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4281
Sufficiently Advanced Technology is Compatible with Magic / Re: [MaI] Feats
« on: November 22, 2011, 12:01:37 AM »
Feat Descriptions

Access Greater Hard-point [Suit]
Prerequisites: Con 17, character level 12th, ability to form a Power Suit, access to the Back, Helmet, or Shielding hard-points.
Benefits: When you select this feat, choose one of the following hard-points; Arms or Support. You gain the ability to attach modules to that hard-point. In addition, the first attachment you make to this hard-point does not count against your limit of hard-point attachments.
Special: You can take this feat multiple times. Each time, you must choose a different hard-point.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Access Least Hard-point [Suit]
Prerequisites: Con 13, character level 3rd, ability to form a Power Suit.
Benefits: When you select this feat, choose one of the following hard-points; Feet, Hands, Utility, or Visor. You gain the ability to attach modules to that hard-point. In addition, the first attachment you make to this hard-point does not count against your limit of hard-point attachments.
Special: You can take this feat multiple times. Each time, you must choose a different hard-point.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Access Lesser Hard-point [Suit]
Prerequisites: Con 15, character level 6th, ability to form a Power Suit, access to the Feet, Hands, Utility, or Visor hard-points.
Benefits: When you select this feat, choose one of the following hard-points; Back, Helmet, or Shielding. You gain the ability to attach modules to that hard-point. In addition, the first attachment you make to this hard-point does not count against your limit of hard-point attachments.
Special: You can take this feat multiple times. Each time, you must choose a different hard-point.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Activate Module [Suit]
Prerequisites: Con 13.
Benefits: When you select this feat, choose one module from any class's module list. You gain the ability to activate that module. This does not count against your limited number of active modules.
Normal: You can only activate modules from your class's module list.
Special: You can take this feat multiple times. Each time, you must select a different module.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Adaptable Energy Beam [Suit]
Prerequisites: Energy Beam class feature, ability to attach a module to your Beam Cannon hard-point.
Benefits: Your levels in all other suit-forming classes stack with your Chozo Warrior level to determine the damage of your Energy Beam class feature, and you can form your beam cannon even while using a Power Suit other than the one granted by your Chozo Warrior levels. In addition, whenever your Chozo Warrior level is progressed by a prestige class for the purpose of determining your energy pool, suit-former level, and number of modules and hard-point attachments available, it also progresses the damage dealt by your Energy Beam.
Normal: You can only form your beam cannon while using the Power Suit granted by the Chozo Warrior class.
Special: Your suit-former level increases by +2, to a maximum of your total Hit Dice.


Adaptable Modules [Suit]
Prerequisites: Reattach Module class feature, Improved Energy Capacity (+1, 1 module) class feature.
Benefits: Your Pirate Trooper levels stack with your levels in other suit-forming classes to determine the number of daily uses of your Reattach Module ability and to determine the benefits granted by your Improved Energy Capacity class feature. In addition, whenever your Pirate Trooper level is progressed by a prestige class for the purpose of determining your energy pool, suit-former level, and number of modules and hard-point attachments available, it also progresses the number of daily uses of your Reattach Module ability, the benefits of your Improved Energy Capacity class feature, and the benefits of your Extra Attachment class feature (even if you don't have it yet).
Special: Your suit-former level increases by +2, to a maximum of your total Hit Dice.


Adaptable Training [Suit]
Prerequisites: Weapon Training class feature, Crossfire class feature.
Benefits: Your Federation Marine levels stack with your levels in other suit-forming classes to determine the armor bonus granted by your Power Suit and the effective Fighter level you have for the purpose of selecting feats. In addition, whenever your Federation Marine level is progressed by a prestige class for the purpose of determining your energy pool, suit-former level, and number of modules and hard-point attachments available, it also progresses the effective Fighter level you have for the purpose of selecting feats and your Federation Marine level for the purpose of gaining and using your Crossfire, Improved Crossfire, Greater Crossfire, and Supreme Crossfire abilities.
Special: Your suit-former level increases by +2, to a maximum of your total Hit Dice.


Alacritous Reflexes System [System]
Prerequisites: Con 13
Benefits: You can invest energy into this feat as a System. You gain a +1 insight bonus to all Reflex saves for each point of energy invested in this feat. If you have at least 3 points of energy invested, you gain the ability to move out of the area of dangerous spells and effects as an immediate action. If you succeed on a Reflex save against a spell or effect, you gain the normal benefit for the successful save, and you can choose to move out of the area of the spell or effect. You must take the shortest path available to you, and you can't move farther than your speed. If more than one path of equal distance is available, you can choose which path to use. If no such path is available, the you can't use this ability. This movement provokes attacks of opportunity as normal for movement.
Special: You gain 1 point of energy.


Biotic Fortitude System [System]
Prerequisites: Con 13
Benefits: You can invest energy into this feat as a System. You gain a +1 insight bonus to all Fort saves for each point of energy invested in this feat. If you have at least 3 points of energy invested, you automatically succeed on your Fortitude saves against the secondary damage of poisons if you succeeded on the save against the primary damage.
Special: You gain 1 point of energy.


Cobalt Transference System [Incarnum, System]
Prerequisites: Con 13, ability to shape a soulmeld, ability to activate a module.
Benefits: You can invest energy into this feat as a System. You gain a number of temporary essentia equal to the amount of energy invested in this feat for as long as the energy is invested.
   Once per day, you can invest essentia into this feat. You gain a number of temporary energy equal to the amount of essentia invested in this feat for as long as the essentia is invested. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours.
Special: You gain 1 point of essentia.
Special: You gain 1 point of energy.


Cognition Detection System [System]
Prerequisites: Con 13, Int 13, Concentration 4 ranks.
Benefits: You can invest energy into this feat as a System. As a move action, you can pinpoint the location of all creatures within 5 feet per point of energy invested in this feat. This is a mind-affecting effect, so mindless creatures and those protected from mind-affecting effects are not detected. While you have at least 3 points of energy invested into this feat, you also gain telepathy out to 10 feet per point of energy invested in this feat.
Special: You gain 1 point of energy.


Combined Assault System [System]
Prerequisites: Con 13.
Benefits: You can invest energy into this feat as a System. You and any allies that are flanking with you gain an insight bonus equal to the amount of energy invested in this feat on all damage rolls against targets that you are flanking. If you have at least 3 energy invested in this feat, you and any allies that are flanking with you also gain an insight bonus equal to the amount of energy invested on all Strength, Dexterity, and grapple checks to perform combat maneuvers (such as attempting to trip, bull rush, grapple, or disarm) against opponents that you flank.
Special: You gain 1 point of energy.


Companion Bond System [System]
Prerequisites: Con 13, Animal Companion class feature or Wild Cohort feat.
Benefits: You can invest energy into this feat as a System. Your animal companion or Wild Cohort (or both, if you have more than one) gain a +1 deflection bonus to armor class per point of energy invested, and a +1 insight bonus to attack and damage rolls against opponents that have attacked you or targeted you with a hostile spell or effect within the current encounter. Your animal companion or wild cohort can only benefit from this effect while they are within 30 feet of you. If you have at least 3 energy invested in this feat, then you gain a +1 insight bonus to attack and damage rolls per point of energy invested against opponents that have attacked your companion or targeted your companion with a hostile spell or effect within the current encounter.
Special: You gain 1 point of energy.


Energy Blade [Suit]
Prerequisites: Energy Beam class feature.
Benefits: When you form your beam cannon, you can choose to form it as a beam sword instead. You can use the beam sword as a one-handed manufactured melee weapon that deals slashing damage as per your Energy Beam. You can apply any effects that specifically modify your Energy Beam ability to your beam sword. You are considered proficient with your beam sword. You can still form your beam cannon as normal if you need to make attacks at range, and unforming your energy sword to form your beam cannon (or vice-versa) is only a move action. Note that the beam sword still precludes the use of the hand it is formed in, just like your beam cannon.
Normal: You can form your beam cannon and use it as a one-handed ranged weapon.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Energy Over-channeling [Suit]
Prerequisites: Con 13, must have an energy pool with at least 3 energy.
Benefits: You may take 1 point of temporary energy damage as a swift action to treat any one of your modules as though it had the maximum capacity of energy invested in it, independent of how much is actually invested in it. This effect lasts for 1 round per point of Constitution bonus (minimum 1 round). You must have at least one point of energy unassigned in your energy pool to use this ability.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Enhanced Targeting System [System]
Prerequisites: Con 13.
Benefits: You can invest energy into this feat as a System. You gain a +1 insight bonus to all ranged attack and damage rolls per point of invested energy. If you have at least 3 energy invested in this feat, the critical damage multiplier of all of your ranged attacks increases by 1.
Special: You gain 1 point of energy.


Expanded Hard-point [Suit]
Prerequisites: Con 13, ability to attach 2 modules to hard-points.
Benefits: When you attach modules to your hard-points each day, choose one of your available hard-points. That hard-point can accommodate up to 2 attached modules at once, instead of one. In addition, if that hard-point has integrated equipment, it can have up to 1 module attached to it.
Normal: Each hard-point can only have 1 module attached to it at once. You cannot attach modules to hard-points with integrated equipment, only the integrated equipment can be attached to that hard-point.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Extra Energy [Suit]
Prerequisites: Con 13, ability to form a Power Suit.
Benefits: You gain 2 additional points of energy.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Form Power Suit [Suit, System]
Prerequisites: Con 13.
Benefits: You gain the ability to form a power suit. While fully formed, your Power Suit grants you a +1 armor bonus to AC. It is not considered to be armor. The suit is made to support itself, and does not count towards your encumbrance, although it does weigh 10 lb. If you do not have a suit-former level, you gain one equal to 1/2 your character level, plus any bonuses you gain from other sources, such as most Suit feats, including this one. If you ever gain levels in a suit-former class, you may use this suit-former level in place of your suit-former level in those classes if this is more beneficial.
   In addition, you can invest energy into this feat as a System. Your power suit gains a +1 enhancement bonus to its armor bonus for each point of energy you invest. Your suit gains this bonus even if it was formed from other sources, such as suit-former class levels. If you have at least 3 energy invested in this feat, your suit also provides you with DR 3/-.
Normal: Unless you have a suit-former level from some source, your suit-former level is treated as though it was 0.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.
Special: You gain 1 point of energy.


Harden Power Suit [Suit]
Prerequisites: Ability to form a Power Suit as medium armor
Benefits: You can form your Power Suit as heavy armor instead of medium armor. The armor bonus that this medium suit grants is increased by 2 compared to forming it as medium armor. It is considered heavy armor with a +3 Max Dex bonus, a -3 Armor Check Penalty, and a 40% Arcane Spell Failure chance. The suit is made to support itself, and does not count towards your encumbrance, although it does weigh 50 lb.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Hunter-Killer System [System]
Prerequisites: Con 13, favored enemy class feature.
Benefits: You can invest energy into this feat as a System. You gain an insight bonus equal to the amount of energy invested to all effects to which your favored enemy class feature grants bonuses, such as skill checks and damage rolls. If you have at least 3 energy invested in this feat, then you can cause any successful attack that hits a favored enemy to be considered a critical threat as a free action. You can only use this effect once per encounter per type of favored enemy.
Special: You gain 1 point of energy.


Improved Energy Beam [Suit]
Prerequisites: Con 13, Energy Beam class feature, Weapon Focus (Energy Beam).
Benefits: Your Energy Beam attacks deal an additional 1 point of damage per die of base Energy Beam damage and per bonus die of damage that your modules specifically grant to your Energy Beam attacks.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Improved Energy Capacity [Suit]
Prerequisites: Con 13, ability to activate at least 2 modules.
Benefits: When you activate your modules each day, you may choose one of them. The maximum energy capacity for that module is increased by 1.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Lethality Enhancement System [System]
Prerequisites: Con 13, Poison Use class feature.
Benefits: You can invest energy into this feat as a System. You gain an insight bonus equal to the amount of energy invested in this feat to the save DC of any poison you use employ, and to the save DC of your Death Attack ability, should you possess it.
Special: You gain 1 point of energy.


Lighten Power Suit [Suit]
Prerequisites: Ability to form a Power Suit as medium armor
Benefits: You can form your Power Suit as light armor instead of medium armor. The armor bonus that this medium suit grants is decreased by 1 compared to forming it as medium armor. It is considered light armor with an unlimited Max Dex bonus and no Armor Check Penalty. The suit is made to support itself, and does not count towards your encumbrance, although it does weigh 25 lb.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Phazon Energy Efficiency [Phazon]
Prerequisites: Con 13 and the Phazon subtype.
Benefits: Whenever one of your modules with the Phazon descriptor deals temporary energy damage to you, you may ignore the next point of temporary energy damage that one of your modules with the Phazon descriptor would deal to you. You can only ignore such damage within 1 minute of taking temporary energy damage.
Special: Characters with the Phazon Initiate feat qualify for this feat as though they had the Phazon subtype.


Phazon Initiate [Phazon]
Prerequisites: Con 13 and any non-good alignment.
Benefits: You gain Phazon resistance 2 and DR 2/magic. You gain a +2 bonus on saves against effects that would make you sickened. You take a -1 penalty on all Will saves. You may activate modules and qualify for feats as though you had the Phazon subtype.
Normal: Most modules with the Phazon descriptor cannot be activated by characters without the Phazon subtype.


Phazon Rage [Phazon]
Prerequisites: Con 13, ability to rage or frenzy or Phazon Surge, Phazon subtype.
Benefits: When you enter a rage or frenzy or Phazon Surge, you can choose to gain 3 points of temporary energy for as long as your rage or frenzy or Phazon Surge lasts. If you do, you take 1 point of temporary energy damage at the end of your rage or frenzy or Phazon Surge.
Special: Characters with the Phazon Initiate feat qualify for this feat as though they had the Phazon subtype.


Practiced Suit-former [Suit]
Prerequisites: Con 13, suit-former level 1st.
Benefits: Your suit-former level increases by +4, to a maximum of your total Hit Dice.


Psychic Resonator System [Psionic, System]
Prerequisites: Con 13, Wis 13, Concentration 7 ranks, must have a power point reserve.
Benefits: You can invest energy into this feat as a System. Once per day per point of energy invested in this feat, you can attempt to become psionically focused as a swift action that does not provoke attacks of opportunity.
 If you have at least 3 points of energy invested in this feat, you can expend your psionic focus as a free action to treat one of your active modules as though it was filled to its energy capacity for 1 round.
Normal: Becoming psionically focused is a full-round action that provokes attacks of opportunity.
Special: You can use this feat in place of the Psionic Meditation feat to qualify for feats, prestige classes, and other special abilities. You can take both this feat and Psionic Meditation.
Special: You gain 1 point of energy.


Recursive Willpower System [System]
Prerequisites: Con 13
Benefits: You can invest energy into this feat as a System. You gain a +1 insight bonus to all Will saves for each point of energy invested in this feat. If you have at least 3 points of energy invested and you are affected by a charm or compulsion spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.
Special: You gain 1 point of energy.


Siphon Energy [Suit]
Prerequisites: Con 13, energy pool with at least 3 points of energy.
Benefits: Whenever you kill or destroy an enemy with the Cybernetic subtype, you gain 1 point of temporary energy. This temporary energy lasts for 1 round per hit die or level of the creature you killed.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Split Attachment [Suit]
Prerequisites: Con 13, ability to attach modules to at least 2 hard-points each day.
Benefits: When you attach modules to your hard-points each day, choose one of your active modules. That module can be attached to one more hard-point than normal at the same time.
Normal: Each module can be attached to only one hard-point at a time.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Sublime Recuperation System [System]
Prerequisites: Con 13, knowledge of at least two martial maneuvers including at least one strike.
Benefits: You can invest energy into this feat as a System. Once per day per point of energy invested, you can recover one of your maneuvers as a swift action immediately after initiating a strike. The maneuver that you recover cannot be the strike that you just initiated. If you are granted maneuvers, the recovered maneuver is also immediately granted. As long as you have at least 3 points of energy invested in this feat, you gain the knowledge of a single martial maneuver of a level less than or equal to the amount of energy invested in this feat. You must meet the prerequisites of the maneuver as normal. If you have martial adept levels, this becomes one of your maneuvers known. If you do not have martial adept levels, you can use this maneuver once per encounter. This maneuver does not count towards fulfilling prerequisites. You can choose a new maneuver whenever you reassign energy to this feat.
Special: You gain 1 point of energy.


Superior Smiting System [System]
Prerequisites: Con 13, ability to smite.
Benefits: You can invest energy into this feat as a System. You can use each of your smite abilities a number of additional times per day equal to the amount of energy invested in this feat. If you have at least 3 energy invested in this feat, then you can cause any successful smite that hits to be considered a critical threat as a free action. You can only use this effect once per day per target.
Special: You gain 1 point of energy.


Sysadmin Reboot System [System]
Prerequisites: Con 13, any other System feat.
Benefits: You can invest energy into this feat as a System. Once per day, plus one additional time per point of energy invested, you can add or remove energy from one of your Systems as though you had just reformed your Power Suit. You may not modify the energy invested in this System. Activating this effect is a free action. If you have at least 3 points of energy invested in this feat, the energy capacity of any system that you use this feat's effect on is increased by 1 until you next assign energy to it.
Normal: You cannot change the amount of energy stored in a System for 24 hours, or until you reform your Power Suit.
Special: You gain 1 point of energy.


Toughen Power Suit [Suit]
Prerequisites: Ability to form a Power Suit as light armor.
Benefits: You can form your Power Suit as medium armor instead of light armor. The armor bonus that this medium suit grants is increased by 1 compared to forming it as light armor. It is considered medium armor with a +5 Max Dex bonus, a -1 Armor Check Penalty, and a 15% Arcane Spell Failure chance. The suit is made to support itself, and does not count towards your encumbrance, although it does weigh 30 lb.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.


Weakness Spectralizer System [System]
Prerequisites: Con 13 and skirmish, sudden strike, or sneak attack class feature.
Benefits: You can invest energy into this feat as a System. You gain a +2 insight bonus on all damage rolls per point of energy invested. This damage only applies on attacks that qualify for additional damage from your skirmish, sudden strike, or sneak attack class feature. If you have at least 3 points of energy invested in this feat, you can treat all attacks that qualify for additional damage from skirmish, sudden strike, or sneak attack as touch attacks for a single round. Activating this effect is a swift action that can be used once per day.
Special: You gain 1 point of energy.


Widened Beam [Suit]
Your Energy Beam spreads its energy over a larger area, dealing reduced damage but striking more accurately.
Prerequisites: Energy Beam class feature.
Benefits: You can choose to take a penalty on damage rolls up to the total number of dice of damage dealt by your Energy Beam attack, including bonus damage dice granted by modules that specifically enhance your Energy Beam attacks. You gain a bonus on attack rolls with your Energy Beam equal to the damage penalty taken. You can choose how big a penalty to take as a free action before the first attack you make each turn, and the bonuses and penalties last until the beginning of your next turn.
Special: Your suit-former level increases by +1, to a maximum of your total Hit Dice.




Ideas for more feats
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4282
Legends of the Heroes / Re: Magic of Negima
« on: November 21, 2011, 11:43:31 PM »
Lightning: Staggered for 1 round?
Wind: Knocked prone? Pushed back?
Lightning is stunning, wind is binding.

Wind: Entangled, checked, or maybe the immobilized condition from Tome of Magic/Rules Compendium?

4283
Handbooks / Re: Handbook Index
« on: November 21, 2011, 09:18:08 PM »
Everyone can edit threads that they themselves have started on the old boards. This includes other peoples' posts.

4284
Legends of the Heroes / Re: Magic of Negima
« on: November 21, 2011, 09:38:53 AM »
Sagita Magica still needs a spell level. It's effects may be (mostly) defined based on the spell slot used, but its spell level isn't, and thus the save DC. Since it's only based on the spell slot used, metamagic is essentially free to apply to it. Try this instead:

"You can learn Sagita Magica as a spell of any level you can learn and cast. You can cast this spell as a spell of any level you can cast (regardless of which level you learned it at). It's effects vary based on the spell level you cast it as, as indicated below."

Lightning: Staggered for 1 round?
Wind: Knocked prone? Pushed back?

4285
Homebrew and House Rules (D&D) / Re: d20 Game Engine Overhaul
« on: November 21, 2011, 12:34:16 AM »
Martial Adepts, martial disciplines, and class skills.

In order to facilitate homebrew disciplines that swap out for existing discipline access, the skill lists of martial adepts will be split into two parts.

Class Skills: The skill granted in and of the class itself.
Discipline Skills: The key skills of disciplines it has access to.

A character's skill list is the union of the two when taking levels in that class.
If a discipline is lost or traded out, it's key skill is removed from the Disipline skill list for that class, but not the Class skill list.

The following changes will be made for ToB classes (haven't done PrCs yet). The listed skills are no longer on the classes' class skill lists (although characters taking levels in them still get them as class skills due to the discipline skill lists).
Crusader: Lose Balance.
Swordsage: Lose nothing.
Warblade: Lose Diplomacy.

Jade Phoenix Mage: Lose Diplomacy and Tumble.
Ruby Knight Vindicator: Lose Balance and Hide.
Shadow Sun Ninja:
Bloodclaw Master: Lose nothing.
Deepstone Sentinel: Lose nothing.
Eternal Blade:
Bloodstorm Blade: N/A
Master of Nine: Lose Diplomacy, Hide, and Sense Motive.

4286
Spellcasting Barbarian Variant
(click to show/hide)

4287
Handbooks / Re: The Ardent Handbook: Dominating the Mantles - by Samb
« on: November 20, 2011, 10:13:26 PM »
The wording does imply an intent to allow taking 15 when threatened (at least by my reading; it says what you have to do and when you can do it, while the part about being like taking 10 seems more like an afterthought tacked on to help explain the effects, rather than an addition to the requirements; this might be wishful thinking). However, my quick reading of the ability (under the Concentration skill) in the SRD didn't turn up any explicit contradictions to the limitations of taking 10.

4288
Handbooks / Re: A Player's Guide to Dragonmarks
« on: November 20, 2011, 09:48:59 PM »
mark of Detection is awesome.  Dragonmarked has a feat that lets you use it to negate all miss chance.  much better than that feat that requires mageslayer.

EDIT: Link for child of Kyber? didn't find it.

Child of Khyber

4289
Handbooks / Re: The Ardent Handbook: Dominating the Mantles - by Samb
« on: November 20, 2011, 09:46:11 PM »
Has no one else noticed that you can blow your psionic focus to 'take 15' on concentration, which makes that 'blow focus for +5' thing kinda useless.  Take 15 is better in 99.9 percent of situations.

i guess it depends on how many ranks you have? after all, take 15 is less than if you have 10 ranks, get a plus 5, and roll even a 1.

Take 15 means you're treated as rolling a 15 on the die, not that you get a final result of 15. You just replace the +1d20 component of your check result with a +15.

Taking 15 is even with blowing the focus for a +5 bonus when you're in a position to take 10 (15+0 vs. 10+5) if that's enough to hit the target DC. If it isn't, the mantle's +5 bonus on a roll is obviously superior (since taking 15 does nothing for you in that case). Blowing the focus to take 15 does have the advantage under stressful situations to auto-succeed on low- to mid-DC checks, but it bases itself on taking 10 and does not explicitly allow you to take 10 (er, 15) when threatened or distracted, so this might be unusable. In that case, Repose Mantle's ability (spend focus for +5) is obviously superior.

4290
Min/Max 3.x / Re: Arcane Dilettante ROUND TWO
« on: November 20, 2011, 08:56:29 PM »
Quick version, not intending to be the best possible. Probably doesn't qualify for something in there, too, but it's to illustrate calculations, not be a real build.
(click to show/hide)
Did I get that right? I think I'm missing something.

4291
///complete modules that need to be added to the list and statistics///
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///incomplete modules///
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///abilities without a home///
(click to show/hide)

4292

Deleter Prestige Class

Assasin-esque Suit-forming PrC focused on electricity

   Skills: Computer Use 4 ranks, Disable Device 8 ranks, Hide 8 ranks, Move Silently 4 ranks.
   Suit-forming: Must be able to activate at least one module with the Electricity descriptor; Must be able to attach a module to a hard-point; Suit-former level 5th.


Table: The Deleter    Hit Die: d6
        Base                                                                      -----Suit-Forming-----
        Attack  Fort Ref  Will                                              Suit 
Level   Bonus   Save Save Save    Special                                   Armor
1       +0      +0   +2   +0      Sneak Attack +1d6, Electrified Strike     +0    +1 of existing class
2       +1      +0   +3   +0      Hard-points (Feet, Hands, Utility, Visor) +1    +1 of existing class
3       +2      +1   +3   +1      Synaptic Overload                         +1    +1 of existing class
4       +3      +1   +4   +1      Enveloping Charge, Sneak Attack +2d6      +1    ---
5       +3      +1   +4   +1      Hard-points (Back, Helmet, Shielding)     +1    +1 of existing class
6       +4      +2   +5   +2      Special Ability                           +2    +1 of existing class
7       +5      +2   +5   +2      Sneak Attack +3d6                         +2    +1 of existing class
8       +6      +2   +6   +2      Hide in Plain Sight                       +2    +1 of existing class
9       +6      +3   +6   +3      Hard-points (Arms)                        +2    +1 of existing class
10      +7      +3   +7   +3      Sneak Attack +4d6, Special Ability        +3    +1 of existing class


Class skills (6 + Int modifier per level): Balance, Bluff, Computer Use, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope

Suit Armor: The armor bonus granted by the Power Suit you form and use increases by the amount listed on the table above.

Suit-Forming: At each Deleter level, with the exception of 4th level, you increase your suit-former level, the number of modules you can activate, the number of hard-point attachments you can have, and your energy pool as if you had gained a level in a suit-forming class to which you belonged prior to gaining the Deleter level. You do not, however, gain any other abilities of that class, such as new tiers of hard-points. If you had more than one suit-forming class before becoming a Deleter, you must decide to which class to add each level for the purpose of determining your energy pool, suit-former level, and number of modules and hard-point attachments available.

Sneak Attack (Ex): This is exactly like the Rogue ability of the same name. The extra damage dealt increases by +1d6 at 1st level, and again every 3 levels thereafter. If you get a sneak attack bonus from another source the bonuses on damage stack.

Electrified Strike (Su): You can chose to have your Sneak Attack, Sudden Strike, Skirmish, and other precision damage-based abilities deal their bonus damage as electricity damage instead of their normal damage types. If you do, you can use them when dealing nonlethal damage with a weapon that normally deals lethal damage. Electrified strikes deal their bonus damage against creatures immune to critical hits and precision damage, including the chance of negating such bonus damage caused by Light Fortification and similar abilities. Electrified strike damage also applies on attacks of opportunity, even if the precision damage-granting abilities would not qualify for such attacks (such as if you had the Skirmish ability but had not moved at least 10 feet since the beginning of your last turn).

Synaptic Overload (Su): Starting at 3rd level, if you study your victim for 3 rounds and then make an electrified strike with a melee weapon that successfully deals electricity damage, the electrified strike has the additional effect of disrupting the target's nervous system, possibly either knocking out or killing the target (at your choice). While studying the victim, you can undertake other actions so long as your attention stays focused on the target and the target does not detect you or recognize you as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + your Deleter class level + the your Intelligence modifier) against the kill effect, she suffers electricity damage equal to her normal maximum hit points plus 10. If the saving throw fails against the knockout effect, the victim suffer nonlethal electricity damage equal to her normal maximum hit points plus 10. A victim of the knockout effect heals half of the nonlethal damage caused by this ability (rounded up) starting a number of rounds after the attack equal to your Deleter level, and continues to heal half of the nonlethal damage remaining each round (rounded up) until none remains. If the victim’s saving throw succeeds, the attack is just a normal electrified strike. Once you have completed the 3 rounds of study, you must make the synaptic overload attack within the next 3 rounds. Synaptic Overload can be used against constructs and living creatures only.
   If a synaptic overload attack is attempted and fails (the victim makes her save) or if you do not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before you can attempt another synaptic overload attack.
   Synaptic Overload also counts as the Death Attack ability, such as for qualifying for a feat or prestige class, or benefiting from an item or spell.

Enveloping Charge (Ex): Starting at 4th level, you can have half of all electricity damage you deal ignore resistances and immunities.

Special Ability: On attaining 6th level, and again at 10th level, you gain a special ability of your choice from among the following options: Disrupting Strike, Improved Enveloping Charge, Poison Use, or Skill Mastery. Alternatively, you can elect to gain a bonus feat that you qualify for.

Disrupting Strike (Su): If you have this ability, whenever you use your Electrified Strike ability to attack your opponents, the electricity interferes with the opponent's nervous system, reducing coordination and eventually causing paralysis. An opponent damaged by one of your electrified strikes also takes 2 points of Dexterity damage.

Improved Enveloping Charge (Ex): If you have this ability, any creature with electricity resistance or immunity that you deal electricity damage to must make a Fortitude save (DC 10 + your Deleter class level + the your Intelligence modifier) or lose its electricity resistance and immunity until the beginning of your next turn. If you combine this ability with a synaptic overload attack, the creature must save against losing its resistances or immunity before determining the result of the synaptic overload attack.

Poison Mastery: If you have this ability, you are trained in the use of poison and never risk accidentally poisoning yourself when applying poison to a weapon. In addition, you may invest energy into this ability as a module. The save DCs of poisons you use have an enhancement bonus equal to the amount of energy invested.
   This ability also counts as the Poison Use ability for the purpose of qualifying for feats and other options.

Skill Mastery: If you have this ability, you become so certain in the use of certain skills that you can use them reliably even under adverse conditions.
   Upon gaining this ability, you select a number of skills equal to 3 + your Intelligence modifier. When making a skill check with one of these skills, you may take 10 even if stress and distractions would normally prevent you from doing so. You may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Feat: If you elect to gain a bonus feat in place of your special ability, you gain any one feat that you qualify for as a bonus feat. You can select this option multiple times, each time gaining another bonus feat.

Hide in Plain Sight (Su): Starting at 8th level, you can use the Hide skill even while being observed. As long as you are within 10 feet of some sort of metallic terrain or object at least as large as yourself (even an attended object), you can hide yourself from view in the open without having anything to actually hide behind. You cannot, however, hide behind your own equipment or Power Suit.

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Cybernetics Mantle
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Powers
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Cybernetics Domain
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Spellcasting
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Nanotheurge Prestige Class

Dual Cybernetic/Divine PrC

Basically, I wanted to make a PrC with an ability called Deus in Machina, and I still needed a Divine/Cybernetic dual progression PrC.
9/10 progression on both sides. (I'll probably go back over the previous dual progression classes and set them up the same way some day. Denying 9ths just isn't fun.)

   Skills: Computer Use 8 ranks, Craft (Any) 2 ranks, Knowledge (Relgion) 6 ranks
   Activating: Must be able to activate three modules; must be able to attach a module to a hard-point.
   Spellcasting: Must be able to cast 2nd-level or higher Divine spells.
   Domains: Must have access to the Cybernetics domain or must have no freely chosen domains. A character with access to a domain chosen from a specific list that did not contain the Cybernetics domain, or granted a specific domain by a class feature or other ability, is not disqualified.
   Special: Must follow an ideal, not a deity.


Table: The Nanotheurge      Hit Die: d8
        Base                                                                                      -----Suit-Forming-----   -----Divine Spellcasting-----
        Attack  Fort Ref  Will                                                              Suit 
Level   Bonus   Save Save Save    Special                                                   Armor
1       +0      +2   +0   +2      Cybernetic Ascension (Transmutation and Mind-affecting),  +0    +1 of existing class     +1 of existing class
                                  Divine Portfolio
2       +1      +3   +0   +3      Hard-points (Feet, Hands, Utility, Visor)                 +1    +1 of existing class     +1 of existing class
3       +2      +3   +1   +3      Cybernetic Ascension (Ability Damage, Energy Drain)       +1    +1 of existing class     +1 of existing class
4       +3      +4   +1   +4      Divine Portfolio (Cybernetics Domain)                     +1    +1 of existing class     ---
5       +3      +4   +1   +4      Cybernetic Ascension (Spontaneous Domain Spells)          +1    +1 of existing class     +1 of existing class
6       +4      +5   +2   +5      Improved Energized Spellcasting                           +2    ---                      +1 of existing class
7       +5      +5   +2   +5      Cybernetic Ascension (Spell Resistance and DR/Epic)       +2    +1 of existing class     +1 of existing class
8       +6      +6   +2   +6      Hard-points (Back, Helmet, Shielding)                     +2    +1 of existing class     +1 of existing class
9       +6      +6   +3   +6      Divine Portfolio (Bonus Domain)                           +2    +1 of existing class     +1 of existing class
10      +7      +7   +3   +7      Cybernetic Ascension (Immortality), Deus in Machina       +3    +1 of existing class     +1 of existing class


Class skills (2 + Int modifier per level): Computer Use, Concentration, Craft, Diplomacy, Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, Spellcraft. A Nanotheurge with any domains adds skills granted by them to his Nanotheurge class list as though they were Cleric levels.

Suit Armor: The armor bonus granted by the Power Suit you form and use increases by the amount listed on the table above.

Suit-Forming: At each Nanotheurge level, with the exception of 6th level, you increase your suit-former level, the number of modules you can activate, the number of hard-point attachments you can have, and your energy pool as if you had gained a level in a suit-forming class to which you belonged prior to gaining the Nanotheurge level. You do not, however, gain any other abilities of that class, such as new tiers of hard-points. If you had more than one suit-forming class before becoming a Nanotheurge, you must decide to which class to add each level for the purpose of determining your energy pool, suit-former level, and number of modules and hard-point attachments available.

Spellcasting: At each level except 4th, 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 a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a Nanotheurge, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

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. You can invest energy into this ability as a module. Its capacity is equal to half your Nanotheurge level (minimum 1), to a maximum of 4 at level 8. Effects other than Deus in Machina that would alter the energy capacity of this ability instead do not.
   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 invested in 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 invested in this ability. This only applies if the energy is invested 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 invested in this ability.
   Beginning at 7th level, you gain spell resistance and damage reduction as long as any energy is invested in 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 invested in 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 invested in 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.

Hard-point Attachments: At 2nd level, you can attach modules to your Feet, Hands, Utility, and Visor hard-points. At 8th level, you can attach modules to your Back, Helmet, and Shielding hard-points.

Improved Energized Spellcasting (Ex): At 6th level, the energy capacity of all of your spells increases by 1 for the purposes of investing energy into them with Energized Spellcasting.

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 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's energy capacity is increased by 1 and it is considered to be filled to its (newly improved) capacity.
   Activating this ability is a free action that can be done even when it is not your turn. It lasts for a number of rounds equal to your Nanotheurge level.

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9. Adaptation

9.1   Starcraft
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8.3   The new subtypes
   Creatures with the ability to form Power Suits, the ability to activate modules, an energy pool, or any Suit or System feats have the Cybernetic subtype. On its own this subtype has no effect, but it may interact with other effects.
   Creatures with the Phazon Subtype are infused with and resistant to the effects of Phazon. They gain Phazon resistance 5 and DR 5/magic. They are immune to the sickened condition. However, creatures with the Phazon subtype suffer a -2 penalty to all Will saves.

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8.2   Heal skill (Wis)
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Sufficiently Advanced Technology is Compatible with Magic / [MaI] Skills
« on: November 20, 2011, 08:17:01 PM »
8.1   Computer Use skill (Int)
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Note: Still a work in progress. Comments are appreciated. If you have any ideas of your own, please post them.

As of November 17th, there are some new things in the works. I've posted them in their current states on page 3 of this thread. Take a look if you want.

Update Log (Last Update: 05/6/10)
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Table of Contents



This is basically applying what little I know of Incarnum to something else. I don't actually have Magic of Incarnum, but the concept looks like fun. I'm making this because this is the idea I had for making something approximating the completed Incarnum system that I can play around with. Please let me know what you think of it. If you don't like the flavor of Metroid, the concept lends itself well enough to other things without changing the names. Turn it into Starcraft and give Terran Marines the Stim Pack module. Or maybe it's Star Trek and the suit-formers are starships. All power to main deflectors?


The general idea is that this is mostly a reflavored, renamed Incarnum system, built from the ground up based on what I've seen and heard about it online. Energy works like essentia, modules and systems work like soulmelds and the invest 1/day feats, and hard-points are similar to chakra binds.


Hard-points available are:   (accessibility slightly different from Incarnum)
Crown = Helmet      lesser     interaction, morale, mental combat
Brow = Visor        least      senses, detection
Hands = Hands       least      melee prowess
Arms = Arms         greater    aid allies, extra attacks
Feet = Feet         least      movement
Throat = Support    greater    unusual abilities, ???
Shoulders = Back    lesser     unusual mobility, protection
Heart = Shielding   lesser     defensive capabilities
Waist = Utility     least      transformation, physical improvement
Soul = Core         greater    general improvement, multiple effects and abilities
Totem = Beam Cannon            special, improves Energy Beam     *Chozo Warrior only




1. A Brief Overview:
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Copied from section 3.1: Modules Overview for conveniece
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This is just a reference list of various bits of useful or interesting information and numbers from this system.
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