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View Full Version : Instant fortress, just add water! [3.5 base]



sirpercival
2014-02-08, 08:10 AM
This was originally the winner of Base Class Challenge XIV - Champions & Mooks, on GitP. The theme was "army combat". I wanted to make an expert in fortifications, which was useful and fun to play in both large-scale combats and normal adventuring. I apologize for how complicated it seems, though...


LEY ENGINEER

Image! (http://fc04.deviantart.net/fs70/i/2010/319/3/6/steampunk_architect_by_built4ever-d32wwz2.jpg)

My lord! You wished for a mountain? Well... there you have it.

A ley engineer taps into ever-present flows of magical energy called ley lines, drawing upon them to cause short- and long-term alterations to her surroundings. Ley engineers are coveted and hotly pursued for their ability to quickly and efficiently raise fortifications and earthworks, or even mountains and rivers to alter the enemy's advance. Invading armies almost alway seek to take the opposing side's ley engineers prisoner, putting them to work at dismantling pesky obstacles like castles and ships.

Adventures: A Ley Engineer can often be found adventuring to explore various territories, mapping out terrain and ley lines for future reference. In addition, many Ley Engineers seek out examples of natural geographic features, cunning traps, magnificent architecture, and historical accounts of great battles, looking for ideas for future Plans. Some Ley Engineers might be itinerant mercenaries, hired to help this or that petty king build a larger castle, or make this or that warlord's stronghold more impregnable.

Characteristics: A Ley Engineer is the undisputed master of the flow of combat. By controlling the terrain, fortifications, morale, and even physical laws of the battlefield, the Ley Engineer steers enemies into ambushes and choke points, or guides allies to the high ground. If no high ground is to be found, she simply creates some on the spot. Using her schematic Plans prepared in advance, the Ley Engineer can draw upon the Ley energy around her to Deploy them at a moment's notice if necessary, small-scale changes to help in a single skirmish. However, given enough time and good enough maps, she may also fully Realize her Plans over a matter of minutes, causing major alterations to the landscape: building castles from a pile of unworked stone; laying a field of booby traps for an encroaching force to fall upon; or even calling a mountain from the depths of the earth.

Alignment: Some Ley Engineers seek to help others by creating shelter, improving natural defenses, or altering the terrain to increase the fertility of farmland. Others build mighty strongholds of their own, where they raise armies and take apart their opponents' fortresses with a mere thought. Most Ley Engineers tend towards lawfulness, as they plot and plan ahead, seeking to create order from the organic chaos of nature, or at the very least to survive the education and training that becoming a Ley Engineer requires; however, the occasional chaotic Ley Engineer can be found among the anarchists who seek to overthrow all governments and topple the infrastructure.

Religion: Many Ley Engineers revere no deities at all -- their own intellect, perception, and ability to reshape the world can be rather a boost to the ego. Those that do offer up obeisance and praise to the divine tend to find common ground with deities of Craft and Artifice; other Ley Engineers might connect well with deities of the natural world, through their intuitive understanding of ley lines and geography.

Background: Becoming a Ley Engineer requires a significant investment of time and mental energy at a university, military school, or other training facility. An aspiring Ley Engineer must train her mind and her senses, becoming aware of her surroundings in a more fundamental and all-encompassing way than she could have imagined possible, and then learning to process that sensory information with rapidity, foresight, and deadly efficiency. Such training is long and arduous, and only those with sufficient mental focus and fortitude can hope to succeed.

In addition, to receive the necessary education, it must first be available. Most academies large and prestigious enough to train Ley Engineers are based in populous, likely cosmopolitan areas, and are often quite expensive, even for those (and sometimes especially for those) who have undeniable talents in this area. This means that a Ley Engineer must find her way to the big city and finance her education somehow, whether through aristocratic birth, backbreaking labor during the night to pay for room, board, and classes, or by the subsidy of a foreign power who will lay claim to her services after her schooling is complete.

Races: Academies which train Ley Engineers can look for a number of different qualities in prospective applicants: above-average perception and intellectual aptitudes; long lifespan for handling the years of training; penchant for handicraft, working with materials, and ingenuity; strong and deep connections with nature, for searching out and drawing upon ley lines; and a strong educational basis. Few races possess all of these traits at once, and so the ranks of the Ley Engineers are made up of equal measures of humans, dwarves, gnomes, elves, and half-elves, with a sprinkling of warforged, kobolds, planetouched, and killoren to round it out.

Other Classes: Though Ley Engineers can be egotistical and demanding of others, most other classes appreciate the benefits that a happy and healthy Ley Engineer can bring to any endeavor. Ley Engineers tend to engage in mutual dislike of wizards, archivists, and artificers, mostly due to academic rivalries between the departments which were ingrained during training, but work well with almost every other class. Any Ley Engineer too pigheaded to recognize the value even of their rivals in difficult situations is unlikely to live very long.

Role: A Ley Engineer is a skilled and capable battlefield controller, and can amplify her allies' abilities not only tactically, but, with some of her Plans, directly as well. Though a Ley Engineer is mostly trained for large-scale conflicts, the principles she learns can be applied to skirmishes, dungeon crawls, and other situations quite easily. In addition, due to the requisite broad and thorough education, a Ley Engineer can also act as a party's repository of knowledge.

Adaptation: In some campaigns, Ley Engineers might instead become shamans, repositories of knowledge in a more primitive society with strong oral traditions, who shape the world around them to protect and aid the tribes they lead. In another, a Ley Engineer might be a semi-divine being who wields the power of the creators of the multiverse, molding reality in her own image. If the setting has a much higher science and technology level than traditional high-magic fantasy, a Ley Engineer might not draw upon the power of ley lines, but instead use nanobots, transporters, and gravity generators to terraform planets.

GAME RULE INFORMATION
Ley Engineers have the following game statistics.
Abilities: A ley engineer relies on Wisdom to seek out and draw upon ley lines, Intelligence to construct and deploy Plans, and Constitution and Dexterity to stay alive in the heat of battle.
Alignment: Any.
Hit Die: d6
Starting Age: As wizard.
Starting Gold: As wizard.

Class Skills
The Ley Engineer's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int)*, Disable Device (Int), Knowledge (all skills, taken individually), Listen (Wis), Open Lock (Dex), Profession (Wis), Spot (Wis), Use Magic Device (Cha), and Use Rope (Dex).

*Note: a Ley Engineer may gain ranks in Craft (Alchemy) despite not technically being a spellcaster.

Skill Points at First Level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8 + Int modifier

LEY ENGINEER
{table=head]Level|BAB|Fort|Ref|Will|Special|Pulse
1st|+0|+0|+0|+2|Draw ley, plans (deploy)|1
2nd|+1|+0|+0|+3|Flare pulse, specialty|1
3rd|+1|+1|+1|+3|Plans (realize)|2
4th|+2|+1|+1|+4|Channel ley|2
5th|+2|+1|+1|+4|Specialty|2
6th|+3|+2|+2|+5|True artistry|3
7th|+3|+2|+2|+5|Portfolio|3
8th|+4|+2|+2|+6|Specialty|3
9th|+4|+3|+3|+6|Improved deployment|4
10th|+5|+3|+3|+7|Improved recovery|4
11th|+5|+3|+3|+7|Specialty|4
12th|+6/+1|+4|+4|+8|Rapid realization|5
13th|+6/+1|+4|+4|+8|Improved portfolio|5
14th|+7/+2|+4|+4|+9|Specialty|5
15th|+7/+2|+5|+5|+9|Improved flare|6
16th|+8/+3|+5|+5|+10|Coalesce ley web|6
17th|+8/+3|+5|+5|+10|Specialty|6
18th|+9/+4|+6|+6|+11|Speedy recovery|7
19th|+9/+4|+6|+6|+11|Greater portfolio|7
20th|+10/+5|+6|+6|+12|Specialty, speedy realization|7[/table]

Class Features
All of the following are class features of the Ley Engineer.

Weapon and Armor Proficiencies: A ley engineer is proficient with simple weapons, and with light and medium armor (but not shields).

Draw ley (Su): A ley engineer learns to tap into the energy carried by ever-present ley lines -- currents of focused magical energy which crisscross the surface of the world. Ley lines are everywhere, following the roll and swell of hills and valleys, sinking deep within cavern systems to plunge through underground rivers, and originating atop breathless mountains to pour out over the plains. By drawing on this reservoir of power, a ley engineer can impose her will on the world, shaping the surroundings as she sees fit to alter the flow of a battle or war.

The rippling energy of ley lines fills a ley engineer with Pulse, which she uses to deploy or realize her Plans (see below). At any given time, a ley engineer has an amount of pulse as shown on the table above. This baseline amount of pulse can change due to the ley engineer's class features (see Flare Pulse, Channel Ley, and Coalesce Ley Web, below), but without such intervention a ley engineer's quantity of pulse is static.

Plans (Su): The heart of a ley engineer's power is her ability to prepare and use Plans, supernatural blueprints which help her enact changes on her environment to control the layout and properties of the battlefield.

A ley engineer knows all Plans on her class list (detailed below). To make use of a Plan, she must first design it, which requires 10 minutes of preparation per required pulse, and one or two appropriate Knowledge checks, depending on the details of the particular Plan. At any given time, the ley engineer may have a number of designed Plans equal to her Intelligence modifier.

Once the ley engineer has designed her Plans, she may utilize them in one of two ways. At 1st level, the ley engineer may Deploy a plan, which requires a standard action. This requires that she spend an amount of pulse determined by the particular Plan she is deploying; if she does not, the Plan is not deployed and the action is wasted. If she has the requisite amount of pulse available, the Plan takes effect, causing whatever alterations to the engineer's surroundings that the Plan was designed to create. Deploying a Plan consumes it; to use that particular Plan again, she must design a new one. Pulse spent in this way returns automatically the next round.

Beginning at 3rd level, a ley engineer may choose to Realize a Plan instead of Deploying it. Realizing a Plan requires that the ley engineer spend 10 minutes per scope category of the effect she wants to achieve studying the terrain and ley lines of the area in which she intends the Plan to take effect. This study may be performed at any time, either surveying in person or perusing sufficiently good maps and notes; once an area has been studied, the ley engineer may realize the chosen Plan in that area at any time within a number of days equal to her Wisdom modifier before she needs to study again.

Once the area has been studied, the ley engineer (while within the area) spends a move action to begin the realization. Beginning on the round when she begins the realization, the effects of the realized Plan begin at the ley engineer's location and spreads outward, filling one scope category every minute until the Plan is fully realized. The ley engineer must spend a move action every round until the Plan has been fully realized, and must spend the requisite amount of pulse each of those rounds as well, just as if she was deploying the Plan. (If at any point she does not have the required amount of pulse available to spend, all effects of the realization end, and the actions are wasted.) The effects of a realized Plan last for an extended period of time, as detailed in the individual Plan descriptions.

Flare pulse (Su): Upon reaching 2nd level, a ley engineer learns to manufacture short-term, weaker effects on a moment's notice when necessary. The engineer may flare her pulse as a standard action to produce the Flare effect of any Plan she knows, without having designed it beforehand. She must make the appropriate Craft check to generate the effect of the Plan, as detailed in the Plan description. However, any pulse that she flares this way is consumed, and cannot be used to flare, deploy, or realize Plans until the ley engineer recovers it. Flared pulse returns at the rate of 1 pulse per 10 minutes; the ley engineer also recovers any remaining flared pulse when she draws pulse at the beginning of the following day.

Specialty (Ex): At 2nd level, a ley engineer may select one Knowledge or Craft skill in which she has ranks to be a specialty skill. She gains a +2 bonus on checks with the chosen skill. At 5th level and every three levels thereafter (8th, 11th, 14th, 17th, and 20th level), the ley engineer may select an additional specialty from the Knowledge and Craft skills in which she has ranks. In addition, at each such interval, the bonus to any specialty skill (including the one just selected, if so desired) increases by 2.

Channel ley (Su): Beginning at 4th level, a ley engineer learns how to attempt to draw more pulse from a ley line than her normal standing capacity, for a short period of time. However, due to the incredible strength of the energy currents in ley lines, such methods are not perfectly predictable. As a swift action, the ley engineer can make a Wisdom check, comparing the result to the table below to determine the amount of additional pulse she draws. In the case of a negative result, she reduces the amount of pulse she has, to a minimum of 0; if this reduction causes her to have less pulse than is required to maintain her current Plans (either deployed the same round, or in the process of being realized), she must cancel one or more Plans, until the amount of required pulse matches the amount she now has. A canceled Plan ends its effect immediately, with any preparation and time lost. The change to her pulse amount lasts for 1 round.

{table=head]Wis check result|Pulse change
0 or less | -3
1–3 | -2
4–6 | -1
7–10 | +0
11–13 | +1
14–16 | +2
17–20 | +3
20 or higher | +4[/table]

True artistry (Ex): By 6th level, a ley engineer understands that what she does is an art, not a science. She has an intuitive grasp of the forces she works with, and has internalized the knowledge she has, making it easier to respond quickly in dangerous situations. She may take 10 on Knowledge and Craft checks even if stress and distractions would normally prevent her from doing so.

Portfolio (Ex): Upon reaching 7th level, a ley engineer has become so practiced at her craft that she can call upon certain Plans on short notice, without the usual preparation. She chooses a number of Plans equal to half her Wisdom modifier (use only her base Wisdom modifier, unmodified by items, spells, ability damage or drain, etc.). Whenever she flares any of the Plans in her portfolio, she may make a Knowledge check for the primary Knowledge skill in addition to the required Craft check. She then gains the full benefit of deploying the Plans without having it prepared, though she must supply enough pulse for the base effect of the plan instead of the flare cost (and loses the pulse as normal for flaring). She may use the Craft check result in place of the primary Knowledge check result to determine the base effect of the Plan if she chooses, but does not gain the benefit of making the secondary Knowledge check for that plan. The ley engineer can choose different Plans for her portfolio at each level if she desires.

Improved deployment (Su): A ley engineer of 9th level or higher learns more efficient ways of deploying her Plans. The amount of pulse she must spend to deploy a Plan is reduced by 2 (to a minimum of 1).

Improved recovery (Su): At 10th level, a ley engineer recovers pulse from the surrounding ley lines more quickly. She regains 1 point of pulse lost to flaring every minute instead of every 10 minutes.

Rapid realization (Ex): Beginning at 12th level, a ley engineer becomes more efficient at studying the terrain and ley lines prior to realizing her Plans. She need only study for 1 minute per scope category instead of 10, and she need not study again until after a number of days equal to her Wisdom modifier.

Improved portfolio (Ex): Upon reaching 13th level, the ley engineer's portfolio increases in size to be equal to her Wisdom modifier.

Improved flare (Su): Whenever a ley engineer of 15th level or higher uses her Flare Pulse ability, she only burns half the amount of pulse that the flare requires.

Coalesce ley web (Su): Upon reaching 16th level, a ley engineer can bend the very ley lines in an area around her, granting her an incredible amount of pulse for a short time. Once per day, the ley engineer can spend a swift action to activate this ability. On the round that she activates it, the ley engineer increases her pulse by 1; on each successive round, she gains an additional pulse, until the total amount of pulse she has gained this way equals her Wisdom modifier. Once she has reached the maximum, the following round she loses access to one bonus pulse, and reduces her pulse by 1 again on each successive round until she has returned to her normal pulse total.

Speedy recovery (Su): At 18th level, a ley engineer recovers pulse from the surrounding ley lines even more rapidly than before. She regains 1 point of pulse lost to flaring every round instead of every minute.

Greater portfolio (Ex): Beginning at 19th level, the size of a ley engineer's portfolio is equal to twice her Wisdom modifier.

Speedy realization (Ex): When the ley engineer achieves 20th level, she is a master of imposing her will on her surroundings. The effects of her realized Plans propagate at a speed of 1 scope category per round instead of per minute.

sirpercival
2014-02-08, 08:14 AM
PLANS

Each Plan described below includes a base effect (achieved when deploying or realizing) and a lesser flare effect (achieved when flaring). The area of the effect is always an emanation of radius 30 feet (centered on the ley engineer) when deploying the Plan and an emanation of radius 15 feet (centered on the ley engineer) when flaring.

When realizing, the range depends on how many scope categories the ley engineer wishes to affect. The radius of the first scope category is 50 feet, and increases by a factor of 5 for every additional scope category (that is, four scope categories is a little over a mile in radius). Realized plans require the minimum pulse to affect 1 scope category, and 1 additional pulse for each scope category after the first.

Flare effects last for 1 round unless indicated otherwise. The DC for any save required by a Plan is equal to 10 + the ley engineer's Intelligence modifier + the amount of pulse associated with the Plan.

Designing a Plan
To design a Plan, a ley engineer must spend the requisite amount of time, and make one or more Knowledge checks, as detailed in the descriptions below. One Knowledge check (the "primary", indicated with a *) is required, and the other (the "secondary") is optional, altering the effect somewhat. The amount of pulse that the Plan requires is chosen when it is designed.

Each individual Knowledge (and Craft, for flare) skill is associated with a different type of effect:

{table=head]Knowledges|Craft|Effect type
Arcana, Planes|Alchemy|Altering the physical and magical laws of reality in the area
Architecture & Engineering, Nobility & Royalty|Blacksmithing|Fortifications & structures
Dungeoneering, Local|Trapmaking|Traps & active terrain
Geography, Nature|Stoneworking|Passive terrain, large-scale effects (mountains, rivers, etc.), weather
History, Religion|Sculpture|Iconography and manipulation of the mind & emotions[/table]

List of Plans
{table=head]Plan Name|Category|Min Pulse|Description
Auspicious Symbol|Sculpture|2|Favorable luck protects your allies.
Blazing Emblem|Sculpture|4|Creatures in the area fly into a rage.
Broken Ground|Stoneworking|2|Create difficult terrain.
Clarion Call|Sculpture|1|Inspire your allies in combat.
Control Weather|Stoneworking|5|Alter weather patterns in the area.
Decrease Gravity|Alchemy|1|Make it easier for creatures to move.
Dig Trench|Blacksmithing|3|Create a trench for defensive purposes.
Enhance Magic|Alchemy|1|Make magic more powerful/easier to cast in the area.
Flash Frost|Alchemy|4|Drop the temperature, creating freezing fog.
Flow Tide|Stoneworking|3|Flood the area.
Heatwave|Alchemy|1|Superheat the air in the area, damaging creatures who remain within for too long.
Impede Magic|Alchemy|1|Make magic less powerful/more difficult to cast in the area.
Increase Gravity|Alchemy|3|Make it more difficult for creatures to move.
Instant Fortress|Blacksmithing|2|Create a structural fortification.
Minefield|Trapmaking|5|Designate certain spaces to explode when entered.
Modify Structure|Blacksmithing|2|Alter an existing structure.
Omen of Treachery|Sculpture|4|Creatures in the area become confused.
Pike Field|Trapmaking|2|The ground sprouts sharpened stakes which hamper movement and cause piercing damage.
Quicksand|Trapmaking|3|Ground in the area becomes a pit of quicksand.
Raise Berm|Blacksmithing|2|Create a dirt wall for defensive purposes.
Rend Earth|Trapmaking|6|Cause an earthquake.
Siege Engine|Blacksmithing|1|Conjure a siege engine.
Sow Traps|Trapmaking|1|Fill the area with traps.
Sudden Eruption|Trapmaking|3|A geyser of water (or lava) bull rushes creatures into the air.
Terramorph|Stoneworking|6|Make major changes to the landscape.
Warp Time|Alchemy|5|Creatures in the area gain extra actions.[/table]



Plan Descriptions


Auspicious Symbol
Duration: 1 round/pulse
Skills: History, Religion* [Sculpture]
Minimum pulse: 2 (flare 2)
Base effect: You raise a standard which invokes the gods of luck to smile on your allies. All allies within the area gain a luck bonus to AC and saving throws based on your Knowledge (Religion) check result, as shown on the table below. If you succeed on a DC 15 Knowledge (History) check, your allies also gain temporary hit points equal to twice the luck bonus, which last for the duration of the Plan (or until used up, as normal).
{table=head]Check Result|Luck bonus
15 or less|+1
16—20|+2
21—25|+3
26—30|+4
31—35|+5
36 or more|+6[/table]
Realize: Duration increases to 1 hour/pulse
Flare: Make a Craft (Sculpture) check; any ally whose AC is less than your check result gains a +1 luck bonus to AC.

Blazing Emblem
Duration: 1 round/pulse
Skills: History*, Religion [Sculpture]
Minimum pulse: 4 (flare 2)
Base effect: You emblazon a brand on the sky which throws everyone into a fury. All creatures within the area must make a Will save or immediately fly into a rage, as the barbarian ability. A total number of creatures equal to your Knowledge (History) check may be affected, chosen at random from among all the creatures in the area. If you make a DC 20 Knowledge (Religion) check, the rage bonuses gained by your enemies who fail their saves are halved.
Realize: Duration increases to 10 minutes/pulse.
Flare: Creatures who fail a Will save gain +2 Strength, but cannot use any abilities which they would be prevented from using while raging unless they have at least as many ranks in Craft (Sculpture) as you do.

Broken Ground
Duration: 1 minute/pulse
Skills: Geography, Nature* [Stoneworking]
Minimum pulse: 2 (flare 2)
Base effect: You cause the ground in the area to become difficult to move through, turning it temporarily into a pile of rubble. All squares require double movement, and non-flying creatures must make a Climb check (DC equal to your Knowledge (Nature) check result) to move at all. If you make a Knowledge (Geography) check, creatures must also make a Balance check (DC equal to the result) or lose their Dexterity bonus to armor class while in the area.
Realize: Effect is permanent.
Flare: Creatures with speeds greater than your Craft (Stoneworking) check result have their speed reduced by half in the area.

Clarion Call
Duration: 1 round/pulse
Skills: History*, Religion [Sculpture]
Minimum pulse: 1 (flare 1)
Base effect: You let out a silvery trumpet note, which inspires your allies to greater heights. All allies within the area gain a morale bonus to attack and damage rolls based on your Knowledge (History) check result, as shown on the table below. If you succeed on a DC 15 Knowledge (Religion) check, your allies also gain a morale bonus to skill checks equal to twice the bonus to attack and damage rolls.
{table=head]Check Result|Morale bonus
15 or less|+1
16—20|+2
21—25|+3
26—30|+4
31—35|+5
36 or more|+6[/table]
Realize: Duration increases to 1 hour/pulse.
Flare: Make a Craft (Sculpture) check; any attack roll an ally makes which is less than your check result gains a +1 morale bonus.

Control Weather
Duration: 1 minute/pulse
Skills: Nature*, Geography [Stoneworking]
Minimum pulse: 5 (flare 3)
Base effect: You alter the weather patterns in the area. You can call forth weather appropriate to the climate and season of the area you are in, as shown in the table below. You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather -- where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition within 1 round. The weather continues as you left it for the duration. Contradictory conditions are not possible simultaneously. This Plan can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them, for the duration of the effect; any existing weather reasserts itself once the duration of the Plan expires.

You can create inappropriate weather effects with a successful Knowledge (Nature) check, with a DC of 25 + 5 for each step removed from the current season (e.g., in the Spring you could create a Summer or Late Winter effect at DC 30, or an Autumn or Winter effect at DC 35). If you make a DC 30 Knowledge (Geography) check, the duration of this Plan doubles.
{table=head]Season|Possible Weather
Spring|Tornado, thunderstorm, sleet storm, or hot weather
Summer|Torrential rain, heat wave, or hailstorm
Autumn|Hot or cold weather, fog, or sleet
Winter|Frigid cold, blizzard, or thaw
Late winter|Hurricane-force winds or early spring (coastal area)[/table]
Realize: Duration increases to 6 hours/pulse.
Flare: If you succeed on a DC 20 Craft (Stoneworking) check, you suppress any harmful weather effects in the area for 1 round/pulse.

Decrease Gravity
Duration: 2 rounds/pulse
Skills: Arcana, Planes* [Alchemy]
Minimum pulse: 1 (flare 1)
Base effect: All creatures within the area increase their speed by an amount equal to your Knowledge (the Planes) check, rounded down to the nearest multiple of 5 feet. This grants a bonus to Jump checks as usual for increased speed. Creatures with a limit on the distance or number of rounds they can fly consecutively without landing double that limitation within the area. If you make a DC 15 Knowledge (Arcana) check, ranged attacks made from within the area double their range increment.
Realize: Duration increases to 1 day/pulse
Flare: Any creatures with a speed slower than the result of your Craft (Alchemy) check, rounded down to the nearest multiple of 5 feet, have their speed increased to match.

Dig Trench
Duration: 1 minute/pulse
Skills: Architecture & Engineering*, Nobility & Royalty
Minimum pulse: 3 (flare 1)
Base effect: You create a 5-foot-deep, 10-foot-wide trench within the area, with a length up to your Knowledge (A&E) check result, rounded up to the nearest 5 feet. Creatures in the trench gain cover against any creature who is not adjacent to (or inside) the trench. If you make a DC 20 Knowledge (N&R) check, the design of the trench is such that the cover applies to attacks made by adjacent enemies as well.
Realize: Effect is permanent; can make multiple trenches, total length is one 10-foot square times the check result.
Flare: You form a small ditch, of length equal to your Craft (Blacksmithing) check result, rounded down to the nearest 5 feet. Squares that the ditch occupies require double the usual movement.

[b]Enhance Magic
Duration: 1 round/pulse
Skills: Arcana*, Planes [Alchemy]
Minimum pulse: 1 (flare 2)
Base effect: The caster level of any spell or spell-like ability cast in the area is increased by an amount based on the result of your Knowledge (Arcana) check result, as shown in the table below. If you make a DC 15 Knowledge (the Planes) check, increase the DC of all spells or spell-like abilities in the area by +1.
{table=head]Check Result|CL increase
15 or below |+1
16—25|+2
26—30| +3
31—35| +4
36 or higher| +5[/table]
Realize: Duration increases to 1 hour/pulse
Flare: Each spell or spell-like ability with a caster level less than half your Craft (Alchemy) check result has its caster level increased by +1.

Flash Frost
Duration: 2 rounds/pulse
Skills: Arcana, Planes* [Alchemy]
Minimum pulse: 4 (flare 2)
Base effect: The temperature in the area drops rapidly, condensing water out of the air to create freezing fog which fills the area. The fog obscures all sight (including darkvision) beyond 5 feet. Creatures in the first 5 feet of the fog have concealment, while creatures farther inside have total concealment. Each round on your turn, the frigid mist deals cold damage to each creature and object within it based on the result of your Knowledge (the Planes) check, as shown in the table below. If you make a DC 20 Knowledge (Arcana) check, the mist also coats all solid surfaces in its area with a slick, icy rime, and on your turn each round, each creature in the area of the fog must make a successful Reflex save or fall. A creature that manages to stand must make a DC 10 Balance check in order to move, falling if it fails its save by 5 or more.
{table=head]Check Result|Cold Damage
10—14|1d3
15—19|1d4
20—24|1d6
25—29|1d8
30—34|1d10
35—39|2d6
40—44|2d8
45—49|3d6
50+|3d8[/table]
Realize: Duration increases to 1 day/pulse
Flare: A thin mist appears in the area, granting all creatures within concealment, but dealing damage to them based on your Craft (Alchemy) check as shown on the table above).

Flow Tide
Duration: 2 rounds/pulse
Skills: Nature, Geography* [Stoneworking]
Minimum pulse: 3 (flare 2)
Base effect: You call water up from the deep places underground, causing the area to flood almost instantaneously. You can raise the water up to a maximum depth based on the result of your Knowledge (Geography) check, as shown in the table below. Alternatively, if the area already has water in it, you can use this Plan to increase or decrease the depth of the water by the same amount (to a minimum of 0 feet in depth). If you succeed on a DC 20 Knowledge (Nature) check, you can breathe and move in the water you raise at no penalty.
{table=head]Check Result|Max Depth
15 or less|2 feet
16-25|5 feet
26-35|10 feet
36-45|15 feet
46 or more|30 feet[/table]
Realize: Duration increases to 1 hour/pulse.
Flare: You can raise or lower the level of existing water by an amount equal to half the value in the above table, based on the result of your Craft (Stoneworking) check.

Heatwave
Duration: 1 minute/pulse
Skills: Arcana, Planes* [Alchemy]
Minimum pulse: 1 (flare 1)
Base effect: You raise the temperature in the affected area to the level of extreme heat. For every minute spent breathing the air in the area, a creature vulnerable to heat takes nonlethal damage based on your Knowledge (the Planes) check result, as shown on the table below; a successful Fortitude save halves the damage. Those wearing heavy clothing or any sort of armor take a -4 penalty on their saves. In addition, those wearing metal armor are affected as if by a heat metal spell. If you make a DC 20 Knowledge (Arcana) check, the damage is lethal fire damage instead of nonlethal.
{table=head]Check Result|Damage
10—14|1d6
15—19|1d8
20—24|1d10
25—29|2d6
30—34|2d8
35—39|3d6
40—44|3d8
45—49|4d6
50 or higher|4d8[/table]
Realize: Duration increases to 1 hour/pulse.
Flare: You deal nonlethal fire damage to all creatures in the area based on your Craft (Alchemy) check, as shown on the table above.

Impede Magic
Duration: 1 round/pulse
Skills: Arcana*, Planes [Alchemy]
Minimum pulse: 1 (flare 2)
Base effect: Any creature attempting to cast a spell or use a spell-like ability in the area must make a Spellcraft check against a DC equal to your Knowledge (Arcana) check result. If they fail, the caster level of the spell or spell-like ability is reduced by 1, +1 for every 3 by which they fail the check (rounded down; e.g., if they fail by 5, the CL is reduced by 3). If this reduces the caster level below the minimum required to cast that spell, the spell fails. If you make a Knowledge (the Planes) check, increase the duration by a number of rounds equal to the result of your check divided by 5 (rounded down).
Realize: Duration increases to 1 day/pulse
Flare: Any creature attempting to cast a spell or use a spell-like ability in the area must make a Spellcraft check against a DC equal to your Craft (Alchemy) check result or have the CL of the effect reduced by 1.

Increase Gravity
Duration: 1 rounds/pulse
Skills: Arcana, Planes* [Alchemy]
Minimum pulse: 3 (flare 1)
Base effect: All creatures within the area must make a Fortitude save or be slowed, as the spell, and ranged attack rolls within the area which are less than half the result of your Knowledge (the Planes) check (rounded down) automatically miss. If you make a DC 20 Knowledge (Arcana) check, you and your ranged attacks are immune to the effects of this plan.
Realize: Duration increases to 1 hour/pulse
Flare: All creatures in the area must make a Fortitude save or suffer a 10 foot reduction in their speed, and creatures with AC less than your Craft (Alchemy) check result gain no benefit from dodge bonuses to AC.

Instant Fortress
Duration: 2 rounds/pulse
Skills: Architecture & Engineering, Nobility & Royalty*
Minimum pulse: 2 (flare 2)
Base effect: You create a single rectangular room in the area, made of natural earth and fieldstone (hardness 8, 30 hit points). The size of the room depends on the result of your Knowledge (Nobility & Royalty) check, as shown on the table below. For each 5-foot section of wall in the structure, you may choose to include one of the following: arrowslit, window, wooden door. The height of the rooms is 5 feet per 2 5-foot squares in area (rounded down, minimum 1). If you make a Knowledge (Architecture & Engineering) check, increase the hardness and hit points of the walls as per the table below.
{table=head]Check Result|Size (in 5-foot squares)|Hardness/HP
15 or below|1|9/45
16—20|2|10/55
21—25|3|11/70
26—30|4|12/90
31—35|5|13/115
36 or higher|6|15/145[/table]
Realize: Effect is permanent, and double the size of the structure for each scope category of the realization. You may divide up the space into multiple rooms, each of which must take up a minimum of one 5-foot square (interior walls are the same as exterior walls).
Flare: If you succeed at a DC 15 Craft (Blacksmithing) check, you create a structure big enough for 1 Medium or smaller creature to occupy, which lasts for 1 round per flared pulse.

[b]Minefield
Duration: 10 minutes/pulse
Skills: Dungeoneering*, Local [Trapmaking]
Minimum pulse: 5 (flare 3)
Base effect: You distribute pockets of explosive magical energy over the area. Choose a number of cubes in the area equal to your Knowledge (Dungeoneering) check result (these need not be in the ground). The first time after deploying or realizing this Plan that a creature enters a cube you selected (as long as the duration has not expired), the metaphysical mine explodes, dealing 8d6 force damage to the creature, who can attempt a Reflex save for half damage. If you make a DC 20 Knowledge (Local) check, any creature who fails their Reflex save for half damage is also stunned for 1 round.
Realize: Effect is permanent, though each square can only be triggered once; choose the indicated number of squares for each scope category.
Flare: Choose 1 square in the area; the first creature to enter that square before the beginning of your next turn causes it to explode, dealing an amount of damage to that creature equal to your Craft (Trapmaking) check (Reflex save for half damage).

Modify Structure
Duration: 10 minutes/pulse
Skills: Architecture & Engineering*, Nobility & Royalty
Minimum pulse: 2 (flare 2)
Base effect: You alter an existing building to your specifications. You can affect a total number of 5-foot cubes equal to your Knowledge (Architecture & Engineering) check result divided by four, rounded down (minimum 1). You can add or subtract walls, doors, windows, and other structural elements, though you may not alter in such a way as to make the entire structure unstable. You may add or remove fortifications such as battlements or arrowslits, or create stairs or trapdoors where before there were none. The properties of any elements you add (including hardness and hit points) are the same as the material of the original structure. Any cube that you attempt to modify which is occupied by a creature counts as attended, and receives a Will save; if the save succeeds, that cube is not altered. If you make a Knowledge (Nobility & Royalty) check, you may increase or decrease the hardness of the material of the existing structure up to an amount based on your check result, as shown in the table below.
{table=head]Check Result|Hardness Adjustment
19 or less|1
20-29|2
30-39|3
40-49|4
50 or more|5[/table]
Realize: Effect is permanent; alter the indicated number of cubes for each scope category.
Flare: You can modify 1 5-foot cube, and the alteration lasts for a number of rounds equal to your Craft (Blacksmithing) check result.

[b]Omen of Treachery
Duration: 1 round/pulse
Skills: History, Religion* [Sculpture]
Minimum pulse: 4 (flare 3)
Base effect: You release a murder of crows into the sky, spurring the creatures in the area to acts of betrayal and confusion. Each creature in the area must succeed at a Will save or be confused for the duration. A total number of creatures equal to your Knowledge (Religion) check may be affected, chosen at random from among all the creatures in the area. If you make a DC 25 Knowledge (History) check, your allies gain a +4 bonus on the Will save.
Realize: Duration increases to 10 minutes/pulse.
Flare: A number of creatures with total Hit Dice equal to your Craft (Sculpture) check result (chosen at random from creatures in the area) are confused for 1 round if they fail a Will save.

Pike Field
Duration: 1 minute/pulse
Skills: Dungeoneering*, Local [Trapmaking]
Minimum pulse: 2 (flare 2)
Base effect: You cause the ground to sprout a thicket of sharpened stakes. Ground-based creatures within the area can move 5 feet per move action at no penalty; movement further than that deals piercing damage based on your Knowledge (Dungeoneering) check result, as shown on the table below, for every 10 feet (i.e., no damage at 5 feet, but damage at 10 feet, 20 feet, etc.). Creatures flying at least 5 feet above the ground can move with no penalty. If you make a Knowledge (Local) check, the pikes extend an additional 5 feet in the air times your check result divided by 10 (rounded down).
{table=head]Check Result|Piercing Damage
10—14|1d3
15—19|1d4
20—24|1d6
25—29|1d8
30—34|1d10
35—39|2d6
40—44|2d8
45—49|3d6
50+|3d8[/table]
Realize: Duration increases to 1 hour/pulse.
Flare: Ground-based creatures within the area can move 5 feet per move action at no penalty; movement further than that deals piercing damage based on your Craft (Trapmaking) check result, as shown on the table above, for every 10 feet (i.e., no damage at 5 feet, but damage at 10 feet, 20 feet, etc.). Creatures flying at least 5 feet above the ground can move with no penalty.

Quicksand
Duration: 1 round/pulse
Skills: Dungeoneering, Local* [Trapmaking]
Minimum pulse: 3 (flare 2)
Base effect: You turn the area into quicksand, causing the creatures within to sink. A creature caught in the quicksand may make a Swim check (DC equal to your Knowledge (Local) check result) to move 5 feet in any direction; failing the check by 5 or less allows the creature to stay in place and not sink, but it cannot move. A trapped creature can be rescued as per the quicksand rules here (http://www.d20srd.org/srd/wilderness.htm#marshTerrain). If you make a DC 15 Knowledge (Dungeoneering) check, creatures caught in the quicksand also take 1d6 acid damage per round as the sand abrades their skin.
Realize: Effect is permanent.
Flare: A creature caught in the quicksand may make a Swim check (DC equal to your Craft (Trapmaking) check result) to move 5 feet in any direction; failing the check by 5 or less allows the creature to stay in place and not sink, but it cannot move. A trapped creature can be rescued as per the quicksand rules here (http://www.d20srd.org/srd/wilderness.htm#marshTerrain).

Raise Berm
Duration: 1 minute/pulse
Skills: Architecture & Engineering*, Nobility & Royalty
Minimum pulse: 2 (flare 1)
Base effect: You create a 5-foot-high, 5-foot-wide mound of dirt within the area, with a length up to your Knowledge (Architecture & Engineering) check result, rounded up to the nearest 5 feet. Creatures can use the berm for cover against ranged attacks and attacks from mounted creatures, but not on attacks from creatures on foot. If you make a DC 20 Knowledge (Nobility & Royalty) check, the berm offers improved cover instead.
Realize: Effect is permanent; can make multiple berms, total length is one 10-foot square times the check result.
Flare: You form a small mound, of length equal to your Craft (Blacksmithing) check result, rounded down to the nearest 5 feet. Squares that the mound occupies require 50% more movement, or triple movement for creatures who are not flying and are carrying mounts.

[b]Rend Earth
Duration: 1 round
Skills: Dungeoneering, Local* [Trapmaking]
Minimum pulse: 6 (flare 2)
Base effect: You cause the ground to shake in an earthquake. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A spellcaster on the ground must make a Concentration check (DC equal to your Knowledge (Local) check result) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of this Plan depends on the nature of the terrain where it is deployed, as shown in the table below. If you make a DC 20 Knowledge (Dungeoneering) check, you are immune to the direct effects of this Plan, though you are still in danger of indirect consequences such as having a building fall on you.
{table=head]Terrain|Effect
Cave, Cavern, or Tunnel|The quake collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 10 + pulse + your Intelligence modifier for half damage) and pinning that creature beneath the rubble (see below). An earthquake triggered on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.
Cliffs|The Plan causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 10 + pulse + your Intelligence modifier for half damage) and is pinned beneath the rubble (see below).
Open Ground|Each creature standing in the area must make a Reflex save (DC 10 + pulse + your Intelligence modifier) or fall prone. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex save at these same DC to avoid a fissure). At the end of the duration, all fissures grind shut, instantly killing any creatures still trapped within.
Structure|Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 10 + pulse + your Intelligence modifier for half damage) and is pinned beneath the rubble (see below).
River, Lake, or Marsh|Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a Reflex save (DC 10 + pulse + your Intelligence modifier) or sink down in the mud and quicksand. At the end of the duration, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.
Pinned beneath Rubble|Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.[/table]
Realize: Duration lasts until the Plan is fully realized.
Flare: You cause the ground to shake, forcing every ground-based creature in the area to make a Reflex save or fall prone, and spellcasters to make a Concentration check (DC equal to your Craft (Trapmaking) check result) to cast a spell until the beginning of your next turn.

Siege Engine
Duration: 10 minutes/pulse
Skills: Architecture & Engineering, Nobility & Royalty*
Minimum pulse: 1 (flare 1)
Base effect: You call a siege engine into being. The type of siege engine you can create depends on the result of your Knowledge (Nobility & Royalty) check, as shown in the table below (details for each engine are shown in Heroes of Battle, page 67). You may choose any sort of engine for which you qualify. If you make a DC 20 Knowledge (Architecture & Engineering) check, you also conjure enough ammunition for a number of shots equal to your Intelligence modifier, and the engine is loaded; otherwise, the engine is cocked and ready, but is not loaded. A crew must still be supplied.
{table=head]Check Result|Siege Engine
15 or less|Light Ballista
16—20|Light Mangonel
21-25|Heavy Mangonel
26-30|Battering Ram
31-35|Heavy Ballista
36-40|Scorpion
41-45|Light Trebuchet
46-50|Siege Tower
51 or more|Heavy Trebuchet[/table]
Realize: Effect is permanent; create a number of siege engines equal to your Wisdom modifier in each scope category.
Flare: You create a light ballista, which is loaded if you succeed on a DC 20 Craft (Blacksmithing) check.

[b]Sow Traps
Duration: 1 hour/pulse
Skills: Dungeoneering*, Local [Trapmaking]
Minimum pulse: 1 (flare 1)
Base effect: You create a number of traps in the area. You can create a number of traps in the area up to your Knowledge (Dungeoneering) check result divided by 3 (rounded down, minimum 1), which are placed as you desire, with no more than one trap occupying a single square. You can create traps with a CR no greater than the pulse of the Plan. You can only produce mechanical traps (not magical), and certain traps may not be appropriate for a given type of terrain (for example, you cannot place a Portcullis trap anywhere except in a tunnel). All resettable traps that you sow are manual reset (even those which are normally automatic reset) unless you succeed on a DC 15 Knowledge (Local) check.
Realize: Effect is permanent; sow a number of traps up to your Knowledge (Dungeoneering) check result, though no more than one third of that number can be in any given scope category.
Flare: You create a single CR 1 trap, which cannot be reset. It lasts for 1 minute per pulse or until triggered, at which point the duration ends. The DC to find the trap is equal to your Craft (Trapmaking) check result.

Sudden Eruption
Duration: 1 round/pulse
Skills: Dungeoneering, Local* [Trapmaking]
Minimum pulse: 3 (flare 2)
Base effect: You cause a geyser of water to burst from the ground in a 10-foot-radius area, to a height of 30 feet. The geyser creates a bull-rush effect on any creatures caught in the area, pushing them directly upwards to a maximum of 30 feet in the air; it counts as a Huge creature with a Strength score equal to your Knowledge (Local) check result. Creatures are held in the air for the duration by the geyser, after which point the water disappears, dropping any non-flying creatures to the ground (and causing falling damage as normal). Any creature held in the air by the geyser takes a -4 penalty to melee attacks and a -8 penalty to ranged attacks, and is denied their Dexterity bonus to AC. If you succeed on a DC 35 Knowledge (Dungeoneering) check, the geyser is lava instead of water, and deals 5d6 fire damage per round to any creature caught in the geyser in addition to the bull rush effect.
Realize: Duration is 1 minute/pulse.
Flare: A geyser of water bull rushes creatures in a 5-foot-radius column (15 feet high) directly upward. It counts as a Large creature, with a Strength score equal to 10 + half your Craft (Trapmaking) check result. When the effect ends, any creatures held in the air are dropped, suffering falling damage as normal.

Terramorph
Duration: 1 week/pulse
Skills: Geography*, Nature* [Stoneworking] (note that both skill checks are required to design this Plan)
Minimum pulse: 6
Base effect: This Plan must be realized; it cannot be deployed or flared, and it automatically affects at least 3 scope categories before requiring additional pulse. The terrain in the area is altered as per your specifications (chosen when you design the Plan). The list of effects you may choose from depends on your Knowledge (Geography) check result, and the strength of the effect is governed by your Knowledge (Nature) check result; each is shown on a table below. You may select more than one effect if you choose, dividing up the total strength among all effects you create.
{table=head]Knowledge (Geography)|Effect
19 or lower|Raise or lower terrain by up to 50 feet per strength. This is shapeable -- some areas can be raised, others lowered, as you choose, though all transitions must be continuous, and all raised or lowered areas must be at least approximately 20 feet in radius.
20—25|Alter the shape of an existing cave system, moving up to 2 10-foot cubes per strength.
26—31|Divert an existing river or lake up to strength times 10 feet in depth, over any path within the area. The bed moves to match.
32—37|Raise or lower the height of existing mountains or hills by a height of up to 100 feet times the strength.
38—43|Create a new cave system, shaping 5 10-foot cubes per strength.
44—49|Create a new river or lake within the area, in any shape, with a depth of up to 20 feet times the strength.
50 or higher|Raise a new mountain, with height up to the strength in miles, and base diameter twice that.[/table]
{table=head]Knowledge (Nature)|Strength
19 or lower|1
20—29|2
30—39| 3
40—59| 4
50 or higher|5[/table]

Warp Time
Duration: 1 round/pulse
Skills: Arcana, Planes* [Alchemy]
Minimum pulse: 5 (flare 3)
Base effect: The flow of time in the area becomes twisted. Any creature in the area whose initiative count is less than your Knowledge (the Planes) check result gains an additional standard, move, or swift action during their turn each round (their choice), while creatures whose initiative count is greater than your check result receive an additional swift action during their turn each round. If you succeed on a DC 25 Knowledge (Arcana) check, your enemies in the area cannot gain an additional standard action from this Plan, no matter what their initiative count.
Realize: Duration is 10 minutes/pulse.
Flare: All allies whose initiative count is less than your Craft (Alchemy) check result gain an additional attack as part of a full attack action for 1 round/pulse.

sirpercival
2014-02-08, 08:17 AM
FEATS

Analogous Research
Your studies and training have given you the necessary tools to work in a wide variety of media.
Prerequisites: Draw ley, Knowledge (Arcana, History, Nature, Psionics, or Religion) 4 ranks
Benefit: You can activate scrolls, martial scripts, and power stones. To do so requires the usual action, but instead of making a Use Magic Device check, you make an appropriate Knowledge check (as shown on the table below) against the same DC. You must spend pulse equal to the level of the spell, maneuver, or power to activate the item (regaining the pulse on your next turn as if you had deployed a Plan), and the item is consumed as normal.

{table=head]Item|Knowledge
Arcane scroll|Arcana
Divine scroll (druid or ranger spell)|Nature
Divine scroll (other)|Religion
Martial Script|History
Power stone|Psionics[/table]

Coordinated Deployment
When you discuss the applications of a Plan beforehand, your allies are heartened when you deploy it.
Prerequisites: Plan (deploy), Diplomacy 2 ranks
Benefit: You may discuss a Plan with your allies before you deploy it, detailing the best ways to take advantage of the effects in a tactical situation. Such coordination requires an equal amount of time to designing the Plan, but once it has been discussed, whenever you deploy the discussed Plan, your allies gain a +2 morale bonus to attack rolls and Armor Class until the end of the encounter. You may only coordinate one Plan at any given time; if you discuss a different Plan before the coordinated one has been deployed, you lose the benefit of coordination on the previous Plan.

Develop Portfolio
You've spent some time adding to your portfolio.
Prerequisites: Portfolio
Benefit: The size of your portfolio increases by 1 Plan.
Special: You may select this feat multiple times; the effects stack.

Excellent Design
You can design Plans exceptionally well, thereby avoiding detrimental effects yourself.
Prerequisites: Plans (deploy), Int 15
Benefit: You are immune to the negative effects of the Plans you deploy and realize.

Flared Deployment
You can flare the pulse you use to deploy Plans, making them harder to resist.
Prerequisites: Plans (deploy), flare pulse
Benefit: When deploying a Plan, you can flare any amount of pulse spent to deploy it (losing the pulse as normal for flaring). The DC of any save required by the Plan increases by +1 for each pulse flared this way.

Foundations of Learning
You have a solid grounding in scholastic theories and basic scholarship.
Prerequisites: 1 rank in at least three Knowledge skills.
Benefit: You gain virtual ranks in each Knowledge skill equal to the number of actual ranks you have in that skill, up to a maximum of 1/4 of your max skill rank cap (rounded up). These virtual ranks cannot increase the total ranks you have in that skill above your skill rank cap. This benefit only applies to Knowledge skills in which you have at least 1 rank.

Ley River
You draw upon the ambient leylines to regenerate flared pulse more quickly than normal.
Prerequisites: Channel ley, flare pulse, Wis 13
Benefit: You recover 2 flared pulse every time unit instead of 1.

Paradigm Shock
Creatures affected by your Plans are very surprised at the way the world changes around them.
Prerequisites: Plans (deploy), Intimidate 2 ranks
Benefit: Whenever you deploy a Plan, you may make an Intimidate check to demoralize as an immediate action against all enemies within the area of the Plan effect. Creatures who are successfully demoralized by this ability remain so for the duration of the Plan effect.

sirpercival
2014-02-08, 08:18 AM
Reserving for posterity. You may post!

menelvagor
2014-02-10, 07:04 PM
Oooh, I love mass combat focused classes.
I was a bit disappointed that there weren't more entries in that contest just to have more to play with.

But, I digress.

How does something like Omen of Treachery or Blazing Emblem work as far as range goes? it doesn't seen to have a range given so is it just up to the DM?
I mean you would almost have to sneak into the enemy's camp to use OoT otherwise you would probably affect your own troops a lot more than the enemy just based on proximity.
And with BE do you use it before battle or what?

sirpercival
2014-02-10, 08:56 PM
Oooh, I love mass combat focused classes.
I was a bit disappointed that there weren't more entries in that contest just to have more to play with. I'm glad you like it!


But, I digress.

How does something like Omen of Treachery or Blazing Emblem work as far as range goes? it doesn't seen to have a range given so is it just up to the DM?
I mean you would almost have to sneak into the enemy's camp to use OoT otherwise you would probably affect your own troops a lot more than the enemy just based on proximity.
And with BE do you use it before battle or what?

Well, the ranges are defined by how you're using the plan; here's the relevant bit of writeup:


The area of the effect is always an emanation of radius 30 feet (centered on the ley engineer) when deploying the Plan and an emanation of radius 15 feet (centered on the ley engineer) when flaring.

When realizing, the range depends on how many scope categories the ley engineer wishes to affect. The radius of the first scope category is 50 feet, and increases by a factor of 5 for every additional scope category (that is, four scope categories is a little over a mile in radius).

You can give your allies a bonus to OoT saves, but it is a double-edged sword. I wonder if I should write a feat or something that would allow deploying a plan at a distance... hm....

menelvagor
2014-02-10, 09:25 PM
Whoops, I had just looked in the Class Features part and missed it in the Plans list :smallredface:
Thanks for that.

I may be missing something else, but is there an upper limit on scope?
I see that you need ten minutes per scope category. But, given enough time, could you just fill the continent with, say, a Pike Field?

sirpercival
2014-02-10, 09:39 PM
Well, you need to have sufficient pulse... you'd have to be preeeetty high level to do something like that.

menelvagor
2014-02-10, 09:48 PM
... And once again I show how well I read things.
After you said that I found the part about spending pulse every round.