Chaos_Laicosin
2014-07-27, 06:54 PM
I've been playing a lot of Warframe lately, so I figured I'd try my hand at converting it to 3.5 For those that haven't played, basically you are a space ninja running around slashing and shooting bad guys. This took a while, so it may be horribly imbalanced, but I tried to keep it true to the source material. Also, any instance of "Poison" damage or resistance has been replaced with acid damage/resistance to mesh with 3.5 mechanics.
Class Requirements
Race: Tenno
Deity: Lotus
Alignment: Any neutral
Hit die: d8
Level
BAB
Fort
Ref
Will
Features
Power Points
1
+1
+0
+2
+0
1st Power, Quick Draw
3
2
+2
+0
+3
+0
Ranged Mod
4
3
+3
+1
+3
+1
2nd Power, Melee Mod
5
4
+4
+1
+4
+1
Warframe Mod
6
5
+5
+1
+4
+1
Ranged Mod
7
6
+6
+2
+5
+2
3rd Power, Melee Mod
8
7
+7
+2
+5
+2
Warframe Mod
9
8
+8
+2
+6
+2
Ranged Mod
10
9
+9
+3
+6
+3
Melee Mod
11
10
+10
+3
+7
+3
4th Power, Warframe Mod
12
11
+11
+3
+7
+3
Ranged Mod
13
12
+12
+4
+8
+4
Melee Mod
14
13
+13
+4
+8
+4
Warframe Mod
15
14
+14
+4
+9
+4
Ranged Mod
16
15
+15
+5
+9
+5
Melee Mod
17
16
+16
+5
+10
+5
Warframe Mod
18
17
+17
+5
+10
+5
Ranged Mod
19
18
+18
+6
+11
+6
Melee Mod
20
19
+19
+6
+11
+6
Warframe Mod
21
20
+20
+6
+12
+6
Ranged Mod
22
Class skills: All except Use Magic Device
Weapon Proficiencies: All simple and Martial
Shield Proficiencies: All except Tower
Armor Proficiencies: None
At first level a Tenno must select which warframe he would like to use. The selection of warframe determines the powers that will be available to the class. Each warframe also has a unique bonus available from first level.
Powers and Power Points: The powers available are determined by the selection of warframe. The warframe has a number of Power Points (PP) as noted on the table. Additionally, a warframe gains a bonus number of PP equal to the users Int modifier. Unless otherwise noted; the 1st power consumes 1 PP, 2nd consumes 2 PP, 3rd consumes 3 PP, and 4th consumes 4 PP. Activating a power is a standard action.
A warframe is a Tenno's suit of armor, when unencumbered the warframe is granted an AC bonus equal to its operators Int modifier.
At first level a warframe is granted the Quick Draw feat. Warframes are built for combat, so changing weapons to suit the situation is never a problem.
Starting at 2nd level and at every third level thereafter, a warframe may be upgraded with a ranged mod. The same mod may be selected multiple times, mod effects stack.
Starting at 3rd level and at every third level thereafter, a warframe may be upgraded with a melee/trowing mod. The same mod may be selected multiple times, mod effects stack.
Starting at 4th level and every third level thereafter, a warframe may be upgraded with a warframe mod. The same mod may be selected multiple times, mod effects stack.
Ash
All exotic weapon proficiencies
Shuriken - 30 ft, ranged touch attack dealing 1d6 slash damage, Throw 1 shuriken/2 warframe levels to maximum of 5
Smoke Bomb - 20 ft radius centered on character, Grants concealment to user (50% miss chance) as long as user remains in area of effect, any enemies within the area of effect are dazed for the duration, Duration: 2 rounds
Teleport - Teleport (up to 50 feet) next to an enemy and make an attack of opportunity, Add an attack bonus equal to your warframe level, Special: Costs only 1 PP
Blade-Storm - Character and 2 summoned clones each use the teleport ability. On a successful attack deal critical damage (no threat roll required), clones summoned simultaneously as ability is used, Summon 1 additional clone for every 4 warframe levels.
Banshee
5 sonic resistance
Sonic Boom - 30 ft cone, knocks enemies prone, DC 10 + Warframe level + Int reflex save negates
Sonar - 30 ft radius centered on character, Enemies within area of effect take an AC penalty of -1 per 2 warframe levels (max -5), Enemies also receive extra damage from attacks of +2 damage per 2 warframe levels (max +10). Duration 3 rounds.
Silence - 30 ft radius centered on character, Enemies within area of effect are deafened. Duration 3 rounds.
Sound Quake - 20 ft radius centered on character, Enemies within AoE receive 5d6 sonic damage/round and are stunned (Fort save negates) for the duration. Special: Costs 1 PP +1 PP for each additional round attack is maintained.
Ember
5 fire resistance
Fireball - Range 60 ft, deal 1d6 fire damage/2 warframe levels (max 5d6) to target, reflex save for half damage. Deal 1d6 fire damage to all adjacent enemies (no save)
Accelerant - 30 ft radius, Enemies within AoE are dazed for 1 round and receive 50% (+ 25%/ 5 warframe levels) more damage from fire based attacks. Duration 3 rounds.
Fire Blast - 20 ft radius, enemies within AoE take 2d6 fire damage/round, duration 3 rounds.
World on Fire - Enemies within 60 ft or character receive 1d6 fire damage/warframe level, reflex for half.
Excalibur
+10 skill points at first level
Slash Dash - Dash forward up to 25 ft (must have clear path), you may make an attack against each enemy within or adjacent to your path with an attack bonus of +1 per warframe level.
Radial Blind - 30 ft radius centered on character, all enemies in AoE are temporarily blinded, Duration 2 rounds
Super Jump - Your gain a competence bonus to your jump checks of +1/warframe level. Special: Costs only 1 PP, can be used as a free action.
Radial Javelin - 1 javelin/warframe level are summoned on character and shoot out targeting enemies within 60 ft, each javelin deals 1d6 force damage.
Frost
5 cold resistance
Freeze - range 30 ft, ranged touch attack, deal 1d6 cold damage/2 warframe levels (max 5d6), target is frozen (immobilized) for 1 round and loses dex bonus to AC, Fort save negates frozen effect.
Ice Wave - 30 ft line, deal 1d6 cold damage/2 warframe levels (max 5d6) to all targets in line, reflex for half
Snow Globe - Range 10 ft radius centered on character; Strong winds stop projectiles from entering the globe; enemies within (or entering) the globe may take only a single action each round, move at half speed, and lose dex bonus to AC. Duration 5 rounds
Avalanche - Range 30 ft radius centered on character; Deal 1d6 cold damage/warframe level to all enemies within AoE and freeze for 2 rounds, Fort save negates freeze effect
Hydroid
Base swim 50 ft, Can breathe underwater
Tempest Barrage - 10 ft radius within 100 ft; Water jets rain down, Targets within AoE receive 1d6 force damage/ 4 warframe level (max 3d6), reflex save for half
Tidal Surge - Character transforms into a wave of water and charges forward 25 ft; enemies within or adjacent to line of charge receive 1d6 force damage/ 2 warframe levels (max 5d6).
Undertow - Range 15 ft radius; Character transforms into a puddle, any enemy within (or entering) the AoE is sucked underwater and held immobile while receiving 1 force damage / warframe level each round; targets are held within another dimension and cannot be targeted by attacks from outside the puddle; Cost 1 PP to cast for a duration of 2 rounds; spend 1 additional PP for every 2 additional rounds of duration desired.
Tentacle Swarm - 30 ft radius; summon 5 tentacles (+1 per 4 warframe levels) each dealing 4d4 force damage to a single enemy within the AoE; Each tentacle may target a separate enemy or all may target the same enemy; tentacle attacks knock enemies prone (reflex save negates)
Loki
Base speed +10
Decoy - Create an immobile, illusory copy of yourself (as the minor image spell) lasting 1 round/4 warframe levels, Will Save for enemies to recognize illusion.
Invisibility - You become invisible, as the greater invisibility spell. Duration 1 round/4 warframe levels
Switch Teleport - Range 100 ft, Swap locations with target up to same size category, Target is dazed for 1 round after swap. Special: costs only 1 PP
Radial Disarm - 30 ft radius centered on character, Enemies within AoE are stunned for 1 round/ 4 warframe levels.
Mag
+2 AC
Pull - 30 ft cone, knocks enemies prone and deals 1d6 force damage/ 3 warframe level (max 3d6), reflex save negates knock-down
Shield Polarize - 30 ft centered on character, allies within AoE are granted a shield bonus to AC of 4 +1/ 4 warframe levels, Duration 1 round +1/ 4 warframe levels.
Bullet Attractor - Ranged attacks against target receive +2 / warframe level circumstance bonus. Duration 3 rounds.
Crush - Range 30 ft radius centered on character, Deal 1d6 force damage/warframe level to enemies within AoE, knocks enemies prone (reflex negates)
Mirage
High will save
Hall of Mirrors - Summons images of character, summon 1 image + 1 per 4 warframe levels (max 4 images), having 1/2/3/4 images grants enemies a miss chance of 50%/66%/75%/80% against character, Each image deals 1d6 force damage with character's attack, Will save negates damage from images
Sleight of Hand - Range 60 ft, all moveable medium objects (chairs, tables, barrels, chests, etc...) within range become booby trapped, any enemy coming within 5 ft of a booby trapped object is dealt 1d6 force damage/2 warframe level (max 6d6), Duration 3 rounds
Eclipse - When standing in light attacks deal 1d6 extra damage/2 warframe levels, When standing in shadow gain concealment and +1 DR/- per 2 warframe levels, Duration 3 rounds
Prism - Launch a prism forward at a rate of 20 ft per round, Enemies within 20 ft of prism are dealt 1d6 slash damage/2 warfame levels per round, Duration 2 rounds
Nekros
High fort save
Soul Punch - range 30 ft, ranged touch attack, deal 1d6 force damage/ 3 warframe levels (max 3d6), Target also takes 1 Con damage +1 extra/ 4 warframe levels, Fort save negates con damage
Terrify - 30 ft radius centered on character, Enemies within AoE become frightened. Duration 1 round/ 2 warframe levels
Desecrate - 20ft radius centered on character, 5% chance/2 warframe levels that fallen enemies have additional loot (roll for random treasure of appropriate level)
Shadows of the Dead - Summon ethereal copies of the most recent enemies killed by party to fight for you, Summon 1 + 1 per 4 warframe levels. Duration 4 rounds.
Nova
+2 PP
Null Star - Summon 6 energy orbs, orbs will strike enemies entering within 15 ft of character, each enemy within range will be struck only once per turn, each orb deals 1d6 force damage/ 3 warframe levels (max 3d6)
Antimatter Drop - Summon an orb roughly 3 ft across, Orb can be moved in 3D up to character's speed with a concentration check otherwise falls at 5ft/round, orb absorbs ranged attacks, orb detonates upon contact with solid object dealing damage equal to what it absorbed in a 20 ft radius, reflex save for half damage.
Worm Hole - range up to 150 ft, create a portal that instantly teleports creatures/items, must have line of sight to destination, portal can be used up to 1 time plus one additional time for every 4 warframe levels before collapsing, can only teleport creatures/items up to one size category larger than character
Molecular Prime - range 60 ft radius centered on character, coats enemies in AoE with particles, particles slow enemy movement by half, effected enemies take an extra 2x damage from all damage sources, particle duration 1 round + 1 round per 5 warframe levels.
Nyx
High will save
Mind Control - range 50 ft, target becomes friendly towards character, attacking target ends effect, target dazed for 1 round after casting, duration 1 round + 1 round per 4 warframe levels
Psychic Bolts - range 50 ft, summon 5 bolts of force energy each dealing 1d6 damage per 4 warframe levels (max 5d6)
Chaos - range 30 ft radius centered on character, enemies within AoE will attack the nearest living creature, duration 1 round per 4 warframe levels
Absorb - Creates a 15 ft sphere around character, absorbs all damage for duration, ending ability causes sphere to burst in a 30 ft radius dealing force damage equivalent to the damage absorbed, knocks enemies prone (reflex negates), Special: Costs only 1 PP to cast + 1 additional PP for each additional round of duration, Duration 1+ rounds
Oberon
d10 hit dice
Smite - range 50 ft, ranged touch attack, deal 1d4 force and 1d4 electrical damage per 2 warframe levels, on successful attack 3 smaller orbs erupt from point of impact directed towards enemies within 15ft (if no other enemies then they dissipate), secondary orbs deal 1d4 acid damage per 2 warframe levels
Hallowed Ground - character designates 15ft x 30ft adjacent area, enemies within area take 1d4 acid damage/4 warframe levels per turn, duration 4 rounds
Renewal - target self and up to 4 allies within long range, targets recover 1d8 + 1 per warframe level (max + 10) hp per round, duration 3 rounds
Reckoning - All enemies within 30 ft of character receive 1d4 force and1d4 electrical damage per warframe level, enemies are knocked prone (reflex negates)
Rhino
d10 Hit dice
Rhino Charge - Dash forward up to 20 ft, deal 1d6 force damage / 3 warframe levels (max 3d6) against each enemy within and adjacent to your path, enemies are knocked prone (reflex negates)
Iron Skin - Gain 10 temporary hit points per warframe level, lasts until all temporary hit points are lost, cannot be recast until all temporary hit points are lost.
Roar - Range 30 ft centered on character, allies within AoE are granted 1d6 bonus damage / 4 warframe levels, duration 3 rounds
Rhino Stomp - Range 20 ft centered on character, deal 1d6 force damage / warframe level, Enemies within AoE are dazed for 3 rounds (fort negates)
Saryn
High Fort save
Venom - Range 60 ft, ranged touch attack, marks target with 1 spore / 4 warframe levels, each spore deals 1d6 acid damage per round, attacking or attempting to remove the spores causes them to burst dealing 3d6 acid damage in a 10 ft radius, If undisturbed the spores dissipate after 3 rounds
Molt - Leaves an immobile solid perfect copy of character, has 1 hp / warframe level, bursts at end of duration or if hp falls to 0 dealing 1d6 acid damage / 2 warframe levels (max 5d6) in a 20 ft radius, Duration 3 rounds, Special: casting is a swift action by default
Contagion - Buffs weapons with an additional 1d6 acid damage / 3 warframe levels, duration 3 rounds
Miasma - range 30 ft centered on character, deal 1d6 acid damage / warframe level
Trinity
+2 PP
Well of Life - Range 100 ft, marks enemy with green aura, attacks against enemy heal attacker 10% / 2 warframe levels (max 50%) of damage dealt to target, minimum 1 hp recovered, cannot be recast until previous mark has expired or been killed, duration 2 rounds
Energy Vampire - Range 60 ft, marks enemy with blue aura, Enemy is dazed for duration (will negates, re-try allowed each round), enemy pulses aura at 60 ft range once per round for 4 rounds, allies within pulse range receive a constitution bonus of +1 per 5 warframe levels per pulse, constitution bonus lasts for 10 minutes
Link - Range 50 ft, gain damage reduction of +2/- per warframe level, 3 enemies within range are marked, marked enemies take 100% of the damage character would be dealt before the DR is applied for each attack against character, Duration 2 rounds, damage dealt to linked enemies is of the same type as is dealt to character
Blessing - target self and up to 4 allies within long range, all targets instantly recover hp of 1d8 / warframe level, and gain damage reduction of +1/- per 4 warframe levels for effect duration, Duration 2 rounds
Valkyr
Base DR 2/-
Ripline - Range 50 ft, pulls target up to 1 size category larger towards character, deals 1d6 / 2 warframe levels slash damage (max 5d6), Target falls prone into a square within 15 ft of character (reflex negates prone), can also be used to pull character
Warcry - Range 30 ft burst centered on character, allies within AoE may make one extra attack per turn at their highest base attack bonus, they are also granted a morale bonus to AC of +1 per 3 warframe levels, duration 3 rounds
Paralysis - Range 20 ft burst centered on character, knocks enemies up to 1 size category larger within AoE 5 ft away from character, also deals 1d6 force damage / 2 warframe levels (max 5d6),
Hysteria - Character sheathes weapons and becomes immune to all forms of damage, can only attack with fists/natural weapons, gain an attack bonus of +2/warframe level, successful attacks recover 1hp / 4 warframe levels, duration 5 rounds
Vauban
+10 skill points at first level
Tesla - throw an energy ball that sticks to any surface, ball will shoot bolts of electricity towards enemies within 20 ft of it, each ball will attack up to twice per turn as long as there are enemies within range, each attack deals 1d6 electricity damage, each ball will have a number of charges equal to 4 + 1 per 4 warframe levels, duration 7 rounds or until charges depleted
Bounce - designate a 10ft x 10ft square within 100 ft, creatures entering this area will be launched 40 ft into the air while maintaining and forward momentum, area pulses energy lightly, can be used 1 time / 4 warframe levels before disappearing
Bastille - 20 ft radius within medium range, enemies within or entering AoE are suspended for duration and lose any dexterity bonus to AC, can suspend up to 1 enemy / 2 warframe levels, duration 3 rounds
Vortex - designate a point within medium range, large or smaller enemies within 60 ft of vortex are knocked prone and pulled towards it at a rate of 30 ft / round, upon reaching point of vortex they are dealt 1d6 force damage / 2 warframe levels per round, duration 3 rounds
Volt
5 electricity resistance
Shock - Range 30 ft, ranged touch attack, target takes 1d6 electricity damage / 2 warframe levels (max 5d6), chains towards 1 enemy / 2 warframe levels (max 5) within 30 ft of initial target dealing half as much damage to each
Speed - Range 60 ft centered on character, all allies within range are granted a movement bonus of 5 ft / warframe level (max 50 ft), allies may also make one additional attack per round at their highest base attack bonus, Duration 2 rounds
[u]Electric Shield - A barrier 10ft tall by 10 ft wide is deployed in front of character, blocks all ranged attacks from outside, projectiles fired through shield from inside (character side) are granted an additional 1d6 electricity damage / 3 warframe levels (max 3d6) and have their critical multiplier doubled, duration 4 rounds
Overload - 30 ft radius centered on character, deal 1d6 electric damage / warframe level, enemies are dazed for 1 round
Zephyr
Fall at half speed, take no fall damage
Tail Wind - Propels character through air at a rate of 10 ft / 5 warframe levels, straight path only, enemies within 10 ft of character when ability is used receive 1d6 force damage / 5 warframe levels
Dive Bomb - Can only be activated while in air, shoot straight down to ground, deal damage in a 15 ft radius from point of impact, deal 1d6 force damage / 2 warframe levels (max 5d6) and knock enemies prone (reflex negates), Special: only costs 1 PP to activate
Turbulence - Aura around character, deflects incoming projectiles, duration 3 rounds
Tornado - Summon 1 tornado / 5 warframe levels, tornadoes spawn in same square as any enemy within 60 ft, Pulls large and smaller enemies within 15 ft at a rate of 10 ft per round, deals 5d6 slash damage to spawn target, then deal an additional 1d6 slash damage / 5 warframe levels per round to any enemies within tornado, tornadoes are 5 ft across and 20 ft high, duration 3 rounds
[u]Ranged Weapon Mods
Serration - Ranged weapons deal 1d6 extra base damage
Point Strike - Increase ranged weapon threat by 1
Vital Sense - Increase ranged weapon critical multiplier by 1
Speed Trigger - Make 1 extra attack at highest BAB when making a full round attack
Metal Auger - +2 to attacks with ranged weapons
Cryo Rounds - Ranged weapons deal 1d6 extra cold damage
Hellfire - Ranged weapons deal 1d6 extra fire damage
High Voltage - Ranged weapons deal 1d6 extra lightning damage
Infected Clip - Ranged weapons deal 1d6 extra acid damage
Melee/Throwing Mods
Pressure Point - Melee weapons deal 1d6 extra base damage
True Steel - Increase melee weapon threat by 1
Organ Shatter - Increase melee weapon critical multiplier by 1
Fury - Make 1 extra attack at highest BAB when making a full round attack
North Wind - Melee weapons deal 1d6 extra cold damage
Molten Impact - Melee weapons deal 1d6 extra fire damage
Shocking Touch - Melee weapons deal 1d6 extra lightning damage
Fever Strike - Melee weapons deal 1d6 extra acid damage
Power Throw - +2 to attacks with throwing weapons
Whirlwind - Increase range of throwing weapons by 10 feet
Warframe Mods
Antitoxin - Gain 5 acid damage resistance
Flame Repellent - Gain 5 fire damage resistance
Insulation - Gain 5 cold damage resistance
Lightning Rod - Gain 5 lightning damage resistance
Marathon - Increase base speed by 10ft
Redirection - +2 AC
Vitality - Gain 1 extra hit dice HP
Steel Fibre - Gain DR +1/-
Flow - Increase maximum PP by 2
Acrobat - +5 to climb, balance, and tumble checks
Enemy Sense - +5 to spot, listen, and hide checks
Master Thief - +5 to search, disable device, and open lock checks
Continuity - Powers with a duration have their duration increased by 1 round
Intensify - Damage from powers is increased by 10% (minimum +1 damage)
Stretch - Power range is increased by 10% (minimum +5 feet)
Lotus
Deity
Neutral
Domains: Knowledge, Protection, Travel
Savior of the Tenno and their warframes.
Tenno
Touched by the orokin void, Tenno are the only creatures capable of operating warframes
Medium humanoid
Base speed 30 ft
Languages: Common
Bonus Language: Any
Favored class: Warframe
Grineer
Mass cloned race of warriors. Cloning has introduced many genetic defects, but has also made them wise to their weaknesses which they counter with advanced armors.
Medium humanoid
Base speed 30 ft
+2 Str, -2 Con
Special: +2 to attack when within 30ft of another grineer; Ferrite and Alloy armor proficiency
Languages: Grineer
Bonus Language: Any
Favored Class: Fighter
Ferrite Armor - Light Armor, Weight 15 lb, AC bonus +5, spell failure 15%, Max Dex 6, Cost 500gp
Alloy Armor - Medium Armor, Weight 30 lb, AC bonus +8, Spell failure 30%, Max Dex 4, Cost 2000 gp
Corpus
Mercantile race trading in the ancient orokin technology. They are not adept warriors, but they have learned a great deal from the orokin technology and use this knowledge to protect themselves.
Medium humanoid
Base speed 30 ft
+2 Int, -2 Dex
Special: Appraise, Bluff, Diplomacy, Gather Information, Knowledge (Engineering), Sense Motive added to class skills, +2 skill points at each level
Languages: Corpus, Common
Bonus Language: Any
Favored Class: Any
Class Requirements
Race: Tenno
Deity: Lotus
Alignment: Any neutral
Hit die: d8
Level
BAB
Fort
Ref
Will
Features
Power Points
1
+1
+0
+2
+0
1st Power, Quick Draw
3
2
+2
+0
+3
+0
Ranged Mod
4
3
+3
+1
+3
+1
2nd Power, Melee Mod
5
4
+4
+1
+4
+1
Warframe Mod
6
5
+5
+1
+4
+1
Ranged Mod
7
6
+6
+2
+5
+2
3rd Power, Melee Mod
8
7
+7
+2
+5
+2
Warframe Mod
9
8
+8
+2
+6
+2
Ranged Mod
10
9
+9
+3
+6
+3
Melee Mod
11
10
+10
+3
+7
+3
4th Power, Warframe Mod
12
11
+11
+3
+7
+3
Ranged Mod
13
12
+12
+4
+8
+4
Melee Mod
14
13
+13
+4
+8
+4
Warframe Mod
15
14
+14
+4
+9
+4
Ranged Mod
16
15
+15
+5
+9
+5
Melee Mod
17
16
+16
+5
+10
+5
Warframe Mod
18
17
+17
+5
+10
+5
Ranged Mod
19
18
+18
+6
+11
+6
Melee Mod
20
19
+19
+6
+11
+6
Warframe Mod
21
20
+20
+6
+12
+6
Ranged Mod
22
Class skills: All except Use Magic Device
Weapon Proficiencies: All simple and Martial
Shield Proficiencies: All except Tower
Armor Proficiencies: None
At first level a Tenno must select which warframe he would like to use. The selection of warframe determines the powers that will be available to the class. Each warframe also has a unique bonus available from first level.
Powers and Power Points: The powers available are determined by the selection of warframe. The warframe has a number of Power Points (PP) as noted on the table. Additionally, a warframe gains a bonus number of PP equal to the users Int modifier. Unless otherwise noted; the 1st power consumes 1 PP, 2nd consumes 2 PP, 3rd consumes 3 PP, and 4th consumes 4 PP. Activating a power is a standard action.
A warframe is a Tenno's suit of armor, when unencumbered the warframe is granted an AC bonus equal to its operators Int modifier.
At first level a warframe is granted the Quick Draw feat. Warframes are built for combat, so changing weapons to suit the situation is never a problem.
Starting at 2nd level and at every third level thereafter, a warframe may be upgraded with a ranged mod. The same mod may be selected multiple times, mod effects stack.
Starting at 3rd level and at every third level thereafter, a warframe may be upgraded with a melee/trowing mod. The same mod may be selected multiple times, mod effects stack.
Starting at 4th level and every third level thereafter, a warframe may be upgraded with a warframe mod. The same mod may be selected multiple times, mod effects stack.
Ash
All exotic weapon proficiencies
Shuriken - 30 ft, ranged touch attack dealing 1d6 slash damage, Throw 1 shuriken/2 warframe levels to maximum of 5
Smoke Bomb - 20 ft radius centered on character, Grants concealment to user (50% miss chance) as long as user remains in area of effect, any enemies within the area of effect are dazed for the duration, Duration: 2 rounds
Teleport - Teleport (up to 50 feet) next to an enemy and make an attack of opportunity, Add an attack bonus equal to your warframe level, Special: Costs only 1 PP
Blade-Storm - Character and 2 summoned clones each use the teleport ability. On a successful attack deal critical damage (no threat roll required), clones summoned simultaneously as ability is used, Summon 1 additional clone for every 4 warframe levels.
Banshee
5 sonic resistance
Sonic Boom - 30 ft cone, knocks enemies prone, DC 10 + Warframe level + Int reflex save negates
Sonar - 30 ft radius centered on character, Enemies within area of effect take an AC penalty of -1 per 2 warframe levels (max -5), Enemies also receive extra damage from attacks of +2 damage per 2 warframe levels (max +10). Duration 3 rounds.
Silence - 30 ft radius centered on character, Enemies within area of effect are deafened. Duration 3 rounds.
Sound Quake - 20 ft radius centered on character, Enemies within AoE receive 5d6 sonic damage/round and are stunned (Fort save negates) for the duration. Special: Costs 1 PP +1 PP for each additional round attack is maintained.
Ember
5 fire resistance
Fireball - Range 60 ft, deal 1d6 fire damage/2 warframe levels (max 5d6) to target, reflex save for half damage. Deal 1d6 fire damage to all adjacent enemies (no save)
Accelerant - 30 ft radius, Enemies within AoE are dazed for 1 round and receive 50% (+ 25%/ 5 warframe levels) more damage from fire based attacks. Duration 3 rounds.
Fire Blast - 20 ft radius, enemies within AoE take 2d6 fire damage/round, duration 3 rounds.
World on Fire - Enemies within 60 ft or character receive 1d6 fire damage/warframe level, reflex for half.
Excalibur
+10 skill points at first level
Slash Dash - Dash forward up to 25 ft (must have clear path), you may make an attack against each enemy within or adjacent to your path with an attack bonus of +1 per warframe level.
Radial Blind - 30 ft radius centered on character, all enemies in AoE are temporarily blinded, Duration 2 rounds
Super Jump - Your gain a competence bonus to your jump checks of +1/warframe level. Special: Costs only 1 PP, can be used as a free action.
Radial Javelin - 1 javelin/warframe level are summoned on character and shoot out targeting enemies within 60 ft, each javelin deals 1d6 force damage.
Frost
5 cold resistance
Freeze - range 30 ft, ranged touch attack, deal 1d6 cold damage/2 warframe levels (max 5d6), target is frozen (immobilized) for 1 round and loses dex bonus to AC, Fort save negates frozen effect.
Ice Wave - 30 ft line, deal 1d6 cold damage/2 warframe levels (max 5d6) to all targets in line, reflex for half
Snow Globe - Range 10 ft radius centered on character; Strong winds stop projectiles from entering the globe; enemies within (or entering) the globe may take only a single action each round, move at half speed, and lose dex bonus to AC. Duration 5 rounds
Avalanche - Range 30 ft radius centered on character; Deal 1d6 cold damage/warframe level to all enemies within AoE and freeze for 2 rounds, Fort save negates freeze effect
Hydroid
Base swim 50 ft, Can breathe underwater
Tempest Barrage - 10 ft radius within 100 ft; Water jets rain down, Targets within AoE receive 1d6 force damage/ 4 warframe level (max 3d6), reflex save for half
Tidal Surge - Character transforms into a wave of water and charges forward 25 ft; enemies within or adjacent to line of charge receive 1d6 force damage/ 2 warframe levels (max 5d6).
Undertow - Range 15 ft radius; Character transforms into a puddle, any enemy within (or entering) the AoE is sucked underwater and held immobile while receiving 1 force damage / warframe level each round; targets are held within another dimension and cannot be targeted by attacks from outside the puddle; Cost 1 PP to cast for a duration of 2 rounds; spend 1 additional PP for every 2 additional rounds of duration desired.
Tentacle Swarm - 30 ft radius; summon 5 tentacles (+1 per 4 warframe levels) each dealing 4d4 force damage to a single enemy within the AoE; Each tentacle may target a separate enemy or all may target the same enemy; tentacle attacks knock enemies prone (reflex save negates)
Loki
Base speed +10
Decoy - Create an immobile, illusory copy of yourself (as the minor image spell) lasting 1 round/4 warframe levels, Will Save for enemies to recognize illusion.
Invisibility - You become invisible, as the greater invisibility spell. Duration 1 round/4 warframe levels
Switch Teleport - Range 100 ft, Swap locations with target up to same size category, Target is dazed for 1 round after swap. Special: costs only 1 PP
Radial Disarm - 30 ft radius centered on character, Enemies within AoE are stunned for 1 round/ 4 warframe levels.
Mag
+2 AC
Pull - 30 ft cone, knocks enemies prone and deals 1d6 force damage/ 3 warframe level (max 3d6), reflex save negates knock-down
Shield Polarize - 30 ft centered on character, allies within AoE are granted a shield bonus to AC of 4 +1/ 4 warframe levels, Duration 1 round +1/ 4 warframe levels.
Bullet Attractor - Ranged attacks against target receive +2 / warframe level circumstance bonus. Duration 3 rounds.
Crush - Range 30 ft radius centered on character, Deal 1d6 force damage/warframe level to enemies within AoE, knocks enemies prone (reflex negates)
Mirage
High will save
Hall of Mirrors - Summons images of character, summon 1 image + 1 per 4 warframe levels (max 4 images), having 1/2/3/4 images grants enemies a miss chance of 50%/66%/75%/80% against character, Each image deals 1d6 force damage with character's attack, Will save negates damage from images
Sleight of Hand - Range 60 ft, all moveable medium objects (chairs, tables, barrels, chests, etc...) within range become booby trapped, any enemy coming within 5 ft of a booby trapped object is dealt 1d6 force damage/2 warframe level (max 6d6), Duration 3 rounds
Eclipse - When standing in light attacks deal 1d6 extra damage/2 warframe levels, When standing in shadow gain concealment and +1 DR/- per 2 warframe levels, Duration 3 rounds
Prism - Launch a prism forward at a rate of 20 ft per round, Enemies within 20 ft of prism are dealt 1d6 slash damage/2 warfame levels per round, Duration 2 rounds
Nekros
High fort save
Soul Punch - range 30 ft, ranged touch attack, deal 1d6 force damage/ 3 warframe levels (max 3d6), Target also takes 1 Con damage +1 extra/ 4 warframe levels, Fort save negates con damage
Terrify - 30 ft radius centered on character, Enemies within AoE become frightened. Duration 1 round/ 2 warframe levels
Desecrate - 20ft radius centered on character, 5% chance/2 warframe levels that fallen enemies have additional loot (roll for random treasure of appropriate level)
Shadows of the Dead - Summon ethereal copies of the most recent enemies killed by party to fight for you, Summon 1 + 1 per 4 warframe levels. Duration 4 rounds.
Nova
+2 PP
Null Star - Summon 6 energy orbs, orbs will strike enemies entering within 15 ft of character, each enemy within range will be struck only once per turn, each orb deals 1d6 force damage/ 3 warframe levels (max 3d6)
Antimatter Drop - Summon an orb roughly 3 ft across, Orb can be moved in 3D up to character's speed with a concentration check otherwise falls at 5ft/round, orb absorbs ranged attacks, orb detonates upon contact with solid object dealing damage equal to what it absorbed in a 20 ft radius, reflex save for half damage.
Worm Hole - range up to 150 ft, create a portal that instantly teleports creatures/items, must have line of sight to destination, portal can be used up to 1 time plus one additional time for every 4 warframe levels before collapsing, can only teleport creatures/items up to one size category larger than character
Molecular Prime - range 60 ft radius centered on character, coats enemies in AoE with particles, particles slow enemy movement by half, effected enemies take an extra 2x damage from all damage sources, particle duration 1 round + 1 round per 5 warframe levels.
Nyx
High will save
Mind Control - range 50 ft, target becomes friendly towards character, attacking target ends effect, target dazed for 1 round after casting, duration 1 round + 1 round per 4 warframe levels
Psychic Bolts - range 50 ft, summon 5 bolts of force energy each dealing 1d6 damage per 4 warframe levels (max 5d6)
Chaos - range 30 ft radius centered on character, enemies within AoE will attack the nearest living creature, duration 1 round per 4 warframe levels
Absorb - Creates a 15 ft sphere around character, absorbs all damage for duration, ending ability causes sphere to burst in a 30 ft radius dealing force damage equivalent to the damage absorbed, knocks enemies prone (reflex negates), Special: Costs only 1 PP to cast + 1 additional PP for each additional round of duration, Duration 1+ rounds
Oberon
d10 hit dice
Smite - range 50 ft, ranged touch attack, deal 1d4 force and 1d4 electrical damage per 2 warframe levels, on successful attack 3 smaller orbs erupt from point of impact directed towards enemies within 15ft (if no other enemies then they dissipate), secondary orbs deal 1d4 acid damage per 2 warframe levels
Hallowed Ground - character designates 15ft x 30ft adjacent area, enemies within area take 1d4 acid damage/4 warframe levels per turn, duration 4 rounds
Renewal - target self and up to 4 allies within long range, targets recover 1d8 + 1 per warframe level (max + 10) hp per round, duration 3 rounds
Reckoning - All enemies within 30 ft of character receive 1d4 force and1d4 electrical damage per warframe level, enemies are knocked prone (reflex negates)
Rhino
d10 Hit dice
Rhino Charge - Dash forward up to 20 ft, deal 1d6 force damage / 3 warframe levels (max 3d6) against each enemy within and adjacent to your path, enemies are knocked prone (reflex negates)
Iron Skin - Gain 10 temporary hit points per warframe level, lasts until all temporary hit points are lost, cannot be recast until all temporary hit points are lost.
Roar - Range 30 ft centered on character, allies within AoE are granted 1d6 bonus damage / 4 warframe levels, duration 3 rounds
Rhino Stomp - Range 20 ft centered on character, deal 1d6 force damage / warframe level, Enemies within AoE are dazed for 3 rounds (fort negates)
Saryn
High Fort save
Venom - Range 60 ft, ranged touch attack, marks target with 1 spore / 4 warframe levels, each spore deals 1d6 acid damage per round, attacking or attempting to remove the spores causes them to burst dealing 3d6 acid damage in a 10 ft radius, If undisturbed the spores dissipate after 3 rounds
Molt - Leaves an immobile solid perfect copy of character, has 1 hp / warframe level, bursts at end of duration or if hp falls to 0 dealing 1d6 acid damage / 2 warframe levels (max 5d6) in a 20 ft radius, Duration 3 rounds, Special: casting is a swift action by default
Contagion - Buffs weapons with an additional 1d6 acid damage / 3 warframe levels, duration 3 rounds
Miasma - range 30 ft centered on character, deal 1d6 acid damage / warframe level
Trinity
+2 PP
Well of Life - Range 100 ft, marks enemy with green aura, attacks against enemy heal attacker 10% / 2 warframe levels (max 50%) of damage dealt to target, minimum 1 hp recovered, cannot be recast until previous mark has expired or been killed, duration 2 rounds
Energy Vampire - Range 60 ft, marks enemy with blue aura, Enemy is dazed for duration (will negates, re-try allowed each round), enemy pulses aura at 60 ft range once per round for 4 rounds, allies within pulse range receive a constitution bonus of +1 per 5 warframe levels per pulse, constitution bonus lasts for 10 minutes
Link - Range 50 ft, gain damage reduction of +2/- per warframe level, 3 enemies within range are marked, marked enemies take 100% of the damage character would be dealt before the DR is applied for each attack against character, Duration 2 rounds, damage dealt to linked enemies is of the same type as is dealt to character
Blessing - target self and up to 4 allies within long range, all targets instantly recover hp of 1d8 / warframe level, and gain damage reduction of +1/- per 4 warframe levels for effect duration, Duration 2 rounds
Valkyr
Base DR 2/-
Ripline - Range 50 ft, pulls target up to 1 size category larger towards character, deals 1d6 / 2 warframe levels slash damage (max 5d6), Target falls prone into a square within 15 ft of character (reflex negates prone), can also be used to pull character
Warcry - Range 30 ft burst centered on character, allies within AoE may make one extra attack per turn at their highest base attack bonus, they are also granted a morale bonus to AC of +1 per 3 warframe levels, duration 3 rounds
Paralysis - Range 20 ft burst centered on character, knocks enemies up to 1 size category larger within AoE 5 ft away from character, also deals 1d6 force damage / 2 warframe levels (max 5d6),
Hysteria - Character sheathes weapons and becomes immune to all forms of damage, can only attack with fists/natural weapons, gain an attack bonus of +2/warframe level, successful attacks recover 1hp / 4 warframe levels, duration 5 rounds
Vauban
+10 skill points at first level
Tesla - throw an energy ball that sticks to any surface, ball will shoot bolts of electricity towards enemies within 20 ft of it, each ball will attack up to twice per turn as long as there are enemies within range, each attack deals 1d6 electricity damage, each ball will have a number of charges equal to 4 + 1 per 4 warframe levels, duration 7 rounds or until charges depleted
Bounce - designate a 10ft x 10ft square within 100 ft, creatures entering this area will be launched 40 ft into the air while maintaining and forward momentum, area pulses energy lightly, can be used 1 time / 4 warframe levels before disappearing
Bastille - 20 ft radius within medium range, enemies within or entering AoE are suspended for duration and lose any dexterity bonus to AC, can suspend up to 1 enemy / 2 warframe levels, duration 3 rounds
Vortex - designate a point within medium range, large or smaller enemies within 60 ft of vortex are knocked prone and pulled towards it at a rate of 30 ft / round, upon reaching point of vortex they are dealt 1d6 force damage / 2 warframe levels per round, duration 3 rounds
Volt
5 electricity resistance
Shock - Range 30 ft, ranged touch attack, target takes 1d6 electricity damage / 2 warframe levels (max 5d6), chains towards 1 enemy / 2 warframe levels (max 5) within 30 ft of initial target dealing half as much damage to each
Speed - Range 60 ft centered on character, all allies within range are granted a movement bonus of 5 ft / warframe level (max 50 ft), allies may also make one additional attack per round at their highest base attack bonus, Duration 2 rounds
[u]Electric Shield - A barrier 10ft tall by 10 ft wide is deployed in front of character, blocks all ranged attacks from outside, projectiles fired through shield from inside (character side) are granted an additional 1d6 electricity damage / 3 warframe levels (max 3d6) and have their critical multiplier doubled, duration 4 rounds
Overload - 30 ft radius centered on character, deal 1d6 electric damage / warframe level, enemies are dazed for 1 round
Zephyr
Fall at half speed, take no fall damage
Tail Wind - Propels character through air at a rate of 10 ft / 5 warframe levels, straight path only, enemies within 10 ft of character when ability is used receive 1d6 force damage / 5 warframe levels
Dive Bomb - Can only be activated while in air, shoot straight down to ground, deal damage in a 15 ft radius from point of impact, deal 1d6 force damage / 2 warframe levels (max 5d6) and knock enemies prone (reflex negates), Special: only costs 1 PP to activate
Turbulence - Aura around character, deflects incoming projectiles, duration 3 rounds
Tornado - Summon 1 tornado / 5 warframe levels, tornadoes spawn in same square as any enemy within 60 ft, Pulls large and smaller enemies within 15 ft at a rate of 10 ft per round, deals 5d6 slash damage to spawn target, then deal an additional 1d6 slash damage / 5 warframe levels per round to any enemies within tornado, tornadoes are 5 ft across and 20 ft high, duration 3 rounds
[u]Ranged Weapon Mods
Serration - Ranged weapons deal 1d6 extra base damage
Point Strike - Increase ranged weapon threat by 1
Vital Sense - Increase ranged weapon critical multiplier by 1
Speed Trigger - Make 1 extra attack at highest BAB when making a full round attack
Metal Auger - +2 to attacks with ranged weapons
Cryo Rounds - Ranged weapons deal 1d6 extra cold damage
Hellfire - Ranged weapons deal 1d6 extra fire damage
High Voltage - Ranged weapons deal 1d6 extra lightning damage
Infected Clip - Ranged weapons deal 1d6 extra acid damage
Melee/Throwing Mods
Pressure Point - Melee weapons deal 1d6 extra base damage
True Steel - Increase melee weapon threat by 1
Organ Shatter - Increase melee weapon critical multiplier by 1
Fury - Make 1 extra attack at highest BAB when making a full round attack
North Wind - Melee weapons deal 1d6 extra cold damage
Molten Impact - Melee weapons deal 1d6 extra fire damage
Shocking Touch - Melee weapons deal 1d6 extra lightning damage
Fever Strike - Melee weapons deal 1d6 extra acid damage
Power Throw - +2 to attacks with throwing weapons
Whirlwind - Increase range of throwing weapons by 10 feet
Warframe Mods
Antitoxin - Gain 5 acid damage resistance
Flame Repellent - Gain 5 fire damage resistance
Insulation - Gain 5 cold damage resistance
Lightning Rod - Gain 5 lightning damage resistance
Marathon - Increase base speed by 10ft
Redirection - +2 AC
Vitality - Gain 1 extra hit dice HP
Steel Fibre - Gain DR +1/-
Flow - Increase maximum PP by 2
Acrobat - +5 to climb, balance, and tumble checks
Enemy Sense - +5 to spot, listen, and hide checks
Master Thief - +5 to search, disable device, and open lock checks
Continuity - Powers with a duration have their duration increased by 1 round
Intensify - Damage from powers is increased by 10% (minimum +1 damage)
Stretch - Power range is increased by 10% (minimum +5 feet)
Lotus
Deity
Neutral
Domains: Knowledge, Protection, Travel
Savior of the Tenno and their warframes.
Tenno
Touched by the orokin void, Tenno are the only creatures capable of operating warframes
Medium humanoid
Base speed 30 ft
Languages: Common
Bonus Language: Any
Favored class: Warframe
Grineer
Mass cloned race of warriors. Cloning has introduced many genetic defects, but has also made them wise to their weaknesses which they counter with advanced armors.
Medium humanoid
Base speed 30 ft
+2 Str, -2 Con
Special: +2 to attack when within 30ft of another grineer; Ferrite and Alloy armor proficiency
Languages: Grineer
Bonus Language: Any
Favored Class: Fighter
Ferrite Armor - Light Armor, Weight 15 lb, AC bonus +5, spell failure 15%, Max Dex 6, Cost 500gp
Alloy Armor - Medium Armor, Weight 30 lb, AC bonus +8, Spell failure 30%, Max Dex 4, Cost 2000 gp
Corpus
Mercantile race trading in the ancient orokin technology. They are not adept warriors, but they have learned a great deal from the orokin technology and use this knowledge to protect themselves.
Medium humanoid
Base speed 30 ft
+2 Int, -2 Dex
Special: Appraise, Bluff, Diplomacy, Gather Information, Knowledge (Engineering), Sense Motive added to class skills, +2 skill points at each level
Languages: Corpus, Common
Bonus Language: Any
Favored Class: Any