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Topics - Garryl

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61
Homebrew and House Rules (D&D) / Leaders of Men - Aura Classes
« on: May 21, 2014, 01:42:29 AM »
Index
The classes described here are connected by their use of auras. The exact nature of an aura can vary wildly. For some classes, they are spheres of power surrounding the character that can enhance allies and hinder enemies. For others, auras represent the distance at which the character can effectively lead his or her companions and inspire them to greater heroics.

The base radius of an aura is 60 feet. Except where noted, an aura is an emanation that fills the projecting character's space and extends outwards to its radius beyond that in all directions. Auras require line of effect, but most do not need line of sight.

Auras (Ex/Su): As a projector, you can learn to produce different effects, or auras, over the course of your career. You may project one aura of each type that you have access to at a time, usually a minor aura plus a special aura based on your class. If you possess the ability to project auras from multiple sources, the number of auras of any given type that you can project at once does not stack. For instance, a Dragon Shaman 2/Marshal 2 would be able to project both a major aura and a draconic aura at the same time, but only a single minor aura.

Activating an aura is a swift action. The aura remains in effect until you use a free action to dismiss it or you activate another aura of the same kind. You can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before you take your first turn.

Activating an aura is a purely mental action. Unless otherwise noted, your auras affect all creatures within 60 feet (including yourself) with line of effect to you. The exact nature of what creatures can be affected by your auras and what conditions and injuries may forcibly dismiss your auras and prevent you from projecting them varies from class to class.

Some auras affect your enemies instead of, or in addition to, your allies. Unless otherwise stated, the save DC of your aura is equal to 10 + 1/2 your class level + your Charisma modifier.

Except where otherwise noted, all modifiers granted by your auras are morale bonuses (or penalties) with a magnitude equal to your aura bonus (bonuses add your aura bonus, penalties subtract it). These morale bonuses and penalties still affect targets immune to mind-affecting effects that are otherwise subject to your aura.

Minor Aura: A minor aura grants allies a bonus to certain rolls equal to your minor aura bonus. For most classes that grant access to minor auras, your minor aura bonus is equal to your Charisma modifier (minimum +1).
  • Accurate Strike: Allies gain a bonus on rolls made to confirm critical hits.
  • Art of War: Allies gain a bonus on disarm, trip, bull rush, and sunder attempts.
  • Blitz: Allies gain a bonus on damage rolls against flat-footed opponents.
  • Combat Tactics: Allies gain a bonus on damage rolls on attacks of opportunity.
  • Demand Fortitude: Allies gain a bonus on Fortitude saves.
  • Determined Caster: Allies gain a bonus on rolls to overcome spell resistance.
  • Determined Manifester: Allies gain a bonus on rolls to overcome power resistance.
  • Distant Aim: Allies gain a bonus on ranged attack rolls. This cannot raise a character's ranged attack modifier above his or her normal ranged attack modifier within the first range increment.
  • Force of Will: Allies gain a bonus on Will saves.
  • Lethal Strike: Allies gain a bonus on damage rolls for confirmed critical hits. This damage bonus is multiplied, as normal.
  • Long Haul: Allies gain a bonus to Strength for the purpose of carrying capacity and a bonus on checks and rolls modified by the Endurance feat.
  • Master of Opportunity: Allies gain a bonus to Armor Class against attacks of opportunity.
  • Master of Tactics: Allies gain a bonus on damage rolls when flanking.
  • Motivate Charisma: Allies gain a bonus on Charisma checks and Charisma-based skill checks.
  • Motivate Constitution: Allies gain a bonus on Constitution checks and Constitution-based skill checks.
  • Motivate Dexterity: Allies gain a bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.
  • Motivate Intelligence: Allies gain a bonus on Intelligence checks and Intelligence-based skill checks.
  • Motivate Strength: Allies gain a bonus on Strength checks and Strength-based skill checks.
  • Motivate Wisdom: Allies gain a bonus on Wisdom checks and Wisdom-based skill checks.
  • Over the Top: Allies gain a bonus on damage rolls when charging.
  • Reliable Strike: Allies gain a bonus on percentile miss chance rolls equal to twice your aura bonus.
  • Sublime Focus: Allies gain a bonus on skill checks made as part of maneuvers.
  • Tough It Out: Allies gain a bonus to current and maximum hit points equal to twice your aura bonus. These hit points are not lost first like temporary hit points, and disappear when the aura is lost.
  • Warning Shout: Allies gain a bonus to Armor Class while denied Dexterity to AC. This cannot raise a character's Armor Class above his or her normal Armor Class. This does not change whether or not a character is considered denied Dex to AC, even if it raises his or her AC to its normal value.
  • Watchful Eye: Allies gain a bonus on Reflex saves.


Auras By Effect
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Change Log
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62
Tomb of Battle: The Book of Dead Warriors / [Base] Spirit Warrior
« on: April 06, 2014, 01:42:58 AM »
Spirit Warrior base class
The spirit warrior is to the spirit shaman what the crusader is to the cleric.

Abilities: Wisdom is important to spirit warriors, allowing them to better understand the spirits that they interact with and to better use their own spiritual power to affect the physical world.
Alignment: Any.
Starting Gold: 5d4x10 (125 gp)
Starting Age: As ranger.

Hit Die: d10

Table: The Spirit Warrior


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special

Maneuvers
Known

Maneuvers
Readied

Stances
Known
1+1+2+0+2Spiritual Force431
2+2+3+0+3Uncanny Dodge532
3+3+3+1+3Detect Spirits632
4+4+4+1+4Ghost Warrior632
5+5+4+1+4Spiritual Tenacity (half)742
6+6/+1+5+2+5Blessing of the Spirits743
7+7/+2+5+2+5Speak With Dead 1/day843
8+8/+3+6+2+6--843
9+9/+4+6+3+6Spiritual Might943
10+10/+5+7+3+7--953
11+11/+6/+1+7+3+7Speak With Dead 2/day1053
12+12/+7/+2+8+4+8--1053
13+13/+8/+3+8+4+8Spirit Resilience1154
14+14/+9/+4+9+4+9--1154
15+15/+10/+5+9+5+9Speak With Dead 3/day1264
16+16/+11/+6/+1+10+5+10--1264
17+17/+12/+7/+2+10+5+10Spiritual Tenacity (full)1364
18+18/+13/+8/+3+11+6+11--1364
19+19/+14/+9/+4+11+6+11Speak With Dead at will1464
20+20/+15/+10/+5+12+6+12Eternal Warrior1475

Class skills (4 + Int modifier per level): Balance, Concentration, Craft, Diplomacy, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (nature), Knowledge (religion), Knowledge (the planes), Listen, Martial Lore, Move Silently, Profession, Sense Motive, Spot, and Survival.

Weapon and Armor Proficiency: As a spirit warrior, you are proficient with all simple and martial weapons, with light and medium armor, and with shields (other than tower shields).

Maneuvers: You begin your career with knowledge of four martial maneuvers. The disciplines available to you are Devoted Spirit, Diamond Mind, Shadow Hand, and Undying Call.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by a spirit warrior 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 spirit warrior 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 full-round 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 spirit warriors. 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.

Spiritual Force (Ex): Your intense connection with the spirit world inspires you to greater confidence and conviction in your dealings with others. You can use your Wisdom modifier in place of your Charisma modifier when determining the save DCs of your martial maneuvers and stances, on all Charisma checks, and Charisma-based skill checks. Further, should you be or ever become incorporeal, you can use your Wisdom modifier in place of your Charisma modifier when determining the deflection bonus to your AC that you gain due to your incorporeality.

Uncanny Dodge (Ex): Beginning at 2nd level, you gain uncanny dodge, as per the barbarian's uncanny dodge ability.

Detect Spirits (Sp): Beginning at 3rd level, you can sense the presence of spirits when you set your mind to it. At will, you can use detect spirits as a spell-like ability. It functions just like detect undead, except it detects creatures that are considered spirits.

Ghost Warrior (Su): Beginning at 4th level, you confer the ghost touch special ability to any weapon you hold for as long as you hold it. You also become resistant to the touch attacks of incorporeal creatures. Incorporeal touch attacks against you are resolved against your normal Armor Class (rather than ignoring your armor and shield bonuses).

Spiritual Tenacity (Ex): Starting at 5th level, you gain additional hit points equal to your spirit warrior level x by your Wisdom bonus (minimum +0) x 1/2. These additional hit points function just like hit points gained from a high Constitution score.

Beginning at 17th level, this improves to your full spirit warrior level multiplied by your Wisdom bonus (minimum +0).

Blessing of the Spirits (Sp): Starting at 6th level, you can perform a special rite to gain a special blessing. You go into a meditative state in which you travel to the spirit world. Performing the rite requires 10 minutes. You can only ward yourself with this ability and cannot perform the rite for anyone else. The blessing functions just like protection from evil, except it protects against spirits instead of evil creatures and effects and lasts until it is dismissed or dispelled. If this ability is dispelled, you can recreate it simply by taking 10 minutes to do so.

Speak With Dead (Sp): Beginning at 7th level, you can contact the souls of the recently deceased, as per the speak with dead spell. The save DC of this ability is Wisdom-based. Initially, you can use this ability once per day. This improves to twice per day at 11th level, three times per day at 15th level, and an unlimited number of times per day at 19th level.

Spiritual Might (Ex): Beginning at 9th level, you an insight bonus equal to your Wisdom bonus (minimum +0) on all damage rolls with attacks that threatened a critical hit (even if they did not confirm the crit). On a confirmed crit, this bonus damage is multiplied like any other damage bonus.

Spirit Resilience (Ex): Your connection with the spirit world allows you to transcend some of the distinctions between the living and the dead. Beginning at 13th level, you are healed by both positive and negative energy.

Eternal Warrior (Su): Starting at 20th level, should you perish in battle, you can continue your fight from beyond the veil. When you die or are destroyed, you can elect to rise the next morning (or 24 hours later, should you die on a plane without a diurnal cycle) as a ghostly version of yourself. You appear at either the location at which you died, the location of your corpse (or the largest remaining fragment thereof, if it has been destroyed), or a specific location chosen for this purpose before your demise (you can only have one such location chosen at a time). You are aware of the presence or absence of other creatures and of any immediate dangers in each area before you make your choice, although not of any particular details thereof.

Whichever location you choose, you appear as you were in life, with full hit points, but as an incorporeal creature and with incorporeal copies of all of your equipment that you died with. While you are in this state, you count as a spirit, and are thus fully affected by effects that apply against them. Further, while you are not undead like a ghost, you are not actually alive. Effects that target living creatures cannot affect you, and effects that return a creature to life can be used to bring you back from death.

You and your incorporeal gear remain in existence for up to 1 week, or until you are otherwise revived.

You can use this ability at most once per week.



Quote from: Complete Divine
WHAT IS A SPIRIT?
 
Several of the spirit shaman's abilities affect spirits. For purposes of the spirit shaman's ability, a "spirit" includes any of the following creatures:
  • All incorporeal undead
  • All fey
  • All elementals
  • Creatures in astral form or with astral bodies (but not a creature physically present on the Astral Plane)
  • All creatures of the spirit subtype (see Oriental Adventures)
  • Spirit folk and telthors (see Unapproachable East)
  • Spirit creatures created by spells such as dream sight or wood wose (see Chapter 7).
In the spirit shaman's worldview, elementals and fey are simply spirits of nature, and incorporeal undead are the spirits of the dead.



Change Log
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63
Hello everyone. If you used to hang around the PBP section of GitP, you may have seen a few Fire Emblem games pop up here and there starting from several years back. You may even have seen my previous attempts at running a Fire Emblem game on those forums about 2 years ago. I had originally intended to run one game, then it ballooned into two, and then it was just too much for me to run so I had to shut both games down. All in all, it was several months of fun before it all fell apart. Having seen so many games not even get that far, it seems like a reasonable attempt to me. And while I might like to run a game again, IF I run a game again, I fully intend to learn from the mistakes I made already and make sure I'm really up to the task before taking it on.

To that end, I am testing the waters for interest in a future game, both for players and for a co-GM. Running a game alone is too much for me to sustain long-term, and the wonderful players who join games on these boards deserve better than a game that stalls out and ends after a few months. Therefore, I'm looking to split the work with someone else who is interested in running (or just helping run) a game. I've got some ideas that I'd like to see used. Heck, I'd just be happy with someone to bounce ideas off of, to flesh out my thoughts and see which ones are feasible. I'm also hoping to acquire or develop some tools to help run the game. Like maybe a database to store the stats of all the characters and enemies so I don't have to record it all manually, or something.

While I would love to run another game, I can't stress enough that I won't even try if I'm not sure I can handle it. Running a Fire Emblem game is a lot of work, and a great many of them end within only a couple of months of starting. I don't want to get everyone's hopes up only to bail at the last minute and leave a lot of people disappointed.

Now, with that out of the way, I'd like to discuss some of my ideas and preferences. If you saw my previous games, you know of the game world they took place in and the very flexible Fire Emblem-based rules they used. If you didn't, there's a link to the rules above and I'll be posting a set of overview notes on the setting below. Ideally, I'd like to run a game using those rules. I'd also like to run a game in that setting, and I have a few ideas for the general game concept to go with it, but my notes are rather less complete, the ideas less fleshed out. That's one of the big things that this thread is for, to discuss ideas. I had more notes at one point, but they were lost when my backup drive failed, so I need to reconstruct them, and the best way to do so is to talk about them with other people.

One of the things I'd really like for the world, just to start with, is a calendar, even just for the years. It's annoying referring to everything as "X years ago", especially when I'm thinking about it from perspectives that take place centuries apart (WoW/SBtW: "Present", War Games: ~208 years past).



The setting: Solak
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Game Concepts
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GM-ing Philosophies, Strengths, and Weaknesses
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64
Off Topic Fun / Netflix Selection
« on: December 22, 2013, 02:40:49 AM »
So, I just signed up for the free trial month for Netflix, and I'm rather disappointed with the selection. There were a few movies I was specifically looking for (Pacific Rim, The Incredible Hulk, The Man Who Shot Liberty Valance, and a couple others whose names escape me), none of which were available. Most of the titles I even recognized were shows and movies I'd already seen (and often had recorded on my PVR or that I own on VHS/DVD/Blue Ray) or things that I knew I wasn't interested in. I looked through several hundred of the shows and movies on the home page, and very little looked appealing. Am I missing something here?

65
Off Topic Fun / What's up with Tome?
« on: December 09, 2013, 01:24:53 AM »
Tome has a lot of neat things and good ideas going for it. The power level isn't real to my taste, but that's different for everyone's games. What really irks me, though, is that I can never tell when I'm reading it what's a complaint about 3rd edition D&D rules, what's a proposed change, and what's a discussion or analysis of a proposed change. Anyone else know what I mean?

66
[D&D 3.5] Jewel of a Quest / Character Thread: Garryl Bezyak
« on: August 09, 2013, 02:43:07 PM »
Current stats and ongoing effects, for convenience

HD: 14d6+1d4+75 (144 hp)
Saves: F +20, R +17, W +19 (+9/+8/+11 base, +5/+3/+2 stat, +5/+5/+5 resistance, +1/+1/+1 luck); +5 competence vs. time; +7 circumstance vs. inhaled poisons; 1/2 damage from area effects
AC: 30 (+11 armor, +7 shield, +3 Dex, -1 flaw), touch 12, flat-footed 27; +5 competence vs. time; +7 circumstance vs. ranged
Miss Chance: 58.4% (20% concealment, 20% time, 35% teleportation)
Immunities: Mind-affecting, Scrying
Initiative: +8 (+3 Dex, +2 nimble psicrystal, +2 competence, +1 Chainmail Glove of Taarnham the Vigilant)
Speed: 30 ft.; Wind Strider
Senses: 120 ft. Gauntlets of Reaction (Chainmail Glove of Taarnham the Vigilant)
BAB/Grapple: +11/+11
Attacks: Gauntlets of Reaction +10/+5/+0 melee (1d3+1); provokes AoO
Attacks: Luck Blade +11/+6/+1 melee (1d6+2/19-20)
Attacks: +1 nanopistol +15/+10/+5 ranged (1d6+1)
Attacks: +9/+4/-1 melee (base)
Attacks: +14/+9/+4 ranged (base)

HP: 144/144
PP: 218/257
Psionic Focus: 1/1
Energy: 17/17, 0 unallocated

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Ongoing Effects
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Contingent Effects
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Charged Equipment
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Summoned Creatures
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Rituals 'R' Us / Revised Rituals 'R' Us
« on: July 29, 2013, 03:43:17 PM »
This thread for notes and discussions on the proposed major revisions to the ritual system and its classes.

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All Modules
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Cyberneticist Module List
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Dreadnought Module List
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Energy Warrior Module List
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Phazite material
Phazite is a stable and durable form of Phazon. It is highly radioactive, although less so than raw Phazon, allowing it to be safely handled with only minimal radiation shielding. It is among the hardest substances known, rivaling even adamantine. However, common Phazite possesses a crippling weakness that allows high frequency waveforms to pass through it as though it wasn't there. These frequency ranges are most commonly used in common corrosion inducement and molecular disruption technology.
Hit Points: 40/inch
Hardness: 20
Weight: Objects made out of Phazite weigh as much as a normal item made from iron or steel.
Weapons: Phazite weapons deal an additional 1 point of Phazon damage on each successful attack.
Armor: Phazite armor and shields apply half of the armor or shield bonus they grant to Armor Class, rounded up, against touch attacks other than acid-based attacks. Against acid-based attacks, Phazite armor and shields apply only half of their armor or shield bonus to normal attacks.
Special: Phazite is radioactive, but is fairly stable. It functions as a moderate Phazon radiation source that also causes acute radiation damage, but only causes radiation with direct contact. Direct contact deals 1d6 points of damage per minute of exposure (see the section on Radiation Dangers for more details). If a creature is subject to multiple sources of radiation, only the highest damage applies, as normal.

In addition, Phazite objects take only 1/4 the normal damage from acid (before applying hardness), and they do not block line of effect against acid effects. Phazite has relatively low reactivity with mundane acid, and acid-like waveforms simply pass through the material leaving it unharmed.
Cost: Phazite weapons cost an additional 1500 gp above the cost of a normal weapon (this does not include the cost to be made masterwork).  Phazite shields cost an additional 300 gp above the cost of a normal shield, Phazite light armor cost an extra 500 gp, Phazite medium armor cost an extra 1000 gp, and Phazite heavy armor cost an extra 1500 gp (these costs do not include the cost to be made masterwork). Other objects normally made of iron or steel can be made of Phazite at an additional cost of 50 gp/lb.

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New Feats
The following feats are designed to supplement those provided in Power of Cybernetics and allow access or improvement to the new mechanics introduced in the Metroid adaptation.

Table: Feats
Phazon FeatsPrerequisitesBenefit
Improved Phazon TolerancePhazon toleranceGain +2 Phazon tolerance and ignore up to heavy Phazon radiation
   Greater Phazon ToleranceImproved Phazon ToleranceGain +3 Phazon tolerance
Phazite BonesPhazon subtype+1 natural armor, 25% fortification except against acid
   Phazite SpursPhazon subtype, Phazite BonesGain Phazite claw attacks, 50% fortification except against acid
Phazon Energy EfficiencyPhazon subtypeGain +1 Phazon energy and recover expended Phazon energy 1/day
Phazon Initiate--Gain Phazon tolerance 1 and access to Phazon feats and modules
Phazon RageRage or frenzy, Phazon subtypeGain 2 temporary Phazon energy while raging
System FeatsPrerequisitesBenefit
Phazon Energy ConversionPhazon subtypeConvert energy into Phazon energy

Phazon Feats
Phazon feats relate to the use of Phazon and Phazon energy.



Greater Phazon Tolerance [Cybernetic, Phazon]
Prerequisites: Improved Phazon Tolerance, Phazon tolerance.
Benefits: You gain a +3 bonus to your Phazon tolerance. This stacks with the benefit of Improved Phazon Tolerance (for a total of +5).
Special: You may select this feat multiple times. Each time after the first, you gain an additional +3 bonus to your Phazon tolerance.



Improved Phazon Tolerance [Cybernetic, Phazon]
Prerequisites: Phazon tolerance.
Benefits: You gain a +2 bonus to your Phazon tolerance. In addition, you are immune to Phazon radiation of heavy or less. This does not provide protection from other sources of radiation, nor from Phazon radiation equivalent to severe or stronger, including direct contact with heavy Phazon radiation sources and Phazon damage.



Phazite Bones [Cybernetic, Phazon]
Prerequisites: Phazon subtype.
Benefits: Your exposure to Phazon has caused it to start growing within your body, slowly transforming your skeletal structure and replacing it with Phazite. You gain a +1 natural armor bonus, or your existing bonus increases by +1 if you already have natural armor. You have a 25% chance to negate the extra damage from a critical hit or precision damage attack, except for acid damage.



Phazite Spurs [Cybernetic, Phazon]
Prerequisites: Phazon subtype, Phazite Bones.
Benefits: Your Phazite bones have grown beyond your original skeletal structure, and additional mutations to your internal anatomy have occurred to adapt to this. You can extend or retract a pair of claws from your hands as a free action. These claws deal a base damage 1d6 damage for a Medium creature, plus an additional 1 point of Phazon damage due to being made of Phazite. Additionally, your chance to negate extra non-acid damage from Phazite Bones increases to 50%.



Phazon Energy Conversion [Phazon, System]
Prerequisites: Phazon subtype.
Benefits: You can allocate energy to this feat as a System. For each point of energy allocated to this feat, you gain 1 point of Phazon energy.

You gain 1 point of energy.
Special: You may select this feat multiple times. Each time after the first the energy capacity of this feat increases by 2 and you gain an additional point of energy.



Phazon Energy Efficiency [Cybernetic, Phazon]
Prerequisites: Phazon subtype.
Benefits: You gain 1 additional point of Phazon energy. Once per day as a full-round action, you can recover all of your expended Phazon energy.
Special: You may select this feat multiple times. Each time after the first, you gain an additional point of Phazon energy and you can recover your expended Phazon energy one additional time each day.



Phazon Initiate [Cybernetic, Phazon]
Benefits: By exposing yourself to small amounts of Phazon under controlled circumstances, you safely build up a tolerance to its destructive, mutagenic radiation. You gain Phazon tolerance 1 and a +2 bonus on saves against effects that would make you sickened. You may activate modules and qualify for feats as though you had the Phazon subtype.
Normal: Many modules with the Phazon descriptor cannot be activated by characters without the Phazon subtype.



Phazon Rage [Cybernetic, Phazon]
Prerequisites: Ability to rage or frenzy, Phazon subtype.
Benefits: When you enter a rage or frenzy, you gain 2 points of temporary Phazon energy for as long as your rage or frenzy lasts.

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Phazon Adept prestige class
Phazon adepts infuse themselves with Phazon in order to draw upon its power.

   Skills: Computer Use 5 ranks.
   Activating: Ability to activate a module with the Phazon descriptor.
   Special: Must have the Phazon subtype or have the Phazon Initiate feat.

Hit Die: d10

Table: The Phazon Adept


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Base Class Features
1+1+2+0+0Activator Level, Phazon Energy Conversion--
2+2+3+0+0Phazon Module+1 level of existing base class
3+3+3+1+1Phazon Energy Conversion, Phazon Infusion--

Class skills (4 + Int modifier per level): Bluff, Climb, Computer Use, Concentration, Craft, Jump, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (the planes), Profession, Ride, Search, Survival, and Swim.

Weapon and Armor Proficiency: As a phazon adept, you gain no new weapon or armor proficiencies.

Base Class Features: At 2nd level, you gain new class features and improve your existing class features as though you had gained a level in a base class to which you belonged before adding the new phazon adept level. The specific class features you gain include spells per day (and spells known, if applicable), improved chance of turning or destroying undead, metamagic or item creation feats, bonus feats, monk special abilities, sneak attack progressions, and so on, depending on the class. You do not, however, gain the benefit of your previous class's Hit Dice, attack progression, skill points, or saving throws.

If you had more than one base class before gaining a new phazon adept level, you must decide to which class you add the new level of phazon adept for the purpose of determining your class features.

Activator Level: Phazon adept counts as an activating prestige class. Your phazon adept level stacks with your levels in other activating classes to determine your activator level. If you improve the class features of an activating class at one of your phazon adept levels, you count that character level only once when determining your activator level, not twice.

Phazon Energy Conversion: At 1st level and again at 3rd level, you gain Phazon Energy Conversion as a bonus feat.

Phazon Module: At 2nd level, you gain Activate Module as a bonus feat. You can only select a module with the Phazon descriptor for this instance of the feat.

Phazon Infusion (Ex): At 3rd level, the Phazon within your body grows more powerful. You gain the Phazon subtype, granting you immunity to Phazon radiation of heavy or less, immunity to being sickened, and Phazon tolerance based on your character level. If you already had the Phazon subtype, you instead gain a +2 bonus to your Phazon tolerance.

72
Phazon Damage
Several abilities and effects refer to Phazon damage. Phazon damage is a special type of acute radiation, and thus ignores damage reduction, resistances, and hardness. It affects both creatures and objects equally well. Phazon damage is considered to be the result of direct contact with a severe Phazon radiation source. Certain effects provide resistance to Phazon damage specifically, which does not normally protect against other sources of acute radiation.



Phazon Energy
Phazon energy is a special kind of energy used by some classes and modules in the Metroid adaptation. Phazon energy functions as normal energy for the most part. However, at the beginning of each of your turns, you suffer Phazon damage equal to twice the amount of unexpended Phazon energy you have allocated to energy receptacles. In exchange, certain energy receptacles (primarily those with the Phazon descriptor) grant additional benefits when Phazon energy is allocated to them. Phazon energy can sometimes be temporary energy, too. If so, use the rules for temporary energy over the rules for Phazon energy to adjudicate any contradictions between the two types of energy.



Phazon Tolerance
Some creatures are able to tolerate limited amounts of Phazon exposure. This is referred to as Phazon tolerance. A creature with Phazon tolerance ignores the first one or more points of allocated Phazon energy, the exact number being given in the ability that grants tolerance, when determining the amount of Phazon damage taken each round, if any. This can reduce the effective amount of allocated Phazon energy to 0, but not below. The Phazon energy still functions normally otherwise, providing all of the normal benefits of being allocated, including special benefits for allocating Phazon energy specifically. Phazon tolerance from multiple sources stack.

As an additional benefit, any creature with at least 1 point of Phazon tolerance is immune to mild Phazon radiation. This does not provide protection from other sources of radiation, nor from Phazon radiation equivalent to light or stronger, including direct contact with mild Phazon radiation sources and Phazon damage.



The Phazon Subtype
Certain creatures are infused with Phazon. Rather than killing them, the Phazon becomes an integral part of their biology. Such creatures have adapted a symbiotic relationship with Phazon. Some even produce the material internally through biological processes.

Traits
Phazon creatures have the following traits:
  • Immune to Phazon radiation of heavy or less. This does not provide protection from other sources of radiation, nor from Phazon radiation equivalent to severe or stronger, including direct contact with heavy Phazon radiation sources and Phazon damage.
  • Phazon creatures have Phazon tolerance, allowing them to allocate Phazon energy without damaging themselves. The amount of Phazon tolerance a creature has depends on its Hit Dice, as indicated on the table below.
  • Immune to the sickened condition.

Table: Phazon Creature Tolerance
Phazon Creature HDPhazon Tolerance
5 or less1
6-112
12-173
18-234
24-295
30+1 + HD/6

73
This thread is for a convenient place to show off and discuss various PoC builds. Partly to have a list of sample NPCs for future use, partly to demo the subsystem, and partly to look at what the mechanics can actually do (and what may need fixing as a result). By no means is this supposed to be restricted only to PoC classes and mechanics. Since it's designed to interact with existing D&D classes and other homebrew, seeing how cybernetics works with other subsystems mixed in is important, too.

For convenience, here are a couple of blank sheets and stat blocks:
Code: [Select]
[b]Name[/b] [b]CR n[/b]
Alignment Size Type (Subtypes)
[b]Init[/b] +n; [b]Senses[/b] n, n; Listen +n, Spot +n
[b]Languages[/b] n, n; telepathy n ft.
_________________________________________
[b]AC[/b] n, touch n, flat-footed n; AC relevant abilities
(+n Dex, +n armor, +n shield, etc.)
[b]hp[/b] n (n HD); Health and automatic healing relevant abilities] [b]DR[/b] n/m
[b]Immune[/b] Immunities
[b]Resist[/b] Resistances; [b]SR[/b] n
[b]Fort[/b] +n, [b]Ref[/b] +n, [b]Will[/b] +n; Saving throw relevant abilities
[b]Weakness[/b] Any vulnerabilities and stuff
_________________________________________
[b]Speed[/b] n ft. (n squares)
[b]Melee[/b] attack routine 1, if more than one, use more lines. Weapon name +n/+m/+o/+p (xdy+z/19-20/x2)
[b]Ranged[/b] ranged attack routine 1, if more than one, use more lines. Weapon name +n/+m/+o/+p (xdy+z/19-20/x2)
[b]Space[/b] n ft.; [b]Reach[/b] n ft.
[b]Base Atk[/b] +n; [b]Grp[/b] +n
[b]Atk Options[/b] Attack relevant options, like Power Attack and Precise Shot
[b]Special Actions[/b] Stuff like breath weapons, turn undead, and cleric's spontaneous casting
[b]Combat Gear[/b] Non-passive items
[b]Spell-Like Abilities[/b] (CL nth):
At will -- n (+n touch attack; Spell DC; CL if nonstandard)
n/day -- n (+n touch attack; Spell DC; CL if nonstandard)
[b]Classname Spells Prepared/Known[/b] (CL nth):
nth (n/day) -- n (+n touch attack; Spell DC; CL if nonstandard)
_________________________________________
[b]Maneuvers and Stances known[/b] (IL nth):
[i]Stances[/i] -- n (nth), n (nth)
[i]Strikes[/i] -- n (DC n) (nth)
[i]Boosts[/i] -- n (nth)
[i]Counters[/i] -- n (nth)
[i]Other[/i] -- n (nth)
[i]Disciplines[/i]: nnn
Each of a NAME's maneuvers can be initiated once per encounter, with no recharge//with recharge by BLANK.
_________________________________________
[b]Standard Modules activated[/b] (AL nth):
[b]Energy pool[/b] n; [b]Energy capacity[/b] n;  [b]Modules[/b] n; [b]Socket attachments[/b] n (Available: n, n, n)
Modules name - Attached to SOCKET. Default n energy allocated.
_________________________________________
[b]Abilities[/b] Str n, Dex n, Con n, Int n, Wis n, Cha n
[b]SQ[/b] non-attack abilities that could get used, like Summon Tana'ri, or Water Breathing
[b]Feats[/b] feat name, B-bonus feat
[b]Skills[/b] name +n, name +n
[b]Possessions[/b] combat gear plus EVERYTHING ELSE
[b]Advancement[/b] if applicable; [b]Favored Class[/b] if applicable
_________________________________________
[b]Bolded name of ability (Ex/Su/Sp)[/b] text of ability


Code: [Select]
[color=black][glow=black,2,300][b][size=12pt]Name[/size][/b][/glow][/color]
[b]Al Race Class Levels[/b]

[spoiler=Pic][img][/img][/spoiler]

[spoiler=Ability Scores]
Racial adjustments:
X point buy, items included

Str 8 [0p]
Dex 8 [0p]
Con 8 [0p]
Int 8 [0p]
Wis 8 [0p]
Cha 8 [0p]
[/spoiler]

[b]HD:[/b] XdX+X (X hp)
[b]Saves:[/b] F +X, R +X, W +X
[b]AC:[/b] 10 (), touch 10, flat-footed 10
[b]Initiative:[/b]
[b]Speed:[/b]
[b]Senses:[/b]
[b]BAB/Grapple:[/b]
[b]Defenses:[/b]
[b]Attacks:[/b]

[spoiler=Racial Traits]
WIP
[/spoiler]

[spoiler=Class Features]
WIP
[/spoiler]

[spoiler=Feats, Flaws, Traits]
WIP
[/spoiler]

[spoiler=Skills]
WIP
[/spoiler]

[spoiler=Equip & Wealth]
   WBL: ??
[/spoiler]

[spoiler=Spells Known & Per Day]
WIP
[/spoiler]

[spoiler=Active Modules and Socket Attachments]
WIP
[/spoiler]

[spoiler=Background]
WIP
[/spoiler]

[spoiler=Equipment Wish List]
WIP
[/spoiler]

74
May 26, 2013
(click to show/hide)

75
Gaming Advice / Mercury Poisoning
« on: June 07, 2013, 10:03:45 PM »
Are there stats anywhere for mercury poisoning? If there aren't, do you have any idea what they would be?

76
Off Topic Fun / GitP Compromised?
« on: May 29, 2013, 01:48:48 AM »
Avast, Norton, and various other anti-virus programs have recently started spouting warnings about GitP. By the looks of it, some of the site's script files may be infected. Avast reports the infection type as JS:IFrame-AMQ [Trj]. Norton's reporting Web Attack: Red Exploit Kit Redirect.

Here's the link to the thread of GitP discussing the issue. For obvious reasons, you may be at risk by loading it.
(click to show/hide)

Here is a partial list of the files being reported as infected.
(click to show/hide)

Note that since the infection is in the javascript files included by the web page, not all AV software and diagnostic tools will notice it. The files may not be reloaded if your web browser recently cached them before the infection. Either way, you should be aware of what's going on. Here's hoping this gets resolved soon.

77
Special Abilities
Power of Cybernetics introduces several new, commonly used abilities. It also introduces a new type of special ability, the integrated module.



Integrated Modules (IM)
Certain creatures can use modules or module-like effects innately. Usually, an integrated module works just like the module of that name. A few integrated module abilities are unique; these are explained in the text where they are described.

Integrated modules function exactly like the modules they mimic, and can have energy allocated to them and be attached to sockets as normal. A creature can activate or deactivate each of its integrated modules just like normal modules when it refreshes its energy. However, they do not count against the creature's limit of active modules. Further, integrated modules cannot be suppressed or deactivated by abilities and effects that target individual modules (such as the dispel magic and disrupt modules spells), although they are still suppressed by effects that apply universally (such as an anti-magic field spell or a dead magic plane).

For creatures with integrated module abilities, a designated activator level defines any level-dependent variables (such as range and duration) the module's abilities might have. If no activator level is specified, the activator level is equal to the creature’s Hit Dice. The saving throw (if any) against an integrated module ability is the same as for a normal module (10 + the amount of energy allocated to the integrated module + the creature’s Con modifier).

Some integrated module abilities duplicate modules that work differently when activated by characters of different classes. A creature's integrated module abilities are presumed to be the cyberneticist versions. If the module in question is not a cyberneticist module, then default to energy warrior and dreadnought, in that order.

Some creatures are actually activators of a sort. They activate modules as activators of a given class do. In fact, an individual creature could have some integrated module abilities and also activate other modules as an activator.

78
Nanotheurge prestige class
Dual progression divine/activating PrC that eventually becomes a demigod, sort of.

   Feats: Energized Spellcasting.
   Skills: Computer Use 8 ranks, Craft (any) 2 ranks, Knowledge (religion) 6 ranks.
   Activating: Ability to activate at least 2 modules. Access to a socket.
   Spellcasting: Ability to cast 2nd-level divine spells.
   Deity: Must worship an ideal, not a deity.

Hit Die: d8

Table: The Nanotheurge


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Activating


Spellcasting
1+0+2+0+2Cybernetic Ascension (Transmutation and Mind-affecting), Divine Portfolio+1 of existing activating class+1 of existing divine spellcasting class
2+1+3+0+3--+1 of existing activating class+1 of existing divine spellcasting class
3+2+3+1+3Cybernetic Ascension (Ability Damage, Energy Drain), Least Socket Access+1 of existing activating class+1 of existing divine spellcasting class
4+3+4+1+4Divine Portfolio (Cybernetics Domain)+1 of existing activating class+1 of existing divine spellcasting class
5+3+4+1+4Cybernetic Ascension (Spontaneous Domain Spells)+1 of existing activating class+1 of existing divine spellcasting class
6+4+5+2+5--+1 of existing activating class+1 of existing divine spellcasting class
7+5+5+2+5Cybernetic Ascension (Spell Resistance and DR/Epic)+1 of existing activating class+1 of existing divine spellcasting class
8+6+6+2+6Lesser Socket Access+1 of existing activating class+1 of existing divine spellcasting class
9+6+6+3+6Divine Portfolio (Bonus Domain)+1 of existing activating class+1 of existing divine spellcasting class
10+7+7+3+7Cybernetic Ascension (Immortality), Deus in Machina+1 of existing activating class+1 of existing divine spellcasting class

Class skills (2 + Int modifier per level): Computer Use, Concentration, Craft, Diplomacy, Knowledge (architecture and engineering), Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, and Spellcraft. A nanotheurge with any domains adds skills granted by them to his nanotheurge skill list as well as his cleric skill list.

Weapon and Armor Proficiency: As a nanotheurge, you gain no new weapon or armor proficiencies.

Activating: At each nanotheurge level, you increase your energy pool and gain additional modules known and activated and concurrent socket attachments as if you had also gained a level in whatever activating class you belonged to before you added the nanotheurge level. You do not, however, gain any other benefit a character of that class would have gained (bonus feats, access to new sockets, and so on). This essentially means that you add the level of nanotheurge to the level of whatever activating class you already have, then determine your energy pool, modules, and number of socket attachments accordingly.

If you had more than one activating class before gaining a new nanotheurge level, you must decide to which class you add the new level of nanotheurge for the purpose of determining your activating abilities.

Spellcasting: At each nanotheurge level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an divine spellcasting class to which you belonged before you added the nanotheurge level. You do not, however, gain any other benefit a character of that class would have gained (bonus feats, bardic music, and so on). This essentially means that you add the level of nanotheurge to the level of whatever divine spellcasting class you already have, then determine spells per day, spells known, and caster level accordingly.

If you had more than one divine spellcasting class before gaining a new nanotheurge level, you must decide to which class to add each level for the purpose of determining your spellcasting abilities.

Cybernetic Ascension (Ex): Just as the gods once created life within the planes, that life created machines. In turn, the machines may one day create gods.

Starting at 1st level, you begin your divine ascension. This ability is an energy receptacle with a capacity equal to half your nanotheurge level (minimum 1).

You gain resistance to effects that would change your form or your mind unwillingly, granting you a bonus on saving throws against mind-affecting effects and Transmutation spells (or other effects that would alter your form) equal to twice the amount of energy allocated to this ability.

Beginning at 3rd level, you gain resistance to ability damage, ability drain, and energy drain. Any ability damage, ability drain, or negative levels that you would gain from any effect is reduced by the amount of energy allocated to this ability. This only applies if the energy is already allocated as the effect occurs.

Beginning at 5th level, you gain the ability to spontaneously cast spells from any domain you possess. This functions similarly to a good cleric's ability to spontaneously cast cure spells, except that you cast spells from your domains and that you cannot spontaneously cast a spell that would take up a spell slot greater than twice the amount of energy allocated to this ability.

Beginning at 7th level, you gain spell resistance and damage reduction as long as any energy is allocated to this ability. This spell resistance is equal to 22 plus twice the amount of energy invested. The damage reduction is equal to twice the amount of energy allocated to this module and can only be overcome by epic weapons, and allows your natural weapons to bypass damage reduction as epic weapons. Additionally, this benefit applies to any weapons you wield that were created by your modules and any attack or effect resulting from one of your modules.

Beginning at 10th level, you attain a measure of immortality. You do not suffer penalties from aging, do not need to eat, sleep, or breathe, and are not subject to death from old age or massive damage. These benefits apply even if you have no energy allocated to this ability.

Divine Portfolio (Ex): Starting at 1st level, your levels in divine spellcasting classes, activating classes, and nanotheurge stack to determine your effective cleric level for your domains. Your nanotheurge levels and all subsequent levels in divine spellcasting classes and activating classes count as cleric levels for the purpose of benefiting from any domains you possess (such as the addition of class skills).

At 4th level, you gain access to the Cybernetics domain. If you already have access to that domain, you can select another domain that keeps with your ideals. If you do not already have access to a domain, you can cast each of its spells once per day (as described in Complete Divine).

At 9th level, you can select a second domain to gain access to. This can be any domain that keeps with your ideals.

Socket Access: Beginning at 3rd level, you gain access to all of your Least sockets, allowing you to attach modules to them. At 8th level, you also gain access to your Lesser sockets.

Deus in Machina (Su): At 10th level, your ascension to godhood is nearly complete. For short periods of time, you can grasp true divinity.

Once per day, you can temporarily gain a divine rank of 0. You gain the following benefits in place of the normal benefits of having a divine rank of 0. If you already had a divine rank, your divine rank does not change and you can use the better of your own abilities and the ones granted by this effect.

Your base land speed doubles (and any other movement speeds you have based on it may also be affected). You gain a deflection bonus to your armor class equal to your Charisma modifier (if positive) and fire resistance 5. You are immune to polymorphing, petrification, or any other attack that alters your form. Any shape-altering powers that you might have work normally on yourself. Finally, your cybernetic ascension ability is considered to be filled to its energy capacity, regardless of the amount actually allocated.

You can use ability as a free action during your turn. It lasts for a number of rounds equal to your nanotheurge level.



Nanotheurges in the Forgotten Realms
Nanotheurges are required to follow an ideal, rather than worship a deity. This normally puts them at serious risk in the afterlife, where their souls will be absorbed by the Wall of the Faithless. However, as nanotheurges are on the path to deific ascension, the spark of divinity they have built into themselves prevents their souls from ever being fully absorbed by the Wall. Although they may be tethered to the Wall of the Faithless, nanotheurge souls never fully cease existing, no matter how long they remain. A true resurrection, wish, or miracle spell, or a similarly powerful effect, can return a willing nanotheurge to life no matter how long they have been dead (regardless of the normal time limitations of such effects) as their soul remains in perpetuity. 10th-level nanotheurges, being able to attain actual divinity for short periods of time, can actually escape the Wall under their own power and ascend to the deific domains matching their ideals and portfolio.

79
Arcanosynthesist prestige class
Arcanosynthesists study the science of magic. They blur the lines between magic and technology.

Dual progression arcane/activating PrC based on the ironskin arcanist, which was based on the soul manifester, which was an adaptation of the soulcaster, which was based on the mystic theurge, but was originally played by James Spader.

"Sufficiently advanced technology is compatible with magic."
                                                           - École de Magitechnologie Supérieure school motto (translated)

   Feats: Energized Spellcasting.
   Skills: Knowledge (arcana) 8 ranks.
   Activating: Ability to activate at least 2 modules. Access to a socket.
   Spellcasting: Ability to cast 2nd-level arcane spells.

Hit Die: d6

Table: The Arcanosynthesist


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Activating


Spellcasting
1+0+0+0+2Spell Charge 1+1 of existing activating class+1 of existing arcane spellcasting class
2+1+0+0+3--+1 of existing activating class+1 of existing arcane spellcasting class
3+1+1+1+3Least Socket Access+1 of existing activating class+1 of existing arcane spellcasting class
4+2+1+1+4Magical Capacitance+1 of existing activating class+1 of existing arcane spellcasting class
5+2+1+1+4--+1 of existing activating class+1 of existing arcane spellcasting class
6+3+2+2+5Arcane Inductance+1 of existing activating class+1 of existing arcane spellcasting class
7+3+2+2+5Spell Charge 2+1 of existing activating class+1 of existing arcane spellcasting class
8+4+2+2+6Lesser Socket Access+1 of existing activating class+1 of existing arcane spellcasting class
9+4+3+3+6--+1 of existing activating class+1 of existing arcane spellcasting class
10+5+3+3+7Arcanosynthesis+1 of existing activating class+1 of existing arcane spellcasting class

Class skills (2 + Int modifier per level): Computer Use, Concentration, Craft, Decipher Script, Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (the planes), Profession, and Spellcraft.

Weapon and Armor Proficiency: As an arcanosynthesist, you gain no new weapon or armor proficiencies.

Activating: At each arcanosynthesist level, you increase your energy pool and gain additional modules known and activated and concurrent socket attachments as if you had also gained a level in whatever activating class you belonged to before you added the arcanosynthesist level. You do not, however, gain any other benefit a character of that class would have gained (bonus feats, access to new sockets, and so on). This essentially means that you add the level of arcanosynthesist to the level of whatever activating class you already have, then determine your energy pool, modules, and number of socket attachments accordingly.

If you had more than one activating class before gaining a new arcanosynthesist level, you must decide to which class you add the new level of arcanosynthesist for the purpose of determining your activating abilities.

Spellcasting: At each arcanosynthesist level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before you added the arcanosynthesist level. You do not, however, gain any other benefit a character of that class would have gained (bonus feats, bardic music, and so on). This essentially means that you add the level of arcanosynthesist to the level of whatever arcane spellcasting class you already have, then determine spells per day, spells known, and caster level accordingly.

If you had more than one arcane spellcasting class before gaining a new arcanosynthesist level, you must decide to which class to add each level for the purpose of determining your spellcasting abilities.

Spell Charge (Su): Starting at 1st level, you may expend 1 point of energy as part of casting a spell. You grant a +1 bonus to the caster level and save DC of that spell.

Beginning at 7th level, the caster level and save DC bonus increases to +2.

Socket Access: Beginning at 3rd level, you gain access to all of your Least sockets, allowing you to attach modules to them. At 8th level, you also gain access to your Lesser sockets.

Magical Capacitance (Su): Starting at 4th level, you grant a +1 enhancement bonus to the energy capacity of your spells.

Arcane Inductance (Ex): Beginning at 6th level, you can allocate energy to a spell as part of casting it. You can only allocate energy that is already in your energy pool, not energy that is already allocated to an energy receptacle. This does not allow you to deallocate energy from the spell, nor move your energy among other energy receptacles. This is an exception to the rule that you can only allocate energy to a System while refreshing your energy.

Arcanosynthesis (Su): Beginning at 10th level, you can expend a prepared spell or unused spell slot as a free action once per round to transform its magical power into pure energy. You gain a number of temporary points of energy equal to the spell or spell slot's level, which last for 1 round.

80
Master of Observation prestige class
A dual progression activating/observing PrC all about the Observer Relay module. Designed for use with Sirpercival's astronomer.

   Feats: Alertness.
   Skills: Computer Use 8 ranks, Spot 8 ranks.
   Activating: Ability to activate the Observer Relay module. Access to a Least socket.
   Observing: Ability to observe a phenomenon. Ability to have at least 2 inferior conjunctions active simultaneously.
   Special: Ability to focus on a constellation.

Hit Die: d6

Table: The Master of Observation


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special

Observer
Cloud


Activating


Spellcasting
1+0+0+0+2Integrated Relay, Remote Observation2+1 of existing activating class+1 of existing observing class
2+1+0+0+3Least Socket Access, Reinforced Drones3+1 of existing activating class+1 of existing observing class
3+1+1+1+3Observer Evasion4+1 of existing activating class+1 of existing observing class
4+2+1+1+4Remote Observation (30 feet)5+1 of existing activating class+1 of existing observing class
5+2+1+1+4Lesser Socket Access, Observer Sentience6+1 of existing activating class+1 of existing observing class
6+3+2+2+5Remote Observation (100 feet)7+1 of existing activating class+1 of existing observing class
7+3+2+2+5Observer Shielding8+1 of existing activating class+1 of existing observing class
8+4+2+2+6Remote Observation (communication range)9+1 of existing activating class+1 of existing observing class
9+4+3+3+6Greater Socket Access10+1 of existing activating class+1 of existing observing class
10+5+3+3+7Autonomous Observation, Remote Observation (no line of sight)10+1 of existing activating class+1 of existing observing class

Class skills (4 + Int modifier per level): Computer Use, Concentration, Craft, Disable Device, Gather Information, Knowledge (all skills, taken individually), Profession, Search, Spot, and Use Magic Device.

Weapon and Armor Proficiency: As a master of observation, you gain no new weapon or armor proficiencies.

Activating: At each master of observation level, you increase your energy pool and gain additional modules known and activated and concurrent socket attachments as if you had also gained a level in whatever activating class you belonged to before you added the master of observation level. You do not, however, gain any other benefit a character of that class would have gained (bonus feats, access to new sockets, and so on). This essentially means that you add the level of master of observation to the level of whatever activating class you already have, then determine your energy pool, modules, and number of socket attachments accordingly.

If you had more than one activating class before gaining a new master of observation level, you must decide to which class you add the new level of master of observation for the purpose of determining your activating abilities.

Observing: At each master of observation level, you increase your observer level and maximum Inferior Conjunctions and gain additional phenomena known and tiers of Constellation benefits and Inferior Conjunctions as if you had also gained a level in whatever observing class you belonged to before you added the master of observation level. You do not, however, gain any other benefit a character of that class would have gained (bonus feats, additional astrolabe techniques, and so on). This essentially means that you add the level of master of observation to the level of whatever observing class you already have, then determine phenomena, Inferior Conjunctions, Constellations, and observer level accordingly.

If you had more than one observing class before gaining a new master of observation level, you must decide to which class you add the new level of master of observation for the purpose of determining your observing abilities.

Integrated Relay (IM): A master of observation can never truly be separated from his precious spy drones. You can activate Observer Relay as an integrated module using your existing activator level. As an integrated module, Observer Relay does not count against your limited number of active modules and it cannot be suppressed or deactivated by abilities and effects that target individual modules.

Remote Observation (Su): By applying spyglass technology to your observers, their observational abilities can extend across new paradigms. Your observers add your Intelligence modifier (if positive) as a bonus on all Spot checks, and the penalty they suffer on Spot checks due to distance is halved (as though using a spyglass). They can also use the aid another action to assist you or each other on Spot checks. Additionally, they can observe astronomical phenomena that inferior technologies routinely miss, at least while you are present to oversee their data recording.

When you observe a phenomenon or alter your Inferior Conjunctions, you can do so through your observers, rather than using a spyglass. You must spend the action as normal, and one of your observers must ready a standard action to perform the actual observation. You must have line of sight to your observer, and it must be within 5 feet of you.

When you alter your Inferior Conjunctions this way, you may have your observer make the Spot check to alter Inferior Conjunctions in your place, if you so choose.

When you observe a phenomenon in this way, you observe it as normal, but you determine range, line of sight, line of effect, Superior Conjunctions, and other effects related to the point of origin from the observer's space, not yours. The observation of the phenomenon otherwise functions exactly as though you had observed it yourself normally through a spyglass.

Beginning at 4th level, you optimize the data feeds and detection algorithms to require less hands-on supervision. You can observe through an observer within 30 feet of you. This improves to 100 feet at 6th level, and to anywhere within communication range (usually 1 mile) at 8th level. You must still maintain line of sight with your observer, however.

Beginning at 10th level, you no longer need line of sight to your observer. You can remotely observe through them anywhere within communication range.

Observer Cloud (Ex): As you train your observational and multitasking skills, you learn to control and use multiple observers at once. The number of observers you can deploy and have in existence at once through your Observer Relay module is increased by your class level, to a maximum of 9 additional observers at level 9 (for a total of 10 observers deployed at once).

Reinforced Drones (Ex): Beginning at 2nd level, your observers gain a deflection bonus to their Armor Class and a resistance bonus on all saving throws equal to your class level. In addition, they can use your base saving throws in place of their own.

Socket Access: Beginning at 2nd level, you gain access to all of your Least sockets, allowing you to attach modules to them. At 5th level, you also gain access to your Lesser sockets. At 9th level, you also gain access to your Greater sockets.

Observer Evasion (Ex): Starting at 3rd level, all of the observers you control with your Observer Relay module gain evasion, as the rogue ability of the same name.

Observer Sentience (Su): Beginning at 5th level, your advanced observer AI grants the observers in your observer cloud a rudimentary sentience. They gain a hive mind with an Intelligence score of 5 plus your class level. Individual observers do not gain feats or skills due to this Intelligence score. This hive mind also allows them to communicate with each other even outside of their individual wireless communication ranges (usually 100 feet), as long as they are within communication range of you (usually 1 mile).

As long as one observer within the cloud is aware of a particular danger, they all are. If one in the cloud is not flat-footed, none of them are. No observer in the cloud is considered flanked unless all of them are.

Observers in your cloud are only connected to the hive mind while they are able to communicate wirelessly with you and each other. Observers outside of communication range lose the benefits of the cloud's hive mind.

Observer Shielding (Su): Starting at 7th level, your observers gain the energy shield ability with absorption equal to twice your master of observation level, and with recovery equal to the amount of energy allocated to your Observer Relay module.

Autonomous Observation (Su): Beginning at 10th level, your observers' observation AI has improved to such a degree that they can observe and record phenomena even without your direct input. In addition to allowing you to observe through them, the observers in your cloud can observe phenomena on their own.

In most ways, your entire observer cloud acts as a single, gestalt observer. They share conjunctions, phenomena per encounter, and many other factors and statistics related to observing phenomena. Any effect that would alter one observer's conjunctions, observer level, available phenomena, and so on applies to all of them, regardless of which observer observes at any given time. Likewise, among the entire cloud, only one phenomenon can be observed per round, regardless of how many observers attempt to do so, as though they were all a single observer. The other observers can still spend their actions normally, however, such as to perform Aid Another attempts or to add or remove conjunctions.

Your observer cloud can have a maximum number of active Inferior Conjunctions equal to half your maximum, and its observer level is equal to half your own. Your cloud knows all the phenomena that you do, but its observations of phenomena do not count against your own limited uses of each phenomenon per encounter. Other than the action spent to observe a phenomenon or to alter the cloud's Inferior Conjunctions, your observers observing phenomena does not interfere with your own observing abilities or your ability to observe through them.

An observer that is disconnected from the cloud's hive mind cannot make use of the cloud's observing abilities.

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