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Temotei
2015-09-11, 04:44 PM
A Study in Beige

Welcome to Base Class Contest number thirty! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!



1. You will be creating an original base class based around a theme of discovery; anything is possible, from a schoolhouse student to an explorer to a detective, so have fun with it! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. Submissions are due by 23:59 Central Standard Time (USA/Canada) on October 25th November 3rd, and should be submitted in the format shown in the next post or in another way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.


3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified--no exceptions.


4. Everyone is allowed only one entry per contest.


5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?367530-Base-Class-Challenge-Chat-Thread-IV-All-Your-Base-Class-Are-Belong-to-Us). Feel free to discuss each other's creations, give critique, or talk about what you think of this contest, but entries (and nothing else) belong in this challenge thread.

Go!

Discover!

Temotei
2015-09-11, 04:45 PM
Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

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

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an optional image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

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

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor with which your class is proficient!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Jormengand
2015-09-12, 05:04 AM
Inventions

http://fc09.deviantart.net/fs70/f/2013/317/6/3/beastiary_4___clockwork_mage_by_damie_m-d6u5w59.jpg
Clockwork mage by damie m
"Welcome to my creation. Welcome to my machine. Welcome to the game"


Herein lies the magical technology that runs our world. Herein lie the inventions that power our future. Herein lie the secrets that form our dreams. I hope to show you a world in which you can have technology, without having to calculate the tiniest of details. I hope to show you a dream in which you have the power to reach the stars.

Here there is science, and there is also magic. It is up to you to decide which is which.



Inventions are a simple magitech system, allowing you to create a magitech character capable of doing a large number of things without having to calculate the particulars of each one. They allow for the creation of any number of different characters, and even worlds. But enough of the introductions... they're not what you're here to see. May I proudly present:


The Inventor

http://fc04.deviantart.net/fs70/f/2010/221/d/5/Inventor_by_LeeSmith.jpg
Inventor by LeeSmith
"Necessity is the mother of invention and I am the father of necessity."

Invention is the pillar upon which whole worlds have been built. An inventor is someone who is busy creating the solution of which others mourn the lack, who looks at a problem and is already wondering how it might be solved.

Adventures: An adventure is a creative problem and requires a creative solution. An inventor lives for creative solution.

Characteristics: Augmentation, Demolition, Dynamics, Mesmerism, Repulsion and Robotics provide six different approaches of which an inventor can take three. This allows an inventor to choose their own destiny.

Alignment: Any. Invention can be done with good or ill intent, with sobriety or with excess.

Religion: Inventors tend to worship deities who either represent the mechanical, or the aspects which the inventor uses (for example, a god of travel would be a good fit for a dynamics specialist).

Background: Inventors generally start out their lives as the type of child who is always desperately keen to figure out how things work, and take that desire on to start making creations of their own.

Races: A lithe elfin war-droid is a worthy invention, but so is a large, clanking goblin juggernaut, even if the bits don't always stick together and he can't remember for the life of him which lever does what. Nearly any race can produce inventors.

Other Classes: Inventors may see themselves as in competition with spellcasters, or they may ally with them. Whatever the case, their allies are always grateful for a chance to try out the inventor's latest toy, especially if it goes boom a bit louder than the last one.

Role: Inventors can choose their own role or roles to suit the needs of the party.

Adaptation: Invention might be an art form, a cult, a long-forgotten technique, the pride of a city or region, or something that a few people just simply do, and no-one really ever thought to question it.



Level
BAB
Fort
Ref
Will
Special


1st
+0
+0
+0
+2
First Discipline Inventions (1st)


2nd
+1
+0
+0
+3
Second Discipline Inventions (1st)


3rd
+2
+1
+1
+3
First Discipline Inventions (2nd)


4th
+3
+1
+1
+4
Third Discipline Inventions (1st)


5th
+3
+1
+1
+4
First Discipline Inventions (3rd)


6th
+4
+2
+2
+5
Second Discipline Inventions (2nd)


7th
+5
+2
+2
+5
First Discipline Inventions (4th)


8th
+6/+1
+2
+2
+6
Third Discipline Inventions (2nd)


9th
+6/+1
+3
+3
+6
First Discipline Inventions (5th)


10th
+7/+2
+3
+3
+7
Second Discipline Inventions (3rd)


11th
+8/+3
+3
+3
+7
First Discipline Inventions (6th)


12th
+9/+4
+4
+4
+8
Third Discipline Inventions (3rd)


13th
+9/+4
+4
+4
+8
First Discipline Inventions (7th)


14th
+10/+5
+4
+4
+9
Second Discipline Inventions (4th)


15th
+11/+6/+1
+5
+5
+9
First Discipline Inventions (8th)


16th
+12/+7/+2
+5
+5
+10
Third Discipline Inventions (4th)


17th
+12/+7/+2
+5
+5
+10
First Discipline Inventions (9th)


18th
+13/+8/+3
+6
+6
+11
Second Discipline Inventions (5th)


19th
+14/+9/+4
+6
+6
+11
First Discipline Inventions (10th)


20th
+15/+10/+5
+6
+6
+12
Third Discipline Inventions (5th)


Alignment: Any
Hit Die: 1d8

Class Skills:
The class skills of the inventor (and the key ability for each skill) are Appraise (Int), Craft (Int), Concentration (Con), Decipher Script (Int), Forgery (Int), Gather Information (Cha), Knowledge (All skills, taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier

Weapon and armour proficiency
Inventors are proficient with simple weapons and with all inventions, whether they be weapon, armour or shield.

Inventions (Su)
An inventor can invent inventions from three different disciplines of the six available, which are as follows:

Augmentation is the empowerment of the existing to make it stronger. Whether this is a weapon or a creature, the results are an object or being which works far better than the original through the sufficient application of technology.
Demolition is blowing things up. Whether your preferred weapon is fire, blazing streams of lead or even a big hammer, demolition is the destruction of your enemies in style.
Dynamics is the way in which inventors move things. Whether simple floating platforms, teleporting missiles, or giant spaceships of doom, electrodynamics is your go-to.
Mesmerism is the stuff of dreams and nightmares, or whatever you choose, because it allows you to control minds. Telepathic communicators to literal mind control devices are all the devices of mesmerism, as are illusion generators.
Repulsion is the rejection of other, lesser works. It allows you to protect yourself and your allies from those who would oppose you, and from anything else that might befall them. It also allows you to repair those who are harmed by others' foolishness.
Robotics is the creation of constructs to do your bidding, from the smallest of nanobots to clockwork dragons. Robots serve you in all sorts of different tasks, whether it be in combat, repair, or making more inventions.

You can produce inventions from the invention lists when you have the correct discipline levels, which are given on Table: The Inventor. For example, a 10th level Demolisher/Augmenter/Mesmer can invent 5th-level demolition inventions, 3rd-level augmentation inventions and 2nd-level mesmerism inventions.

The hybrid inventions list contains inventions which require multiple disciplines. You must meet all of the discipline requirements unless otherwise stated.

The key ability for an inventor's inventions is WISDOM.


Alternate Class

The following is an alternate class for the Inventor.


The Tinker

http://fc01.deviantart.net/fs22/i/2007/334/c/2/Steampunk_by_Sumerky.jpg
Steampunk by Sumerky
"One might ask 'Why choose one when you can choose three?' A just question, but why choose three... when you can choose them all!"



Level
BAB
Fort
Ref
Will
Special


1st
+0
+0
+0
+2
First Discipline Inventions (1st)


2nd
+1
+0
+0
+3
Second Discipline Inventions (1st)


3rd
+2
+1
+1
+3
Third Discipline Inventions (1st)


4th
+3
+1
+1
+4
Fourth Discipline Inventions (1st), First Discipline Inventions (2nd)


5th
+3
+1
+1
+4
Fifth Discipline Inventions (1st)


6th
+4
+2
+2
+5
Sixth Discipline Inventions (1st)


7th
+5
+2
+2
+5
First Discipline Inventions (3rd)


8th
+6/+1
+2
+2
+6
Second Discipline Inventions (2nd)


9th
+6/+1
+3
+3
+6
Third Discipline Inventions (2nd)


10th
+7/+2
+3
+3
+7
Fourth Discipline Inventions (2nd), First Discipline Inventions (4th)


11th
+8/+3
+3
+3
+7
Fifth Discipline Inventions (2nd)


12th
+9/+4
+4
+4
+8
Sixth Discipline Inventions (2nd)


13th
+9/+4
+4
+4
+8
First Discipline Inventions (5th)


14th
+10/+5
+4
+4
+9
Second Discipline Inventions (3rd)


15th
+11/+6/+1
+5
+5
+9
Third Discipline Inventions (3rd)


16th
+12/+7/+2
+5
+5
+10
Fourth Discipline Inventions (3rd), First Discipline Inventions (6th)


17th
+12/+7/+2
+5
+5
+10
Fifth Discipline Inventions (3rd)


18th
+13/+8/+3
+6
+6
+11
Sixth Discipline Inventions (3rd)


19th
+14/+9/+4
+6
+6
+11
First Discipline Inventions (7th)


20th
+15/+10/+5
+6
+6
+12
Second Discipline Inventions (4th)



Special: You cannot be a tinker and an inventor at the same time.
Alignment: Any
Hit Die: 1d8

Class Skills:
The class skills of the tinker (and the key ability for each skill) are Appraise (Int), Craft (Int), Concentration (Con), Decipher Script (Int), Forgery (Int), Gather Information (Cha), Knowledge (All skills, taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier

Weapon and armour proficiency
Tinkers are proficient with all simple weapons and all inventions, be they weapon, armour or shield.

Inventions (Su)
Tinkers use inventions from all six of the different disciplines, but must choose which order to prioritise. The key ability for a tinker's inventions is INTELLIGENCE.


Prestige Classes

The following are prestige classes available to invention-using characters. They are granted additional capacity for using certain special abilities. In each case, their abilities known, their maximum abilities prepared or per day, their level in those abilities, and any other function of those abilities that increases with level is increased just as though they'd gained a level in that class. For inventions, this means increasing IL, IP, and level in at least one discipline.


The Arcaneer

http://pre12.deviantart.net/89e7/th/pre/i/2014/349/5/d/sachiel_by_kriscooper-d89xwl7.jpg
Sachiel by kriscooper
"Any sufficiently advanced magic is indistinguishable from technology"



Level

BAB
Fort
Ref
Will
Special

Spellcasting


Inventions



1st
+0
+0
+0
+2
Invent Item (0lvl), Rapid Crafting (1 days)

+1 level of previous arcane spellcasting class


+1 level of previous inventing class



2nd
+1
+0
+0
+3
Invent Item (1st), Rapid Crafting (2 days)

+1 level of previous arcane spellcasting class


+1 level of previous inventing class



3rd
+2
+1
+1
+3
Invent Item (2nd), Rapid Crafting (3 days)

+1 level of previous arcane spellcasting class


+1 level of previous inventing class



4th
+3
+1
+1
+4
Invent Item (3rd), Rapid Crafting (4 days)

+1 level of previous arcane spellcasting class


+1 level of previous inventing class



5th
+3
+1
+1
+4
Invent Item (4th), Rapid Crafting (5 days)

+1 level of previous arcane spellcasting class


+1 level of previous inventing class



6th
+4
+2
+2
+5
Invent Item (5th), Rapid Crafting (6 days)

+1 level of previous arcane spellcasting class


+1 level of previous inventing class



7th
+5
+2
+2
+5
Invent Item (6th), Rapid Crafting (7 days)

+1 level of previous arcane spellcasting class


+1 level of previous inventing class



8th
+6
+2
+2
+6
Invent Item (7th), Rapid Crafting (8 days)

+1 level of previous arcane spellcasting class


+1 level of previous inventing class



9th
+6
+3
+3
+6
Invent Item (8th), Rapid Crafting (9 days)

+1 level of previous arcane spellcasting class


+1 level of previous inventing class



10th
+7
+3
+3
+7
Invent Item (9th), Rapid Crafting (10 days)

+1 level of previous arcane spellcasting class


+1 level of previous inventing class




Prerequisites:

Capable of casting 2nd-level arcane spells
Capable of inventing 2nd-level inventions OR capable of inventing from three different disciplines
Knowledge (Arcana) 4 ranks
Knowledge (Architecture and Engineering) 4 ranks
Any Item Creation feat

Alignment: Any
Hit Die: 1d6

Class Skills:
The class skills of the arcaneer (and the key ability for each skill) are Appraise (Int), Craft (Int), Concentration (Con), Decipher Script (Int), Forgery (Int), Gather Information (Cha), Knowledge (All skills, taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier

Weapon and Armour Proficiency
Arcaneers gain no proficiency in any weapon or armour.

Invent Item (Ex)
It is possible for the arcaneer to invent magic items. This allows arcaneers access to powerful equipment without expending money or their own life force, but comes at the cost of using a large number of invention points. The cost is equal to the spell level required to make that item, times two (1/2*2=1 for cantrips), plus 1 IP for each 1000 GP, whole or part, in the item's cost. For example, inventing a Type II Bag of Holding costs 15 IP: 10 for the fifth-level spell and 5 for the 5000 GP market price.

Arcaneers still need to be able to cast the required spell. They still trigger it but needn't pay material or experience components. They can only invent magic items of a spell level one lower than their arcaneer level.

An item invented in this way is still an invention and acts like one. Even if it is a weapon it can never be attached to a robot. Its invention level is one higher than the level of the spell used to produce it. Saving throws against the item follow the item's rules, not the rules for an invention.

Rapid Crafting (Ex)
Arcaneers craft far faster than normal. Irrespective of whether they invent an item or craft it normally, doing so takes one day less than normal for each level they possess. Once it has been reduced to one day, each further reduction lowers the required time by one hour. Because each day of creating an item is only actually sixteen hours long with 8 hours' rest, this means that a tenth-level arcaneer can craft a potion in just six hours. The aforementioned Type II bag of holding would take 10 hours to create - 4 day reductions to get it to one day, and then six hour reductions from 16 hours.


The Speaker of the Gear
http://media.moddb.com/images/groups/1/3/2055/dominions_of_the_lathes_by_ameeeeba-d5ugapf.1.jpg
Dominions of the Lathes by ameeeeba
"Long before this machine was even thought of, the universe knew its name."




Level

BAB
Fort
Ref
Will
Special

Spellcasting


Inventions



1st
+0
+0
+0
+2
Omniscient Blessing


+1 level of previous truespeak class



+1 level of previous inventing class



2nd
+1
+0
+0
+3
Surge of Knowledge


+1 level of previous truespeak class



+1 level of previous inventing class



3rd
+2
+1
+1
+3
Mechanical Call


+1 level of previous truespeak class



+1 level of previous inventing class



4th
+3
+1
+1
+4
Bolster Defences


+1 level of previous truespeak class



+1 level of previous inventing class



5th
+3
+1
+1
+4
Word of Creation


+1 level of previous truespeak class



+1 level of previous inventing class



6th
+4
+2
+2
+5
Greater Omniscient Blessing


+1 level of previous truespeak class



+1 level of previous inventing class



7th
+5
+2
+2
+5
Greater Surge of Knowledge


+1 level of previous truespeak class



+1 level of previous inventing class



8th
+6
+2
+2
+6
Greater Mechanical Call


+1 level of previous truespeak class



+1 level of previous inventing class



9th
+6
+3
+3
+6
Greater Bolster Defences


+1 level of previous truespeak class



+1 level of previous inventing class



10th
+7
+3
+3
+7
Greater Word of Creation


+1 level of previous truespeak class



+1 level of previous inventing class



Prerequisites:

Capable of using second-level utterances from the Lexicon of the Evolving Mind
Capable of inventing 2nd-level inventions OR capable of inventing from three different disciplines
Knowledge (Architecture and Engineering) 4 ranks
Truespeak 4 ranks

Alignment: Any
Hit Die: 1d6

Class Skills:
The class skills of the speaker of the gear (and the key ability for each skill) are Appraise (Int), Craft (Int), Concentration (Con), Decipher Script (Int), Forgery (Int), Gather Information (Cha), Knowledge (All skills, taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Truespeak (Int) Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill Points at Each Level: 6 + Int modifier

Weapon and Armour Proficiency
The speaker of the gear gains no proficiency with any weapons or armour.

Class features (Sp)
The speaker of the gear's class features are all utterances - hence the Sp tag - and are so listed as though they were utterances rather than class features. They are gained at the level given on the table, and don't take up a slot of their level when determining their level.

Mechanical Call, Word of Creation and their greater versions belong to the Lexicon of the World Asunder and all of these utterances have their level given for a worldspeaker (http://www.giantitp.com/forums/showthread.php?397500-The-Worldspeaker-revisited-Truenamer-PEACH) rather than a truenamer. This isn't technically a problem if you're a truenamer: you just have four utterances from a lexicon from which no others hail and the utterances you gain have an oddly high level. Further, most of the utterances will have a reversed version that you can't use because you can only reverse Evolving Mind utterances.

Bolster Defences
Level: Perfected Map 6. (Greater: 8)
Range: 60 feet
Duration: 1 minute
Normal: You raise the defences of the area.
You create walls around the area. Those in the area being attacked from outside gain a +4 circumstance bonus to AC and are treated as being in cover. The walls don't impede movement. (Greater: Total cover and +8 AC instead)
Reversed: You lower any defences in the area.
Nothing in the area grants cover. (Greater: And anyone in the area gets -4 circumstance to AC)

Omniscient Blessing
Level: Evolving Mind 4 and Crafted Tool 4 (Greater: 6 and 6)
Range: 60 ft
Duration: Instantaneous.
Normal: You repair an object for a large amount
You heal a construct for a large amount. You immediately restore half the construct's maximum hit points to it. Or, you repair an object of any size up to large to full health, though you don't restore its magical properties. (Greater: You restore a construct to full health. Or, you repair an object of any size up to gargantuan to full health.)
Reversed: You let an object fall into disrepair
You damage a construct, dealing 10d6 points of damage to it. Or, you destroy a nonmagical object of up to large size. Magical objects instead take 10d6 points of damage. (Greater: 20d6 damage; affects objects up to gargantuan).

Mechanical Call
Level: World Asunder 5 (Greater: 7)
Normal: You call upon a powerful construct to aid you.
This utterance works like Planar Ally except as noted here and that it calls constructs, not outsiders (Greater: Greater Planar Ally)
Reversed: You destroy constructs.
This works much as Holy Smite except that living constructs are treated as neutral, constructs are treated as evil, and everyone else as good, and that constructs aren't immune to any of its effects solely by virtue of being constructs. (Greater: Holy Word)

Surge of Knowledge
Level: Evolving Mind 5 (Greater: 7)
Range: Normal: Personal, Reverse: 60 feet.
Duration: Normal: Until discharged, Reverse: 5 rounds.
Normal: You gain a sudden insight into the workings of the world.
You increase your level in all your disciplines by one until you've made an invention. (Greater: Increase by two)
Reversed: You cut some of a creature's knowledge out from its mind.
A creature's CL, ML, and IL are reduced by 3 for the duration. (Greater: By 6)

Word of Creation
Level: World Asunder 7 (Greater: 9)
Normal: You make a new object
This utterance works just like Major Creation except as noted here. (Greater: True Creation)
Reversed: You remove an object from the world
(Will negates) An object within 60 feet is removed from existence. This doesn't affect artifacts. (Greater: This can affect artifacts. Non-artifacts receive a -5 penalty on the save).


The Techno Player
http://orig01.deviantart.net/f294/f/2011/056/0/4/the_electric_guitar_hero_by_ferlancer-d3ads9l.jpg
The Electric Guitar Hero by Ferlancer
"Your instrument isn't just a tool. Oh no. Your instrument doesn't serve you well: you serve it well."



Level

BAB
Fort
Ref
Will
Special

Spellcasting


Music


Inventions



1st
+0
+0
+0
+2
Upgrade Instrument

+1 level of existing arcane spellcasting class


+1 level of existing music class


+1 level of existing inventing class



2nd
+1
+0
+0
+3
Power Chord - Flame

+1 level of existing arcane spellcasting class


+1 level of existing music class


+1 level of existing inventing class



3rd
+2
+1
+1
+3
Power Chord - Shock

+1 level of existing arcane spellcasting class


+1 level of existing music class


+1 level of existing inventing class



4th
+3
+1
+1
+4
Power Chord - Blast

+1 level of existing arcane spellcasting class


+1 level of existing music class


+1 level of existing inventing class



5th
+3
+1
+1
+4
Power Chord - Storm

+1 level of existing arcane spellcasting class


+1 level of existing music class


+1 level of existing inventing class



6th
+4
+2
+2
+5
Power Chord - Turn/Rebuke/Command

+1 level of existing arcane spellcasting class


+1 level of existing music class


+1 level of existing inventing class



7th
+5
+2
+2
+5
Power Chord - Drain

+1 level of existing arcane spellcasting class


+1 level of existing music class


+1 level of existing inventing class



8th
+6
+2
+2
+6
Power Chord - Deafen

+1 level of existing arcane spellcasting class


+1 level of existing music class


+1 level of existing inventing class



9th
+6
+3
+3
+6
Power Chord - Stun

+1 level of existing arcane spellcasting class


+1 level of existing music class


+1 level of existing inventing class



10th
+7
+3
+3
+7
Power Chord - Death

+1 level of existing arcane spellcasting class


+1 level of existing music class


+1 level of existing inventing class




Prerequisites

Capable of casting 2nd-level arcane spells
Capable of inventing 2nd-level inventions OR capable of inventing from three different disciplines
Knowledge (Architecture and Engineering) 4 ranks
Perform (Any instrument: you can't use Sing, Tea Ceremony Oratory, Weapon Drill etc.) 4 ranks
Bardic Music class feature

Alignment: Any
Hit Die: 1d8

Class Skills:
The class skills of the techno player (and the key ability for each skill) are Appraise (Int), Craft (Int), Concentration (Con), Decipher Script (Int), Forgery (Int), Gather Information (Cha), Knowledge (All skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill Points at Each Level: 6 + Int modifier

Weapon and Armour Proficiency
The techno player gains no proficiency with any weapons or armour.

Upgrade Instrument (Su)
Techno players can upgrade their instrument by spending 1 invention point per level of the upgrade, and spending one minute per level of the upgrade. This is treated as an augmentation invention (even if the user doesn't have the requisite, or any, ability to use them). The upgrade provides a +1 bonus to perform checks made with the instrument per level. A techno player can only put an upgrade of a level equal to or lower than his own class level on the instrument.

Multiple upgrades can be put on one instrument, but only the highest applies - the rest are usually used for Power Chords.

Power Chord (Su)
Techno players can break an upgrade of a certain level and spend a single use of their Bardic Music ability to perform a power chord as a standard action. Doing so doesn't break the techno player's concentration on any music he's already playing, and in fact maintains it if a standard action is needed to do so.

The power chords, and the levels of upgrade that must be sacrificed to perform them, are summarised in the following table. Where a save is allowed, the DC is equal to the techno player's perform result.



Chord
Level
Save
Effect


Flame
1
FOR negates
Fire damage equal to the amount failed by.


Shock
2
REF negates
Lightning damage equal to the amount failed by.


Blast
3
FOR negates
Knocks creatures back 1 feet/amount failed (round down) and prone.


Storm
4
FOR negates
Creatures are affected by strong winds, +1 category/5 failed.


Turn/Rebuke/Command
5
Turn check
Use perform result as check to turn/rebuke/command ignoring alignment.


Drain
6
FOR negates
Inflict 1 damage + 1/5 failed to each ability score.


Deafen
7
FOR negates
Deafen target, sonic damage equal to the amount failed by.


Stun
8
FOR negates
Stun target for 1 round + 1/5 failed


Death
9
FOR negates
Slay target. Failure by 10 or more destroys their remains. Not death effect.




The Techpriest

http://orig14.deviantart.net/121a/f/2012/062/e/7/__cogs___by_kaizeru-d4rkr4b.jpg
Cogs by Kaizeru
"I do what the book commands, and the book commands me to build."


Level
BAB
Fort
Ref
Will
Special

Spellcasting


Inventions



1st
+0
+0
+0
+2
Channel Holy Might (0lvl), Spontaneous Repair

+1 level of previous divine spellcasting class


+1 level of previous inventing class



2nd
+1
+0
+0
+3
Channel Holy Might (1st)

+1 level of previous divine spellcasting class


+1 level of previous inventing class



3rd
+2
+1
+1
+3
Channel Holy Might (2nd)

+1 level of previous divine spellcasting class


+1 level of previous inventing class



4th
+3
+1
+1
+4
Channel Holy Might (3rd)

+1 level of previous divine spellcasting class


+1 level of previous inventing class



5th
+3
+1
+1
+4
Channel Holy Might (4th)

+1 level of previous divine spellcasting class


+1 level of previous inventing class



6th
+4
+2
+2
+5
Channel Holy Might (5th)

+1 level of previous divine spellcasting class


+1 level of previous inventing class



7th
+5
+2
+2
+5
Channel Holy Might (6th)

+1 level of previous divine spellcasting class


+1 level of previous inventing class



8th
+6
+2
+2
+6
Channel Holy Might (7th)

+1 level of previous divine spellcasting class


+1 level of previous inventing class



9th
+6
+3
+3
+6
Channel Holy Might (8th)

+1 level of previous divine spellcasting class


+1 level of previous inventing class



10th
+7
+3
+3
+7
Channel Holy Might (9th)

+1 level of previous divine spellcasting class


+1 level of previous inventing class




Prerequisites:

Capable of casting 2nd-level divine spells
Capable of inventing 2nd-level inventions OR capable of inventing from three different disciplines
Knowledge (Architecture and Engineering) 4 ranks
Knowledge (Religion) 4 ranks
Any metamagic feat.

Alignment: Any
Hit Die: 1d8

Class Skills:
The class skills of the techpriest (and the key ability for each skill) are Appraise (Int), Craft (Int), Concentration (Con), Decipher Script (Int), Forgery (Int), Gather Information (Cha), Knowledge (All skills, taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier

Weapon and Armour Proficiency
The techpriest gains no proficiency in any weapons or armour.

Spontaneous Repair
Techpriests can spontaneously convert spells to mending, make whole, or any spell with the words "Repair" and "Damage" in its name just as a cleric spontaneously converts to cure or inflict spells. Clerics who are techpriests retain this ability; they just gain the ability to convert to other spells too.

It's entirely possible that these spells can only be cast in this way and can't actually be prepared. Classes who know spells rather than preparing them can still convert spells, though this is usually functionally identical to just knowing them. If they already know them, they can swap them immediately for others of the same level that they could have chosen instead.

Channel Holy Might (Su)
Techpriests can change their spells into holy power that allows them to make more inventions. By sacrificing a spell slot, their maximum invention points increase by 1 per level of the spell plus another 1. The maximum level of spell they can sacrifice in this way equals their level minus 1. They must sacrifice excess inventions when they lose this benefit, and they lose the benefit upon recovering spells. They can get no more than twice their IL in bonus IP in this way.

Jormengand
2015-09-12, 05:05 AM
Inventions

http://fc09.deviantart.net/fs71/i/2011/265/6/b/steampunk_dinosaurs_by_sumerky-d4akm8x.jpg
Steampunk dinosaurs by sumerky
"Even the mightiest of creations was once just a spark in its maker's eye."


An invention can be constructed by anyone who has the required level in the necessary discipline or disciplines. When the invention has been constructed, it can be used as given in its description. Augmentation inventions tend to take up body slots; demolition inventions are often weapons and sometimes have limited uses; robotics inventions have their own rules to aid you in constructing your own robot; the other three disciplines tend not to be so limited in their use.

You can abandon an invention at any time. If you do, you recover invention points (see below) immediately, and the invention begins to fail over the same amount of time as it would take to create it. At the end of that period, it shuts off, and disintegrates or otherwise becomes useless. Inventions that are destroyed or used up also return their invention points to your service immediately.

If a robot's chassis fails in this way, the rest of its parts fail immediately.

All inventions have the following information in their description:

Name What the invention is called
Level: The levels and disciplines at which the invention is available.
Invention Points: How many invention points the invention requires to sustain. You can sustain a number of invention points equal to five times your level at once.
Construction time: How long the invention takes to make.
There may be a description of the invention here

The invention's mechanics are written below these details. Any saving throws have a difficulty class equal to 10 + the invention's level + your key ability modifier.


Augmentation

http://fc02.deviantart.net/fs70/i/2010/015/9/7/The_Guardian_by_Heavyarmorhellfire.jpg
The Guardian by Heavyarmorhellfire
"Give a commoner a sword forged by the gods themselves, and he'll still fall like the man next to him. But give him power, well, that's a whole other story."

Augmentation inventions are used to increase the potency of people or objects. Each one has a bind field to tell you what it is used to augment. You can't augment the same thing twice, though you can augment the same person as many times as they have relevant body parts. For example, you can use a hand augment no more than twice on the same human (assuming the human still has two hands). You could only use a head augment on that human once. You can't use two different weapon augments on the same weapon, even if it's a double weapon - unlike most functions of a double weapon, the augment affects both ends of the weapon.

Inventions and magic can coexist. You can have an augmented hand with a chakra bound to it, wearing a magical augmented gauntlet, if you so choose. You can even augment a demolition invention. The only restriction is that the same thing cannot be augmented twice.

1st level

Healing Hands
Level: Aug 1
Invention Points: 5
Construction time: 20 minutes
Bind: Hands (Both)
The power of life flows more freely though upgraded hands.

Healing spells cast by the augmented creature heal one more point of damage when used to heal living creatures.

Lifter
Level: Aug 1
Invention Points: 1
Construction time: 5 minutes
Bind: Back
You allow the user to focus energy down their back, carrying more.

The creature's strength is increased by 4 for purposes of carrying capacity only.

Legs of Swiftness
Level: Aug 1
Invention Points: 1
Construction time: 5 minutes
Bind: Legs (Both)
You make the creature's legs more efficient at their primary function.

The creature's land speed is increased by 10 feet.

Power Weapon
Level: Aug 1
Invention Points: 2
Construction time: 10 minutes
Bind: Weapon or fists (both)
You increase the raw destructive power of a weapon.

The augmented weapon deals damage as though it were one size category larger.

2nd level

Defender Crown
Level: Aug 2
Invention Points: 4
Construction time: 15 minutes
Bind: Head
You construct an anti-magic crown around a creature's head.

The augmented creature gets a bonus to will saves equal to your key ability modifier.

Protector body
Level: Aug 2
Invention Points: 4
Construction time: 15 minutes
Bind: Torso
You place a defensive layer on a creature's body.

The augmented creature gets a bonus to fortitude saves equal to your key ability modifier.

Skilled Hand
Level: Aug 2
Invention Points: 5
Construction time: 20 minutes.
Bind: Hand (One)
You empower a creature's hands to be more dexterous.

The augmented creature gets a bonus to dexterity-based rolls using the augmented hand, including actions that require two hands, equal to your key ability modifier.

Swift-dodge legs
Level: Aug 2
Invention Points: 4
Construction time: 15 minutes
Bind: Legs (Both)
You enhance a creature's legs so they can dodge out of harm's way faster.

The augmented creature gets a bonus to reflex saves equal to your key ability modifier.

3rd level

Archer's Eyes
Level: Aug 3
Invention Points: 5
Construction time: Eyes
These new eyes will allow a creature to see past - or perhaps through - cover.

The augmented creature takes no penalties for any cover or concealment except total cover or concealment. You're no truenamer, son, and don't you forget it.

Empowered Equipment
Level: Aug 3
Invention Points: 3
Construction time: 20 minutes
Bind: Armour, weapon or shield
You temporarily emulate magical power with your invention.

The augmented equipment gains a +2 enhancement bonus, or a +1 bonus and a +1-equivalent special quality. Shields can be augmented twice in this way, once as a weapon and once as a shield. Armour and its spikes can similarly be augmented separately.

You can upgrade an unarmed strike as a hand bind.

Legendary Tool
Level: Aug 3
Invention Points: 3
Construction time: 15 minutes
Bind: Tool (Such as thieves' tools or masterwork tool)
You make a tool far more capable at its job.

The tool grants a +4 bonus to the relevant skill check.

Mechanical Wings
Level: Aug 3
Invention Points: 10
Construction time: 1 hour
Bind: Back
You create an elaborate set of wings that allow the creature to lift off the ground and fly, though not fast or well.

You give the augmented creature a fly speed of 20 feet with poor maneuverability.

4th level

Bow of Legends
Level: Aug 4
Invention Points: 10
Construction time: 20 minutes
Bind: One projectile weapon, such as a bow or crossbow
You grant a ranged weapon legendary abilities.

The bow of legends always deals damage as though it were 4 size categories larger, to a maximum of colossal. It acts as a composite weapon with the highest possible strength bonus for its wielder to use to maximum effect. A creature with the Power Attack feat can use a Bow of Legends with the feat even though it's a ranged weapon.

Darkseer's Eyes
Level: Aug 4
Invention Points: 10
Construction time: 20 minutes
Bind: Eyes
These eyes let you see in the dark

The wearer has Darkvision (no range limit).

Grappling Hand
Level: Aug 4
Invention Points: 5
Construction time: 15 minutes
Bind: Hand (One)
A creature becomes far better at grappling.

The augmented creature gets a bonus equal to half your IL, plus your key ability modifier, on grapple checks with the augmented hand.

Hardened Carapace
Level: Aug 4
Invention Points: 10
Construction time: 10 minutes
Bind: Torso
You make a creature far tougher.

The augmented creature has DR/- equal to half your IL, plus half your key ability modifier.

Mooncoat
Level: Aug 4
Invention Points: 1 per 10 lb of target's original weight
Construction time: 20 minutes
Bind: Entire object or creature.
A mooncoated item is far lighter.

A mooncoated item's weight is reduced to one fifth of normal. A mooncoated creature not only weighs one fifth of the normal weight but also gets a +6 bonus on climb and jump checks. A mooncoated thrown weapon or a projectile weapon launching a mooncoated piece of ammunition is treated as having double the normal range increment.

You can spend one IP to coat many objects of up to 10 lb between them, two IP to coat many of up to 20 lb between them, and so forth.

5th level

Deflector Shield
Level: Aug 5
Invention Points: 13
Construction time: 20 minutes
Bind: Shield
Whenever you wield your shield, all those who chose to oppose that shield shall yield.

The wearer of the Deflector Shield gains the benefit of the Deflect Arrows feat, though rather than needing a hand free, they can use the shield. If they already have the feat, they can deflect an extra projectile each round with the shield.

When an attack is deflected with the shield, it rebounds on the attacker. Without any action, the wielder of the shield makes an attack roll as though they were wielding the same weapon as the attacker. If they hit, the attack is resolved against the firer; otherwise it simply misses and goes nowhere of particular relevance.

Psychic Halo
Level: Aug 5
Invention Points: 15
Construction time: 45 minutes
Bind: Head
A shining halo appears above a psionic creature's head, and empowers them.

A creature with a Psychic Halo gains bonus maximum power points equal to your IL. They only gain actual points upon replenishing their power points, and lose points if they lose the halo and the maximum drops below their current total.

Superior Equipment
Level: Aug 5
Invention Points: 10
Construction time: 30 minutes
Bind: Armour, weapon or shield
You create an even more powerful piece of equipment.

As empowered equipment, but the total bonus is +4.

6th level

Cage of Physical Might
Level: Aug 6
Invention Points: 20
Construction time: 45 minutes
Bind: Back
Users finds themselves stronger, faster and tougher.

The bearer of a Cage of Physical Might gains a +6 bonus on all physical ability scores.

Crown of Mental Acuity
Level: Aug 6
Invention Points: 20
Construction time: 45 minutes
Bind: Head
This crown sharpens the wearer's wit.

The bearer of a Crown of Mental Acuity gains a +6 bonus to all mental ability scores.

Eyes of Knowledge
Level: Aug 6
Invention Points: 12
Construction time: 1 hour
Bind: Eyes
Upgraded eyes allow the user to see the properties of magic items just by looking at them.

The augmented creature can tell what an item does, and how to activate its functions, just by looking at it. Those items with will saves can take them against this effect, and if passed they are immune to the effect for 24 hours from the same creature, even if the eyes are unaugmented and then reaugmented in that time.

Mighty Claws
Level: Aug 6
Invention Points: 15
Construction time: 40
Bind: Natural weapon (not necessarily claw).
The creature's natural weapons become larger and fiercer.

The natural weapon deals damage as though it were 3 sizes larger (maximum colossal).

7th level

Legendary Equipment
Level: Aug 7
Invention Points: 15
Construction time: 40 minutes
Bind: Armour, weapon or shield
You make some equipment very powerful indeed.

As empowered equipment, but the total bonus is +6.

8th level

Crown of Swift Thought
Level: Aug 8
Invention Points: 25
Construction time: 1 hour
Bind: Head
Think fast!

A creature with a Crown of Swift Thought can take full actions as standard actions, so that they can move in the same turn.

Legs of the Traveller
Level: Aug 8
Invention Points: 20
Construction time: 50 minutes
Bind: Legs (Both)
The wearer becomes able to traverse any surface without hindrance.

A creature with legs of the traveller can walk or run on any surface as though it were solid and horizontal - even air. That creature can walk upside-down, and ignores effects which would normally hinder walking, as well as being able to charge over any surface and never needing to take balance checks.

9th level

Catalysis
Level: Aug 9
Invention Points: See text
Construction time: 10 minutes (Potion), 30 minutes (Scroll), 1 hour (Spell Trigger)
Bind: Potion, Scroll, or Spell Trigger item (eg wand)
Metamagic for fun and profit!

You can use Catalysis on a potion, scroll, or spell trigger item. The augmented item uses its spells as though affected by metamagics chosen by you. The cost to you in invention points is equal to the level of the original spell, plus the equivalent level after being affected by metamagic, multiplied by the number of times you wish for the effect to take place. For example, you could spend (1+3)*5+(3+6)*2 = 38 IP to empower the next five magic missiles and maximise the next two fireballs from a Staff of Rapid Barrage. The instant a charge is used, you regain the IP for that charge. If the wielder of the catalysed staff used one of the empowered magic missiles, for example, you would regain 4 IP; you would regain 9 if she used a fireball.

Some metamagics are unsuitable for use on potions, such as the Earthbound and Chain metamagics. As a general rule, only one creature (the drinker) should be affected directly by the potion.

Ultimate Equipment
Level: Aug 9
Invention Points: 20
Construction time: 50 minutes
Bind: Armour, weapon or shield
You construct some of the finest equipment in existence.

As empowered equipment, but the total bonus is +8.

10th level

Bonded Exoskeleton
Level: Aug 10
Invention Points: 60
Construction time: 1 day
Bind: Entire living humanoid creature (in shape, not necessarily creature type - a bonded exoskeleton is suitable for half-dragons with humanoid base creatures even though they're dragons, or for many outsiders).
You give someone a powerful robotic body.

You transform someone partly into a construct. This process is usually done mainly while the creature to be augmented is asleep, although creating a bonded exoskeleton for yourself isn't impossible.

The bonded exoskeleton changes the wearer's type to living construct and the creature's size category to one size larger. It grants a +16 bonus to strength and constitution, a +20 armour bonus to armour class, a +30 foot bonus to base movement speed, and includes jets which allow it to sustain a poor maneuverability 45-foot fly speed (though the exoskeleton's shape and weight preclude flight by other means). The exoskeleton can pick up weapons and fight with them - either the real hands picking up weapons of the wearer's original size, or the construct hands picking up weapons of the larger size - or the hands themselves can be used as simple, armed bludgeoning weapons that deal 2d10 damage when large and deal 3* normal damage on a critical hit.

The exoskeleton grants the wearer the benefits of the Improved Overrun feat, and anyone who is overrun by the exoskeleton takes 5d10 points of damage as they are crushed by the massive construct.

Perfect Body
Level: Aug 10
Invention Points: 50
Construction time: 6 hours
Bind: Entire creature.
Okay, maybe not quite perfect.

The augmented creature gains a +10 perfection bonus to all D20 rolls, such as attack rolls, saves, initiative checks and skill checks.

Jormengand
2015-09-12, 05:06 AM
Demolition

http://th05.deviantart.net/fs70/PRE/i/2013/260/9/7/pyromancer_steampunk_by_artmagix-d6mp4qg.jpg
Pyromancer Steampunk by artmagix
"It took years to build what I can destroy in minutes."

Demolition inventions may be weapons, in which case they can be augmented. Demolition items have an "Equip to robot" field detailing whether or not they may be used as a weapon system on a robot with a simple Yes or No. If Yes, they may be put in any weapon slot of a high enough level. You cannot make a demolition invention magical with a permanent effect, though you can use an effect such as a magic weapon spell.

1st level

Gearblade
Level: Dem 1
Invention Points: 3
Construction time: 10 minutes
Equip to robot: Yes (Longsword only) or yes (2 slots)
You create a blade of whirling gears.

The gearblade is either a longsword or a greatsword (you choose) that deals damage as though it were one size category larger.

Lockbreaker
Level: Dem 1
Invention Points: 2
Construction time: 5 minutes
Equip to robot: No.
This device quickly opens locks.

You can open a nonmagical lock in 5 rounds with a lockbreaker. No check is needed.

2nd level

Concealed Gun
Level: Dem 2
Invention Points: 5
Construction time: 20 minutes
Equip to Robot: No, but can be put in a robot's invention.
It's also a gun!

A concealed gun is placed inside another invention that is used in one or more hands. It can be fired as a revolver (1d8, *4, 50 ft) if one-handed or a repeating rifle (2d6, *4, 60 ft) if two-handed (or more!). It is not normally visible, but it's obvious where the bullet came from if someone sees you fire it.

Demolition Charge
Level: Dem 2
Invention Points: 4
Construction time: 10 minutes
Equip to robot: No
Demolition charges allow the user to blow things up.

A demolition charge requires being placed in a location, set as a full-round action which involves attaching it to a vaguely flat surface, and then left to its own devices for 1 minute (conveniently long enough to get out of the way, as well). Once placed, the demolition charge sticks in place and can't be detached short of a DC 20 strength check. It can be broken, but it has hardness 5, 25 hit points, and any hit landed on it has a 25% chance to make it explode prematurely, which is raised to 50% if it is destroyed in this way. When it explodes, it deals 5d6 fire and 5d6 force damage to each creature and object within a 60 foot burst, and it deals double damage to objects and ignores hardness.

Soulfire Sword
Level: Dem 2
Invention Points: 6
Construction time: 20 minutes
This sword is designed specially to steal the souls of those it touches.

A soulfire sword slays any creature brought below 0 hit points by its attack. Any creature slain in this way has part of their soul buried in the sword - this doesn't actually affect the creature, but gives the sword a single Soul Point, of which it holds a maximum of 10. When the sword hits a target, the wielder can as a free action spend any number of soul points to deal 1d6 points of fire damage to the struck foe for each soul point spent.

3rd level

Flamethrower
Level: Dem 3
Invention Points: 8
Construction time: 10 minutes
Equip to robot: Yes
You create a two-handed weapon that fires a gout of flame at your foes.

The flamethrower can be wielded in two hands to fire a 30 foot cone of fire which deals 3d6 fire damage/IL to anyone in the area as a normal attack. Even though it's normally a two-handed weapon, a robot can use a flamethrower in a single weapon slot.

Landmine
Level: Dem 3
Invention Points: 6
Construction time: 10 minutes
Equip to Robot: No.
This is a simple anti-personnel weapon that explodes if you get too close.

After you make a landmine, you can set it as a full-round action, and it will activate 2 rounds later. Anyone who moves within 10 feet of an active landmine sets it off, making it deal 3d6 fire and 3d6 force damage to each creature within 20 feet of it (Reflex half). The search DC is the same as the save DC, plus 10, and so is the Disable Device DC (A careful creature can move within 10 feet of the landmine in this manner without detonating it; this movement is taken as part of the disable device check).

Laser-cutter
Level: Dem 3
Invention Points: 10
Construction time: 15 minutes
Equip to Robot: Yes.
This laser takes too long to focus to be harmful to creatures, but is very good at opening doors.

A laser-cutter is a small device that can be held in one hand. When focused at a stationary object, it will deal 1d6 points of damage on the first round, 2d6 on the second, and so forth, but only over a very small area. Therefore, it can burn out a lock, or even cut a hole through a wall, but won't seriously threaten the structural integrity of a building (usually). While it makes wood burn, the fire is short-lived and the only real effect of the burning is that the edge of whatever is being cut will be singed.

4th level

Blast Shield
Level: Dem 4
Invention Points: 6
Construction time: 10 minutes
Equip to Robot: Yes
This shield is designed to save you from yourself.

As an immediate action, a creature with a blast shield can use it to protect themself from some kind of explosion. Any area effect that causes some kind of explosion and would harm a creature using a blast shield in this way fails. An action involving the use of the hand that holds the blast shield or movement removes this benefit. Blast shields are directional and only protect against attacks originating within a forwards arc (that is, from a location that would be affected by an infinite cone cast by someone behind the user).

A blast shield is also a shield, and provides a +2 bonus to AC, and cover to those hidden behind one. You cannot, however, take hide checks to hide you and all your equipment including a shield behind the freaking shield.

Gravity Gun
Level: Dem 4
Invention Points: 10
Construction time: 20 minutes
Equip to Robot: Yes (2 slots)
This gravity-based weapon crushes creatures under their own weight.

A gravity gun is a two-handed martial ranged weapon (it's obscure and unwieldy enough to be exotic if it weren't a point and pull kind of device; martial is a kind of compromise as any soldier should be able to find his way around it even though a sorcerer might not) with a range increment of 20 feet, but you can't fire it more than once a round. It doesn't deal damage normally: instead it deals 1d4 damage/level to an unarmoured creature, 1d6 damage/level to a creature in light armour, 1d8 damage/level to a creature in medium armour, 1d10/level to a creature in heavy armour, and 1 die higher to a creature with a shield, 2 higher if it's a tower shield. A creature with heavy armour and a shield or medium and a tower shield takes 1d12 points of damage per level, and a creature with heavy armour and a tower shield takes 1d12 points of damage per level, and must take a fortitude save or be crushed by the weight of all that armour and die.

Stun Grenade
Level: Dem 4
Invention Points: 6
Construction time: 5 minutes
Equip to Robot: No
These grenades emit bright light and dizzying sounds when thrown.

A stun grenade is a thrown splash weapon dealing 2d6 sonic damage. It blinds anyone who is hit - directly or otherwise - and fails a reflex save, deafens anyone who is hit and fails a fortitude save, and stuns anyone who fails both saves. The blinding and deafening last 1 minute, plus 1 round/level. The stunning only lasts 1 round.

5th level

Plaguebomb
Level: Dem 5
Invention Points: 16
Construction time: 45 minutes
Equip to Robot: No.
This bomb spreads some kind of disease about a large area.

You can set a plaguebomb to explode after a set time or on impact. The plaguebomb inflicts upon those within 1000 feet of where it explodes one of the following (your choice on creation): Blinding Sickness, Cackle Fever, Filth Fever, Mindfire, Red Ache, Shakes or Slimy Doom. There is no incubation period, and the invention save DC is used in lieu of the first save DC (subsequent saves are made as normal for the disease).

Soundstorm Cannon
Level: Dem 5
Invention Points: 10
Construction time: 1 hour.
This weapon can knock anything from creatures to buildings down with waves of sound.

A soundstorm cannon is a martial weapon with a range increment of 50 feet, which deals 1d6 points of sonic damage and knocks the target prone if they fail a reflex save (passing negates the knocking prone effect).

Alternatively, a soundstorm cannon can be charged up for up to 20 consecutive full round actions, and then fired as a standard action, to do 1d6 points of sonic damage per round charged in a 10 foot cone, and 1d6 less for each 10 feet beyond that (if charged for 3 rounds, it deals 1d6 damage to a creature 25 feet away, 2d6 to a creature 10 feet away and 3d6 to an adjacent creature) and each creature in the area is knocked down if they fail a reflex save.

Soundstorm cannons ignore hardness.

Target Lock
Level: Dem 5
Invention Points: 12
Construction time: 20 minutes
Equip to Robot: Yes, but as head slot.
This allows easier targeting to shoot people or things.

You can use a target lock in one of three ways.

Long-ranged spread: You can use this mode to fire splash weapons more accurately. Any splash weapon you fire that misses can then be redirected one square by you after determining its final position.
Mid-ranged sweep: You can use this mode to make your blast weapons better at hitting to their full extent. Any attack you make which allows a reflex save for half damage instead allows a reflex save for three-quarters damage. A creature who would take no damage on a successful save takes half damage instead. In effect, only half of the damage is subject to being saved against.
Short-ranged lock: You can use this mode to strike an enemy's weak spots. You can sneak attack as a rogue of half your level. If you already have sneak attack, you only ever add a maximum of 2 extra dice over whichever of your current or new sneak attack is better. For example, a creature with 4d6 sneak attack who would get 5d6 sneak attack ends up with 6d6 total sneak attack.

Changing modes is a free action, and you can do it as many times as you like each turn.

6th level

Freezing Trap
Level: Dem 6
Invention Points: 15
Construction time: 20 minutes
Equip to Robot: No
This trap holds a freezing-cold liquid which is sprayed over attackers with reckless abandon.

This trap activates when a creature steps within 10 feet of it. A creature within 30 feet of the trap when it's activated takes 10d6 points of cold damage and is frozen to the spot for 3 rounds. A creature who passes a reflex save only takes half the damage and is only frozen for 1 round. A creature who is frozen to the spot can't take actions, except purely mental actions (including using still, silent spells and many psionic abilities). They aren't helpless, though, and can move just enough to defend themselves.

Missile Launcher
Level: Dem 6
Invention Points: 25
Construction time: 30 minutes
Equip to Robot: Yes (2 slots)
It was necessary, okay?

A missile launcher can be aimed as though it were a ranged splash weapon, only the range is 400 feet. When the missile lands, it produces an explosion dealing 5d6 fire and 5d6 force damage to a creature hit directly, and 5 of each to a creature hit indirectly. It takes a standard action to reload the launcher and two hands to load or fire it.

7th level

Frontal Ram
Level: Dem 7
Invention Points: 25
Construction time: 1 hour
Equip to Robot: Yes (Head)
This ram can be placed on a vehicle to bring pain.

Normally, two vehicles impacting at high speed heavily damages both of them. A vehicle equipped with a frontal ram that impacts another vehicle will, assuming that it's going in the right direction, deal 1d6 points of damage per 10 feet it moved in the last round to that target, and only take 1 point of damage per 10 feet moved itself. Robots equipped with frontal rams can potentially use this to their advantage when charging or even just running into something.

Gravity-Crusher
Level: Dem 7
Invention Points: 30
Construction time: 1 hour
Equip to Robot: No
A gravity-crusher slowly tears apart anything within.

A gravity-crusher is set up in a circular area of radius 15 feet in the space of 5 rounds. When activated (which can be done from just outside the area) it starts to spin up in another 5 rounds, increasing the effects of gravity in a 120-foot tall cylinder whose base is the gravity-crusher itself. It is set up attached to an object big enough to support it, usually the ground.

In the first round, the gravitational effects of the plane are increased straight to heavy gravity, even if they would be light. Each subsequent round up to the fifth, the effects of the penalties is applied again, and stacks (-2 on the first, -6 on the third, and so forth). Items' weights increase: double normal on the first round, triple on the second, quadruple on the third, and so forth. Damage dealt by falling increases each round as though it were dealt by bastard swords of increasing size (1d10, 2d8, 3d8, 4d8, 6d8, up to maxima of 20d10, 40d8, 60d8, etc.).

By the third round, creatures are encumbered by the weights of their own bodies. By the fifth, they are heavily encumbered and take the effects of a gravity gun each round.

Normal buildings aren't designed for their weights suddenly increasing, which is kinda the point of the device in the first instance. Any structure, or part of a structure, in the effect takes 1d6 damage in the second round, 1d8 damage in the third, 1d10 in the fourth, and 1d12 in the fifth and beyond. The effects are regressed by one round (no damage in the second and 1d10 in the fifth and beyond) if the building is designed to withstand heavy gravity, and progressed by one round (1d6 in the first, 1d8 in the second, 3d6 in the fifth and beyond) if it's not even meant to withstand medium gravity. This damage ignores hardness.

The machine isn't affected by anything falling on it (short of, say, a meteor) but if you can reach the centre with a bludgeoning or piercing weapon, the machine can be smashed to turn it off. Large interposing objects block the gravity effect, so upon destroying the building in which it resides, the machine is usually largely harmless.

8th level

Deep Charge
Level: Dem 8
Invention Points: 25
Construction time: 1 hour
Equip to Robot: No.
Deep charges are used to destroy entire buildings.

You can launch a deep charge to burrow to a target within 400 feet anything from 1 to 5 rounds later. The deep charge then detonates at that location, causing an earthquake in that location.

Time Bomb
Level: Dem 8
Invention Points: 40
Construction time: 1 hour
Equip to Robot: No.
The bigger brother of the demolition charge can level whole buildings.

A time bomb works exactly like a demolition charge except that it affects a radius of 100 feet and deals 15d6 fire and 15d6 force damage to anything in the area.

9th level

Groundclearer Bomb
Level: Dem 9
Invention Points: 30
Construction time: 1 hour.
Equip to Robot: No.
Kaboom.

A groundclearer bomb, when activated, drills into the ground for 5 minutes, and then detonates, causing either a near-cylindrical tunnel 10 feet in radius and 100 feet in height, or a crater 50 feet in diameter. A groundclearer bomb is not a weapon; anyone in the blast takes only 2d6 damage and anyone within 15 feet of the blast takes 1d6 damage. In either case the damage is nonmagical bludgeoning and a reflex save decreases the damage by one die.

Trebuchet Gauntlet
Level: Dem 9
Invention Points: 35
Construction time: 2 hours
Equip to Robot: Yes (Hand)
This glove packs the same punch as a catapult.

A creature with a Trebuchet Gauntlet is treated as one size category larger when making unarmed strikes. As a full-round action, they may focus their efforts on a single, destructive attack which deals 20d6 damage, plus 5 times the wielder's strength modifier, and ignores hardness. However, you get a -10 penalty on attack rolls when using a Trebuchet gauntlet in this way.

10th level

Doomstorm Missiles
Level: Dem 10
Invention Points: 40
Construction time: 1 day
Equip to robot: No.
You create a cluster missile that can ruin entire cities. Four times.

The doomstorm missile launcher is set up in a gargantuan-sized area and is practically immobile when set up unless measures are taken to move it. Even then, the launcher weighs 100 lb and each missile 25 lb. When given a target within 5000 feet as a full-round action, the doomstorm missile launcher will fire one of its missiles at that area. Each missile has three secondary rockets. The missile will randomly scatter (10d6-10d6)*5 feet away from the target location. Then, the secondary rockets will scatter away a further 5d6*5 feet in a random direction. The missile deals 10d6 fire and 10d6 force damage to anything within 50 feet and half as much to anything else within 100 feet. Each rocket deals 5d6 fire and 5d6 force to anything within 40 feet. Anyone unfortunate enough to be struck directly by a missile or rocket takes 10d6 points of falling damage.

A successful reflex save negates the falling damage (which will be applied to the surface beneath as you dodge out of the way) and halves the fire and force damage.

The launcher will explode, complete with missiles and rockets, if it is destroyed. It has 100 hit points and hardness 10.

Perdition
Level: Dem 10
Invention Points: 100
Construction time: 1 week
Equip to Robot: No (But they can wield it)
There is nothing I could write here that would even begin to describe this sword.

The legendary weapon Perdition was made my Arcanus Zephyrus Mecharius, rumoured to be the first inventor. Perdition was destroyed, but you can create a weapon that is a shadow of Perdition's glory.

Perdition is a longsword. It cannot be destroyed by any means, unless you recall its IP in which case it vanishes instantly rather than over the usual time, or it strikes another copy of Perdition in which case both explode, sucking anyone within 30 feet into the plane of negative energy. The blade of Perdition is a force effect, which cuts directly through anything it hits, mundane or magical. Only artifacts can turn aside its blade.

Any creature hit by Perdition must take a reflex save or the blade cuts directly through a vital organ, severs the creature in half, or otherwise slays them. Even if they pass, Perdition deals 7 times as much damage as a normal longsword.

Perdition can be stored in a special sheath, but when taken out it shines with a deep blue light and makes a loud thrumming noise, making it impossible for its wielder to hide or move silently.


Dynamics

http://th00.deviantart.net/fs71/PRE/f/2010/275/0/a/floating_stone_by_wanbao-d2zx201.jpg
Floating stone by wanbao
"I walk and the world walks with me, you stand and you stand alone."

Dynamics inventions follow the normal invention descriptions. Dynamicists carry control panels which allow them to turn their inventions on or off at a distance.

1st level

Hovering Board
Level: 1
Invention Points: 2
Construction time: 10 minutes
You create a board that floats a few feet off the ground.

A hovering board is a 5 feet by 10 feet board which, as the name implies, hovers. It will hover 5 feet off the ground, and can hold up to 20 pounds before dropping a foot, and another 10 pounds for each of the four remaining feet before it refuses to hover. Multiple hovering boards can be attached to each other, allowing them to carry more weight even if it is concentrated in one area (such as a 250 pound statue placed on one of 12 connected hovering boards only causing the entire system to go down 1 foot). Hovering boards have almost no friction, so if shoved they will slide a long distance (five feet times the result of a strength check if nothing's on them). They can also be dragged easily. If you stand on a hovering board, it doesn't necessarily have any method of propulsion so you usually can't make it move, though it can be used as an impromptu chariot.

Groups of more than 10 connected hovering boards are bought at a discount. Each board after the tenth costs one invention point, except those after the twentieth which only cost one invention point for each two.

Parallel Wheels
Level: Dyn 1
Invention Points: 1 per wheel.
Construction time: 5 minutes/wheel.
Though it makes no sense for wheels to be literally parallel, these wheels might be better described as synchronised.

You create a set of wheels that are attuned to each other. Turning one causes all of the others to turn by the same amount. This is only true of rotary motion and not of simply flipping the wheel over or moving it back and forth, so it can be carefully moved into position without affecting anything.

They are usually used to aim rockets, though they might be used to turn hovering boards. The wheel fails to turn anything that weighs very large amounts, and instead simply breaks free of its bonds or breaks itself.

Parallel wheels' heights aren't fixed, so if one were to attach a parallel wheel to a creature and spin it, the creature would fall on its head (though it would probably not take damage due to the short fall distance and/or its possession of arms). Two people who try turning parallel wheels against each other are subject to an opposed strength check as a standard action (if it's not their turn when they're resisted by someone else, they lose their next standard action much like an immediate action but with standard, not swift), but otherwise turning one is only a move action.

You can make a cart or similar out of parallel wheels, in which case the cart moves as fast as an unladen human would when you take the correct actions. Clever applications of parallel wheels and hovering boards may allow the construction of a pseudo-chariot in this way.

2nd level

Automatic Board
Level: Dyn 2
Invention Points: 3
Construction time: 20 minutes
This board floats along of its own accord.

An automatic board is much like a hovering board, except that left to its own devices it will float forwards at 15 feet per round. It can be turned around easily, and unless otherwise propelled won't exert enough force to have an adverse effect on any creature it could possibly actually hit.

If you physically tie an automatic board to a mobile object, it will move it slowly, usually about five feet per round, though it's not going to move a ship anywhere useful or interesting. If you attach it to a hovering board, its speed goes down to 10 feet/round, and a second hovering board will reduce that to five, with each three successive hovering boards causing it to require another round to move that five feet. Adding more automatic boards to keep a 1:1 or 1:2 (etc) ratio of automatic to hovering produces similar effects.

Grav-chute
Level: Dyn 2
Invention Points: 3
Construction time: 5 minutes
Grav-chutes are small devices that slow the wearer's fall.

Creatures wearing grav-chutes take no damage for falling. A grav-chute is worn in place of a robe.

Magnetic Grapple
Level: Dyn 2
Invention Points: 7
Construction time: 15 minutes
This device launches a grappling hook that will attach to almost any surface.

A creature using a magnetic grapple can fire it at a surface within 60 feet as a standard action, and wheel themselves up to the location as a full-round action (although trying to do this against a surface 60 feet in front of you may result in you swinging down and hitting the surface, taking damage). You can detach the grapple as a free action but it still takes a full-round action to return it to you. If fired at a creature it does only 1d6 damage and you can't pull the creature towards you without winning an opposed grapple check by 5 points for each 5 feet you want to pull them towards you.

3rd level

Booster Rocket
Level: Dyn 3
Invention Points: 6
Construction time: 20 minutes
Booster rockets are used to move things about.

A single booster rocket is useful for moving objects of up to about 250 lb, though more than one can combine to move heavier objects. It will, unless some system is provided to move it, only fire in one direction. It can be turned on or off remotely, however. It will move the attached object 100 feet/round. Multiple booster rockets can be used to move larger objects.

A booster rocket is not really a weapon, but it is inevitable that someone, somewhere, will want to use it as one. Upon striking an object or creature, it explodes, dealing 3d6 points of fire damage to everyone in the square and 2d6 of bludgeoning damage to that creature or object only. It can be avoided with a reflex save or simply due to the fact that it only travels in a straight line and is actually slower than a running human.

Jump Pack
Level: Dyn 3
Invention Points: 10
Construction time: 25 minutes
This back-worn device allows the wearer to move through the air short distances.

The wearer has a fly speed of 60 feet (Clumsy), but must end their move on a surface that could support them normally, or fall normally.

Simultaneous Spheres
Level: Dyn 3
Invention Points: 3 per sphere
Construction time: 15 minutes per sphere
Much like parallel wheels, these spheres all turn when any turns.

A set of simultaneous spheres works almost exactly the same way as a set of parallel wheels, but because they are three-dimensional, this allows them to be used in more ways: clever fixing of simultaneous spheres allows you to use them to drive a vehicle.

4th level

Automatic Wheels
Level: Dyn 4
Invention Points: 5 per wheel
Construction time: 10 minutes/wheel
These wheels can be controlled remotely, and will move automatically.

These wheels are mounted such that they can rotate up to 45 degrees either way from their starting position (given room to move, of course) and they can be set to move anything up to 120 feet per round, as well as choosing a direction in which to turn 45 degrees before moving, from afar and as a standard action for each command. If left to their own devices, they will keep following their previous command until given a new one.

Jet Pack
Level: Dyn 4
Invention Points: 12
Construction time: 30 minutes
This device is usable to allow a creature to fly for a sustained duration, though it is slower than other methods.

This device is worn on the back, and grants the wearer a fly speed of 45 feet (average).

Sealed Tank
Level: Dyn 4
Invention Points: 1 per 10 ft cube
Construction time: 6 minutes per 10 ft cube*
You create a sealed tank that allows things to be moved without harming them, but that also weighs very little.

The sealed tank allows the entrants to exist without being harmed by adverse outside conditions, including (and especially) the damage from space. The sealed tank can have as many doors as you can fit on it, and can be moved by numerous other inventions such as booster rockets. The sealed tank only weighs 5 lb per 10-ft cube.

The sealed tank exchanges breathed-out air with filtered air from outside the tank - not even magical poisons can enter the tank in this way - and this system shuts off when there is no air to be had outside the tank. The tank can hold enough air for 1 medium creature to subsist for 24 hours per 10 foot cube (each size category below doubles this length and each one above halves it) and creating a portal reachable from a space with air in allows for proper air exchange.

The wall of the tank has hardness 20 and each 10 foot square panel has 100 hit points. Rupturing the tank renders it nonfunctional as a method of protection, and it takes 1 minute to repair each 10 foot panel of wall.

It is possible to create walls within the tank to have a "Sub-tank" which allows for the continued function of the inner tank when the outer tank is damaged. In any case, 6 panels cost an invention point between them and each takes a minute to make.

Water Cycler
Level: Dyn 4
Invention Points: 5
Construction time: 10 minutes
It's pretty nice to be able to breathe on long underwater journeys.

When fitted to the edge of a sealed tank, the water cycler can filter oxygen out of water, so the air inside the tank remains breathable even if the tank is underwater.

5th level

Accelerator
Level: Dyn 5
Invention Points: 10
Construction time: 1 hour.
Accelerators don't actually accelerate anything, but instead change the user's perception of time.

A creature wearing an accelerator on its back moves 3 times as fast whenever it moves.

Hovercopter
Level: Dyn 5
Invention Points: 15
Construction time: 1 hour
This is a small flying machine suitable for one driver and one passenger.

A small or medium creature can drive a hovercopter with a small or medium passenger; a large creature can only fly solo. Tiny or smaller creatures follow the normal rules for occupying two squares to determine how many passengers can fit in (this does mean that large creatures are a special case, taking up only half their normal combat space). Huge or larger creatures cannot use Hovercopters.

A creature in a hovercopter can pilot it at 60 feet per round (average maneuverability). A hovercopter can carry 400 lbs inside it, and can also pick up objects or (if desperate) creatures using in-built tethers under the bottom of the hovercopter. A creature who is tied under a moving hovercopter takes 1 point of damage per minute. It is easy for an unwilling nonhelpless creature to dodge the tethers.

Telekine Hand
Level: Dyn 5
Invention Points: 21
Construction time: 1 hour.
This item allows you to pick up and move things from afar.

You can move objects weighing no more than 300 lb at a speed of up to 30 feet per round, so long as they are within 600 feet, as a full-round action. Creatures receive a will save to prevent this.

VTOL Jets
Level: Dyn 5
Invention Points: 6
Construction time: 30 minutes
These jets allow for safe landing and easy take-off.

While it is possible for a dynamicist to make a vertical take off or landing for their craft normally, a set of VTOL jets makes this much faster and easier: each one will lift up to 200 pounds up to 100 feet in the air in one round, or up to 5 times as much a proportionally smaller distance, and will allow 1000 pounds to fall slowly as a feather fall effect. They can be used to maintain a set height up to the maximum for that weight.

6th level

Grav-Belt
Level: Dyn 6
Invention Points: 20
Construction time: 45 minutes
This belt allows you to choose if, and how, gravity affects you.

A creature wearing a grav-belt can change the mode as a swift action to change the plane's gravity planar trait as pertains to them and their equipment only. If they are grappling another creature, they each take their own gravity effects, which may or may not cancel out (for example, "Objective directional: up" will cancel with "Normal gravity" if the creatures are the same size, having the same effect as no gravity at all).

Personal Teleporter
Level: Dyn 6
Invention Points: 25
Construction time: 1 hour
This item allows the user to teleport around.

A personal teleporter allows the wearer to teleport 400 feet, much like the use of dimension door, once every five minutes.

Turbo-booster
Level: Dyn 6
Invention Points: 20
Construction time: 1 hour
You make a large rocket capable of propelling a heavy object very far.

The turbo-booster works like a booster rocket, but its speed, carrying capacity and damage upon impact are doubled.

7th level

Portals
Level: Dyn 7
Invention Points: 20 for each portal.
Construction time: 1 hour for each portal
You create a portal that allows for travel to others of its kind.

Each time you create a portal, you can choose to have it link to another portal such that moving through the one you just built will take someone to the linked portal, much like a gate, although you can use them on the same plane, as well as others. You can also change which portal (if any) a portal is linked to with 10 minutes' work, so it is a simple job to link a new portal to an old, step through the new, and then amend the old so that it leads you to the new when stepped though.

Of course, it is possible to make systems of more than one portal by linking them up so that A leads to B leads to C leads to A, for example. Further, a portal needn't be linked to any others in which case stepping through will simply take you from one side to the other much as if the portal hadn't been there, as will entering a portal from the wrong direction in any case.

Portals are attached to some kind of object big enough to hold them, usually the ground but perhaps a hovering board array (at least 4) or sealed tank.

Planar Teleporter
Level: Dyn 7
Invention Points: 13
Construction time: 1 hour
This device allows people to teleport between the planes.

A creature equipped with a planar teleporter can use it once every half an hour by taking 5 consecutive full-round actions. They then travel to any location on any plane, although this is as inaccurate as a plane shift spell in actually getting them there.

8th level

Hydropolis
Level: Dyn 8
Invention Points: 20
Construction time: 1 day
A one-up on the submarine.

A hydropolis is a flat surface built on water, 1 mile in diameter. You can build on a hydropolis. On command, it raises a transparent, waterproof barrier, and sinks at 10 feet/round until it hits the bottom of the body of water in which it resides. It cannot be returned to the surface on command. It crushes small impediments and stabilises on larger ones. No-one can move from the hydropolis to the surface without help such as a portal, so constructing one is advised.

When the Hydropolis' IP are recalled, it rises to the surface at 30 feet/round and when it reaches the surface, the barrier opens. The inhabitants have the rest of the day to escape before the hydropolis breaks apart.

Tele-grapple
Level: Dyn 8
Invention Points: 17
Construction time: 1 hour
This grappling hook allows for the establishment of a teleport passageway.

When you fire a Tele-grapple as a standard action, you must aim at some kind of object for it to be effective - shooting a creature with the tele-grapple does an unceremonious 2d6 points of piercing damage and nothing else. When you do hit an object - use the splash weapon rules if necessary - you create a pseudo-portal between where you were standing, and the object you hit. A creature at your location when you fired can teleport through the portal just by moving through, much like a gate. A creature who does so, and only a creature who does so, can then teleport back through in the other direction by walking back through the gate. A creature can only go back if they're gone forwards since the last time they've gone back - you cannot go forwards, walk to the firer's location, go forwards again, go backwards, walk to the target's location and go backwards again.

The exit portal is opened at the tip of the grapple, and the grapple can pierce through three inches of stone or most metals. This might allow you to teleport into a castle or Sealed Tank.

The firer can disable the portal as a standard action at any time. When they do, it is disabled in both directions.

9th level

Aethercloak
Level: Dyn 9
Invention Points: 25
Construction time: 3 hours
This cloak lets the user step between worlds.

An aethercloak has 20 charges, and regains 1 per round when not in use. A creature can activate or deactivate their worn aethercloak as a swift action to become concealed against material foes (2 charges/round), incorporeal (5 charges/round) or ethereal (10 charges/round). When the cloak runs out of charges, the creature materialises again, with predictable results (as any other type of incorporeality ending).

Teleport Lodestone
Level: Dyn 9
Invention Points: 10
Construction time: 1 hour.
This lodestone allows for more accurate teleportation.

A creature attempting to teleport onto a lodestone - which takes up a 5-foot square - cannot miss. Anything on the lodestone at the time is shunted the minimum distance to avoid collision. More importantly, every creature on the same plane who has ever touched the lodestone can teleport to it as a word of recall at-will spell-like ability, only the casting time is 5 rounds.

10th level

Aeropolis
Level: Dyn 10
Invention Points: 30
Construction time: 1 day
What use is a city that doesn't FLY?

An aeropolis is a flat planar surface 1 mile in radius that will, on command, slowly levitate into the air, until it reaches 1 mile above the planet's surface in an hour. It won't come back. It is entirely possible to build more on the aeropolis. Portals are recommended to enable transportation from the ground to the air and back. When the IP are recalled from the aeropolis, it falls slowly, taking a whole day to return to the ground and landing whatever is upon it onto the surface on which it was built.

An aeropolis can be built under pre-existing structures.

Warp Drive
Level: Dyn 10
Invention Points: 30
Construction time: 4 hours.
A warp drive can be activated to teleport even the largest of vessels.

Warp drives occupy a 500 cubic foot space (usually 5*10*10). A creature with access to a warp drive can move the warp drive, and the vessel for which the warp drive was designed, as well as all its contents and inhabitants, through teleportation. A warp drive is set up to affect objects within a volume no greater than 62500 cubic feet (200 5 ft cubes) about it, which are contained within something akin to a Sealed Tank. If you wish to recalibrate what the warp drive affects, you must spend an hour working on it to do so.

A warp drive has 25 charge points, and recovers 1 every 2 minutes if it loses them (most commonly through using it). A creature with access to the warp drive may take a full-round action to:


Teleport the warp drive and all it affects up to 1000 feet (3 charge points)
Teleport the warp drive and all it affects anywhere else on the same plane (15 charge points)
Teleport the warp drive and all it affects anywhere on any plane (25 charge points)


The warp drive ignores effects such as dimensional anchor, dimensional lock and planelocker shards unless the level (such as caster level or inventor level) is the same as, or higher than, yours.

Jormengand
2015-09-12, 05:07 AM
Mesmerism

http://fc06.deviantart.net/fs70/i/2014/338/d/9/concept_art_challenge___day_14___overmind_cpu_by_d e_prime-d88nvzs.jpg
Overmind CPU by de prime
"The trade is a simple one: You give up your freedom to live in my dream."

Mesmerism inventions follow the normal invention descriptions.

1st level

Addling Fumes
Level: Mes 1
Invention Points: 2
Construction time: 5 minutes
By making a mask with the right chemicals in, you create something which impairs the fight-or-flight response.

The wearer of the addling fumes mask is immune to fear.

Knockout Salve
Level: Mes 1
Invention Points: 3
Construction time: 10 minutes
You mix up a poison that will knock someone clean unconscious.

Knockout Salve is an injury poison whose save DC is equal to the invention DC and whose primary effect is unconsciousness for 1 round. There are no secondary effects.

2nd level

Holographic Projector
Level: Mes 2
Invention Points: 5
Construction time: 20 minutes
A short holographic message plays, or a holograph is created to obscure vision.

The holographic projector plays a simple message once a set trigger condition is met, such as a creature entering the room it's in or the device being picked up by Jonathan, the human paladin. The message is a short visual and auditory illusion that lasts no more than one minute, and it can't use command words or make more noise than two talking humans would. The visual element can fill about 20 feet in each direction, but is always coloured a slightly-transparent blue and is therefore obviously not real unless it is trying to emulate something of that description and the device itself is hidden, in which case a will save is still allowed to disbelieve.

This can be used to obscure an area, granting each creature behind that area concealment, and it can also make an annoying noise that causes creatures to require concentration checks to use spells or anything else that requires focus (If no DC is relevant, DC 5+save DC for an invention). However, the device itself is easily broken if any damage is dealt to it (AC 4 touch 4)

Shimmersuit
Level: Mes 2
Invention Points: 10
Construction time: 1 hour.
It is hard to look straight at the wearer of a shimmersuit.

You have concealment while wearing a shimmersuit but you can't use that concealment to hide.

Thoughtreader
Level: Mes 2
Invention Points: 7
Construction time: 30 minutes
The wearer of these goggles can see others' thoughts.

The wearer of the Thoughtreader - which goes over their eyes - can perceive the surface thoughts of creatures seen through it, as a detect thoughts spell, at will.

3rd level

Aethereal beacon
Level: Mes 3
Invention Points: 5
Construction time: 20 minutes
It's no amulet of Ghostspeak, but it'll do.

An aetherial beacon allows the user to speak with the spirits of the dead, assuming that they speak (or spoke) the wearer's language.

Cloaking Field
Level: Mes 3
Invention Points: 15
Construction time: 2 hours
When you wear this small object about your person, you are near-invisible.

The wearer of a cloaking field is invisible as invisibility, but a DC 20 spot check will not only reveal the wearer to anyone who looks directly through them, but allow them to track them and ignore their concealment. The wearer's still invisible, it's just that someone knows where they are. If they make an attack, they reveal their location until they manage to hide themself from observation.

Sympathetic Beacon
Level: Mes 3
Invention Points: 13
Construction time: 20 minutes
You make those about you like you more by... altering their minds.

While you carry a sympathetic beacon, creatures' initial attitudes towards you are 1 step better, though you cannot make a creature fanatical in this way.

4th level

Mind-wipe (Block)
Level: Mes 4
Invention Points: 7
Construction time: 15 minutes
These devices wipe out memories from a set time, in a completely non-selective manner.

By spending 15 minutes with a helpless or willing creature, you delete the last memories it had. You choose an amount of time, and all memories which were earned that amount of time ago or less are erased from the creature, with no save of any kind allowed against this effect. The creature creates new memories to fill the gaps. By showing a creature irrevocable proof that the new memories are fake, the old memories can be restored.

Traitor's Mark
Level: Mes 4
Invention Points: 6
Construction time: 15 minutes
You implant this device in a creature and see what it sees and hear what it hears.

You can implant a Traitor's Mark in a helpless creature as a full-round action, and you can then receive auditory and visual input from that creature for 24 hours, after which the Traitor's Mark degrades and becomes useless.

5th level

Mind-control Helm (Cursed Item)
Level: Mes 5
Invention Points: 5
Construction time: 20 minutes
This helmet allows telepathic communication... and control.

This helm appears to all inspection to be a telepathic helm, and can be linked up to other telepathic helms and mind-control helms. The wearers of mind-control helms which are connected to other mind-control helms can communicate with the wearers of other mind-control helms without anything untoward happening. However, anyone wearing a normal telepathic helm that's linked to a mind-control helm (and knows that they are wearing a telepathic helm and the other person is wearing a mind-control helm) can give suggestions, as the spell, to the mind-control helm's wearer.

Telepathic Helm
Level: Mes 5
Invention Points: 5
Construction time: 20 minutes
Interlinking telepathic helms allows the wearers to communicate.

When you make a telepathic helm, or by spending 10 minutes tinkering, you can link it to any other telepathic helms that are at hand (it only requires 10 minutes of tinkering to link any number of helms to any number of other helms, and you can create the links so that A is linked to both B and C but B is not linked to C). Those who wear a telepathic helm share a telepathic bond, as the spell, with those to whom they are linked.

6th level

Divination Misdirector
Level: Mes 6
Invention Points: 13
Construction time: 30 minutes
You misdirect your foes' divination spells.

A creature using a divination spell to gain information about you must take a will save or the information they receive will be incorrect information chosen by you. Even if they pass the save, you are aware that someone tried to use a divination on you and which one it was.

Mindbreaker
Level: Mes 6
Invention Points: 11
Construction time: 10 minutes
This potent drug makes it impossible even to think about obeying a wizard's commands.

A mask full of Mindbreaker confers immunity to mind-affecting abilities to the wearer. Despite the name, there are no long-term side effects to using mindbreaker.

7th level

Dream Manipulator
Level: Mes 7
Invention Points: 15
Construction time: 1 hour
You can create whatever you like in a creature's dreams without their knowing.

You can use a dream manipulator to alter a creature's dreams. Either you can spend 5 minutes determining the rough contents of the creature's dreams for the night, or you can spend any amount of time at the helm, influencing the exact contents of the creature's dreams for as long as you do so. Either way, the creature to be affected must be within 100 feet.

Mind-wipe (Selective)
Level: Mes 7
Invention Points: 13
Construction time: 1 hour
These are more sophisticated mind-wipes to delete specific memories.

By spending 15 minutes with a willing or helpless creature, you choose specific memories or types of memories (all memories about you, for example), and delete them from the creature. The creature's mind will invent new memories to keep the continuity of their memory. By showing a creature irrevocable proof that the new memories are fake, the old memories can be restored.

8th level

Maddening Talisman
Level: Mes 8
Invention Points: 27
Construction time: 3 hours
This talisman is so terrible to behold that it drives all who view it insane.

A creature who looks upon a Maddening Talisman must take a will save or be confused for 5d6 rounds. You can exclude specific creatures, or types of creature, from the effect when you create the Talisman. Once a creature has made their save, pass or fail, they are immune for the rest of the day. This benefits them for the rest of the day, even with another Maddening Talisman involved.

Mirror Entity
Level: Mes 8
Invention Points: 20
Construction time: 1 hour
Also known as the "Mirror deity" if you're feeling pompous.

The wearer of the mirror entity appears to be in thousands of places at once, and can control a number of illusions equal to their key ability modifier while guiding the rest in a vaguely-coordinated swarm. Those who can move freely act as mirror images, while the rest provide concealment for those in a circle of 30-foot diameter, and invisibility for the wearer and the other images, and can also replace destroyed images, taking up the mantle of a controlled image.

9th level

Construct Controller
Level: Mes 9
Invention Points: 20
Construction time: 30 minutes
Cyborgs. Under. MY. Command.

A construct controller is a tiny, parasitic weapon that can be used to take over a construct by making a melee touch attack. When you hit with it, the construct is fooled into thinking you are its creator and master until you recall the IP you used.

Mind Control Beacon
Level: Mes 9
Invention Points: 30
Construction time: 1 hour.
There is no mind control, citizen. Go back to your fun.

The mind control beacon allows you to influence people in a large area. Within 1 mile of the Mind Control beacon, you can place locations which are affected as by sympathy or antipathy. A creature who remains within a mile of the beacon becomes susceptible to your ideas as per suggestion after one week. The only ways to defeat the effects of a Mind Control beacon are to leave the area, destroy the beacon (Huge, AC 16 Touch 8 FF 16, Hardness 10, 60 HP), or slay the inventor.

10th level

Mind wipe (Remove-replace)
Level: Mes 10
Invention Points: 17
Construction time: 2 hours.
These are the epitome of memory-alteration techniques, allowing for the complete rewriting of memories.

If someone uses these mind wipes on a willing or helpless creature for 15 minutes, they can alter the creature's memories as they please, including choosing the new memories that they have. By showing a creature irrevocable proof that the new memories are fake, the old memories can be restored.

Simulation Serum
Level: Mes 10
Invention Points: 40
Construction time: 2 hours.
A specially prepared formula which will cause the user to believe anything you tell them, and show them a world that matches.

If you hit someone with the simulation serum (which is a light improvised weapon and does no damage), they must take a will save or become your eternal minion. This is achieved by allowing you to fool their senses of sight, hearing, touch, taste, and smell, as well as special senses including but not limited to blindsight, blindsense, and detect spells. You can also convince the creature of anything you could convince them with a suggestion spell. The creature's proprioception is not fooled - that is, they are aware of the location of their own body - but otherwise you are essentially the master of all they survey.

It requires no check to tell that the person is under some kind of delusion, but it's impossible to tell whether they're acting, insane, cursed, or they know something you don't. They do not appear to be under any kind of compulsion, because in a sense, they aren't. Creatures are unlikely, therefore, to know that remove curse, limited wish, wish or miracle can remove the effects.

If you recall the IP from the Simulation Serum, the creature is freed from its effects.


Repulsion

http://th06.deviantart.net/fs70/PRE/f/2014/086/5/8/clockwork_valkyrie_by_liyart-d5ut53o.jpg
Clockwork valkyrie by liyart
"Let nothing enter this place, alive or dead."

Repulsion inventions follow the normal invention descriptions.

1st level

Elemental Jacket
Level: Rep 1
Invention Points: 5
Construction time: 15 minutes
This jacket protects against the elements.

The jacket grants resistance 5 to an energy type chosen by you upon its creation, and resistance 2 to each other energy type.

Force Armour
Level: Rep 1
Invention Points: 2
Construction time: 10 minutes
You create light armour which defends with a force field rather than any mass of its own.

The armour you create requires no proficiency, and provides a +4 armour bonus to AC when worn.

Force Shield
Level: Rep 1
Invention Points: 2
Construction time: 10 Minutes
This is a shield that creates a force field in front of it.

This shield requires no proficiency, and provides a +4 shield bonus to AC when held.

Repair Mixture
Level: Rep 1
Invention Points: X
Construction time: X minutes
This drink will restore anyone to health.

Imbibing a repair mixture restores X hit points to those living, dead or otherwise. It can also be put on an item to repair it. It only heals creatures up to half their hit points.

2nd level

Impenetrable Lock
Level: Rep 2
Invention Points: 5
Construction time: 20 minutes
This lock is technically not quite impenetrable, but does a good job

This lock requires a strength check or disable device check equal to the normal invention save DC, plus 10, to open it. It is immune to the effects of spells such as knock which would normally bypass it.

Toughened Carapace
Level: Rep 2
Invention Points: 7
Construction time: 25 minutes
A toughened carapace protects you from most attacks.

You gain DR/- equal to half your IL when you wear this cloak.

3rd level

Bane of the Unseen
Level: Rep 3
Invention Points: 9
Construction time: 20 minutes
These goggles allow you to see invisible creatures.

A creature who wears a Bane of the Unseen over their eyes can see invisible creatures exactly as though they were visible.

Indomitable Armour
Level: Rep 3
Invention Points: 13
Construction time: 30 minutes
You create a set of heavy but powerful armour.

This adamantine full plate gives a +12 armour bonus to armour class, rather than +9.

4th level

Cureall
Level: Rep 4
Invention Points: 11
Construction time: 45 minutes
You can use this when you decide you don't like the existence of someone's ailment.

A cureall can be drunk (or stuffed down someone's throat) to remove blindness, curses, deafness, diseases, or paralysis. It also restores 1d6 points of ability damage.

Repulsor Impact Field
Level: Rep 4
Invention Points: 8
Construction time: 20 minutes.
This device creates a force field which damages aggressors.

The repulsor impact field can be worn as a small accessory that requires no slot. A creature that moves into within 5 feet of a creature wearing a repulsor impact field takes 3d6 points of force damage, or 6d6 if they charged into the area. The repulsor impact field can be turned on or off as a swift action. You can't deal damage by moving the area within 5 feet of you into a creature, but a creature triggers the effects of the field if it is pushed into the area.

5th level

Forcefield Generator (Sphere)
Level: Rep 5
Invention Points: 12
Construction time: 30 minutes
When turned on, this generator creates a forcefield around you.

This generator only has to be a very small object, and can be turned on or off as a standard action to create a resilient sphere about the wearer.

Healing Mixture
Level: Rep 5
Invention Points: X
Construction time: X minutes
This drink will restore anyone to health.

Imbibing a healing mixture restores 2X hit points to those living, dead or otherwise. It can also be put on an item to repair it.

6th level

Storm Shield
Level: Rep 6
Invention Points: 30
Construction time: 1 hour
This shield's force field has a large chance to prevent damage outright.

When a creature carries this shield, any damage that creature takes has a 65% chance to be halved. This only works for hit point damage and nonlethal damage, not ability or any other type of damage.

Subspace Sanctuary
Level: Rep 6
Invention Points: 25
Construction time: 30 minutes
This allows the user to disappear into a pocket dimension with their allies.

The user of a subspace sanctuary can travel with any creature within 30 feet, and all these creatures' possessions, to an extradimensional space. No creature is forced into this space, and any may leave it as a free action. This means that with the aid of some method of seeing out, a subspace sanctuary can be used to surprise foes. Creatures rematerialise as close to their previous location as possible. If you leave the space, everyone else is woken up and forced out.

Miracle Mixture
Level: Rep 6
Invention Points: 25
Construction time: 1 hour 15 minutes.
This allows for the removal of more conditions.

A miracle mixture removes 1d6 points of ability drain, and once that ability drain is all healed, heals twice the remainder in ability damage. It also removes a single negative level, and removes blindness, confusion, deafness, instability (dying), nausea, paralysis, sickness, stunning, and - if the creature has enough hit points - unconsciousness. It can be drunk or administered just as a potion.

7th level

Forcefield Generator (Wall)
Level: Rep 7
Invention Points: 16
Construction time: 30 minutes
This generator creates a linear force field

The wall forcefield generator creates a wall of force, as the spell, within range when turned on. However, moving the forcefield generator once it is switched on will move the wall of force by the same amount. If you try to force a creature or object back in this way, the generator turns off. Turning it on or off is a standard action (Though the latter can fairly easily be done as a move action by forcing it off).

Suspended Animator
Level: Rep 7
Invention Points: 27
Construction time: 1 hour
This allows the wearer to enter suspended animation.

A creature wearing a suspended animator - which goes on their head - can activate it to turn invisible, undetectable to divinations, and unconscious. This state lasts for a length of time determined by the user, and while in suspended animation do not experience the passage of time normally. A creature can discover the wearer by hearing, feeling, or (somehow) tasting them.

Every day the creature wakes up for a few moments (though they don't become visible or detectible) and can use this time to end the effect.

8th level

Antimagic Crown
Level: Rep 8
Invention Points: 25
Construction time: 1 hour
This device shuts off all other magic in the area.

When switched on, an Antimagic Crown - unsurprisingly worn on the head - projects an Antimagic Field, though it isn't affected by Antimagic Fields itself.

Inevitable Gate
Level: Rep 8
Invention Points: 25
Construction time: 1 hour 20 minutes
It's not an inevitable that's a gate. It's a gate that is inevitable.

An inevitable gate is a doorway that appears in multiple locations at once: up to one per level. It has base hardness 20 and 100 hit points, and anything that is done to protect the gate applies to every copy of it. If one is damaged, the others are not; if one is destroyed the others are.

9th level

Armour of the Last Guardian
Level: Rep 9
Invention Points: 45
Construction time: 1 hour.
Even better than the armour of the penultimate guardian.

The Armour of the Last Guardian makes its wearer nearly immune to hit point damage: any hit point damage taken by the wearer is reduced to 1. It does not, however, provide an AC bonus and does inhibit normal armour use, as well as being heavy armour with an armour check penalty of -6, maximum dexterity of +1 and arcane spell failure chance 50%.

Impermeable Colosseum
Level: Rep 9
Invention Points: 35
Construction time: 2 hours
Nothing gets into or out of here without your say-so.

No creature can enter or view into an Impermeable Colosseum, which has a 10-foot thick wall and a 25-foot radius, without your permission. A creature with permission can simply walk in through one of a multitude of doors, but otherwise the Colosseum blocks entry, and also prevents any kind of divination within its domain, including the walls.

10th level

Field of Woe
Level: Rep 10
Invention Points: 50
Construction time: 1 day.
The bane of all magi is here. Tremble before its horrific might.

A Field of Woe is one of the most powerful anti-magic inventions ever to come to be. It is set up in an area consisting of up to 20 10-foot squares, which must form a continuous zone with no gaps, and its domain extends 1000 feet skywards unless a large physical barrier stops it. Whenever a creature casts a spell in a Field of Woe, the spell is destroyed: it does not resolve and become countered, it does not fail, it simply does not come to pass. The spell slot is wasted. So too is it for psionic powers, and spell-like, psi-like and supernatural abilities. Creatures who bring constant-effect magical items or spell effects into the field, or enter with a constant-effect supernatural ability, find that they simply fail once they are brought in: weapons and armour are still usable, and even masterwork, and any constant-effect item that is taken out of the field works once more after a round (assuming, and to the extent that, it worked prior to entry). Items or supernatural abilities that must be activated simply do not work and their charges are wasted.

A Field of Woe gains power points equal to the caster/manifester/inventor level of each spell, power, spell-like or psi-like ability, activated supernatural ability, or magic item charge it consumes, but none for suppressing constant-effect items or supernatural abilities. If there is none, use the creator or user's hit dice as appropriate.

A Field of Woe acts precisely once when its power points were raised from zero to a number greater than zero, and it does so one round after this occurred, before the transgressor's initiative count (Suppose a wizard enters and tries to cast a spell, then a cleric enters and does the same, then the Field of Woe will act just before the wizard has another chance to act). It is not subject to its own effects, and the creature it summons is not either, but nor can Fields of Woe be built so as to overlap or both will fail to operate. When a Field of Woe acts, it raises a barrier around its edge, and summons a Shadow of Nothing directly in front of the creature who set it off, or as close as possible if it cannot be placed. Given that a Shadow of Nothing can fly, it is almost certain that it can be placed in the field. If not, the field explodes, dealing damage equal to the number of power points it had times seven to each creature in the area.

Shadows of Nothing and the walls around the Field of Woe share a hit point total, which is also equal to the number of power points the Field of Woe has: as one increases or decreases, so too do the other two. By destroying the wall or the Shadow of Nothing, the Field of Woe can be left. The wall's AC is always that of the Shadow of Nothing, although it's always flat-footed because it's a wall. Destroying a Field of Woe while it is active is impossible, but when it is inactive a creature can attempt to destroy it with a weapon. It has a hardness of 10 and 100 hit points per square, but destroying any of the squares renders the whole lot inoperable.

A Shadow of Nothing with no hit points is destroyed. A Shadow of Nothing without anyone to attack shatters, as does the wall, and the Field of Woe is reduced to zero power points.

Shadow of Nothing
Size/Type: Huge
Hit Dice: * (10 effective hit dice)
Initiative: +4 +*/5 + */20
Speed: 20+* feet (4+*/5 squares), Fly 20+* feet (Clumsy)
Armor Class: 8 + 3*/10 (+*/4 +*/20 Dex -2 Size) touch 8+3*/10 flat-footed 8+*/4
Base Attack/Grapple: +10/+12+*/20
Attack: Horror +8+*/20 melee (1d6+(*+*/20))
Full Attack: 2 Horrors (+8+*/20)/(+3+*/20) melee (1d6+(*+*/20))
Space/Reach: 20 ft/20 ft
Special Attacks: Drain Magic
Special Qualities: A Shadow in the World, Nihil Est
Saves: For +7 +*/10 Ref +7 + */20+*/10 Will +7 + */20+*/10
Abilities: Str 10+*/10 Dex 10+*/10 Con - Int 10+*/10 Wis 10+*/10 Cha 10+*/10

A Shadow of Nothing attempts to kill anything in its field. It cannot be commanded or controlled, speaks no languages and understands all of them, and only uses this comprehension to ensure the total destruction of the opposition. Shadows of Nothing do not leave their fields, nor do anything but kill people.

Drain Magic: Whenever a Shadow of Nothing hits with a melee attack, it removes the target's highest level spell slot, or power points equal to the number of power points that creature can spend at once, whichever gives it more power points. If it gets the same number from each, it chooses randomly. It then absorbs that many power points, or twice the spell's level in spell points, into the field. If there are multiple spell slots that could be chosen, the spell slot lost is chosen randomly.

A Shadow in the World: A Shadow of Nothing gets more powerful the more power points there are in the field. This gets weird fast.

The Shadow of Nothing's Hit Points and Movement Speed (in feet) scale directly with the Field of Woe's power points, as does the damage its horror deals (though this also scales with strength, so the scaling is 21/20 times the number of power points). Its untyped bonus to AC scales with a quarter of its power points. Its initiative scales with 1/5 of its power points, but also with dexterity. Its saves scale with 1/10 of its power points and the relevant ability score. The ability scores scale with 1/10 of its power points.

Nihil Est: A Shadow of Nothing has no types or subtypes. It lacks an alignment. Anything that requires an alignment, or type, or subtype to function is not effective against a Shadow of Nothing. A Shadow of Nothing is not a living creature, nor a dead one, nor an object, nor a construct. Shadows of Nothing don't go away in an antimagic field even if you can get one close enough.

Magic-Eater Suit
Level: Rep 10
Invention Points: 50
Construction time: 4 hours.
This robe devours magical energy.

The wearer of this +5 Heavy Fortification robe is immune to the effects of hostile spells which would affect them directly.

Jormengand
2015-09-12, 05:09 AM
Robotics

http://th09.deviantart.net/fs71/PRE/f/2015/016/c/e/clockwork_dragon_2_by_amarys-d8e4hzs.jpg
Clockwork dragon 2 by amarys
"Must we always destroy? Can we not stop for a moment and create?"

Robotics is by far the most complex field of invention, but all things are relative. To build a robot, you choose a chassis. This chassis then has slots for you to place other inventions on. Each robotics invention will have a slot field. This slot field will either tell you where it goes, or will say "Chassis" to indicate that it is the starting point from which one builds one's robot. A chassis, as well as some other parts, will be able to sustain other parts. There is a Sustains field to detail this information. So, for example,

Slot: Chassis
Sustains: Arm 2, Arm 1, Mouth 1

...means that you can put an arm of up to second level, an arm of first level, and a mouth part of first level on the robot. Some parts will have their own slots, such as:

Slot: Arm
Sustains: Weapon 1

...meaning that this part is an arm which can support a first-level weapon.

As a worked example, suppose we have a second-level Chassis which sustains Arm 2, Arm 1, Mouth 1. We then add a second-level Arm which, in turn, sustains Weapon 1 Hand 1. Our available slots are now Arm 1 Mouth 1 Weapon 1 Hand 1. If we add the weapon and the hand, and then add an Arm which sustains a Weapon 1, we can then add another weapon and a mouth part. Out robot is now equipped with two first-level weapons, a first and second level arm and a first-level mouth part, mounted on a second-level chassis.

You needn't fill all of the slots on your robot and can fill them with parts of a lower level than the level given, just not a higher one.

A chassis has a base statistic block, which usually does not have that many abilities. Further abilities can be added by adding parts. Many fields on the chassis' statistic block are missing. These entries are usually irrelevant, nonexistent, or always true neutral.

Parts of a robot can be augmented. Further, many Demolition weapons can be used to fill a weapon slot of high enough level.

1st level

Automaton
Level: Rob 1
Invention Points: 3
Construction time: 2 hours
Slot: Chassis
Sustains: Arm 1 Arm 1
This is a very simple mechanical construct to do your bidding.

An automaton is a medium-sized robot with simple legs and no arms, though it has space to put arms on. It might have a head, but it's generally ornamental and there's no room to put more parts on it - it actually sees through cameras on its chest. It attacks by kicking, kneeing and otherwise slamming into its foe.

Size/Type: Medium construct.
Hit Dice: 1/2 d10 + 20 (22 HP)
Initiative: -1
Speed: 30 feet (6 squares)
Armor Class: 11 (-1 dex +2 natural) touch 9 flat-footed 11.
Base Attack/Grapple: +0/+0
Attack: Unarmed Strike +0 melee (1d3)
Full Attack: Unarmed strike +0 melee (1d3)
Space/Reach: 5 ft/5 ft
Special Attacks: None
Special Qualities: Construct traits
Saves: For +0 Ref -1 Will -5
Abilities: Str 10 Dex 8 Con - Int - Wis 1 Cha 1

Basic arm
Level: Rob 1
Invention Points: 1
Construction time: 10 minutes
Slot: Arm
Sustains: Hand 1
You add an arm that is capable of sustaining a proper hand.

This arm is mainly useful when a hand is equipped to it, as it allows for the manipulation of that hand and is largely useless alone, though it can conceivably be used to hold something in a fairly awkward manner.

Basic Hand
Level: Rob 1
Invention Points: 1
Construction time: 5 minutes
Slot: Hand
Sustains: -
This hand can manipulate objects about as well as a human hand can.

This basic hand allows the robot to wield weapons and perform other tasks requiring hands normally.

Blaster
Level: Rob 1
Invention Points: 1
Construction time: 20 minutes
Slot: Weapon
Sustains: -
This part fires blasts of energy at enemies.

The blaster is a ranged piercing weapon that deals 1d4 damage and has a range increment of 20 feet. It never runs out of ammunition.

Bite
Level: Rob 1
Invention Points: 1
Construction time: 20 minutes
Slot: Mouth
Sustains: -
These teeth are strong enough to allow the creature to bite things in combat.

The creature gains a bite as appropriate for its size.

Hound Robot
Level: Rob 1
Invention Points: 4
Construction time: 1 hour 30 minutes
Slot: Chassis
Sustains: Mouth 1, Back 1

This robotic dog is too small to ride, but serves willingly and well. Sometimes, they are created in the forms of other animals, such as cats or even spiders or lizards.

Size/Type: Small construct.
Hit Dice: 1/2 d10 + 10 (12 hp)
Initiative: +1
Speed: 40 feet (8 squares)
Armor Class: 14 (+1 dex +2 natural +1 size) touch 12 flat-footed 13
Base Attack/Grapple: +0/-1
Attack: Claw +0 melee (1d2-1)
Full Attack: 2 claws +0 melee (1d2-1)
Space/Reach: 5 ft/5 ft
Special Attacks: None
Special Qualities: Construct Traits
Saves: For +0 Ref +1 Will -5
Abilities: Str 8 Dex 12 Con - Int - Wis 1 Cha 1

Simple Arm
Level: Rob 1
Invention Points: 1
Construction time: 10 minutes
Slot: Arm
Sustains: -
You create a simple arm that comes with a hand on the end of it free of charge!

A simple arm really is just an arm with a hand on the end. It allows for none-too-skillful manipulation of objects, and anything even slightly fiddly is done at a -8 penalty. Anything requiring any manual dexterity at all - beyond hitting things with a weapon, at least - is still at a -4 penalty.

Siren
Level: Rob 1
Invention Points: 1
Construction time: 5 minutes
Slot: Back 1
Sustains: -
This siren makes a loud noise when fired.

The robot can fire the siren to make a loud noise at a volume equivalent to about four hollering humans, and/or a series of light flashes equivalent to a bright but flickering fire, as a swift action. The robot can change whether the machine produces light, sound, neither or both as a swift action.

Weapon Arm
Level: Rob 1
Invention Points: 1
Construction time: 10 minutes
Slot: Arm
Sustains: Weapon 1
This arm can be used to carry a simple weapon system.

This arm allows for the use of the equipped weapon in the normal fashion.

2nd level

Fireblaster
Level: Rob 2
Invention Points: 3
Construction time: 15 minutes
Slot: Weapon
Sustains: -
This shoots fire, so it's automatically awesome.

This weapon shoots blasts of fire which do 1d8 points of fire damage when they hit. A critical hit doesn't do any more damage, but instead sets the creature on fire. It has a range increment of 50 feet and never runs out of ammunition.

Humanoid Robot
Level: Rob 2
Invention Points: 8
Construction time: 3 hours
Slot: Chassis
Sustains: Arm 2 Arm 1 Head 2
You create a relatively basic, standard robot that is used for a variety of purposes.

The humanoid robot looks like a human, only without any arms and made of metal. Unless properly equipped, it runs awkwardly and fights with kicks and headbutts.

Size/Type: Medium construct.
Hit Dice: 1d10 + 20 (25 HP)
Initiative: 0
Speed: 30 feet (6 squares)
Armor Class: 12 (+2 natural) touch 10 flat-footed 12.
Base Attack/Grapple: +0/+0
Attack: Unarmed Strike +1 melee (1d3+1)
Full Attack: Unarmed strike +1 melee (1d3+1)
Space/Reach: 5 ft/5 ft
Special Attacks: None
Special Qualities: Construct traits
Saves: For +0 Ref 0 Will -5
Abilities: Str 12 Dex 10 Con - Int - Wis 1 Cha 1

Laser Eyes
Level: Rob 2
Invention Points: 10
Construction time: 20 minutes
Slot: Head
Sustains: -
Who wouldn't give a robot laser eyes?

The robot can shoot lasers out of its eyes, which deal 2d6 damage and have a range increment of 50 feet.

Mechanical Steed
Level: Rob 2
Invention Points: 12
Construction time: 4 hours
Slot: Chassis
Sustains: Mouth
You construct a trusty steed out of trusty steel.

A mechanical steed is a vague parody of a light horse, and much like its living brethren cannot fight while carrying a rider. If you give a mechanical steed a bite attack, it's a primary weapon even though its hooves are secondary.

Size/Type: Large construct.
Hit Dice: 1d10 + 30 (35 hp)
Initiative: -1
Speed: 60 feet (12 squares)
Armor Class: 8 (-1 Size -1 Dex) touch v flat-footed w
Base Attack/Grapple: +0/+1
Attack: Hoof -5 Melee (1d4)
Full Attack: 2 hooves -5 melee (1d4)
Space/Reach: 10 ft/5 ft
Special Attacks: -
Special Qualities: Construct Traits
Saves: For +0 Ref -1 Will -4
Abilities: Str 10 Dex 8 Con - Int - Wis 1 Cha 1

Turret
Level: Rob 2
Invention Points: 5
Construction time: 10 minutes
Slot: Chassis
Sustains: Weapon 10
Dakkadakka.

A turret is fixed to a flat surface. It can fire its weapon automatically. It's only about 2 feet tall. It fights as a construct, but it has no wisdom or charisma score (or any other ability score) and is an object. It spins fast enough to prevent hits on it as though it had a dexterity of 10.

Size/Type: Small construct.
Hit Dice: 1d10 + 10 (15 hp)
Initiative: +0
Speed: -
Armor Class: 6 (+1 size -5 object) touch 6 flat-footed 6
Base Attack/Grapple: +0/+0
Attack: Weapon +0
Full Attack: Weapon +0
Space/Reach: 5 ft/-
Saves: For +0 Ref +0 Will +0
Abilities: Str - Dex - Con - Int - Wis - Cha -

Twin-link weapon
Level: Rob 2
Invention Points: 0
Construction time: 0
Slot: Weapon
Sustains: Weapon 1, Weapon 1
This special weapon-mount allows the equipped robot to fire two weapons at once.

The two equipped weapons can be fired at the same target as part of the same action with no penalty. They can both be fired once with one standard action, or the robot may take a full action as normal, but both weapons must be fired at one target.

Weapon Arm 2
Level: Rob 2
Invention Points: 2
Construction time: 15 minutes
Slot: Arm
Sustains: Weapon 2
This is an upgraded version of the weapon arm.

This arm allows for the use of the equipped weapon in the normal fashion.

3rd level

Forceblade
Level: Rob 3
Invention Points: 5
Construction time: 20 minutes
Slot: Weapon
Sustains: -
This blade is made along similar principles to a wall of force, but on a smaller scale.

A forceblade is a longsword that deals force damage and is a force effect.

Gatling Gun
Level: Rob 3
Invention Points: 10
Construction time: 20 minutes
Slot: Weapon or Back
Sustains: -
Dakkadakkadakkadakkadakka.

A gatling gun sprays a 30-foot line of bullets which deal 6d6 points of damage (reflex half) to those caught in the spray. The robot can't activate the gatling gun itself: only a rider can.

Centauroid
Level: Rob 3
Invention Points: 15
Construction time: 4 hours
Slot: Chassis
Sustains: Arm 3, Arm 3, Back 3, Mouth 2
Sometimes mistaken for zelekhut inevitables, these mechanical centaurs are swift to trample on their foes.

A centauroid is about the size and weight of a centaur and deals additional damage when charging with a lance in the same way. Its hooves are secondary natural weapons, but any other natural weapon it has, including its unarmed strike, is a primary one.

Size/Type: Large construct.
Hit Dice: 2d10 + 30 (41 hp)
Initiative: +2
Speed: 50 feet (10 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +1/+9
Attack: Hoof +0 melee (1d4+2)
Full Attack: 2 hooves +0 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Construct traits
Saves: For +0 Ref +2 Will -4
Abilities: Str 18 Dex 14 Con - Int - Wis 1 Cha 1

Tri-link weapon
Level: Rob 3
Invention Points: 0
Construction time: 0
Slot: Weapon
Sustains: Weapon 1, Weapon 1, Weapon 1
An unwieldy contraption, but one that allows the robot to fire three weapons at once.

The three equipped weapons can be fired at the same target as part of the same action with no penalty. They can all be fired once with one standard action, or the robot may take a full action as normal, but all weapons must be fired at one target.

Weapon Arm 3
Level: Rob 3
Invention Points: 3
Construction time: 20 minutes
Slot: Arm
Sustains: Weapon 3
This is a further improved version of the weapon arm.

This arm allows for the use of the equipped weapon in the normal fashion.

4th level

Acid Cannon
Level: Rob 4
Invention Points: 20
Construction time: 25 minutes
Slot: Weapon (Two slots)
Sustains: -
An acid cannon rains down death and corrosion upon foes.

One fires an acid cannon much like a ranged splash weapon only with a range increment of 30 feet. It deals 5d6 damage. A creature or object hit, whether by the main blast or the splash, takes 5 damage per round for 3 rounds. The acid cannon, of course, deals acid damage.

Dual-engineered weapon
Level: Rob 4
Invention Points: 0
Construction time: 0
Slot: Weapon
Sustains: Weapon 2, Weapon 2
This upgraded weapon-mount allows the equipped robot to fire two weapons at once.

The two equipped weapons can be fired at the same target as part of the same action with no penalty. They can both be fired once with one standard action, or the robot may take a full action as normal, but both weapons must be fired at one target.

Weapon Arm 4
Level: Rob 4
Invention Points: 4
Construction time: 25 minutes
Slot: Arm
Sustains: Weapon 4
This is a greater version of the weapon arm.

This arm allows for the use of the equipped weapon in the normal fashion.

5th level

Great Force Blade
Level: Rob 5
Invention Points: 20
Construction time: 90 minutes.
Slot: Weapon
Sustains: -
This force weapon is made of several trapezium-shaped panels which fly apart and cut through many enemies when the blade is swung.

A great force blade works much like a longsword, but it is a force effect, deals force damage, and can be used to damage every foe in a 15-foot cone in place of each attack to which the wielder would normally be entitled. The wielder threatens a 15-foot area, but can only attack the provoker of the attack of opportunity, not anyone else. If the wielder is large or larger, it can affect 15 feet or its natural reach, whichever is larger, with either of these two effects.

Mechanical Angel
Level: Rob 5
Invention Points: 20
Construction time: 3 hours
Slot: Chassis
Sustains: Arm 5 Arm 5 Mouth 5
This looks much like an astral deva, save for the fact that it is clearly mechanical.

This creature lacks arms until they are added, but shares an astral deva's ability to slam into its foes.

Size/Type: Medium construct.
Hit Dice: 12d10 + 20 (86 hp)
Initiative: +4
Speed: 50 ft. (10 squares), fly 100 ft. (good)
Armor Class: 29 (+4 Dex, +15 natural), touch 14, flat-footed 25
Base Attack/Grapple: +8/+14
Attack: Slam +18 melee (1d8+9)
Full Attack: Slam +18/+13/+8 melee (1d8+9)
Space/Reach: 5 ft./5 ft.
Special Attacks: None.
Special Qualities: Construct Traits
Saves: For +4 Ref +8 Will -1
Abilities: Str 22 Dex 18 Con - Int - Wis 1 Cha 1

Weapon Arm 5
Level: Rob 5
Invention Points: 5
Construction time: 30 minutes
Slot: Arm
Sustains: Weapon 5
This is a... look, work it out.

This arm allows for the use of the equipped weapon in the normal fashion.

6th level

Dinosaur Robot
Level: Rob 6
Invention Points: 50
Construction time: 6 hours
Slot: Chassis
Sustains: Arm 4 Arm 4 Head 2 Back 3 Mouth 2 Weapon 4 Weapon 4
This t-rex shaped robot features a weapon inside its mouth and two on its back, and beware its jaws for they are deadly.

A creature can ride on a Dinosaur Robot if they're the right size category.

Size/Type: Gargantuan Construct
Hit Dice: 16d10+60 (148 hp)
Initiative:
Speed: 60 feet
Armor Class: 13 (-4 Size -1 dex +8 natural) touch 5 flat-footed 13
Base Attack/Grapple: +12/+31
Attack: Bite +15 melee (3d6+10)
Full Attack: Bite +15 melee (3d6+10)
Space/Reach: 20 ft/20 ft
Special Attacks: Thunderstomp
Special Qualities: Construct Traits
Saves: Fort +5, Ref +3, Will +0
Abilities: Str 24 Dex 6 Con - Int - Wis 1 Cha 1

Thunderstomp
Even though they can't normally have feats, dinosaur robots are treated as having the improved overrun feat. Any creature they successfully overrun takes 6d6 points of bludgeoning damage from the robot crushing them underfoot.

Lightning Launcher
Level: Rob 6
Invention Points: 25
Construction time: 90 minutes
Slot: Weapon (2 slots)
Sustains: -
Just in case being a wizard capable of throwing around lightning bolts wasn't your calling, now you can have a robot that does it for you!

A lightning launcher can be used as a standard action to emulate the spell Lightning Bolt (CL=IL).

Piggyback system
Level: Rob 6
Invention Points: 0
Construction time: 0
Slot: Weapon
Sustains: Weapon 3, Weapon 3
This improved weapon-mount allows the equipped robot to fire two weapons at once.

The two equipped weapons can be fired at the same target as part of the same action with no penalty. They can both be fired once with one standard action, or the robot may take a full action as normal, but both weapons must be fired at one target.

Weapon Arm 6
Level: Rob 6
Invention Points: 6
Construction time: 35 minutes
Slot: Arm
Sustains: Weapon 6

This arm allows for the use of the equipped weapon in the normal fashion.

7th level

Lance of the Ultimatum
Level: Rob 7
Invention Points: 30
Construction time: 100 minutes
Slot: Weapon
Sustains: -
This is one hell of a lance.

A Lance of the Ultimatum is a force weapon which deals 2d6 points of damage on a successful hit, and can be thrown - in which case a new one is generated in the user's hand. Any critical hit with the Lance of the Ultimatum is resolved as a Coup de Grace.

Silver Tongue of the Speaker
Level: Rob 7
Invention Points: 25
Construction time: 2 hours
Slot: Mouth
Sustains: -
This component allows the robot to speak utterances.

The equipped robot can utter as a worldspeaker of one quarter your IL. It gets a bonus on truespeak checks equal to your IL, plus your key ability score (not modifier).

Weapon Arm 7
Level: Rob 7
Invention Points: 7
Construction time: 40 minutes
Slot: Arm
Sustains: Weapon 7

This arm allows for the use of the equipped weapon in the normal fashion.

8th level

Dual-strike weapon
Level: Rob 8
Invention Points: 0
Construction time: 0
Slot: Weapon
Sustains: Weapon 4, Weapon 4
This powerful weapon-mount allows the equipped robot to fire two weapons at once.

The two equipped weapons can be fired at the same target as part of the same action with no penalty. They can both be fired once with one standard action, or the robot may take a full action as normal, but both weapons must be fired at one target.

Iceshard Cannon
Level: Rob 8
Invention Points: 35
Construction time: 2 hours
Slot: Weapon (2 slots)
Sustains: -
Basically, it's a big snowball machine.

An iceshard cannon fires a blast of ice at a creature when used as a standard action. It doesn't run out of ammunition. If it misses, it's resolved as a ranged splash weapon, though its range increment is actually 75 feet; if it hits, it deals 5d6 bludgeoning and 5d6 cold damage to the target. Either way, it then sends several shards of ice into the air, pelting the area within 30 feet for 3 rounds. Everyone has concealment from anyone who needs to look through the field to see them; anyone who tries to pass through does so at half speed; everyone in the area takes 2d6 slashing and 2d6 cold damage per round from the shards.

Weapon Arm 8
Level: Rob 8
Invention Points: 8
Construction time: 45 minutes
Slot: Arm
Sustains: Weapon 8

This arm allows for the use of the equipped weapon in the normal fashion.

9th level

Ultimate Force Blade
Level: Rob 9
Invention Points: 35
Construction time: 2 hours
Slot: Weapon
Sustains: -
Bigger, better, more forceful.

An ultimate force blade is much like a great force blade, but it does triple damage and affects up to a 30 foot range.

Weapon Arm 9
Level: Rob 9
Invention Points: 9
Construction time: 50 minutes
Slot: Arm
Sustains: Weapon 9

This arm allows for the use of the equipped weapon in the normal fashion.

10th level

Doppler weapon
Level: Rob 10
Invention Points: 0
Construction time: 0
Slot: Weapon
Sustains: Weapon 5, Weapon 5
This legendary weapon-mount allows the equipped robot to fire two weapons at once.

The two equipped weapons can be fired at the same target as part of the same action with no penalty. They can both be fired once with one standard action, or the robot may take a full action as normal, but both weapons must be fired at one target.

Railgun
Level: Rob 10
Invention Points: 30
Construction time: 2 hours
Slot: Weapon (2 slots) Back, Head
Sustains: -
Can you say "Shot that goes so fast that it causes an explosion even without any explosive?"

A railgun is an insanely powerful weapon that requires that the robot commit everything to its use to do so successfully. Not only does it take up two weapon slots, but it requires a large power pack on the robot's back, and special target-sighting goggles on its head to be able to use the weapon with even a modicum of accuracy. Further, it takes five rounds to fire the weapon, as it has to charge up, and if the robot didn't spend a full-round action getting into the correct position to fire it before charging up, the robot itself will take 20d6 points of backlash damage from the gun's recoil.

The railgun has a range increment of 1000 feet, and rolls to hit against touch AC. If it hits a target, it deals 3d100 points of piercing damage to it, and creates a fiery blast much like a fireball (CL 10) around the area of the target, though the effect isn't actually magical. If it misses, it goes xd6*5 feet in a random direction (determined with 1d8) away from the target, where x is the number of points by which it missed. If this would make the shot appear behind the firer or in another exceedingly unlikely location, re-roll until it doesn't. The fireball emanates from this random location, though the railgun shot itself doesn't hit anyone.

Once this is resolved, the robot requires another 5 rounds to return power to its other systems, and is stuck in place, helpless, until this occurs. The railgun requires another hour before becoming ready to fire again.


Soul of the Tarrasque
Level: Rob 10
Invention Points: 70
Construction time: 1 day
Slot: Chassis
Sustains: 10*Back 10, 4*Weapon 10, Mouth 10
Stompy Stompy.

A Soul of the Tarrasque looks very similar to the Tarrasque itself, though it's clearly robotic. A Soul of the Tarrasque can't fire any of the weapons it's given and they must be fired by riders. There are 4 weapon spaces on platforms on its back and 3 on each side, as well as platforms to use any other back systems if they are also weapons. If the Soul of the Tarrasque is given a mouth weapon, it can use that, though.

Size/Type: Colossal construct.
Hit Dice: 20d10 + 80 (130 hp)
Initiative: +3
Speed: 20 feet (4 squares)
Armor Class: 35 (-8 size +3 dex +30 natural) touch 5 flat-footed 32
Base Attack/Grapple: +15/+48
Attack: Bite +24 Melee (4d8+17/18-20/x3)
Full Attack: Bite +24 melee (4d8+17/18-20/x3) and 2 horns +19 melee (1d10+8) and 2 claws +19 melee (1d12+8) and tail slap +19 melee (3d8+8)
Space/Reach: 30 ft/20 ft
Special Attacks: Augmented critical, frightful presence, improved grab, rush
Special Qualities: Construct Traits
Saves: For +6 Ref +9 Will +1
Abilities: Str 45 Dex 16 Con - Int - Wis 1 Cha 1

Frightful presence (Su)
Because the save DC is charisma-based, the Soul of the Tarrasque's Frightful Presence is only DC 29.

Super-soldier
Level: Rob 10
Invention Points: 50
Construction time: 4 hours
Slot: Chassis
Sustains: Arm 10 Arm 10 Back 10 Head 10 Mouth 10
This is one of the best robots known to man, woman or child, and it knows it.

A super soldier is a powerful construct with the Paragon template (ELH), meaning that all its attacks are enhanced much as its unarmed strike is.

Size/Type: Medium construct.
Hit Dice: 10d10 (Max) + 140 (240 HP)
Initiative: +7
Speed: 90 feet (18 squares)
Armor Class: 46 (+12 insight +12 luck +5 natural +7 dexterity) touch 41 flat-footed 39.
Base Attack/Grapple: +7/+28
Attack: Unarmed Strike +40 melee (1d3+28)
Full Attack: Unarmed strike +40/+35 melee (1d3+28)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like Abilities
Special Qualities: Construct traits, Resistance to fire 10 and cold 10, DR 10/epic, SR 45, Fast healing 20
Skills: 40 points among any skills (All class skills), +10 to all skills.
Feats: Any 5 (Must meet prerequisites)
Saves: For +13 Ref +20 Will +16
Abilities: Str 27 Dex 25 Con - Int 15 Wis 16 Cha 16

A super-soldier's natural weapons (including its unarmed strike and any added later) are treated as epic for the purposes of ignoring damage reduction.

Weapon Arm 10
Level: Rob 10
Invention Points: 10
Construction time: 55 minutes
Slot: Arm
Sustains: Weapon 10

This arm allows for the use of the equipped weapon in the normal fashion.



Hybrid Inventions

http://th09.deviantart.net/fs48/PRE/f/2009/187/8/6/Steamblood_Hybrid_by_Kraken_Steelklaw.jpg
Steamblood hybrid by Kraken Steelklaw
"I am the creator and the destroyer, the strengthener and the weakener, the mover of mind and of matter."

Some inventions need more than one discipline. These could be any number of different things, but most important is the fact that they follow all of the rules for their disciplines unless otherwise specified. They will also usually follow their own strange logic, as explained in their descriptions.

There is no good way to list these strange constructions, and so they are compiled into groups of the highest level in any one discipline that is needed to create them - Aug 4 Dem 1 goes after Aug 3 Dem 3 Rep 3. They are considered to be of this highest level when deciding whether or not they can be equipped to a robot.

Someone can help you to make a hybrid invention. You can split up the IP needed to do so in a pre-agreed fashion. If anyone recalls them, everyone else must too.

1st level

Exploding Board
Level: Dem 1 Dyn 1
Invention Points: 5
Construction time: 15 minutes
This looks like a normal hovering board... nothing to see here.

This hovering board explodes when trigger conditions set by you on its creation are met. The conditions can be a creature touching it, a creature being struck by another creature pushing it, or a creature trying to stand on it. Either way, it deals 3d6 points of fire damage (reflex half) to anyone so bold or so foolish as to stand within 10 feet when someone does activate it. The search DC to spot that the exploding board is trapped, and the disable device DC to remedy this are 10 higher than the save DC.

Otherwise, it behaves as a normal hovering board.

2nd level

Mental Override
Level: Mes 2 Rob 2
Invention Points: 5
Construction time: 10 minutes
No, you can't perform a mental override on a wall.

A mental override is worn as a small trinket such as a headband, earpiece or even earring. It allows you to override one of your own robots, anywhere, as a free action. When you do, you control the robot as though you were that robot, and yourself as though you were the robot. That is, you control the robot directly, and can only give yourself the kinds of orders that you could give a robot. You can switch back, or to another robot, as a free action.

3rd level

Self-destruct system
Level: Dem 2 Rob 3
Invention Points: 10
Construction time: 20 minutes
Slot: -
Sustains: -
What good is a robot that doesn't explode dramatically when destroyed?

A self-destruct system takes up no space on a robot. It explodes 20 feet outwards from every edge, dealing 3d6 fire and 3d6 force damage to everyone in the area, when destroyed or commanded to explode.

4th level

Freestep Feet
Level: Aug 2 Dyn 2 Rep 4
Invention Points: 21
Construction time: 2 hours.
Bind: Feet (Both)
These upgraded feet allow you to move over almost anything.

Nothing short of a physical wall can prevent the augmented creature from moving or hinder them from doing so, and moving does not cause them damage.

Hallucinogen Grenades
Level: Dem 2 Mes 4
Invention Points: 30
Construction time: 20 minutes
Equip To Robot: Yes (two slots)
This special grenade launcher fires grenades full of powerful substances which trick the mind.

The hallucinogen grenade launcher is a two-handed splash weapon (or rather, fires splash weapons) with a range increment of 30 feet. It does no damage, but anyone caught in the area must take a will save or be subject to its effects. Anyone under where the grenade itself lands takes 1d6 points of damage from being hit by the canister but no-one else actually takes any damage from it.

A creature who is hallucinating is randomly (1d6) confused (1-3), cowering (4), nauseated (5) or panicked (6) each round. They can take a will save each round to end the effect, which otherwise lasts indefinitely.

5th level

Planelocker Shards
Level: Dyn 5 Rep 3
Invention Points: 15
Construction time: 1 hour 15 minutes
Equip to Robot Yes.
This weapon launches tiny dimensional anchors at a creature.

You can fire a planelocker shard launcher at a creature within 30 feet as a standard action. That creature takes a reflex save. If they fail, they take 5d6 points of piercing damage and - whether or not they take any damage - some of the shards lodge in their skin. If the save is passed the damage is halved and the creature doesn't have any shards lodged in their skin.

A creature with planelocker shards lodged in its skin can't perform any type of extradimensional travel - even within the same plane, despite the name - until they are removed with a DC 25 heal check as a full-round action, or they are torn out as 3 full-round actions which deal 2d6 points of damage each. Either method provokes attacks of opportunity.

Creatures without skin are still affected as the shards lodge somewhere else.

6th level

Neural Network
Level: Mes 6 Rob 3
Invention Points: 15
Construction time: 10 minutes
No, you cannot do a mental override on Shring the Artist.

The Neural Network acts like a mental override, but you can control any number of robots at once, although you can't control yourself at the same time.

Telemissiles
Level: Dem 6 Dyn 4
Invention Points: 30
Construction time: 1 hour
Equip to Robot: Yes (2 slots)
Like, really, REALLY necessary.

Telemissiles work just like a normal missile launcher, except that they travel in a pseudo-teleportation-based manner. The missiles are never actually anywhere between their firer and their target, allowing them to pass through walls (except walls very close to the target, such that the missile doesn't actually fit between the wall and the target), but are visible along the path they would have travelled. Telemissiles ignore cover so long as the target is visible. If the target is not visible due to some kind of barrier, they are treated as having cover and total concealment from the attack. You must guess which square to attack, and you can't even see the square you're trying to aim at.

7th level

Boarding Rocket
Level: Dem 4 Dyn 7
Invention Points: 20
Construction time: 20 minutes
Users of the boarding rocket are advised to find some other way back to their ship afterwards.

A boarding rocket contains all of the necessary equipment to protect entrants from the cold vacuum of space, to launch itself 2000 feet and no further in the round in which it is launched by pressing the launch button as a free action (located in the front of the rocket), to carry any combination of creatures who can fit in a 10-foot cube (1 large, 4 medium or small, 4 medium/small and 4 flying medium/small, etc), and to teleport its contents directly inside any structure it impacts during its movement, though the teleportation (which is resolved individually for each occupant) fails should it involve more than 100 feet of movement to reach free space. It must be attached to a flat surface, such as a sealed tank, to function.

8th level

Robotic Dragon
Level: Dyn 4 Rob 8
Invention Points: 45
Construction time: 8 hours
Slot: Chassis
Sustains: Arm 7 Arm 7 Back 3 Back 3 Mouth 8 Weapon 6 Weapon 6
Hic sunt dragones.

A robotic dragon can sustain several riders, who are almost certainly needed to fire all of its weapons: two side-mounted on platforms on the edge, and potentially another two on the back. Organically, it has no arms and crawls forwards on its wings.

Size/Type: Gargantuan construct.
Hit Dice: 13d10 + 60 (131 hp)
Initiative: +0
Speed: 40 feet (8 squares), fly 200 foot clumsy (40 squares)
Armor Class: 36 (-4 size +30 natural) touch 6 flat-footed 36
Base Attack/Grapple: +9/+31
Attack: Slam +15 melee (4d6+15)
Full Attack: Slam +15/+10 melee (4d6+15)
Space/Reach: 20 ft/15 ft
Special Attacks: Breath Weapon
Special Qualities: Construct Traits.
Saves: For +4 Ref +4 Will -1
Abilities: Str 30 Dex 10 Con - Int - Wis 1 Cha 1

Breath weapon: 60 foot line of fire 12d6.

9th level

10th level

Robotic Exoskeleton
Level: Aug 10 Rob 5
Invention Points: 60
Construction time: 1 day
Bind: Entire living humanoid creature (in shape, not necessarily creature type - a bonded exoskeleton is suitable for half-dragons with humanoid base creatures even though they're dragons, or for many outsiders).
Slot: Chassis
Sustains: Weapon 5 Weapon 5 Back 5 Head 5 Hand 5 Hand 5
You use a living creature as a platform for your robotic inventions.

You give the creature an exoskeleton much like the Bonded Exoskeleton, though it is not equipped with the giant hands, so the creature can only wield weapons of its own size category, not the exoskeleton's. You can also add additional robotic systems to the robotic exoskeleton much like any other robot chassis.

Mechanomechane
Level: Aug 10 Rob 10
Invention Points: 75
Construction time: 1 day
There is something intrinsically satisfying about a "Machine machine".

A mechanomechane is a gargantuan-sized box which creates inventions inside it. It can create inventions that one of its creators could have for that creator's purposes, allowing them to do other things. Whoever gets to the mechanomechane first is the first to get their order produced. It takes just as much time as a normal inventor to produce the items and they use the orderer's IP.

Jormengand
2015-09-12, 05:10 AM
Invention Feats
http://pre10.deviantart.net/d5f0/th/pre/i/2013/015/0/c/inventress_by_duckgirl722-d5rli29.jpg
Inventress by Duckgirl722
"We do not just reflect reality. We create it."

Empowered Invention [Metavisionary]
You can make your inventions more powerful.
Prerequisites: Must be capable of inventing 3rd-level inventions.
Benefit: You can empower an invention, increasing its effective invention level by 2 when determining whether or not you can invent it. It costs 10 more IP, but any variable, numeric effects of the invention are increased by 1.5 times.
Special: Metavisionary feats stack when determining the invention's effective level and IP cost.

Enlarge Invention [Metavisionary]
Your inventions have longer range.
Prerequisites: Must be capable of inventing 2nd-level inventions.
Benefit: You can enlarge an invention, increasing its effective invention level by 1 when determining whether or not you can invent it. It costs 5 more IP, but its range is doubled. Its area of effect, though, is not.
Special: Metavisionary feats stack when determining the invention's effective level and IP cost.

Inventive
You find you have the capacity to invent more.
Prerequisites: Must have a pool of invention points.
Benefit: You gain more invention points. The number of invention points you gain equals your Key Ability Modifier. If you somehow have two Key Ability Modifiers, you shouldn't, but you can choose which one to apply. The bonus to invention points improves and decreases as your Key Ability Modifier does, but only to a maximum of your IL.
Special: You can take this feat more than once. Its effects stack. The level limit is only checked once per feat, not holistically. An inventor with two copies of Inventive, an IL of 3, and an intelligence of 18 gains 6 bonus IP.

Maximised Invention [Metavisionary]
You can make your inventions operate at maximum power.
Prerequisites: Must be capable of inventing 4th-level inventions.
Benefit: You can maximise an invention, increasing its effective invention level by 3 when determining whether or not you can invent it. It costs 15 more IP, but any variable, numeric effects of the invention are maximised.
Special: Metavisionary feats stack when determining the invention's effective level and IP cost.

Quick Inventing
You are fast to invent new things.
Prerequisites: Must be capable of inventing inventions.
Benefit: You invent inventions in four fifths of the normal time.
Special: You can take this feat more than once. Its effects do not stack; they multiply. That is, an inventor with 2 instances of the feat invents items in 16/25 of the normal time. Remember to round down. You cannot invent anything in less than thirty seconds. It's just not possible.

noob
2015-09-15, 03:45 PM
Soul of sight
I did found the names of all the demons but I never found where was my house

Some kind of half made gish with plenty of divination only.

Adventures: For the knowledge or because he is greedy or for fame and for all the typical reasons for adventuring because classes are not personalities.

Characteristics: Using divination on people who does everything for hiding themselves or seeing everything around them.

Alignment: Every alignment is possible

Religion: Kord the god of strength(no I am joking in fact it is any)

Background: You become a soul of sight by going in the right school and learning or by the legendarily inefficient apprentice and master system.

Races: Goblins because they are strong(in fact it is any)

Other Classes: It greatly helps the team wizard if he can not scry the target or if he just dislike using divination spells.In a team without full caster it can fill a one domain niche and might be T3.

Role: Finding whatever you want and he might do some roles on the front lines.

Adaptation: Some specialist wizards cooperated with some people of the sublime way to create a new art.

GAME RULE INFORMATION
Soul of sight's have the following game statistics.
Abilities: Wisdom or int and other stuff depending of what you will do
Alignment: Any
Hit Die: d8
Starting Age: Long(as wizard)
Starting Gold: As cleric.

Class Skills
The Soul of sight's class skills are Knowledge, Search, Spot, Listen, Use magic device, Spellcraft, Concentration, Sense motive, Decipher script, Gather information

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Soul of sight


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
S 0
S 1
S 2
S 3
S 4
S 5
S 6
S 7
S 8
S 9


1st

+0

+0

+0

+2
Spells, Martial style,Resistance piercing Ritual of divination
3
1
0
0
0
0
0
0
0
0


2nd

+1

+0

+0

+3
Improved senses
4
2
0
0
0
0
0
0
0
0


3rd

+1

+1

+1

+3

5
3
1
0
0
0
0
0
0
0


4th

+2

+1

+1

+4

6
4
2
0
0
0
0
0
0
0


5th

+2

+1

+1

+4
Improved sense(Blind-Fight)
6
5
3
1
0
0
0
0
0
0


6th

+3

+2

+2

+5

6
6
4
2
0
0
0
0
0
0


7th

+3

+2

+2

+5
Improved sense(One spell)
6
6
5
3
1
0
0
0
0
0


8th

+4

+2

+2

+6
Non redirect-able Ritual of divination
6
6
6
4
2
0
0
0
0
0


9th

+4

+3

+3

+6

6
6
6
5
3
1
0
0
0
0


10th

+5

+3

+3

+7

6
6
6
6
4
2
0
0
0
0


11th

+5

+3

+3

+7

6
6
6
6
5
3
1
0
0
0


12th

+6

+4

+4

+8

6
6
6
6
6
4
2
0
0
0


13th

+6

+4

+4

+8
Improved sense(blind sight)
6
6
6
6
6
5
3
1
0
0


14th

+7

+4

+4

+9
Protection piercing Ritual of divination
6
6
6
6
6
6
4
2
0
0


15th

+7

+5

+5

+9

6
6
6
6
6
6
5
3
1
0


16th

+8

+5

+5

+10

6
6
6
6
6
6
6
4
2
0


17th

+8

+5

+5

+10

6
6
6
6
6
6
6
5
3
1


18th

+9

+6

+6

+11

6
6
6
6
6
6
6
6
4
2


19th

+9

+6

+6

+11
Improved sense(Ambulatory visibility zone)
6
6
6
6
6
6
6
6
5
4


20th

+10

+6

+6

+12
Extraordinary Ritual of divination
6
6
6
6
6
6
6
6
6
6



Class Features
All of the following are class features of the Soul of sight.

Weapon and Armor Proficiencies: Medium and light armor, shield and simple weapons and martial weapons.

Spells:
You cast spells using as casting stat either your int or your wisdom.
The save DC of all the spells is 10+base spell level+the modifier of your main casting characteristic.
You know all the divination spells and can cast any of them by using a spell slot of the appropriate level in addition you can add meta-magics while casting without changing casting time.
You regain spells each time you prepare your spells and you can prepare spells only if you did not prepared spells since less than 24 hours.
Those spells are considered as arcane or divine or psionic but you choose only one time when acquiring this class feature.

Martial style (ext): The soul of sight gets a martial style called Battle awareness and have an initiator level equal to their class level+1/2 the other classes they know all the maneuvers of that style.
When you are attacked by someone you can choose any maneuver you knows and gain the ability to use it one on the one who attacked you(in this case one attack means one action so a full round attack is one attack while one quickened spell and one contingency would be two attacks)(because each spell is a distinct action even it it was made automatically or fast)) you can this way choose multiple times the same maneuver or choose different maneuvers if you choose the same maneuver you does not do it exactly the same way each time.
(in the fluff he studies his opponent and adapt his style to the opponent but the opponent knows how to counter attacks made specifically against him once he have been a victim once and so each attack must be different)
You know all the martial maneuvers of that style appropriate to your initiator level.

Ritual of divination(mag): When the Soul of sight casts a divination spell he can use a XP cost of the (level of the spell)²*50 and increase the casting time of the spell of one hour for gaining the ability to ignore various protections
At level 1 He can ignore the magic resistance of the target.
At level 8 He can avoid being fooled by an effect making the divination target someone else(like misdirection)
At level 14 He can ignore effects protecting specifically against divination(like an anti divination zone)
At level 20 His divination spells cast this way are extraordinary and ignore antimagic and can effect anyone and everything except what is protected by epic effects and the power of the gods(which can still counter).
At level 23 He can ignore any epic effect preventing his divination from working
At level 40 Nothing can stop his divination spells(Since RAW says that specific trumps generic it is not the case and so that affirmation is a lie)(anyway there is barely any level 40 characters and a single classes level 40 Soul of sight are even rarer(0 exists))

Improved senses(sur): The diviner at level 2 gains the feat which gives +2 to initiative and the ability to do one detection check and one audition skill check per turn as a free action(Any feat created by this class feature disappear while you are in a dead magic zone or an anti-magic zone even if you dark chaos shuffled it or other kind of feat metamorphosis or replacement).
At level 5 You gain the feat Blind-Fight
at level 7 You can choose a fourth or lower level spell(so you can not take spell X allowing you to summon 3 balors per round and makes you see better) which only improve your senses or give you continuously information(Like detect magic or detect good or even see in the dark or detect thoughts) and which does not have any costly component or XP component.
This spell duration becomes permanent when cast on you and you do not need to concentrate for using its effects(at each time you look at something you are considered as having concentrated on it for as many turns as you want(you can choose)).
At level 13 You gain blind sight(That weird sense) with a range equal to your class level*3 meters.
At level 19 You gain a short range ambulatory visibility zone who allows you to see everything true sight would allow you to see and gives you the effect of zone of visibility(like the spell but with a radius equal to the one of this zone) and allows you to get the information all the spells with detect at the beginning of the name would be able to give you about the people in the zone and everybody can obtain all the information the zone gives if they are able to see the zone. The radius of this zone is 18 meters and it is centered on you.
At level 21 The ambulatory visibility zone increase in radius to 1.5 meters per class level.
At level 30 The ambulatory visibility zone increase in radius to 30 meters per class level.


New fighting style:
Battle awareness
This fighting style is base on the observation of people hitting you to learn more about them for using adapted attacks. Warriors using this martial style can harm people attacking them(but can barely do anything against people acting another way)
Key skill : detection
Appropriate weapons : Scythe, Staff, Dagger, (I do not know what to add and I think only to stuff like orcus, anything with commoners strapped to it and etc)

Stances:
Level 1: Increased maneuver recovery(You gain two maneuvers against an opponent when he hits you or one if you are not a Soul of sight)
Level 3: Not twice(If you are hit by one attack by a given person you gain +2 deflection bonus to the armor or to your saves against this attack(increase by one every four initiator level above five up to five) when made by this individual)
Level 5:Vicious strikes(if you hit someone which was the target of one of your divination spells less than five rounds ago you deal 1d6 bonus damage every three initiator level(up to 7d6) this damage is precision damage)
Level 7:Interpose(if one ally on one adjacent square(Yes it include yourself if you are in white raven stuff) is attacked you can choose to defend it and give it full cover from this attack but you receive the full damage(no save no CA) and it might do nothing for him too(for example it was an arrow with truenaming vision sharpened in this case both you and the ally get the damage))
Level 9:Steal knowledge(At each attack on one opponent you can know five minutes of his life starting by the five previous minutes and getting 5 minutes earlier each time(will negate and it is rolled only once per round and if the target fail all the attacks drains and if he succeed all the attacks drain five minutes(It way less efficient than mind rape for interrogating but is free)))

Counters(You can only use them against opponents for which you prepared them):
Level 2:Protective casting(When you must make a concentration check while casting due to one opponent dealing damage to you, you can as an instant action strike that opponent if he is in range the damage dealt is removed from the DC of the concentration check)
Level 4:Watch(When you are hit by one attack on one opponent you can know the plane in which this opponent is(so if you are hit twice by an opponent using stuff like portals you can know his dimension). This is an immediate action)
Level 6:Flowing battle(When one opponent(for which you prepared this counter) move you can use one immediate action to follow him without creating opportunity attacks from him but you are limited by your movement speed in one round)
Level 8:Anticipated dodge(When one opponent for which you prepared this counter attacks you, you can as an immediate action move like if you used one move action.)

Strikes(You can use them only against opponents against which you prepared them)
Level 1:Surprising strike(You might surprise your opponent getting 1d6*(initiator level) bonus damage on one single attack(one simple action to use the strike and attack) and you have +2 insight bonus to hit. Works only on creature with more than two int is also countered by anything making you not be flat footed also This can be done only on one opponent for which you prepared this strike)
Level 2:Hazardous assault(you can do an full round attack and get one bonus attack(at full BBA) but cause an opportunity attack(that the opponent might use for moving away if he have the good feat nullifying this strike or anything like that but then you have a counter for preventing that at higher level(but only if he attacked you)) also this can be done only on one opponent for which you prepared this strike(and if it is not said for one strike it is still the case))
Level 3:Learning through error(You try to attack your opponent and if you fail at hitting him you gain + half of your level to all your attacks rolls against this opponent(this is an insight bonus and so will not stack for example with the bonus on surprising strike)(Synergy: opponents immune to being flat footed can be hit by surprising strike if you have this bonus))
Level 4:Discover strong points(you attack your opponent and it is the same story than with the previous strike except it adds to damage(Think at little to knights of the zodiac))
Level 5:Greater hazardous assault(like Hazardous assault but with one more attack and the opponent gets one more opportunity attack)
Intense strike:(like surprising strike but works on creatures with any int and even if it is immune to flat footed)
Level 6:Flowing attack(By following the flow of the battle you can do a full round attack and have each of your attack have a doubled critical threat range and automatically confirm critical(Does not stacks with keen,bless weapon and anything having any vague effect on critical threat range of multiplier))
Level 7:Raising tide(As a simple action you attack all the opponents for which you prepared this strike(and you loose it for each of them) at less than 30 meters(or in your blind sight range or in your visibility zone radius) and heal of 1 hp per level per hit)
Level 8:Wuxia beam strike(As a simple action you throw a wuxia beam strike at an opponent at less than 30 meters dealing your (initiator level)*6 damage of any type the opponent is resistant or immunized to then this opponent is obligated to say why this attack failed and then the next time you use this attack it targets a different resistance or immunity(it can not target twice the same resistance or immunity). Once you have hit will all the damages types to which that opponent was immune or resistant you can deal untyped damage to him)
Level 9:Watch death(As a simple action you can target viciously the weakest points of you opponent he must roll a will or vigor save(at your choice) and if he fails he dies this is not a death effect nor anything of this kind but it can only do this to living stuff)


Then there is meta-maneuvers because I find boring the lack of it. Any martial adept can pick them up if they want(you do not even need to be one)
The modified level of a maneuver can not exceed half your (initiator level + 1) so at level 19 you can meta-fight up to level 10(and this keep getting better in epic) else feel free to apply them whenever you prepare your maneuvers(this is essentially a straight buff to martials)
Meta maneuvers
Or when you need more meta

Maximized maneuver
Your maneuver damage dices are put on their maximum value(but they do not count as natural maximums)
Increase of three the level.

Twinned maneuver
If the maneuver costed an action simpler than a complex action you can apply this meta maneuver to the maneuver it makes it have effect twice in a row(and you do the initiating action twice but it costs only one simple action)
Increase of four the level.(can be done as many times as you want)

Intensified maneuver
Increase of 50% the damage of the maneuver
Increase of two the level and can be applied multiple times.

Trans-dimensional maneuver
A maneuver with this meta maneuver can attack through dimensional passages and anything near in an adjacent plane(like stuff of the ethereal plane or of the material plane).
Increase of one the level

Increased range maneuver
Increase the range of the maneuver with the same table as spells(or it just double the range and if it is not a valid answer it turns into short range)
Increase of one the level per time it is applied.

Fused maneuvers
Apply this to a maneuver an action simpler than a complex action then choose another maneuver with an action simpler than a complex action and now you can use them both at the same time.
Increase of the level of the second maneuver when it is applied.(can be done as many times as you want)

If anyone have ideas for other meta-maneuvers it would help.

fuzzysora
2015-09-22, 01:55 PM
Tattler

http://whenmommymetrosie.com/wp-content/uploads/2014/03/tattletale-image.jpg

A Tattler is an intelligent adventurer that learns about his enemies very quickly. He is the master of research, king of discovering weaknesses, and lord of tattling information that is beyond others capabilities

Adventures: Tattlers go on adventures for as varied of a reason as anyone else. While they may not be a powerful combatant on their own, they are of great use and utility to any party.

Characteristics: Tattlers are very knowledgeable, and are able to discover and learn things extremely quickly. Their primary ability allows them to find out a ton of information about any given person or monster. They can quickly find out how healthy they are, what they are resistant to, their weaknesses, and even what their Charisma score is.

Alignment: Lawful Tattlers use their abilities to report to higher authorities than themselves. Chaotic Tattlers tend to blackmail recipients of their tattling abilities, or else spill their secrets to the world. Tattlers can vary on the good to evil axis. An evil Tattler could easily report the power of the Paladin army to an evil warlord.

Religion: Tattlers typically worship Olidimara, as they fill a somewhat similar role to the rogue. One would think that they would worship Vecna, goddess of secrets as well, however, Tattlers typically don't because no secret stays secret for very long around them.

Background: Tattlers are typically born, not made. Tattlers have a supernaturally quick mind, able to analyze the world around them extremely quickly, processing everything about a monster in a matter of seconds. It doesn't matter if a Tattler has never seen a Umber Hulk before. He'll just very quickly find out how smart it is, what its favorite food is, what its deepest secrets are, and most importantly, how to kill it.

Races: Races that typically think quickly, like a Grey Elf or a Fire Elf, often have children who can become Tattlers. Of course, Most other races occasionally have children with this kind of cognition as well. Unfortunately, slower witted races, such as orcs, very rarely have this kind of intellectual power needed for a quick thinking class such as this.

Other Classes: Other classes love the tattler when he's on their side, and fear the Tattler when he is a foe. The Tattler can relay exactly how hard it will be for the Fighter to hit the enemy. He can detect exactly what kind of disease ails the ranger, and how to cure it. He can identify any spell that the Wizard throws at him, and he can recite from memory all 328 lines of an epic with the bard.

Role: The Tattler is an information gatherer. They learn about places, people and monsters extremely quickly and can utilize this knowledge on the field.

Adaptation: Tattlers can fit in any world, but some DMs may not like them because of their ability to garner metagaming information.

GAME RULE INFORMATION
Tattler's have the following game statistics.
Abilities: Intelligence is by far the most important ability for a Tattler, helping him figure out as many traits as possible in the shortest amount of time. Every other ability score is only as important as one wants to make it. Constitution though, is still extremely useful for the additional hit points.
Alignment: Any.
Hit Die: D6
Starting Age: As rogue
Starting Gold: As wizard

Class Skills
The Tattler's class skills (and the key ability for each skill) are... Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Knowledge (all, taken together) (Int), Perform (Cha), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int), Use Magic Device (Cha)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Tattler


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+0

+2
Class Ability


2nd

+1

+0

+0

+3
Class Ability


3rd

+2

+1

+3

+1
Class Ability


4th

+3

+1

+4

+1
Class Ability


5th

+3

+1

+4

+1
Class Ability


6th

+4

+2

+5

+5
Class Ability


7th

+5

+2

+5

+2
Class Ability


8th

+6/+1

+2

+6

+2
Class Ability


9th

+6/+1

+2

+6

+2
Class Ability


10th

+7/+2

+3

+7

+3
Class Ability


11th

+8/+3

+3

+7

+3
Class Ability


12th

+9/+4

+4

+8

+4
Class Ability


13th

+9/+4

+4

+8

+4
Class Ability


14th

+10/+5

+4

+9

+4
Class Ability


15th

+11/+6/+1

+5

+9

+5
Class Ability


16th

+12/+7/+2

+5

+10

+5
Class Ability


17th

+12/+7/+2

+5

+10

+5
Class Ability


18th

+13/+8/+3

+6

+11

+6
Class Ability


19th

+14/+9/+4

+6

+11

+6
Class Ability


20th

+15/+10/+5

+6

+12

+6
Class Ability



Class Features
All of the following are class features of the Tattler.

Weapon and Armor Proficiencies: The Tattler is proficient with simple weapons and light armor and shields, not counting tower shields

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

mantia
2015-09-23, 04:41 PM
Alright let's do this thing.


Wandering Mind

Things get a little easier when you know where they are and where they are going to be.

The Wandering Mind is a stealthy/scout class that uses limited psychic powers.

Adventures: Most adventurers treat their job as high risk high reward. However, the Wandering Mind feels that their powers make adventuring almost as low risk as a walk in the park. And there's that whole high reward deal.

Characteristics: Visions of the immediate future gives the Wandering Mind some combat power. Their true strength is in their team being prepared for the encounter through their psychic scouting powers.

Alignment: Any. You've got the guys who feel that they control the outcome when they know the future(lawful) and those who think that they are untouchable so they can have fun(chaotic). Good and evil are equally common.

Religion: Most Wandering Minds follow gods of travel, trickery, divination, and the like(if any).

Background: You are born with these powers however, because they are weak until exercised, most may not realize they have the gift.

Races: Any race could develop these powers and psionic races get no real boost for already being psionic(although the extra 2 power points from Wild Talent might help fuel racial powers). Mechanics wise half-orcs are rare and the faster races(Dex) have better synergy.

Other Classes: While rogues are still useful for traps, locks, and high sneak attack damage they might be a little put off by the sudden lack of necessary sneaky sneaky. Depending on the type of world you're running, their powers can be seen as witchcraft or impure compared to arcane magic. Otherwise most classes like knowing what they're about to face and making the right preparations.

Role: Sneaky sometimes undetectable scout. In combat they have about the durability of a rogue but don't pack nearly as much of a punch.

Adaptation: ??? figure it out.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: Dex is useful for light armored chars as normal. Dex also helps them get a better initiative. Int powers their psychic abilities and gets them more skill points to toy with. Con helps increase their durability in combat and helps them Concentrate on their powers.
Alignment: Any.
Hit Die: d6
Starting Age: Simple(as Barbarian)
Starting Gold: As cleric (5d4 x 10).

Class Skills
The Wandering Mind's class skills (and the key ability for each skill) are Autohypnosis(Wis), Bluff(Cha), Concentration(Con), Craft(Int), Gather Information(Cha), Hide(Dex), Knowledge(Dungeoneering)(Int), Knowledge(Geography)(Int), Knowledge(Psionics)(Int), Listen(Wis), Move Silently(Dex), Profession(Wis), Search(Int), Sense Motive(Wis), Spot(Wis), Survival(Wis), Use Psionic Device(Cha).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Wandering Mind


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+2

+2
Mind's Eye, Wild Talent, Revealer


2nd

+1

+0

+3

+3
Visions


3rd

+2

+1

+3

+3
Mind's Eye(audio), Revealer(2)


4th

+3

+1

+4

+4
Psionic Meditation


5th

+3

+1

+4

+4
Mind's Eye(wall phasing), Multitask, Revealer(3)


6th

+4

+2

+5

+5
Visions(2)


7th

+5

+2

+5

+5
Mind's Eye(Darkvision), Revealer(4)


8th

+6/+1

+2

+6

+6
In the Zone 1+Con mod/day


9th

+6/+1

+3

+6

+6
Mind's Eye(conscious), Revealer(5)


10th

+7/+2

+3

+7

+7
Visions(3), Multitask(3)


11th

+8/+3

+3

+7

+7
Mind's Eye(See Invisibility)


12th

+9/+4

+4

+8

+8
In the Zone 2+Con mod/day


13th

+9/+4

+4

+8

+8
Mind's Eye(Waypoint)


14th

+10/+5

+4

+9

+9
Visions(4)


15th

+11/+6/+1

+5

+9

+9
Mind's Eye(Planar Sight), Multitask(4)


16th

+12/+7/+2

+5

+10

+10
In the Zone 3+Con mod/day


17th

+12/+7/+2

+5

+10

+10
Mind's Eye(Planar Travel)


18th

+13/+8/+3

+6

+11

+11
Visions(5)


19th

+14/+9/+4

+6

+11

+11
Mind's Eye(True Seeing)


20th

+15/+10/+5

+6

+12

+12
In the Zone 4+Con mod/day, Multitask(5)



Class Features
All of the following are class features of the Wandering Mind.

Weapon and Armor Proficiencies: Wandering Minds are proficient with all simple weapons, plus the hand crossbow, rapier, shortbow, and short sword. Wandering Minds are proficient with light armor, but not with shields.

Wild Talent: The Wandering Mind gets Wild Talent as a bonus feat to give them the prerequisite powerpoint pool to become psionically charged.

Mind's Eye (Ps): As a full-round action (provokes AoO) the Wandering Mind can split a part of their consciousness from their body and form an Eye. Doing so requires them to be psionically focused and to dedicate a psionic focus. A dedicated psionic focus cannot be expended or recharged and is expended only when the effect it is dedicated to ends. Eyes inherit low-light vision/Darkvision for the Wandering Mind. They can move the Eye at 15ft per round as a free action once each round but while Mind's Eye is active they lose control of their physical body. The Eye lasts for a number of rounds equal to Wandering Mind levels x2 +Int mod(min 2 rnds). If the Eye somehow comes under the effect of a mind-affecting effect the Wandering Mind is affected unless they make any appropriate save. Maintaining an Eye is as difficult as maintaining a power/spell and requires similar concentration checks in distracting circumstances. Except where stated above(or below for that matter) this works like the spell Arcane Eye including interactions with anti-magic. At level 3 and every 2 levels after, the Eye created by Mind's Eye gains new abilities and a 5ft bonus to speed.
3rd-The Eye can pick up audio.
5th-The Eye can move through solid objects at 1/2 speed.
7th-The Eye gains Darkvision 60ft or existing Darkvision from the Wandering Mind is increased by 30ft through the Eye.
9th-The Wandering Mind no longer loses consciousness while Mind's Eye is active.
11th-The Eye sees as though under the effect of See Invisibility.
13th-The Wandering Mind can turn one Eye into a Waypoint. The Waypoint is immobile(except to rotate view) and its remaining duration is doubled otherwise it is identical to a normal Eye. As a full round action that provokes attacks of opportunities, the Wandering Mind can teleport to the waypoint with perfect accuracy. Doing so requires a psionic focus to be expended. After arriving all dedicated and undedicated psionic focuses are expended and the Wandering Mind is exhausted for 1 hour and fatigued for an hour after that.
15th-The Eye can see into parallel planes such as the Ethereal and Shadow planes.
17th-The Eye can go through existing portals or become targeted by spells that allow planar travel. If this is unfriendly saves still apply.
19th-The Eye sees as though under the effect of True Seeing.

Revealer (Ps): The Wandering Mind has the ability to manifest Detect spells as a psi-like ability once per day per level of Wandering Mind. These Detects are always a 60ft cone shaped emanation with a duration of rounds equal to Wandering Mind levels x2 +Int mod(min 2 rnds). The emanation originates from either the Wandering Mind or attached to a Mind's Eye at the Eye's creation. An Eye with a Revealer attached has it's concentration checks increased by 2. Except as seen above each Detect works as the spell of the same name.
1st-Detect Magic, Detect Poison
3rd-Detect Secret Doors, Detect Snares and Pits
5th-Detect Animals and Plants, Detect Undead
7th-Detect Thoughts
9th-Detect Scrying(This is a 60ft radius instead of a cone, has double the normal duration, and can only be attached to a Waypoint or the Wandering Mind.)

Visions (Ps): At 2nd level the Wandering Mind can enter a trance as a move action (provokes AoO) that gives them visions of the immediate future. Doing so requires them to be psionically focused and to dedicate a psionic focus. A dedicated psionic focus cannot be expended or recharged and is expended only when the effect it is dedicated to ends. The trance lasts a number of rounds equal to 1/2 their levels in Wandering Mind +Int mod(min 1 rnd). However focusing on the present and the future is difficult and they must make concentration checks as though they were maintaining a power/spell in distracting circumstances. When entering the trance they choose one of 5 things to focus on.

+1 insight bonus to Initiative
+1 insight bonus to Reflex saves against effects happening on or after their initiative
+1 insight bonus to AC against attacks made on or after their initiative
+1 insight bonus to attack roll against targets with a lower initiative
1d6 precise strike* against targets with a lower initiative
As a note; a change in initiative will not register with Visions until the start of your next turn. A surprise round action against you is always before your initiative and a surprise round action from you is always before your target(s) though maybe not before your allies who might accidentally spring a trap.
At 6th level and every 4 levels after the bonuses increase by 1 or 1d6 in the case of the precise strike. Also at 6th level and every 4 levels after (until 18th) the may choose one more bonus when they enter the trance. You cannot take the same bonus twice.
*Precise Strike follows those familiar rules (plus some) of precision damage. Only applies on light or one handed piercing or slashing weapons. No bludgeoning or two-handed. Not multiplied on a crit. Ranged at or within 30 ft. Only living creatures with discernible anatomies; undead, constructs, oozes, plants, and incorporeal creatures are immune. Any creature that is immune to critical hits is not vulnerable to precision damage. However Visions give good enough sight to be precise through concealment(doesn't remove the %miss chance however). Still have to be able to reach vitals not limbs.

Psionic Meditation: At 4th level the Wandering Mind gains the benefit of the Psionic Meditation feat even if they do not meet the prerequisites. They must only use a move action to become psionically focused instead of the normal full-round action.

Multitask (Ex): At 5th level the Wandering Mind has become skilled with dividing their focus between splitting their consciousness and viewing present and future at the same time. They have developed the ability to become psionically focused twice. This allows them to create multiple Eyes at the same time, have Visions and an Eye out at the same time, or have Visions running and keeping a focus in reserve for psi-feats or renewing Visions. You cannot have Visions running twice no matter how many psi-focuses you have. Each Eye you have can be moved once per turn. For each dedicated focus you have at the same time beyond the first, increase the DC of any Concentration checks you make by 2 because your attention is split in so many directions. At 10th level and every 5 levels after you gain an additional max psi-focus(3 at 10, 4 at 15, 5 at 20).

In the Zone (Ex): At 8th level the Wandering Mind becomes a master of concentration. 1/day + an additional times per day equal to their Con mod; a Wandering Mind can use a swift action to regain a psionic focus that was just expended. You must still make the Concentration check. If the psionic focus being regain was dedicated to a class ability, the Wandering Mind can add 10 to the Concentration DC to extend the duration of the ability instead of ending it as part of the same swift action. An Eye extended this way remains where it was when the ability would have ended and Visions continues to give the same bonuses. At 12th level and every 4 levels after In the Zone can be used an additional time per day.

Zrak
2015-10-06, 02:02 AM
Delver

(image)

What immortal hand or eye
Could frame thy fearful symmetry?
William Blake, "The Tyger"

A Delver searches for the wisdom and glory that have been lost form the world, or that live only in its shadows and blank spaces. Their power comes from knowledge long-since lost, forgotten or hidden before men or even elves walked the earth, some say before even the nascent gods arose in the heavens. A delver learns to unlock the hidden powers of ancient metals and gemstones, to see what cannot be seen, and to manipulate the very fabric of the world through the secret laws of similarity and difference.

Adventures: While they may seem most suited to investigations of ancient ruins and dungeons, by their very nature, a Delver can fit into nearly any adventure; a Delver does not merely seek physical artifacts or manuscripts of the pasts, but even the clues hidden in the life of the present. Anything from the cypher used in a street gang's Thieves' Cant to the patterns in the bark of the ancient tree at the center of a druid's grove might provide the obscure clue a Delver needs to further their knowledge.

Characteristics: A Delver is almost like a paladin of academia, a scholarly warrior who sets out to learn firsthand the ancient mysteries and dark secrets other scholars will then bind into tomes. Delvers unlock the mystical powers buried in mundane items, gaining powers called Similitudes based on the mystical associations of ancient metals, limited access to spells in the form of spell-like abilities granted by gemstones, and class abilities which allow them to the four Principles of Similitude to manipulate the world around them.

Alignment: Though they can be of any alignment, Delvers tend strongly towards neutrality. As seekers of knowledge, first and foremost, they often defer moral ethical judgment, and many go so far as to believe in the unity of opposites.

Religion: Delvers typically revere deities of knowledge or secrets, although often in very unconventional or even potentially heretical ways. For example, an elvish Delver might view the story of Corellon and Gruumsh not as a triumph of good over evil, but as a secret allegory for the Unity of Opposites. Some Delvers even go so far as to believe all of reality is a coded metaphor meant to be unraveled.

Background: Most Delvers begin as scholars, but find they have a thirst for knowledge that cannot be sated by second-hand information, or vague allusions to lost truths. Others come from more informal backgrounds, and only seek knowledge because they seek power or glory, and have learned that knowledge is a means to that end. Many share a past characterized by an early personal loss, often without closure, that leads them to seek that which has fallen through the cracks of the world.

Races: Those of almost any race can become Delvers, though they are more common in sedentary societies. Elves and Dwarves are often inspired to become Delvers by the long histories of their people, which leave questions of what could have come before their millennia of memory, while with humans it is the opposite; their short lives and the short history of their species itself gives them a fascination with what came before. Gnomish Delvers typically begin as academics, before their curiosity drives towards deeper mysteries. Delvers are also unusually prevalent amongst reptilian creatures, many of whom seem to share mysterious origins in long-forgotten pasts; Kobolds often become Delvers seeking to better understand or establish their connection to dragons, Kuo-Toa to seek the immemorial past before their banishment, lizardfolk and troglodytes seeking their enigmatic scaled forebears, even some rare Skum searching for the truth of what they are and how they came to be.

Other Classes: A Delver's natural companions are the bard and wizard, who share his love of learning and wide base of knowledge, though, like many scholars, their companionship can often be combative as well as collegial. A Delver shares many rogues' appreciation for ancient treasures, if usually for altogether different reasons, and and exists in the same world of sweat and blood as fighters and barbarians. Clerics and paladins are likely to chafe with the unorthodox and often irreverent views of many Delvers, although the more open-minded of each profession is likely to find a spirited sparring partner in philosophical debates.

Role: The Delver is a flexible class, designed to provide utility both in and out of combat. In combat, the Delver mixes the potent defensive and battlefield control abilities gained from her class features with the flexible options offered by her limited spell selection and her similitude choices; brass-based similitudes typically focus further on battlefield control, copper-based similitudes focus on defense, and bronze-based similitudes focus on raw damage output. Out of combat, the Delver's wide skill selection, exploration-based class features, and utility-focused similitudes can allow her to contribute in a variety of situations.

Adaptation: In a bronze-age or older setting, the Delver's "ancient" metals will often instead reflect cutting-edge technology. The simplest solution to such a conundrum is to merely alter the flavor of the class; instead of a scholar who looks back upon the lost glories of an immemorial past, the Delver becomes an almost prophetic scholar who is among the first to discover this secret knowledge. A more involved solution, but one which preserves the original focus on ancient mysteries, is to choose even older materials to replace the metals in the Delver's Secret Proficiency; for example, replacing the three metals with sedimentary, metamorphic, and igneous rock.

GAME RULE INFORMATION
Delvers have the following game statistics.
Abilities: All attributes can be important to Delvers, but a Delver's prime requisite is typically intelligence, which determines the power and save DC of most of his Similitudes. Wisdom is important for delvers who wish to learn divine magic through Stone Secrets, and all physical abilities can benefit a Delver's combat abilities.
Alignment: Any
Hit Die: d10
Starting Age: As bard
Starting Gold: As fighter

Class Skills
Pending

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+0

+2
Secret Proficiency


2nd

+2

+3

+0

+3
Convenience, Similitude


3rd

+3

+3

+1

+3
Similitude, Eye for Hidden Things


4th

+4

+4

+1

+4
Gaze Back


5th

+5

+4

+1

+4
Similitude


6th

+6/+1

+5

+2

+5
Polymath


7th

+7/+2

+5

+2

+5
Similitude


8th

+8/+3

+6

+2

+6
Æmulation, Gaze Back


9th

+9/+4

+6

+3

+6
Stone Secrets


10th

+10/+5

+7

+3

+7
Vast Erudition


11th

+11/+6/+1

+7

+4

+7
Similitude


12th

+12/+7/+2

+8

+4

+8
Eternal Body


13th

+13/+8/+3

+8

+4

+8
Similitude


14th

+14/+9+4

+9

+5

+9
Analogy


15th

+15/+10/+5

+9

+5

+9
Greater Secret Proficiency


16th

+16/+11/+6/+1

+10

+5

+10
Sand Reckoning


17th

+17/+12/+7/+2

+10

+6

+10
Similitude


18th

+18/+13/+8/+3

+11

+6

+11
Greater Stone Secret


19th

+19/+14/+9/+4

+11

+6

+11
Similitude


20th

+20/+15/+10/+5

+12

+6

+12
Sympathy



Class Features
All of the following are class features of the Delver

Weapon and Armor Proficiencies: A Delver is proficient with ?. A Delver is proficient with light and medium armor and all shields.

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Secret Proficiency (Ex):
The Delver is amongst the last of the living to understand the secret properties buried inside mundane metals. Starting at first level, when using equipment made of copper, brass, or bronze, a Delver ignores any drawbacks of those materials compared to their standard steel equivalent, including increased weight or cost, but retains any advantages those materials provide. Additionally, she gains the base abilities of each secret proficiency if using the appropriate equipment. At third level, all her ancient metal equipment is immune to rust, aging, or decay. At fifth level, she may treat any ancient metal as magical for purposes of overcoming damage reduction, and may treat brass as silver, copper as cold iron, and bronze as adamantine for purposes of overcoming damage reduction. At seventh level, she gains damage reduction equal to ½ her Delver level when wearing armor made of an ancient metal; brass grants DR/cold iron, copper grants DR/silver, and bronze grants DR/adamantine. At eleventh level, uh, something.

Pending

Pending

Pending

Similitudes (Ex or Su)
At every prime-numbered level (2, 3, 5, 7, 11, 13, 17, and 19) the Delver selects one similitude from the lists that follows. Each similitude has a level requirement, which reflects the Delver level required to learn the Similitude, and an equipment requirement. To meet an equipment requirement, a Delver must have at least one item of any the listed types made of the appropriate metal equipped. Items which are normally only partially constructed from metal need only have their metal parts constructed from the appropriate metal. A Delver may learn a Similitude without meeting its equipment requirement, but may not make use of it until meets that requirement. Unless otherwise noted, a Delver may not select the same Similitude multiples times, and the save DC for Similitudes which allow a save is equal to 10+ ½ her Delver level+her intelligence modifier.

Convenience (Ex)
At second level, a Delver's burgeoning experience grants her knowledge of the principle of Convenience, the force which draws like to like, which she can use to emphasize her similarity to those who differ from her. Starting at second level, she adds half her Delver level to Use Magic Device checks, and her Use Magic Device skill is governed by Intelligence, rather than charisma. Starting at fourth level, she is able to redirect effects that target her allies to target her instead. A number of times per day equal to ½ her delver level plus her intelligence modifier, a Delver may force an opponent targeting an adjacent ally to succeed at a will save (DC 10+ ½ Delver level+intelligence modifier) or target her instead.

Eye for Hidden Things (Ex)
A Delver looks for secrets everywhere around her, and becomes accustomed to seeing what and where others cannot. She gains darkvision out to 60ft; if she already possesses darkvision, the range increases by thirty feet. Every three levels, her darkvision increases a further sixty feet, to a maximum of 180 feet. At sixth level, gains the scent ability and her trained eye allows her to add her intelligence modifier to spot checks and ½ her delver level to search checks to detect secret doors. At ninth level, she gains blindsense 30 feet; every three levels, this increases by a further thirty feet. At twelfth level, she gains blindsight 30 feet; every three levels, this increases by a further thirty feet.

Gaze Back
By fourth level, the Delver is so inured to horror that her very complacency is terrifying. The delver becomes immune to fear effects. If the Delver is targeted with a fear effect (including fear effects which target an area) she make an Intimidate check to demoralize the creature using the effect as an immediate action. This function like a normal intimidate check to demoralize, with the following exceptions; the intimidate check opposes the save DC of the effect that targeted the Delver; the ability affects creatures normally immune to fear, including other Delvers, but those creatures add their HD to the intimidate check's DC; if the Delver succeeds by five or more, the target becomes frightened instead of shaken. If the effect does not allow a save, the intimidate automatically succeeds, but cannot succeed by five or more. At eighth level, a successful intimidate check makes the target frightened instead of shaken, and succeeding by five or more causes the target to become panicked.

Polymath (Ex)
By sixth level, a Delver's body of knowledge contains at least minutiae from nearly every imaginable field of expertise; she is considered trained in all skills. Additionally, a delver gains a bonus equal to ½ her level on appraise checks, knowledge checks, and spellcraft checks to identify a spell being cast.

Æmulation (Su)
At eighth level, a Delver has mastered Æmulation, the similarity of twins and mirrors. A number of times per day equal to her intelligence modifier, she can create mirror images of herself to confuse foes as a supernatural ability that functions identically to the spell mirror image with a caster level equal to her Delver level. She can also make herself another creature's twin three times per day; this is a supernatural ability which functions identically to alter self with a caster level equal to her Delver level, but with the following exceptions: the new form has no absolute HD limit, but its hit dice still may not exceed the Delver's level, and the Delver may attempt to emulate the form of a specific individual by making an intelligence check with a DC of 10+the individual's HD+?. If she succeeds, instead of the statistics of the base creature, she gains the relevant statistics of the individual in question, whether they are higher or lower than the default statistics of the new form. This cannot grant her any abilities alter self would not normally grant, though it can grant abilities the form in question would not normally grant. When attempting to disguise herself as the specific individual, she gains a bonus to her disguise check equal to ½ her Delver level, in addition to the standard +10 bonus granted by alter self.

Stone Secrets (Sp)
At ninth level, a Delver discovers the secrets of precious stones, much as she has uncovered the secrets of metals. Each gemstone is intrinsically connected to a school of magic, and a Delver gains the ability to extract some of this magic from certain stones. At ninth level, and every three levels thereafter, a Delver chooses one gem from the list below, and three spells from the associated school. She may only select spells from the sorcerer/wizard, cleric, or druid spell lists, with a maximum spell level no of ⅓ her Delver level. To add a spell, she must have an intelligence (for sorcerer/wizard spells) or wisdom (for cleric and druid spells) score of 10+ the spell's level. While holding the appropriate gem, the Delver may use each of these spells as spell-like abilities with a caster level equal to her Delver level three times per day. She may select the same gem multiple times; each time, she adds more spells from the appropriate school. She may not select the same spell more than once, even from different spell lists. Each time she levels up, she may replace one the spells in each gem she currently possesses with another spell from the appropriate school, with a spell level no greater than ⅓ her Delver level. For effects that allow a save, treat the DC as 10+the original spell's level+the Delver's intelligence or wisdom (as appropriate) modifier. If the spell emulated requires material components worth over 100 gold, the spell will instead consume the same value in gems of the appropriate kind.


Pending

Vast Erudition
At level ten, a Delver is halfway to the perfection of her knowledge, and can display this erudition by making limited use of similitudes she has not yet mastered. Each morning, she chooses two similitudes she has not already learned. If the similitude is used actively, such as X, she may use it a number of times equal to her intelligence modifier; if the similitude provides a passive ability, such as Y, she may use it for a number of minutes per day equal to her intelligence modifier. The minutes do not need to be consecutive, but must be spent in one-minute increments. At fifteenth level, she may choose one additional unlearned similitude each day.

Eternal Body
At level twelve, the Delver's physical form becomes bound to eternity. She no longer needs to eat, sleep, or breathe, and becomes immune to aging penalties, including losing any existing ability score penalties (not bonuses) due to natural or magical aging. Moreover, she treats all ability drain as ability damage, instead. At level sixteen, ability damage heals naturally at double the normal rate.

Analogy (Su)
At fourteenth level, the Delver's investigation into the mysteries of similitude allow her to comprehend Analogy, a superimposition of Convenience and Æmulation which crosses mental distances and bridges gaps. By understanding the literal as a microcosm of the conceptual, the Delver translates this knowledge into the ability to move herself and others across physical space. She gains a supernatural ability that functions as Dimension Door with a caster level equal to her Delver level, usable a number of times per day equal to ½ Delver level + her intelligence modifier. She may also use Analogy to bring that which is distant closer to her, forcibly teleporting any creature or object within Analogy's range to the closest open square; unwilling creatures may make a will save (DC= 10+ ½ Delver level+Int modifier) to negate this effect. At seventeenth level, she may expend five uses of this ability to emulate the spell teleport without error instead. At twentieth level, she may expend all her daily uses to create a permanent teleportation circle. She may not use either of alternate ability to draw a creature to her location.

Greater Secret Proficiency
By fifteenth level, the Delver has become one of the few mortals of not just her time, but any time before or since, to catch fleeting glimpses of the secrets of the higher metals. She must choose one of the following Secret Proficiencies. At level fifteen, she gains the passive ability associated with her chosen metal. Every two levels thereafter, she chooses another ability from her that metal, to a maximum of two additional abilities at level nineteen.

Gold is glorious and imperious, and confers its divine glory on those who have beheld that glory and without its sublime wonder. Any Delver who selects Gold as her Secret Proficiency treats her reflex save as a good save, becomes proficient with all weapons and armor, treats all skills as class skills, and gains two additional skill points per level that she may spend retroactively. Additionally, all current and future hit dice are converted to d12s; if hit points are rolled, she rolls until she receives a result of seven or better; if hit points are averaged, she receives 9 hit points per hit die instead of 6.5.
Platinum is the purest mortal metal, and imparts a fraction of its incorruptibility upon those who have comprehended its purity. All Delvers who choose Platinum as their Secret Proficiency become immune to poison and disease, and may save each round against any ongoing condition which effects them.
Quicksilver is the most magical of the higher metals, and allows those who have glimpsed its secrets to use their spell-like abilities with quicksilver's fluidity. All Delvers with the mercury Secret Proficiency may empower, maximize, or quicken the spell-like abilities gained through their Secret Stone ability as though they possessed the relevant feats. Each morning, the Delver may choose to apply the above effects to a number of spell-like abilities equal to her intelligence modifier, with the standard limitations of the feats this ability emulates. Applying two (or more) meta spell-like abilities to the same spell-like ability requires two uses of this ability and applies the limitations of both meta spell-like abilities. For example, empowering and quickening the same spell-like ability would require two uses of this ability and would require her to select a spell-like ability duplicating a spell with a level less than or equal to half her caster level (round down) -6, that had variable, numeric effects and did not duplicate a spell requiring longer than one full round to cast.


Sand Reckoning
By level sixteen, the Delver's frequents encounters with the uncanny and sublime have left her unfazed by even the mightiest magics. She becomes immune to all mind-affecting effects. Moreover, the sublime knowledge contained within her mind makes any attempt to affect it hazardous; when a creature attempts to target her with a mind-affecting effect (or is forced to do so by the Delver's Convenience ability) the Delver may choose to overwhelm its mind and either drive it mad or nauseate it as an immediate action. A creature faced with sublime madness must make a Will save with a DC equal to 10+the Delver's level+her intelligence modifier or take 2d6 points of wisdom damage and be confused for 2d4 rounds. A creature faced with sublime nausea must make a Fortitude save with a DC equal to 10+the Delver's level+her intelligence modifier or be nauseated for a number of rounds equal to 2d6+the delver's intelligence modifier. Sublime Madness is a mind-affecting effect, but sublime nausea is not; mindless creatures are immune to either effect.

Greater Stone Secret (Sp)
By eighteenth level, the Delver can peer, however briefly, into the most rarefied secrets of all, the mysteries of the higher gems. She must choose one of the following stones: Diamond, Aerolite, or Petrified Wood. Each type of stone grants her access to a limited number of higher-level spells from the associated spell list; Diamond for cleric spells, Aerolite for sorcer/wizard spells, and Petrified Wood for druid spells. She chooses a number of 6th-9th level spells equal to her intelligence modifier from the appropriate spell list. A number of times per day equal to her intelligence modifier, the Delver may use the gemstone to cast one of these spells as a spell-like ability.

Sympathy
At twentieth level, the Delver has finally attained true enlightenment by understanding the principle of sympathy, the boundless free play of similitude. She gains immunity to ability damage and is constantly treated as if under the effects of freedom of movement and true-seeing. Most importantly, she can now use any similitude she has not learned as though she had chosen it with Vast Erudition.

Zrak
2015-10-06, 01:22 PM
Similitudes

Brass

Bronze

Copper


Greater Secret Proficiency Abilities

Gold

Platinum

Mercury

Lanth Sor
2015-10-29, 05:26 PM
WIP


Bailitheoir


"Memory can change the shape of a room; it can change the color o fa car. And memories can be distorted. They're just an interpretation, they're not a record, and they're irrelevant if you have the facts."
Leonard Shelby - Memento

Races through out the ages fret over time "lost" and forgotten. Bailitheoir are masters of claiming the forgotten and the taking the remembered, discovering secrets and stealing talents.

Adventures: Memory is the flavor of life, and can be a powerful drug, but a drug with limited supply. Bailitheoir are drawn to the memories of the powerful and old, as they provide the sweetest bliss. Some are driven to find secrets and make them their own. Others find bringing the life to the memories of others to provide a serenity. Some don’t choose to adventure but are forced not to stay.

Characteristics: Bailitheoir have a little combat ability but favor using their abilities to get the upper hand by making their enemies forget what they know or even by stealing those memories that make use of later. Some act as soothsayers others keep them quite. Charisma is never a foreign tool to them.

Alignment: Tending to be constantly on the move and invading the minds of others Bailitheoir favor chaotic alignment. Bailitheoir lends itself to good or evil equally. Lawful Bailitheoir while uncommon are usually part of a sect of Bailitheoir attempting to preserve a particularly important piece of information.

Religion: Balitheoir favor deities of knowledge and secrets.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: Balitheoir find charisma and intelligence to be the most important abilities. Wisdom is preferred due to dependence on Autohypnosis, but not required as are most physical stats depending on style of play.
Alignment: Any
Hit Die: d8
Starting Age: As cleric
Starting Gold: As Rogue

Class Skills
The Balitheoir's class skills (and the key ability for each skill) are Autohypnosis, Balance, Bluff, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Heal, Hide, Intimidate, Knowledge(All; Taken Individually), Listen, Move Silently, Perform, Profession, Search, Spot, Sleight of Hand, Survival

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Bailitheoir


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Long Term Memories


1st

+0

+0

+2

+2
Touch Memory(Suppress Minor Memory)
-


2nd

+1

+0

+3

+3
Touch Memory(Barrow Minor Memory), Short Term Memory
-


3rd

+2

+1

+3

+3
Touch Memory(Transfer Minor Memory), Long Term Memory
1


4th

+3

+1

+4

+4
Touch Memory(Suppress Common Memory)
1


5th

+3

+1

+4

+4
Recall Minor Memory
2


6th

+4

+2

+5

+5
Touch Memory(Barrow Common Memory)
2


7th

+5

+2

+5

+5
-
3


8th

+6

+2

+6

+6
Touch Memory(Transfer Common Memory)
3


9th

+6

+3

+6

+6
-
4


10th

+7

+3

+7

+7
Touch Memory(Suppress Major Memory), Recall Common Memory
4


11th

+8

+3

+7

+7
-
5


12th

+9

+4

+8

+8
Touch Memory(Barrow Major Memory)
5


13th

+9

+4

+8

+8
-
6


14th

+10

+4

+9

+9
Greater Retention, Touch Memory(Transfer Major Memory)
6


15th

+11

+5

+9

+9
Recall Major Memory
7


16th

+12

+5

+10

+10
Touch Memory(Suppress Self)
7


17th

+12

+5

+10

+10
-
8


18th

+13

+6

+11

+11
Touch Memory(Barrow Self)
8


19th

+14

+6

+11

+11
-
9


20th

+15

+6

+12

+12
Memory Master
10



Class Features
All of the following are class features of the Bailitheoir .

Weapon and Armor Proficiencies: A bailitheoir is proficient with all simple weapons and light armor.

Touch Memory (Ps): As a standard action, touch an ally or make a touch attack against an enemy to draw and suppress one memory for 1/2 level + Charisma Modifier rounds(min 1). Unwilling targets may make a will save to negate the effect with a DC 10+1/2 class level + Charisma Modifier. If the suppressed memory is a feat, racial ability, skill, or class feature it cannot be used until this effect ends. The suppressed memory is treated as if the subject forgot they could do it. This ability extends to common memories at the 4th level, major memories at the 10th level, and Self Memories at the 16th level.

Memory is defined as any thing that requires experience to gain. Common examples of a memory are Feats, Class Features, Skills, Flaws, Spells, Racial Traits, but in the end it is up to the DM to define the difference for his monsters. If a class feature grants a physical modification suppressing that feature doesn't actually make it go away, but instead simply makes the target not recall how to use it to their benefit. Things such as ability score increases cannot be forgotten, as they are not trained. Passive options that require no thought on the users side such as great fortitude cannot be effected by memory touch.

Memories are broken up into 4 tiers: Minor, Common, Major, Self. Each tier referrers to a stronger type of memory than the last.
Minor Memories- These are things you've learned recently or similarly haven't had time to sink in or so small their loss would barely effect your current psyche. Examples are features you gained at your last level up, the code in a vault you just purchased, the name of someone you just met.
Common Memories- These are the things you've know for a while including class features for up to the last 3 levels, well memorized information that has taken time to sink in but can be replaced with enough time at no detriment to the person.
Major Memories- These are the things that matter, they shape who you become and if forgotten forever leave a void you know is there. It can be something as simple as the name of their god, to their understanding of arcane. These are the underpinnings that make people who they are, these can be any class feature learned at any point in their career.
Self Memories- This is the entirety of the beings memories and the culmination of them. The only thing not suppressed or manipulated is instinct and muscle memory.

Beginning at the 2nd level the bailitheoir gains the ability to barrow minor memories instead of suppress them. A barrowed memory enters their Short Term Memory until they can no longer maintain the memory, see below. While a memory is maintained it cannot be restored to the person who used it. Any effect that would restore the memory counts as a dispel check vs a spell equal to 1/2 the bailitheoir's class level(lvl 1 min), and the bailitheoir caster level is equal to their class level. This ability extends to common memories at the 6th level, major memories at the 12th level, and Self Memories at the 18th level.

Beginning at the 3rd level the bailitheoir gains the ability to transfer memories instead of suppress or barrow them. A transferred memory counts against their Short Term Memory total until they can no longer maintain the memory, see below. While a memory is maintained it cannot be restored to the person who used it. Any effect that would restore the memory counts as a dispel check vs a spell equal to 1/2 the bailitheoir's class level(lvl 1 min), and the bailitheoir caster level is equal to their class level. This ability extends to common memories at the 8th level, major memories at the 14th level, and Self Memories at the 20th level.


Short Term Memory(Su): Beginning at the 2nd level, a bailitheoir gains the ability to store the memories of others in their Short Term Memory. Short term memory has a capacity of 3 or Int Mod which ever is greater. A memory stays in short term for 1 minute before dissipating back to the memory's owner. The bailitheoir can make a Autohypnosis check to extend the duration by 1 minute when the time runs out. The DC to extend the duration is DC 15 + 5 per previous time extended.

Long Term Memory(Su): Beginning at the 3rd level, a bailitheoir gains the ability to store the memories of others in their long term memory, keeping them there indefinitely. They may maintain a number of non-mechanically beneficial memories equal their int mod in their long term memory. Also they may maintain a number of mechanically beneficial memories in their long term memory as listed on the chart.

To make a memory a long term memory the bailitheoir must maintain it in short term memory for 1 extension check per 3 HD of the memories original holder. Once the memory has been made long term it last until the bailitheoir chooses to release the memory.

Recall Memory(Ps): At the 5th level, the bailitheoir gains the ability to recall a minor memory they previously had stored in long term memory. Recalling a memory can be done as a full round action or as an extended ritual. At the end of the full round or the end of the ritual bailitheoir makes an autohypnosis check DC 20 to recall the memory. If they spend 1 round then the memory lasts 1 round per level, For every minute spent on the ritual the memory last 12 minutes, a ritual can only be counted in 1 min increments. Recalling a memory does not take it back from its original source but instead invoke a clone of it in the bailitheoir's mind. At the 10th level they can recall common memories at a DC of 25, at the 15th level major memories at a DC of 30, and at 20th level self at a DC of 50.

Improved Retention(Su): At the 7th level the bailitheoir mastery over memories allows them to maintain a minor memory for 1 hour increments instead of 1 minute increments.

Greater Retention(Su): At the 14th level the bailitheoir mastery over memories allows them to maintain a minor memory for 1 day increments instead of 1 hour increments, and common memories for 1 hour increments instead of 1 minute increments.

Memory Mastery(Su): At the 20th level the bailitheoir gain the pinnacle of mental mastery. When ever the bailitheoir would be affected by a memory altering effect they instantly know what the alteration would be and can deny or accept the alteration. If they accept the alteration they may instantly place it in their long term memory taking up a slot as appropriate but not losing their own memory, or accept the effect as normal taking the alteration as the "caster" intended. Additionally Minor/Common/Major Memories last 1 day increments and Self last 1 hour increments.

bekeleven
2015-11-02, 03:43 AM
Coalescant


http://i.imgur.com/AcjiX7D.jpg
Dean Oyebo (http://theechodragon.deviantart.com/art/Calm-Before-The-Storm-438196172)

“We are all blessed. We need only discover how.”

-Ind Larien, Coalescant.

Long ago, when the planes were new, the first gods set out to create life. It was an interesting experiment. Each living being would be granted a soul, a shard of the infinite, yet be subject to novel problems: What we now know of as “mortal concerns.” To aid in the success of this rather risky venture, the gods created a series of trusts. From Pelor came the trust of heat, for mortals to call on when cold proved a concern. From Corellon Larethian came a trust of senses, so that mortals could always find their way to safety. From Kord came the trust of strength and vigor, for when life was too heavy. From Nerull came a store of weight, for when life was too light. Beings in touch with them learned to refill their stores, so that the seed power from the gods would never run dry.

Mortals survived, and prospered. The concern of the gods, although well intentioned, was never necessary. Access to the trusts was lost, followed by knowledge of their existence – to most.

Adventures: Few secrets can be found at home. Each Trust is unlocked differently, and some require exacting conditions: Perhaps an emotion, like ecstasy or despair. Perhaps a location, and a specific time. A simple fact of adventurers is that they rarely spend too much time experiencing the same things. Were these steps always necessary? Some seem connected to the god that set it in motion, like the trust of Heat requiring the Coalescant to burn a candles under a shaft of sunlight.

Once the Trust is unlocked, it still takes practice and dedication for the coalescant to call on its powers at will. Another adventuring truism: You will never be bored.

Characteristics: Generally, Coalescants don't do anything that others can't do. Instead, they do things better, faster, and more effectively, up to and past the point where it feels like a different ability entirely. Given a century or two, anybody could do what the coalescant is capable of. Although by that point, they might find it easier to become a coalescant themselves!

Alignment: Anybody can learn the art of Coalescence, with the only requirement being a mortal soul. However, coalescants are frequently lawful and overwhelmingly non-chaotic, due to the discipline involved in mastering the craft.

Religion: A Coalescant can choose to follow the alignment of the deities whose trusts they most value, but this is a personal choice, nothing more. The trusts are self-sustaining, and after the seed power, have little connection to the gods. Many coalescants take a wide view of the pantheon above.

Background: Coalescants are driven by a deep-seated curiosity. What did the gods leave us, and how can we find it? Some mix this with ambition: How can I use these once-divine energies for myself? Others with altruism: Can I share these blessings with the people? In all of recorded history, only one coalescant is self-taught. All others have learned at least something from his example, many years ago.

Races: While humans are of course the most common coalescants, elves, dwarves, and other long-lived races make up more than their fair share. Studying coalescence is an arduous process, and discovering and unlocking more obscure trusts requires long hours of experimentation.

Other Classes: Coalescants share a philosophical outlook with clerics, but their primary means of adventuring are more similar to those of incarnates. They tend to behave similarly to, and get along poorly with, factotums.

Role: A coalescant is a jack of most trades. By coalescing each trust, the coalescant can take on various roles, both in battle and out of it. In combat, most coalescants stand up front with fighters, although they can stand back and serve as archers if the need arises. Out of combat, a coalescant can become extrinsically skilled at almost any task.

Adaptation: The Coalescant can be reskinned in many ways. The most simple is to change the source of the trusts, to whatever gods or entities seem appropriate. The trusts can also be an intrinsic, personal storehouse of power, rather than an eternal battery from the above.

Game Rule Information
Coalescants have the following game statistics.
Abilities: Most coalescants are front line fighters, favoring strength and constitution. However, the very nature of their trade necessitates some measure of intellect, and the extra intelligence can supplement their already-impressive skill set. High charisma can let a coalescant serve as the front-man to any group.
Alignment: Any.
Hit Die: D10
Starting Age: Complex (as wizard).
Starting Gold: 5D4x10 GP (125 GP)

Class Skills
All skills in the player's handbook are class skills for the coalescant.

Skill Points at first Level: (8 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int Modifier.

Table: The Coalescant


Level
BAB
Fort
Ref
Will
Trusts
Special


1st

+1

+2

+2

+2

1
Coalescence


2nd

+2

+3

+3

+3

1
Coalescant Meditation


3rd

+3

+3

+3

+3

2
Speed Boost (Immediate)


4th

+4

+4

+4

+4

2
Trust of Metabolism


5th

+5

+4

+4

+4

3
Speed Boost (Delayed Immediate)


6th

+6

+5

+5

+5

3
Transitive Coalescence (4:1)


7th

+7

+5

+5

+5

4
Speed Boost (Two Stores)


8th

+8

+6

+6

+6

4
Bonus Coalescence Feat


9th

+9

+6

+6

+6

5
Speed Boost (Floating Swift Action)


10th

+10

+7

+7

+7

5
Passive Store


11th

+11

+7

+7

+7

6
Speed Boost (Three Stores)


12th

+12

+8

+8

+8

6
Metabolic Burst


13th

+13

+8

+8

+8

7
Speed Boost (Additional Swift Action)


14th

+14

+9

+9

+9

7
Transitive Coalescence (2:1)


15th

+15

+9

+9

+9

8
Speed Boost (Unlimited Stores)


16th

+16

+10

+10

+10

8
Bonus Coalescence Feat


17th

+17

+10

+10

+10

9
Speed Boost (Two Additional Swift Actions)


18th

+18

+11

+11

+11

9
Master Coalescant


19th

+19

+11

+11

+11

10
Transitive Coalescence (1:1)


20th

+20

+12

+12

+12

10
Trust of Soul



Class Features

All of the following are class features of the coalescant.

Weapon and Armor Proficiency: A coalescant is proficient with all simple and martial weapons, as well as light, medium, and heavy armor, and shields.

Coalescence (Su): A coalescant learns how to draw resources from the divine through access to trusts left by the gods. It gains access to a trust at first level and every two levels thereafter, as shown on table: The Coalescant. See "Unlocking trusts," below,

Access to trusts is not without risk: Once accessed, a coalescant's body passively “pays in” to fill the store of the trust. Each trust available to it will thus confer a penalty (and occasionally a minor benefit) when flat-footed at the start of combats. Once it is able to act in combat, it may turn off these payments.

While out of combat, a coalescant may choose to cut itself off from a known trust. If it does, it no longer takes that trust's penalty, but it may not use the trust until it decides to reopen access. Both cutting off a trust and reopening it require 5 minutes of uninterrupted meditation.

A coalescant begins combat with a store in each known trust equal to twice its coalescant level. For instance, a 4th level coalescant with the trusts of health and vigor begins combat with 8 point in health and 8 points in vigor. The trusts are immeasurably huge: This store represents only the amount the coalescant is able to draw on in a short period.

Coalescing a trust is a swift action. A trust, once coalesced, remains coalesced at the same strength until the store runs out. Stopping a coalescence is a free action that can be performed on the coalescant's turn. Altering the strength of a coalescence is the same action as starting one.

Each trust provides a benefit while coalesced that scaled based on the strength of the coalescence. If an active store has fewer points remaining than the strength of the tap, then on the coalescant's next turn, it will use all points remaining in the store and coalesce at that lower strength. The maximum strength of a coalescence is the user's coalescant level.

Some trusts grant bonuses to skills. All stores grant skill mastery for any skill so long as it provides at least a +5 bonus to that skill. All skills being boosted by coalescence can be used untrained. For purposes of feats and skill tricks granted by trusts, all coalesced skill bonuses count as skill ranks.

A coalescant can also use these powers out of combat. To full refresh all expended stores, it must spend 5 minutes without performing strenuous physical or mental activity.

Trusts
Trust of Emotion: Created by Garl Glittergold, god of Gnomes, the trust of emotion sees that no mortal will lack the capacity to process and relate to their environment. Coalescing Emotion can make a coalescant more empathic, caring, or even manipulative.
Penalty when learned: -1 to Bluff, Diplomacy, Gather Information, Handle Animal, and Sense Motive.
Benefit: When coalesced, Emotion provides +1 to Bluff, Diplomacy, Gather Information, Handle Animal, and Sense Motive per point of strength. For every 5 points coalesced, Emotion grants an interaction skill trick, so long as all prerequisites are met.

Trust of Health: Created by Moradin, god of Dwarves, the trust of health gives all mortal safeguard against injury, sickness and exhaustion. Coalescing Health makes a coalescant hardier.
Penalty when learned: -1 to fortitude saves and constitution checks for strenuous activity, -1 to Concentration, and -2 hit points,
Benefit: When coalesced, Health provides +1 to fortitude saves and constitution checks for strenuous activity, +1 to concentration checks, and +2 hit points per point of strength. These hit points are not lost first like temporary hit points are: When Health is no longer coalesced, maximum and temporary hit points both go down. Health also grants a 5% chance to resist sneak attacks and critical hits per point of strength.

Trust of Heat: Created by Pelor, god of the Sun, the trust of Heat gives all mortals a soothing balm in the material world's coldest places. Coalescing Heat makes a coalescant warm to the touch.
Penalty when leaned: -1 to saves and constitution checks vs. cold and cold effects, +1 to saves and constitution checks vs. heat and fire effects, fire resistance 1.
Benefit: When coalesced, Heat grants +1 to saves and constitution checks vs. cold and cold effects, cold resistance 1, and 1 point of fire damage to all melee attacks, per point of strength, as well as -1 to saves and constitution checks vs. heat and fire effects. However, a coalescant may also choose to pay into Heat much faster. Activating this is just like coalescing a trust, with the same maximum strength but no stores to exhaust. For each point of strength paid in, Heat provides +1 to saves and constitution checks vs. heat and fire effects, fire resistance 1, and 1 point of cold damage on all melee attacks, but also provides -1 to saves and constitution checks vs. cold and cold effects.

Trust of Individuality: Created by Hextor, god of Tyranny, the trust of individuality ensures that no mortal will forget their agency in the world. Coalescing Individuality makes a coalescant strong-willed and hard to sway.
Penalty when learned: -1 to will saves, Disguise, Intimidate, Survival, Use Magic Device, and Craft checks.
Benefit: When coalesced, Individuality grants a +1 to will saves, Disguise, Intimidate, Survival, Use Magic Device, and Craft checks per point of strength. If at least 10 points are coalesced, Individuality grants immunity to all mind-affecting abilities, both those that would be applied and those already in place.

Trust of Motor Learning: Created by Heironeous, god of Valor, the trust of Motor Learning helps ensure that studied skills gain and maintain their sharpness. Coalescing Motor Learning makes a coalescant careful and precise in its motions, even when working quickly.
Penalty when learned: -1 to melee attack rolls, Balance, Disable Device, Open Lock, and Ride.
Benefit: When Coalesced, Motor Learning provides a +1 to melee attack rolls, Balance, Disable Device, Open Lock, and Ride checks per point of strength. For every 5 points coalesced, Motor Learning provides a manipulation skill trick, so long as all prerequisites are met.

Trust of Nimbleness: Created by Olidammara, god of Trickery, the trust of Nimbleness ensures that no mortal will fail in their more dexterous pursuits. Coalescing Nimbleness makes a coalescant agile and skillful at all fine tasks.
Penalty when learned: -1 to ranged attack rolls, Escape Artist, Hide, and Tumble.
Benefit: When coalesced, Nimbleness provides a +1 to ranged attack rolls, Escape Artist, Hide, and Tumble per point of strength. Nimbleness also grants Point Blank Shot and Precise Shot. For every 5 points of strength, Nimbleness grants an additional feat, so long as it requires point blank shot and the coalescant meets all prerequisites.

Trust of Sense: Created by Corellon Larethian, god of Elves, the trust of Senses makes sure no mortals will be caught unawares. Coalescing Sense gives a coalescant almost preternatural knowledge of its surroundings.
Penalty when learned: -1 to Initiative checks, Listen, Search, and Spot.
Benefit: When coalesced, Sense provides a +1 to initiative, Listen, Search, and Spot check per point of strength, as well as trapfinding and blindsense with a range of 5 feet per point of strength. If at least 5 points are coalesced, Sense grants Scent. If at least 10 points are coalesced, the blindsense becomes blindsight.

Trust of Speed: Created by Fharlanghn, god of Travel, the trust of speed ensures that no mortals will be rooted to a spot. Coalescing speed gives a coalescant fast hands and even faster feet.
Penalty when learned: -1 to reflex saves, Sleight of Hand, and -5 to move speeds.
Benefit: When coalesced, Speed provides +1 to reflex saves and Sleight of Hand per point of strength, as well as +5 feet to all movement modes per two points of strength. If at least 5 points are coalesced, Speed grants a climb and a swim speed equal to this speed boost (effectively granting climb 0 and swim 0, then boosting them). For every 5 points coalesced, Speed grants a movement skill trick, so long as all prerequisites are met.

Trust of Thoughts: Created by Boccob, god of Magic, the trust of thoughts ensures that no mortal will be without information when it's truly necessary. Coalescing Thoughts gives a coalescant knowledge, even about things it's never heard of.
Penalty when learned: -1 to Appraise, Heal, Spellcraft, and all knowledge checks.
Benefit: When coalesced, Thoughts provides a +1 to Appraise, Heal, Spellcraft, and all knowledge checks per point of strength. Due to the speed at which the knowledge flows through the brain, Thoughts also grants the ability to appraise any item as a move action. For every 5 points coalesced, Thoughts grants a mental skill trick, so long as all prerequisites are met.

Trust of Vigor: Created by Kord, god of Strength, the trust of Vigor makes certain mortals can overpower any challenge. Coalescing Vigor gives a coalescant more heft in its limbs and more power in its swings.
Penalty when learned: -1 to melee damage rolls, composite bow damage rolls, and Swim.
Benefit: When coalesced, Vigor grants a +1 to melee and composite bow damage rolls, and a +1 to Swim checks, per point of strength. When wielding a two-handed melee weapon, Vigor increases damage rolls with that weapon +3 per 2 points of strength, rounded down. Vigor also provides Power Attack, and for every 5 points of strength, an additional feat, so long as it requires power attack and all prerequisites are met.

Trust of Weight: Created by Nerull, god of Death, the trust of Weight allows all mortals to feel the gravity of the material world. Coalescing Weight gives a coalescant unshakable stability.
Penalty when learned: -1 to opposed grapple, opposed trip, and opposed bull rush checks, and +1 to Climb, Jump, and Move Silently checks.
Benefit: When coalesced, Weight grants +1 to opposed grapple, opposed trip, and opposed bull rush checks, as well as -1 to Climb, Jump, and Move Silently checks, per point of strength. However, a coalescant may also choose to pay into Weight much faster. Activating this is just like coalescing a trust, with the same maximum strength but no stores to exhaust. For each point of strength paid in, Weight provides +1 to Climb, Jump, and Move Silently checks, but gives a -1 to opposed grapple, trip, and bull rush checks.

Coalescant Meditation (Ex): A 2nd level coalescant can spend a full-round action coalescing power to add 2 points to any store, up to that store's maximum.

Speed Boost (Ex): A coalescant must get used to invoking minor mental and physical commands at all times. At 3rd level, it may coalesce a trust as an immediate action.

At 5th level, when using an immediate action, if a coalescant has a swift action remaining from its previous round, it may expend that swift action to use an immediate action (instead of expending a swift action from its current or next round).

At 7th level, a coalescant may coalesce or alter two stores per action spent, instead of one.

At 9th level, a coalescant gains an additional swift or immediate action per encounter. It may be used at any time so long as it is not flat-footed.

At 11th level, a coalescant gains the ability to coalesce or alter three stores per action spent.

At 13th level, instead of gaining an addition swift action each encounter, a coalescant gains an additional swift action each round.

At 15th level, a coalescant may coalesce or alter any number of stores when spending an action to do so.

At 17th level, a coalescant gains an additional swift action each round, for a total of 2 additional swift actions.

Trust of Metabolism (Ex): Created by Yondalla, goddess of Halflings, the store of metabolism enables a Coalescant to skip meals, so long as it consumes nutrients when convenient. A 4th level coalescant no longer must eat, drink, or breathe, so long as it performs those actions when convenient and never falls behind in any more than one month per coalescant level.

Transitive Coalescence (Ex): A 6th level coalescant gains the ability to transition stores between its known trusts. When a store would run out while being tapped, it may choose to deplete other stores to keep tapping the original power. Every 4 points deducted from other stores will count as 1 point towards the actively coalesced trust. It may keep multiple trusts alive and keep trusts alive for multiple rounds past their natural end so long as it has points in other powers to transition. It may not, however, coalesce a trust or change the strength of a coalesced trust with an empty store.

At 14th level, a coalescant may transfer stores between two trusts at a 2:1 ratio.

At 19th level, it may transfer stores at a 1:1 ratio.

Bonus Coalescence feat (Ex): At 8th level and again at 16th level, a coalescant gains a bonus Coalescence feat, as seen on Table: The Coalescant. It must meet the prerequisites for these feats.

Passive Store (Ex): A 10th level coalescant learns to pay into the trusts while asleep. As long as it does so, it suffers no penalties from paying into powers while awake, unless desired.

Metabolic Burst (Ex): A 12th level coalescant can expend 2 swift and/or immediate actions on its turn to take an additional move action.

Master Coalescant (Ex): An 18th level coalescant has learned to draw more deeply from the deific trusts. At the start of each turn, it gains points equal to its coalescant level that it can split as it chooses between any number of currently-coalescing stores, up to their maximums. For instance, an 18th level coalescant coalescing 10 points of speed and 15 points of motor learning may choose to gain 10 points of speed and 8 points of motor learning per round, effectively coalescing speed for free and spending only 7 points of motor learning per round. Doing so requires concentrating. As long as it does so, it may not take 10 on any activity, short of skills with which it has skill mastery.

Trust of Soul (Sp): Created by Wee Jas, goddess of Magic, the most obscure and sought-after trust contains raw magical energy. By spending a number of rounds equal to the level of the spell, a coalescant may cast a spell from the sorcerer/wizard list, so long as its normal casting time is under one round, the range is personal, and the target is “You.” This spell is otherwise cast normally, requiring all normal components and concentration checks, and suffering arcane spell failure chances. A 0-level spell requires a standard action to cast. It may cast any given spell only once per day, and must rest like a spellcaster to refresh this.

Unlocking Trusts
The following is primarily advice to dungeon masters thinking of including coalescants in their games.

Not every class requires plot hooks. Some classes are designed so that they can function in any campaign. Others seem to require large parts of campaigns to be built around them. The coalescant can be used anywhere between these extremes. Below is advice for building plot hooks and adventures around a coalescant party member. If any of the advice doesn't fit in a particular table, it can be left out, with no other detriment to the function of the class.

Coalescants must unlock trusts before they can be used. Unlocking a trust does not immediately grant the ability to coalesce the trust, otherwise well-connected or knowledgeable coalescants would have access to all of the trusts from level 1 onwards. Instead, the number of trusts presented on the table serve as an upper bound for how many unlocked trusts can be trained in, allowing the coalescant to use them.

A coalescant should never be entirely out of ideas on how to unlock trusts. In settlements at least as large as a large town, a coalescent should be able to dig up at least some helpful information with a successful gather information check. The coalescent must ask local coalescants, as well as local centers of religion, education, and magic. The DC to find information on unlocking a trust is generally 25-30. When gathering information, a coalescant may add the community modifier (DMG 139) to its roll. Specific trusts may be easier or harder to unlock, at the Dungeon Master's discretion.

The tasks required to unlock trusts should not be mechanically challenging. A coalescant can begin with any trust unlocked, meaning that all trusts can be unlocked by a character taking their first level. Dungeon Masters are encouraged to modify the tasks should they choose, but none should be impossible.

The class also grants two trusts outside of normal trust progression. The trust of metabolism is granted on its own fairly early because it is too mechanically weak to require a two-level investment. Conversely, the trust of soul is granted in the class's final level because it is too powerful to allow access at early levels. The tasks for these trusts should not require a lot of investment to learn. If a coalescant misses a desired trust from its normal progression, it should be able to find a few trusts to unlock, or already have some unlocked that it can train. These two, as they have no replacement, would simply mean the coalescant has no class abilities for those levels until the trust is unlocked.

Below are tasks for each trust. These are meant to be reasonably easy to accomplish. Feel free to make them more difficult if the journey of the coalescant's discovery plays a larger role in your campaign.

Trust of Emotion: Garl Glittergold, the prankster, requires a coalescant tell a joke at a tavern that causes the listeners to laugh so hard they cry - or to tell a story so sad that they just cry.

Trust of Health: Moradin, the soul forger, requires a coalescant to witness the birth (or hatching, or assembly) of a life.

Trust of Heat: Pelor, the shining one, requires a coalescant to burn candles and meditate under a sunny sky or a shaft of sunlight.

Trust of Individuality: Hextor, who bows to none, requires a coalescant to gain an advantage by succeeding on an intimidate check or to successfully resist at Charm or Dominate spell.

Trust of Motor Learning: Heironeous, rewarder of hard work and practice, requires a coalescant to solve scrambled a puzzle cube in under a minute. (Puzzle cubes cost 5GP.)

Trust of Nimbleness: Olidammara, avoider of consequence, requires a coalescant escape from tied rope bonds.

Trust of Sense: Corellon Larethian, keen of eye, requires a coalescant to notice a hidden trap or hazard unassisted.

Trust of Speed: Fharlanghn, the wanderer, requires a coalescant to walk five miles straight through woodlands and then return by the same path.

Trust of Thoughts: Boccob, the all-knowing, requires a coalescant to remember and exploit an enemy's weakness.

Trust of Vigor: Kord, the brawler, requires a coalescant to win a fair battle unarmed.

Trust of Weight: Nerull, the reaper, requires a coalescant to hold a living being as it dies.

Trust of Metabolism: Yondalla, the provider, requires a coalescant to eat at least one day's worth of food at once.

Trust of Soul: Wee Jas, death's guardian, requires a coalescant to fundamentally alter the lives of a large group of people.

Coalescence Feats

Background Power [Coalescence]
You have learned to pay into one power when you sleep, and coalesce it passively during the day.
Prerequisite: Coalescence
Benefit: Choose one trust you know. You are no longer affected by its penalty. At all times, you are treated as though you are tapping that power with a strength of one third your coalescant level, rounded down. You may not change this or access the power in this store in any other way.
Special: You must sleep, trance, or otherwise remain active for multiple hours per day to use this feat. You may take this feat multiple times, for a different trust each time.

Coalescant Jumpstart [Coalescence]
You are adept at transferring power between your stores. After all, power is power is power.
Prerequisite: Coalescence, Transitive Coalescence
Benefit: You may start and change the strength of your coalescent taps after their stores have emptied, using transitive coalescence.

Fast Tap [Coalescence]
You can drain your stores more quickly.
Prerequisite: Coalescence
Benefit: The cap of your Coalescant tap strength increases to one and a half times your level, rounded down. If taken a second time, your maximum tap strength increases to twice your level.
Special: You may take this feat twice.

Improved Stores [Coalescence]
You can draw on more power from the trusts at a time.
Prerequisite: Coalescence
Benefit: Increase your maximum store of each trust by 2. For instance, a 5th level coalescant begins each combat with 12 points in each store instead of 10.
Special: You may take this feat multiple times. Each time, increase your maximum stores by 2.

Innate Coalescence [Coalescence]
You have practiced your coalescant abilities enough that your access to the trust surpasses traditional magical understanding.
Prerequisite: Coalescence
Benefit: Your Coalescence ability is extraordinary.
Normal: Calling on the trusts is a supernatural act.

Power Meditation [Coalescence]
You can store more power.
Prerequisite: Coalescence, Coalescant Meditation
Benefit: Increase the points granted by your Coalescent Meditation by 4.
Special: You may take this feat multiple times. Its effects stack.

Specialized Trust [Coalescence]
You become more efficient with one trust.
Prerequisite: Coalescence, Improved Stores
Benefit: Choose one trust. When coalescing that trust for at least 1 point, treat it as though you were coalescing 2 additional points per round.
Special: You may take this feat once for every trust known.

Signature Power [Coalescence]
You've used one power enough that you've expanded your reach.
Prerequisite: Coalescence, Specialized Trust in the chosen trust.
Benefit: Double your stores for your specialized trust. In addition, you gain a special benefit when using your chosen trust:
Trust of Emotion grants you the ability to detect thoughts of anyone in your vision, as the spell (Will Save DC 10 + 1/2 your class level + your charisma modifier), and to emote your feelings to those that can see your back (treat this as telepathy so long as you are being observed).

Trust of Health grants you damage reduction equal to your 1/2 your class level.

Trust of Heat grants you resistance to energy equal to your class level.

Trust of Individuality grants you spell resistance equal to 10 + your class level.

Trust of Motor Learning grants you sneak attack equal to 1D6 for every 2 class levels, rounded down.

Trust of Nimbleness grants you doubled range with all ranged weapons, and 5 feet of additional reach.

Trust of Sense grants you the extraordinary ability to See Invisibility with a range of 5 feet per 2 class levels.

Trust of Speed grants +10 feet to all movement modes.

Trust of Thoughts grants you Knowledge Devotion as well as 8 skill points, which must be spent immediately.

Trust of Vigor grants you +2 strength.

Trust of Weight grants you doubled carrying capacity as well as the Improved Bull Rush, Improved Trip, and Improved Grapple feats.

Speed Meditation [Coalescence]
You can store power quickly.
Prerequisite: Coalescence, Coalescent Meditation
Benefit: You can use your Coalescent Meditation ability as a move action. If taken twice, you can meditate as a swift action.
Special: You may take this feat twice.

Coalescant Lore
Characters with ranks in knowledge (The Planes) can research coalescants to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.

DC 10: When they first created life, the gods gave us trusts of power. A coalescant has unlocked these ancient trusts.

DC 15: Using a trust requires a coalescant to pay into it, weakening themselves so that the trust's power remains constant. Trusts can enhance the coalescant's strength, vitality, speed, knowledge, or even will.

DC 20: Each trust requires a trial to unlock. The trial is one mandated by the god who created that trust.

DC 25: A Character that succeeds in a check this successful should learn information about specific coalescants in the world, such as the first coalescant, who first discovered and unlocked the trusts from ages long past.

Sample Encounter
An encounter with a coalescant should present players with a jack of all trades, capable of performing almost any task. As an ally, the coalescant can fill any role the party finds vacant, short of roles that require spellcasting. As an enemy, the coalescant's first priority would also be spellcasters, and it would use all speed necessary to ensure they are removed from the fight.

EL 5. Ind Larien is a changeling coalescant, as it decided a suite of power capable of changing form would be perfect for its ever-changing physique. It spends most time undercover, investigating corruption in churches or political institutions, then outing them to the people. Ind avoids direct confrontation. If it must battle, Ind will pick off enemies from behind cover, and change shape often to confuse them, especially into each other.

Ind Larien CR5
Genderless Changeling Coalescant 5
NG Medium Humanoid
Init +1; [B]Senses Listen +8, Spot +8
Languages Common, Dwarven, Elven, Gnome, Giant, Draconic, Goblin, Orc
AC 16, Touch 11, Flat-Footed 15 (+1 Dex, +5 Armor)
HP 42 (5 HD)
Fort +6, Ref +5, Will +4 (-1 Reflex while flat footed, +2 against sleep and charm)
Speed 30 ft. (6 squares) (-5 feet while flat footed)
[B]Base Atk +5; Grp +5
Special Actions Coalescence (Su, Immediate activation, 12 points per trust, cap 5. Trust of Speed: Reflex Saves, Sleight of Hand, 2.5ft Move speed, Movement skill trick at 5 points. Trust of Thoughts: Appraise, Heal, Spellcraft, Knowledge, Quick Appraise, Mental skill trick at 5 points. Trust of Vigor: +1 to Melee, Compound Bow damage, Swim, Power Attack, Extra feat at 5 points), Meditation (Move action, +2 to store of one trust), Minor Change Shape (as Disguise Self)
Abilities Str 10, Dex 12, Con 14, Int 14, Wis 10, Cha 16
Feats Improved Stores, Speed Meditation
Skills Bluff +13, Disguise +23, Intimidate +10, Move Silently +8, Hide +8, Sleight of Hand +9, Sense Motive +10, Tumble +8
Posessions +1 Chain Shirt, Masterwork Dagger, Composite Longbow, 50 Arrows, Greatsword, Healing Belt, Thieves' Tools, Disguise Kit, Potion of Cure Moderate Wounds, 2 Potions of Cure Light Wounds, Potion of Barkskin