magic and disrupt modules spells).

Use your normal activator level for this module.

If you somehow have multiple exografts, you can only activate the module of one of them at a time with this ability.

You must have an attached exograft in order to use this ability. Without an attached exograft, the exograft module immediately deactivates.

Exograft Socket: At 2nd level, you gain access to a unique socket: the Exograft socket. This socket is not directly associated with any location on your body, although it has a strong connection to both your exograft and any natural weapons you may possess.

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

You must have an attached exograft in order to use this ability. Without an attached exograft, you lose access to your exograft socket.

Uncanny Dodge (Ex): Starting at 2nd level, you gain the uncanny dodge ability, as the barbarian ability. This allows you to retain your Dexterity bonus to AC (if any) while flat-footed and against invisible attackers. If you already have uncanny dodge from another class, you gain improved uncanny dodge instead.

Energized Exograft (Su): Beginning at 3rd level, in addition to its normal benefits, your exograft module grants your exograft an enhancement bonus equal to the amount of energy allocated to it.

Maintain Exograft (Ex): Starting at 3rd level, you gain a +4 bonus on all Craft checks with respect to your exograft. You require half as much time and half as many raw materials as normal to repair your exograft. If your exograft is not masterwork, you can modify it into masterwork equipment as though you were crafting it that way originally, and you require half as much time as it would normally take to craft the masterwork component to do so. You can also modify your exograft to add gadgets without the increased cost and difficulty of retrofitting.

Protected Exograft (Ex): An exo gladiator's exografts are rugged devices, resistant to effects that would disrupt their function. At 4th level, your exograft, your exograft module, and any modules that are attached to your Exograft socket gain a resistance bonus equal to your Constitution modifier to their activator level to resist being suppressed. This ability counts as the protected modules ability for the purpose of feat prerequisites and other options. However, any such feats or options qualified for in this way only function with respect to your Exograft socket and the modules attached to it.

Customize Exograft (Ex): Starting at 6th level, you gain the benefits of the Craft Cybernetic Arms and Armor feat for the purpose of modifying your exograft. Modifying your exograft with crafting feats takes you half as much time as normal.

Improved Uncanny Dodge (Ex): Starting at 6th level, you gain the improved uncanny dodge ability, as the barbarian ability. This protects you from being flanked. If you have uncanny dodge from another class, your class levels stack when determining whether or not a rogue is able flank you.

Neural Override (Ex): Beginning at 7th level, your exograft can supplant your brain's signals to your nervous system with its own, generated via a limited simulation of your decision-making, when you are mentally incapacitated. Using its connections to your nervous system, your exograft can transmit these signals almost directly into your muscles, allowing you to act in a manner vaguely approximating your normal self until you recover.

While you are rendered unable to act due to a mind-affecting effect or a condition caused by a mind-affecting effect, your exograft can take control of your body instead, allowing you to perform a single standard, move, or swift action each round, instead of being unable to act entirely, as long as that action is purely physical. In this state, you cannot use any Charisma-, Intelligence-, or Wisdom-based skills (except for Listen and Spot), the Concentration skill, or any abilities that require concentration, that are tied to your mental state, or that have a mental component to their activation, such as casting spells, manifesting powers, and activating command-thought items. Because your exograft can interface directly with your cybernetics, you can still reallocate your energy and use the abilities of your modules, cybernetic feats, grafts, and the exograft itself, even if they are controlled mentally.

While you are able to act but your actions are not under your control due to a mind-affecting effect or a condition caused by a mind-affecting effect, your exograft instead attempts to counter any signals that your compromised brain would send. In this state, you are unable to take any physical actions. Your exograft still allows you to take actions that you would find preferable to taking no action at all. For example, if you were panicked by a dragon's frightful presence, you could still flee from the dragon if that was a better tactical choice than standing still.

You still suffer all other normal effects of the effect or condition; for example, if you were stunned by a psionic blast, you would be able to take a single action, but you would still be denied your Dexterity bonus to AC, suffer a -2 penalty to AC, and drop anything you tried to hold.

If you know you are about to be subjected to such an effect or condition, you can mentally ping your exograft to deactivate this protocol, preventing it from taking effect once you are incapacitated. Otherwise, this ability activates automatically and, as a security measure, cannot be deactivated until you return to your normal mental state.

You must have an attached exograft in order to use this ability.

Rapidstrike (Ex): Beginning at 8th level, whenever you make a full attack in which you make one or more primary natural weapon attacks, you can make an additional attack with one of those primary natural weapons. You have a -5 penalty on your attack roll for this extra attack. You only get one extra attack this way, even if you attack with multiple primary natural weapons.

Expanded Exograft (Ex): Starting at 9th level, your exograft module does not count against the number of modules you can attach to your exograft socket. This allows you to have up to two modules attached to your exograft socket at once, as long as one of them is your exograft module.

Extra Exograft Attachment (Ex): Starting at 11th level, your exograft module can be attached to up to 2 sockets at once, granting the benefits for each. Each additional attachment this way counts against your total socket attachments, as normal.

Improved Exograft Critical: From 12th lvel and onwards, you gain benefit of the Improved Critical feat for natural weapons of the types granted by your exograft module. If your exograft module grants the benefits of the Improved Unarmed Strike feat, this also applies to unarmed strikes. If your exograft module only grants certain natural weapons while attached to a socket, you still gain the benefit of Improved Critical with those natural weapons even if you can't yet access that socket.

You must have an attached exograft in order to use this ability. Without an attached exograft, you do not gain Improved Critical with any natural weapons.

Improved Rapidstrike (Ex): Beginning at 15th level, you can use rapidstrike to make a second extra attack. You have a -10 penalty on your attack roll for this second extra attack.

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

Versatile Rapidstrike (Ex): Starting at 20th level, you can apply the benefits of rapidstrike to secondary natural attacks you make as well as primary natural attacks. Whenever you make a full attack in which you make one or more secondary natural weapon attacks, you can make an additional attack with each of those secondary natural weapons. You have a -5 penalty on your attack roll for these extra attacks, in addition to the normal -5 penalty for attacking with a secondary natural weapon.



Alternative Class Features
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Racial Subsitituion Levels
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Change Log
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