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View Full Version : D&D 5e/Next Phantasy Star for 5e (WIP)



Basch
2015-04-22, 02:52 PM
So after numerous google searches and nothing coming up for a 5e Phantasy Star setting, I've decided to see if I can make a decent one myself. Being that there are so many differences between the older genesis games and more recent installments, I've decided to start with the PSO/PSU setting and go from there. I've finished 4 races so far, and would love some feedback on them. I know the fluff isn't ready at all, I'm focusing more on the mechanics first.

The setting will use the spell point system, referred to as Technic Points, or TP. Light, medium, and heavy armors are referred to as Line-shields, Frames, and Armors, respectively. Shields I will likely divide into 2 types. Barriers will provide little to no boost to AC but will often provide some sort of elemental or Status defense. Shields on the other hand will focus more on your physical protection.

The Races

You'll notice 2 separate Attribute layouts for each race, reflecting what were gender-based increases present in the game. In the interest of gender equality and such I figure that every character can choose one or the other.

Humans: Their strength, lifespan, and other characteristics are largely the same as that of humans in Earth, and their abilities are well-balanced
+1 Con, and +1 to any 2 stats (cannot be used on the same stat twice)
+1Wis, and +1 to any 2 stats (cannot be used on the same stat twice)
1 bonus skill proficiency
can use line-shields and frames regardless of class

Newmans: are a race evolved from humans. They were created for research purposes, but eventually became a race of their own. They are generally smarter than any other race and excel more at casting Tech's rather than melee or ranged combat. However there are still a few that would prefer to fight on the front line.
+2 Int, +1 Dex and Wis
+2 Int, +1 Str and Dex
Technic Affinity: On a short rest you regain 10% of your maximum TP rounded down (minimum of 1). If you do not have TP you cannot gain the benefit of this ability.
Cannot use ranged weapons (except for handguns) or Armors

CASTs: are created and therefore cannot use Technics. They can, however, repair themselves quite easily and use traps to hinder their foes. In recent years, android has been considered an offensive term to the CASTs and has been replaced by humanoid.
+2 Str, +1 Dex and Int
+2 Str, +1 Con and Int
Nanobots: On a short rest, when you use Hit Dice to recover your health you regain an extra 1d4 health for each Hit Die spent.
Acute Scanning: Your artificial vision gives you better eye-sight than most. You have darkvision out to 60 feet.
Technological Affinity: The CASTs natural aptitude for electronics gives you proficiency in Electronics. In addition, traps set by you have their damage die increased to d8.
CASTs cannot gain TP above 0 for any reason. If your class normally grants TP, you do not gain it, but you may still use the other features of your class.

Beasts: A race genetically engineered to survive in the harsh climates and working conditions of the mines on Moatoob. They are said to have strong senses of family and loyalty and can be distrustful of other races. On average, their physical abilities are significantly greater than other races, and they born with the ability to nanoblast, a technique by which they transform into a larger, more physically powerful form.
+2 Str and Con
+2 Str, +1 Con and Wis
Nanoblast: Roll 1d6, you gain a bonus to your Str, Con, or Dex equal to the number rolled, as well as advantage on ability checks for the corresponding stat. The bonus can take your stat above it's normal limit (normally 20). This effect lasts for a number of rounds equal to your constitution modifier (minumum of 1). The number of rounds this effect lasts is calculated prior to gaining the bonus. You also grows fearsome claws, granting you a claw attack with each hand. This does 1d8+ your Str or Dex modifier, whichever is higher. If used to dual-wield, your natural skill with your claws allows you to add your modifier to both attacks. However, you may not wield any manufactured weapons such as sabers, handguns, or photon whips while this ability is active. This ability recharges upon completing a long rest.

Equipment




Name
Damage
Properties


Striking Weapons




Saber
1d6 pierce/slash
Versatile (1d8)


Dagger
1d4 piercing or slashing
Finesse, Thrown (20/60)


Claw
1d6 slashing
Finesse


Knuckles
1d6 Bludgeoning



Whip
1d4 Slash
Finesse, Reach


Slicer
1d4 slashing
Finesse, Special


2-Handed




Sword
2d6 Slashing
Heavy


Spear
1d12 Piercing
Finesse, Reach


Axe
1d12 Slashing
Heavy


Double Saber
1d8 Slashing
Finesse, Special


Ranged Weapons




Handgun
1d4 piercing
Ranged (30/120)


Crossbow
1d6 piercing
Loading, Ranged (30/120)


Mechgun
2d4 piercing
Loading, Ranged (20/60)


2-Handed




Rifle
1d8 Piercing
Ranged (150/600)


Shotgun
1d4 Piercing
Loading, Ranged (20/60), Special


Grenade Launcher
1d10 Bludgeoning and Piercing
Heavy, Loading, Ranged (30/120), Special


Laser Cannon
1d8 Lightning
Heavy, Loading, Ranged (30/120), Special


Technic




Wand
1d6 Bludgeoning
Technic Focus


Two-Handed




Rod
1d8 Bludgeoning
Technic Focus, Special


Longbow
1d8 Piercing
Loading, Ranged (150/600), Special





Weapons are divided into 3 main categories: Striking, Ranged, and Technic. Striking weapons are powerful and focus on melee and short range combat. Ranged weapons often have less attack power, which is made up for with the distance they can cover or the area they affect. Technic weapons, are unique in that they can only be used by characters with the ability to use Technics as a class feature.
These categories can be further broken down into 1-handed or 2-handed weapons. When using a 2-handed weapon or 2 1-handed weapons you may not equip Barriers or Shields.
Striking weapons will always use your Strength modifier in determining damage, but many of them can also use your Dexterity instead. Ranged weapons, unless otherwise noted, will only use your Dexterity. Ranged weapons with the loaded quality will not require ammo, but the time must still be taken to recharge the weapon between shots.
Some weapons are aligned to one of the 6 technic types. Weapons deal an extra 1d4 damage to creatures that are vulnerable to that damage type, or are aligned with the opposing element. This damage is not doubled if the enemy is both vulnerable and aligned with the opposing element. The weapon alignment is visible when the weapon is activated and is determined by the color of the blade on striking weapons, or the glow from the chamber of ranged weapons. Fire weapons glow red, ice glows blue, lightning glows yellow, earth glows orange, light glows white, and dark glows dark purple.

Many weapons have the Special trait. These are unique to each weapon and are described below:

Double Saber- This weapon is a short rod with a photon blade projected from each end. This weapon requires 2 hands to wield, and you may make attacks as if you were dual-wielding. The double saber allows you to add your Strength or Dexterity modifier to your attacks, even if you do not have the Two-Weapon Fighting Style.

Slicer- This Striking weapon attacks by firing photon blades when swung. These blades will home in and strike up to 3 enemies within a 90 degree cone in front of you, including airborne enemies. They strike the nearest target first, moving to hit the next closest target to you, and so forth. If 2 enemies are of an equal distance for any of these jumps you may choose which one is targeted. This weapon cannot hit the same enemy twice with the same blade. You make 1 attack roll and use the result for each contest against the enemies' AC. When calculating damage roll separately for each target. This weapon can't be wielded with another weapon equipped.

Shotgun- This Ranged weapon fires a spread of photonic rounds in a 90 degree cone in front of you. This weapon targets up to 4 enemies in front of you. You make 1 attack roll and use the result for each contest against the enemies' AC. When calculating damage roll separately for each target. If used to attack an adjacent target it instead does 4d4 +Dex damage to that target and does not affect other enemies.

Grenade Launcher- This Ranged weapon launches a small photonic grenade at an enemy within range. Against a Large or larger enemies pick a 5 foot section of the monster. If the attack hits it does Bludgeoning or Piercing Damage, which ever is more effective. On a successful attack roll your damage against your target as normal. In addition, every target within 5 feet on the explosion takes half as much damage, rounded down.

Laser Cannon- This massive cannon unleashes blasts of energy that travel through foes, possibly hitting those behind. When firing this weapon, choose a straight line to fire it in. The laser hits up to 3 creatures in that line, starting with the closest one. You make 1 attack roll and use the result for each contest against the enemies' AC. When calculating damage roll separately for each target. The beam will continue until it reaches it's maximum range, strikes 3 creatures, or hits an object of medium size or larger that it doesn't destroy. Friendly and neutral targets are not exempt from the laser's path. The beam then dissipates.

Longbow- This weapon is most often used by those with some mastery of Technics. As the bow is drawn it creates an arrow from photonic energy. If you have TP you may spend 1 point as you draw the bow and change the type of damage it will do. You may turn the damage into fire, cold, lightning, thunder, or acid. If you choose, you may spend 2 points instead of 1 and change the damage into radiant or necrotic.

Rod- A weapon favored by those making heavy use of Technics. If you spend more than the minimum amount of TP on the casting of a technic, you regain 1 TP at the end of your turn.





Armor Name
Armor Class
Strength
Stealth


Line Shields





Carline
11+Dex Modifier

Disadv.


Megaline
11+Dex Modifier




Hardline
12+Dex Modifier




Frames





Frame
12+Dex Modifier (max 2)




Soul Frame
13+Dex Modifier (max 2)




Hyper Frame
14+Dex Modifier (max 2)

Disadv.


Shock Frame
14+Dex Modifier (max 2)




Dragon Frame
15+Dex Modifier (max 2)

Disadv.


Armors





Armor
14

Disadv.


Cross Armor
16
Str 13
Disadv.


Grand Armor
17
Str 15
Disadv.


General Armor
18
Str 15
Disadv.


Shields





Barrier
Special




Shield
+2





Armors are divided into 3 categories. Line Shields are photonic energy patterns that are generated and can cover the fabric of most regular clothing. They provide little physical protection, but leave the wearer physically unhindered. Some less effective Line Shields have a glow that has occasionally drawn unwanted attention to Guardians, resulting in minor complications.

Frames are sturdier, combining the theories behind Line Shields with materials more useful for protection. Some of the stronger Frames can cause some minor difficulties with more precise or subtle movements, but many believe the trade-off to be worth it.

Armors provide fantastic protection against enemy assaults. They are made from some of the strongest alloys available. However their weight makes them unreliable for missions requiring stealth, and they take a noticeable amount of strength to wear with any effectiveness.


In addition to Armors there are also 2 types of Shields. They are Shields and Barriers. Shields are the heavier of the 2, normally made from rigid alloys combined with the repulsive force of photonic energy overlaying the shield itself. They both require a free hand to equip.

Barriers are much lighter. The physical unit is attached to the arm, and the barrier activates when the user is attacked, throwing a specifically tuned protective field over the bearer. Most of them provide little to no protection against more mundane threats. However they have proven effective at deflecting more unusual assaults such as fire, lightning, or acid.

Special note on Barriers: Only very powerful Barriers increase your AC. A standard Barrier will grant resistance to 1 type of elemental damage such as Fire, Lightning, or Cold. The type of resistance cannot be changed. More advanced Barriers will often resist more than 1 damage type. This only grants resistance to attacks made against you. It does not protect against cold/hot weather and the like.

Setting Specific Abilities

Photon Arts are powerful abilities unique to each type of weapon. There are 3 categories of Photon Arts; Striking, Bullet, and Technic. They can turn the tide of battle when used well. However, they demand strength from both you and your weapon to perform, making them risky to use repeatedly. You must equip the weapon(s) specified by the individual photon art to make use of it. Striking and Bullet Photon Arts may each be used 1/short rest without consequence. Each use beyond the first creates a cumulative 10% chance of your weapon breaking. Roll for this after declaring the attack, but before you make your attack roll. The chance of breaking decreases by 20% after finishing a short rest, and resets entirely on completion of a long rest. If your weapon breaks you do not make an attack roll, and your weapon is unusable until it is repaired. In addition, if your weapon breaks you gain 1 level of exhaustion. You may only make use of Photon Arts that you know. When you have the opportunity learn a Photon Art, if you select one that you already know you gain an additional use of that particular Art before you risk damaging your weapon. For instance, if you already know the Photon Art "Over End," if you choose to learn it again you may perform it twice each short rest without the chance of weapon breakage.

Technic Photon Arts work slightly differently. Whenever you make use of a Technic, it requires points from your pool of TP. Technics carry no inherent risk of breaking your weapon, but may not be used if you have insufficient TP remaining. To activate a Technic, you must have a weapon or item with the "Technic Focus" quality. Many technics may be increased in power by spending additional TP.



Technics are Phantasy Star's general equivalent of magic. However, it stems more from technological advacement and one's intellect than a spiritual connection. That's not to say magic itself may not exsist in the universe, but it is so rare that the last people to see it died millenia ago.

Most people who make use of technics are referred to as Forces. By manipulating photons, most often with the usage of a Rod or Wand, it's possible to unleash a variety of effects such as blasts of fire, increasing an ally's strength, or paralyzing your foes. They were designed for battle, as evidenced by their focus on attack and defense rather than more everyday purposes. If you were to classify them into spell schools they would be predominately Evocation, with Alteration and Abjuration making a tie for second. For this reason they tend to be separated a bit differently than traditional spells.

There are two types of technics, attack technics and support technics, which are then separated by base element and the type of area the technic will effect. The base elements are Foie (fire), Barta (ice), Zonde (lightning), Diga (earth), Megid (darkness), and Grants (light). Many, but not all, foes are aligned to one of these elements, and will take more punishment from the opposing element. Fire and ice oppose each other, as do earth and lightning, along with darkness and light.

Most attack technics affect an area specified by their prefix. No prefix indicates the technic is base level, normally just that element gathered together and hurled forward. Ra technics (i.e. Rafoie) affect a small area within range with a burst of that element's power. Gi technics (Gizonde) affect the area around you while leaving you unharmed. Dam technics (like Dambarta) affect a cone directly in front of you. Nos technics (such as Nosdiga) fire one or more homing projectiles at your foes.

To use a Technic you must learn it first. You must also have a weapon or item with the Technic Focus quality equipped, and you must also spend a minimum amount of TP (listed in the description for the individual Technic). Most Technics can be increased in power by spending additional TP. The maximum amount of TP you can spend on an individual Technic is limited by your Class and Level. Technics are otherwise resolved in the same fashion as spells.


Photon Bolt
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
You fire a bolt of Photonic energy at a target within range. Make an attack roll. On a hit the bolt does 1d8 damage. The damage may be the same type as any base-level technic you know.
This Technic's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Foie Technics
Attack
Foie
TP required: 2 or more
Casting Time: 1 action
Range: 80 feet
Duration: Instantaneous
You hurl a ball of fire at a creature or object within range. Make a ranged spell attack roll. On a hit, the target takes 2d12 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
For each additional TP spent the damage increases by 1d12. For every 2 extra TP spent the range increases by 20 feet.


Rafoie
TP required: 5 or more
Casting Time: 1 action
Range: 100 feet
Duration: Instantaneous
You cause the air in a 10-foot radius sphere within range to instantly combust. Each creature inside the sphere must make a Dexterity save. A target takes 6d6 fire damage on a failed save, or half as much on a successful one. The flames spread around corners and ignite flammable objects that are not being worn or carried.
For each additional TP spent the damage increases by 1d6. For every 3 additional TP spent the range is increased by 20 feet and the radius of effect increases by 5 feet.


Damfoie
TP required: 3 or more
Casting Time: 1 action
Range: Self (20-foot cone)
Duration: Instantaneous
A blast of fire erupts from your Technic Focus in a direction you choose. All creatures within the effect must make a Dexterity save. A target takes 2d10 damage damage on a failed save, or half as much on a successful one. The flames ignite flammable objects that are not being worn or carried.
For each additional TP spent the damage increases by 1d10. For every 3 additional TP spent the size of the cone is increased by 5 feet.


Gifoie
TP required: 6 or more
Casting Time: 1 action
Range: Self
Duration: Instantaneous
A burst of flame radiates from you, overwhelming all adjacent creatures. Affected creatures must make a Dexterity save. On a failed save, the creature takes 4d6 fire damage, catches on fire, and is knocked 5 feet away from you. On a successful save, the target does not take damage or ignite, but is still pushed away. A burning creature makes a Constitution save at the beginning of each of it's turns. On a failure the creature takes 1d6 fire damage, on a success the flames are extinguished. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the technic ends on that target.
For each additional TP spent the initial damage increases by 1d6. If you spend at least 10 TP this spell pushes the target 10 feet away instead of 5.

Support
Shifta
TP required: 3 or more
Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 10 minutes
You imbue a creature with the strength of fire, increasing their physical prowess. The target does an extra 1d6 damage with each melee or ranged physical attack.
For every 4 additional TP spent, the damage increases by 1d6.

Jellen
TP required: 4 or more
Casting Time: 1 action
Range: 60 feet
Duration: 1 minute
You cause a target creatures muscles and joints to burn with fatigue. The target must make a Strength save. On a failed save the target receives disadvantage on the first melee or ranged physical attack it makes each turn. On a successful save the target resists the effects of the technic and the effect ends for that creature. The target may reattempt the save once at the beginning of each of its turns.
For every 3 additional TP you spend you may affect 1 additional creature within range.

Barta Technics
Attack

Barta
TP required: 3 or more
Casting Time: 1 action
Range: Self (20-foot line)
Duration: Instantaneous
You conjure a blast of ice that rushes forward. All affected creatures must make a Constitution save. On a failed save the target takes 4d8 cold damage and has it's movement speed halved until the end of it's next turn. On a successful save, the creature takes half as much damage and it's movement speed is unchanged.
For each additional TP spent the damage increases by 1d8. For every 3 additional TP spent the line's length is increased by 5 feet.

Rabarta
TP required: 6 or more
Casting Time: 1 action
Range: 100 feet
Duration: Instantaneous
You cause a 10-foot radius sphere within range to suffer a severe and violent temperature drop. All affected creatures must make a Constitution save. On a failed save, the target takes 7d6 damage, or half as much on a successful save. In addition, the terrain becomes coated with a thick layer of ice. Any creature that enters the area, or when a creature starts it's turn in the area, must make a DC 10 Acrobatics check or fall prone. The ice persists for a number of rounds equal to your casting modifier.
For each additional TP spent the damage increases by 1d6. For every 3 additional TP spent radius of effect increases by 5 feet.

Dambarta
TP required: 4 or more
Casting Time: 1 action
Range: Self (20-foot cone)
Duration: Instantaneous
Your Technic Focus emits a hail of ice and cold in a direction of your choosing. All affected targets must make a Reflex save. On a failed save, the target takes 3d6 cold damage and 2d6 piercing damage. On a successful save the target takes half as much damage.
For each additional TP spent the cold damage increases by 1d6. For every 3 additional TP spent the size of the cone is increased by 5 feet.

Gibarta
TP required: 7 or more
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You erupt in a burst of ice and sleet. All adjacent creatures must make a Constitution save. On a failed save, the target takes 8d8 cold damage and is frozen solid. On a success, the target takes half as much damage and is not frozen. A frozen target suffers the same effects as a petrified target. At the start of each of it's turns, or when it takes damage, the target makes a Strength saving throw to break free of the ice. If this saving throw is the result of being attacked, the target has advantage on the save.
For every additional TP spent, the damage increases by 1d8.

Support

Deband
TP required: 3 or more
Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 10 minutes
You boost the resilience of your allies with a fine layer of protective photons. Choose one creature within range. The target gains resistance to Bludgeoning, Piercing, and Slashing damage.
For every 2 extra TP spent you may target one additional creature.

Zalure
TP required: 4 or more
Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute
You cause a layer of photons to gather on the target, which cause your weapons to be drawn to them and your strikes more likely to land. The target must make a Wisdom save. On a failed save, all physical ranged and melee attacks have advantage against the target.
Every 3 additional TP spent allows you to target 1 additional creature within range.



Zonde Technics

Attack

Zonde
TP required: 3 or more
Casting Time: 1 action
Range: Self (20-foot line)
Duration: Instantaneous
You send a forth a small bolt of lightning that pierces through creatures. Make 1 attack roll, the result is used for each affected enemy's AC contest. You have advantage on the roll against any foe that has a predominately metal surface (such as androids, creatures wearing metal armors or frames, etc.) CASTs are considered to be non-metallic in regards to this spell, unless already in metal armor. The target takes 3d10 lightning damage on a successful hit. Any creatures hit must make Constitution save or be incapacitated until the end of it's next turn. Creatures resistant or immune to lightning damage automatically succeed on this save.
Every additional TP spent increases the damage done by 1d10. Every 3 additional TP spent increases the size of the line by 5 feet.

Razonde
TP required: 6 or more
Casting Time: 1 action
Range: 100 feet
Duration: Instantaneous
You cause a bolt of lightning to strike a target from above, this bolt then chains to all creatures within 10 feet of the original target. All affected targets must make a Dexterity save. On a failed save, the target takes 7d6 lightning damage and can't take reactions until the end of it's next turn. On a succesful save, the target takes half as much damage and maintains it's ability to take reactions. Metallic creatures (as described in the Zonde technic) have disadvantage on the save.
For each additional TP spent the damage increases by 1d6. For every 3 additional TP spent radius of effect increases by 5 feet.

Gizonde
TP required: 7 or more
Casting Time: 1 action
Range: Self
Duration: Instantaneous, up to 1 minute
An orb of lightning appears above you and fires bolts at any adjacent targets of your choice. All affected targets must make a Dexterity save. On a failed save the target takes 7d6 lightning damage and is paralyzed for one minute. On a success the target takes half as much damage and is not paralyzed. Metallic creatures (as described in the Zonde technic) have disadvantage on the save. A paralyzed target makes a Wisdom save at the beginning of each of it's turns. On a success the condition ends for that creature. If touched by another creature, the paralyzed target's body sends out a jolt of electricty, dealing 2d6 lightning damage to the creature that touched it, and curing the paralyzed condition.
For every additional TP spent the damage dealt by you increases by 1d6, as does the damage dealt by touching a paralyzed target.

Noszonde
TP required: 10 or more
Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute
You create a 5 foot diameter sphere of lightning in an unoccupied space within range that lasts for the duration. The sphere sheds a 20-foot radius of bright light and dim light for an additional 20 feet. You can move the sphere up to 30 feet as a bonus action on your turn. Any creature that ends it's turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 10d8 damage on a failed save and half as much on a success. Metallic creatures (as described in the Zonde technic) have disadvantage on the save. You may ram the sphere into a creature, forcing a Reflex save against the orb's damage. If the orb leaves your range, the technic ends.
If you maintain concentration on the sphere, starting on your next turn or anytime thereafter you may cause it to detonate as an action. The sphere must still exist to do this. Upon detonation all targets within 5 feet of the sphere must make a Dexterity saving throw. On a failed save the target takes 12d6 lightning damage, or half as much on a success. Metallic creatures (as described in the Zonde technic) have disadvantage on the save.
If struck by an attack technic from the Diga family, both the caster of this technic, and the caster of the Diga technic, make contesting Concentration checks. The loser's technic dissipates harmlessly.
For every additional TP spent the damage of the sphere increases by 1d6 upon detonation, or 1d8 when coming into contact with a creature or when a creature ends it's turn adjacent to it. In addition, in the event of a contested Concentration check against a Diga technic, you gain a +1 bonus to your result.
Support

Zodial
TP required: 3 or more
Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 10 minutes
You boost a target creature's speed and reflexes. The target's base movement speed increases by 10 feet, and the target has advantage on Dexterity saving throws.
For every 2 additional TP spent you may target 1 additional creature within range.

Zoldeel
TP required: 4 or more
Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute
You cause a creature within range to slow down. The target's base movement speed decreases by 10 feet, and the target had disadvantage on Dexterity saving throws.
For every 3 additional TP spent you may target 1 additional creature


Diga Technics
Attack

Diga
TP required: 2 or more
Casting Time: 1 action
Range: 80 feet
Duration: Instantaneous
You conjure a solid mass (rock, metal, and the like) and launch it forward at a creature within range. Make a ranged spell attack roll. On a hit the target takes 2d10 bludgeoning damage and must make a Wisdom save. On a failed save, the target is silenced until the end of it's next turn.
For every additional TP spent the target takes an additional 1d10 damage.

Radiga
TP required: 5 or more
Casting Time: 1 action
Range: 100 feet
Duration: Instantaneous
You cause a 10-foot radius section of a surface within range to quake and erupt. This may target a wall and/or ceiling if you choose. Affected targets must make a Dexterity save. On a failed save the target takes 6d6 bludgeoning damage and is knocked prone. If the target is knocked prone while climbing they fall from the wall or ceiling. In addition, the surface becomes difficult terrain. This technic does not harm airborne creatures.
For each additional TP spent the damage increases by 1d6. For every 3 additional TP spent the range is increased by 20 feet and the radius of effect increases by 5 feet.

Damdiga
TP required: 3 or more
Casting Time: 1 action
Range: Self (20-foot cone)
Duration: Instantaneous, see description
You spew a poisonous gas from your Technic focus that quickly dissipates. All affected targets must make a Constitution save. On a failed save, the target takes 2d8 poison damage and is poisoned for 1 hour. On a successful save the target takes half as much damage.
For each additional TP spent the damage increases by 1d8. For every 3 additional TP spent the size of the cone is increased by 5 feet.

Gidiga
TP required: 6 or more
Casting Time: 1 action
Range: Self
Duration: Instantaneous, see description
You cause the ground around you quake and crumble. All creatures adjacent to you must make a Dexterity save. On a failed save the target takes 4d6 damage and is knocked prone. If the target is Medium or smaller it is also restrained by the debris. On a successful save the target takes half as much damage. As an action a restrained target may make a Strength saving throw to free itself. Adjacent creature may also use it's action to free a restrained target without needing to make a Strength save.
For each additional TP spent the initial damage increases by 1d6. If you spend at least 10 TP this spell will also restrain Large targets.

Nosdiga
TP required: 7 or more
Casting Time: 1 action
Range: 80 feet
Duration: Concentration, up to 1 minute
You create a medium size serpent from stone under your control. You can command it with your action. The serpent will defend itself from hostile creatures, but will not seek out foes without your instructions. The serpent has physical stats equal to a Giant Poisonous Snake (MM 327) with the following exceptions.
• It shares your AC and proficiency bonus
• It has a number of Hit Dice equal to your Casting modifier
• It can only perceive what you could, and only out to 30 feet.
• It uses your casting modifier when attacking or grappling instead of it's dexterity, and deals 1d8+ modifier damage
For every 3 additional TP spent you create 1 additional snake up to a maximum of 3 total snakes. You may command them all with a single action.

Support

Dizas
TP required: 5 or more
Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 10 minutes
You shield a creature with a protective screen of photons, which absorb half of the damage dealt by the next 3 non-technic attacks that hit you. If you have resistance to the damage from another source you only take 1/4 of normal damage.
For every 2 additional TP spent the barrier will endure 1 extra hit.


Grants Technics
Attack

Grants
TP required: 7 or more
Casting Time: 1 action
Range: 100 feet
Duration: Instantaneous, see description
You strike a creature within range with countless arrows of light. Make a ranged spell attack. On a hit, you deal 8d10 radiant damage, and force the target to make a Constitution save, or be blinded for 1 minute.
For each additional TP spent you deal an extra 1d10 damage.

Regrant
TP required: 4 or more
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You unleash a brilliant light that tears through your foes. All creatures that you choose within 20 feet of you must make a Wisdom saving throw. On a failed save the target takes 4d12 radiant damage. On a success, the target takes half as much damage. You take 10% of the total damage you deal (rounded down to a minimum of 1). This reflective damage cannot be reduced by resistances or immunities, but can be absorbed by temporary hit points.
For each additional TP spent you deal an extra 1d12 damage.

Support

Resta
TP required: 3 or more
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You use the power of photons to encourage wounds to heal and cells to multiply. You heal yourself for 3d10 points of damage. You may instead to heal all creatures of your choice within 30 feet (including yourself) but each target is only healed for 3d6.
Each additional TP spent increases the healing by 1d10 if used to heal you alone, or 1d6 if used to heal those within range.

Giresta
TP required: 5 or more
Casting Time: 1 action
Range: 30 feet
Duration: 1 minute
You stabilize any creature of your choice within range that is making Death saving throws. The creature is also healed for 3 points of damage at the beginning of its turn for 1 minute.
For each additional TP spent the target heals for an extra point of health every round. For every 3 additional points spent you may affect 1 more creature.

Reverser
TP required: 3 or more
Casting Time: 1 action
Range: Touch
Duration: Instantaneous, see description
You cure the target of any poison in their system, and grant them resistance to poison damage as well as advantage on all saving throws against poisonous effects.
If you spend 6 or more TP you gain the same benefits versus disease, and at 9 TP you also remove lingering technic effects.

Retier
TP required: 3 or more
Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 10 minutes
You sharpen the mind of a creature within range. The target deals 1 extra die of damage with Technic attacks.
For every 2 additional TP you may target 1 additional creature.

Rentis
TP required: 4
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You create a faint sphere of photons with a radius of 10 feet centered on you. Any creature inside the sphere has resistance to damage from technics cast from outside the sphere. If the creature is vulnerable to that particular damage type, they instead take normal damage.

Ryuker
TP required: 7 or more
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You attune your technic focus to your current location. For the next 24 hours you may teleport yourself and 3 other creatures within 10 feet of you back the attuned spot if it is within 50 miles. Once you teleport back you are no longer attuned to that spot. While attuned your maximum TP is temporarily reduced by the amount you spent to cast the technic. For instance, if you have a normal maximum of 107 TP and take a long rest while attuned, you will only have 100 TP at the conclusion of your rest.
For every 2 additional TP spent you may take 1 more creature with you.

Megid Technics
Attack

Megid
TP required: 7 or more
Casting Time: 1 action
Range: 50 feet
Duration: Instantaneous
You conjure an orb of dark energy and send it hurtling toward a creature within range. Make a ranged spell attack roll. On a hit, the target takes 8d10 Necrotic damage and must make a Wisdom save or fall unconscious. The unconscious target makes a Wisdom save at the beginning of each turn to regain consciousness. The target automatically regains consciousness if it takes damage.
For each additional TP spent you deal an extra 1d10 damage.

Ramegid
TP required: 5 or more
Casting Time: 1 action
Range: 80 feet
Duration: Concentration, up to 1 minute
You use dark energy to create a powerful gravity well, centered on a point within range, that makes a cylinder 20 feet high with a 10-foot radius. Any affected creature must make a Strength save. On a failed save the target takes 3d6 necrotic and 3d6 bludgeoning damage, and is knocked prone. On a successful save, the target takes half as much damage. Airborne creatures are pulled to the ground on a failed save and take falling damage as normal. Any creature that enters this field must make a Strength saving throw, as well. Even on a successful save a creature with flight cannot gain altitude, though it can maintain it's current elevation.
For each additional TP spent you increase the necrotic damage dealt by 1d6.



Dammegid
TP required: 4 or more
Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous, see description
A cone of thick, heavy, black gas billows from your technic focus in a direction of your choice. Any affected targets must make a Constitution save. On a failed save the target takes 2d6 necrotic and 2d6 acid damage. In addition, on a failed save the target becomes infected by the gas with a virus. Infected targets take 1d4 necrotic or acid damage (whichever is most harmful) at the end of their turn. The target is entitled to a Constitution save at the beginning of its turn to overcome the virus. The virus is considered a disease for the purposes of recovery.
Every extra TP spent adds 1d6 necrotic damage.

Nosmegid
TP required: 10 or more
Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute
You create a 5 foot diameter sphere of darkness in an unoccupied space within range that lasts for the duration. The sphere absorbs all light in a 20-foot radius and there is only dim light for an additional 20 feet. The caster may see through this darkness as if it were not there. You can move the sphere up to 30 feet as a bonus action on your turn. Any creature that ends it's turn within 5 feet of the sphere must make a Constitution saving throw. The creature takes 10d8 Necrotic damage on a failed save and half as much on a success. You may ram the sphere into a creature, forcing a Constitution save against the orb's damage. If the orb leaves your range, the technic ends.
If you maintain concentration on the sphere, starting on your next turn or anytime thereafter you may cause it to detonate as an action. The sphere must still exist to do this. Upon detonation all targets within 5 feet of the sphere must make a Constitution saving throw. On a failed save the target takes 10d6 necrotic damage, or half as much on a success. In addition, any target that fails it's save has it's movement speed reduced to 0 until the end of it's next turn. The target has disadvantage on this save if you have less than half of your maximum HP remaining.
If struck by an attack technic from the Grants family, both the caster of this technic, and the caster of the Grants technic, make contesting Concentration checks. The loser's technic dissipates harmlessly.
For every additional TP spent the damage of the sphere increases by 1d6 upon detonation, or 1d8 when coming into contact with a creature or when a creature ends it's turn adjacent to it. In addition, in the event of a contested Concentration check against a Grants technic, you gain a +1 bonus to your result.

Megiverse
TP required: 4 or more
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You emit a fearsome darkness that sucks the life from those around you. All creatures within 20 feet of you must make a Constitution saving throw. On a failed save the target takes 4d6 necrotic damage. On a success, the target takes half as much damage. You gain half of the total damage done back in health.
For each additional TP spent you deal an extra 1d6 damage.

Support

Megistar
TP required: 5
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You give up some of your own life force to boost your abilities. By sacrificing 1/3 of your maximum health (rounded up) you gain advantage on all saving throws, but only on 1 per round. You may choose not to use it on the your first save of the round, if you wish.

edit: Technic List added

eleazzaar
2015-04-23, 10:11 AM
Are these supposed to be balanced against each or 5e content is each other? Neither seems to be true.

All except the beasts seem to be notably weaker than 5e races, which even if you don't allow 5e races is relevant if you use the 5e monsters or encounter guidelines.

Basch
2015-04-23, 11:19 AM
For shame, post character limits. It wounds me so!

Classes

Force


Level
Proficiency Bonus
Features
Technic Points


1st
+2
Technic Casting
4


2nd
+2
Technic Adept
6


3rd
+2
Force Specialization
14


4th
+2
Ability Score Improvement
17


5th
+3

27


6th
+3
Specialization Feature
32


7th
+3
Mirage Step (1)
38


8th
+3
Ability Score Improvement
44


9th
+4

57


10th
+4

64


11th
+4
Mirage Step (2)
73


12th
+4
Ability Score Improvement
73


13th
+5

83


14th
+5
Force Specialization
83


15th
+5

94


16th
+5
Ability Score Improvement
94


17th
+6
Mirage Step (3)
107


18th
+6
Specialization Feature
114


19th
+6
Ability Score Improvement
123


20th
+6
Megiddo
133




Force- general tech class
HP: 1d6
Armor: Lineshields, Barriers
Weapons: Crossbow, Daggers, Handgun, Mechguns, Longbow, Rod, Sabers, Spears, Wands
Saving Throws: Intelligence, Wisdom
Skills: 2x Deception, Genetics, Insight, Investigation, Persuasion, Photonics
Equipment: Rod or Wand
Megaline, 2 Monomates, 1 Monofluid, 50 Meseta

1) Technics- At 1st level you learn 2 base-level technics. You also learn the Photon Bolt ability. You learn 1 technic every time you level up. The technic must be one that you can cast at that level. At every 3rd level you may instead choose to learn a Photon Art.
Casting a technic requires spending an amount of TP listed in the technic's description. The maximum number of TP you may spend is equal to 2 plus half your class level (rounded up).
Intelligence is your technic casting ability, because the process of casting a technic requires quick calculations and a sharp mind. You use your Intelligence for setting the DC of your technics, and for making an attack roll with one.
You must have a technic focus equipped in order to cast a technic.

2) Technic Adept- Your practice casting technics is starting to pay off. You can now manipulate photonic energy well enough to cast a technic without a focus in-hand. To do so, you must spend one extra TP. This extra point counts against the maximum amount you may spend on a technic, but does not increase it's potency. You must have at least 1 free hand to cast a technic in this manner.

3) Force Specialization- Beginning at 3rd level, you choose a specialization that reflects your study of technics. You may choose between Fortetecher, Acrotecher, or Master Force. This choice grants you features when you choose it at 3rd level and again at 6th, 14th, and 18th level.

4) When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or 2 ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

7) Mirage Step- Beginning at 7th level, when you are the target of an attack you may attempt a quick escape. As a reaction, you may spend 4 TP to move up to 10' in whichever direction you choose. If the enemy makes an attack roll, they have disadvantage on the roll. If it requires a saving throw, you have advantage on it. You may use this ability once per short rest. Starting at 11th level the number of uses increases to two, and to three uses at 17th level.

20) Meggido- Beginning at level 20, you may supercharge a technic you cast. You must declare you are using this ability before casting the technic. You roll twice as many damage die as normal for the technic's power. In addition, if the technic requires an attack roll you have advantage on the roll. If the technic requires a saving throw, all affected targets have disadvantage. This ability recharges on a long rest.
Fortetecher- versatile tech caster
Weapon Proficiencies gained: Whips
Weapon Proficiencies lost: Mechguns

3) Increased Knowledge- At 3rd level, and every level in which you gain a Fortetecher ability, you also learn one new Technic.

Photon Manipulation- As a bonus action, you may spend 1 TP to change the type of damage done by your weapon to any element you can cast. This effect lasts for 1 hour.

6) Technic Natural- Casting a technic without a focus no longer requires you to spend an extra 1 TP. In addition, you no longer need a free hand to cast a technic. However, you must still be able to move your arms.

14) Photonic Feedback- As an reaction, you may attempt to counterspell and technic or technic-like ability by casting a spell of the opposing element. If you do not have a spell of the opposing element, you may not use this ability. You decide how many points to spend, up to your normal maximum. Both casters make opposing Photonics checks. For every TP spent, add 1 to the result. If you beat your opponent's roll, their technic is dispelled with no effect. In the event of a tie, the technic is cast at base level. This ability is usable a number of times per day equal to your Intelligence modifier (minimum 1).

18) Photon Artist- When you use your Photon Manipulation ability, you may also change the damage done by any creature's weaponry, as long as the method of attack is photonic in nature. A creature is entitled to a Wisdom save to negate the effect on itself. The effect lasts for 1 hour on willing targets, or 10 minutes on an unwilling target.

Acrotecher- support emphasis caster
Weapon Proficiencies gained: Whips
Weapon Proficiencies lost: Longbows, Rods, Spears

3)Nimble Caster- Beginning at 3rd level, as a reaction, you may make an Acrobatics check when you are the target of an attack roll. If your check beats your opponent's attack roll, you take half damage from the attack. This ability is usable a number of times per day equal to your Dexterity modifier (minimum 1). In addition, you gain proficiency in Acrobatics.

Support Focus- Beginning at 3rd level, the base TP cost of support technics is reduced by 1.

6) Quick Thinking- Beginning at 6th level, when you cast a technic, you may cast Photonic bolt as a bonus action. This ability is usable a number of times per day equal to your Intelligence modifier (minimum 1).

Fast movement- Your base movement speed increases by 10 feet.

14) Evasion- You gain Evasion, as the Rogue ability. (PHB 96)

18)Improved Quick Thinking- When you use your Quick Thinking ability you may cast a support technic in place of Photonic Bolt. This technic still requires TP. You may not raise the potency of this technic above it's base strength. The TP spent does not count against the maximum TP you can spend.

Masterforce- attack tech specialist
Weapon Proficiencies gained: None
Weapon Proficiencies lost: Crossbow, Daggers, Handgun, Mechguns, Longbow, Sabers, Spears

3)Powerful Intellect- Beginning at 3rd level, when you cast an attack technic, you may add your Intelligence modifier to the damage done.

Attack Focus- Beginning at 3rd level, the base cost of attack technics is reduced by 1. However, the base cost of support Technics is increased by 2.

6) Elemental Specialization- Beginning at 6th level, you choose one element to become your Elemental Specialization. You gain resistance to this element. In addition, when you cast an attack technic of this element, it does an extra die of damage. The DC of saving throws for attack technics of this element increases by 1.

14) Sculpt Technic- When you cast a technic, as a bonus action you may choose to leave a 5-foot cube unaffected by your technic. This ability is usable a number of times per day equal to your Intelligence modifier (minimum 1). You may expend multiple uses of this ability at once to leave additional cubes unaffected.

18) Photon Overload- This ability requires your bonus action to activate. Any attack technic cast by you has it's base cost reduced by 5 TP. This ability lasts until the start of your next turn.


Hunter


Level
Proficiency Bonus
Features


1st
+2
Fighting Style


2nd
+2
Photon Art


3rd
+2
Hunter Specialization


4th
+2
Ability Score Improvement Photon Art


5th
+3
Extra Attack


6th
+3
Ability Score Improvement Specialization Feature Photon Art


7th
+3
Specialization Feature


8th
+3
Ability Score Improvement Photon Art


9th
+4
Indomitable


10th
+4
Specialization Feature


11th
+4
Extra Attack(2)


12th
+4
Ability Score Improvement Photon Art


13th
+5
Indomitable(2)


14th
+5
Ability Score Improvement Photon Art


15th
+5
Specialization Feature


16th
+5
Ability Score Improvement Photon Art


17th
+6
Indomitable(3)


18th
+6
Specialization Feature


19th
+6
Ability Score Improvement Photon Art


20th
+6
Extra Attack(3)





Hunter- On the frontlines, the strongest warriors put their photonic weaponry to a frighteningly effective use against threats both natural and man-made.

HP: 1d10

Armor: All armors and shields

Weapons: Claws, Daggers, Knuckles, Handguns, Mechguns, Sabers, Spears, Swords

Saving Throws: Strength, Constitution

Skills: 2x Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival

Equipment: Armor or Megaline
1 Striking Weapon and a Shield or 2 Striking weapons
3 Monomates and 100 Meseta



1) Fighting style- You adopt a particular style of fighting as your specialty. You may choose one of the Fighting Styles described under the Fighter class (PHB 72) except for the Archery Style.

2) Photon Art- Starting at 2nd level, you learn 1 Photon Art. This art must be for a weapon you are proficient with. You may learn 1 additional Photon art every time you qualify for an Ability Score Increase or feat.

3) Hunter Specialization- Starting at 3rd level, you choose a Hunter Specialization. Choose between Fortefighter, Acrofighter, or Fighmaster, all detailed below. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

4) When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or 2 ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

5)Extra Attack- Beginning at 5th level, you can attack twice instead of once, whenever you take the attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

If you chose the Acrofighter specialization you gain an additional benefit. Beginning at 11th level, you may make 2 attacks as your bonus action while dual-weapon fighting instead of one.

9) Indomitable- Beginning at 9th level, you can reroll a saving throw that you fail. This reroll may become a Constitution save, if you choose. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.


Subclasses

Fortefighter-
Weapon Proficiencies gained: Axes, Slicers
Weapon Proficiencies lost: Mechguns

3) Weapon Adjustments- Starting at 3rd level you may change the type of damage dealt by 1 of your Striking weapons. At the end of a long rest you may change the damage type to fire, cold, acid, lightning, radiant, or necrotic. This effect lasts 24 hours.

7) Action Surge- Starting at 7th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

10) Additional Fighting Style- At 10th level, you can choose a second option from the Fighting Style class feature.

Additional Photon Art- At 10th level you may learn 1 additional photon art of your choice. This Photon Art must be for a weapon you are proficient with.

15) Focused Assault- As a bonus action, you may choose 1 target within 60 feet. You deal an extra 1d6 damage with each melee attack that damages the target. This effect lasts until you attack another target, or lose line of sight to the target. You may use this ability twice per short rest.

18) Bladed Anchor- Starting at 18th level you may attempt to imbed a melee weapon that deals either slashing or piercing damage into a target. As an action, you make a melee attack roll against a target within range. If the attack connects, you deal weapon damage as normal. In addition, the target is impaled on your weapon. While impaled, the target is affected by the grappled condition, and if the target attacks with a weapon requiring 2 hands, they take disadvantage on the roll. As an action, the target may attempt a Strength saving throw to free themselves. The DC is 8 + Proficiency Bonus + Strength Modifier. On a successful save the target takes weapon damage and is no longer impaled. On a failed save, the target takes weapon damage. You may remove the weapon as an action, ending the effect and dealing normal weapon damage. You may use this ability once per short rest.


Acrofighter-
Weapon Proficiencies gained: Slicers
Weapon Proficiencies lost: Mechguns, Spears, Swords

3) Cunning action- Starting at 3rd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

7) Remarkable Athlete- Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by an amount equal to your Strength modifier.

Fast Movement- Your base movement speed increases by 10 feet.

10) Evasion- Beginning at 10th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a Chaos Bringer's Energy Beam or the Rafoie technic. When you are subjected to an effect that allows a Dexterity saving throw to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

15) Quick Escape- You can be nigh uncatchable if you need to be. As an action, you may grant yourself the effects of freedom of movement until the end of your turn. In addition, your movement speed is doubled and you don't provoke Attacks of Opportunity while the effects last. You may use this ability once per long rest.

18) Elusive- Beginning at 18th level, you are so evasive that attacks rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.


Fighmaster-
Weapon Proficiencies gained: Axes, Double Sabers
Weapon Proficiencies lost: Claws, Daggers, Knuckles, Handguns, Mechguns, Sabers

3) Improved Critical- Beginning when you choose this specialization at 3rd level, your weapon attacks score a critical hit on a roll on 19 or 20.

7) Reckless Attack- Starting at 7th level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during this turn, but all attack rolls against you have advantage until your next turn.

10) Overcharged Blade- As a bonus action, you may temporarily increase the energy output of any Striking weapon with a photonic means of dealing damage (such as a saber or knuckles). This charge lasts 1+ Int Modifier rounds (minimum 1). While your weapon is charged any target with resistance to the damage dealt by your Striking weapon attacks instead takes normal damage, and targets with immunity instead only have resistance.

15) Superior Critical- Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

18) Peak Condition- Starting at 18th level, you may choose to increase the cap on your Strength or Dexterity to a maximum of 24. The corresponding stat is also increased by 4. In addition, as long as you have more than 50% of your maximum hit points remaining you have advantage on all checks related to that stat.


Ranger


Level
Proficiency Bonus
Features


1st
+2
Favored Enemy, Natural Explorer


2nd
+2
Foe Slayer, Photon Art


3rd
+2
Ranger Specialization


4th
+2
Ability Score Improvement, Photon Art


5th
+3
Extra Attack


6th
+3
Favored Enemy and Natural Explorer improvements


7th
+3
Specialization Feature


8th
+3
Ability Score Improvement, Land's Stride, Photon Art


9th
+4
-


10th
+4
Natural Explorer improvement, Target Lock


11th
+4
Specialization Feature


12th
+4
Ability Score Improvement, Photon Art


13th
+5
-


14th
+5
Favored Enemy improvement, Blindsense


15th
+5
Specialization Feature


16th
+5
Ability Score Improvement, Photon Art


17th
+6
-


18th
+6
Cloaking Device


19th
+6
Ability Score Improvement, Photon Art


20th
+6
Dead-Eye




Ranger- ranged combatant class
HP: 1d8
Armor: Barriers, Frames, Lineshields, Shields
Weapons: Daggers, Grenade Launchers, Handguns, Mechguns, Rifles, Sabers, Shotguns, Spears,
Saving Throws: Dexterity, Strength
Skills: 3x Animal Handling, Athletics, Electronics, Insight, Investigation, Nature, Perception, Stealth, Survival
Equipment: Megaline or Frame
Handgun and Shield or Rifle
3 Monomates, 100 meseta
1) Favored enemy- You gain the Favored Enemy ability as the Player's Handbook Ranger (PHB 91)
Natural Explorer- You gain the Natural Explorer ability as the Player's Handbook Ranger (PHB 91). You may choose from 1 additional environment, Manufactured, which includes Space Stations, Bio-Labs, and the like.

2) Foe Slayer- You gain the Foe Slayer ability as the Player's Handbook Ranger (PHB 92)
Photon Art- Starting at 2nd level, you learn 1 Photon Art. This art must be for a weapon you are proficient with. You may learn 1 additional Photon art every time you qualify for an Ability Score Increase or feat.

3)Ranger Specialization- Beginning at 3rd, level you choose a specialization that focuses on certain varieties of ranged photonic firearms. You may choose between Fortegunner, Protranser, or Gunmaster, each detailed below. Your choice grants you additional features at 3rd level, and again at 7th, 11th, and 15th level.

5)Extra Attack- Beginning at 5th level, you can attack twice instead of once, whenever you take the attack action on your turn.

8)Land's Stride- Starting at 8th level, moving through nonmagical and nontechnical difficult terrain costs you no extra movement. You can also pass through nonmagical and nontechnical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

10) Target Lock- Starting at 10th level, as an action, you may choose 1 creature, object, or point within range to focus on. This target cannot be hidden from you unless it has total cover or is invisible to you. In addition, when you attacked a locked target you deal an extra 2d6 damage. Your Target Lock can be removed by the target if it remains invisible to you or has total cover relative to you for 1 minute. The effect also ends if you attack another target and this does not also result in an attack against your your locked target. This ability is usable a number of times per day equal to your Wisdom modifier (minimum 1).


14)Blindsense- Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creatures within 10 feet of you.

18)Cloaking device- Starting at 18th level, you have managed to create a temporary field that distorts light, rendering you invisible. As an action you may activate the device, granting you invisibility as long as you remain still. Moving, taking an action, or anything else that moves you disrupts the field and deactivates the device. The effect lasts for up to 10 minutes. You may use this ability once per short rest.

20)Dead-Eye- Starting at 20th level, your critical hits become brutal shots. Whenever you score a critical hit, you roll three times as many damage dice as usual, instead of two times.


Fortegunner- versatile ranged combatant
Weapon Proficiencies gained: Crossbows, Laser Cannons
Weapon Proficiencies lost: None
3)Call the Shot- As a bonus action, you take aim at an opponents arms or legs. If you hit with your next attack, the opponent has disadvantage on their next attack roll if you aimed at the arms. If you aimed at their legs, on a successful hit their movement speed is halved until the end of their next turn.

7) Evasion- Beginning at 10th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a Chaos Bringer's Energy Beam or the Rafoie technic. When you are subjected to an effect that allows a Dexterity saving throw to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

11)Glorious Rain-Starting at 11th level, as an action, you gain the ability to fire a barrage from any ranged weapon, except for laser cannons and grenade launchers, that sharply arcs downward. Choose a point within 60 feet. The barrage affects a cylinder with a radius of 10 feet and a height of 30 feet. You may make one attack against each target of your choice within the cylinder. If you are wielding two ranged weapons, you may make your each of your attacks with whichever one you choose. On a hit, the target takes weapon damage as normal. This ability may be used once per short rest.

15)Infrared Scanner- Starting at 15th level, you have finished completion of a method to see using infrared. It may be through goggles, optical implants, or any other similar method agreed on by you and the DM. This allows you to see invisible enemies and grants you darkvision, out to 60 feet. This ability lasts up to 10 minutes and recharges on a long rest. Each use consumes a minimum of 1 minute's use of your infrared.



Protranser- Trap-user
Weapon Proficiencies gained: Knuckles, Swords
Weapon Proficiencies lost: None

3)Bonus Proficiencies- Beginning at 3rd level, you gain proficiency in 3 skills of your choice.
Expertise- At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 10th level, you can choose two more skill proficiencies to gain this benefit.

7)Trap Adept- Any trap made or set by by you deals an extra 50% damage (rounded down). In addition, you may set a trap as a bonus action. You also have advantage on checks made to disarm traps.

11)Reliable Talent-By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

15)Trap Master- Your traps now have their damage increased by 100% instead of 50%. You now have advantage on all saves against traps. In addition, any target other than you that must save against your trap has disadvantage on the save.



Gunmaster- heavy artillery specialist
Weapon Proficiencies gained: Laser Cannons
Weapon Proficiencies lost: Daggers, Mechguns, Sabers, Spears

3)Careful Aim- Starting at 3rd level, your attacks from Grenade Launchers and Laser Cannons deal 50% of their normal damage to targets you consider to be friendly.

7) Prepare the Assault- Starting at 7th level, you may use your bonus action to ready yourself for the recoil your weapons produce by taking a bracing stance. This allows you to fire any 2-handed ranged weapon up to it's maximum distance without disadvantage. You also have advantage against any attempts to force you to move, such as the shove action. In addition, while in this stance you may ignore the loading property of Grenade Launchers and Laser Cannons. You may not use this ability on any turn in which you use any of your movement. Your stance lasts until you spend a bonus action to end it, or you are forcibly moved or knocked prone.

11)Satellite Cannon- Starting at 11th level, as an action, you may signal for a ship or satellite in orbit to fire at a point specified by you. The point must be within 150 feet of you. A large photonic blast then rains down from the sky, assaulting everything within 15 feet of the point chosen. All affected creatures must make a Dexterity saving throw. On a failure, the creature takes 5d6 radiant or lightning damage, whichever is more effective. On a success, the damage taken is halved. The affected area also becomes difficult terrain. As the shot rains from the sky, part or all of it may impact terrain features above the intended target. The blast tears effortlessly through things like tree cover, but something such as a cave or reinforced building may prevent the shot impacting. If there isn't an armed ship or satellite in orbit, or you cannot send the signal in some fashion such as a radio signal or via gps, you may not use this ability. This ability may be used once per long rest.

15)Devastation- Starting at 15th level, you have perfected the firepower of your heavy weaponry. Your shotguns now have no limit on the amount of foes you may target as long as they are all within 20 feet of you. Your Grenade Launcher attacks now affect all creatures within 10 feet of the explosion, and deal 100% of normal damage with the explosion against affected creature. In addition, your Laser Cannons beam no longer has a limit on the number of creatures it affects.




Item Overview


Every guild hunter is issued a seemingly innocuous metal ring that is usually worn around the neck or an arm. Your items, along with your unequipped armor, weapons, and traps are stored digitally in this device, which breaks them down to the molecular level and recreates them when you need them. You have space to store 50 items, pieces of equipment, or other similar objects. Two-handed and heavy weapons, and Armors, take 2 spaces in your inventory. Your DM has the final say on anything else that may be carried in that digital space. Each hunter is keyed to their own storage system, but can be broken into with a successful Electronics check. You must be in physical contact the attempt this check.

Antidote- Consuming this fluid will cure most forms of poison instantly.

Antiparalysis- Exposing a paralyzed target to this ointment revitalizes the nervous system and cures most forms of paralysis.

Monofluid- This blue liquid restores a number of TP equal to your level in the Force class.

Difluid- A stronger monofluid. Restores 2 TP for every level you have in the Force Class.

Trifluid- The most powerful type of monofluid. Restores 3 TP for every level you have in the Force class.

Monomate-Ingesting this green fluid accelerates your body's healing process. Restores 2d4+2 HP.

Dimate- A more potent version of a monomate. Restores 4d4+4 HP.

Trimate- The strongest type of monomate. Restores 10d4+10 HP.

Moon Atomizer- Injecting a creature with this serum will stabilize an organic creature that is making death saving throws and revives them with 1 HP. Does not restore HP to targets above 0 HP.

Photon Charger- An extra boost to your weapon's energy processor restores one spent use of a photon art that you can perform with that weapon type.


Only guild hunters are authorized to buy traps. They are small flat mines that are set to a surface, and when activated as an action, camouflage themselves against the surface. They can be detonated remotely as a bonus action or set to go off automatically after a set amount of time. Traps affect all creatures within 5 feet. Trap saving throws are dexterity saves. On a successful save, traps deal half damage.
When you activate a trap, you make an Stealth check to determine the DC to spot the trap. Trap saving throw DCs are equal to your passive Electronics score. The trap may be deactivated if found by making an Electronics check against the saving throw DC of the trap as an action. On a successful save, the trap is deactivated. On a failure, the trap instantly detonates, and the character attempting the check is subject to the traps effects with no save. You have advantage when disarming your own traps.

Traps come in 3 grades of power. Standard traps deal 1d6 damage of their specified type, G traps deal 2d6 damage, and EX traps deal 4d6.
Burn Trap- Deals fire damage and can ignite combustible materials.

Freeze Trap- Deals cold damage. On a failed save, the target is frozen, as the Gibarta technic. The effect ends at the end of the targets next turn.

Pellet Trap- Deals Bludgeoning damage with large metal pellets.

Piercing Trap-Deals Piercing damage with countless needles.

Shock Trap- Deals Lightning damage with an electrical burst.

Sleep Trap- Deals no damage, but puts enemies to sleep for up to 1 minute. The save for this trap is Wisdom based. Affected creatures may spend their action to reattempt the save. Damage ends the effect.

Slicing Trap- Deals Slashing damage by firing small blades.

Stun Trap- The target is stunned for 1 round. The save against this trap is Constitution based.

Virus Trap- The target contracts a virus, which prevents HP recovery until the target uses an antidote or finishes a long rest. The save for this trap is Constitution based.

eleazzaar
2015-04-23, 11:20 AM
I'd love more detailed input and suggestions if you're familiar with the series.

Sorry, not familiar at all.

Alent
2015-04-23, 11:59 AM
I'm watching closely, but it's been just long enough since I played PSU for me to not feel comfortable making suggestions since I barely remember everything. Setting wise, where does this fall in relation to the PSU canon? I notice you don't have Dumans yet, do you have any plans to model that or does this take place prior to Portable 2 Infinity?

As someone who primarily played F. Neuman Acrotecher... it seems absurdly weird to see Neumans without +Dex. (They're fabulous space elves!) Actually, on that thought, it probably wouldn't be too popular around here, but the MMO Phantasy stars have always run gender specific stats on the races. You could model this with 5e's subrace bonus stats. (Just remember the bonus is ABOVE baseline, not a penalty to go below it. You seem to like 3e style penalties, stop that.)

I would suggest looking closely at 5e racial balance, I know CAST Supremacy is pretty much a given from a PSU point of view, but from a tabletop POV balance is better.

Basch
2015-04-23, 01:18 PM
I sadly haven't had the chance to play PSP or PSP2. I read a bit about the Dumans, but not having had the opportunity to use them don't know how their ability works all that well. I may come back to them, however. Have not yet decided exactly where in the canon it will be, I'll look closer into that after I get some of the more mechanical things down. Until then I'll just have my guinea pigs group go with a fairly generic backdrop once I've got something for them to work with.

I hadn't thought about the gender specific stats, I may use those as a way to be done with the penalties to stats. Or maybe making them sort of like humans and variant humans, 2 different stat boost layouts, with the option between what would have been the male or female boosts.

Basch
2015-04-23, 02:02 PM
I messed with the Attribute increases a bit and came up with 2 layouts for each race.

Humans
+1 Con, and +1 to any 2 stats (cannot be used on the same stat twice)
+1Wis, and +1 to any 2 stats (cannot be used on the same stat twice)

Newmans
+2 Int, +1 Dex and Wis
+2 Int, +1 Str and Dex

CASTs
+2 Str, +1 Dex and Int
+2 Str, +1 Con and Int

Beasts
+2 Str and Con
+2 Str, +1 Con and Wis

Any thoughts?

Basch
2015-04-23, 05:57 PM
I've got a rough 1st draft of the weapon types done. I changed the bows slightly from the game to make them more appealing for the Technic users that used them. Let me know what you guys think.





Name
Damage
Properties


Striking Weapons




Saber
1d6 pierce/slash
Versatile (1d8)


Dagger
1d4 piercing or slashing
Finesse, Thrown (20/60)


Claw
1d6 slashing
Finesse


Whip
1d4 Slash
Finesse, Reach


Slicer
1d4 slashing
Finesse, Special


2-Handed




Sword
2d6 Slashing
Heavy


Spear
1d12 Piercing
Finesse, Reach


Axe
1d12 Slashing
Heavy


Ranged Weapons




Handgun
1d4 piercing
Ranged (30/120)


Crossbow
1d6 piercing
Loading, Ranged (30/120)


Mechgun
2d4 piercing
Loading, Ranged (20/60)


2-Handed




Rifle
1d8 Piercing
Ranged (150/600)


Shotgun
1d4 Piercing
Loading, Ranged (20/60), Special


Grenade Launcher
1d10 Bludgeoning and Piercing
Heavy, Loading, Ranged (30/120), Special


Laser Cannon
1d8 Lightning
Heavy, Loading, Ranged (30/120), Special


Technic




Wand
1d6 Bludgeoning
Technic Focus


Two-Handed




Rod
1d8 Bludgeoning
Technic Focus


Longbow
1d8 Piercing
Loading, Ranged (150/600), Special





Weapons are divided into 3 main categories: Striking, Ranged, and Technic. Striking weapons are powerful and focus on melee and short range combat. Ranged weapons often have less attack power, which is made up for with the distance they can cover or the area they affect. Technic weapons, are unique in that they can only be used by characters with the ability to use Technics as a class feature.
These categories can be further broken down into 1-handed or 2-handed weapons. When using a 2-handed weapon or 2 1-handed weapons you may not equip Barriers or Shields.
Striking weapons will always use your Strength modifier in determining damage, but many of them can also use your Dexterity instead. Ranged weapons, unless otherwise noted, will only use your Dexterity. Ranged weapons with the loaded quality will not require ammo, but the time must still be taken to recharge the weapon between shots.

Many weapons have the Special trait. These are unique to each weapon and are described below:

Slicer- This Striking weapon attacks by firing photon blades when swung. These blades will home in and strike up to 3 enemies within a 90 degree cone in front of you, including airborne enemies. They strike the nearest target first, moving to hit the next closest target to you, and so forth. If 2 enemies are of an equal distance for any of these jumps you may choose which one is targeted. This weapon cannot hit the same enemy twice with the same blade. You make 1 attack roll and use the result for each contest against the enemies' AC. When calculating damage roll separately for each target. This weapon can't be wielded with another weapon equipped.

Shotgun- This Ranged weapon fires a spread of photonic rounds in a 90 degree cone in front of you. This weapon targets up to 4 enemies in front of you. You make 1 attack roll and use the result for each contest against the enemies' AC. When calculating damage roll separately for each target. If used to attack an adjacent target it instead does 3d4 +Dex damage to that target and does not affect other enemies.

Grenade Launcher- This Ranged weapon launches a small photonic grenade at an enemy within range. Against a Large or larger enemies pick a 5 foot section of the monster. If the attack hits it does Bludgeoning or Piercing Damage, which ever is more effective. On a successful attack roll your damage against your target as normal. In addition, every target within 5 feet on the explosion takes half as much damage, rounded down.

Laser Cannon- This massive cannon unleashes blasts of energy that travel through foes, possibly hitting those behind. When firing this weapon, choose a straight line to fire it in. The laser hits up to 3 creatures in that line, starting with the closest one. You make 1 attack roll and use the result for each contest against the enemies' AC. When calculating damage roll separately for each target. The beam will continue until it reaches it's maximum range, strikes 3 creatures, or hits an object of medium size or larger that it doesn't destroy. Friendly and neutral targets are not exempt from the laser's path. The beam then dissipates.

Longbow- This weapon is most often used by those with some mastery of Technics. As the bow is drawn it creates an arrow from photonic energy. If you have TP you may spend 1 point as you draw the bow and change the type of damage it will do. You may turn the damage into fire, cold, lightning, thunder, or acid. If you choose, you may spend 2 points instead of 1 and change the damage into radiant or necrotic.


Edit: slicers can't be wielded with another weapon equipped

Basch
2015-04-23, 09:30 PM
I've just finished the first pass at Armors and Shields. Most of it was simple refluffing of the PHB equipment, with the exception of Barriers.



Armor Name
Armor Class
Strength
Stealth


Line Shields





Carline
11+Dex Modifier

Disadv.


Megaline
11+Dex Modifier




Hardline
12+Dex Modifier




Frames





Frame
12+Dex Modifier (max 2)




Soul Frame
13+Dex Modifier (max 2)




Hyper Frame
14+Dex Modifier (max 2)

Disadv.


Shock Frame
14+Dex Modifier (max 2)




Dragon Frame
15+Dex Modifier (max 2)

Disadv.


Armors





Armor
14

Disadv.


Cross Armor
16
Str 13
Disadv.


Grand Armor
17
Str 15
Disadv.


General Armor
18
Str 15
Disadv.


Shields





Barrier
Special




Shield
+2





Armors are divided into 3 categories. Line Shields are photonic energy patterns that are generated and can cover the fabric of most regular clothing. They provide little physical protection, but leave the wearer physically unhindered. Some less effective Line Shields have a glow that has occasionally drawn unwanted attention to Guardians, resulting in minor complications.

Frames are sturdier, combining the theories behind Line Shields with materials more useful for protection. Some of the stronger Frames can cause some minor difficulties with more precise or subtle movements, but many believe the trade-off to be worth it.

Armors provide fantastic protection against enemy assaults. They are made from some of the strongest alloys available. However their weight makes them unreliable for missions requiring stealth, and they take a noticeable amount of strength to wear with any effectiveness.


In addition to Armors there are also 2 types of Shields. They are Shields and Barriers. Shields are the heavier of the 2, normally made from rigid allies combined with the repulsive force of photonic energy overlaying the shield itself. They both require a free hand to equip.

Barriers are much lighter. The physical unit is attached to the arm, and the barrier activates when the user is attacked, throwing a specifically tuned protective field over the bearer. Most of them provide little to no protection against more mundane threats. However they have proven effective at deflecting more unusual assaults such as fire, lightning, or acid.

Special note on Barriers: Only very powerful Barriers increase your AC. A standard Barrier will grant resistance to 1 type of elemental damage such as Fire, Lightning, or Cold. The type of resistance cannot be changed. More advanced Barriers will often resist more than 1 damage type. This only grants resistance to attacks made against you. It does not protect against cold/hot weather and the like.

Basch
2015-04-24, 10:02 AM
I've been trying to think of a way to do the Photon Arts. I'm thinking of just designing them as feats that will grant 2 or 3 different PAs across a couple weapon types, usable so many times per short rest. Items are easy, most will just be potions refluffed as monomates, etc.

The old familiar classes will probably be done last, due to how much time they'll take. In the meantime I'll likely use reskinned PHB classes, a number of which are already pretty close to some PSU classes.

Basch
2015-04-26, 11:17 AM
First draft of Photon Art rules finished. I had to change a few things from the games, due to differing game mechanics, but I'm always up for suggestions.

Photon Arts are powerful abilities unique to each type of weapon. There are 3 categories of Photon Arts; Striking, Bullet, and Technic. They can turn the tide of battle when used well. However, they demand strength from both you and your weapon to perform, making them risky to use repeatedly. Striking and Bullet Photon Arts may each be used 1/short rest without consequence. Each use beyond the first creates a cumulative 10% chance of your weapon breaking. Roll for this after declaring the attack, but before you make your attack roll. The chance of breaking decreases by 20% after finishing a short rest, and resets entirely on completion of a long rest. If your weapon breaks you do not make an attack roll, and your weapon is unusable until it is repaired. In addition, if your weapon breaks you gain 1 level of exhaustion. You may only make use of Photon Arts that you know. When you have the opportunity learn a Photon Art, if you select one that you already know you gain an additional use of that particular Art before you risk damaging your weapon. For instance, if you already know the Photon Art "Over End," if you choose to learn it again you may perform it twice each short rest without the chance of weapon breakage.

Technic Photon Arts work slightly differently. Whenever you make use of a Technic, it requires points from your pool of TP. Technics carry no inherent risk of breaking your weapon, but may not be used if you have insufficient TP remaining. To activate a Technic, you must have a weapon or item with the "Technic Focus" quality. Many technics may be increased in power by spending additional TP.

Basch
2015-05-02, 12:05 AM
Added information on Technics and moved PA info to top. Let me know what you think.

Basch
2015-05-11, 11:46 PM
Finished the first pass at Foie and Barta Technics. I know they're all combat oriented, such is the case with the franchise. When I get farther in I'll probably add some of the older techs like ryuker and hinas that never made it to PSU. Also, it probably wouldn't hurt to bring a few of the more utilitarian spells from 5e into the universe. But I like the idea of making more use of a character's skills and will see how it goes with the standard technics first. I must admit I do like the idea of not having magic be something of a cure-all at higher levels. It gives casters some interesting options, but doesn't overshadow what the hunters and rangers will be able to do.

Foie Technics
Attack
Foie
TP required: 2 or more
Casting Time: 1 action
Range: 80 feet
Duration: Instantaneous
You hurl a ball of fire at a creature or object within range. Make a ranged spell attack roll. On a hit, the target takes 2d12 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
For each additional TP spent the damage increases by 1d12. For every 2 extra TP spent the range increases by 20 feet.


Rafoie
TP required: 5 or more
Casting Time: 1 action
Range: 100 feet
Duration: Instantaneous
You cause the air in a 10-foot radius sphere within range to instantly combust. Each creature inside the sphere must make a Dexterity save. A target takes 6d6 fire damage on a failed save, or half as much on a successful one. The flames spread around corners and ignite flammable objects that are not being worn or carried.
For each additional TP spent the damage increases by 1d6. For every 3 additional TP spent the range is increased by 20 feet and the radius of effect increases by 5 feet.


Damfoie
TP required: 3 or more
Casting Time: 1 action
Range: Self (20-foot cone)
Duration: Instantaneous
A blast of fire erupts from your Technic Focus in a direction you choose. All creatures within the effect must make a Dexterity save. A target takes 2d10 damage damage on a failed save, or half as much on a successful one. The flames ignite flammable objects that are not being worn or carried.
For each additional TP spent the damage increases by 1d10. For every 3 additional TP spent the size of the cone is increased by 5 feet.


Gifoie
TP required: 6 or more
Casting Time: 1 action
Range: Self
Duration: Instantaneous
A burst of flame radiates from you, overwhelming all adjacent creatures. Affected creatures must make a Dexterity save. On a failed save, the creature takes 4d6 fire damage, catches on fire, and is knocked 5 feet away from you. On a successful save, the target does not take damage or ignite, but is still pushed away. A burning creature makes a Constitution save at the beginning of each of it's turns. On a failure the creature takes 1d6 fire damage, on a success the flames are extinguished. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames, the technic ends on that target.
For each additional TP spent the initial damage increases by 1d6. If you spend at least 10 TP this spell pushes the target 10 feet away instead of 5.

Support
Shifta
TP required: 3 or more
Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 10 minutes
You imbue a creature with the strength of fire, increasing their physical prowess. The target does an extra 1d6 damage with each melee or ranged physical attack.
For every 4 additional TP spent, the damage increases by 1d6.

Jellen
TP required: 4 or more
Casting Time: 1 action
Range: 60 feet
Duration: 1 minute
You cause a target creatures muscles and joints to burn with fatigue. The target must make a Strength save. On a failed save the target receives disadvantage on the first melee or ranged physical attack it makes each turn. On a successful save the target resists the effects of the technic and the effect ends for that creature. The target may reattempt the save once at the beginning of each of its turns.
For every 3 additional TP you spend you may affect 1 additional creature within range.

Barta Technics
Attack

Barta
TP required: 3 or more
Casting Time: 1 action
Range: Self (20-foot line)
Duration: Instantaneous
You conjure a blast of ice that rushes forward. All affected creatures must make a Constitution save. On a failed save the target takes 4d8 cold damage and has it's movement speed halved until the end of it's next turn. On a successful save, the creature takes half as much damage and it's movement speed is unchanged.
For each additional TP spent the damage increases by 1d8. For every 3 additional TP spent the line's length is increased by 5 feet.

Rabarta
TP required: 6 or more
Casting Time: 1 action
Range: 100 feet
Duration: Instantaneous
You cause a 10-foot radius sphere within range to suffer a severe and violent temperature drop. All affected creatures must make a Constitution save. On a failed save, the target takes 7d6 damage, or half as much on a successful save. In addition, the terrain becomes coated with a thick layer of ice. Any creature that enters the area, or when a creature starts it's turn in the area, must make a DC 10 Acrobatics check or fall prone. The ice persists for a number of rounds equal to your casting modifier.
For each additional TP spent the damage increases by 1d6. For every 3 additional TP spent radius of effect increases by 5 feet.

Dambarta
TP required: 4 or more
Casting Time: 1 action
Range: Self (20-foot cone)
Duration: Instantaneous
Your Technic Focus emits a hail of ice and cold in a direction of your choosing. All affected targets must make a Reflex save. On a failed save, the target takes 3d6 cold damage and 2d6 piercing damage. On a successful save the target takes half as much damage.
For each additional TP spent the cold damage increases by 1d6. For every 3 additional TP spent the size of the cone is increased by 5 feet.

Gibarta
TP required: 7 or more
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You erupt in a burst of ice and sleet. All adjacent creatures must make a Constitution save. On a failed save, the target takes 8d8 cold damage and is frozen solid. On a success, the target takes half as much damage and is not frozen. A frozen target suffers the same effects as a petrified target. At the start of each of it's turns, or when it takes damage, the target makes a Strength saving throw to break free of the ice. If this saving throw is the result of being attacked, the target has advantage on the save.
For every additional TP spent, the damage increases by 1d8.

Support

Deband
TP required: 3 or more
Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 10 minutes
You boost the resilience of your allies with a fine layer of protective photons. Choose one creature within range. The target gains resistance to Bludgeoning, Piercing, and Slashing damage.
For every 2 extra TP spent you may target one additional creature.

Zalure
TP required: 4 or more
Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute
You cause a layer of photons to gather on the target, which cause your weapons to be drawn to them and your strikes more likely to land. The target must make a Wisdom save. On a failed save, all physical ranged and melee attacks have advantage against the target.
Every 3 additional TP spent allows you to target 1 additional creature within range.

Basch
2015-05-13, 06:31 PM
I've finished the first go around of the other technics. Eager for thoughts on them. Photon Arts will probably be next on my to do list.


Zonde Technics

Attack

Zonde
TP required: 3 or more
Casting Time: 1 action
Range: Self (20-foot line)
Duration: Instantaneous
You send a forth a small bolt of lightning that pierces through creatures. Make 1 attack roll, the result is used for each affected enemy's AC contest. You have advantage on the roll against any foe that has a predominately metal surface (such as androids, creatures wearing metal armors or frames, etc.) CASTs are considered to be non-metallic in regards to this spell, unless already in metal armor. The target takes 3d10 lightning damage on a successful hit. Any creatures hit must make Constitution save or be incapacitated until the end of it's next turn. Creatures resistant or immune to lightning damage automatically succeed on this save.
Every additional TP spent increases the damage done by 1d10. Every 3 additional TP spent increases the size of the line by 5 feet.

Razonde
TP required: 6 or more
Casting Time: 1 action
Range: 100 feet
Duration: Instantaneous
You cause a bolt of lightning to strike a target from above, this bolt then chains to all creatures within 10 feet of the original target. All affected targets must make a Dexterity save. On a failed save, the target takes 7d6 lightning damage and can't take reactions until the end of it's next turn. On a succesful save, the target takes half as much damage and maintains it's ability to take reactions. Metallic creatures (as described in the Zonde technic) have disadvantage on the save.
For each additional TP spent the damage increases by 1d6. For every 3 additional TP spent radius of effect increases by 5 feet.

Gizonde
TP required: 7 or more
Casting Time: 1 action
Range: Self
Duration: Instantaneous, up to 1 minute
An orb of lightning appears above you and fires bolts at any adjacent targets of your choice. All affected targets must make a Dexterity save. On a failed save the target takes 7d6 lightning damage and is paralyzed for one minute. On a success the target takes half as much damage and is not paralyzed. Metallic creatures (as described in the Zonde technic) have disadvantage on the save. A paralyzed target makes a Wisdom save at the beginning of each of it's turns. On a success the condition ends for that creature. If touched by another creature, the paralyzed target's body sends out a jolt of electricty, dealing 2d6 lightning damage to the creature that touched it, and curing the paralyzed condition.
For every additional TP spent the damage dealt by you increases by 1d6, as does the damage dealt by touching a paralyzed target.

Noszonde
TP required: 10 or more
Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute
You create a 5 foot diameter sphere of lightning in an unoccupied space within range that lasts for the duration. The sphere sheds a 20-foot radius of bright light and dim light for an additional 20 feet. You can move the sphere up to 30 feet as a bonus action on your turn. Any creature that ends it's turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 10d8 damage on a failed save and half as much on a success. Metallic creatures (as described in the Zonde technic) have disadvantage on the save. You may ram the sphere into a creature, forcing a Reflex save against the orb's damage. If the orb leaves your range, the technic ends.
If you maintain concentration on the sphere, starting on your next turn or anytime thereafter you may cause it to detonate as an action. The sphere must still exist to do this. Upon detonation all targets within 5 feet of the sphere must make a Dexterity saving throw. On a failed save the target takes 12d6 lightning damage, or half as much on a success. Metallic creatures (as described in the Zonde technic) have disadvantage on the save.
If struck by an attack technic from the Diga family, both the caster of this technic, and the caster of the Diga technic, make contesting Concentration checks. The loser's technic dissipates harmlessly.
For every additional TP spent the damage of the sphere increases by 1d6 upon detonation, or 1d8 when coming into contact with a creature or when a creature ends it's turn adjacent to it. In addition, in the event of a contested Concentration check against a Diga technic, you gain a +1 bonus to your result.
Support

Zodial
TP required: 3 or more
Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 10 minutes
You boost a target creature's speed and reflexes. The target's base movement speed increases by 10 feet, and the target has advantage on Dexterity saving throws.
For every 2 additional TP spent you may target 1 additional creature within range.

Zoldeel
TP required: 4 or more
Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute
You cause a creature within range to slow down. The target's base movement speed decreases by 10 feet, and the target had disadvantage on Dexterity saving throws.
For every 3 additional TP spent you may target 1 additional creature


Diga Technics
Attack

Diga
TP required: 2 or more
Casting Time: 1 action
Range: 80 feet
Duration: Instantaneous
You conjure a solid mass (rock, metal, and the like) and launch it forward at a creature within range. Make a ranged spell attack roll. On a hit the target takes 2d10 bludgeoning damage and must make a Wisdom save. On a failed save, the target is silenced until the end of it's next turn.
For every additional TP spent the target takes an additional 1d10 damage.

Radiga
TP required: 5 or more
Casting Time: 1 action
Range: 100 feet
Duration: Instantaneous
You cause a 10-foot radius section of a surface within range to quake and erupt. This may target a wall and/or ceiling if you choose. Affected targets must make a Dexterity save. On a failed save the target takes 6d6 bludgeoning damage and is knocked prone. If the target is knocked prone while climbing they fall from the wall or ceiling. In addition, the surface becomes difficult terrain. This technic does not harm airborne creatures.
For each additional TP spent the damage increases by 1d6. For every 3 additional TP spent the range is increased by 20 feet and the radius of effect increases by 5 feet.

Damdiga
TP required: 3 or more
Casting Time: 1 action
Range: Self (20-foot cone)
Duration: Instantaneous, see description
You spew a poisonous gas from your Technic focus that quickly dissipates. All affected targets must make a Constitution save. On a failed save, the target takes 2d8 poison damage and is poisoned for 1 hour. On a successful save the target takes half as much damage.
For each additional TP spent the damage increases by 1d8. For every 3 additional TP spent the size of the cone is increased by 5 feet.

Gidiga
TP required: 6 or more
Casting Time: 1 action
Range: Self
Duration: Instantaneous, see description
You cause the ground around you quake and crumble. All creatures adjacent to you must make a Dexterity save. On a failed save the target takes 4d6 damage and is knocked prone. If the target is Medium or smaller it is also restrained by the debris. On a successful save the target takes half as much damage. As an action a restrained target may make a Strength saving throw to free itself. Adjacent creature may also use it's action to free a restrained target without needing to make a Strength save.
For each additional TP spent the initial damage increases by 1d6. If you spend at least 10 TP this spell will also restrain Large targets.

Nosdiga
TP required: 7 or more
Casting Time: 1 action
Range: 80 feet
Duration: Concentration, up to 1 minute
You create a medium size serpent from stone under your control. You can command it with your action. The serpent will defend itself from hostile creatures, but will not seek out foes without your instructions. The serpent has physical stats equal to a Giant Poisonous Snake (MM 327) with the following exceptions.
• It shares your AC and proficiency bonus
• It has a number of Hit Dice equal to your Casting modifier
• It can only perceive what you could, and only out to 30 feet.
• It uses your casting modifier when attacking or grappling instead of it's dexterity, and deals 1d8+ modifier damage
For every 3 additional TP spent you create 1 additional snake up to a maximum of 3 total snakes. You may command them all with a single action.

Support

Dizas
TP required: 5 or more
Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 10 minutes
You shield a creature with a protective screen of photons, which absorb half of the damage dealt by the next 3 non-technic attacks that hit you. If you have resistance to the damage from another source you only take 1/4 of normal damage.
For every 2 additional TP spent the barrier will endure 1 extra hit.


Grants Technics
Attack

Grants
TP required: 7 or more
Casting Time: 1 action
Range: 100 feet
Duration: Instantaneous, see description
You strike a creature within range with countless arrows of light. Make a ranged spell attack. On a hit, you deal 8d10 radiant damage, and force the target to make a Constitution save, or be blinded for 1 minute.
For each additional TP spent you deal an extra 1d10 damage.

Regrant
TP required: 4 or more
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You unleash a brilliant light that tears through your foes. All creatures that you choose within 20 feet of you must make a Wisdom saving throw. On a failed save the target takes 4d12 radiant damage. On a success, the target takes half as much damage. You take 10% of the total damage you deal (rounded down to a minimum of 1). This reflective damage cannot be reduced by resistances or immunities, but can be absorbed by temporary hit points.
For each additional TP spent you deal an extra 1d12 damage.

Support

Resta
TP required: 3 or more
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You use the power of photons to encourage wounds to heal and cells to multiply. You heal yourself for 3d10 points of damage. You may instead to heal all creatures of your choice within 30 feet (including yourself) but each target is only healed for 3d6.
Each additional TP spent increases the healing by 1d10 if used to heal you alone, or 1d6 if used to heal those within range.

Giresta
TP required: 5 or more
Casting Time: 1 action
Range: 30 feet
Duration: 1 minute
You stabilize any creature of your choice within range that is making Death saving throws. The creature is also healed for 3 points of damage at the beginning of its turn for 1 minute.
For each additional TP spent the target heals for an extra point of health every round. For every 3 additional points spent you may affect 1 more creature.

Reverser
TP required: 3 or more
Casting Time: 1 action
Range: Touch
Duration: Instantaneous, see description
You cure the target of any poison in their system, and grant them resistance to poison damage as well as advantage on all saving throws against poisonous effects.
If you spend 6 or more TP you gain the same benefits versus disease, and at 9 TP you also remove lingering technic effects.

Retier
TP required: 3 or more
Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 10 minutes
You sharpen the mind of a creature within range. The target deals 1 extra die of damage with Technic attacks.
For every 2 additional TP you may target 1 additional creature.

Rentis
TP required: 4
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You create a faint sphere of photons with a radius of 10 feet centered on you. Any creature inside the sphere has resistance to damage from technics cast from outside the sphere. If the creature is vulnerable to that particular damage type, they instead take normal damage.

Ryuker
TP required: 7 or more
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You attune your technic focus to your current location. For the next 24 hours you may teleport yourself and 3 other creatures within 10 feet of you back the attuned spot if it is within 50 miles. Once you teleport back you are no longer attuned to that spot. While attuned your maximum TP is temporarily reduced by the amount you spent to cast the technic. For instance, if you have a normal maximum of 107 TP and take a long rest while attuned, you will only have 100 TP at the conclusion of your rest.
For every 2 additional TP spent you may take 1 more creature with you.

Megid Technics
Attack

Megid
TP required: 7 or more
Casting Time: 1 action
Range: 50 feet
Duration: Instantaneous
You conjure an orb of dark energy and send it hurtling toward a creature within range. Make a ranged spell attack roll. On a hit, the target takes 8d10 Necrotic damage and must make a Wisdom save or fall unconscious. The unconscious target makes a Wisdom save at the beginning of each turn to regain consciousness. The target automatically regains consciousness if it takes damage.
For each additional TP spent you deal an extra 1d10 damage.

Ramegid
TP required: 5 or more
Casting Time: 1 action
Range: 80 feet
Duration: Concentration, up to 1 minute
You use dark energy to create a powerful gravity well, centered on a point within range, that makes a cylinder 20 feet high with a 10-foot radius. Any affected creature must make a Strength save. On a failed save the target takes 3d6 necrotic and 3d6 bludgeoning damage, and is knocked prone. On a successful save, the target takes half as much damage. Airborne creatures are pulled to the ground on a failed save and take falling damage as normal. Any creature that enters this field must make a Strength saving throw, as well. Even on a successful save a creature with flight cannot gain altitude, though it can maintain it's current elevation.
For each additional TP spent you increase the necrotic damage dealt by 1d6.



Dammegid
TP required: 4 or more
Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous, see description
A cone of thick, heavy, black gas billows from your technic focus in a direction of your choice. Any affected targets must make a Constitution save. On a failed save the target takes 2d6 necrotic and 2d6 acid damage. In addition, on a failed save the target becomes infected by the gas with a virus. Infected targets take 1d4 necrotic or acid damage (whichever is most harmful) at the end of their turn. The target is entitled to a Constitution save at the beginning of its turn to overcome the virus. The virus is considered a disease for the purposes of recovery.
Every extra TP spent adds 1d6 necrotic damage.

Nosmegid
TP required: 10 or more
Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute
You create a 5 foot diameter sphere of darkness in an unoccupied space within range that lasts for the duration. The sphere absorbs all light in a 20-foot radius and there is only dim light for an additional 20 feet. The caster may see through this darkness as if it were not there. You can move the sphere up to 30 feet as a bonus action on your turn. Any creature that ends it's turn within 5 feet of the sphere must make a Constitution saving throw. The creature takes 10d8 Necrotic damage on a failed save and half as much on a success. You may ram the sphere into a creature, forcing a Constitution save against the orb's damage. If the orb leaves your range, the technic ends.
If you maintain concentration on the sphere, starting on your next turn or anytime thereafter you may cause it to detonate as an action. The sphere must still exist to do this. Upon detonation all targets within 5 feet of the sphere must make a Constitution saving throw. On a failed save the target takes 10d6 necrotic damage, or half as much on a success. In addition, any target that fails it's save has it's movement speed reduced to 0 until the end of it's next turn. The target has disadvantage on this save if you have less than half of your maximum HP remaining.
If struck by an attack technic from the Grants family, both the caster of this technic, and the caster of the Grants technic, make contesting Concentration checks. The loser's technic dissipates harmlessly.
For every additional TP spent the damage of the sphere increases by 1d6 upon detonation, or 1d8 when coming into contact with a creature or when a creature ends it's turn adjacent to it. In addition, in the event of a contested Concentration check against a Grants technic, you gain a +1 bonus to your result.

Megiverse
TP required: 4 or more
Casting Time: 1 action
Range: Self
Duration: Instantaneous
You emit a fearsome darkness that sucks the life from those around you. All creatures within 20 feet of you must make a Constitution saving throw. On a failed save the target takes 4d6 necrotic damage. On a success, the target takes half as much damage. You gain half of the total damage done back in health.
For each additional TP spent you deal an extra 1d6 damage.

Support

Megistar
TP required: 5
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour
You give up some of your own life force to boost your abilities. By sacrificing 1/3 of your maximum health (rounded up) you gain advantage on all saving throws, but only on 1 per round. You may choose not to use it on the your first save of the round, if you wish.

danzibr
2015-05-14, 01:42 PM
It's a pity this isn't getting more love.

I see you said, `` I've decided to start with the PSO/PSU setting and go from there.'' Well, I've played I-IV several times, love 'em. Haven't played the newer ones at all (though I want to someday). If the go-from-there bit you said is related to the old games, I can be of service.

Basch
2015-05-14, 02:21 PM
Ideally after I get the photon arts and first run of classes done I'll probably start looking at adding in material for the older ones. Although thinking about it, it looks like with the exception of photon arts, most of the material could be used almost as-is. Maybe a few more races, and possibly an Esper class. Might not be too bad :) When I get to that point I'll have to hit you up for assistance.

Basch
2015-05-15, 12:39 AM
First round of Photon Arts are finished. Striking ones are done, bullet ones coming soon.

Photon Arts
Photon Arts listed under a category of "Twin" (i.e. Twin Sabers) require you to have one of that type of weapon equipped in each hand. You must be proficient with a weapon to learn a corresponding Photon Art. You may not perform more than 1 Photon Art per turn.
Striking Arts
Any saves triggered by a Striking Art are determined using your Strength. If the weapon type has the finesse quality you may use your Dexterity in place of your Strength. Unless otherwise noted you may perform a Striking Art in place of one of your standard attacks.

Axes
Anga Dugrega- A forward charge that can evolve to add further attacks afterward. You may move up to 5 feet as part of this attack. This movement does not provoke an Attack of Opportunity. In addition, if this attack hits you have advantage on your next attack against this target if made before the end of your next turn.
Anga Redda- A quick combination attack in a rush of energy, to hit more enemies at once. For all attacks until the end of your turn, you may target 2 creatures with each standard attack as long as they are adjacent to each other.
Anga Jabroga- A jumping attack that hits surrounding enemies with a giant explosion. This attack takes your action. Make an Athletics check as part of this attack. You deal an extra 1d6 damage for every 5 points of your Athletics check (rounded down). If this attack lands and deals any extra damage, all creatures adjacent to the target must make a Dexterity save or take half as much damage.

Claws
Shousen Totsuzan-ga- Rotates the claw to pierce the enemy. If this attack hits the enemy makes a Constitution saving throw. On a failed save, the target bleeds for 1d6 damage at the end of each of it's turns. The target may reattempt the save at the beginning of each turn to end the bleeding. Technic healing also ends this effect. Your claw deals piercing damage with this attack.
Senten Kanzan-ga- Confuses enemies with bold movements. If this attack hits, the target has disadvantage on all attacks against you until the end of it's next turn.
Bukuu Saien-zan- Puts the reactor in overdrive to attack all surrounding enemies. As an action, you may make an attack against any adjacent creatures you wish.

Twin Claws
Bukuu Rensen-ga- Leaps into the air and releases a flurry of hits. You have advantage on all attacks made until the beginning of your next turn.
Renzan Seidan-ga- A series of high-speed, thrusting attacks. Make an attack with each claw as one of your standard attacks. If either of these attacks hits, the enemy makes a Constitution saving throw for each successful strike. On a failed save, the target bleeds for 1d6 damage at the end of each of it's turns. This effect stacks with itself. The target may reattempt the save at the beginning of each turn to end the bleeding. Technic healing also ends this effect. Your claws deals piercing damage with this attack.
Rensan Senshou-ga- Uses a series of attacks and the nano transformer in the claws to hit enemies. Every enemy you hit until the end of your turn must make a Strength save or be knocked 5 feet away and prone.
Chuei Jitotsushin- A series of deadly attacks from above. The critical threat range for all attacks made by you until the end of your next turn is 18-20.
Daggers

Buten Shuren-zan- Attacks multiple enemies with amazing speed. For all attacks until the end of your turn, you may target 2 creatures with each standard attack as long as they are adjacent to each other.
Shunbu Shouren-zan- A series of attacks too fast for any counterattack. Until the end of your next turn, any creature you successfully hit must make a Wisdom saving throw. On a failed save, the target cannot take reactions until the end of it's next turn.
Hikai Shuha-zan- Gets in close for a high-speed, spinning attack. As an action, you may make an attack against any adjacent creatures you wish.
Twin Daggers
Renkai Buyou-zan- A spinning attack that slashes at surrounding enemies. As an action, you may make two attacks, one with each dagger, against any adjacent creatures you wish.
Moubu Seiren-zan- A ferocious dance of blades that leave the target with no time to counterattack. Until the end of your next turn, any creature you successfully hit cannot take reactions until the end of it's next turn.
Hishou Jinren-zan- Puts the reactors in overdrive for a series of upward attacks. Every attack you land increases the size of the damage die you roll until the start of your next turn (up to a maximum of 1d12). For instance, if you damage a target with your first attack, the next attack made by you would deal 1d6+modifier on a successful hit.
Renga Chujin-shou- Rains blades from the sky in a dance of death. You may move over, through, and past hostile creatures without provoking Attacks of Opportunity until the end of your next turn.

Twin Knuckles
Bogga Danga- A quick combination attack that hits multiple enemies in quick succession. As an action, you may make two attacks, one with each knuckle, against any adjacent creatures you wish.

Bogga Zubba- A forward thrust with the right knuckle that can penetrate a group of enemies. As an action, you throw a single punch that moves you 15 feet forward. Any creature you move through takes damage without the need for an attack roll. In addition, affected creatures must make a Dexterity save or be knocked 10 feet away from you. You may choose which direction they are pushed
Bogga Robado- Puts the reactor in overdrive to blow away surrounding enemies. As an action, you force all adjacent creatures to make a Constitution save. On a failed save, the target takes normal weapon damage and is pushed 10 feet away and knocked prone. On a successful save, the target takes half as much damage.

Sabers
Rising Strike- A quick pair of slashes that knocks enemies upward. When taking the attack action, as a bonus action you make 1 attack roll. On a hit the target is knocked prone and takes normal weapon damage.
Gravity Strike- A quick pair of slashes. Coose one creature within range. You may make 2 attacks against that creature as a bonus action.
Spinning Strike¬- An acrobatic series of attacks. Make an Athletics check as part of this attack. You deal an extra 1d6 damage for every 5 points of your Acrobatics check (rounded down).
Double Sabers
Spiral Dance- A flurry of blows that can hit multiple enemies. For all attacks until the end of your turn, you may target 2 creatures with each standard attack as long as they are adjacent to each other.
Tornado Dance- A powerful, tornado-like forward charge. As an action, you whirl your weapon around and dive forward 15 feet. You may make an attack against any creature you were adjacent to during this movement, dealing weapon damage as normal on a hit. This movement does not provoke Attacks of Opportunity.
Absolute Dance- Starts with a strong blow, then follows with flowing strikes. The first attack you make this round deals an extra die of damage. In addition, all attacks made by you against the first target have advantage until the end of your turn.
Twin Sabers
Rising Crush- A series of upward and spinning attacks. Every attack you land increases the size of the damage die you roll until the start of your next turn (up to a maximum of 1d12). For instance, if you damage a target with your first attack, the next attack made by you would deal 1d8+modifier on a successful hit.
Assault Crush- A combination of slashes and a thrust that make for a powerful attack. You must declare that you are using this Photon Art before taking your action. All of your attacks must target the same creature. Attack as normal. Your last attack deals piercing damage, and an extra 1d4 piercing damage is dealt for every attack of yours that connected this turn. An attack made using your bonus action can add damage as well.
Splendor Crush- A powerful attack with two blades. As an action, make one attack with each weapon against a single target. Each attack deals 200% normal damage. In addition, enemy hit has disadvantage on it's next attack.
Cross Hurricane- Uses blinding speed to prevent any counterattack. Until the end of your next turn, any creature you successfully hit cannot take reactions until the end of it's next turn.
Slicers
Chikki Kyoren-jin- Boosts reactor output to focus maximum power in a giant blade. You launch a massive blade that attacks all creatures in a 50-foot line. Make a single attack roll to be used against each creature in the line. On a successful hit, the target takes 1d8+modifier damage.
Choutou Kantsu-jin- Uses quick movements to attack multiple enemies from both sides. You throw out 2 blades that tear through a 20-foot cube. Make 2 attack rolls to be used against each creature in the cube. Each successful hit deals normal weapon damage.
Spears
Dus Daggas- A quick succession of attacks that can hit multiple enemies. For all attacks until the end of your turn, you may target 2 creatures with each standard attack as long as they are adjacent to each other.
Dus Robado- Uses the whole body to swing the weapon to hit surrounding enemies. You make 1 attack against all adjacent targets.
Dus Majarra - Imbues the weapon with photon energy, thrusting it forward to attack enemies. You gain an extra 5 feet to you attack range until the star of your next turn. in addition, your damage dice always deal at least 1/2 damage (rounded down). For example, if you rolled a3 on your Spear's damage, it would instead deal 6 damage, in addition to any other modifiers.
Sword
Tornado Break- Hits multiple surrounding enemies with a horizontal slashing attack. You make 1 attack against all adjacent targets.
Spinning Break- A spinning attack from above. If the attack lands, and target is large or smaller, you may choose to land on the opposite side of the target. This movement does not provoke an Attack of Opportunity.
Over End- Focuses a powerful attack on a single target. If this attack lands, it deals 200% of normal damage. This includes static modifiers such as your Strength modifier, as well as extra damage dice such as poison or a critical hit.
Whips

Visshi Grudda- Ups reactor output to boost the whip's reach and strike all surrounding enemies. As an action, you make 1 attack against all creatures of your choice within 15 feet. This attack deals normal weapon damage.
Vivi Danga- Ups reactor output to boost the whip's reach and strike multiple enemies. You attack all creatures in a 15-foot cone.

Basch
2015-05-17, 11:30 PM
I have a first run at the Bullet Arts finished. Time to start on the toughest part, the classes. Haven't decided on Force or Hunter first, though.

Bullet Photon Arts
The saving throws against Bullet Photon Arts are calculated using your Dexterity. Many 1-hand bullet arts can be used while dual-wielding, as long as the weapons are of the same type. If such an art normally gives you a single attack, you may make one attack with each weapon.

Universal

Photonic Converter- (must be taken individually for each weapon type) You recalibrate the charge in your Ranged weapon, changing the way the photons interact with the environment. Choose one of the following damage types: fire, lightning, cold, acid, radiant, or necrotic. Your attacks with this weapon deal this type of damage for a number of rounds equal to your intelligence modifier (minimum of 1). This damage overrides damage types specified in other photon art descriptions.



Crossbow

Electro Dart- You fire a special photon bolt that attacks the creatures nervous system. This bolt does lightning damage. If this attack hits the target must make a Wisdom save. On a failed save the target is paralyzed. The target my reattempt this save at the beginning of each of it's turns to recover from the paralysis. Robotic creatures (excluding CASTs) have disadvantage on the save if they are not resistant or immune to lightning damage.

Explosive Bolt- You overcharge the next bolt, destabilizing it significantly. Make an attack roll. If you hit, the bolt explodes on the target dealing weapon damage to the target. In addition, all creatures within 10 feet of the bolt's impact must make a Dexterity save (including the original target). On a failed save, the creature takes 1d12 bludgeoning damage. On a successful save, the damage is halved.

Toxic Bolt- You ready caustic photon bolt to attack a creature's immune system. The next bolt you fire does 2d6 acid and poison damage, whichever is more effective.



Grenade Launcher

Crush Bomb- You alter the next grenade's photonic composition, concentrating it's blast zone and creating an implosion. Choose a target within range. Make a single attack against this target. On a hit, the target takes a number of d12 force damage equal to your proficiency bonus and is restrained by the implosion until the end of it's next turn.

Wild Blow- You fire a deadly, supercharged photon grenade. Choose a point within range. All creatures within 20 feet of that spot must make a Dexterity save. Targets with cover relative to the explosion have advantage on the save. On a failed save, the target takes a number of d8 bludgeoning damage equal to your proficiency bonus. On a successful save, the damage is halved.

Crazy Leap- You use the force of the explosion to launch yourself a short distance. You must target a creature or point within 5 feet. You roll your attack and damage to targets as normal with one exception. You do not take damage, and the force of the explosion propels you up to 15' away from the point of detonation. This movement does not provoke attacks of opportunity.



Handgun

Quick Draw-You draw your weapon and fire with one swift motion. When you are attacked you may, as a reaction, make one attack against your attack if they are within range. This attack occurs before your the target's.

Flame Hit- You cause the photons in your gun to become super heated. Until the beginning of your next turn, all shots fired by you do an extra 1d6 fire damage.

Thriller Combo- You open fire, concentrating on a single creature. All attacks until the end of your turn must be made against the same target. Every attack you land increases the size of the damage die you roll until the start of your next turn (up to a maximum of 1d12). For instance, if you damage a target with your first attack, the next attack made by you would deal 1d6+modifier on a successful hit. If wielding 2 handguns, you may make 2 attacks with your off-hand weapon.



Laser Cannon

Sector Line-You sweep the laser as you fire, hitting multiple targets. Every creature in a 30-foot cone must make a Dexterity save. On a failed save, the target takes damage as normal. On a success, the target takes half damage.

Bio-Panic- You fire a stream of caustic, sickening acid. Make an attack roll against a target creature. This attack does 2d8 acid damage plus your usual modifiers. If the attack hits, the target makes a Constitution save. On a failed save, the target is blinded and poisoned. On a success the target is poisoned until the end of it's next turn. A target may reattempt the save at the start of each of it's turns to recover from the blindness and poison.

Divine Ray- You discharge a brilliant ray of light. Make your attack as normal. Any creature struck by the ray take 1d12 + modifiers radiant damage and are blinded until the end of their next turn. Any creature within 10 feet of you must make a Constitution save. On a failed save the creature is blinded until the end of it's next turn.



Mech Gun

Cool Style- Your showmanship comes through as you pull of a risky or flashy assault. You make weapon attacks as normal. Any creature within 30 feet of you that was not hit by you must make a Wisdom save or be charmed by you for 1 minute. This effect uses your Charisma for the save against charm rather than your Dexterity.

Spinning Death- You unload a deadly barrage on everything around you. You make one attack against all creatures within 15' of you, dealing weapon damage as normal.

Acro-Step- You focus on avoidance and footwork. Until the start of your next turn, all attack rolls against you have disadvantage. In addition, you gain the benefits of the Freedom of Movement (PHB 244) and may freely move through Hostile creatures until the start of your next turn.



Rifle

Wipeout- You take a quick barrage of shots at a group of targets. As an action, Choose a 10-foot radius sphere within range. You may make an attack against any targets you wish in the sphere. Any targets hit are knocked prone (no save). Any flying creatures held aloft by wings, jets, or other physical means fall up to 60 feet, taking fall damage as normal if they fall to the ground.

Hollow Swipe- You take careful aim at a target's vital spots. As an action, you make one attack against a target you can see within range. This attack deals 200% of normal damage. In addition, the critical range for this attack is 18-20.

Mine Sneak- You place a small, remote-detonated mine on the target. Make a Sleight of Hand check contested by your target's Perception check. On a success, you place the mine without the target noticing. On a failure, you are caught and may not attempt this art on the same target again for 24 hours. However, the art is not considered used, and you may attempt this on a different target. You may detonate the mine at any time (even during another creature's turn). Upon detonation, the target takes a number of d10 fire damage equal to your proficiency bonus (no save). Any creature adjacent to the target must make a Dexterity save. On a failed save, the creature takes full damage, and on a success they take half.



Shotgun

Supercharge- You overload the weapon, firing just before it goes critical. You fire a massive ball of photonic energy that endangers all creatures in a 30-foot line. Each effected creature must make a Dexterity save. On a failed save the target takes 3d12 Piercing damage. On a success, the damage is halved.

Both Barrels- You temporarily disable your weapon's limiter, pushing the firing rate to the limit. Until the start of your next turn, you ignore the Loading quality on this weapon. In addition, you may make one attack as a bonus action while this effect lasts.

Sonic Blast- You emit a high-frequency wave of sound. All creatures in a 15-foot cone originating from you in a direction of your choosing must make a Constitution save. On a failed save, the target takes 4d6 thunder damage and is deafened for 1 minute. On a success, the target takes half as much damage.

Basch
2015-05-22, 12:46 AM
I've finished the first go at the force class. I know the abilities are combat focused, but that's the way of the franchise. The classes in general are pretty capable of the same things with their combat methods and chosen skills setting them apart. I based it off of the sorcerer as far as when it gets abilities. And the new skills are setting specific. Genetics is used in identifying unnatural living creatures such as Dimenians or Chaos Sorcerers, and photonics takes the place of Knowledge Arcana. The loss of proficiencies is more of a hold over from Phantasy Star Universe And is something that I would say depends on how close you want the tabletop to be to the game's original rules. I'll personally use them in my game, but won't begrudge anyone who dislikes them.

Force


Level
Proficiency Bonus
Features
Technic Points


1st
+2
Technic Casting
4


2nd
+2
Technic Adept
6


3rd
+2
Force Specialization
14


4th
+2
Ability Score Improvement
17


5th
+3

27


6th
+3
Specialization Feature
32


7th
+3
Mirage Step (1)
38


8th
+3
Ability Score Improvement
44


9th
+4

57


10th
+4

64


11th
+4
Mirage Step (2)
73


12th
+4
Ability Score Improvement
73


13th
+5

83


14th
+5
Force Specialization
83


15th
+5

94


16th
+5
Ability Score Improvement
94


17th
+6
Mirage Step (3)
107


18th
+6
Specialization Feature
114


19th
+6
Ability Score Improvement
123


20th
+6
Megiddo
133




Force- general tech class
HP: 1d6
Armor: Lineshields, Barriers
Weapons: Crossbow, Daggers, Handgun, Mechguns, Longbow, Rod, Sabers, Spears, Wands
Saving Throws: Intelligence, Wisdom
Skills: 2x Deception, Genetics, Insight, Investigation, Persuasion, Photonics
Equipment: Rod or Wand
Megaline, 2 Monomates, 1 Monofluid, 50 Meseta

1) Technics- At 1st level you learn 2 base-level technics. You also learn the Photon Bolt ability. You learn 1 technic every time you level up. The technic must be one that you can cast at that level. At every 3rd level you may instead choose to learn a Photon Art.
Casting a technic requires spending an amount of TP listed in the technic's description. The maximum number of TP you may spend is equal to 2 plus half your class level (rounded up).
Intelligence is your technic casting ability, because the process of casting a technic requires quick calculations and a sharp mind. You use your Intelligence for setting the DC of your technics, and for making an attack roll with one.
You must have a technic focus equipped in order to cast a technic.

2) Technic Adept- Your practice casting technics is starting to pay off. You can now manipulate photonic energy well enough to cast a technic without a focus in-hand. To do so, you must spend one extra TP. This extra point counts against the maximum amount you may spend on a technic, but does not increase it's potency. You must have at least 1 free hand to cast a technic in this manner.

3) Force Specialization- Beginning at 3rd level, you choose a specialization that reflects your study of technics. You may choose between Fortetecher, Acrotecher, or Master Force. This choice grants you features when you choose it at 3rd level and again at 6th, 14th, and 18th level.

4) When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or 2 ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

7) Mirage Step- Beginning at 7th level, when you are the target of an attack you may attempt a quick escape. As a reaction, you may spend 4 TP to move up to 10' in whichever direction you choose. If the enemy makes an attack roll, they have disadvantage on the roll. If it requires a saving throw, you have advantage on it. You may use this ability once per short rest. Starting at 11th level the number of uses increases to two, and to three uses at 17th level.

20) Meggido- Beginning at level 20, you may supercharge a technic you cast. You must declare you are using this ability before casting the technic. You roll twice as many damage die as normal for the technic's power. In addition, if the technic requires an attack roll you have advantage on the roll. If the technic requires a saving throw, all affected targets have disadvantage. This ability recharges on a long rest.
Fortetecher- versatile tech caster
Weapon Proficiencies gained: Whips
Weapon Proficiencies lost: Mechguns

3) Increased Knowledge- At 3rd level, and every level in which you gain a Fortetecher ability, you also learn one new Technic.

Photon Manipulation- As a bonus action, you may spend 1 TP to change the type of damage done by your weapon to any element you can cast. This effect lasts for 1 hour.

6) Technic Natural- Casting a technic without a focus no longer requires you to spend an extra 1 TP. In addition, you no longer need a free hand to cast a technic. However, you must still be able to move your arms.

14) Photonic Feedback- As an reaction, you may attempt to counterspell and technic or technic-like ability by casting a spell of the opposing element. If you do not have a spell of the opposing element, you may not use this ability. You decide how many points to spend, up to your normal maximum. Both casters make opposing Photonics checks. For every TP spent, add 1 to the result. If you beat your opponent's roll, their technic is dispelled with no effect. In the event of a tie, the technic is cast at base level. This ability is usable a number of times per day equal to your Intelligence modifier (minimum 1).

18) Photon Artist- When you use your Photon Manipulation ability, you may also change the damage done by any creature's weaponry, as long as the method of attack is photonic in nature. A creature is entitled to a Wisdom save to negate the effect on itself. The effect lasts for 1 hour on willing targets, or 10 minutes on an unwilling target.

Acrotecher- support emphasis caster
Weapon Proficiencies gained: Whips
Weapon Proficiencies lost: Longbows, Rods, Spears

3)Nimble Caster- Beginning at 3rd level, as a reaction, you may make an Acrobatics check when you are the target of an attack roll. If your check beats your opponent's attack roll, you take half damage from the attack. This ability is usable a number of times per day equal to your Dexterity modifier (minimum 1). In addition, you gain proficiency in Acrobatics.

Support Focus- Beginning at 3rd level, the base TP cost of support technics is reduced by 1.

6) Quick Thinking- Beginning at 6th level, when you cast a technic, you may cast Photonic bolt as a bonus action. This ability is usable a number of times per day equal to your Intelligence modifier (minimum 1).

Fast movement- Your base movement speed increases by 10 feet.

14) Evasion- You gain Evasion, as the Rogue ability. (PHB 96)

18)Improved Quick Thinking- When you use your Quick Thinking ability you may cast a support technic in place of Photonic Bolt. This technic still requires TP. You may not raise the potency of this technic above it's base strength. The TP spent does not count against the maximum TP you can spend.

Masterforce- attack tech specialist
Weapon Proficiencies gained: None
Weapon Proficiencies lost: Crossbow, Daggers, Handgun, Mechguns, Longbow, Sabers, Spears

3)Powerful Intellect- Beginning at 3rd level, when you cast an attack technic, you may add your Intelligence modifier to the damage done.

Attack Focus- Beginning at 3rd level, the base cost of attack technics is reduced by 1. However, the base cost of support Technics is increased by 2.

6) Elemental Specialization- Beginning at 6th level, you choose one element to become your Elemental Specialization. You gain resistance to this element. In addition, when you cast an attack technic of this element, it does an extra die of damage. The DC of saving throws for attack technics of this element increases by 1.

14) Sculpt Technic- When you cast a technic, as a bonus action you may choose to leave a 5-foot cube unaffected by your technic. This ability is usable a number of times per day equal to your Intelligence modifier (minimum 1). You may expend multiple uses of this ability at once to leave additional cubes unaffected.

18) Photon Overload- This ability requires your bonus action to activate. Any attack technic cast by you has it's base cost reduced by 5 TP. This ability lasts until the start of your next turn.

Basch
2015-07-30, 12:14 AM
It's been a while since I've taken the time to work on this, but I've finished a go at the Hunter class. It uses the Fighter's chassis, with some abilities from other classes and some of my own tossed into the subclasses.



Hunter


Level
Proficiency Bonus
Features


1st
+2
Fighting Style


2nd
+2
Photon Art


3rd
+2
Hunter Specialization


4th
+2
Ability Score Improvement Photon Art


5th
+3
Extra Attack


6th
+3
Ability Score Improvement Specialization Feature Photon Art


7th
+3
Specialization Feature


8th
+3
Ability Score Improvement Photon Art


9th
+4
Indomitable


10th
+4
Specialization Feature


11th
+4
Extra Attack(2)


12th
+4
Ability Score Improvement Photon Art


13th
+5
Indomitable(2)


14th
+5
Ability Score Improvement Photon Art


15th
+5
Specialization Feature


16th
+5
Ability Score Improvement Photon Art


17th
+6
Indomitable(3)


18th
+6
Specialization Feature


19th
+6
Ability Score Improvement Photon Art


20th
+6
Extra Attack(3)





Hunter- On the frontlines, the strongest warriors put their photonic weaponry to a frighteningly effective use against threats both natural and man-made.

HP: 1d10

Armor: All armors and shields

Weapons: Claws, Daggers, Knuckles, Handguns, Mechguns, Sabers, Spears, Swords

Saving Throws: Strength, Constitution

Skills: 2x Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival

Equipment: Armor or Megaline
1 Striking Weapon and a Shield or 2 Striking weapons
3 Monomates and 100 Meseta



1) Fighting style- You adopt a particular style of fighting as your specialty. You may choose one of the Fighting Styles described under the Fighter class (PHB 72) except for the Archery Style.

2) Photon Art- Starting at 2nd level, you learn 1 Photon Art. This art must be for a weapon you are proficient with. You may learn 1 additional Photon art every time you qualify for an Ability Score Increase or feat.

3) Hunter Specialization- Starting at 3rd level, you choose a Hunter Specialization. Choose between Fortefighter, Acrofighter, or Fighmaster, all detailed below. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

4) When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or 2 ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

5)Extra Attack- Beginning at 5th level, you can attack twice instead of once, whenever you take the attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

If you chose the Acrofighter specialization you gain an additional benefit. Beginning at 11th level, you may make 2 attacks as your bonus action while dual-weapon fighting instead of one.

9) Indomitable- Beginning at 9th level, you can reroll a saving throw that you fail. This reroll may become a Constitution save, if you choose. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.


Subclasses

Fortefighter-
Weapon Proficiencies gained: Axes, Slicers
Weapon Proficiencies lost: Mechguns

3) Weapon Adjustments- Starting at 3rd level you may change the type of damage dealt by 1 of your Striking weapons. At the end of a long rest you may change the damage type to fire, cold, acid, lightning, radiant, or necrotic. This effect lasts 24 hours.

7) Action Surge- Starting at 7th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

10) Additional Fighting Style- At 10th level, you can choose a second option from the Fighting Style class feature.

Additional Photon Art- At 10th level you may learn 1 additional photon art of your choice. This Photon Art must be for a weapon you are proficient with.

15) Focused Assault- As a bonus action, you may choose 1 target within 60 feet. You deal an extra 1d6 damage with each melee attack that damages the target. This effect lasts until you attack another target, or lose line of sight to the target. You may use this ability twice per short rest.

18) Bladed Anchor- Starting at 18th level you may attempt to imbed a melee weapon that deals either slashing or piercing damage into a target. As an action, you make a melee attack roll against a target within range. If the attack connects, you deal weapon damage as normal. In addition, the target is impaled on your weapon. While impaled, the target is affected by the grappled condition, and if the target attacks with a weapon requiring 2 hands, they take disadvantage on the roll. As an action, the target may attempt a Strength saving throw to free themselves. The DC is 8 + Proficiency Bonus + Strength Modifier. On a successful save the target takes weapon damage and is no longer impaled. On a failed save, the target takes weapon damage. You may remove the weapon as an action, ending the effect and dealing normal weapon damage. You may use this ability once per short rest.


Acrofighter-
Weapon Proficiencies gained: Slicers
Weapon Proficiencies lost: Mechguns, Spears, Swords

3) Cunning action- Starting at 3rd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

7) Remarkable Athlete- Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by an amount equal to your Strength modifier.

Fast Movement- Your base movement speed increases by 10 feet.

10) Evasion- Beginning at 10th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a Chaos Bringer's Energy Beam or the Rafoie technic. When you are subjected to an effect that allows a Dexterity saving throw to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

15) Quick Escape- You can be nigh uncatchable if you need to be. As an action, you may grant yourself the effects of freedom of movement until the end of your turn. In addition, your movement speed is doubled and you don't provoke Attacks of Opportunity while the effects last. You may use this ability once per long rest.

18) Elusive- Beginning at 18th level, you are so evasive that attacks rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.


Fighmaster-
Weapon Proficiencies gained: Axes, Double Sabers
Weapon Proficiencies lost: Claws, Daggers, Knuckles, Handguns, Mechguns, Sabers

3) Improved Critical- Beginning when you choose this specialization at 3rd level, your weapon attacks score a critical hit on a roll on 19 or 20.

7) Reckless Attack- Starting at 7th level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during this turn, but all attack rolls against you have advantage until your next turn.

10) Overcharged Blade- As a bonus action, you may temporarily increase the energy output of any Striking weapon with a photonic means of dealing damage (such as a saber or knuckles). This charge lasts 1+ Int Modifier rounds (minimum 1). While your weapon is charged any target with resistance to the damage dealt by your Striking weapon attacks instead takes normal damage, and targets with immunity instead only have resistance.

15) Superior Critical- Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

18) Peak Condition- Starting at 18th level, you may choose to increase the cap on your Strength or Dexterity to a maximum of 24. The corresponding stat is also increased by 4. In addition, as long as you have more than 50% of your maximum hit points remaining you have advantage on all checks related to that stat.

Basch
2015-08-18, 01:20 PM
I got a first go of the Ranger class done. I based it on the 5e ranger. Next are traps and other items. Afterwards it's all monsters. Any input is welcome.


Ranger


Level
Proficiency Bonus
Features


1st
+2
Favored Enemy, Natural Explorer


2nd
+2
Foe Slayer, Photon Art


3rd
+2
Ranger Specialization


4th
+2
Ability Score Improvement, Photon Art


5th
+3
Extra Attack


6th
+3
Favored Enemy and Natural Explorer improvements


7th
+3
Specialization Feature


8th
+3
Ability Score Improvement, Land's Stride, Photon Art


9th
+4
-


10th
+4
Natural Explorer improvement, Target Lock


11th
+4
Specialization Feature


12th
+4
Ability Score Improvement, Photon Art


13th
+5
-


14th
+5
Favored Enemy improvement, Blindsense


15th
+5
Specialization Feature


16th
+5
Ability Score Improvement, Photon Art


17th
+6
-


18th
+6
Cloaking Device


19th
+6
Ability Score Improvement, Photon Art


20th
+6
Dead-Eye




Ranger- ranged combatant class
HP: 1d8
Armor: Barriers, Frames, Lineshields, Shields
Weapons: Daggers, Grenade Launchers, Handguns, Mechguns, Rifles, Sabers, Shotguns, Spears,
Saving Throws: Dexterity, Strength
Skills: 3x Animal Handling, Athletics, Electronics, Insight, Investigation, Nature, Perception, Stealth, Survival
Equipment: Megaline or Frame
Handgun and Shield or Rifle
3 Monomates, 100 meseta
1) Favored enemy- You gain the Favored Enemy ability as the Player's Handbook Ranger (PHB 91)
Natural Explorer- You gain the Natural Explorer ability as the Player's Handbook Ranger (PHB 91). You may choose from 1 additional environment, Manufactured, which includes Space Stations, Bio-Labs, and the like.

2) Foe Slayer- You gain the Foe Slayer ability as the Player's Handbook Ranger (PHB 92)
Photon Art- Starting at 2nd level, you learn 1 Photon Art. This art must be for a weapon you are proficient with. You may learn 1 additional Photon art every time you qualify for an Ability Score Increase or feat.

3)Ranger Specialization- Beginning at 3rd, level you choose a specialization that focuses on certain varieties of ranged photonic firearms. You may choose between Fortegunner, Protranser, or Gunmaster, each detailed below. Your choice grants you additional features at 3rd level, and again at 7th, 11th, and 15th level.

5)Extra Attack- Beginning at 5th level, you can attack twice instead of once, whenever you take the attack action on your turn.

8)Land's Stride- Starting at 8th level, moving through nonmagical and nontechnical difficult terrain costs you no extra movement. You can also pass through nonmagical and nontechnical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

10) Target Lock- Starting at 10th level, as an action, you may choose 1 creature, object, or point within range to focus on. This target cannot be hidden from you unless it has total cover or is invisible to you. In addition, when you attacked a locked target you deal an extra 2d6 damage. Your Target Lock can be removed by the target if it remains invisible to you or has total cover relative to you for 1 minute. The effect also ends if you attack another target and this does not also result in an attack against your your locked target. This ability is usable a number of times per day equal to your Wisdom modifier (minimum 1).


14)Blindsense- Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creatures within 10 feet of you.

18)Cloaking device- Starting at 18th level, you have managed to create a temporary field that distorts light, rendering you invisible. As an action you may activate the device, granting you invisibility as long as you remain still. Moving, taking an action, or anything else that moves you disrupts the field and deactivates the device. The effect lasts for up to 10 minutes. You may use this ability once per short rest.

20)Dead-Eye- Starting at 20th level, your critical hits become brutal shots. Whenever you score a critical hit, you roll three times as many damage dice as usual, instead of two times.


Fortegunner- versatile ranged combatant
Weapon Proficiencies gained: Crossbows, Laser Cannons
Weapon Proficiencies lost: None
3)Call the Shot- As a bonus action, you take aim at an opponents arms or legs. If you hit with your next attack, the opponent has disadvantage on their next attack roll if you aimed at the arms. If you aimed at their legs, on a successful hit their movement speed is halved until the end of their next turn.

7) Evasion- Beginning at 10th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a Chaos Bringer's Energy Beam or the Rafoie technic. When you are subjected to an effect that allows a Dexterity saving throw to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

11)Glorious Rain-Starting at 11th level, as an action, you gain the ability to fire a barrage from any ranged weapon, except for laser cannons and grenade launchers, that sharply arcs downward. Choose a point within 60 feet. The barrage affects a cylinder with a radius of 10 feet and a height of 30 feet. You may make one attack against each target of your choice within the cylinder. If you are wielding two ranged weapons, you may make your each of your attacks with whichever one you choose. On a hit, the target takes weapon damage as normal. This ability may be used once per short rest.

15)Infrared Scanner- Starting at 15th level, you have finished completion of a method to see using infrared. It may be through goggles, optical implants, or any other similar method agreed on by you and the DM. This allows you to see invisible enemies and grants you darkvision, out to 60 feet. This ability lasts up to 10 minutes and recharges on a long rest. Each use consumes a minimum of 1 minute's use of your infrared.



Protranser- Trap-user
Weapon Proficiencies gained: Knuckles, Swords
Weapon Proficiencies lost: None

3)Bonus Proficiencies- Beginning at 3rd level, you gain proficiency in 3 skills of your choice.
Expertise- At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 10th level, you can choose two more skill proficiencies to gain this benefit.

7)Trap Adept- Any trap made or set by by you deals an extra 50% damage (rounded down). In addition, you may set a trap as a bonus action. You also have advantage on checks made to disarm traps.

11)Reliable Talent-By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

15)Trap Master- Your traps now have their damage increased by 100% instead of 50%. You now have advantage on all saves against traps. In addition, any target other than you that must save against your trap has disadvantage on the save.



Gunmaster- heavy artillery specialist
Weapon Proficiencies gained: Laser Cannons
Weapon Proficiencies lost: Daggers, Mechguns, Sabers, Spears

3)Careful Aim- Starting at 3rd level, your attacks from Grenade Launchers and Laser Cannons deal 50% of their normal damage to targets you consider to be friendly.

7) Prepare the Assault- Starting at 7th level, you may use your bonus action to ready yourself for the recoil your weapons produce by taking a bracing stance. This allows you to fire any 2-handed ranged weapon up to it's maximum distance without disadvantage. You also have advantage against any attempts to force you to move, such as the shove action. In addition, while in this stance you may ignore the loading property of Grenade Launchers and Laser Cannons. You may not use this ability on any turn in which you use any of your movement. Your stance lasts until you spend a bonus action to end it, or you are forcibly moved or knocked prone.

11)Satellite Cannon- Starting at 11th level, as an action, you may signal for a ship or satellite in orbit to fire at a point specified by you. The point must be within 150 feet of you. A large photonic blast then rains down from the sky, assaulting everything within 15 feet of the point chosen. All affected creatures must make a Dexterity saving throw. On a failure, the creature takes 5d6 radiant or lightning damage, whichever is more effective. On a success, the damage taken is halved. The affected area also becomes difficult terrain. As the shot rains from the sky, part or all of it may impact terrain features above the intended target. The blast tears effortlessly through things like tree cover, but something such as a cave or reinforced building may prevent the shot impacting. If there isn't an armed ship or satellite in orbit, or you cannot send the signal in some fashion such as a radio signal or via gps, you may not use this ability. This ability may be used once per long rest.

15)Devastation- Starting at 15th level, you have perfected the firepower of your heavy weaponry. Your shotguns now have no limit on the amount of foes you may target as long as they are all within 20 feet of you. Your Grenade Launcher attacks now affect all creatures within 10 feet of the explosion, and deal 100% of normal damage with the explosion against affected creature. In addition, your Laser Cannons beam no longer has a limit on the number of creatures it affects.

Basch
2015-08-19, 10:50 PM
Basic setting specific items and traps are done. I'll probably add more items, but these should be enough for most regular games. Probably gonna start on monsters and some special weapons.


Every guild hunter is issued a seemingly innocuous metal ring that is usually worn around the neck or an arm. Your items, along with your unequipped armor, weapons, and traps are stored digitally in this device, which breaks them down to the molecular level and recreates them when you need them. You have space to store 50 items, pieces of equipment, or other similar objects. Two-handed and heavy weapons, and Armors, take 2 spaces in your inventory. Your DM has the final say on anything else that may be carried in that digital space. Each hunter is keyed to their own storage system, but can be broken into with a successful Electronics check. You must be in physical contact the attempt this check.

Antidote- Consuming this fluid will cure most forms of poison instantly.

Antiparalysis- Exposing a paralyzed target to this ointment revitalizes the nervous system and cures most forms of paralysis.

Monofluid- This blue liquid restores a number of TP equal to your level in the Force class.

Difluid- A stronger monofluid. Restores 2 TP for every level you have in the Force Class.

Trifluid- The most powerful type of monofluid. Restores 3 TP for every level you have in the Force class.

Monomate-Ingesting this green fluid accelerates your body's healing process. Restores 2d4+2 HP.

Dimate- A more potent version of a monomate. Restores 4d4+4 HP.

Trimate- The strongest type of monomate. Restores 10d4+10 HP.

Moon Atomizer- Injecting a creature with this serum will stabilize an organic creature that is making death saving throws and revives them with 1 HP. Does not restore HP to targets above 0 HP.

Photon Charger- An extra boost to your weapon's energy processor restores one spent use of a photon art that you can perform with that weapon type.


Only guild hunters are authorized to buy traps. They are small flat mines that are set to a surface, and when activated as an action, camouflage themselves against the surface. They can be detonated remotely as a bonus action or set to go off automatically after a set amount of time. Traps affect all creatures within 5 feet. Trap saving throws are dexterity saves. On a successful save, traps deal half damage.
When you activate a trap, you make an Stealth check to determine the DC to spot the trap. Trap saving throw DCs are equal to your passive Electronics score. The trap may be deactivated if found by making an Electronics check against the saving throw DC of the trap as an action. On a successful save, the trap is deactivated. On a failure, the trap instantly detonates, and the character attempting the check is subject to the traps effects with no save. You have advantage when disarming your own traps.

Traps come in 3 grades of power. Standard traps deal 1d6 damage of their specified type, G traps deal 2d6 damage, and EX traps deal 4d6.
Burn Trap- Deals fire damage and can ignite combustible materials.

Freeze Trap- Deals cold damage. On a failed save, the target is frozen, as the Gibarta technic. The effect ends at the end of the targets next turn.

Pellet Trap- Deals Bludgeoning damage with large metal pellets.

Piercing Trap-Deals Piercing damage with countless needles.

Shock Trap- Deals Lightning damage with an electrical burst.

Sleep Trap- Deals no damage, but puts enemies to sleep for up to 1 minute. The save for this trap is Wisdom based. Affected creatures may spend their action to reattempt the save. Damage ends the effect.

Slicing Trap- Deals Slashing damage by firing small blades.

Stun Trap- The target is stunned for 1 round. The save against this trap is Constitution based.

Virus Trap- The target contracts a virus, which prevents HP recovery until the target uses an antidote or finishes a long rest. The save for this trap is Constitution based.