Author Topic: [PoC] Work in progress  (Read 8680 times)

Offline Garryl

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Re: [PoC] Work in progress
« Reply #20 on: December 20, 2012, 11:47:11 PM »
Master of Observation
A PrC all about the Observer Relay module.
Gets extra Observers out at once. Maybe even turn them into a swarm.
Special Core socket access for Observers only as a capstone. An army of 10 Observers is a nuisance. An army of 10 Observers shooting laser beams is a weapon. You'll have your own little swarm of funnels with that socket. Or pretend you're a Starcraft Carrier. Whatever floats your boat.

Offline Garryl

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Re: [PoC] Work in progress
« Reply #21 on: December 28, 2012, 10:28:23 PM »
Ideas for how to do this with epic levels...

Energy Capacity: Continues increasing naturally every 6 character levels.
Modules: There will be some epic modules, access to which can be granted through the Activate Epic Module feat.
Sockets: Access Core Socket feat gives access to the Core socket for those who didn't get it as a class feature. One or more epic sockets will be available for use with the epic modules.
Energy: Not progressed, but epic feats grant more energy.

Cyberneticist: +1 feat/4 levels. Technical Knowledge bonus continues to progress. Reverse Engineering every 4 levels. Reattach Module +1/day/5 levels. Repurpose Module +1/day/4 levels.
Dreadnought: +1 feat/3 levels. Combat Intuition max bonus, Weapon Aptitude effective Fighter level, and Hardened Warrior hardness continue to progress.
Energy Warrior: +1 feat/3 levels. Combined Energy Emission +1/day/2 levels.

Epic Cybernetic Feats
Access Core Socket: Like the other socket access feats. Requires activator level 18, greater socket access.
Access Epic Socket: Like the other socket access feats. Requires activator level 24, core socket access.
   Not sure if I need to put in a separate socket for epic effects.

Activate Epic Module: Like the Activate Module feat, but gives you an epic module.
Alacritous Refreshment: Refresh your energy in only 5 minutes.
Instantaneous Refreshment: Refresh your energy as a swift action 1/day. Requires Alacritous Refreshment.
Epic Extra Energy: +3 energy, can be taken multiple times.
Epic Energy Capacity: +1 energy capacity to all energy receptacles. Can be taken multiple times, but with some limit (like max 1/6 AL beyond 21st or something).
Epic Extra Socket: Gain 1 extra concurrent socket attachment, can be taken multiple times.
Epic Module Activation: Activate 2 more modules at once than normal, can be taken multiple times.
Epic Module Focus: +2 save DCs for modules with a descriptor. Stacks with Module Focus and Greater Module Focus.
Least Socket Mastery: Choose a socket for which you have the Access Least Socket feat. Attachments to that socket do not count against your limit of concurrent attachments. Requires core socket access, Access Least Socket (with chosen socket), AL 21st, Extra Attachment or Expanded Socket.
Lesser Socket Mastery: Choose a socket for which you have the Access Lesser Socket feat. Attachments to that socket do not count against your limit of concurrent attachments. Requires core socket access, Access Lesser Socket (with chosen socket), AL 24th, Extra Attachment or Expanded Socket.
Greater Socket Mastery: Choose a socket for which you have the Access Greater Socket feat. Attachments to that socket do not count against your limit of concurrent attachments. Requires core socket access, Access Greater Socket (with chosen socket), AL 30th, Extra Attachment or Expanded Socket.

Epic Modules
Current concept: Something sort of like epic vestiges. Offers some high-level abilities through the base effect and socket attachments, and lower-end epic magic power with the core attachment.

Name? Inspired by Davros in the Doctor Who season 4 finale.
Base: DR 10/adamantine
Energy: Fast healing e, +2e to the DR
Hands: Standard action, 30 +10e ft. ray, 10d6 + 2ed6 electricity damage, 1 round stun (no save).
Support: Summon a Dalek to aid you, like an animal companion. Stats TBA. HD and abilities scale with AL, much like animal companion scaling. Takes 1 hour to grow the new dalek.
Core: Reality Bomb. As a full-round action, produces an Advanced Zone of Annihilation-type effect (after 3 rounds, everything within 30 ft. radius is destroyed as if it touched an Orb of Annihilation) centered on a point within 100 +20e ft. Also slows all creatures in the area until then (no save allowed).

« Last Edit: September 01, 2014, 05:40:58 PM by Garryl »

Offline Garryl

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Re: [PoC] Work in progress
« Reply #22 on: January 31, 2013, 09:57:23 AM »
So, ACFs, variants, and sub levels.

Ideally, there should be at least one ACF or variant for each of the three new classes, one set of sub levels for each of the three new races (Cybot, Phrygisian, Urtraghusian Space Pirate) on either the new classes or classes from core and other sources, and possibly even one set of sub levels for each of the three new classes using existing races. Why, yes, I am parroting Magic of Incarnum, thank you for noticing.


Dreadnought - Street Samurai
Not a clue what this would be, but I love the name (from Shadowrun).


Phrygisian Warlock
1st: Eldritch Blast deals cold damage instead of untyped, +1 damage/die of cold damage.
nth:
nth:


Warforged Dreadnought
1st: Charged Plating - Lose Weapon Aptitude, gain Charged property for your composite plating (+1 AC/energy allocated)

Offline Garryl

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Re: [PoC] Work in progress
« Reply #23 on: March 19, 2013, 11:57:04 PM »
Dual progression PrC. Progresses activating and ritual tracing.

Idea is tracing ritual circuit boards. While you have energy allocated to the circuit board, it grants the benefit of a ritual, which you can reprogram. Higher grade rituals require more energy allocated. As you gain levels, you can add various upgrades to your circuit boards, such as a multiplexer (allocate energy to switch to a different ritual), capacitor (maintain the ritual's effects for a short time after energy is deallocated), etc.

Offline Garryl

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Re: [PoC] Work in progress
« Reply #24 on: April 20, 2013, 05:13:08 PM »
Large portions of this material are based on the Mutations section of the d20 Future SRD.
The Mutant template is designed to provide a net negative effect when taken as an LA +0 template, with reasonable benefits for higher level adjustments. The reson behind the net negative is because with no level adjustment, it still allows you to trade penalties to aspects of your character that you do not care about for benefits to aspects that are important.
Cosmetic Mutations have no mechanical effect, except possibly a Disguise penalty.
Benign Mutations are minor things, similar to traits. They have benefits and penalties built in. They usually have mutation values of 0, with some having as high as +/-1.
Advantageous Mutations are purely positive things. They have mutation values of 1 or higher.
Disadvantageous Mutations are purely negative things. They have mutation values of -1 or lower. Disadvantageous Mutations that mirror Advantageous Mutations either have greater penalties or have smaller mutation values.

http://www.d20srd.org/srd/variant/buildingCharacters/spelltouchedFeats.htm
http://www.d20srd.org/srd/variant/buildingCharacters/characterFlaws.htm
http://www.d20srd.org/srd/variant/buildingCharacters/characterTraits.htm
http://www.d20pfsrd.com/gamemastering/arg-creating-new-races

Mutant template
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Mutation List
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Cosmetic Mutations
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Benign Mutations
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Advantageous Mutations
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Disadvantageous Mutations
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Disease Dependence: Permanently infected with a specific disease (chosen from a list). You can never gain immunity to this disease, nor do you cure yourself of it through successful saving throws. If you are ever cured of it, you immediately contract it again, but you gain 1 negative level per day during its incubation period (never causes permanent level loss, cannot be removed until you are infected by the disease again). The disease's save DC is 10 + 1/2 your level + your Con mod, or its normal save DC, whichever is greater.

« Last Edit: April 21, 2013, 11:52:32 PM by Garryl »

Offline Garryl

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Re: [PoC] Work in progress
« Reply #25 on: May 25, 2013, 02:37:17 PM »
To do: Write up the shielding ability (which should work essentially like Energy Tank (shielding)'s effect), and change Energy Tank to use it.

Offline Garryl

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Re: [PoC] Work in progress
« Reply #26 on: June 16, 2013, 11:07:45 PM »
Mundane items.

Synergine: Removes fatigue, reduces exhaustion to fatigue, heals some amount of nonlethal damage (3d8+5, say?), grants a new save against stun, paralysis, and dazing effects (a successful save removes the condition). If the effect that caused the stun, paralysis, or daze didn't allows a save, it's a DC 20 Fort save instead.

Fast-Penta: +4 alchemical bonus on Knowledge checks. -10 alchemical penalty on Bluff and Sense Motive checks. Improves recall, unable to tell a literal lie, and extremely vulnerable to suggestion (mechanics?). Lasts 10 minutes. Commonly used as an interrogation drug.

Offline Garryl

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Re: [PoC] Work in progress
« Reply #27 on: June 10, 2020, 06:53:00 PM »
Completed at http://minmaxforum.com/index.php?topic=19945.

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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Other notes

Possible class features
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« Last Edit: May 21, 2022, 11:03:51 PM by Garryl »

Offline Garryl

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Re: [PoC] Work in progress
« Reply #28 on: June 10, 2020, 06:53:25 PM »
Exo Gladiator Modules
- List of existing modules that look like they might fit. Will likely need to pare it down somewhat, and to go back and check if any others fit, especially if there are large holes in capabilities (ex: if everything is brute force combat-focused with no utility stuff at all).
- Make sure this isn't just the Dreadnought list minus the weapon modules.
(click to show/hide)

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.

New Modules
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------------------------------------------------------------------

Note to self: Bring back the Bio-Mech Fuser (or at least its concept) as a PrC for this class.

Art for exografts associated with the various exograft modules:
- Armored Core: .
- Bloodspire: .
- Dracograft: .
- Impact Engine: .
- Phase Discontinuity: Ghost from Ant-Man and The Wasp, although that's more the visual effects than an actual exoskeleton/graft-type thing.
- Raptor Blades: Vulture from Spider-Man: Homecoming.
- Thayotech Combat Amplifier: Grafted Wargear from M:tG.
- Thrash Line: Metalbender cops from Legend of Korra. Technically just metal armor, but I always got the impression of it moving way too naturally with them to look just like armor (obviously due to a combination of metal bending and the general martial arts aesthetic).
- Thrust Lancer: Genos from One Punch Man.
- Weapons Platform/Heavy Weapons Control: Exoskeletons of all sorts, particularly the ones from Live Die Repeat/Edge of Tomorrow.

« Last Edit: May 19, 2022, 01:50:55 AM by Garryl »

Offline Garryl

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Re: [PoC] Work in progress
« Reply #29 on: June 13, 2020, 01:07:12 AM »
Just some random ideas for items that attach to sockets. Don't mind the effects, those are just placeholders (I don't really like the idea of energy = enhancement bonus to stat), but I'm thinking that the concept might look a bit like this.

Gauntlets of Cybernetic Might: Energy receptacle, grants enhancement bonus to Str equal to energy allocated. Can attach to hands socket as a standard action (if you have access) without counting towards your concurrent socket attachments. While attached, wield oversized weapons.

Boots of Cybernetic Agility: Energy receptacle, grants enhancement bonus to Dex equal to energy allocated. Can attach to feet socket as a standard action (if you have access) without counting towards your concurrent socket attachments. While attached, ignore difficult terrain.

Belt of Cybernetic Vigor: Energy receptacle, grants enhancement bonus to Con equal to energy allocated. Can attach to utility socket as a standard action (if you have access) without counting towards your concurrent socket attachments. While attached, exhaustion causes fatigue instead and immune to regular fatigue.

Visor of Cybernetic Insight: Energy receptacle, grants enhancement bonus to Int equal to energy allocated. Can attach to visor socket as a standard action (if you have access) without counting towards your concurrent socket attachments. While attached, roll twice for Knowledge checks about anything you observe and use the better roll.

Helm of Cybernetic Awareness: Energy receptacle, grants enhancement bonus to Wis equal to energy allocated. Can attach to helmet socket as a standard action (if you have access) without counting towards your concurrent socket attachments. While attached, slippery mind.

Cloak of Cybernetic Presence: Energy receptacle, grants enhancement bonus to Cha equal to energy allocated. Can attach to back socket as a standard action (if you have access) without counting towards your concurrent socket attachments. While attached, +1 to save DC of your mind-affecting effects.

Gunslinger's Blaster: +1 energized desert eagle. While it's on your person, you can attach it to a socket like a module:
  • Visor: You gain a +4 insight bonus on critical confirmation rolls with the firearm.
  • Feet: You gain the benefits of the Shot on the Run feat when attacking with the firearm, allowing you to divide your movement before and after your attacks.
  • Hands: The action required for you to reload the firearm is reduced by one step (as per the Rapid Reload feat). This stacks with the benefits of the Rapid Reload feat.
  • Arms: When you use the firearm, you do not provoke attacks of opportunity for firing while threatened. You cannot be disarmed of the firearm.
  • Back: A translucent shroud of energy drapes over your body, concealing your movements beneath it. Your opponents are flat-footed against your attacks with the firearm.
  • Utility: You gain the benefits of the Quick Draw feat with respect to drawing the firearm. You deal an extra +1d6 damage for each point of energy allocated with the first attack with the firearm each round if you drew it in the same round.
  • Helmet: The range increment of the firearm increases by 10 feet per point of energy allocated.
  • Support: Your shots cause a deafening bang. Enemies within 30 feet of you take sonic damage equal to the amount of energy allocated and are deafened for 1 round whenever you make a ranged attack with the firearm.
  • Shielding: Your shots can deflect incoming projectiles. You gain the benefits of the Deflect Arrows feat, except that it functions while you are wielding the firearm instead of while you have a free hand and you must expend ammunition as if you had made an attack with the firearm each time you deflect a projectile.
  • Core: The firearm launches an anti-phase duplicate projectile behind every real projectile you shoot. This duplicate projectile follows the real one's trajectory perfectly, dealing an additional 1d6 points of nonlethal damage per point of energy allocated if the real attack hit. This duplicate projectile is considered to be part of the same attack.
Chakra Targeting Called Shot Sniper Rifle (temp): +1 smartlink TacMil sniper rifle. If you have access to a socket, when you make an aimed ranged attack with this weapon against the subject of your target lock, you can you can expend 1 energy and choose a socket to target. If the attack hits and deals damage, the subject must make a Fortitude save or have that socket disabled for 1 minute. The subject loses the benefit of any attachments made to that socket, loses the benefit of any chakra binds to that socket's associated chakra, and is unable to use or benefit from cybernetic and magic items worn on that socket's associated body slot. The subject also suffers an additional penalty based on the socket disabled. You can only target sockets that you have access to.
  • Feet: -2 penalty on all initiative checks, Dexterity checks, and Dexterity-based skill checks and a -10-foot penalty to all movement speeds.
  • Hands: -2 penalty on weapon damage rolls and on all Strength checks and Strength-based skill checks.
  • Visor: -2 penalty on Will saves.
  • Arms: -4 penalty on grapple checks and a -2 penalty on attack rolls.
  • Back: -2 penalty on Reflex saves.
  • Utility: -2 penalty on Fortitude saves.
  • Helmet: -2 penalty on all Constitution checks, Wisdom checks, Constitution-based skill checks, and Wisdom-based skill checks.
  • Shielding: -2 penalty to AC.
  • Support: -2 penalty on all Charisma checks and Charisma-based skill checks and 25% chance to fail to activate or cast spells and abilities with verbal components (similar to being deaf, although the two conditions stack, applying their failure chances independently).
  • Core: -2 penalty to spell and ability save DCs.
« Last Edit: July 17, 2020, 08:09:49 PM by Garryl »

Offline Garryl

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Re: [PoC] Work in progress
« Reply #30 on: July 05, 2020, 01:35:27 AM »
Flash Assembly Kit (WIP)
Descriptor:
Classes: Cyberneticist
Prerequisites: None
Sockets: Hands, support
Range: 0 ft.
Saving Throw: None

This module functions as a masterwork tool for all Craft skills. (You gain a +2 circumstance bonus on all Craft skill checks, and you do not suffer any penalties for not having the appropriate tool.) You gain a further +2 enhancement bonus on all Craft checks.

This module holds up to 250 pounds of flash-fab material in a secure extradimensional storage container, plus an additional 50 pounds per activator level. Flash-fab material consists of plastic, metal, carbon, and other common, low-value materials. This extradimensional storage is filled fully each time you activate this module or refresh your energy. For safety purposes, the interface to this extradimensional storage closes automatically and will not open within another extradimensional space. Consequently, its contents are inaccessible within such areas.

You can extrude as much as 250 pounds of flash-fab material as a loose powder from the extradimensional storage as a move action, should you need access to it. The other abilities of this module that make use of it can remove the necessary material from the extradimensional storage as part of the action to use them, assuming the storage is accessible.

As a standard action, you can use 250 pounds of flash-fab material to flash-fabricate an obstacle. This creates a solid 5-foot cube in an adjacent space. Its exterior is solid, but its interior is a sparse lattice of material just strong enough to hold the structure together. The cube must be created upon solid ground in an empty square. If no solid surface exists in the selected square that is large enough for the cube to fit on, or if the selected square is not empty, the fabrication fails.

The cube weighs 250 pounds. It has a hardness of 5 and 10 hit points, and it completely fills one 5-foot square. Multiple cubes can be stacked. If it is pushed into water, the cube floats. If destroyed, the cube collapses in on itself, reducing itself to only a minor obstruction equivalent to difficult terrain.

You can disassemble a flash-fab cube or up to 250 pounds of unattended flash-fab material as a standard action, reclaiming the material and returning it to this module's storage.

Energy: Each point of energy allocated to this module improves the bonus on Craft skills by 2 and increases the hit points of a fabricated cube by 5.

Socket (hands)
Range: Touch
Saving Throw: Fortitude negates (harmless, object)
You can perform field repairs upon a damaged construct or object. As a standard action, you can heal a number of hit points equal to your activator level + 5 per point of energy allocated to this module. This field repair process is limited. You can heal the subject to no greater than half of its maximum hit points using damaged material from the location of the damage. Greater and more complete field repairs are inefficient. If you wish to heal it beyond that, you must supply 5 pounds of flash-fab material for each hit point healed above half of the subject's maximum hit points.

Socket (support)
You can flash-fabricate more complicated objects, assuming you have the right material. You convert material of one sort into a product that is of the same material. Creatures, magic items, and cybernetic items cannot be created or transmuted by this ability. The quality of items made by this flash-fabrication is commensurate with the quality of material used as the basis for the new fabrication.

You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship.

Flash-fabrication requires 1 round per 10 cubic feet of material (or 1 cubic foot of mineral material) to be fabricated. Use the larger volume of both the source material and the end product.

You can also use this to flash-fabricate objects out of flash-fab material. Such objects are low quality, but are typically effective enough for short-term use. Objects made of flash-fab material have hardness 5 and 5 hit points per inch of thickness and can never be masterwork. Flash-fab weapons have a -1 penalty on attack and damage rolls, while flash-fab armor and shields have an armor (or shield) bonus and an armor check penalty 1 worse than normal. Flash-fab material can only be used to fabricate objects normally made out of wood, plastic, or metal and can never be used to manufacture alchemical items or other items made with the craft (alchemy) skill (such as grenades). Objects made out of flash-fab material have negligible value.



Field Replicator (WIP)
Descriptor: Equipment
Classes: Dreadnought
Prerequisites: None
Sockets:

This module functions as a masterwork tool for all Craft skills. (You gain a +2 circumstance bonus on Craft checks, and you do not suffer any penalties for not having the appropriate tool.)

Additionally, your gear is shielded from harm. Your equipment has an energy shield with absorption equal to twice your activator level. This energy shield is shared between every object on your person. If an attack would damage multiple objects simultaneously, any remaining hit points of absorption applies to the damage that each would suffer, and you subtract only the highest damage from the energy shield's remaining hit points.

Energy: You gain an enhancement bonus on Craft checks equal to twice the amount of energy allocated to this module. Your equipment's energy shield has recovery equal to the amount of energy allocated to this module. In addition, your equipment gains a resistance bonus on all saving throws equal to the amount of energy allocated to this module.

Socket (hands)
You can create weapons and armor in the field. Created objects are not fully stable and are largely held together by this module's structural integrity field. They exist only as long as this module is active and attached. Objects that leave your possession for 2 or more consecutive rounds are destroyed. These objects can be affected by spells and abilities that can suppress cybernetic items. Any effect that would suppress such an item destroys the object.

As a standard action, you can create any melee or ranged weapon with which you are proficient.

As a swift action, you can create 10 units of ammunition for a projectile weapon with which you are proficient.

As a full-round action, you can create a suit of armor with which you are proficient.

Objects created by this ability are distinctive due to their visible structural integrity field. They are considered cybernetic items and thus are effective against damage reduction that requires a magic weapon to overcome. They otherwise function as normal objects of their kind made of normal materials.

Objects created with this ability have an enhancement bonus equal to the amount of energy allocated to this module. They count as energy receptacles and share their energy allocations with each other and with this module.

Socket (utility)

Socket ()
« Last Edit: July 05, 2020, 10:52:10 AM by Garryl »

Offline Garryl

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Re: [PoC] Work in progress
« Reply #31 on: July 06, 2020, 12:12:25 AM »
Some thoughts about additional Dreadnought Battle Talents:

Grenadier: Draw thrown weapons as a free action. You and your allies have +2 on saves against splash weapons you use.
Improved Grenadier: When you hit a creature with a splash weapon, if your roll would have hit its normal AC, it gets no Reflex save against the splash weapon's initial effects. When you miss with a splash weapon, roll twice for direction and you choose which one to use.

Squad Tactics: You and team members you flank with get an additional +2 on attack rolls from flanking. Your team has +1 to maximum number of teamwork benefits. This doesn't stack with similar effects from other team members. (See teamwork benefits for definition of a team.)
Squad Command: +10 on Spot/Listen checks to detect team members and you can automatically assess the health of any team member you can observe (as, or maybe just similarly to, the Deatwatch or Status spells). Your team has +2 to maximum team size and an additional +1 to maximum number of teamwork benefits. This doesn't stack with similar effects from other team members.
Squad Leadership: +1 to intuition aura bonus with respect to yourself and team members. Your team has an additional +1 to maximum number of teamwork benefits. This doesn't stack with similar effects from other team members. (See teamwork benefits for definition of a team.)
« Last Edit: May 14, 2022, 12:04:55 PM by Garryl »

Offline Garryl

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Re: [PoC] Work in progress
« Reply #32 on: July 08, 2020, 12:10:10 AM »
Some more combo module ideas. Also filling out some more core attachments of the energy warrior and adapting some more Metroid-inspired concepts to PoC.



Wave Buster (WIP)
Descriptor: Combo, Electricity
Classes: Energy Warrior
Prerequisites: Energy beam ability, Wave Beam module, Spazer Beam module.
Sockets:
Range: Personal
Saving Throw: None

As a standard action, you can make a single energy beam attack. Resolve this attack as a touch attack.

Energy: If your attack hits, your energy beam arcs to a number of secondary targets of your choice within 30 feet of the original target, to a maximum of one secondary target per point of energy allocated to this module. Use the same attack roll result as for the primary target when determining whether the touch attacks against the secondary targets hit. Each secondary target takes half damage from this attack.

Socket (core)
- Idea: You are immune to electricity. Additionally, you gain immunity to dazing, stunning, and paralysis. This does not remove any such effects that were already affecting you, but you do not suffer their effects while this module remains active and attached.

Socket ()
- Idea: Take 10 on attack rolls against the last target you attacked (if you attacked them within the past 1 round)?
- Fluff: Attacks leave targets momentarily ionized, letting your targeting sensors home in on them.

Socket ()
- Idea: Lightning Leap-type effect. Teleport some distance, requiring LoS and LoE. Creatures in your path must Ref save or be hit by your energy beam as though you had attack them.



Super Missile (WIP)
Descriptor: Combo, Force
Classes: Energy Warrior
Prerequisites: Missile Launcher module, any module with the Force descriptor.
Sockets: Core, Feet, Utility
Saving Throw: Fortitude negates (object)

If you hit a creature with a missile fired by your Missile Launcher module, that creature must make a Fortitude save (at this module's save DC) or be knocked prone. This only applies to a creature that you directly hit with a missile; simply dealing damage from the missile's splash does not count.

Energy: A creature or unattended object that fails its Fortitude save is also pushed 5 feet per point of energy allocated to this module directly away from you. This movement does not provoke attacks of opportunity. If an obstacle prevents the completion of the creature’s move, the creature stops in the space adjacent to the obstacle.

Socket (core)
Saving Throw: Fortitude negates (object)
By expending 1 point of energy, you can fire a single missile with your Missile Launcher module as a full-round action. This missile deals double damage, and all creatures damaged by it (both the creature hit, if any, and any creatures damaged by the splash) must make the Fortitude save to avoid being knocked prone and pushed away.

If you hit a creature or unattended object with this missile and it fails the Fortitude save, it must make a second Fortitude save at the same DC or immediately die or be destroyed. In the case of a particularly large or massive object, such as a wall or structure, only the parts caught within the splash radius of the missile are destroyed.

Socket (feet)
You are immune to your own missiles. Instead, whenever you would be caught within the splash of one of your missiles, you can have the explosive force propel you away. You are knocked back directly away from the missile's impact point. If the impact point was inside your space, if it was a corner of your space, or if you struck yourself with the missile, you are instead knocked away in the direction of your choice (even vertically).

Make a Jump check as though you had a running start to determine the maximum distance you can propel yourself (you can propel yourself a shorter distance if you wish). You gain a +4 enhancement bonus on this check, +2 per point of energy allocated to this module. Your movement in this way does not provoke attacks of opportunity from creatures damaged by the missile that propelled you, and you can make Tumble checks as with normal movement to avoid provoking attacks of opportunity from other creatures.

If you fire multiple missiles at once, such as with the Missile Launcher's arms attachment, you can only be propelled away by one of them.

Socket (utility)
The missiles fired by your Missile Launcher module are force effects. As such, they can damage incorporeal creatures normally and can affect ethereal targets. Your missiles also ignore damage reduction.



Morph Bomb (WIP)
Descriptor: Combo
Classes: Energy Warrior
Prerequisites: Missile Launcher module, Morph Ball module.
Sockets: Feet, Support, Visor
Saving Throw:

While in morph ball form, as a standard action, you can release an explosive charge in your space. The charge detonates 1 round later, functioning as a missile from your Missile Launcher module hitting that space. You can also perform this action at any point during any movement you perform.

Explosive charges glow with volatile power, emitting bright light within their space and shadowy illumination out to a distance of 5 feet.

If a creature other than yourself enters through the space occupied by one of your explosive charges, the charge detonates immediately, hitting that creature directly (without requiring an attack roll). This does not apply to a creature that begins its movement already occupying the charge's space (such as if you released the charge while you were within that creature's space) unless it moves away from and back onto the charge.

If you succeed on a Reflex save for half damage from one of your explosive charges while in morph ball form, you take no damage instead.

Energy: You gain an enhancement bonus on all Reflex saving throws.

Socket (feet)
If you succeed on a Reflex save for half damage while in morph ball form, you take no damage instead.

Socket (support)
Your explosive charges ignore hardness. Additionally, when you place an explosive charge, you can choose whether or not it deals damage to objects.

Socket (visor)
Your explosive charges last for 1 minute before detonating automatically.

You can detonate an explosive charge as an immediate action, or as a free action during your turn.