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Messages - Garryl

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61
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.

62
Additional Power of Cybernetics Content
Base Classes
Modules

63
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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64
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.



Change Log
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65
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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66
Martial Flexibility
Prerequisite: Must know at least one maneuver from three different disciplines.
Benefit: You can use your highest ability score modifier in place of the normal ability score modifier when determining the save DCs of your martial maneuvers and stances.

67
How are you resolving the need for a fixed or personal range in order to apply Persistent Spell to your shadow summons?

Oops.  I'm... not.  Arg, of all the things to miss...  At least the quad-elemental monoliths still work, I think...

Twin Spell should work. It makes the spell apply its effects twice, but it's just one spell, so you can concentrate on it just fine. Repeat Spell causes the spell to be cast a second time, so you'd have to spend 2 standard actions per round to concentrate on them both if you don't have some way of offloading concentration onto another creature or otherwise mitigating it.

68
How are you resolving the need for a fixed or personal range in order to apply Persistent Spell to your shadow summons?

69
Boots of Blasting
Price: 11,200 gp
Body Slot: Feet
Caster Level: 7th
Aura: Moderate evocation
Activation: Use-activated (standard)
Weight: 3 lb.

These heavy leather boots are unremarkable at a glance aside from their metal-reinforced soles. Once per day, the wearer can stomp hard on the ground to release a fiery explosion, propelling her in a parabolic arc up to 50 feet horizontally and up to 30 feet vertically in the direction of her choice. Horizontal movement in this way must include at least 5 feet of vertical ascent and/or descent for every 10 feet of horizontal movement. The landing is uncontrolled, so the wearer may take falling damage based on the distance fallen from the peak of the arc unless she uses the Jump or Tumble skills or otherwise mitigates or protects herself from falling. This movement provokes attacks of opportunity as normal, but the wearer can make Tumble checks to avoid them, as per normal movement, except without taking any penalties for moving faster than half speed.

While the fiery explosion does not harm the boots' wearer, it is still dangerous to those around her. This deals 5d6 points of fire damage to all other creatures and unattended objects within a 10-foot radius spread, centered on the corner of the wearer's space most directly opposite of the direction she is propelled. A Reflex save (DC 16) halves this damage. Like a fireball, the explosion sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the explosion may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Prerequisites: Craft Wondrous Item, fireball.
Cost to create: 5,600 gp, 448 xp, 12 days.

70
Jotting down some notes for a few more PoC items.

I have bionic eye/arm/leg grafts, which are all basic body part replacement grafts with minimal cost (both in gold and in stats) with minor upsides. How about ones for the other two graft slots (flesh, skin)?
- Bionic skin: Synthetic skin that is largely indistinguishable from real skin. Gives a small bonus to resist nonlethal damage (DR 2/lethal sort of thing), saves vs. contact poisons, and saves to put yourself out if you catch fire.
- Bionic heart: Your heart and parts of your circulatory system have been replaced. 50% chance instead of 10% to stabilize naturally each round when dying. Slight resistance to bleeding wounds.

Murder Nails (Arms)
- Implants retractable claws into your fingertips of one hand. Can be used as a natural attack (1d4 damage for Medium).
- You can retract the claws into your fingers, rendering them undetectable to an external inspection. It's DC 30 Search check to find them even with an armacomp sensor package or similar detection capabilities.
- Claws have an internal poison reservoir, allowing you to apply one dose of poison to them like a manufactured weapon. The poison remains secured while the claws are retracted, without risk of exposing you to it. You still have the usual 5% chance to poison yourself when applying the poison, though.
- You can have multiple Murder Nails, one for each hand. Multiple Murder Nails count as a single graft and you only pay the graft sacrifice once (see Leg Compartment graft for wording).

I can't believe I mentioned personal sensors in several gadget descriptions but never wrote them up.
- 50 gp, 1 lb.
- Masterwork Search tool (+2 circumstance on Search checks).
- A basic personal sensor is a hand-held device with a low-cost, general-purpose scanning suite and a readout display. It has very simple, limited functionality, but serves as a platform onto which more specialized sensor suites can be added.

71
Min/Max 3.x / Re: Fun Finds v7.0 - Now with +15% more reposts!
« on: April 21, 2022, 08:11:59 PM »
RAW (but certainly not RAI), high level Swordsages are slightly better than we thought.
- Improved Evasion (17th level) lacks any clauses about requiring light or no armor, unlike their Evasion ability. Arguably, its half damage on a failed save applies on any Reflex save not just one for half damage. Unlike the Rogue's Improved Evasion ability, which specifies that it works like Evasion except for the reduced damage on a failed save, and the Monk's Improved Evasion, which specifies that it improves the existing evasion, the Swordsage version does not specify any connection to the basic Evasion ability (although it's definitely implied).
- Dual Boost (20th level) lets you initiate a boost as a free action whenever you initiate a boost, and doesn't specify that it can't trigger off of a free action boost from Dual Boost, letting you go nova with all 3 of its daily uses at once for 4 boosts in a single turn.

72
Homebrew and House Rules (D&D) / Re: [3.5] Necromancy (P.E.A.C.H)
« on: April 14, 2022, 01:00:31 AM »
Life Conversion could us the dismissible (D) tag so it could be more comfortably used as a buff without having to guess the encounter length (and thus how low you should reduce your caster level) when casting it. It's worth considering changing the bonus type for the attack rolls to something else, since everyone tends to get enhancement bonuses easily enough from masterwork and magic weapons. Mind you, that overlap may be a good thing in order to curtail its power at higher levels when fast healing and higher health pools are more plentiful.
I'm wary of making it untyped. Maybe an insight bonus? Doesn't entirely seem right though. I agree it should be dismissable.

Depends how stackable you want it to be. Part of the problem is that the most common bonus that everyone has is different for attack rolls and for saving throws. Attack rolls get an enhancement bonus easily, while enhancement bonuses are virtually nonexistent for saving throws. For saving throws, it's a resistance bonus that is so easy to come by, which doesn't even exist for attack rolls. If you want it to be minimally stackable, or at least to have the same level of stackability for both modes, I'd say to leave the attack roll bonus as enhancement but change the saving throw bonus to resistance. From the sounds of things, you want it to be usable alongside the basic gear.

I'm not sure insight works, either, since it's more of a divination thing, and converting life force into power doesn't really jibe with that. Competence, luck, and profane might make sense as the bonus type, although they also have their thematic limitations. I suppose it depends how you fluff it.

Quote
Thematically, I would suggest tightening up the targeting restrictions so that the affected creature actually has flesh or bone to enhance.

Agree, but couldn't figure out how to word it. Will come back for this one.

How about this?
Target: One object made of bone or one living or undead creature with a skeletal structure or an exoskeleton
Target: One living or undead creature with flesh

Or, if you don't see any reason for them not to affect Flesh Golems and Bone Golems and the like:
Target: One object made of bone or one creature with a skeletal structure or an exoskeleton
Target: One creature with flesh

73
Homebrew and House Rules (D&D) / Re: [3.5] Necromancy (P.E.A.C.H)
« on: April 13, 2022, 01:07:04 AM »
Your links to amalgam damage are broken. I most recently posted it on this board at http://minmaxforum.com/index.php?topic=17076.

This is an interesting set of multi-purpose buff/debuff spells. Those are always enjoyable to think about.

Life Conversion could us the dismissible (D) tag so it could be more comfortably used as a buff without having to guess the encounter length (and thus how low you should reduce your caster level) when casting it. It's worth considering changing the bonus type for the attack rolls to something else, since everyone tends to get enhancement bonuses easily enough from masterwork and magic weapons. Mind you, that overlap may be a good thing in order to curtail its power at higher levels when fast healing and higher health pools are more plentiful.

As long as you remember that you can cast spells at lower than your full caster level, Nepenthe has a nice, if very situational, secondary use as a buff. Pain effects are fairly uncommon, but it's nice to have the option, and I don't think there are that many ways of getting it normally. I think some drugs and a sacred spell do it, but I'm not very familiar with what else does it.

I might change Strengthen Bone and Harden Flesh to ability damage instead of ability drain, since they both come in one spell level below Restoration, the lowest level PHB spell capable of removing ability drain. Thematically, I would suggest tightening up the targeting restrictions so that the affected creature actually has flesh or bone to enhance.

Flense's damage cap should be upped to 15d6 or 20d6. It caps out at 10th, just one level after you typically gain access to it (9th).

74
D&D 3.5 and Pathfinder / Re: The Pathfinder Ubercharger
« on: April 09, 2022, 06:31:20 PM »
Named Bullet discharges after the first attack, so you'll only get the touch attack/auto-crit/bonus damage on the first attack. Using the mythic version only extends that to two attacks. Since you're already redrawing weapons in the middle of your full attack with the Blinkback Belt, why not just carry one such throwing lance for each attack you expect to make in your iteratives, all buffed with Named Bullet, so that every attack can benefit from the buff?

(Also, holy crap, how is a Cyclops Helm only 5600 gp?)

75
Cool stuff. I always look forward to ToB- and binding-related homebrew.

Is it intended that Kelra's War, Hard-Fought ability buffs your enemies who are adjacent to you?

___'s Perfect Strike should probably clarify that you can take 10 an one attack roll with the maneuver each time you initiate it. Otherwise, the implication is unclear, and it could be interpreted that you can only take 10 once each time you bind the vestige, or worse, once in the existence of the character.

76
I'm not sure this works. Slow Time doesn't grant +2 standard actions. It replaces the normal standard action you get in your turn with 3 limited-usage standard actions.
- Once you've used Slow Time once, you don't have the normal standard action for your turn to replace again, so subsequent uses shouldn't do anything.
- I'm not even sure Slow Time does anything when used outside your turn, which would make it difficult to apply to allies, since you would need to ready an action to use it during an ally's turn, and it would only affect the one ally whose turn it is. A reasonably more generous interpretation would have it apply during your next turn if you are affected by it outside of your turn, but RAW I don't think it even does that.

77
Chapter 4 - Thought Magic / Re: Discussion
« on: August 28, 2021, 07:17:40 PM »
Are there any infinite combos yet? If you're really worried about them, you might want to put a clause in the core mechanics about it to be absolutely safe. For example, you can't express more than level + primary ability score bonus total expressions per round, or you can't express an idea from your deck more times per round than you have copies of it in your deck.

78
Chapter 4 - Thought Magic / Re: Discussion
« on: August 28, 2021, 06:07:09 PM »
Quote
If you have already played Minddagger twice this turn, you may not express it again until your next turn.

Can Minddagger be expressed 2 or 3 times per round? The wording is a little unclear. I think the intent is that when you express it after having expressed it twice before (ie: the third time you express it), the spell's effect then proceeds to lock you out of further usage of the idea. Also, the current wording makes it strange if you have the ability to express Minddagger outside of your turn  (such as the Strategist's Idea of Opportunity ability), which would allow you to bypass the intended limit as long as you don't reach it within any single turn (ex: express it twice during your turn, then twice during another creature's turn, for a total of 4 uses within a single round).

As a possible alternative wording, perhaps the following instead? "You may not express Minddagger ideas more than three times per round."

79
I don't see what the duration on Phantasmal Reminder actually does. It's functionally an instantaneous effect through and through. It says to see text, but there's nothing in the text about it. The only intent behind it I can conceive of is referencing the time frame in which the subject has to have taken damage to be affected (since the end of your last turn), but even that doesn't make much sense. Durations are for spells whose effects extend past the moment of the initial casting, but nothing about the description has it do anything in that time. The saving throw line is wrong, too; it should be Fort negates, not partial.

80
Quick thoughts and first impressions:
- Gameplay will probably wind up a bit like the Crusader, where you don't know what you can do from round to round. Unlike the Crusader, elements aren't deterministic in the slightest and you aren't guaranteed to eventually cycle through to your powerful/interesting abilities. Depending on how formula knowledge works, if you can learn one of every permutation of elements, it might be that you're always able to use a powerful ability but you don't know which one, or it might be a pure gamble where sometimes you're stuck with level 1 spells for an entire battle.
- Possible names instead of X Knight/X Magi (which I assume are meant to have X be the element they specialize in): Elemental Knight, Alchemagus. Seconding the notion of a single class/class name with elemental differentiation being done in-class via a class feature that you use to select your specialization (similar to Wizard specialization's nomenclature).
- 10 + level + ability mod spells/day seems high at low levels and low at high levels, but it might be fine. After all, my gut comparison is to Wizards, and we all now how they don't have nearly enough spells at low levels and wind up with more than they can use at high levels.
- Rolling a bunch of dice every round? Cool. Rolling a bunch of d4s every round? Not so cool. Not all tables have more than a single d4 per person since they're infrequently used, a little hard to roll and read, and have an annoying tendency to become impromptu caltrops when they slip off the table. Consider using d6s instead for some or all of the dice pool. Perhaps 1-4 is the standard set of elements, 5 is your specialized element, and 6 can be spent to do something special, like +1 CL or convert another die to the element of your choice or other things based on class features. You can even mix and match d4s and d6s for the dice pool. Alternatively, you could recommend that people use d8s (2 numbers per element) if they don't have enough d4s or don't want to use so many of them.
- Heat Haze: Multiple fail chances = 60% chance of failure for effect-based ranged attacks, like Scorching Ray? The fluff of the spell is that it's a visual distortion along the lines of concealment, but the mechanical text says straight up attack negation along the lines of Wind Wall or Antimagic Field. Also, it's not concealment, so does Sneak Attack still work and do the miss chances stack with actual concealment? As worded currently, yes. I think the intent with this was that the defender has concealment/total concealment against ranged attacks passing through the wall.

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