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Saidoro
2016-04-25, 08:26 PM
Danmaku

In war, one should seek to take and hold the high ground. From there, the enemy's movements are clearly visible, and he will struggle just to reach you, let alone fight you. High orbit is the highest ground there is.

During the height of their invasion, the Tatulani used the Walkways to bring their advanced weapons of war into orbit around Khrone. Among these were the Skyfire orbital laser cannons, which were designed to provide strategic firepower for the commanders establishing the initial beachhead on the plane. While the majority of Skyfire satellites were lost to the Maelstrom when the Walkways collapsed, a small number of the satellites fell to Khrone. Many explorers seek out and study the wreckage of these fallen weapons in hopes of reverse engineering methods for reactivating and communicating with the surviving Skyfire satellites in the Maelstorm. Those who are successful are known as Danmaku and turn the incredible power of these weapons to their own ends.

Adventures: Most danmaku adventure because there are few non-adventuring, non-military uses for an orbital laser cannon.

Characteristics: While the danmaku is defined by their access to a giant space laser, there is a considerable charging delay between shots. Most will supplement their attack with technological weapons and devices reconstructed from blueprints in the Skyfire's memory banks.

Alignment: Danmaku may be of any alignment, but tend to be either strongly Lawful or strongly Chaotic. While it may seem unusual for someone who draws their power from advanced technology to be Chaotic, most of the crashed satellites are currently found in the depths of the Forest. All too often an ambitious warlord tries to unite the forest tribes using overwhelming firepower.

Religion: Every danmaku holds in their hands the power of a lesser god, a fact which does not tend to encourage faith in anyone but oneself. In spite of this, some danmaku will choose to worship gods of technology or science such as Espen or Noresche.

Background: Becoming a danmaku requires building a device capable of communicating across planes and reaching a Skyfire satellite. Access to Tatulani artifacts is extremely helpful here, as is knowledge of planar physics. It is rare for someone to become a Danmaku without access to one or the other.

Races: For obvious reasons, Tatulani are the most common members of this class, having descended from the original invaders who first commanded the Skyfires. Humans, Cuazaj, Dwarves and Cecaelia all share the combination of technical inclination and knowledge of planar sciences to become a danmaku.

Other Classes: To those unfamiliar with the technologies involved, a danmaku appears much like a spellcaster with rather unusual spells, either drawing their knowledge from arcane lore, like a wizard, or relying on a (literally) higher power for protection, like a cleric. For those more learned, a danmaku is either a thief who's stolen a powerful artifact, or a talented warrior wielding exotic weapons depending on who you ask. Ultimately, the danmaku's mindset is closest to that of an alchemist or an artificer and tend to get along with those classes best.

Role: The danmaku is a flexible class, able to switch between an all-out offense that uses all available energy cells for weapons and a more support-focused role where they create devices to assist other members of the party. Switching takes time and resources, however, meaning that a danmaku should decide early on which party role they wish to focus on.

Adaptation: The satellite could easily be something the danmaku has designed and built themself instead of something they have found and reactivated, especially in campaign settings where magitek is common. Alternately, the danmaku could be a stellar traveller of some variety who is using the weaponry found on their spaceship.

GAME RULE INFORMATION
Danmaku have the following game statistics.
Abilities: Intelligence is the most important ability score for a danmaku, as it influences not only skills, but the potency of the danmaku's space laser and schematics. Dexterity and Strength are of secondary importance, depending on what high energy weaponry they choose to create.
Alignment: Any
Hit Die: d6
Pathfinder Hit Die: d8
Starting Age: As Bard
Starting Gold: As Monk + Communicator, one non-masterwork high energy weapon and Omnitools

Class Skills
The Danmaku's class skills (and the key ability for each skill) are Craft(Int), Disable Device(Int), Intimidate(cha), Knowledge(int), Open Lock(Dex), Profession(Wis), Search(Int), Spot(Wis), Use Magic Device(Cha)

Pathfinder Class Skills
The Danmaku's class skills (and the key ability for each skill) are Craft(Int), Disable Device(Int), Intimidate(cha), Knowledge(int), Linguistics(int), Perception(Wis), Profession(Wis), Use Magic Device(Cha)

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

DANMAKU


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Local Cells Available
Sky Cells Available


1st

+0

+0

+2

+0
Communicator, High Energy Weaponry, Space Laser, Shock and Awe, Omnitools, Magitech, Schematic
4
2


2nd

+1

+0

+3

+0
High Energy Technique, Trapfinding
5
2


3rd

+2

+1

+3

+1
Schematic
6
2


4th

+3

+1

+4

+1
Beam Jump
7
2


5th

+3

+1

+4

+1
High Energy Specialization 1d6
8
3


6th

+4

+2

+5

+2
Schematic
9
3


7th

+5

+2

+5

+2
High Energy Specialization 2d6
10
3


8th

+6/+1

+2

+6

+2
Deep Strike
11
3


9th

+6/+1

+3

+6

+3
High Energy Specialization 3d6, Schematic
12
4


10th

+7/+2

+3

+7

+3
Sweep, Bunker Buster
13
4(+1)


11th

+8/+3

+3

+7

+3
High Energy Specialization 4d6
14
4(+1)


12th

+9/+4

+4

+8

+4
Siege Beam, Schematic
15
4(+1)


13th

+9/+4

+4

+8

+4
High Energy Specialization 5d6
16
5(+1)


14th

+10/+5

+4

+9

+4
Beamportation
17
5(+1)


15th

+11/+6/+1

+5

+9

+5
High Energy Specialization 6d6, Schematic
18
5(+1)


16th

+12/+7/+2

+5

+10

+5
Paint Target
19
5(+2)


17th

+12/+7/+2

+5

+10

+5
High Energy Specialization 7d6
20
6(+2)


18th

+13/+8/+3

+6

+11

+6
Beam Shield, Schematic
21
6(+2)


19th

+14/+9/+4

+6

+11

+6
High Energy Specialization 8d6
22
6(+2)


20th

+15/+10/+5

+6

+12

+6
Vaporization Beam
23
7(+2)




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

Weapon and Armor Proficiencies: Danmaku are proficient with all simple weapons and with their lasers. They are proficient in light armor.

Power Cells (Ex): The danmaku’s technology relies on power cells built into their Skyfire and their prime communicator. Power cells can be in one of three states, Charged, Dedicated or Drained. Charged cells are ready for use, and can either be Drained to activate one of the danmaku’s abilities or Dedicated to powering one or more of the danmaku’s devices. Dedicated power cells provide continuous power to one or more devices, and can be kept in this state indefinitely. They can also be intentionally Drained to allow them to properly recharge later, but cannot be used to activate danmaku abilities or schematics that require Draining a cell. Drained cells are not available for use until they have recharged.

The danmaku has a number of local and sky cells as noted on the table above. Local cells Charge one Drained cell every minute, and the Danmaku may Dedicate any number of Charged local cells, Drain any number of Dedicated local cells and change which of their devices are being powered by their local cells as a move action, making a total of 4 changes for each move action taken. Sky cells Charge one Drained cell every three hours, and can be Dedicated or Drained individually as a full round action. Cells of either type can only be Dedicated to a piece of equipment if that equipment is within 30 feet of one of the danmaku's powered communicators, though once the cells are Dedicated they remain so even if the equipment leaves that area. Draining a Dedicated cell has no such restriction.

Communicator (Ex): The first step in becoming a danmaku is building a device capable of communicating with their Skyfire, a task which requires 4 hours work and materials worth 100 gold pieces. The communicator is required to use many danmaku abilities. The exact appearance and function of the communicator is up to the danmaku’s player, but they usually have some sort of visual component and always require at least one hand to use. Multiple communicators may be made, but only one can maintain the active connection to the Skyfire needed to Charge or Dedicate its local cells at once. A communicator with an active connection to the Skyfire requires no power to run, any others require ½ of a Dedicated local power cell each to run. Communicators allow for two way audio communications with other powered communicators which they have been within 30 feet of, whether those powered communicators were created by the same danmaku or a different one.

High Energy Weaponry (Ex): One of the first things most danmaku do is look through the satellite's schematics for a way to defend themselves in places where it cannot reach. At first level the danmaku selects one of the following weapons and gains the ability to build it by using the listed amounts of time and materials.

Laser: Lasers are one-handed ranged weapons dealing 2d6 damage with a range increment of 50 feet. Lasers threaten criticals on a 20 and deal x3 damage on a critical hit. The damage dealt by lasers is of no particular type, it bypasses any energy resistance and any damage reduction which can be bypassed, but not DR/- or hardness. Lasers require no ammunition and do not need to be reloaded. Each laser in use requires one Dedicated local cell. Constructing a laser requires materials worth 50 gold pieces and one hour of work.
Railgun: Railguns are two-handed ranged weapons dealing 2d6 damage with a range increment of 150 feet. Railguns threaten criticals on a 19 or 20 and deal x2 damage on a critical hit. Railguns are reloaded as a free action and may use any sort of ammunition, benefiting from any special abilities that ammunition has. Each Railgun in use requires one Dedicated local cell. Constructing a railgun requires materials worth 100 gold pieces and two hours of work.
Laser Sword: Laser swords come in three forms, two-handed melee weapons dealing 3d6 damage, one-handed melee weapons dealing 2d6 damage and light melee weapons dealing 1d6 damage. All three add strength to that damage as normal, threaten critical on a 19 or 20 and deal x2 damage on a critical hit. Light laser swords are balanced for throwing, having a range increment of 20 feet. Each one or two-handed laser sword in use requires one Dedicated local cell, light laser swords require ½ of a dedicated power cell. Constructing a two-handed laser sword requires materials worth 100 gold pieces and two hours of work, constructing a one-handed laser sword requires materials worth 50 gold pieces and one hour of work, constructing a light laser sword requires materials worth 25 gold pieces and one hour of work...

Any of these weapons may be produced as a masterwork by spending materials worth another 300 gold and 24 hours of work. These weapons are all sized for Tatulani, and can't be resized easily. A small-sized Danmaku can adjust the grips, allowing them to ignore the penalties for using inappropriately sized weapons, though not the handedness change.

Omnitools (Ex): The Skyfires don't contain only military information, they also held some schematics for wondrous old tech tools. At first level the Danmaku can select two skill which become class skills if they were not already or gain a +1 bonus if they were. Additionally, the danmaku can produce masterwork tools relevant to those skills with one hours work and materials worth 50 gold pieces. These tools provide a circumstance bonus equal to +2 or half the danmaku's class level, whichever is higher. Each Omnitool in use requires 1 Dedicated local power cell.

Space Laser (Ex): The danmaku begins to unlock the satellite's weapon systems, starting with the basic lasers. As a standard action the danmaku may Drain one sky cell to deal 1d6 damage per class level in a cylinder up to 10 ft + 5ft per 2 class levels in radius and functionally infinite in height. This allows a reflex save DC (10+½ Danmaku Level+Int modifier) to take half damage. The damage dealt by this ability is of no particular type, it bypasses any energy resistance and any damage reduction which can be bypassed, but not DR/- or hardness. The cylinder must be created within 50 feet per class level of the Danmaku. This ability requires that the Skyfire have line of sight to the target point from the Maelstrom, unless the covering material is weak enough to be easily destroyed by the Space Laser. Using this ability or any of its derivatives requires the danmaku to access and manipulate their communicator.

Shock and Awe (Ex):The Danmaku can modify their space laser by Dedicating one of their sky cells to produce special effects. Choose one of the following abilities on taking the first danmaku level:

Searing Light: With a sky cell Dedicated to this ability, the danmaku’s Space Laser inflicts blindness for one round to any creatures who fail the reflex save for half damage.
Gravity Pulse: With a sky cell Dedicated to this ability, the danmaku’s Space Laser causes any creatures who fail the reflex save for half damage to be knocked prone.
Shattering Blast: With a sky cell Dedicated to this ability, the danmaku’s Space Laser causes any terrain in its area to become difficult terrain until it is repaired.


Magitech (Ex): Danmaku view magic as a sort of science, and they operate magical items not through force of will or personality but through logical deduction and experimentation. A danmaku may use their Intelligence modifier in place of their Charisma when making Use Magic Device Checks.

Schematics (Ex): The satellites were designed first and foremost for war, but they also store information about various old tech tools and weapons. At first level, third level, and every three levels thereafter the danmaku chooses one schematic from the list below and gains the ability to construct the associated device with the listed amount of work and materials.

High Energy Technique (Ex): At second level the danmaku gains a bonus feat based on their selection of High Energy Weaponry. If this would give the danmaku a feat they already possess, they instead gain a bonus combat feat for which they meet the prerequisites.

Danmaku who selected Laser receive Rapid Shot as a bonus feat.
Danmaku who selected Railgun receive Far Shot as a bonus feat.
Danmaku who selected Laser Sword receive their choice of Power Attack or Piranha's Bite as a bonus feat.


Trapfinding (Ex): Beginning at second level, the danmaku can locate and disarm magic traps and other traps with a find or disable DC over 20.

Pathfinder Trapfinding: Beginning at Second Level, a danmaku adds 1/2 their level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A danmaku can use Disable Device to disarm magic traps.

Beam Jump (Ex): At fourth level the danmaku learns the secret of converting themselves to energy and flinging that energy about. As a move action the danmaku may Drain two local cells to transfer themselves to an unoccupied square within 10 ft + 5 ft per class level to which they have line of effect. Any creature in the straight line between the danmaku's origin and destination take 1d6 damage per two danmaku levels. This allows a reflex save DC (10+½ Danmaku Level+Int modifier) for half damage. Using this ability requires the danmaku to access and manipulate their communicator.

High Energy Specialization (Ex): At 5th level and every 2 levels thereafter, the danmaku gets +1d6 damage when using High Energy Weaponry, regardless of whether the weapon was gained through their selection at level 1 or the Advanced Weaponry Schematic.

Deep Striking (Ex): At eighth level the Danmaku advances their Beam Jump, allowing them reroute the flow of energy through their Skyfire. As a standard action the Danmaku may drain two local and one sky cell to move themselves and whatever gear they are carrying to another unoccupied space capable of supporting them within 40 ft per class level. This creates an effect as the Danmaku's Space Laser at both the start and end points which does not harm the Danmaku. This ability is not compatible with the sky hook, seeker barrage, acid bomb or any other ability that changes the form of the space laser.

Bunker Buster (Ex): Starting from tenth level the danmaku can modify their Space Laser to be especially destructive to Objects. This acts as a normal use of space laser except that it deals 3 times its normal damage to unattended objects and 1.5 times its normal damage to undead and constructs. Applying this effect to Space Lasers requires that one sky cell be Dedicated to the purpose.

Rapid Cycle (Ex): At tenth level, the danmaku gains a single extra sky cell, which can only be used to activate their space laser, with no extra enhancements from Shock and Awe, Bunker Buster, or any schematic with a similar effect. This extra cell recharges after 10 minutes instead of 3 hours, and can recharge simultaneously with other sky cells. At 16th level, they gain another such cell.

Siege Beam (Ex): Starting at twelfth level the danmaku can call down a beam of epic proportions, far more suited for destroying cities than people. By Draining three sky cells as a 2-round action the danmaku may deal 2d6 damage per class level in a cylinder 30 feet per class level in radius and functionally infinite in height. Characters in the area may make a reflex save to take half damage but evasion and improved evasion cannot reduce the damage to zero on a successful save unless the character in question is within 5 feet of something which was not destroyed by the beam and would give cover against an attack coming from the sky. The beam is treated as though Bunker Buster was applied to it for the purpose of damaging objects. Unfortunately, this beam cannot be aimed precisely. Instead, the danmaku should select a point within 300 feet per class level as the intended center and the beam strikes 2d6 times 100 feet in a random direction from that point.

Beamportation (Ex): Beginning at fourteenth level the danmaku transfer themselves and others into energy for longer durations, allowing for more distant transportation. This allows the danmaku to duplicate Teleport or Plane Shift as the spells except that they are extraordinary and a space laser large enough to encompass all those affected is created at both the start and end points which does not harm those being transported. Using this ability Drains three sky cells if used to duplicate Plane Shift or two if used to duplicate teleport. It drains one fewer sky cell if it was only used to transport the danmaku and up to 50 pounds of goods. This ability is not compatible with the sky hook, seeker barrage, acid bomb or any other ability that changes the form of the space laser.
As per the general ban on inexpensive planar travel in skybourne, you don’t get plane shift from this when playing an actual skybourne game and instead gain the ability to use beamportation and deep striking without damaging their surroundings. When they do so, they still create a beam leading to the sky, marking their position, but the beam is small enough to not cause damage to anything.

Paint Target (Ex): At sixteenth level the danmaku unlocks the advanced targeting function of their satellite allowing them to fire their siege beam more accurately. As an action requiring 30 seconds of work the Danmaku may designate a point within 100 feet of themselves. For the next 24 hours they may fire their siege beam at that point and have it strike exactly at that point and not moved in a random direction.

Beam Shield (Ex): At eighteenth level the danmaku gain the ability to call down a solid wall of laser light and sustain it over time. As a standard action the danmaku can designate a number of consecutive five-foot squares equal to their class level. Any creature or object passing through or over or starting their turn in those squares at any height takes 1d6 damage per Danmaku level. The Danmaku may maintain this ability for 1 minute per class level and may not use but may not use Space Laser, Deep Striking, Siege Beam, or Beamportation while doing so, though they may end the shield concurrently with using any of those, leaving no discernible delay between when the shield ended and the next effect took place. Using this ability drains one sky cell.

Vaporization Beam (Ex): At twentieth level the danmaku unlocks their satellite's most dangerous weapon, the disintegration beam. This acts as a normal use of space laser except that it deals 3d6 damage per Danmaku level and offers a fortitude save to take half damage in addition to the reflex save(if both saves are made it deals one quarter normal damage.) A character with mettle or evasion or their improved versions must succeed on both saves to reduce the beam's damage to zero, though a character with both mettle and evasion may reduce damage to zero with only one successful save. Using this ability drains four sky cells.

Saidoro
2016-04-25, 08:28 PM
Schematics:

Composite Armor: Cannot be selected independently, received for free when first selection Powered Armor or Environmental Systems A suit of high tech armor made from lightweight materials. The danmaku can make the following types of armor:

The danmaku can make a suit of light armor by spending 250 gold pieces worth of materials and 8 hours of work. The suit provides a +4 armor bonus to AC, has a maximum dexterity bonus of +4, and a -1 armor check penalty. It weighs 20 lbs, has a hardness of 8 and has 20 hitpoints.
The danmaku can make a suit of medium armor by spending 350 gold pieces worth of materials and 16 hours of work. The suit provides a +6 armor bonus to AC, has a maximum dexterity bonus of +3, and a -3 armor check penalty. It weighs 24 lbs, has a hardness of 8 and has 30 hitpoints.
The danmaku can make a suit of heavy armor by spending 1650 gold pieces worth of materials and 56 hours worth of work. This armor provides a +8 armor bonus to AC, has a maximum dexterity bonus of +1 and a -5 armor check penalty. It weighs 40 lbs, has a hardness of 8 and has 40 hitpoints.

All of these armors are masterwork. The prices above represent the price to create these armors for a Tatulani, armor created for unusually sized or shaped creatures may require different amounts of materials.
Powered Armor: The danmaku can augment their composite armor to augment the physical capabilities of the person wearing it. Applying this augmentation requires 150 gold pieces and 2 hours of work. While running of its internal power source, the armor’s wearer treats their strength score as 4 points higher when calculating their encumbrance. Additionally, by Dedicating two local power cells to the armor, the danmaku can bring its full systems online, giving its wearer a +2 circumstance bonus to their strength and dexterity. This increases to +4 if the danmaku is at least level 12. Beginning at level 7, a danmaku with this schematic can build a suit of powered armor one size category larger than the creature intended to wear it. This armor costs twice as much gold and time as normal to create, and requires one Dedicated cell to allow the wearer to move at all, but the wearer treats their size as being one category larger for all purposes and gains an additional +2 to strength while wearing the armor. On selecting this schematic, you also gain the Composite armor schematic if you do not have it already.
Environmental Systems: Requires danmaku level 3 The danmaku can customize their armor to operate in extreme conditions. They can apply one of the following modules to a suit of composite armor by expending materials worth 150 gold pieces and 2 hours of work. Each module can be powered by Dedicating a single local cell to the purpose.

Aquatic Module The wearer of a suit of armor with this modification gains a swim speed equal to their land speed, along with the +8 bonus to swim checks that normally grants. While powered, the suit’s air filtration systems activate, allowing the wearer to breathe normally while underwater.
Mobility Module The wearer of a suit of armor with this modification gets a +10 bonus to athletics checks made to jump. While powered, the suit’s expandable glider wings activate, the wearer takes no damage from falls and falls a maximum of 10 feet per round. Additionally, they are able to glide 5 feet in any horizontal direction for every foot they fall vertically. Changing the horizontal direction of their movement requires a successful fly check as though they were flying.
Climbing Module The wearer of this armor with this modification can, once per minute, fire a micro grappling hook with a trailing line at a stationary stone, wood or metal surface within 60 feet. The line counts as a knotted rope for the purpose of making climb checks for the wearer of the armor, and as a smooth surface for everyone else. While powered, the suit’s external stickpads activate, granting its wearer a climb speed equal to their base land speed, with the +8 bonus to climb checks that normally grants.
Weather Module The wearer of a suit of armor with this modification gains benefits equivalent to those granted by an Endure Elements spell. While powered, the suit’s full homeostasis systems activate, giving the wearer resistance equal to the danmaku level of this modification’s creator(minimum 5) to one of Fire, Cold, Electricity, Acid or Sonic damage, chosen when the modification is supplied power.
Tracking Module The wearer of a suit of armor with this modification gains darkvision with a range of 60 feet. While powered, the suit’s full detection systems come online, giving its wearer scent.

All of the modules draw off of the same internal power source, and only one of them can provide their unpowered bonus at once. Dedicated a in that case provides the unpowered bonus in addition to the powered one. Additionally, if multiple modules are attached to one suit of armor they must either all be powered by Dedicated cells or none of them may be powered by Dedicated cells.
Flight Armor Requires danmaku level 9 and Composite Armor The danmaku can augment their armor with a combination of microjets and discrete wings. The danmaku can apply this modification to a suit of composite armor by expending materials worth 500 gold pieces and 4 hours of work. While running on its internal power source the jets aren’t powerful enough to fully lift the wearer, but increase their speed by 10 feet while running or charging and allow them to always count as if they have a running start for the purpose of making athletics checks to jump. By Dedicating two local cells, the danmaku can bring the armor’s full systems online, giving the wearer a flight speed equal to their base land speed plus two feet per danmaku level(rounded down to the next multiple of 5 feet).

Mystic Goggles: The danmaku can create a pair of goggles able to see arcane energy. Building these goggles, or adding their effects to an existing pair of goggles, expends materials worth 100 gold pieces and 1 hour of work. The wearer of the goggles can use Detect Magic, as the spell, at will. By expending a sky cell, the danmaku can use Identify, as the spell, without needing any material or focus components beyond the goggles. At level 7, the Danmaku can Dedicate a local cell to the goggles, causing their wearer to be affected by Arcane Sight, as the spell for as long as the cell remains dedicated.
Piercing Goggles: Requires Mystic Goggles The danmaku can create a pair of goggles able to see through illusions. Building these goggles, or adding their effects to an existing pair of goggles, expends materials worth 200 gold pieces and 2 hours of work. The wearer of the goggles gets a +3 bonus to saves against spells of the illusion school and illusion sphere effects. Beginning at fourth level, the danmaku can Dedicate one local cell to the goggles to give their wearer the benefits of See Invisibility, as the spell. Beginning at level 11, the Danmaku can Dedicate two local cells to give the wearer the benefits of True seeing, as the spell.
Spy Sat: Requires Mystic Goggles and Danmaku level 6 By Draining a sky cell, a danmaku can shift the point of view seen through a set of their goggles to any point within Long range of the goggles that has line of sight to the sky. The wearer of the goggles can see their surroundings as though they were standing at the selected location. This shifted vision can be maintained for up to one minute per danmaku level. At level 9, the Skyfire is able to penetrate barriers between it and the target location, relaxing the need for line of sight to the sky, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. At level 12, the range from a pair of active goggles increases to 5 miles.
Microdrones: Requires Mystic Goggles and Danmaku level 9 By draining a sky cell, the danmaku can cast prying eyes, as the spell. The visions from the eyes can be received by anyone wearing a pair of the danmaku’s goggles, rather than just the danmaku.

Drone: Cannot be selected independently, received for free when first selecting Combat Drone or Mobility Drone The danmaku can construct small autonomous robots to serve their needs. Creating a drone with this schematic expends materials worth 1000 gold pieces, and 16 hours of work. Use the following creature to represent the drone.

Drone
XP -
N Tiny construct
Init +3 Senses darkvision 60, low-light vision; Perception +1
DEFENSEAC 16, touch 15, flat-footed 13 (+2 size, +3 dex, +1 natural)
hp see below
Fort +0, Ref +3, Will +1
Defensive Abilities mindless, construct immunities, hardness 8
OFFENSESpeed 30 ft.
Melee -
STATISTICSStr 6, Dex 16, Con -, Int -, Wis 12, Cha 1
Base Atk +0, CMB -4, CMD 9
SQ Hovering, Danmaku Link
SPECIAL ABILITIESHovering (Ex): This creature is able to hover up to 5 feet off the ground. As such, it does not leave tracks and suffers no penalty for noisy surfaces or difficult terrain.
Danmaku Link(Ex): This creature is linked to the danmaku which created it. Its hit dice are 1d4 per danmaku level, it has 2 hit points per danmaku level, and it has a +1 to all saving throws per 3 danmaku levels. These bonuses are not applied in the text above.
The danmaku can augment the drone as though its natural armor was a suit of composite armor, and as though its eyes were a pair of goggles. The products of other schematics can usually be built into the drone.
While running off its internal power supply, the drone’s advanced movement and decision making functions are offline. It follows the danmaku about to the best of its abilities, and can be commanded to grab something within the danmaku’s square or an adjacent one as a move or swift action. It has no particular ability to grab anything which doesn’t want to be grabbed. By dedicating two local power cells, the danmaku can bring the drone’s full systems online, allowing it to take its own actions and be directed verbally by the danmaku or anyone the danmaku has given permission to. Being mindless, the drone has limited ability to remember complex orders, it usually cannot act on any orders more than about 25 words in length.
Combat Drone: Requires Danmaku level 6 The danmaku can create a small autonomous battle robot to destroy their enemies. Creating a drone with this schematic expends materials worth 2000 gold pieces, and 32 hours of work. Use the following creature to represent the drone.

Combat Drone
XP -
N Small construct
Init +3 Senses darkvision 60, low-light vision; Perception +2
DEFENSEAC 18, touch 14, flat-footed 15 (+1 size, +3 dex, +4 natural)
hp see below
Fort +0, Ref +3, Will +2
Defensive Abilities mindless, construct immunities, hardness 8
OFFENSESpeed 30 ft.
Melee 2 slams +1 (1d6+1)
STATISTICSStr 12, Dex 16, Con -, Int -, Wis 14, Cha 1
Base Atk +0, CMB -4, CMD 9
SQ Hovering, Danmaku Link, Powered
SPECIAL ABILITIESHovering (Ex): This creature is able to hover up to 5 feet off the ground. As such, it does not leave tracks and suffers no penalty for noisy surfaces or difficult terrain.
Danmaku Link(Ex): This creature is linked to the danmaku which created it. Its hit dice are 1d8 per danmaku level, it has 4 hit points per danmaku level, a +1 to all saving throws per 2 danmaku levels and a base attack bonus equal to three fourths of their creator's danmaku level(equal to the danmaku's if level = danmaku level). These bonuses are not applied in the text above. At danmaku level 8 and again at level 16 the drone gets +2 to stength and dexterity and +1 to natural armor. At danmaku level 8 and again at danmaku level 14 the drone gets a 1d6 High Energy Specialization die, which works as the danmaku class
Powered(Ex): The Combat Drone has three local energy cells, as the danmaku ability, which can only be used to power danmaku devices which have been built into its form.
The danmaku can augment the drone as though its natural armor was a suit of composite armor, and as though its eyes were a pair of goggles. The products of other schematics can usually be built into the drone. Weapons can be built into the drone, with its two slams counting as hands for that purpose. Weapons built in that way are permanently installed, replacing the slam attacks.
While running off its internal power supply, the drone’s advanced movement and decision making functions are offline. It follows the danmaku about to the best of its abilities, but takes no actions. By dedicating one sky cell, the danmaku can bring the drone’s full systems online, allowing it to take its own actions and be directed verbally by the danmaku or anyone the danmaku has given permission to. Being mindless, the drone has limited ability to remember complex orders, it usually cannot act on any orders more than about 25 words in length. On selecting this schematic, you also gain the Drone schematic if you do not have it already.
Mobility Drone: Requires Danmaku level 6 The danmaku can create large, mobile drones meant to carry them about. Creating a drone with this schematic expends materials worth 1000 gold pieces, and 24 hours of work.
Use the following creature to represent the drone.

Mobility Drone
XP -
N Large construct
Init +1 Senses darkvision 60, low-light vision; Perception +2
DEFENSEAC12, touch 10, flat-footed 11 (-1 size, +1 dex, +2 natural)
hp see below
Fort +0, Ref +1, Will +0
Defensive Abilities mindless, construct immunities, hardness 8
OFFENSESpeed 50 ft.
Melee -
STATISTICSStr 16, Dex 12, Con -, Int -, Wis 10, Cha 1
Base Atk +0, CMB -4, CMD 9
SQ Hovering, Danmaku Link, Heavy Lifter
SPECIAL ABILITIESHovering (Ex): This creature is able to hover up to 5 feet off the ground. As such, it does not leave tracks and suffers no penalty for noisy surfaces or difficult terrain.
Danmaku Link(Ex): This creature is linked to the danmaku which created it. Its hit dice are 1d8 per danmaku level, it has 4 hit points per danmaku level, and a +1 to all saving throws per 2 danmaku levels. These bonuses are not applied in the text above. At Danmaku level 8 and again at level 16 the drone gets +2 to stength and +10 feet to its move speed.
Heavy Lifter(Ex): This creature is treated as a quadruped for the purpose of determining encumbrance. Its general shape is configured for use as a mount by medium or small creatures.
The danmaku can augment the drone as though its natural armor was a suit of composite armor, and as though its eyes were a pair of goggles. The products of other schematics can usually be built into the drone.
While running off its internal power supply, the drone’s advanced movement and decision making functions are offline. It stays in place whenever not ordered to do otherwise, once per round, it can be ordered to move to any location within twice its move speed as a move action by the danmaku or anyone the danmaku has given permission. By dedicating two local power cells, the danmaku can bring the drone’s full systems online, allowing it to take its own actions and be directed verbally by the danmaku or anyone the danmaku has given permission to. Additionally, the drone’s mobility systems come online and it gains a fly speed with normal maneuverability at the same speed as its hover speed. Being mindless, the drone has limited ability to remember complex orders, it usually cannot act on any orders more than about 25 words in length. On selecting this schematic, you also gain the Drone schematic if you do not have it already.
Builder Drone: Requires Drone and Danmaku level 12 The danmaku can create a small autonomous construction robots to do work for them. Creating a drone with this schematic expends materials worth 2000 gold pieces, and 32 hours of work.
Use the following creature to represent the drone.

Builder Drone
XP -
N Medium construct
Init +3 Senses darkvision 60, low-light vision; Perception +2
DEFENSEAC13, touch 12, flat-footed 11 (+2 dex, +1 natural)
hp see below
Fort +0, Ref +2, Will +2
Defensive Abilities mindless, construct immunities, hardness 8
OFFENSESpeed 20 ft., 20 ft. Climb
Melee -
STATISTICSStr 14, Dex 14, Con -, Int -, Wis 10, Cha 1
Base Atk +0, CMB -4, CMD 9
SQ Hovering, Danmaku Link, Construct Additional Pylons
SPECIAL ABILITIESHovering (Ex): This creature is able to hover up to 5 feet off the ground. As such, it does not leave tracks and suffers no penalty for noisy surfaces or difficult terrain.
Danmaku Link(Ex): This creature is linked to the danmaku which created it. Its hit dice are 1d1 per danmaku level, it has 1 hit points per danmaku level and a +1 to all saving throws per 3 danmaku levels. These bonuses are not applied in the text above.
Construct Additional Pylons(Ex): The Builder drone can make craft checks and construct Danmaku schematics despite not having an intelligence score. It makes craft checks with a bonus equal to its creator’s danmaku level plus their Intelligence modifier, and can perform work on any schematic which its creator possesses.
The danmaku can augment the drone as though its natural armor was a suit of composite armor, and as though its eyes were a pair of goggles. The products of other schematics can usually be built into the drone.
While running off its internal power supply, the drone’s advanced movement and decision making functions are offline. It stays in place whenever not ordered to do otherwise, but takes no actions. By dedicating two local cells, the danmaku can bring the drone’s full systems online, allowing it to take its own actions and be directed verbally by the danmaku or anyone the danmaku has given permission to. Being mindless, the drone has limited ability to remember complex orders, it usually cannot act on any orders more than about 25 words in length. It is, however, able to remember the details of any object it has been instructed to build by the danmaku, and is capable of making and schematic that the danmaku is able to make.

Force Field: The danmaku can create a small device which projects a protective field around the person who carries it. Building one of these devices expends materials worth 100 gold pieces and requires 2 hours of work. While running on its own internal power supply, the generator gives its bearer temporary hitpoints equal to its creator’s danmaku level. When these hitponts run out, the field deactivates. The field restores the temporary hitpoints it has granted to full whenever it goes five full minutes without taking any damage. The Danmaku can Dedicate two local cells to the generator to cause it to restore its temporary hitpoints whenever it goes a full round without the field taking any damage instead.
Standing Force Field Requires Force Field The danmaku is able to make much larger scale force fields. Building one of these devices expends materials worth 1000 gold pieces, and requires 24 hours of work. The resulting device is a medium-sized object, and creates a force field with a 40 foot radius when powered by a Dedicated sky cell. The field has 10 hitpoints per danmaku level and an effective hardness of 6. The field breaks line of effect and movement in both directions, but not line of sight. The danmaku may place a hold on the field as a standard action, causing it to be disabled for one round without causing the sky cell powering it to be Drained.
Energy Optimization: Requires Force Field The danmaku learns how to make their force fields more resistant to the elements. The danmaku’s active force fields, regardless of which schematic was used to create them, gain resistance equal to their danmaku level to fire, cold, electricity, acid and sonic damage. In the case of the Force Field schematic, this applies to any instance of damage made while the temporary hit points granted by the field still exist, regardless of whether the field is still in place after the damage has been applied.
Flexible Fields: Requires Standing Force Field and Danmaku level 9 The danmaku can manipulate their force fields to leave small holes in them. As a standard action, the danmaku can create or close a hole in a standing force field they have created. These windows may be up to fifteen feet by fifteen feet in area, and any number of them may exist in a shield at once. They may also choose to have a created window be temporary, closing automatically 5 initiative counts after they have been opened.

Illusion Field: The danmaku learns to create illusory image projectors. Building one of these devices expends materials worth 100 gold pieces and requires 2 hours of work. The projectors are about the size of a large coin, and can be thrown at a square with a range increment of 10 feet. The danmaku can have these generators create a Ghost Sound, as the spell. By Draining two local cells, they can have the generator create a Silent Image, as the spell with the 10 foot cubes making up the illusion all bein adjacent to at least one of the other cubes and at least one of the cubes being required to encompass the generator. Unlike the spell, the danmaku does not need to constantly envision the image being created, only modify it as it moves and changes. If the danmaku chooses not to concentrate on the illusion for a round it freezes in place relative to the generator, instantly alerting any watchers that it is an illusion if it is an illusion of something that would not ordinarily behave in that manner. The danmaku can only activate and concentrate on this illusion while the generator is within 30 feet of one of their powered communicators.
Noise Cancellation: Requires Illusion Field The danmaku learns to create specialized illusion generators which cancel out noise. Building one of these devices expends materials worth 200 gold pieces and requires 4 hours of work. The noise canceller gives any creature carrying it a +2 circumstance bonus to stealth checks, increasing by +1 every 6 danmaku levels (In 3.5, instead it grants +3 to move silently, +1 per 4 levels). By Dedicating two local power cells to the canceller, the danmaku can bring it fully online, creating a bubble 10 feet in radius which stops any sound traveling through it. Noise-based stealth checks made by a creature inside the bubble against a creature outside the bubble or vice versa succeed automatically, and noise-based blindsense and blindsight abilities do not function across the bubble.
Cloaking Field: Requires Illusion Field and Danmaku level 6 The danmaku learns to create a specialized illusion generator which bends light around them. Building one of these devices expends materials worth 400 gold pieces and requires 6 hours of work. The cloaking field gives any creature carrying it a +2 circumstance bonus to stealth checks, increasing by +1 every 6 danmaku levels (In 3.5, instead it grants +3 to hide, +1 per 4 levels). By Dedicating two local cells to the cloaker, the danmaku can cause it to use invisibility on its carrier, as the spell. The Dedicated cells Drain when the invisibility ends for whatever reason.

Advanced Weaponry: The danmaku retrieves the Skyfire’s full files on personal Weaponry. They gain access to the other two weapon forms selectable from High Energy Weaponry(This does not grant extra feats from High Energy Specialization). Additionally, the danmaku is able to build the following high energy siege weapons:

Massive Railgun: A large-sized direct fire siege weapon which deals 8d6 piercing damage on a successful attack with a crit range of 19-20x2 and a range increment of 300 feet. It requires a team of 4 people to reload it in 1 round. The massive railgun weighs 2 tons and, when placed on a ship, requires 1 hardpoint worth of space. In addition to requiring ammunition, which costs 20 gold pieces apiece and weigh 8 lbs per shot, the massive railgun requires that one of the danmaku’s local cells be Drained to provide power. The massive railgun requires the expenditure of materials worth 7,000 gold pieces and 16 hours of work to create.
Turbolaser: A huge-sized direct fire siege weapon which deals 10d6 untyped damage on a successful attack with a critical range of 20x3 and a range increment of 150 feet. It requires a team of 5 people to cool it down it in 2 rounds. Left on its own after firing, the turbolaser will cool down after one minute. The turbolaser weighs 8 tons and, when placed on a ship, requires 3 hardpoints worth of space. The turbolaser doesn’t require physical ammunition to fire, but does Drain one of the danmaku’s local cells. The turbolaser requires the expenditure of materials worth 15,000 gold pieces and 32 hours of work to create.
Grand Railgun: A gargantuan-sized direct fire siege weapon which deals 15d6 piercing damage on a successful attack with a crit range of 19-20x2 and a range increment of 450 feet. It requires a team of 6 people to reload it in 3 rounds. The grand railgun weighs 14 tons and, when placed on a ship, requires 4 hardpoints worth of space. In addition to requiring ammunition, which costs 80 gold pieces apiece and weighs 24 lbs per shot, the grand railgun requires that two of the danmaku’s local cells be Drained to provide power. The grand railgun requires the expenditure of materials worth 30,000 gold pieces and 56 hours of work to create.
Waymaker: A colossal-sized direct fire siege weapon which deals 24d6 piercing damage on a successful attack with a crit range of 19-20x2 and a range increment of 800 feet. It requires a team of 15 people to reload it in 6 rounds. The Waymaker weighs 45 tons and, when placed on a ship, requires 9 hardpoints worth of space. In addition to requiring ammunition, which costs 500 gold pieces apiece and weighs 60 lbs per shot, the Waymaker requires that six of the danmaku’s local cells be Drained to provide power. The Waymaker requires the expenditure of materials worth 90,000 gold pieces and 168 hours of work to create.


Tractor Beam: Requires Advanced Weaponry The danmaku learns how to build attractive beam weapons. This grants them access to a new handheld weapon, a new siege weapon and a new firing mode for their Space Laser.

Gravity Gun: Gravity guns are one-handed ranged weapons which deal no damage. Instead, they may be used to perform Disarm, Drag, Reposition, Steal or Trip combat maneuvers at range. These maneuvers can be used on targets within 60 feet, and work exactly as the maneuvers save that the danmaku’s intelligence score is used in place of strength to calculate CMB and lifting capability and that the initiator of the maneuver never needs to move as a result of a drag or reposition attempt. This creates a significant pull on the gun, and the wielder is disarmed of their gravity gun if they fail any of these maneuver checks by 5 or more, or by 10 or more if they are holding the gravity gun in both hands. If they are using a weapon cord, locked gauntlet or similar means of not dropping the gun they are instead knocked prone. Each gravity gun in use requires one Dedicated local cell. Constructing a gravity gun requires materials worth 200 gold pieces and two hours of work.
Tractor Beam: A large-sized direct fire siege weapon which deals no damage and has a range increment of 150 feet. The beam can fire continuously, but requires a team of 2 people to keep it cool while doing so. While trained on another ship, or some other object, the tractor beam acts as a power 12(hardpoint-scale) engine acting on the ship or object in question, pushing it in the direction of the tractor beam. If the targeted ship or object has engines of its own, the smaller of the two total engine powers subtracts from the larger one and then the ship moves according to the total power remaining. The tractor beam weighs 1 ton and, when placed on a ship, requires 1 hardpoint worth of space. The tractor beam doesn’t require physical ammunition to fire, but does Drain one of the danmaku’s local cells per minute of continuous operation.The massive railgun requires the expenditure of materials worth 5,000 gold pieces and 16 hours of work to create.
Sky Hook: With a sky cell dedicated to this ability, the danmaku may fire their space laser as a sky hook rather than a laser. The sky hook deals no damage and provokes a fortitude save rather than a reflex save. Those who fail the fortitude save are pulled 10 feet per danmaku level into the air, while those who succeed are pulled only 5 feet per danmaku level into the air. The effects of the hook last for only a fraction of a second, and after it ends, any affected creatures fall down to the ground if they have no ability to fly or slow their fall.


Seeker Missiles: Requires Advanced Weaponry The danmaku learns how to guided missile weapons. This grants them access to a new handheld weapon, a new siege weapon and a new firing mode for their Space Laser.

Seeker Rifle: Seeker rifles are two-handed ranged weapons dealing 2d6 damage with a range increment of 60 feet. Seeker rifles threaten criticals on a 20 and deal x2 damage on a critical hit. When determining whether the target of an attack from a seeker rifle receives the benefit of cover, up to two 45 degree turns may be added to any line drawn between the attacker and the target. Use the length of that same line as the distance from the target to the attacker for the purpose of range penalties. Seeker rifles are reloaded as a move action and use specialized ammunition cartridges which hold enough missiles for 10 shots and cost 10 gold and 30 minutes of work for the danmaku to produce. Each seeker rifles in use requires one Dedicated local cell. Constructing a seeker rifle requires materials worth 200 gold pieces and two hours of work.
Seeker Cannon: A huge-sized indirect fire siege weapon which deals 6d6 piercing damage on a successful attack with a crit range of 19-20x2, a range increment of 400 feet and a minimum range of 30 feet. The ammunition fired by the seeker cannon is actually very small and numerous, but it counts as a large object for the purpose of determining how it targets squares. If a creature with an active communicator is on the firing crew, they may designate any other creatures in the target area carrying active communicators and those creatures will take no damage from the attack. It requires a team of 4 people to reload it in 2 rounds. The seeker cannon weighs 2 tons and, when placed on a ship, requires 2 hardpoints worth of space. In addition to requiring ammunition, which costs 50 gold pieces apiece and weigh 30 lbs per shot, the seeker cannon requires that one of the danmaku’s local cells be Drained to provide power. The seeker cannon requires the expenditure of materials worth 8,000 gold pieces and 16 hours of work to create.
Seeker Barrage: With a sky cell dedicated to this ability, the danmaku may fire their space laser as a barrage of seeker missiles rather than a laser. On firing the missiles, the danmaku may designate a number of 5 foot squares in the target area up to their intelligence modifier and have those squares be excluded from the area damaged.


Corrosive Gas: Requires Advanced Weaponry The danmaku learns how to extract and distribute dangerous gases. This grants them access to a new handheld weapon, a new siege weapon and a new firing mode for their Space Laser. All of the following items deal acid damage, which has been specialized to be optimally dangerous to the danmaku’s enemies but minimally dangerous to the danmaku’s allies. The acid deals no damage to ceramic materials, such as those that make up a danmaku’s devices, or to shields like those from the force field schematic. Creatures wearing ceramic armor or covered by a force field are immune to damage from this schematic’s weapons provided that they have some sort of air supply which doesn’t rely on outside air. However, it deals full damage to nonceramic objects despite being a form of energy damage.

Corrosive Sprayer: Corrosive sprayers are two-handed ranged weapons dealing 2d6 acid damage in a 15 foot cone. Corrosive sprayers require a standard action to activate, and rather than the user rolling an attack, each target in the cone must roll a reflex save vs a DC of 10+½ danmaku level+intelligence modifier of the user to take half damage. Corrosive sprayers are reloaded as a full round action, using specialized ammunition tanks which hold enough gas for 4 attacks, cost 10 gold and 30 minutes of work for the danmaku to produce. Each corrosive sprayer in use requires one Dedicated local cell. Constructing a seeker rifle requires materials worth 200 gold pieces and two hours of work. Corrosive sprayers weigh 16 pounds.
Smog Generator: A huge-sized area of effect siege weapon which deals 4d6 acid damage to all targets within a 20 foot radius. The clouds generated by a smog generator last a full round after they have been created, and if a smog generator is placed on a moving vehicle the cloud will be created as though the smog generator was in every square it passed through. The generator can produce smog continuously, but requires a team of 4 people to feed it fuel while doing so. The smog generator weighs 8 tons and, when placed on a ship, requires 3 hardpoints worth of space. In addition to requiring fuel, which costs 5 gold pieces per hour and weighs one sixth of a ton per hour, the smog generator requires that two of the danmaku’s local cells be Dedicated to its use. The seeker cannon requires the expenditure of materials worth 10,000 gold pieces and 24 hours of work to create.
Acid Bombs: With a sky cell dedicated to this ability, the danmaku may fire their space laser as a barrage of acid bombs rather than a laser. The bombs result in a thick fog in their area which blocks vision as the Fog Cloud spell up to a height equal to the space laser’s normal radius for a number of rounds equal to the danmaku’s level. The fog deals 1d6 damage per 2 danmaku levels to creatures which enter or start their turn inside of its area.


Materials Science: The danmaku studies how to better protect their devices from damage. The hardness of the ceramics their devices are built from increases from 8 to 12. The armor class of any ceramic armor the danmaku creates increases by 1, while its armor check penalty decreases by 1 and its hitpoints double. Any drone the danmaku creates has its natural armor increased by 1. Additionally, you can create ceramics en masse and use them for other projects. In vehicle building, hardpoints made of ceramic cost 400 gold pieces per hardpoint, and the raw materials take 8 hours per hardpoint to manufacture. They have 45 hitpoints per hardpoint with a hardness of 12 and a mass of 1. The craft DC to build a vehicle given an adequate supply of materials is DC 25. In construction, ceramics have 15 hitpoints per inch of thickness and a hardness of 12. Doors made of ceramic will typically have a break DC of at least 28. For other projects, it requires materials worth about two gold pieces per cubic foot of ceramic created.

Cognition: The danmaku studies the Skyfire’s files on artificial intelligence, providing numerous benefits. Drones and microdrones created by the danmaku have an intelligence of 6 and a charisma of 10 rather than being mindless. This grants them the ability to follow even complex, multi-staged instructions rather than being limited to 25 words. Illusion fields created by the danmaku can be programmed to create or modify their illusions in response to their surroundings. Limitations on the generator mean that this is not typically sufficient to significantly increase the believability of the illusion if it is interacted with directly, but simple conditionals can be embedded as can simple conversations provided that the danmaku can guess in general terms what anyone talking to the generator will say. Goggles and spysats can be set to work passively without the danmaku’s direct involvement and notify the danmaku if a specified event occurs.

User Accounts: The Danmaku learns how to create accounts for other soldiers. By spending 4 hours plus 4 hours per person and materials worth 300 gold plus 100 gold per person, they may allow an individual or crew to retrain one of their feats or crew perks to the High Energy Soldier feat or perk listed below.
High Energy Soldier feat
You are proficient with all High Energy non-siege weapons. Additionally, they gain three local energy cells which can be Dedicated to power devices created by danmaku. Only the following devices can be powered, and only while the device is in contact with the person with this feat: Any High Energy non-siege weapon, communicators, powered armor, environmental systems, force field
High Energy Soldiers perk
The crew is proficient with all High Energy non-siege weapons. Additionally, each crew member gains three local energy cells which can be Dedicated to power devices created by the danmaku who trained them in this perk. Generally, every member of the crew must Dedicate their cells to the same sort of item, allowing them to use the appropriate powered crew items. Only the following devices can be powered, and only while the device is in contact with the crew member using this perk: Any High Energy non-siege weapon, communicators, powered armor, environmental systems, force field
Danmaku with the Drone, Combat Drone, Mobility Drone or Builder Drone can create drones with user accounts configured for them. Drones created this way have an effective Danmaku level equal to ¼ of their creator's Danmaku level, but do not require that the Danmkau commit any Energy cells to them to act with full functionality. Combat drones created this way can only use their local energy cells on the schematics listed in the High Energy Soldier feat.


Materials
By default, all devices built from schematics or danmaku class features are made of specialized ceramics, which are mechanically equivalent to stone in terms of hardness and hitpoints, while weighing only as much as wood. These ceramics cannot usually be manufactured outside of the amount needed to produce the schematic in question without the materials science schematic.

Costs and weights table


Item
Cost
Weight


Communicator
100
2 lb


Laser
50
4 lbs


Railgun
100
8 lbs


Two-handed Laser Sword
100
4 lbs


One-handed Laser Sword
50
2 lbs


Light Laser Sword
25
1 lb


Omnitools
50
5 lbs


Light Composite Armor
250
20 lbs


Medium Composite Armor
350
24 lbs


Heavy Composite Armor
1650
40 lbs


Powered Armor Modification
150
-


Environmental Systems modification
150
-


Flight Armor Modification
500
-


Mystic Goggles
100
1 lb


Piercing Goggles
200
1 lb


Drone
1000
3 lbs


Combat Drone
2000
30 lbs


Mobility Drone
1000
1800 lbs


Builder Drone
2000
200 lbs


Force Field Generator
100
2 lbs


Standing Force Field Generator
1000
200 lbs


Illusion Projector
100
0.5 lbs


Noise Canceller
200
0.5 lbs


Cloaking Field
400
0.5 lbs


Massive Railgun
7,000
2 tons


Turbolaser
15,000
8 tons


Grand Railgun
30,000
14 tons


Waymaker
90,000
45 tons


Gravity Gun
200
6 lbs


Tractor Beam
5,000
1 ton


Seeker Rifle
200
8 lbs


Seeker Rifle Ammo
10
0.5 lb


Seeker Cannon
8,000
2 tons


Seeker Cannon Ammo
20
30 lbs


Corrosive Sprayer
200
14 lbs


Corrosive Sprayer Ammo
10
2 lbs


Smog Generator
10,000
8 tons


Smog Generator Fuel
5
1/6 tons



Crew Items:
Composite armor and high energy weapons can be issued to proficient crews using the normal crew item rules. Most Danmaku won't have enough power cells available to power most items unless the crew possesses the High Energy Soldiers perk, so only items compatible with that perk have had their fully powered modes written up.
Gravity Guns: Allow the crew to make combat maneuver checks to Disarm, Drag, Reposition, Steal or Trip at a range of 60 feet.
Seeker Rifles: When determining whether the targets of an attack from a seeker rifle barrage receives the benefit of cover, up to two 45 degree turns may be added to any line drawn between the attacker and the target. Use the length of that same line as the distance from the target to the attacker for the purpose of determining maximum range. Additionally, the crew is able to make ranged attacks without provoking attacks of opportunity by having only the more distant crew members fire. These attacks only deal half as much damage.
Corrosive Sprayers: A crew equipped with corrosive sprayers deal damage to all opponents within 15 feet of the crew and half damage to itself. Crews equipped with force fields of composite armor and breathing devices don't damage themselves. The crew may instead choose to deal only half as much damage, but not damage itself.
Communicators: A crew equipped with communicators powered by 1 Dedicated local cell per 2 crew members is able to constanstly transmit messages between themselves. The crew can split themselves into two distinct sets of 5-foot squares without taking any penalties as a result of their increased coordination. Further subdividing the crew still causes it to disperse as normal. Communicators cost 1300 gp and 52 hours for a small crew, 2500 gp and 100 hours for a medium crew and 5000 gp and 200 hours for a large crew.
Powered Armor: A crew already equipped with Composite Armor can have powered elements added to their armor. Without Dedicated cells, treating their strength score as 4 points higher when calculating their encumbrance. With 2 Dedicated cells per crew member the crew gets +1 to strength and dexterity based skill checks and armor class and +3 to crew damage. These benefits double if the armor was created by a danmaku of level 12 or higher. Powered Armor costs 1950 gp and 26 hours for a small crew, 3750 gp and 50 hours for a medium crew and 7500 gp and 100 hours for a large crew.
Aquatic Modules: A crew already equipped with Composite Armor can have aquatic systems added to their armor. This grants the crew a swim speed equal to their base land speed. With 1 Dedicated cell per crew member, this grants the crew the ability to breathe underwater. Aquatic Modules cost 1950 gp and 26 hours for a small crew, 3750 gp and 50 hours for a medium crew and 7500 gp and 100 hours for a large crew.
Mobility Modules: A crew already equipped with Composite Armor can have mobility systems added to their armor. The crew gets +10 to athletics checks made to jump. With 1 Dedicated cell per crew member the crew takes no falling damage, falls a maximum of 10 feet per round and can glide 5 feet in any horizontal direction for every 5 feet they fall. Note that falling and flying in tight formation is difficult, and a crew will often need to move only a few at a time to make full use of the powered version of this item. Mobility Modules cost 1950 gp and 26 hours for a small crew, 3750 gp and 50 hours for a medium crew and 7500 gp and 100 hours for a large crew.
Climbing Modules: A crew already equipped with Composite Armor can have climbing systems added to their armor. The crew is treated as having a grappling hooks item without it contributing to their encumbrance or taking up an item slot. Climbing Modules cost 1950 gp and 26 hours for a small crew, 3750 gp and 50 hours for a medium crew and 7500 gp and 100 hours for a large crew.
Weather Modules:A crew already equipped with Composite Armor can have weather resistant systems added to their armor. The crew is treated as though it were affected the Endure Elements spell. With 1 Dedicated local cell per crew member, the crew no longer takes increased damage from area of effect damage from one of Fire, Cold, Electricity, Acid or Sonic damage, which the crew can change as a crew action. Weather Modules cost 1950 gp and 26 hours for a small crew, 3750 gp and 50 hours for a medium crew and 7500 gp and 100 hours for a large crew.
Tracking Modules: A crew already equipped with Composite Armor can have tracking systems added to their armor. The crew gains darkvision 60 feet. With 1 Dedicated cell per crew member, the crew gains scent. Tracking Modules cost 1950 gp and 26 hours for a small crew, 3750 gp and 50 hours for a medium crew and 7500 gp and 100 hours for a large crew.
Force Fields: A crew equipped with force fields gains hardness equal to half the creator's danmaku level. If this hardness absorbs more damage than the danmaku's level multiplied by the number of crew members in a five minute period the force fields deactivate until five minutes have passed. With 2 Dedicated cells per crew member the upper limit on damage absorbed in a five minute period disappears. Force Fields cost 1300 gp and 26 hours for a small crew, 2500 gp and 50 hours for a medium crew and 5000 gp and 100 hours for a large crew.
Energy Optimized Force Fields: These work as Force Fields, save that the hardness increases to the creator's danmaku level against Fire, Cold, Electricity, Acid and Sonic damage. Force Fields cost 1300 gp and 26 hours for a small crew, 2500 gp and 50 hours for a medium crew and 5000 gp and 100 hours for a large crew.
Noise Cancellers: A crew equipped with noise cancellers gets +2 to stealth checks, increasing by +1 for every 6 danmaku levels of their creator. Noise Cancellers cost 2600 gp and 52 hours for a small crew, 5000 gp and 100 hours for a medium crew and 10,000 gp and 200 hours for a large crew.
Cloaking Fields: A crew equipped with Cloaking Fields gets +2 to stealth checks, increasing by +1 for every 6 danmaku levels of their creator. Cloaking Fields cost 5200 gp and 78 hours for a small crew, 10,000 gp and 150 hours for a medium crew and 20,000 gp and 300 hours for a large crew.
Mystic Goggles: A crew equipped with Mystic Goggles can detect magic. In addition to the uses a normal character can put that too, a crew can array themselves to aim their many sets of goggles in all directions as a crew action, scanning changing the shape of the spell from a cone to a burst. Mystic Goggles cost 1300 gp and 13 hours for a small crew, 2500 gp and 25 hours for a medium crew and 5000 gp and 50 hours for a large crew.
Piercing Goggles: A crew equipped with piercing goggles gets +3 to saves against illusion spells and illusion sphere effects. Piercing Goggles cost 2600 gp and 26 hours for a small crew, 5000 gp and 50 hours for a medium crew and 10,000 gp and 100 hours for a large crew.

Saidoro
2016-04-25, 08:29 PM
I’m intending to GM a Skybourne game in the near future and on of the players expressed interest in playing a Tatulani technologist. Unfortunately, they also expressed a dissatisfaction with the technology rules that I share. This class is intended to offer players a way to play a technology-focused character without having to rely entirely on their WBL to do so and without playing something entirely indistinguishable from a spellcaster.

Changes:
27-4-2016: Fixed editing issue in beam jump
25-4-2016: Just posted
18-6-2016: Added some restrictions to how many cells you can move around with one action and when you can Dedicate cells
18-6-2016: Buffed combat drones a bit
18-6-2016: Tweaked Illusion generator to differentiate it from magical illusions
18-6-2016: made drone a free schematic like composite armor
18-6-2016: Added user accounts
18-6-2016: Added Crew Items listing
20-6-2016: Tweaked combat drone BAB

nikkoli
2016-04-26, 09:58 AM
The only issue I see is with the energy weapon. Is it a physical weapon or an energy weapon? If it is purely energy it shouldn't be affected by damage reduction of any kind, because it doesn't deal physical damage. Also why would it only be affected by DR/- if it is a physical effect? Hardness would still affect it as normal like you've got stated though.

Saidoro
2016-04-27, 09:47 AM
It's a weapon that shoots werewolves just fine but doesn't worry much about things that are just ridiculously tough, like adamantine armor or a barbarian. The bypass is there, as much as anything, to stop laser danmakus from being unavoidably unable to do anything useful against things with large amounts of damage reduction, since they can't just change ammo like the railgun user.

Saidoro
2016-06-19, 07:42 PM
Some updates have been posted, any commentary is welcome.

ImperatorV
2016-06-19, 09:27 PM
Great class, solid and versatile without being overly complicated or having potential for gamebreakers. I like the changes to drones and the new user accounts schematic. One thing that does irk me is the that there are so many good schematics but you only get seven - would you consider adding a feat to get an extra schematic? More feat support in general would be nice, actually.

Saidoro
2016-06-19, 10:39 PM
A schematic is noticeably better than a feat, adding an Extra Schematic feat would largely just eat the danmaku's feat choices since there are no better options available most of the time. They're intended to spend most of their feats on either their combat style(point blank shot, rapid shot...) or utility(darkstalker, basic magic training, skill focus, whatever). Though if you have any ideas for danmaku-specific feats do feel free to suggest them.