Jibar
2008-04-07, 06:37 AM
Introduction
I must clear something up now. I love the Jak and Daxter series. (Though for some reason, I still don't own Jak 3 or Jak X. Go fig.) This kind of love finds odd ways to express itself, and how it chose to express itself the other day is by making me sit down and homebrew like mad.
This is also the testing the ground for an idea of mine, Prestige Feats. Feats that let give you Prestige-like powers, in return for losing the normal benefits you'd get from gaining a feat normally. Fighter's don't recieve these as bonus feats, to stop them from gaining stupid kinda powers.
Another note: for a Jak and Daxter campaign, you're gonna want to only include the Human and Lurker races, cut off the spellcasting classes, and remove the spellcasting abilities from others. Wizard, Sorcerer, Cleric, Druid, oh dear, you're gone. Bard, Ranger, Paladin, you're losing stuff.
I haven't really looked at how this could affect the game, but all the magic just doesn't make sense in the Jak world, Onin being an exception.
One final note: The rules I present can be used for either a Precursor Legacy campaign, or Haven City one. If you're playing a Haven City campaign, I strongly suggest you start it before Jak is released. As soon as Jak is loose, there's so many chanegs in the city, players will get resentful they're not a part of it, and making them a part of it is reeeeally stupid.
Anyway, onwards!
(It's been a few months since I last touched this, but it's not finished yet. I don't know enough about Dark Makers to make the Dark Maker template, and there are some PrCs not done. I think there's enough to justify putting this up.)
Eco
Eco is the life force of the world. The energy that gives life to all things. It is just as natural as the rising of the sun, and more powerful than any human could ever hope to be. The ancient Precursors knew many ways to manipulate eco, and constructed many devices devoted to collecting or directing eco. Because of these efforts, eco can be found naturally gathering in many places in the world, just waiting for an adventurer to come by.
There are six kinds of eco, four of which any can manipulate, and the last two require very special talents. These types are Green, Blue, Red and Yellow, and then Light and Dark eco. Eco also comes in two variations: Burst, a globe of smaller eco gathered together, and Vent, a controlled pipeline of eco that is released at a specific area. Green eco can also be found in much smaller balls of eco that can dot the landscape in areas of high plant life. Dark eco and Light eco can also be found in these balls, but require special feats to use.
Players can use eco to help with certain activites, and DMs might like to plan puzzles that revolve around manipulating eco, or might leave eco in certain areas before big battles to give the players a better chance.
Aberrations, Outsiders and Undead cannot gain the benefits of eco. Constructs cannot use green eco, but blue eco will bestow the same effect to them.
Walking within 5 feet of eco automatically draws it towards the character.
Green Eco
Ball
Each ball of green eco will heal 1 hitpoint, or deal 1 nonlethal damage to Dark Eco Sages.
Burst
A burst of green eco will heal a character 20 hitpoints, or deal 10 nonlethal damage to a Dark Eco Sage.
Vent
A vent of green eco will bring a character straight back to full hitpoints, or will deal 20 nonlethal damage to Dark Eco Sages.
Blue Eco
Burst
A burst of blue eco will double a characters movement speed for 1d4 rounds. They also gain a +1 dodge bonus to AC thanks to this new speed.
In addition, a character infused with blue eco will attract green, yellow, red and blue eco within 30 feet towards them. Green eco will heal the character normally and blue eco will add an extra 1d4 rounds onto the duration. Red or yellow however will halt the blue eco prematurely, taking control as red/yellow eco normally. This ability does not affect eco vents. If one or more characters are infused by blue eco, and within 30ft of eco, the eco always travels to whoever is closest first. If both characters are an equal distance from the eco, roll a die to randomly decide.
Constructs infused with blue eco instead recover 20 hitpoints.
Vent
A vent of blue eco holds the same effects as a burst, but lasts for 1 minute.
Constructs infused with a vent of blue eco instead are brought straight back to full hitpoints.
Red Eco
Burst
A burst of red eco increases a characters strength by 2 for 1d4 rounds, and adds 5 feet onto the range of any weapon with no negative values, in effect making normal close combat weapons reach weapons like spiked chains.
In addition, a character gains an additional attack each round at their lowest base attack bonus.
Picking up more bursts of red eco adds 1d4 rounds to the duration.
Ranged weapons cannot benefit from red eco.
Vent
A vent of red eco acts the same as a burst, but lasts for 1 minute.
Yellow Eco
Burst
A burst of yellow eco allows you to fire out bolts of yellow eco from your hand for 1d4 rounds, dealing 2d6 damage. Firing out yellow eco is a standard action that does not invoke attacks of oppurtunity, and requires you to make a ranged touch attack, similar to the Warlock Eldritch Blast ability. Yellow eco bolts have a minor homing ability, granting you a +2 to this roll, and have a standard range of 60ft.
Picking up more bursts of yellow eco adds 1d4 rounds to the duration.
Vent
A vent of yellow eco acts the same as a burst, but lasts for 1 minute.
Dark Eco
Only characters with the Dark Warrior feat or a Dark Eco Sage can benefit from Dark Eco. Dark Eco is not automatically drawn towards normal characters.
Ball
A ball of dark eco will heal a Dark Eco Sage 1 hitpoint, or deal 1 hitpoint damage to regular characters. Dark Warriors who gather 20 balls of dark eco can activate their Dark Warrior ability.
Burst
A burst of dark eco will heal a Dark Eco Sage 20 hitpoints, or deal 20 hitpoint damage to regular characters. Dark Warriors can activate their Dark Warrior ability with two dark eco bursts (making 1 burst equal to 10 balls)
Vent
A vent of Dark Eco will heal a Dark Eco sage to full hitpoints, or will render regular characters unconscious. Dark Warriors who use a vent gain full dark eco and can activate Dark Warrior mode when they like.
Light Eco
Only characters with the Light Warrior feat or the Eco Sensitivity feat can use light eco. Any other characters find themselves unable to channel the eco. Light Eco is not automatically drawn towards characters.
Ball
A ball of light eco will heal a character 1 hitpoint per round for 1d10 rounds.
Light Warriors who gather 20 balls of light eco can activate their Light Warrior ability.
Burst
A burst of light eco will heal a character 20 hitpoints per round for 1d8 rounds.
Light Warriors can activate their Light Warrior ability with two light eco bursts, (making 1 burst equal to 10 balls).
Vent
A vent of light eco will heal a character to full hitpoints, and heal them for 20 hitpoints per round for 1d6 rounds.
Light Warrior who use a vent gain full light eco and can activate Light Warrior mode when they like.
Lurker
Lurkers have a tendancy to roam, leading to them being found almost anywhere. As a very nomadic race, they're just as likely to be found in the middle of the desert as they are the heart of a volcano. Occasionally, tribes will settle down in an area and adapt, though it is not unheard of for them to simply incorporate themselves into an existing village.
Personality: Lurkers are naturally rather distant creatures. They don't particularly mean harm, but they don't particularly know any better. They often find themselves detached from the world, going through the motions without paying much attention. Many take advantage of this and turn them into workers or warriors.
Physical Description: Large, purple and simian. While not much taller than the average human, they are much wider, and it's all muscle. Most lurkers contain a black stripe pattern running their fur, and possess a large amount almost mane like dark hair that runs down their back. Their forearms are significantly larger than a human's, which is to accomadate for their walking pattern which often involves them using their arms to swing themselves forward and running much as a gorilla does. All lurkers contain two very distinctive pieces of skin that stick up from their bottom lip, looking very much like fleshy tusks, but shaped like a thin lightbulb. They contain no known use, but make the lurker certainly stand out.
Relations: Not many races trust lurkers, mostly because power hungry warlords have a tendancy to gather a few lurker tribes together to form an army. Lurkers however love people, and many of them would happily integrate themselves into a human city with no fuss.
Alignment: Lurkers tend to be neutral in some aspect, as they are never particularly motivated towards any one side of a debate. A few lurkers have noticably been evil, but they are considered different rather than the norm.
Lurker lands: Lurkers never really make anywhere their land. If a tribe decides to settle down it's probably near a village, and the lurkers will expect to befriend these people.
Whenever lurkers do settle down, it's in an area of extremes, such as the top of a mountain or the middle of a desert. They will then build large wooden fortress and structures, and build small huts inside.
Lurkers are simple creatures, and so the leader is usually simple too. Either the biggest or the wisest, lurker leaders are chosen because they will keep the tribe safe above all things. Occasionally, someone from another race will be chosen to lead, and the lurkers will follow them just as loyally.
Lurker lands always contain some other race nearby.
Religion: Lurkers have a very spiritulistic side to them. Though they don't worship any god, many lurker villages are decorated with symbols they perceive as holy, capable of charming away bad luck. Totem poles adorned with different creatures can also be found in their villages, and they can reach a good hundred metres at times.
Language: Lurkers speak Common. They never really learn other languages, as they feel the time would be wasted. Lurkers strangely don't have their own language, though many people suspect them of hiding meaning behind their grunts.
Names: Lurker names are simple affairs. Usually they're nothing more than one or two sylabelles, such as Grilll, Klaww or Brutter.
Adventurers: Many lurkers will find themselves on adventures. It could be any number of reasons really, but a lurker never stops to wonder. For a lurker, an adventure is just one more journey. They don't care about getting the rewards, beating the big bad, or even reaching a city. To the lurker, it's the way they do it that matters.
Lurker Racial Traits
+2 Strength, -2 Intelligence: Lurkers are strong, but don't tend to excel in the literary fields.
Medium: As Medium creatures, lurkers have no special bonuses or penalties due to their size.
Lurker base land speed is 30 feet.
+2 racial bonus on Fortitude bonus: Lurkers are naturally very resistant creatures, and many things that would make a human balk a lurker will shrug off.
+2 racial bonus on Ride checks: Lurkers are often found piloting some contraption, and many get employed to carry people around in lurker balloons.
+2 racial bonus on Knowledge (Precursour Technology) checks: Despite not knowing much about the precursours, lurkers all know ways to manipulate the technology.
Automatic Languages: Common. Bonus Languages: Any (other than secret languages, such as Druidic). Lurkers mingle, much like humans, so they have just as great a chance of picking up a thing or two.
Favoured Class: Barbarian. A multiclass lurker's barbarian class does not count when determining whether he takes an experience point penalty for multiclassing. Most lurkers do not have the discipline for the role of a fighter, yet are not as skilled with the natural side of the world as a ranger, making the barbarian a perfect choice.
Weapons and Armour
The Morph Gun is a wonderful invention. Far more high tech than a Wastelander Rifle or Krimzon Guard Tazer-Gun, the Morph Gun was designed for versitality above all things. A huge number of modifications are available, and the gun itself can take on four different kinds of eco ammo through upgrades. However, it also requires a bit of dedication to use, and Morph Gun users tend to either only use one type, or specialise in all of them.
When fighting with any kind of gun, you recieve the same number of attacks as you do attacks, just like a bow.
Morph Gun
A Morph Gun is a martial weapon and always held with two hands. You can automatically weild the Scatter Gun, Blaster and Vulcan Fury mods, but require the Hello Cherries feat to use the Peace Maker upgrade.
Note: Due to a lack of Small Races in Jak World, there is no Damage listed for Small version, as all weapons only come in medium sizes. Ottsels don't count, because they seem capable of wielding big medium guns.
Second Note: The Morph Gun automatically comes with the Scatter Gun mod. The prices for other mods is how much it costs to purhcase that modification. The weight given also means how much it weighs when that mod is activated. When not active, the gun automatically assumes Scatter Gun mode.
{table=head]Gun Mod|Cost|Dmg|Critical|Range Increment|Weight|Type
Scatter Gun|$25|2d6|x3|10x10ft Cone|4lb|Red Eco
Red Eco Ammo (5)|$5
Blaster|$10|1d8|19-20/x2|100ft|5lb|Yellow Eco
Yellow Eco Ammo (10)|$5
Vulcan Fury|$50|1|x2|100ft|10lb|Blue Eco
Blue Eco Ammo(10)|$10
Peace Maker|$100|1d4/1d10+10|x3|40ft|8lb|Dark Eco
Dark Eco Ammo(10)|$20
Damage Upgrade|$30
Ammo Upgrade|$20[/table]
Scatter Gun: The Scatter Gun is comparable to the modern day shotgun. Much smaller than the other guns, the Scatter gun fires off a 10ftx10ft cone of Red Eco, delivering a massive amount of damage in close combat.
Due to the unwieldy nature of the Scatter Gun, you automatically take a -4 penalty to hit when using it. This stacks with the -4 penalty for fighting without profiency.
The Scatter Gun has a max ammo of 50.
Blaster: This long rifle looks similar to the standard issue Wastelander and Krimzon Guard weaponry. It's sleek design and good firepower make it a favourite amongst Morph Gun owners.
The Blaster mod activates the weapon's laser sighting, granting you a +1 to hit bonus when using it.
The Blaster has a max ammo of 100.
Vulcun Fury: The mini-gun of Haven City, the Vulcun Fury was designed to sink as many bullets into your opponents as possible. One of the rare uses of Blue Eco as an offense instead of a defense, it may be costly to acquire, but the Underground swears by it when outside the city walls.
The Vulcun Fury will only deal 1 damage with each attack, but the Rapid Fire quest chain will let you deal more damage with each shot.
The Vulcun Fury has a max ammo of 100.
Peace Maker: The badass. Looking like a stockier version of the Scatter Gun with a Metal Head design on the end, the Peace Maker was made for one purpose and one purpose alone. Collateral. Damage. Boom baby.
Initially, you can only charge the Peace Maker. This a full round action that provokes attacks of opportunities. However, next turn you can fire a ball of eco at your opponents as a standard action. Your opponent then takes the 1d10+10 damage, as does anyone within 10ft of him. This costs 10 ammo to use.
With the Watch My Six feat, you can activate the regular fire, which acts as a normal gun dealing 1d4 damage.
The Peace Maker has a max ammo of 50.
Damage Upgrade: This mod adds +1 damage onto all attacks made with the Morph Gun.
Ammo Upgrade: This modd doubles the max ammo of all weapons.
The Krimzon Guard Tazer-Gun was designed with practicality in mind. Mass produced, standard issue stuff, it was made to shoot Metal Heads and subdue criminals with little variation.
In contrast, the Wastelander Rifle was made for variation. The Wasteland is filled with all kinds of Metal Heads and Mauraders, so Wastelanders need to be prepared for anything.
The Eco Pistol is a last resort. Many people in Haven City carry one around, and all Undergrounders get kitted out with one. The gun deals minimal damage, but has a large ammo capacity.
Krimzon Guard Handguns are one step up from the Eco Pistol. These guns are often the only weapon a Krimzon Captain will carry, and can be just as effective as a Tazer-Gun.
The Tazer-Gun and Rifle are martial weapons which must be wielded two handed, but the Pistol and Handgun can be used one handed.
{table=head]Gun|Cost|Dmg|Critical|Range Increment|Weight|Type
Krimzon Guard Tazer-Gun|$20|1d6/1d8|x2|10ft/100ft|5lb|Blue/Red Eco
Wastelander Rifle|$10|1d6|x3|100ft|5lb|Yellow Eco
Eco Pistol|$5|1d4|x2|50ft|2lb|Yellow Eco
Krimzon Guard Handgun|$30|1d6|x2|80ft|3lb|Red Eco[/table]
Krimzon Guard Tazer-Gun: This gun shares a design similar to the Morph Gun Blaster mod, but the handle is less pronounced, and the ammo is a much smaller red eco clip stored inside the gun. The Tazer-Gun has a duel functionality, a quick flip of a switch and the gun's ammo changes to a blue eco variety and the gun can be used to shock people.
The Tazer has a range of 10ft and deals 1d6 blue eco damage. The regular firing mode has a range of 100ft and deals 1d8 red eco damage.
The Tazer-Gun has a max ammo of 100 red eco, and 50 blue eco.
Wastelander Rifle: This gun bears a striking resemblance to the Tazer-Gun, though the device is overall thinner due to a lack of the Tazer functions. The yellow eco also delivers less of a direct punch, but hit somebody in the right spot and this gun certainly does the trick.
The Rifle has a max ammo of 150.
Eco Pistol: This gun is small and easily hidden. This size, and the amount of eco it uses with each shot actually makes it very economically sound, and it's one of the few things the Baron hasn't cut on the manufacturing lines. Many Krimzon Guards will surreptiously purchase these as back ups weapons, but keep it out of sight, as the Underground is known to mark agents with a gift of an Eco Pistol.
The Pistol has a max ammo of 200.
Krimzon Guard Handgun: The Handgun is bulkier in design than the Pistol, but fires much more high powered shots thanks to the red eco ammo. All Krimzon Guard Captains are given one of these upon promotion, and many swear off all other guns. Torn was a rare example in the Guard, as he fought with two of these guns. It is almost impossible to accquire one of these without joining the Guard, though certain criminals have been known to keep stashs of these weapons at discount prices.
Krimzon Guard armour is specifically designed to incorporate heavy defense and maximum movement. When they're patrolling Haven City and dealing with outlaws, it all looks a little over the top, but when Metal Heads attack suddenly it makes perfect sense. Painted a bright red colour with Praxis' symbol on the shouldor, it certainly looks fearsome. The Krimzon Guard Elites have an even heavier set, painted yellow.
All Krimzon Guard Armour except the Captain Armour counts as Heavy Armour. The Captain Armour counts as Light Armour.
{table=head]Armour|Cost|Armour/Shield Bonus|Maximum Dex Bonus|Armour Check Penalty|Speed(30ft)|Weight
Krimzon Guard Armour|$50|+6|+4|-6|25ft|40lb
Krimzon Guard Jetpack|$100|+6|+4|-10|30ft|60lb
Krimzon Guard Elite Armour|$80|+8|+2|-8|20ft|50lb
Krimzon Guard Captain Armour|$75|+2|+8|0|30ft|20lb[/table]
Krimzon Guard Armour: The standard issue red armour, all Krimzon Guard recieve a set of this upon completion of their training. Providing good protection and allowing a fair amount of manouverability, the fearsome design also helps them when interrogating civilians.
The goggles of the armour are equipped with a telescopic function, providing any wearers with a +2 bonus to Spot checks.
Krimzon Guard Jetpack: Identical to the normal armour, this suit however comes equipped with a large jetpack upon the back. This jetpack grants the guard a Fly Speed equal to their movement speed at Average Manouverability. The jetpack also has two Tazer-Guns built into the system, allow the Guard to make attacks normally while his hands are busy at the controls.
Krimzon Guard Elite Armour: This huge yellow armour resembles the Krimzon Guard Armour in all ways other than the slightly increased size and yellow paint job. The armour is however built of a much heavier, but more durable material.
Along with the +2 Spot bonus, Krimzon Guard Elites are also easily recognised by civilians, and feared by them too. Elite Armour grants a +2 bonus to Intimidate checks.
Krimzon Guard Captain Armour: Nowhere near as bulky as the other armour, Captain Armour is nothing more than a custom suit of hardened leather with a few scraps of metal. Providing nowhere near as much protection, it does allow even greater amounts of freedom.
Civilians recognise Captains instantly from their armour, and Captain Armour provides a +2 Bonus on Diplomacy, Gather Information and Intimidate checks
Krimzon Guard Prestige Class
"Fear not the men in red.
Sure there are occasional complaints, about their over-aggressive policing, wanton destruction of people's property during raids, mass arrest, misplaced loved ones and whatnot. Hey, we're only human! Running a city can be tougher than it looks. Imagine how much worse it would be if the Metal Heads were in charge."
The Krimzon Guards are the fist of Praxis. Equipped with only the best, they police the streets of Haven City, root out the Undergrounders and Outlaws, and deal harshly with those who break the law. To the people of Haven City, the Guard are both Savoir and Destroyer in one.
It is outside the city that the Guard prove themselves though. All Krimzon Guards are trained almost exclusively to fight Metal Heads. Guards are sent out on attack runs to assault the nest, or to defend key areas that the Praxis deems worth saving. Should Metal Heads get inside the city somehow, an instant alert would sound, and every Guard would find themselves pressed into service as they fought for Haven City.
Hit Die: d8
Requirements
To qualify to become a Krimzon Guard, a character must fulfill all the following criteria.
Race: Human
Base Attack Bonus: +6
Feat: Weapon Proficiency (Simple)
Special: Must spend a month in a Krimzon Guard Training Facility
Class Skills
The Krimzon Guard's class skills (and the key ability for each skill) are Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (local) (Int), Ride (Dex) and Sense Motive (Wis).
Skill Points At Each Level: 4 + Int modifier
The Krimzon Guard
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+0|Guard, Devotion Tatoos
2nd|+2|+3|+3|+0|Combat Training +1
3rd|+3|+3|+3|+1|Bonus Feat
4th|+4|+4|+4|+1|Combat Training +2
5th|+5|+4|+4|+1|Elite
6th|+6|+5|+5|+2|Combat Training +3
7th|+7|+5|+5|+2|Bonus Feat
8th|+8|+6|+6|+2|Combat Training +4
9th|+9|+6|+6|+3|Bonus Feat
10th|+10|+7|+7|+3|Captain, Combat Training +5[/table]
Class Features
All of the following are class features of the Krimzon Guard prestige class.
Weapon and Armour Profiency: Krimzon Guards are proficienct with all simple and martial weapons, light armour, medium armour and heavy armour.
Guard: At 1st level a Krimzon Guard takes his first step in the ranks. He is given a suit of Krimzon Guard Armour, a Krimzon Guard Tazer-Gun, and a security pass to circumvent all the city security walls.
Devotion Tatoos: When a Krimzon Guard finally completes training, he is given a tatoo across his face to show his devotion to Praxis and Haven City. When dealing with any citizen of Haven City he is recognised as a Krimzon Guard, and gains a +2 bonus to his Diplomacy, Gather Information, Intimidate and Sense Motive skill checks. However, he recieves a -2 on these checks when dealing with members of the Underground or Wastelanders.
Combat Training: Krimzon Guards are trained to fight Metal Heads, and that's what they do. When in battle with Metal Heads, a Krimzon Guard recieves a +1 bonus on damage and to hit. This increases by 1 at 4th, 6th, 8th and 10th level.
Bonus Feat: At 3rd, 7th and 9th level the Krimzon Guard recieves a bonus feat. This feat is chosen from the Fighter's list of bonus feats, and the Krimzon Guard must meet the prerequisites.
Elite: At 5th level, the Krimzon Guard is promoted. They become a Krimzon Guard Elite, and are given their own set of Krimzon Guard Elite Armour. They may also call upon two Krimzon Guards to escort them as a squad.
Captain: At 10th level, the Krimzon Guard has reached the prime position, and are promoted to the position of Captain. They can then spend three days working with a tailor and armourer to create their own set of Krimzon Guard Captain Armour. Additionally, the Krimzon Guard Captain may command four Krimzon Guards as a squad, and also recieve a Hover Pass that lets them use Hover vehicles outside the city walls.
Sage Prestige Class
Eco is a strange and mysterious substence. The people of the world will use it to fit their means, of course, but few truly understand it. To do this would take years, decades even, so it is rare that one would undertake such a task. But to a Sage, to a Sage eco is just one more way to unravel the riddles of the world and the Precursors.
When a Sage begins training, they choose a type of eco, which they will consume them and become a part of them as they continue down the road. Each path is different, and presents its own challanges and troubles.
Sage characters will often disregard all current issues when given the chance to analyse Precursor artifacts, or should they find some eco laying around. Dark Eco Sages tend to be a littl more detached from others than other sages, but they are just as prone to being wrapped up in an artifact as they are.
Hit Die: d4
Requirements
To qualify to become a sage, a character must fulfill all the following criteria.
Skills: Knowledge (Precursor Technology) 6 ranks
Special: Must have channeled at least 3 bursts of your eco of choice.
In addition, each eco path requires a feat and skill ranks, detailed below.
Green: Animal Affinity, Handle Animal 6 ranks
Blue: Diligent, Craft 6 ranks
Red: Toughness, Intimidate 6 ranks
Yellow: Point Blank Shot, Survival 6 ranks
Dark: Iron Will, Sense Motive 6 ranks
Class Skills
The sage's class skills (and the keyability for each skill) are Craft (Int) Decipher Script (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (Precursor Technology) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis).
Skill Points At Each Level: 4 + Int modifier
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+0|Eco Choice
2nd|+2|+3|+3|+0|Eco Power 1/day
3rd|+3|+3|+3|+1|Eco Change
4th|+4|+4|+4|+1|Eco Power 2/day
5th|+5|+4|+4|+1|Eco Wisdom
6th|+6|+5|+5|+2|Eco Power 3/day
7th|+7|+5|+5|+2|Eco Change 2
8th|+8|+6|+6|+2|Eco Power 4/day
9th|+9|+6|+6|+3|Eco Change 3
10th|+10|+7|+7|+3|Eco Ascension, Eco Power 5/day[/table]
Class Features
All of the following are features of the sage prestige class.
Weapon and Armour Proficiency: Sages gain no profiency with any weapon or armour.
Eco Choice: At 1st level, a sage chooses which colour eco they wish to study. Their body now begins going through changes as they become a natural conduit for their eco. Each type of sage now recieves a bonus reated to their eco.
Blue Eco Sage: As well as their eco lasted an extra 2 rounds, any other colour eco the Blue Sage attracts while under a Burst effect has its effect doubled. Picking up a Green Eco ball while under a Burst effect would heal a Blue sage for 2 points instead of 1. Picking up Red Eco grants +4 Strength to the Blue Sage, and Yellow Sage grants +4 to hit.
Red Eco Sage: Red Sages gain +6 Strength while under the effect of a Burst, and gain 10ft onto the range of their attacks
Yellow Eco Sage: Yellow Eco Sages can now replicate the effect of a Burst whenever they choose. However, the effect is halved, and as such only deals 1d6 damage, strikes within 30ft and only gains +1 to attack.
Green Eco Sage: Green Eco Sages now heal 3 hit points from a ball of green eco, 25 hit points from a burst, and gain the ability to regenerate 1 hit point each round over 1d6 rounds after using a vent.
Dark Eco Sage: Dark Eco Sages can now safely use dark eco, as detailed in the eco section.
Eco Power: At 2nd level, a Sage begins to act as a naturally eco conduit. 1/day a Sage may use a Burst of their chosen eco type upon themselves or a target within 15 feet. They must have line of sight with the target to activate this ability on another subject. They use this ability 2/day at 4th level, 3/day at 6th level, 4/day at 8th level and 5/day at 10th level. This counts as a standard action
Eco Change: At 3rd level, Sages find their body begins going through changes thanks to the large amount of eco coursing through them. Each Sage finds themselves changing in different ways.
Blue: Blue Sages find themselves becoming exteremly quick. They add 10 foot onto their base land speed.
Red: The Red Sage finds themselves becoming quite resistant to physical wounds. They gain Damage Resistance 5/Eco
Yellow: Yellow Sages gain a deadly marksmanship. They treat any ranged weapon they hold as having 20ft extra range, including the effect of Yellow Eco. This range benefit also applies to their Eco Choice Yellow Eco attack.
Green: Green Sages find they can now create balls of green eco as a standard action. These balls are unique however, as they cure a random amount. As a standard action, a Green Sage may send a ball of Green Eco at any target within 30ft. This ball heals 1d6 damage. The Green Sage may not target theirself with this eco. Using this ability is a standard action. If used upon a Dark Eco Sage, this ability deals 1d6 nonlethal damage.
Dark: Much like the Green Sage, the Dark Sage can now create balls of dark eco that deal a random amount of damage. These balls may be targetted at anyone within 60ft and deal 2d6 Dark Eco damage. Firing these balls is a ranged touch attack, and counts as a standard action.
Eco Wisdom: At 5th level, all Sages have come so far in their studies that they are now far better for it mentally, but have suffered somewhat for their work. All Sage types gain +2 to their Wisdom score, but take a permenant -2 to their Constitution score.
Eco Change 2: At 7th level, Sages go through yet another chance thanks to the eco in their bodies. All Sages at this level change colour, their skin now the same shade as their eco choice. This gives them a -6 to all Disguise checks. They also gain the following abilities.
Blue: The Blue Eco Sage gains another 10 ft to their base land speed.
Red: Their damage resistance increases to 7/Eco.
Yellow: Their Eco Choice ability increases to deal 2d6 Yellow Eco damage. In turn, whenever affected by a Yellow Eco Burst their Eco shots deals 4d6 damage instead.
Green: Their Green Eco balls now heal 2d6 hitpoints instead.
Dark: Their Dark Eco balls now deal 3d6 damage.
Eco Change 3: At 9th level, the Sage goes through their last change. All Sages now find their hair turning pure white, giving them a further -2 on Disguise checks.
Blue: The speed of a Blue Sage now applies to their mind as well. A Blue Sage gains +2 to their Intelligence score and may now always take 20 on Knowledge checks, no matter the situation.
Red: Red Sages become incredibly strong. They gain +2 to their Strength score and their damage resistance increases to 9/Eco.
Yellow: Their sharp shooting pays off, giving the Yellow Sage a +2 to their Dexterity score, and now deal 4d6 with their Yellow Eco shots, and when under a Burst effect they deal 6d6 damage, and now get a +4 bonus to hit.
Green: Green Sages can now heal 4d6 with their Eco balls, and also gain a natural regeneration 1/1 minute.
Dark: Dark Eco sages now deal 4d6 Dark Eco damage with their Dark Eco balls, and now heal 3 points from a ball, 25 points from a burst, and gains regeneration 1/1 round for 1d6 rounds while under the effect of a Vent of Dark Eco.
Eco Ascension: At 10th level, Eco Sages complete their Sage training and can now truly be considered masters of their art. Each Sage now gains an ability unique to their colour.
Blue: Blue Eco Sages are treated as being under the effect of a Freedom of Movement spell permenantly. This cannot be dispelled.
Red: A Red Eco Sage can use Eco to drastically increase not just their strength, but their size as well. This functions as a Righteous Might spell, Caster level 1/2 Character level, and may be cast 1/day as a full round action.
Yellow: Now should a Yellow Eco Sage be adsorb a Vent of Yellow Eco they deal 10d6 Yellow Eco damage. A Yellow Eco sage may also choose while the effect of a Burst of Eco to end the effect prematurely, instead firing one massive blast that also deals 10d6 Yellow Eco damage.
Green: At full power, Green Sages feel a deep connection with the natural world and the animals that inhabit it and can use Green Eco to allow them to reach their greatest possible ability. This functions as the Awaken spell, Caster Level 1/2 Character Level, and may be cast 1/day as a full round action.
Dark: Dark Eco has many strange effects, notable being levitation. This functions as the Overland Flight spell, Caster Level 1/2 Character Level, and may be cast 1/day as a full round action.
I must clear something up now. I love the Jak and Daxter series. (Though for some reason, I still don't own Jak 3 or Jak X. Go fig.) This kind of love finds odd ways to express itself, and how it chose to express itself the other day is by making me sit down and homebrew like mad.
This is also the testing the ground for an idea of mine, Prestige Feats. Feats that let give you Prestige-like powers, in return for losing the normal benefits you'd get from gaining a feat normally. Fighter's don't recieve these as bonus feats, to stop them from gaining stupid kinda powers.
Another note: for a Jak and Daxter campaign, you're gonna want to only include the Human and Lurker races, cut off the spellcasting classes, and remove the spellcasting abilities from others. Wizard, Sorcerer, Cleric, Druid, oh dear, you're gone. Bard, Ranger, Paladin, you're losing stuff.
I haven't really looked at how this could affect the game, but all the magic just doesn't make sense in the Jak world, Onin being an exception.
One final note: The rules I present can be used for either a Precursor Legacy campaign, or Haven City one. If you're playing a Haven City campaign, I strongly suggest you start it before Jak is released. As soon as Jak is loose, there's so many chanegs in the city, players will get resentful they're not a part of it, and making them a part of it is reeeeally stupid.
Anyway, onwards!
(It's been a few months since I last touched this, but it's not finished yet. I don't know enough about Dark Makers to make the Dark Maker template, and there are some PrCs not done. I think there's enough to justify putting this up.)
Eco
Eco is the life force of the world. The energy that gives life to all things. It is just as natural as the rising of the sun, and more powerful than any human could ever hope to be. The ancient Precursors knew many ways to manipulate eco, and constructed many devices devoted to collecting or directing eco. Because of these efforts, eco can be found naturally gathering in many places in the world, just waiting for an adventurer to come by.
There are six kinds of eco, four of which any can manipulate, and the last two require very special talents. These types are Green, Blue, Red and Yellow, and then Light and Dark eco. Eco also comes in two variations: Burst, a globe of smaller eco gathered together, and Vent, a controlled pipeline of eco that is released at a specific area. Green eco can also be found in much smaller balls of eco that can dot the landscape in areas of high plant life. Dark eco and Light eco can also be found in these balls, but require special feats to use.
Players can use eco to help with certain activites, and DMs might like to plan puzzles that revolve around manipulating eco, or might leave eco in certain areas before big battles to give the players a better chance.
Aberrations, Outsiders and Undead cannot gain the benefits of eco. Constructs cannot use green eco, but blue eco will bestow the same effect to them.
Walking within 5 feet of eco automatically draws it towards the character.
Green Eco
Ball
Each ball of green eco will heal 1 hitpoint, or deal 1 nonlethal damage to Dark Eco Sages.
Burst
A burst of green eco will heal a character 20 hitpoints, or deal 10 nonlethal damage to a Dark Eco Sage.
Vent
A vent of green eco will bring a character straight back to full hitpoints, or will deal 20 nonlethal damage to Dark Eco Sages.
Blue Eco
Burst
A burst of blue eco will double a characters movement speed for 1d4 rounds. They also gain a +1 dodge bonus to AC thanks to this new speed.
In addition, a character infused with blue eco will attract green, yellow, red and blue eco within 30 feet towards them. Green eco will heal the character normally and blue eco will add an extra 1d4 rounds onto the duration. Red or yellow however will halt the blue eco prematurely, taking control as red/yellow eco normally. This ability does not affect eco vents. If one or more characters are infused by blue eco, and within 30ft of eco, the eco always travels to whoever is closest first. If both characters are an equal distance from the eco, roll a die to randomly decide.
Constructs infused with blue eco instead recover 20 hitpoints.
Vent
A vent of blue eco holds the same effects as a burst, but lasts for 1 minute.
Constructs infused with a vent of blue eco instead are brought straight back to full hitpoints.
Red Eco
Burst
A burst of red eco increases a characters strength by 2 for 1d4 rounds, and adds 5 feet onto the range of any weapon with no negative values, in effect making normal close combat weapons reach weapons like spiked chains.
In addition, a character gains an additional attack each round at their lowest base attack bonus.
Picking up more bursts of red eco adds 1d4 rounds to the duration.
Ranged weapons cannot benefit from red eco.
Vent
A vent of red eco acts the same as a burst, but lasts for 1 minute.
Yellow Eco
Burst
A burst of yellow eco allows you to fire out bolts of yellow eco from your hand for 1d4 rounds, dealing 2d6 damage. Firing out yellow eco is a standard action that does not invoke attacks of oppurtunity, and requires you to make a ranged touch attack, similar to the Warlock Eldritch Blast ability. Yellow eco bolts have a minor homing ability, granting you a +2 to this roll, and have a standard range of 60ft.
Picking up more bursts of yellow eco adds 1d4 rounds to the duration.
Vent
A vent of yellow eco acts the same as a burst, but lasts for 1 minute.
Dark Eco
Only characters with the Dark Warrior feat or a Dark Eco Sage can benefit from Dark Eco. Dark Eco is not automatically drawn towards normal characters.
Ball
A ball of dark eco will heal a Dark Eco Sage 1 hitpoint, or deal 1 hitpoint damage to regular characters. Dark Warriors who gather 20 balls of dark eco can activate their Dark Warrior ability.
Burst
A burst of dark eco will heal a Dark Eco Sage 20 hitpoints, or deal 20 hitpoint damage to regular characters. Dark Warriors can activate their Dark Warrior ability with two dark eco bursts (making 1 burst equal to 10 balls)
Vent
A vent of Dark Eco will heal a Dark Eco sage to full hitpoints, or will render regular characters unconscious. Dark Warriors who use a vent gain full dark eco and can activate Dark Warrior mode when they like.
Light Eco
Only characters with the Light Warrior feat or the Eco Sensitivity feat can use light eco. Any other characters find themselves unable to channel the eco. Light Eco is not automatically drawn towards characters.
Ball
A ball of light eco will heal a character 1 hitpoint per round for 1d10 rounds.
Light Warriors who gather 20 balls of light eco can activate their Light Warrior ability.
Burst
A burst of light eco will heal a character 20 hitpoints per round for 1d8 rounds.
Light Warriors can activate their Light Warrior ability with two light eco bursts, (making 1 burst equal to 10 balls).
Vent
A vent of light eco will heal a character to full hitpoints, and heal them for 20 hitpoints per round for 1d6 rounds.
Light Warrior who use a vent gain full light eco and can activate Light Warrior mode when they like.
Lurker
Lurkers have a tendancy to roam, leading to them being found almost anywhere. As a very nomadic race, they're just as likely to be found in the middle of the desert as they are the heart of a volcano. Occasionally, tribes will settle down in an area and adapt, though it is not unheard of for them to simply incorporate themselves into an existing village.
Personality: Lurkers are naturally rather distant creatures. They don't particularly mean harm, but they don't particularly know any better. They often find themselves detached from the world, going through the motions without paying much attention. Many take advantage of this and turn them into workers or warriors.
Physical Description: Large, purple and simian. While not much taller than the average human, they are much wider, and it's all muscle. Most lurkers contain a black stripe pattern running their fur, and possess a large amount almost mane like dark hair that runs down their back. Their forearms are significantly larger than a human's, which is to accomadate for their walking pattern which often involves them using their arms to swing themselves forward and running much as a gorilla does. All lurkers contain two very distinctive pieces of skin that stick up from their bottom lip, looking very much like fleshy tusks, but shaped like a thin lightbulb. They contain no known use, but make the lurker certainly stand out.
Relations: Not many races trust lurkers, mostly because power hungry warlords have a tendancy to gather a few lurker tribes together to form an army. Lurkers however love people, and many of them would happily integrate themselves into a human city with no fuss.
Alignment: Lurkers tend to be neutral in some aspect, as they are never particularly motivated towards any one side of a debate. A few lurkers have noticably been evil, but they are considered different rather than the norm.
Lurker lands: Lurkers never really make anywhere their land. If a tribe decides to settle down it's probably near a village, and the lurkers will expect to befriend these people.
Whenever lurkers do settle down, it's in an area of extremes, such as the top of a mountain or the middle of a desert. They will then build large wooden fortress and structures, and build small huts inside.
Lurkers are simple creatures, and so the leader is usually simple too. Either the biggest or the wisest, lurker leaders are chosen because they will keep the tribe safe above all things. Occasionally, someone from another race will be chosen to lead, and the lurkers will follow them just as loyally.
Lurker lands always contain some other race nearby.
Religion: Lurkers have a very spiritulistic side to them. Though they don't worship any god, many lurker villages are decorated with symbols they perceive as holy, capable of charming away bad luck. Totem poles adorned with different creatures can also be found in their villages, and they can reach a good hundred metres at times.
Language: Lurkers speak Common. They never really learn other languages, as they feel the time would be wasted. Lurkers strangely don't have their own language, though many people suspect them of hiding meaning behind their grunts.
Names: Lurker names are simple affairs. Usually they're nothing more than one or two sylabelles, such as Grilll, Klaww or Brutter.
Adventurers: Many lurkers will find themselves on adventures. It could be any number of reasons really, but a lurker never stops to wonder. For a lurker, an adventure is just one more journey. They don't care about getting the rewards, beating the big bad, or even reaching a city. To the lurker, it's the way they do it that matters.
Lurker Racial Traits
+2 Strength, -2 Intelligence: Lurkers are strong, but don't tend to excel in the literary fields.
Medium: As Medium creatures, lurkers have no special bonuses or penalties due to their size.
Lurker base land speed is 30 feet.
+2 racial bonus on Fortitude bonus: Lurkers are naturally very resistant creatures, and many things that would make a human balk a lurker will shrug off.
+2 racial bonus on Ride checks: Lurkers are often found piloting some contraption, and many get employed to carry people around in lurker balloons.
+2 racial bonus on Knowledge (Precursour Technology) checks: Despite not knowing much about the precursours, lurkers all know ways to manipulate the technology.
Automatic Languages: Common. Bonus Languages: Any (other than secret languages, such as Druidic). Lurkers mingle, much like humans, so they have just as great a chance of picking up a thing or two.
Favoured Class: Barbarian. A multiclass lurker's barbarian class does not count when determining whether he takes an experience point penalty for multiclassing. Most lurkers do not have the discipline for the role of a fighter, yet are not as skilled with the natural side of the world as a ranger, making the barbarian a perfect choice.
Weapons and Armour
The Morph Gun is a wonderful invention. Far more high tech than a Wastelander Rifle or Krimzon Guard Tazer-Gun, the Morph Gun was designed for versitality above all things. A huge number of modifications are available, and the gun itself can take on four different kinds of eco ammo through upgrades. However, it also requires a bit of dedication to use, and Morph Gun users tend to either only use one type, or specialise in all of them.
When fighting with any kind of gun, you recieve the same number of attacks as you do attacks, just like a bow.
Morph Gun
A Morph Gun is a martial weapon and always held with two hands. You can automatically weild the Scatter Gun, Blaster and Vulcan Fury mods, but require the Hello Cherries feat to use the Peace Maker upgrade.
Note: Due to a lack of Small Races in Jak World, there is no Damage listed for Small version, as all weapons only come in medium sizes. Ottsels don't count, because they seem capable of wielding big medium guns.
Second Note: The Morph Gun automatically comes with the Scatter Gun mod. The prices for other mods is how much it costs to purhcase that modification. The weight given also means how much it weighs when that mod is activated. When not active, the gun automatically assumes Scatter Gun mode.
{table=head]Gun Mod|Cost|Dmg|Critical|Range Increment|Weight|Type
Scatter Gun|$25|2d6|x3|10x10ft Cone|4lb|Red Eco
Red Eco Ammo (5)|$5
Blaster|$10|1d8|19-20/x2|100ft|5lb|Yellow Eco
Yellow Eco Ammo (10)|$5
Vulcan Fury|$50|1|x2|100ft|10lb|Blue Eco
Blue Eco Ammo(10)|$10
Peace Maker|$100|1d4/1d10+10|x3|40ft|8lb|Dark Eco
Dark Eco Ammo(10)|$20
Damage Upgrade|$30
Ammo Upgrade|$20[/table]
Scatter Gun: The Scatter Gun is comparable to the modern day shotgun. Much smaller than the other guns, the Scatter gun fires off a 10ftx10ft cone of Red Eco, delivering a massive amount of damage in close combat.
Due to the unwieldy nature of the Scatter Gun, you automatically take a -4 penalty to hit when using it. This stacks with the -4 penalty for fighting without profiency.
The Scatter Gun has a max ammo of 50.
Blaster: This long rifle looks similar to the standard issue Wastelander and Krimzon Guard weaponry. It's sleek design and good firepower make it a favourite amongst Morph Gun owners.
The Blaster mod activates the weapon's laser sighting, granting you a +1 to hit bonus when using it.
The Blaster has a max ammo of 100.
Vulcun Fury: The mini-gun of Haven City, the Vulcun Fury was designed to sink as many bullets into your opponents as possible. One of the rare uses of Blue Eco as an offense instead of a defense, it may be costly to acquire, but the Underground swears by it when outside the city walls.
The Vulcun Fury will only deal 1 damage with each attack, but the Rapid Fire quest chain will let you deal more damage with each shot.
The Vulcun Fury has a max ammo of 100.
Peace Maker: The badass. Looking like a stockier version of the Scatter Gun with a Metal Head design on the end, the Peace Maker was made for one purpose and one purpose alone. Collateral. Damage. Boom baby.
Initially, you can only charge the Peace Maker. This a full round action that provokes attacks of opportunities. However, next turn you can fire a ball of eco at your opponents as a standard action. Your opponent then takes the 1d10+10 damage, as does anyone within 10ft of him. This costs 10 ammo to use.
With the Watch My Six feat, you can activate the regular fire, which acts as a normal gun dealing 1d4 damage.
The Peace Maker has a max ammo of 50.
Damage Upgrade: This mod adds +1 damage onto all attacks made with the Morph Gun.
Ammo Upgrade: This modd doubles the max ammo of all weapons.
The Krimzon Guard Tazer-Gun was designed with practicality in mind. Mass produced, standard issue stuff, it was made to shoot Metal Heads and subdue criminals with little variation.
In contrast, the Wastelander Rifle was made for variation. The Wasteland is filled with all kinds of Metal Heads and Mauraders, so Wastelanders need to be prepared for anything.
The Eco Pistol is a last resort. Many people in Haven City carry one around, and all Undergrounders get kitted out with one. The gun deals minimal damage, but has a large ammo capacity.
Krimzon Guard Handguns are one step up from the Eco Pistol. These guns are often the only weapon a Krimzon Captain will carry, and can be just as effective as a Tazer-Gun.
The Tazer-Gun and Rifle are martial weapons which must be wielded two handed, but the Pistol and Handgun can be used one handed.
{table=head]Gun|Cost|Dmg|Critical|Range Increment|Weight|Type
Krimzon Guard Tazer-Gun|$20|1d6/1d8|x2|10ft/100ft|5lb|Blue/Red Eco
Wastelander Rifle|$10|1d6|x3|100ft|5lb|Yellow Eco
Eco Pistol|$5|1d4|x2|50ft|2lb|Yellow Eco
Krimzon Guard Handgun|$30|1d6|x2|80ft|3lb|Red Eco[/table]
Krimzon Guard Tazer-Gun: This gun shares a design similar to the Morph Gun Blaster mod, but the handle is less pronounced, and the ammo is a much smaller red eco clip stored inside the gun. The Tazer-Gun has a duel functionality, a quick flip of a switch and the gun's ammo changes to a blue eco variety and the gun can be used to shock people.
The Tazer has a range of 10ft and deals 1d6 blue eco damage. The regular firing mode has a range of 100ft and deals 1d8 red eco damage.
The Tazer-Gun has a max ammo of 100 red eco, and 50 blue eco.
Wastelander Rifle: This gun bears a striking resemblance to the Tazer-Gun, though the device is overall thinner due to a lack of the Tazer functions. The yellow eco also delivers less of a direct punch, but hit somebody in the right spot and this gun certainly does the trick.
The Rifle has a max ammo of 150.
Eco Pistol: This gun is small and easily hidden. This size, and the amount of eco it uses with each shot actually makes it very economically sound, and it's one of the few things the Baron hasn't cut on the manufacturing lines. Many Krimzon Guards will surreptiously purchase these as back ups weapons, but keep it out of sight, as the Underground is known to mark agents with a gift of an Eco Pistol.
The Pistol has a max ammo of 200.
Krimzon Guard Handgun: The Handgun is bulkier in design than the Pistol, but fires much more high powered shots thanks to the red eco ammo. All Krimzon Guard Captains are given one of these upon promotion, and many swear off all other guns. Torn was a rare example in the Guard, as he fought with two of these guns. It is almost impossible to accquire one of these without joining the Guard, though certain criminals have been known to keep stashs of these weapons at discount prices.
Krimzon Guard armour is specifically designed to incorporate heavy defense and maximum movement. When they're patrolling Haven City and dealing with outlaws, it all looks a little over the top, but when Metal Heads attack suddenly it makes perfect sense. Painted a bright red colour with Praxis' symbol on the shouldor, it certainly looks fearsome. The Krimzon Guard Elites have an even heavier set, painted yellow.
All Krimzon Guard Armour except the Captain Armour counts as Heavy Armour. The Captain Armour counts as Light Armour.
{table=head]Armour|Cost|Armour/Shield Bonus|Maximum Dex Bonus|Armour Check Penalty|Speed(30ft)|Weight
Krimzon Guard Armour|$50|+6|+4|-6|25ft|40lb
Krimzon Guard Jetpack|$100|+6|+4|-10|30ft|60lb
Krimzon Guard Elite Armour|$80|+8|+2|-8|20ft|50lb
Krimzon Guard Captain Armour|$75|+2|+8|0|30ft|20lb[/table]
Krimzon Guard Armour: The standard issue red armour, all Krimzon Guard recieve a set of this upon completion of their training. Providing good protection and allowing a fair amount of manouverability, the fearsome design also helps them when interrogating civilians.
The goggles of the armour are equipped with a telescopic function, providing any wearers with a +2 bonus to Spot checks.
Krimzon Guard Jetpack: Identical to the normal armour, this suit however comes equipped with a large jetpack upon the back. This jetpack grants the guard a Fly Speed equal to their movement speed at Average Manouverability. The jetpack also has two Tazer-Guns built into the system, allow the Guard to make attacks normally while his hands are busy at the controls.
Krimzon Guard Elite Armour: This huge yellow armour resembles the Krimzon Guard Armour in all ways other than the slightly increased size and yellow paint job. The armour is however built of a much heavier, but more durable material.
Along with the +2 Spot bonus, Krimzon Guard Elites are also easily recognised by civilians, and feared by them too. Elite Armour grants a +2 bonus to Intimidate checks.
Krimzon Guard Captain Armour: Nowhere near as bulky as the other armour, Captain Armour is nothing more than a custom suit of hardened leather with a few scraps of metal. Providing nowhere near as much protection, it does allow even greater amounts of freedom.
Civilians recognise Captains instantly from their armour, and Captain Armour provides a +2 Bonus on Diplomacy, Gather Information and Intimidate checks
Krimzon Guard Prestige Class
"Fear not the men in red.
Sure there are occasional complaints, about their over-aggressive policing, wanton destruction of people's property during raids, mass arrest, misplaced loved ones and whatnot. Hey, we're only human! Running a city can be tougher than it looks. Imagine how much worse it would be if the Metal Heads were in charge."
The Krimzon Guards are the fist of Praxis. Equipped with only the best, they police the streets of Haven City, root out the Undergrounders and Outlaws, and deal harshly with those who break the law. To the people of Haven City, the Guard are both Savoir and Destroyer in one.
It is outside the city that the Guard prove themselves though. All Krimzon Guards are trained almost exclusively to fight Metal Heads. Guards are sent out on attack runs to assault the nest, or to defend key areas that the Praxis deems worth saving. Should Metal Heads get inside the city somehow, an instant alert would sound, and every Guard would find themselves pressed into service as they fought for Haven City.
Hit Die: d8
Requirements
To qualify to become a Krimzon Guard, a character must fulfill all the following criteria.
Race: Human
Base Attack Bonus: +6
Feat: Weapon Proficiency (Simple)
Special: Must spend a month in a Krimzon Guard Training Facility
Class Skills
The Krimzon Guard's class skills (and the key ability for each skill) are Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (local) (Int), Ride (Dex) and Sense Motive (Wis).
Skill Points At Each Level: 4 + Int modifier
The Krimzon Guard
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+0|Guard, Devotion Tatoos
2nd|+2|+3|+3|+0|Combat Training +1
3rd|+3|+3|+3|+1|Bonus Feat
4th|+4|+4|+4|+1|Combat Training +2
5th|+5|+4|+4|+1|Elite
6th|+6|+5|+5|+2|Combat Training +3
7th|+7|+5|+5|+2|Bonus Feat
8th|+8|+6|+6|+2|Combat Training +4
9th|+9|+6|+6|+3|Bonus Feat
10th|+10|+7|+7|+3|Captain, Combat Training +5[/table]
Class Features
All of the following are class features of the Krimzon Guard prestige class.
Weapon and Armour Profiency: Krimzon Guards are proficienct with all simple and martial weapons, light armour, medium armour and heavy armour.
Guard: At 1st level a Krimzon Guard takes his first step in the ranks. He is given a suit of Krimzon Guard Armour, a Krimzon Guard Tazer-Gun, and a security pass to circumvent all the city security walls.
Devotion Tatoos: When a Krimzon Guard finally completes training, he is given a tatoo across his face to show his devotion to Praxis and Haven City. When dealing with any citizen of Haven City he is recognised as a Krimzon Guard, and gains a +2 bonus to his Diplomacy, Gather Information, Intimidate and Sense Motive skill checks. However, he recieves a -2 on these checks when dealing with members of the Underground or Wastelanders.
Combat Training: Krimzon Guards are trained to fight Metal Heads, and that's what they do. When in battle with Metal Heads, a Krimzon Guard recieves a +1 bonus on damage and to hit. This increases by 1 at 4th, 6th, 8th and 10th level.
Bonus Feat: At 3rd, 7th and 9th level the Krimzon Guard recieves a bonus feat. This feat is chosen from the Fighter's list of bonus feats, and the Krimzon Guard must meet the prerequisites.
Elite: At 5th level, the Krimzon Guard is promoted. They become a Krimzon Guard Elite, and are given their own set of Krimzon Guard Elite Armour. They may also call upon two Krimzon Guards to escort them as a squad.
Captain: At 10th level, the Krimzon Guard has reached the prime position, and are promoted to the position of Captain. They can then spend three days working with a tailor and armourer to create their own set of Krimzon Guard Captain Armour. Additionally, the Krimzon Guard Captain may command four Krimzon Guards as a squad, and also recieve a Hover Pass that lets them use Hover vehicles outside the city walls.
Sage Prestige Class
Eco is a strange and mysterious substence. The people of the world will use it to fit their means, of course, but few truly understand it. To do this would take years, decades even, so it is rare that one would undertake such a task. But to a Sage, to a Sage eco is just one more way to unravel the riddles of the world and the Precursors.
When a Sage begins training, they choose a type of eco, which they will consume them and become a part of them as they continue down the road. Each path is different, and presents its own challanges and troubles.
Sage characters will often disregard all current issues when given the chance to analyse Precursor artifacts, or should they find some eco laying around. Dark Eco Sages tend to be a littl more detached from others than other sages, but they are just as prone to being wrapped up in an artifact as they are.
Hit Die: d4
Requirements
To qualify to become a sage, a character must fulfill all the following criteria.
Skills: Knowledge (Precursor Technology) 6 ranks
Special: Must have channeled at least 3 bursts of your eco of choice.
In addition, each eco path requires a feat and skill ranks, detailed below.
Green: Animal Affinity, Handle Animal 6 ranks
Blue: Diligent, Craft 6 ranks
Red: Toughness, Intimidate 6 ranks
Yellow: Point Blank Shot, Survival 6 ranks
Dark: Iron Will, Sense Motive 6 ranks
Class Skills
The sage's class skills (and the keyability for each skill) are Craft (Int) Decipher Script (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (Precursor Technology) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis).
Skill Points At Each Level: 4 + Int modifier
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+0|Eco Choice
2nd|+2|+3|+3|+0|Eco Power 1/day
3rd|+3|+3|+3|+1|Eco Change
4th|+4|+4|+4|+1|Eco Power 2/day
5th|+5|+4|+4|+1|Eco Wisdom
6th|+6|+5|+5|+2|Eco Power 3/day
7th|+7|+5|+5|+2|Eco Change 2
8th|+8|+6|+6|+2|Eco Power 4/day
9th|+9|+6|+6|+3|Eco Change 3
10th|+10|+7|+7|+3|Eco Ascension, Eco Power 5/day[/table]
Class Features
All of the following are features of the sage prestige class.
Weapon and Armour Proficiency: Sages gain no profiency with any weapon or armour.
Eco Choice: At 1st level, a sage chooses which colour eco they wish to study. Their body now begins going through changes as they become a natural conduit for their eco. Each type of sage now recieves a bonus reated to their eco.
Blue Eco Sage: As well as their eco lasted an extra 2 rounds, any other colour eco the Blue Sage attracts while under a Burst effect has its effect doubled. Picking up a Green Eco ball while under a Burst effect would heal a Blue sage for 2 points instead of 1. Picking up Red Eco grants +4 Strength to the Blue Sage, and Yellow Sage grants +4 to hit.
Red Eco Sage: Red Sages gain +6 Strength while under the effect of a Burst, and gain 10ft onto the range of their attacks
Yellow Eco Sage: Yellow Eco Sages can now replicate the effect of a Burst whenever they choose. However, the effect is halved, and as such only deals 1d6 damage, strikes within 30ft and only gains +1 to attack.
Green Eco Sage: Green Eco Sages now heal 3 hit points from a ball of green eco, 25 hit points from a burst, and gain the ability to regenerate 1 hit point each round over 1d6 rounds after using a vent.
Dark Eco Sage: Dark Eco Sages can now safely use dark eco, as detailed in the eco section.
Eco Power: At 2nd level, a Sage begins to act as a naturally eco conduit. 1/day a Sage may use a Burst of their chosen eco type upon themselves or a target within 15 feet. They must have line of sight with the target to activate this ability on another subject. They use this ability 2/day at 4th level, 3/day at 6th level, 4/day at 8th level and 5/day at 10th level. This counts as a standard action
Eco Change: At 3rd level, Sages find their body begins going through changes thanks to the large amount of eco coursing through them. Each Sage finds themselves changing in different ways.
Blue: Blue Sages find themselves becoming exteremly quick. They add 10 foot onto their base land speed.
Red: The Red Sage finds themselves becoming quite resistant to physical wounds. They gain Damage Resistance 5/Eco
Yellow: Yellow Sages gain a deadly marksmanship. They treat any ranged weapon they hold as having 20ft extra range, including the effect of Yellow Eco. This range benefit also applies to their Eco Choice Yellow Eco attack.
Green: Green Sages find they can now create balls of green eco as a standard action. These balls are unique however, as they cure a random amount. As a standard action, a Green Sage may send a ball of Green Eco at any target within 30ft. This ball heals 1d6 damage. The Green Sage may not target theirself with this eco. Using this ability is a standard action. If used upon a Dark Eco Sage, this ability deals 1d6 nonlethal damage.
Dark: Much like the Green Sage, the Dark Sage can now create balls of dark eco that deal a random amount of damage. These balls may be targetted at anyone within 60ft and deal 2d6 Dark Eco damage. Firing these balls is a ranged touch attack, and counts as a standard action.
Eco Wisdom: At 5th level, all Sages have come so far in their studies that they are now far better for it mentally, but have suffered somewhat for their work. All Sage types gain +2 to their Wisdom score, but take a permenant -2 to their Constitution score.
Eco Change 2: At 7th level, Sages go through yet another chance thanks to the eco in their bodies. All Sages at this level change colour, their skin now the same shade as their eco choice. This gives them a -6 to all Disguise checks. They also gain the following abilities.
Blue: The Blue Eco Sage gains another 10 ft to their base land speed.
Red: Their damage resistance increases to 7/Eco.
Yellow: Their Eco Choice ability increases to deal 2d6 Yellow Eco damage. In turn, whenever affected by a Yellow Eco Burst their Eco shots deals 4d6 damage instead.
Green: Their Green Eco balls now heal 2d6 hitpoints instead.
Dark: Their Dark Eco balls now deal 3d6 damage.
Eco Change 3: At 9th level, the Sage goes through their last change. All Sages now find their hair turning pure white, giving them a further -2 on Disguise checks.
Blue: The speed of a Blue Sage now applies to their mind as well. A Blue Sage gains +2 to their Intelligence score and may now always take 20 on Knowledge checks, no matter the situation.
Red: Red Sages become incredibly strong. They gain +2 to their Strength score and their damage resistance increases to 9/Eco.
Yellow: Their sharp shooting pays off, giving the Yellow Sage a +2 to their Dexterity score, and now deal 4d6 with their Yellow Eco shots, and when under a Burst effect they deal 6d6 damage, and now get a +4 bonus to hit.
Green: Green Sages can now heal 4d6 with their Eco balls, and also gain a natural regeneration 1/1 minute.
Dark: Dark Eco sages now deal 4d6 Dark Eco damage with their Dark Eco balls, and now heal 3 points from a ball, 25 points from a burst, and gains regeneration 1/1 round for 1d6 rounds while under the effect of a Vent of Dark Eco.
Eco Ascension: At 10th level, Eco Sages complete their Sage training and can now truly be considered masters of their art. Each Sage now gains an ability unique to their colour.
Blue: Blue Eco Sages are treated as being under the effect of a Freedom of Movement spell permenantly. This cannot be dispelled.
Red: A Red Eco Sage can use Eco to drastically increase not just their strength, but their size as well. This functions as a Righteous Might spell, Caster level 1/2 Character level, and may be cast 1/day as a full round action.
Yellow: Now should a Yellow Eco Sage be adsorb a Vent of Yellow Eco they deal 10d6 Yellow Eco damage. A Yellow Eco sage may also choose while the effect of a Burst of Eco to end the effect prematurely, instead firing one massive blast that also deals 10d6 Yellow Eco damage.
Green: At full power, Green Sages feel a deep connection with the natural world and the animals that inhabit it and can use Green Eco to allow them to reach their greatest possible ability. This functions as the Awaken spell, Caster Level 1/2 Character Level, and may be cast 1/day as a full round action.
Dark: Dark Eco has many strange effects, notable being levitation. This functions as the Overland Flight spell, Caster Level 1/2 Character Level, and may be cast 1/day as a full round action.