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  1. - Top - End - #1
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    Default Magipunk Campaign Setting


    A note from sirpercival:
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    Magipunk is a homebrew campaign setting I've been working on for a while now (currently running 1 or 2 PbP campaigns in it, actually). It is a truly massive undertaking, originally posted on minmaxboards, with 15 base classes and adaptation info for more, 20 prcs and more in the works, races, items, a crapload of feats, and more. Many parts are still in the works, and there's so much that it will take me quite a while to port everything over; feel free to comment on anything at any time. I'll include a link-ToC in this first post.

    Enjoy!

    --sirpercival


    Introduction

    In one sentence, Magipunk is a postmodern Tippyverse, a cyberpunk campaign setting with all the technology replaced by magic. I've attempted to include as many traditional cyberpunk themes and elements as possible, while still creating a cohesive and rich world.

    The base mechanics are D&D 3.5; however, the classes and prestige classes below are intended as a replacement for the published classes and prestige classes, and the skill system has been slightly streamlined. Everything else (feats, spells, equipment, etc.) is a supplement to published material. As a warning, the classes are designed to a higher-power baseline than those in standard D&D 3.5; I would say that few if any of the classes are below tier 3, for example.

    One important change is that there is no divine magic. Gods are simply powerful outsiders which exist on the Outer Planes, creatures of the Metaverse.

    As a side note, I'll be including the list of houserules that I play with, but which aren't integral to the setting and could be done without. Any houserules which are integral to the setting (i.e., almost everything) will be included in their appropriate sections.

    Index

    Races:
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    Cellochoroid
    Chloromorph
    Gremlin
    Lifetorn


    Base Classes:

    Skills Part I Part II [WIP]

    Feats: Part I Part II

    Prestige Classes:

    Equipment:

    Racial Substitution Levels:

    Houserules:

    Campaign World:
    Last edited by sirpercival; 2013-02-03 at 09:29 AM.
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    Default Re: Magipunk Campaign Setting

    MAGIPUNK RACES

    All of the usual races are present in Magipunk (including Eberron races such as warforged).

    In addition:
    • Mongrelfolk are as per Bulwer's homebrew
    • Planetouched races are their lesser versions (as per the rules in PGtF)
    • Four new races described below exist


    Cellochoroid (with Garryl)
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    Cellochoroids aren't individuals. Instead, they are a mass of smaller fungi that have melded together to form a vaguely humanoid body. Apart, Cellochoroids appear as thick turquoise moss, usually in clusters roughly the size of a baseball, and possessing a similar intelligence. Together, their psychic abilities bind their minds and forms together into a sentient collective. Asexual, larger Cellochoroids shed off excess moss from the collective whole to "reproduce", with new Cellochoroids developing when enough accumulates in a small area. As such, "newborn" Cellochoroids are quite literally the children of all the adults in a colony.

    Originally, Cellochoroids were simple, non-sentient fungi. The presence of the domes, and the heat they provided, encouraged their growth, while the domes' magical waste slowly mutated them into sentient beings when in large enough clusters.

    Personality
    A cellochoroid is a complex being; though it moves and acts as one sentient creature, each tiny bit of fungus that makes up the whole has its own subtle opinion, and being a cellochoroid is an exercise in reaching consensus. Luckily, in most cases this causes no problems, though occasionally a cellochoroid seemingly goes insane and freezes in place, twitching. In such cases, the individual must be dismantled by others of its kind, who incorporate its substance into their own bodies.

    Physical Description
    A cellorchoroid looks like a roughly humanoid shape crafted from turquoise clay. Their features are mutable, and their size changes as the individual fungi expand and compress.

    Relations
    Most creatures find cellochoroids odd and inscrutable, which is not that surprising, given that they're talking to a sentient mass of turquoise fungus. Cellochoroids are naturally curious of others, and enjoy conversing with other races to gain more perspective.

    Alignment
    Cellochoroids tend toward neutrality, as they are beings of consensus and compromise, but those of extreme alignments, though rare, do exist.

    Language
    Cellochoroids speak Sylvan, but most also learn to speak Standard. Amongst themselves, they can also communicate deep emotions and complex ideas by giving a mossy clump of themselves to another Cellochoroid.

    Names
    Cellochoroids use no names among themselves, as they differentiate via separate and shared experiences. However, in dealing with members of other races, they will often use names appropriate to their place of cognizance (or, as other races would say, "birth").

    Adventurers
    Cellochoroid adventurers head out to see the world and interact with all manner of interesting creatures, feeling the imprint of their minds on the collective consciousness of all living things.

    Cellochoroid Racial Traits
    • -2 Dex, +2 Int: Cellochoroids aren't particularly agile, but the combined intelligences inside a single body can provide great leaps of intuition.
    • Small Plant: Cellochoroids are roughly humanoid in form.
    • Plant (psionic) type: Immune to sleep, stun, paralysis, polymorph, poison, crits, and mind-affecting (but see Redundant Sentience below).
    • Base speed 20 feet
    • Low-light vision.
    • Naturally Psionic: Cellochoroids have 1 power point.
    • Fungal Sustenance (Ps): Cellochoroids can thrive and grow on heat alone. They can manifest sustenance at will as a psi-like ability with a manifesting time of 1 hour, but only while they are near a heat source.
    • Modular Physiology (Ex): One clump of Cellochoroid is as good as another to an animate mass. A Cellochoroid can detach its body parts at will and without harming itself, but its Intelligence score decreases proportionally to the total mass lost (a Cellochoroid missing half of its normal body by weight would have only half of its normal Intelligence score, for example). Lost body parts can be replaced by finding and absorbing the same total mass of Cellochoroid moss, which also restores an appropriate amount of lost Intelligence. This modification to a Cellochoroid's Intelligence score only includes its base Intelligence score, including increases due to level, racial modifiers, and permanent or instantaneous inherent bonuses, but not other modifications such as enhancement bonuses, ability damage, and ability drain. A Cellochoroid whose base Intelligence score drops below 3 in this way dies, as it has insufficient psionic power to bind itself together.
    • Redundant Sentience (Ex): Due to their communal mind, Cellochoroids are somewhat vulnerable to mind-affecting affects. They do not have the racial immunity to mind-affecting effects that is normally granted by the Plant type, but instead add their Intelligence modifier (if positive) to all saves against mind-affecting effects. They can still gain immunity to mind-affecting effects normally (including from having a type other than Plant that normally grants it).
    • A Cellochoroid has a +2 racial bonus on all Disguise checks and a +4 racial bonus on Escape Artist checks. Their mutable form allows them to far more easily adjust their shape, although they lack fine control of their features.
    • Automatic languages: Sylvan. Bonus languages: Standard, Drudgespeak, Dwarven, Gnome, Terran, Undercommon.


    Chloromorph
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    "Deep in the green vale, my people sleep. I have come to address those who would bring them down."

    A chloromorph is a sentient plant, a walking tree. They are the youths of the plant world, seen by treants as hotheaded children who scamper about in the company of quickbloods.

    Personality
    Chloromorphs think of themselves as the reckless and wild children of trees, but since trees are simply stationary beings of contemplation, most others would call a chloromorph stodgy and conservative. They tend to think slowly and carefully about most things, coming to conclusions after a good deal of thought. They express themselves through measured words and deeds.

    Physical Description
    Chloromorphs are roughly humanoid-shaped, taller than most humans, and slender as saplings. They have thick skin, smooth as birch bark, and move rather slowly. Their coloring depends on the season and their particular heritage, though the tendency for green eyes is pronounced. They have facial features and gross anatomy similar to a human, and some display overt female characteristics.

    Relations
    Chloromorphs are amazed by the spinning thoughts and reckless actions of the quickbloods, and are often swept up in situations they would not have caused, given sufficient time to think. Other races see Chloromorphs as slow and plodding, but only the ignorant underestimate their intelligence and awareness.

    Alignment
    A chloromorph thinks of herself as a child, and so is likely to follow orders more often than not, though sometimes acts of rebellion burst forth. They are unlikely to be chaotic, however, leaning strongly towards neutral, and sometimes lawful.

    Language
    Chloromorphs speak Standard and Sylvan.

    Names
    Chloromorphs tend to be named after the trees, plants, and flowers in their heritage.

    Adventurers
    A Chloromorph might adventure to experience the world of the quickbloods, or to right a wrong which was done to them and their ancestors by those too ignorant of the denizens of Nature.

    Chloromorph Racial Traits
    • Bloodsap subtype (Ex): Chloromorphs are Plants with the Bloodsap subtype. A chloromorph is a young plant creature, who displays relatively humanoid characteristics before they put down roots.
      • Features: A chloromorph has the following features.
        • A chloromorph derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
      • Traits: A chloromorph possesses the following traits.
        • Like other plants, a chloromorph has low-light vision.
        • Unlike other plants, a chloromorph's mind moves faster than the slow, plodding thought-processes of trees and treants, and so they are not immune to mind-affecting spells and effects.
        • Like other plants, a chloromorph is immune to poison, sleep effects, paralysis, and stunning.
        • Unlike other plants, a chloromorph's faster metabolism means that they are subject to critical hits and polymorph spells and effects.
        • A chloromorph's metabolism means that they need to sleep, breathe, and eat.
    • -2 Dex, +2 Wis
    • Medium Plant (bloodsap)
    • Base speed 30 feet
    • Light fortification (Ex): Though they have vital areas, a chloromorph's anatomy is different than that of a humanoid, granting them a 25% chance to negate critical hits and precision damage.
    • Chloromorphs receive a +2 racial bonus to saves vs mind-affecting and polymorph effects.
    • Trackless step (Ex): A chloromorph leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
    • Bonus feat: Chloromorphs gain a bonus chloromorph feat at character creation.
    • A chloromorph benefits from a +2 racial bonus on grapple checks, as well as to resist overrun and bull rush attempts.
    • Automatic languages: Standard, Sylvan. Bonus languages: Elven, Halfling.


    Gremlin
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    "Look out, mister! I need to torque the flanges or the whole thing'll blow!"

    Gremlins are tiny, mechanically-minded fairies. You can find them everywhere, if you care to look, keeping track of Dome maintenance.

    Personality
    Gremlins are excitable and fickle, prone to histrionics whenever someone breaks something. They move from one task to the next with blinding speed; their minds and bodies work so quickly that most have trouble keeping up with them.

    Physical Description
    Gremlins are somewhat smaller than halflings, with large butterfly wings swirling with a rainbow of colors. They are quite slender and graceful, with hair and eye colors changing with mood, though since each Gremlin's color progression is different, it's difficult to tell what a given Gremlin's mood is from a distance unless you know them well. A Gremlin is likely to dress in bright clothing, which is just as likely to become grease-stained in a few minutes.

    Relations
    Creatures of other races are bemused and baffled by Gremlins. The big folk have trouble keeping up with their whirring wings and high-pitched voices, but are very appreciative that someone seems to be able to keep the place in working order.

    Alignment
    Gremlins are usually quite independent; they don't like being given orders, and can be quite mischievous if leaned on too hard. As such, most Gremlins are chaotic of one sort or another.

    Language
    Gremlins speak Standard and Sylvan.

    Names
    Gremlins pick their own names after reaching their majority, and often name themselves after interesting-sounding words, or objects which mean a lot to them.

    Adventurers
    Gremlin adventurers seek interesting and new things to take apart and put together... or sometimes just come along to keep the bigfolk out of trouble with their magitech.

    Gremlin Racial Traits
    • -2 Str, +2 Int, -2 Wis
    • Small Fey: Gremlins are small, winged humanoid fairies.
    • Base speed 10 feet, fly 20 feet (good maneuverability).
    • Low-light vision.
    • Magitech: Gremlins receive a +2 racial bonus on Engineering and Use Magic Device checks.
    • Fixitup (Sp): Gremlins can use mending 3 times per day as a spell-like ability, with a caster level of 1.
    • Fey skin (Ex): Due to their fey heritage, Gremlins gain damage reduction 1/cold iron.
    • Automatic languages: Standard, Sylvan. Bonus languages: Draconic, Dwarven, Elven, Halfling.


    Lifetorn
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    What happens to a deceased Drudge who can't afford resurrection, but has to keep working to support his family? Sometimes, a drudge in this situation will choose to become Lifetorn. He gives up most of his rights (if he had any to begin with), but he can go back to work, sometimes even more efficiently than before. The process is irreversible, and not something to discuss in polite society... but every family has a Lifetorn or two in the closet. There are even tales of wealthy Citizens being turned against their will, in their sleep; such an occurrence would be even more of a scandal than a simple assassination.

    Lifetorn are strong and tireless, but lose much of their personality and some of their mentality in the change. The unliving body simply cannot support a fully-functioning nervous system, nor repair itself.

    Personality
    Lifetorn have an air of despair and resignation about them. Their faces are usually expressionless, and they go about their business with efficiency and little wasted motion. They are not prone to emotional outbursts of any kind; however, though they are slow to anger, when enraged they can be fearsome opponents indeed, due to their incredible strength and tenacity.

    Physical Description
    A Lifetorn loses the healthy glow that it had when alive. Its skin becomes pallid and dry, its hair and nails stop growing and become brittle, and its eyes seldom blink. Body types are varied, based on what the Lifetorn looked like originally. Note that all Lifetorn have the same statistics as given below, no matter what the original creature -- the process of becoming Lifetorn induces a measure of uniformity.

    Relations
    Lifetorn are seen as a necessary but unpleasant part of society, like a sewage worker. Everyone benefits from their presence in menial labor. The ability to bring back dead soldiers to fight again is certainly encouraged by military organizations, especially since they become the property of said organization once the process has been completed. Still, very few go out of their way to interact with Lifetorn, and no one wants to admit to considering becoming one.

    Alignment
    Lifetorn are generally neutral. The stigma attached to being Lifetorn, as well as the lessened degree of empathy with living creatures, can often turn them to evil; however, there are some Lifetorn that genuinely care about improving the lives of others.

    Language
    Lifetorn speak Standard, and many of them also learn Drudgespeak from their culture.

    Names
    Lifetorn usually keep whatever name they had when they were alive.

    Adventurers
    Some Lifetorn look to improve their kind's lot in the world, campaigning for Lifetorn rights or simply living by example. Others flee from their lowly roots to try and make their own fortunes by adventuring, often in the Wilds, where the denizens don't care who or what you are.

    Lifetorn Racial Traits
    • Lifetorn subtype (Ex): Lifetorn are undead with the Lifetorn subtype. A lifetorn is a created being given sentience and free will through the magical process that reanimated them. Lifetorn combine aspects of both undead and living creatures, as detailed below.
      • Features: A lifetorn has the following features.
        • A lifetorn derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
      • Traits: A lifetorn possesses the following traits.
        • Unlike other undead, a lifetorn has a Constitution score. Among other things, this means that lifetorn are not immune to spells requiring Fort saves.
        • Like other undead, a lifetorn has darkvision.
        • Unlike other undead, a lifetorn is not immune to mind-affecting spells and abilities.
        • Immunity to poison, sleep effects, paralysis, disease, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
        • A lifetorn cannot heal damage naturally. However, a character with ranks in the Heal skill can attempt to heal a lifetorn character who has taken damage. A check requires 8 hours and restores a number of hit points equal to the Heal check result –15. A character can take 10 on this check but can’t take 20. A lifetorn with the Heal skill can heal itself. This use of Heal can not be used untrained.
        • Unlike other undead, lifetorn are subject to critical hits, nonlethal damage, stunning, ability drain, death effects, and necromancy effects.
        • Lifetorn can be affected by spells and effects that target undead (such as turning, or the command undead spell). However, a lifetorn can attempt a Will save to ignore such effects; the DC is either the normal DC for a spell of that level from the caster, or the result of the turning check in the case of a turning attempt. A lifetorn receives a saving throw against positive energy effects (such as the cure light wounds spell) as normal for an undead creature.
        • Damage dealt to a lifetorn can be healed by negative energy effects (such as inflict light wounds or harm) as normal.
        • A lifetorn responds slightly differently from other creatures when reduced to 0 hit points. A lifetorn with 0 hit points is disabled, just like a living creature. He can only take a single move or standard action each round, but strenuous activity does not risk further injury. When his hit points are less than 0 but greater then -10, a lifetorn is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert lifetorn does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
        • A lifetorn can be raised or resurrected; however, unlike other undead, such a spell returns the character to its lifetorn status, not its previous living status. The process of becoming lifetorn is irreversible.
        • A lifetorn does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
        • Although lifetorn do not need to sleep, a lifetorn spellcaster must rest for 8 hours before regaining spell slots or preparing new spells, as normal.
    • +2 Con, -2 Int, -2 Cha: Lifetorn are resilient, but they lack mental facility, empathy, and personality.
    • Bonus feat: Lifetorn receive a bonus lifetorn feat at character creation.
    • Light Sensitivity: Lifetorn are dazzled in bright sunlight or within the radius of the daylight spell.
    • Medium: As medium undead, lifetorn have no special bonuses or penalties due to size. Lifetorn that were Small or Large in life regress to the norm during the process of becoming Lifetorn.
    • Lifetorn base speed is 30 feet.
    • Light fortification (Ex): When a critical hit or a sneak attack is scored on a lifetorn, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
    • A lifetorn has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
    • Automatic languages: Standard. Bonus languages: Drudgespeak.
    Last edited by sirpercival; 2013-05-02 at 07:45 PM.
    (member in good standing of the troll-feeder's guild)

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    Default Re: Magipunk Campaign Setting

    Very cool. I especially like the Cellochoroid.

    THE DYING OF THE LIGHT
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    Default Re: Magipunk Campaign Setting

    Quote Originally Posted by sirpercival View Post
    Lifetorn

    Immunity to poison, sleep effects, paralysis, stunning, disease, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.

    Unlike other undead, lifetorn are subject to critical hits, nonlethal damage, stunning, ability drain, death effects, and necromancy effects.
    You missed a spot =)


    Quote Originally Posted by sirpercival View Post
    Medium: As medium undead, lifetorn have no special bonuses or penalties due to size. Lifetorn that were Small or Large in life regress to the norm during the process of becoming Lifetorn.
    My, what big gnomes you have...

    Seriously, I would change this to being the size of their previous race. I don't like Medium size being divinely "more normal" for every race to be.

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    Default Re: Magipunk Campaign Setting

    Quote Originally Posted by historiasdeosos View Post
    Very cool. I especially like the Cellochoroid.
    Thanks! There's a ton more (not races, those are done) to come...

    Quote Originally Posted by Midwoka View Post
    You missed a spot =)
    Oh, thank you! I missed that. It's been corrected.


    My, what big gnomes you have...

    Seriously, I would change this to being the size of their previous race. I don't like Medium size being divinely "more normal" for every race to be.
    Well, it's not divine... but there's a feat that can give you Slight Build if you were small before.

    The reason I didn't do the "keep the size of your previous race" thing is that there's no reason you can't say "I was a fire giant before, now I'm a Huge LA +0 race" or whatever. If I was going to do that, I'd make it a template like Dragonborn, which I considered, but decided not to do. It's just a Medium race, and you can take feats to get Slight or Powerful Build if you were bigger or smaller originally.
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    Default Re: Magipunk Campaign Setting

    MORPHLING

    "There is a beast in all of us... I have simply learned to unleash mine."
    -Skurth, morphling gladiator of unknown origin

    A morphling is a creature whose DNA has become mutable (through magic, genetic engineering, or fate). This strange ability allows a morphling to alter portions of its anatomy, even to the point of completely transforming into another type of creature. Effecting such changes in their structure is difficult, however, and can quickly lead to fatigue.

    MAKING A MORPHLING
    A morphling is primarily a melee combatant, though at times one can serve other roles (such as scouting, or infiltrating enemy encampments) by using their Transformation ability.
    Abilities: As a melee combatant, Strength and Dexterity are both important. In addition, Constitution determines the duration of the Morph ability, the Morphling's hit points, and the Morphling's defense.
    Races: Morphlings can come from any race.
    Alignment: Any.
    Starting Gold: As barbarian.
    Starting Age: As barbarian.

    Class Skills
    The Morphling's class skills (and the key ability for each skill) are Animal Affinity (Cha), Athletics (Str), Natural Lore (Wis), Perception (Wis), Persuasion (Cha), and Profession (Wis).
    Skill Points at 1st Level: (2 + int)x4
    Skill Points at Each Additional Level: 2 + int

    Hit Die: d12

    {table=head]Level|BAB|Fort|Ref|Will|Morph|Special
    1 | +1| +2 | +2 | +0 | 2 | Morph, Skill Focus (Perception), morphic body (skin)
    2 | +2| +3 | +3 | +0 | 3 | Morphic senses
    3 | +3| +3 | +3 | +1 | 3 | Blend in, morphic body (healing)
    4 | +4| +4 | +4 | +1 | 4 | Morphic body (fortification 50%)
    5 | +5| +4 | +4 | +1 | 5 | Transformation I
    6 | +6/+1| +5 | +5 | +2 | 5 | Morphic weapons
    7 | +7/+2| +5 | +5 | +2 | 6 | Morphic reserves
    8 | +8/+3| +6 | +6 | +2 | 7 | Morphic body (brawn)
    9 | +9/+4| +6 | +6 | +3 | 7 | Transformation II
    10| +10/+5| +7 | +7 | +3 | 8 | Morphic body (fortification 75%)
    11| +11/+6/+1| +7 | +7 | +3 | 9 | Improved morphic weapons
    12| +12/+7/+2| +8 | +8 | +4 | 9 | Morphic body (reach)
    13| +13/+8/+3| +8 | +8 | +4 | 10 | Transformation III
    14| +14/+9/+4| +9 | +9 | +4 | 11 | Improved morphic reserves
    15| +15/+10/+5| +9 | +9 | +5 | 12 | Greater morphic weapons
    16| +16/+11/+6/+1| +10 | +10 | +5 | 13 | Morphic body (fortification 100%)
    17| +17/+12/+7/+2| +10 | +10 | +5 | 14 | Transformation IV
    18| +18/+13/+8/+3| +11 | +11 | +6 | 16 | Morphic flurry
    19| +19/+14/+9/+4| +11 | +11 | +6 | 18 | Supreme morphic weapons
    20| +20/+15/+10/+5| +12 | +12 | +6 | 20 | Morphic apotheosis, transformation V[/table]

    Weapon and Armor Proficiencies: Morphlings are proficient with simple weapons and light armor, but not with shields. They are proficient with their natural weapons.

    Morph (Ex): A morphling's mutable DNA allows him to alter his anatomy in fantastic ways. To represent this strange ability, a morphling gains morph points that he can spend to activate this ability (and the Transformation ability). At the beginning of each encounter, he gains a number of morph points determined by his level (see the table above). He can spend morph points to gain a number of abilities, determined by his level, as described below; the benefits and abilities last for a number of rounds equal to 3 + his Constitution modifier. Once the duration of a morph ends, the morphling becomes exhausted for the duration of the encounter.

    Morph Abilities:
    Spoiler
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    {table=head]Natural Attack Mode | Morph Cost | Min. Class Level | Notes
    Slam | 1 | 1st | Base damage 1d6
    Bite | 1 | 1st | Base damage 1d8
    2 claws | 2 | 3rd | Base damage 1d4
    Gore | 3 | 5th | Base damage 1d10
    2 wings | 4 | 7th | Base damage 1d8
    Tail slap | 5 | 9th | Base damage 2d6
    4 tentacles | 6 | 11th | Base damage 1d6, +5 foot reach[/table]
    {table=head]Ranged Natural Attack Mode | Morph Cost | Min. Class Level | Notes
    1 spike | 1 | 1st | Base damage 1d6, range 30 feet, standard action
    2 spikes | 2 | 3rd | Base damage 1d6, range 40 feet, standard action
    3 spikes | 3 | 5th | Base damage 1d6, range 50 feet, standard action
    4 spikes | 4 | 7th | Base damage 1d6, range 60 feet, standard action[/table]
    {table=head]Breath Weapon | Morph Cost | Min. Class Level | Notes
    1d8 (any energy) | 1 | 1st | 20-foot line or 10-foot cone, standard action
    2d8 (any energy) | 2 | 3rd | 30-foot line or 15-foot cone, standard action
    3d8 (any energy) | 3 | 5th | 40-foot line or 20-foot cone, standard action
    4d8 (any energy) | 4 | 7th | 50-foot line or 25-foot cone, standard action
    5d8 (any energy) | 5 | 9th | 60-foot line or 30-foot cone, standard action
    6d8 (any energy) | 6 | 11th | 70-foot line or 35-foot cone, standard action
    7d8 (any energy) | 7 | 13th | 80-foot line or 40-foot cone, standard action
    8d8 (any energy) | 8 | 15th | 90-foot line or 45-foot cone, standard action[/table]
    {table=head]Movement mode | Morph Cost | Min. Class Level | Notes
    Augment | 1 | 1st | +10 feet to any 1 movement mode
    Swim | 2 | 3rd | 20 feet, can breathe underwater
    Climb | 2 | 3rd | 20 feet
    Burrow | 2 | 3rd | 20 feet
    Fly | 3 | 5th | 30 feet (good)
    Earth glide | 5 | 9th | as earth elemental, at base land speed
    Enhance | 2 | 3rd | Increase flight maneuverability 1 step (stackable)[/table]
    {table=head]Senses | Morph Cost | Min. Class Level | Notes
    Scent | 1 | 1st | 30 feet
    Tremorsense | 2 | 3rd | 30 feet
    Blindsense | 3 | 5th | 30 feet
    Blindsight | 5 | 7th | 50 feet[/table]
    {table=head]Special Ability | Morph Cost | Min. Class Level | Notes
    Natural armor | * | 1st | Natural armor increase = 2*MP spent - 1
    Pounce | 2 | 3rd | Full attack at end of charge
    Improved grab | 3 | 5th | Initiate a grapple with successful attack
    Endurance | 1 | 1st | Remove fatigue or reduce exhaustion to fatigue
    Poison | 3 | 5th | Injury DC 10+Con+1/2 class level, initial and secondary 1d6 Str[/table]
    {table=head]Energy Resistance | Morph Cost | Min. Class Level | Notes
    Single energy type | 2 | 3rd | Resistance 10
    Single type increase | 1 | 1st | +5 to an existing resistance, stackable
    All energy types | 4 | 7th | Resistance 5
    All type increase | 3 | 5th | +5 to all existing resistances, stackable[/table]
    {table=head]Size Increase/Decrease | Morph Cost | Min. Class Level | Notes
    ±1 category | 1 | 1st | --
    ±2 categories | 4 | 7th | --
    ±3 categories | 7 | 13th | --
    ±4 categories | 10 | 19th | -- [/table]
    {table=head]Stat boost | Morph Cost | Min. Class Level | Notes
    +2 to one stat | 1 | 1st | Racial bonus
    +4 to one stat | 2 | 3rd | Racial bonus
    +2 to all stats | 3 | 5th | Racial bonus
    +6 to one stat | 4 | 7th | Racial bonus
    +8 to one stats | 5 | 9th | Racial bonus
    +4 to all stats | 6 | 11th | Racial bonus
    +6 to all stats | 9 | 17th | Racial bonus[/table]


    Skill Focus (Perception): A morphling gains Skill Focus (Perception) as a bonus feat.

    Morphic body (Ex): A morphling also learns how to alter their body in less obvious ways. Whenever a morphling is actively morphing or transformed, he gains the following abilities based on his class level:
    • At 1st level, he gains a natural armor bonus equal to his Constitution modifier.
    • At 3rd level, he gains fast healing 1. This increases by 1 for every 3 additional morphling levels (i.e., 2 at 6th, 3 at 9th, etc.).
    • At 4th level, he becomes immune to stunning; in addition, he has a 50% chance to negate critical hits and precision damage.
    • At 8th level, he gains a +4 bonus to Strength.
    • At 10th level, he has a 75% chance to negate critical hits and precision damage.
    • At 12th level, his natural reach increases by 5 feet.
    • At 16th level, he is immune to critical hits and precision damage.


    Morphic Senses: At 2nd level, a morphling gains low-light vision, as well as darkvision at a range of 60 feet.

    Blend in (Ex): Beginning at 3rd level, a morphling learns how to subtly alter their structure and coloration, giving them a +10 circumstance bonus to Persuasion checks to impersonate someone, a +5 circumstance bonus on all other Persuasion checks, and a +5 circumstance bonus to Stealth checks.

    Transformation I (Ex): At 5th level, a morphling learns to completely transform himself into another creature. Doing so is a special use of the Morph ability that costs 5 morph points. This ability functions like the alternate form special ability, except as noted here; activating this ability is a standard action that does not provoke attacks of opportunity. He can take the shape of any animal, humanoid, or monstrous humanoid of Medium or Small size that he is familiar with; the new form's hit dice cannot exceed his morphling level. He retains the ability to speak in any form. The duration of this ability is determined by the morphling's original Constitution modifier, not the Constitution modifier of the new form.

    Morphic weapons (Ex): Beginning at 6th level, whenever a morphling gains a natural attack from his morph ability, he may spend an additional morph point to increase the size of the damage die by one step.

    Morphic reserves (Ex): When he reaches 7th level, a morphling learns how to conserve his energy more efficiently. Whenever he uses his morph ability, he may voluntarily reduce the duration by 3 rounds. If he does so, then when the duration expires he becomes fatigued instead of exhausted.

    Transformation II: At 9th level, a morphling can spend 7 morph points to use his transformation ability to assume the form of creatures of the giant or fey types. He can also take on forms that are Large or Tiny size; taking the form of a Large or Tiny humanoid, animal, or monstrous humanoid costs 7 morph points (instead of 5).

    Improved morphic weapons: Beginning at 11th level, whenever a morphling uses his morphic weapons ability, the damage die instead increases by two steps.

    Transformation III: At 13th level, a morphling can spend 9 morph points to use his transformation ability to assume the form of creatures of the vermin or aberration types. He can also take on forms that are Huge size; taking the form of a Huge humanoid, animal, monstrous humanoid, giant, or fey costs 9 morph points (instead of 5 or 7).

    Improved morphic reserves (Ex): When he reaches 14th level, a morphling has built up a resistance to the physical weariness of morphing. When a morph ends, he is fatigued instead of exhausted. In addition, whenever he uses his morphic reserves ability on a morph, when that morph ends he takes no penalty.

    Greater morphic weapons: Beginning at 15th level, whenever a morphling uses his morphic weapons ability, the damage die instead increases by three steps.

    Transformation IV: At 17th level, a morphling can spend 11 morph points to use his transformation ability to assume the form of creatures of the plant or ooze types. He can also take on forms that are Diminutive size; taking the form of a Diminutive humanoid, animal, monstrous humanoid, giant, fey, vermin, or aberration costs 11 morph points (instead of 5, 7, or 9).

    Morphic flurry (Ex): Beginning at 18th level, whenever a morphling gains a natural attack mode from his morph or transformation abilities, he gains one additional attack of that type. For example, a 19th-level morphling who spends 1 morph point to gain 2 claw attacks would instead gain 3 claw attacks.

    Supreme morphic weapons: When he reaches 19th level, whenever a morphling uses his morphic weapons ability, the damage die instead increases by four steps.

    Morphic apotheosis (Ex): Beginning at 20th level, a morphling has built up a significant tolerance to morphing and transformation. The first 5 morph points he spends in an encounter cause him no penalty when the morph or transformation ends. If and when he spends more points, he suffers fatigue as normal (his improved morphic reserves ability still applies).

    Transformation V: At 20th level, a morphling can spend 13 morph points to use his transformation ability to assume the form of creatures of the elemental or dragon types. He can also take on forms that are Gargantuan size; taking the form of a Gargantuan humanoid, animal, monstrous humanoid, giant, fey, vermin, aberration, plant, or ooze costs 13 morph points (instead of 5, 7, 9, or 11).

    PLAYING A MORPHLING
    Morphlings are ferocious combatants, exploding into a whirlwind of claws, teeth, and tentacles whenever threatened.
    Combat: Morphlings use their natural weapons to great effect. Many spend MP on the Pounce ability once it becomes available, charging up to enemies and tearing them apart with claws, teeth, and tentacles.
    Advancement: Feats and items that improve natural attacks can augment a morphling's combat prowess. In particular, Multiattack and Improved Multiattack are good for those who want several natural attack modes.

    MORPHLINGS IN THE WORLD
    "Whenever someone walks by who isn't wearing a shirt, I keep my hand on my sword."
    -Dareth Mullud, Sylvatium District Police

    Morphlings are dangerous folk, and everyone knows it. They seem completely innocuous until they explode into claws, teeth, wings, and death.
    Daily Life: Most of the Morphlings in the world live and work at the Bowl, the Evernight Gladitorial Arena. They eat well, have excellent medical care, and attempt to tear each other to shreds on a daily basis.
    Notables: The current Champion is Skurth a.k.a. Deathwise, a morphling with more than 200 kills on his record. He favors the form of a black dragon, but with extra tentacles and teeth.
    Organizations: The Evernight Gladatorial Arena trains morphlings to fight each other and Wilds-caught monsters, for the entertainment of tourists.
    Last edited by sirpercival; 2012-10-07 at 09:39 PM.
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  7. - Top - End - #7
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    Default Re: Magipunk Campaign Setting

    GRUNT

    "Hnrf..."
    -Whorp, grunt for G.E.T.

    A Grunt hits things until they fall down.

    MAKING A GRUNT
    A grunt is good at bashing things until they don't care to be bashed anymore (because they are dead).
    Abilities: Str >> else.
    Races: Any, but usually races with a Strength bonus and an Int penalty.
    Alignment: Any. Grunts do what they're told, usually.
    Starting Gold: As fighter.
    Starting Age: As fighter.

    Class Skills
    The Grunt's class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Concentration (Wis), Martial Lore (Int), Perception (Wis), and Persuasion (Cha).
    Skill Points at 1st Level: (2 + Int) x4
    Skill Points at Each Additional Level: 2 + Int

    Hit Die: d12

    {table=head]Level|BAB|Fort|Ref|Will|Special|Maneuvers Known|Maneuvers Readied|Stances Known
    1 | +1 | +2 | +0 | +0 | Iron recovery 1d4, musclebound| 3 | 2| 1
    2 | +2 | +3 | +0 | +0 | Clobber, hearty whack| 4 | 2| 1
    3 | +3 | +3 | +1 | +1 | Follow-through| 5 | 3| 1
    4 | +4 | +4 | +1 | +1 | Crunch| 5 | 3| 2
    5 | +5 | +4 | +1 | +1 | Swat| 6 | 3| 2
    6 | +6/+1 | +5 | +2 | +2 | Improved clobber| 6 | 3| 2
    7 | +7/+2 | +5 | +2 | +2 | Iron recovery 1d3| 7 | 4| 2
    8 | +8/+3 | +6 | +2 | +2 | Skilled whack 1| 7 | 4| 2
    9 | +9/+4 | +6 | +3 | +3 | Improved swat, thick skull| 8 | 4| 2
    10| +10/+5 | +7 | +3 | +3 | Improved follow-through| 8 | 4| 3
    11| +11/+6/+1 | +7 | +3 | +3 | Improved crunch| 9 | 4| 3
    12| +12/+7/+2 | +8 | +4 | +4 | Punish| 9 | 5| 3
    13| +13/+8/+3 | +8 | +4 | +4 | Iron recovery 1d2| 10| 5| 3
    14| +14/+9/+4 | +9 | +4 | +4 | Skilled whack 2| 10| 5| 3
    15| +15/+10/+5 | +9 | +5 | +5 | Pound| 11| 5| 3
    16| +16/+11/+6/+1 | +10 | +5 | +5 | Improved punish| 11| 5| 4
    17| +17/+12/+7/+2 | +10 | +5 | +5 | Greater follow-through| 12| 6| 4
    18| +18/+13/+8/+3 | +11 | +6 | +6 | Greater crunch, thicker skull| 12| 6| 4
    19| +19/+14/+9/+4 | +11 | +6 | +6 | Iron recovery 1| 13| 6| 4
    20| +20/+15/+10/+5| +12 | +6 | +6 | Greater punish, skilled whack 3| 13| 6| 4[/table]

    Weapon and Armor Proficiencies: A grunt is proficient with simple weapons and martial weapons, all non-exotic armor, and with shields (including tower shields).

    Maneuvers: A grunt begins his career with knowledge of three martial maneuvers. The disciplines available to him are Iron Heart, Iron Tortoise, and Stone Dragon. Once he knows a maneuver, a grunt must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by grunts is considered an extraordinary ability unless otherwise noted in its description. A grunt's maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.

    A grunt learns additional maneuvers at higher levels, as shown on the above table. He must meet a maneuver’s prerequisite to learn it. The highest-level maneuvers he can learn are based on his initiator level, as normal. Upon reaching 4th level, and at every even-numbered grunt level after that (6th, 8th, 10th, and so on), a grunt can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he can learn; he need not replace the old maneuver with a maneuver of the same level.

    Maneuvers readied: A grunt can ready two of his three maneuvers per encounter at level 1, and as he advances in level and learns more maneuvers, he is able to ready more, but still must choose which maneuvers to ready. A grunt readies maneuvers by meditating and exercising for 5 minutes; once readied, the maneuvers remain so until he spends 5 minutes to ready new ones. A grunt begins an encounter with all his maneuvers unexpended, regardless of how many times he might have already used them since he readied them. When he initiates a maneuver, he expends it for the current encounter, so each of his maneuvers can be used once per encounter unless he recovers them (see Iron Recovery, below).

    Stances Known: A grunt begins play with knowledge of one 1st-level stance from any discipline available to him. At 4th, 10th, and 16th level, he can choose additional stances. Unlike maneuvers, stances are not expended, and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he currently uses as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, a grunt cannot learn a new stance at higher levels in place of one he already knows.

    Iron Recovery (Ex): Whenever a grunt initiates a Grunt maneuver, he automatically recovers it 1d4 rounds later if he hasn't already recovered it. Starting at 7th level, he instead recovers it 1d3 rounds later. At 13th level, he recovers it 1d2 rounds later. At 19th level, he recovers it only 1 round later (i.e., the next round after he expends it). For example, a 5th-level grunt initiates Iron Heart Surge to throw off the effects of a hold person spell. He rolls 1d4 and gets a 3; this means he automatically recovers IHS 3 rounds later at the beginning of his turn.

    Musclebound (Ex): At his option, a grunt may use his Strength modifier instead of his Constitution modifier for determining his bonus hit points at each level of Grunt. He may make the choice again for each level of Grunt.

    Clobber (Ex): A grunt is well-versed in using a shield for leverage in combat. While wielding a one-handed or light weapon in one hand and a shield in the other, a grunt of 2nd level or higher adds his shield bonus to the main hand's weapon damage rolls when initiating a strike maneuver.

    Hearty whack (Ex): Beginning at 2nd level, a grunt's combat training allows him to consistently perform at a higher level in battle than others. When making an attack roll, a grunt may choose to roll 4d6 instead of 1d20. Rolls of 4 and 5 are considered critical failures, while a roll of 20 or above is still an automatic hit (and a critical threat for all weapons). A roll of 24 automatically confirms the critical threat.

    Follow-through (Ex): At 3rd level, a grunt learns to follow a strike by his weapon with a strike by his shield. Whenever the grunt successfully attacks an opponent with a one-handed or light weapon in his main hand, if he is wielding a shield in the other hand, he gains an additional shield bash attack against the same opponent at the same attack bonus. A grunt may use this ability a maximum of once per round.

    Crunch (Ex): A grunt of 4th level or higher gains a special benefit when making a bull rush. If he forces an opponent to move into a wall or other solid object, the opponent stops as normal; however, the grunt's momentum crushes it against the wall, dealing an amount of bludgeoning damage equal to 4d6 points + twice the grunt's Strength bonus (if any).

    Swat (Ex): Upon reaching 5th level, a grunt learns to knock enemies away from him with a little effort. By making a single attack as a full-round action, the grunt deals double damage and immediately initiates a bull rush as per the Knockback feat (gaining the normal benefit from using Power Attack, if applicable). This ability may only be used against creatures who are no more than one size category larger than the grunt; for example, a Large grunt could use this ability against creatures of size Huge or smaller.

    Improved clobber (Ex): Beginning at 6th level, a grunt who gains the benefit of his Clobber ability also adds half his shield bonus to the main hand's attack rolls.

    Skilled whack (Ex): Whenever a grunt of 8th level or higher uses his Hearty Whack ability, he may expend a grunt maneuver he has readied to force one of the dice to be an automatic 6 (essentially rolling 3d6+6 instead of 4d6). A maneuver expended this way takes twice the normal time to recover via Iron Recovery. He may use this ability a number of times per day equal to his initiator level, but only once per attack roll. At 14th level, when using this ability, the grunt may instead expend two readied maneuvers to forced two dice to be 6 (rolling 2d6+12); at 20th level, he may instead expend three readied maneuvers to force three dice to be 6 (rolling 1d6+18).

    Improved swat (Ex): Starting at 9th level, a grunt can use his Swat ability against creatures of any size. In addition, the attack deals triple damage instead of double damage.

    Thick skull (Ex): At 9th level, a grunt learns to let his muscles think for him. He may use his Strength modifier in place of his Wisdom modifier on Will saves.

    Improved follow-through (Ex): Upon reaching 10th level, a grunt may use his Follow-through ability when making attacks of opportunity without counting against the once-per-round limit.

    Improved crunch (Ex): Beginning at 11th level, whenever a grunt uses his Crunch ability, he instead deals 8d6 + three times his Strength bonus, and the opponent must make a Fortitude save (DC of damage dealt by this ability) or be dazed for 1 round.

    Punish (Ex): A grunt of 12th level or higher teaches his enemies to regret messing with him. Whenever the grunt targets the same opponent with more than one strike maneuver in the same encounter, he doubles his Strength bonus to damage on the attack.

    Pound (Ex): At 15th level, whenever a grunt damages an opponent with a shield bash attack, the opponent must make a Fortitude save (DC equal to the damage dealt) or be stunned for 1 round.

    Improved punish (Ex): Beginning at 16th level, whenever a grunt gains the benefit of his Punish ability, he instead triples his Strength bonus to damage on the attack.

    Greater follow-through (Ex): At 17th level, a grunt may use his Follow-through ability any number of times per round up to the maximum number of attacks he gains with his main-hand weapon; however, all attacks and Follow-through attacks must be made against the same opponent.

    Greater crunch (Ex): Whenever an 18th-level grunt uses his Crunch ability, he instead deals 12d6 + four times his Strength bonus, and the opponent must make a Fortitude save (DC of damage dealt by this ability) or become paralyzed for 1 round as his body goes into shock.

    Thicker skull (Ex): A grunt of 18th level or higher learns to shrug off punishment that would cripple a lesser man. He may substitute a Fortitude save for a Reflex save once per round.

    Greater punish (Ex): Upon reaching 20th level, whenever a grunt gains the benefit of his Punish ability, he instead quintuples his Strength bonus to damage on the attack

    PLAYING A GRUNT
    A grunt is a melee combatant, designed to wade into combat and send foes flying.
    Combat: The grunt has two possible tracks for combat -- sword & board and two-handed fighting. He can be amazingly effective in either milieu.
    Advancement: A grunt's most likely prestige class is Repo Dog, but many grunts remain single-classed.
    Resources: A grunt's friends are usually other grunts or melee classes.

    GRUNT IN THE WORLD
    "A quote of somebody else talking about your class!"
    -name of quote originator
    A brief description of how your class is persevered in the world and how he interacts with the world.
    Daily Life: Some general information about the typical day in the life of your class.
    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
    Last edited by sirpercival; 2012-10-07 at 09:39 PM.
    (member in good standing of the troll-feeder's guild)

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  8. - Top - End - #8
    Bugbear in the Playground
     
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    Default Re: Magipunk Campaign Setting

    (gotta repost some of these because of MMX being down...)

    MENTALIST

    "To first approximation, all beings are alike; the trick is in enforcing reality to conform to the first approximation."
    -Sarvik Solmon, Professor Emeritus at Elder University, during his lecture series "Mentalism and Conflict".

    A mentalist is one who has learned to use their minds in incredible ways, altering the world around them by looking for universal similarities.

    MAKING A MENTALIST
    A mentalist specializes in playing with other peoples' minds. It's kind of uncanny.
    Abilities: Intelligence, Intelligence, Intelligence.
    Races: Any.
    Alignment: Any.
    Starting Gold: As psion.
    Starting Age: As psion.

    Class Skills
    The Mentalist's class skills (and the key ability for each skill) are Athletics (Str), Concentration (Wis), Negotiation (Cha), Perception (Wis), Profession (Wis), Psi (Int), and Scholarship (Int).
    Skill Points at 1st Level: (2 + Int) x4
    Skill Points at Each Additional Level: 2 + Int

    Hit Die: d4

    {table=head]Level|BAB|Fort|Ref|Will|Special|PP/day|PowKno|MaxPowLvl
    1 | +0 | +0 | +0 | +2 | Hyperawareness (skills), similarization +1| 2 | 2 | 1st
    2 | +1 | +0 | +0 | +3 | Mindspike| 6 | 3 | 1st
    3 | +1 | +1 | +1 | +3 | Resonance 1| 11 | 4 | 2nd
    4 | +2 | +1 | +1 | +4 | Mindwhirl| 17 | 6 | 2nd
    5 | +2 | +1 | +1 | +4 | Similarization +2| 25 | 8 | 3rd
    6 | +3 | +2 | +2 | +5 | Memorize (move)| 35 | 10| 3rd
    7 | +3 | +2 | +2 | +5 | Extra focus| 46 | 12| 4th
    8 | +4 | +2 | +2 | +6 | Hyperawareness (Reflex saves)| 58 | 14| 4th
    9 | +4 | +3 | +3 | +6 | Similarization +3| 72 | 16| 5th
    10| +5 | +3 | +3 | +7 | Brainspike| 88 | 18| 5th
    11| +5 | +3 | +3 | +7 | Resonance 2| 106| 20| 6th
    12| +6/+1 | +4 | +4 | +8 | Memorize (swift)| 126| 21| 6th
    13| +6/+1 | +4 | +4 | +8 | Similarization +4| 147| 22| 7th
    14| +7/+2 | +4 | +4 | +9 | Extra focus| 170| 23| 7th
    15| +7/+2 | +5 | +5 | +9 | Hyperawareness (initiative)| 195| 24| 8th
    16| +8/+3 | +5 | +5 | +10| Brainwhirl| 221| 25| 8th
    17| +8/+3 | +5 | +5 | +10| Similarization +5| 250| 26| 9th
    18| +9/+4 | +6 | +6 | +11| Memorize (immediate)| 280| 27| 9th
    19| +9/+4 | +6 | +6 | +11| Resonance 3| 311| 28| 9th
    20| +10/+5| +6 | +6 | +12| Assumption| 343| 29| 9th[/table]

    Weapon and Armor Proficiencies: Mentalists are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

    Power Points/Day: A mentalist's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table above. In addition, he receives bonus power points per day if he has a high Intelligence score. His race may also provide bonus power points per day, as may certain feats and items.

    Powers Known: A mentalist begins play knowing two mentalist powers of his choice. Each time he achieves a new level, he unlocks the knowledge of new powers, chosen from the mentalist power list. A mentalist can manifest any power that has a power point cost equal to or lower than his manifester level. The number of times a mentalist can manifest powers in a day is limited only by his daily power points. A mentalist simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against mentalist powers is 10 + the power’s level + the mentalist's Intelligence modifier.

    Maximum Power Level Known: A mentalist begins play with the ability to learn 1st-level powers. As he attains higher levels, a mentalist may gain the ability to master more complex powers. To learn or manifest a power, a mentalist must have an Intelligence score of at least 10 + the power’s level.

    Hyperawareness (Ex): A mentalist can enter a state of focus in which he is in tune with his surroundings to almost mythic proportions. Whenever a mentalist is psionically focused, he gains an insight bonus equal to Intelligence modifier on Perception checks. At 8th level, his awareness improves, granting him an insight bonus equal to Intelligence modifier on Reflex saves while psionically focused. Finally, at 15th level, he gains an insight bonus equal to his Intelligence modifier on initiative checks whenever he is psionically focused.

    Similarization (Ex): In his state of extreme concentration, a mentalist can see the underlying similarities between all things, allowing him to exploit these similarities to his advantage. Whenever he manifests a power, a mentalist may expend psionic focus to gain a +1 bonus to his manifester level for that power; this bonus increases by an additional +1 for every 4 levels after 1st. Alternatively, he can expend his psionic focus while manifesting a mind-affecting power to allow him to use that power on a creature which is normally immune to mind-affecting effects, though the creature receives a +4 bonus on its save.

    Mindspike (Su): Beginning at 2nd level, a mentalist can use the immediacy of contact to cause damage to his opponent's psyche. The mentalist may expend his psionic focus and make a melee touch attack as a standard action to deal 1d4 Intelligence damage to his target.

    Resonance (Ex): At 3rd level, a mentalist learns how to capitalize on the resonance between his mind and the essence of his targets. Whenever a creature fails a save against one of his powers, that creature gains a Resonance point for 24 hours. A creature receives a -1 penalty on all saves against the mentalist's powers for each Resonance point it has. At 11th level, each failed save grants the target 2 Resonance points, and at 18th level it increases again to 3 Resonance points per failed save.

    Mindwhirl (Su): Once a mentalist of 4th level or higher has established Resonance with a creature, it becomes easier to affect them with his powers. As a standard action, a mentalist can expend his psionic focus to damage the mind of a creature currently affected by his Resonance ability. The target takes a number Intelligence damage equal to the number of Resonance points the creature currently has, with no save. This removes all Resonance points from the target.

    Memorize (Su): Beginning at 6th level, a mentalist learns to memorize his surroundings in great detail, and by enforcing similarity between himself and a particular location he has memorized, he causes the greater to bridge the gap to the lesser. Whenever the mentalist gains psionic focus, he may choose to memorize the square he is in at the time. If he does so, at any later date, he may expend psionic focus as a move action to instantly teleport himself to the memorized square, provided the square is within 10 feet per class level of his current location. The memorization lasts indefinitely, until the mentalist chooses to memorize a new square. At 12th level, the mentalist may teleport as a swift action instead of a move action. At 18th level, he becomes able to teleport as an immediate action instead of a swift action, allowing him to avoid an attack of which he is aware if he so chooses (and has a focus to expend).

    Extra focus (Ex): At 7th level, and again at 14th level, the number of simultaneous psionic foci that a mentalist can gain is increased by one.

    Brainspike (Su): Beginning at 10th level, whenever a mentalist uses his Mindspike ability, he deals 1d4 each Charisma and Wisdom damage in addition to the Intelligence damage with a successful melee touch attack.

    Brainwhirl (Su): Whenever a mentalist of 16th level or higher uses his Mindwhirl ability, he additionally deals an amount of Charisma and Wisdom damage equal to the amount of Resonance points the target has. This removes all Resonance points as normal.

    Assumption (Su): Upon reaching 20th level, a mentalist has such an awareness and understanding of other creatures' psyches that he learns how to draw upon their mental energies for himself. As a full-round action, the mentalist may expend three psionic foci to force an opponent with which he has Resonance to make a Will save (DC 10 + 1/2 mentalist level + Intelligence modifier), subject to the penalty from Resonance. If the opponent fails the save, all the creature's Resonance points are removed, the opponent's Intelligence is reduced to 1 for 1d4 minutes, and the mentalist gains a bonus to Intelligence equal to the number of Resonance points the creature had, for the same length of time. Any existing Intelligence damage the creature suffered before being subject to his ability is suppressed for the duration of the effect, though any new Intelligence damage applies normally. A mentalist cannot benefit from more than one Intelligence bonus due to this ability at any given time; if two or more uses of this ability overlap, the mentalist benefits from the largest bonus only.

    PLAYING A MENTALIST
    A mentalist is a subtle and powerful psionicist, able to control his friends and enemies alike.
    Combat: While the mentalist has a repertoire of abilities (such as mindspike and mindwhirl) which can be used against his enemies, his primary modus operandi will always be his psionic powers.
    Advancement: A mentalist has a variety of options, from the Neuromancer to the Cogitant.
    Resources: A mentalist has many friends, some of whom I'm sure he obtained legitimately.

    MENTALIST IN THE WORLD
    "A quote of somebody else talking about your class!"
    -name of quote originator
    A brief description of how your class is persevered in the world and how he interacts with the world.
    Daily Life: Some general information about the typical day in the life of your class.
    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    MENTALIST POWER LIST
    1st level
    Spoiler
    Show

    Alarm, Psionic
    Astral Traveler
    Attraction
    Burst
    Call to Mind
    Call Weaponry
    Catfall
    Charm, Psionic
    Comprehend Languages, Psionic
    Conceal Thoughts
    Daze, Psionic
    Deceleration
    Demoralize
    Destiny Dissonance
    Detect Psionics
    Detect Secret Doors, Psionic
    Detect Snares and Pits, Psionic
    Detect Teleportation
    Detect Undead, Psionic
    Dimension Hop
    Dimensional Pocket
    Disable
    Dissipating Touch
    Distract
    Déjà Vu
    Eidetic Lock
    Empathy
    Empty Mind
    Float
    Know Direction and Location
    Mind Thrust
    Mindlink
    Missive
    Precognition
    Precognition, Defensive
    Precognition, Offensive
    Prescience, Offensive
    Primal Feat
    Protection from Evil, Psionic
    Protection from Good, Psionic
    Sense Link
    Skate
    Speak With Animals, Psionic
    Stygian Discernment
    Synchronicity
    Telempathic Projection

    2nd level
    Spoiler
    Show

    Anticipatory Strike
    Aversion
    Bestow Power
    Brain Lock
    Call Armor
    Clairvoyant Sense
    Cloud Mind
    Detect Hostile Intent
    Dimension Swap
    Ego Whip
    Elemental Steward
    Evade Attack
    Feat Leech
    Find Traps, Psionic
    Foretelling
    Helmsman
    Id Insinuation
    Identify, Psionic
    Incite Bravery
    Inflict Pain
    Knock, Psionic
    Larval Flayers
    Levitate, Psionic
    Mental Disruption
    Missive, Mass
    Object Reading
    Psionic Lock
    Psychic Beacon
    Psychoportive Shelter
    Read Thoughts
    Recall Agony
    See Invisibility, Psionic
    Sense Link, Forced
    Sensitivity to Psychic Impressions
    Serenity
    Suggestion, Psionic
    Thought Shield
    Tongues, Psionic
    Waking Dream
    Zone of Alertness
    Zone of Truth, Psionic

    3rd level
    Spoiler
    Show

    Astral Caravan
    Cerebral Phantasm
    Contrarian Urge
    Crisis of Breath
    Danger Sense
    Darkvision, Psionic
    Destiny’s Trail
    Dimension Twister
    Empathic Transfer, Hostile
    Escape Detection
    Exhalation of the Bronze Dragon
    False Sensory Input
    Fate Link
    Mental Barrier
    Mental Turmoil
    Mind Trap
    Moment of Insight
    Perfect Archery
    Prowess
    Psionic Blast
    Psychic Containment
    Realized Potential
    Sense Danger
    Solicit Psicrystal
    Speak With Dead, Psionic
    Time Hop
    Ubiquitous Vision
    Wall Walker

    4th level
    Spoiler
    Show

    Aura Sight
    Anchored Navigation
    Blackwater Mind
    Correspond
    Death Urge
    Detect Remote Viewing
    Dimension Door, Psionic
    Dimension Slide
    Dimensional Anchor, Psionic
    Discern Lies, Psionic
    Dismissal, Psionic
    Divination, Psionic
    Dominate, Psionic
    Empathic Feedback
    Fly, Psionic
    Freedom of Movement, Psionic
    Mindlink, Thieving
    Mind's Eye
    Mindwipe
    Modify Memory, Psionic
    Personality Parasite
    Power Leech
    Psychic Reformation
    Remote Viewing
    Schism
    Shadow Eft
    Suggestion, Implanted
    Trace Teleport

    5th level
    Spoiler
    Show

    Anticipatory Strike
    Baleful Teleport
    Catapsi
    Change Fate
    Clairtangent Hand
    Ethereal Agent
    Feather Weight
    Metaconcert
    Mind Probe
    Plane Shift, Psionic
    Power Resistance
    Protection From Psionics
    Psychic Crush
    Psychotic Break
    Second Chance
    Shadow Walk, Psionic
    Shatter Mind Blank
    Steadfast Perception
    Suppress Legacy, Psionic
    Teleport Trigger
    Teleport, Psionic
    Temporal Reiteration
    Tower of Iron Will
    True Seeing, Psionic

    6th level
    Spoiler
    Show

    Aura Alteration
    Analyze Dweomer, Psionic
    Banishment, Psionic
    Cloud Mind, Mass
    Contingency, Psionic
    Co-Opt Concentration
    Disintegrate, Psionic
    Ethereal Abduction
    Helmsman, True
    Inconstant Location
    Mind Switch
    Overland Flight, Psionic
    Perfect Riposte
    Precognition, Greater
    Psychometry
    Remote View Trap
    Retrieve
    Temporal Acceleration

    7th level
    Spoiler
    Show

    Crisis of Life
    Decerebrate
    Divert Teleport
    Dream Travel
    Ethereal Jaunt, Psionic
    Fate of One
    Insanity
    Mind Blank, Personal
    Moment of Prescience, Psionic
    Phase Door, Psionic
    Planar Champion
    Power Thief
    Sequester, Psionic
    Ultrablast

    8th level
    Spoiler
    Show

    Bend Reality
    Chaos Fissure
    Hypercognition
    Mind Blank, Psionic
    Mind Seed
    Recall Death
    Sever Legacy, Psionic
    Spirit of War
    Teleport, Psionic Greater
    Time Hop, Mass

    9th level
    Spoiler
    Show

    Apopsi
    Etherealness, Psionic
    Microcosm
    Metafaculty
    Mind Switch, True
    Psychic Chirurgery
    Reality Revision
    Teleportation Circle, Psionic
    Time Regression
    Timeless Body
    Urge Extermination
    Last edited by sirpercival; 2013-01-25 at 04:08 PM.
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  9. - Top - End - #9
    Bugbear in the Playground
     
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    Oct 2011

    Default Re: Magipunk Campaign Setting

    many thanks to Jackinthegreen for writing the opening flavor text!

    SYNTHEVOLVER

    "Don't be silly -- if we were meant to evolve naturally, why would God have given us subdermal implants?"
    -Stellan Mechus, mechanosynth

    There are those beings that are not satisfied with the bodies they have been given, and seek to improve them; thus is born a Synthevolver, who attempts to achieve the next stage of evolution artificially.

    Adventures: Synthevolvers most often adventure to prove themselves and test their newfound abilities. While they might have heroic streaks, most mainly want to push themselves and achieve what they didn’t think they could do in their normal bodies.

    Characteristics: Much like actual evolution, synthevolvers have many possible options but will tend to specialize to occupy a niche role. One synth might become a veritable tank, impervious to attack while simultaneously destroying all in its path. Another might master the art of stealth and blend into the shadows, only to strike at the most opportune time. Still others focus on incapacitating their foes through the Mutagenic Strike ability and its associated evolutions.

    Alignment: Synthevolvers may be of any alignment. Good synths tend to adventure to fight evil, and even have the option to ascend to a higher state of being in that pursuit. Lawful synths are protectors of their lands and people. Chaotic synths might simply wander, looking for the next chance to prove themselves. Evil synths use their powers to oppress and victimize others for their own gains, and can take on fiendish characteristics (if they are that malicious).

    Religion: Synthevolvers revere and despise higher powers in equal measure. Some believe that their enhancements are gifts, while others might be spiteful of greater beings that didn’t provide them with an adequate body in the first place.

    Background: The want or need to drastically change oneself to achieve a goal often results in a synthevolver, but such a drive can arise from widely disparate paths. Some synths come from disadvantaged backgrounds, obtaining black-market evolves from shady xenoalchemists and joining gangs of synth bullies preying on the devolved. Others might have rich parents paying for enhancements, toys for the wealthy who have little else of meaning but their own bodies.

    Races: Any, but usually human. Humans have the greatest tendency to dislike their own body image. Dwarves might become synthevolvers out of practicality. Some other races, especially elves, rarely take up the mantle of synthevolvers because they dislike artificially improving their bodies, and would rather improve upon them naturally. Beyond those who are merely uncomfortable with replacing body parts in favor of new structures, some creatures might attack a synth on sight due to believing a body part was actually harvested from another creature. Such encounters are rare because the practice has been banned for decades in favor of creating the parts on their own, but there are always a few who do actually use pieces from a once-functioning creature, particularly when purchasing black-market evolves.

    Other Classes: Most classes respect the power and versatility a synthevolver can bring. Exceptions to this are classes who focus on improving the self through discipline or training and classes that revere nature and see most synths as abominations, depending on how one got the evolutions. Despite these hardships, synths are accepting of diversity and can sometimes even change their own bodies to suit the needs of a stalwart group.

    Role: The versatility inherent in synthevolvers allows them the potential to fill multiple roles, though not many at once usually. Combat specialists, scouts, negotiators, and stealth operatives are all roles that a synth can fulfill.

    Adaptation: Synthevolvers can be adapted to fantasy settings like D&D by turning the Mechanosynth evolves into something more fitting for the setting and renaming them, such as magically-enhanced limbs made from treated wood or metal similar to Warforged parts.

    The biosynth path usually needs very little adaptation to work in various settings. The character can be thought of as actually forcing its own “evolution” through various means including purely willing its own body to change. Alternately, a biosynth might be an exceptional individual or even a mutant who discovers and grows into his body’s abilities.

    MAKING A SYNTHEVOLVER
    A synthevolver can specialize to fill nearly any party role. Evolution can take wildly divergent paths, and each synth realizes their dream differently.
    Abilities: The most important ability scores depend on the synth's chosen role, but Constitution is useful for everyone (and sets the save DC of the Mutagenic Strike).
    Races: Any, but usually human. Humans have the greatest tendency to dislike their own body image.
    Alignment: Any.
    Starting Gold: As cleric.
    Starting Age: As cleric.

    Class Skills
    The Synthevolver's class skills (and the key ability for each skill) are Acrobatics (Dex), Animal Affinity (Cha), Athletics (Str), Engineering (Int), Gather Information (Cha), Heal (Wis), Negotiation (Cha), Perception (Wis), Persuasion (Cha), Profession (Wis), Stealth (Dex), and Thievery (Dex).
    Skill Points at 1st Level: (4 + Int) x4
    Skill Points at Each Additional Level: 4 + Int

    Hit Die: d8

    {table=head]Level|BAB|Fort|Ref|Will|Special|Evolves|EvolStage
    1 | +0 | +2 | +2 | +0| Artificial selection, evolution 0, mutagenic strike (fatigue)| --| --
    2 | +1 | +3 | +3 | +0| Next stage, resilience (1/hour)| 1 | 1
    3 | +2 | +3 | +3 | +1| Mutagenic strike (sicken)| 2 | 1
    4 | +3 | +4 | +4 | +1| Evolution 0 (+1 size)| 3 | 1
    5 | +3 | +4 | +4 | +1| Resilience (1/30 minutes)| 4 | 1
    6 | +4 | +5 | +5 | +2| Mutagenic strike (weaken)| 5 | 1
    7 | +5 | +5 | +5 | +2| Evolution 0 (+2 size, +1 attack)| 6 | 1
    8 | +6/+1 | +6 | +6 | +2| Next stage, resilience (1/10 minutes)| 7 | 2
    9 | +6/+1 | +6 | +6 | +3| Mutagenic strike (exhaust)| 8 | 2
    10| +7/+2 | +7 | +7 | +3| Evolution 0 (+3 size), improved mutagen| 9 | 2
    11| +8/+3 | +7 | +7 | +3| Resilience (1/minute)| 10| 2
    12| +9/+4 | +8 | +8 | +4| Mutagenic strike (nauseate)| 11| 2
    13| +9/+3 | +8 | +8 | +4| Evolution 0 (+4 size, +2 attacks)| 12| 2
    14| +10/+5 | +9 | +9 | +4| Next stage, resilience (1/5 rounds)| 13| 3
    15| +11/+6/+1 | +9 | +9 | +5| Mutagenic strike (paralyze)| 14| 3
    16| +12/+7/+2 | +10| +10 | +5| Evolution 0 (+5 size)| 15| 3
    17| +12/+7/+2 | +10| +10 | +5| Resilience (1/round)| 16| 3
    18| +13/+8/+3 | +11| +11 | +6| Mutagenic strike (debilitate)| 17| 3
    19| +14/+9/+4 | +11| +11 | +6| Evolution 0 (+6 size, +3 attacks)| 18| 3
    20| +15/+10/+5| +12| +12 | +6| Final ascension, unstable mutagen| 18| 3[/table]

    Weapon and Armor Proficiencies: A synthevolver is proficient with simple weapons, light and medium armor, and shields (but not tower shields).

    Artificial selection: Upon entering the class, a synthevolver chooses which of two paths to follow to achieve the next stage of evolution. He may choose to be a biosynth, who replaces portions of his own anatomy with pieces of creatures or other organic materials, or he may become a mechanosynth, implanting machinery and other metallic constructions into his flesh. Once made, this choice cannot be altered. A synthevolver also gains the Augmented subtype, as well as a +2 bonus to Fortitude saves.

    Evolution 0 (Ex): The first change a synthevolver carries out is to give himself a means of defending himself, by way of a natural attack mode. A biosynth chooses between 2 claw attacks that deal 1d4 damage, or a bite attack that deals 1d8 damage; a mechanosynth chooses between a slam attack that deals 1d6 damage, or an armblade.

    An armblade is a light or one-handed melee weapon of the mechanosynth's choice, attached at the end of the arm. The mechanosynth is proficient with the weapon unless it is an exotic weapon (in which case he must have the Exotic Weapon Proficiency feat). While the armblade is attached, a mechanosynth cannot be disarmed of the armblade, but he also cannot use that hand for other tasks without removing the armblade, which takes a standard action (attaching it is a move action and counts as drawing a weapon). In addition, the mechanosynth gain a +2 bonus on opposed attack rolls made to disarm an opponent.

    Every three levels after first, the base damage of the evolution 0 attack increases by one size category. In addition, at 7th, 13th, and 19th level, the synthevolver gains an additional attack with his evolution 0 attack mode.

    Mutagenic strike (Ex): A synthevolver can temporarily alter an opponent's DNA with a successful attack. Whenever a synthevolver successfully strikes an opponent with his evolution 0 attack, he may force the opponent to make a Fortitude save (DC 10 + 1/2 synthevolver level + Con modifier) or become fatigued for 1 round per synthevolver level. Multiple uses of this ability to apply the same condition to the same creature do not stack (this is an exception to the usual rule that anything that would normally cause fatigue to a fatigued creature causes the target to become exhausted).

    At higher levels, the synthevolver may attempt to apply different conditions instead. At 3rd level, he may attempt to sicken a target; at 6th level, he may attempt to weaken a target (applying a -4 penalty to any one physical ability score); at 9th level, he may attempt to exhaust a target; at 12th level, he may attempt to nauseate a target; at 15th level, he may attempt to paralyze a target; and at 18th level, he may attempt to debilitate a target (applying a -8 penalty to all physical ability scores). The synthevolver may apply different conditions to the same target with different uses of this ability.

    Evolution: At 2nd level, a synthevolver begins to replace portions of their anatomy with superior versions, either organic (biosynth) or metallic (mechanosynth). The synthevolver may add a new evolve from the indicated and appropriate list at every level except 1st and 20th; he may choose an evolve from a lower-level list if he desires.

    Resilience (Ex): Beginning at 2nd level, a synthevolver begins to heal ability damage more quickly than normal. He heals 1 point of ability damage every hour. At 5th level, this increases to 1 point of ability damage every 30 minutes; at 8th, it becomes 1 point every 10 minutes; at 11th, 1 point every minute; at 14th, 1 point every 5 rounds; and at 17th, a synthevolver heals 1 point of ability damage every round.

    Next stage: At 2nd level level, a synthevolver begins to differentiate himself from his original species. A biosynth gains darkvision out to 60 feet if he does not have it already, and a mechanosynth gains immunity to sleep effects. At 8th level, the distinction becomes much more pronounced; a biosynth's type changes to aberration, while a mechanosynth's type changes to construct, with the living construct subtype (gaining the appropriate immunities). At 14th level, the separation is complete -- both biosynths and mechanosynths have alien, inscrutable mentalities, and become immune to mind-affecting effects.

    Improved mutagen (Ex): The mutagenic strike of a synthevolver of 10th level or higher becomes harder for an opponent to shake off. Whenever the synthevolver successfully applies a mutagenic condition to an opponent, that condition cannot be removed in any way (including through magic such as the restoration spell) until the duration wears off. In addition, the synthevolver's mutagenic conditions can affect creatures that are normally immune to those conditions (such as a warforged who is normally immune to fatigue), but such creatures receive a +4 bonus on their Fortitude save to resist.

    Final ascension: At 20th level, a synthevolver has achieved his goal of assisted personal evolution. He gains a final evolve from the appropriate list.

    Unstable mutagen (Ex): Whenever a 20th-level synthevolver successfully uses his mutagenic strike on an opponent, that opponent gains one negative level (or two negative levels on a critical hit) as their essence is destabilized.


    SYNTHEVOLVER ACF: MUTAGENIC AURA
    Some synthevolvers prefer not to get their fists dirty wading into battle, and turn their mutagenic abilities in a different direction than offense. These synthevolvers instead develop a mutagenic aura which bolsters their allies.

    Level: 1st.
    Special Requirement: Cha 13+.
    Replaces: The synthevolver no longer receives the benefit of the mutagenic strike, improved mutagen, and unstable mutagen class features.
    [b]Benefit:[b] The synthevolver learns to project a mutagenic aura that strengthens and removes irregularities in her allies' DNA, granting benefits to all allies within 60 feet (including the synthevolver). The synthevolver learns 1 aura from the list below at 1st level; she gains access to different effects over the course of her career, learning an additional aura every 3 synthevolver levels (at 3rd, 6th, 9th, etc).

    Each aura allows the synthevolver and her allies to apply her Charisma bonus to certain rolls. The bonuses granted are circumstance bonuses, which do not stack with each other.

    Projecting a mutagenic aura is a swift action, and the synthevolver can have an aura active continuously, even if she is unconscious or otherwise unable to act (but not if she is dead). The synthevolver can project a single aura at a time at 1st level, and gains the ability to project two auras simultaneously at 10th level, and three auras simultaneously at 20th.

    Mutagenic Auras
    Spoiler
    Show
    • Accurate Strike: Bonus on rolls made to confirm critical hits.
    • Art of War: Bonus on disarm, trip, bull rush, and sunder attempts.
    • Blitz: Bonus to damage rolls against flat-footed opponents.
    • Combat Tactics: Bonus to damage rolls on attacks of opportunity.
    • Demand Fortitude: Bonus on Fortitude saves.
    • Determined Caster: Bonus on rolls to overcome spell resistance.
    • Determined Manifester: Bonus on rolls to overcome power resistance.
    • Distant Aim: Bonus to ranged attack rolls. This cannot raise a character's ranged attack modifier above his or her normal ranged attack modifier within the first range increment.
    • Force of Will: Bonus on Will saves.
    • Lethal Strike: Bonus to damage rolls on confirmed critical hits.
    • Long Haul: Bonus to Strength for the purpose of carrying capacity. Bonus to checks and rolls modified by the Endurance feat.
    • Master of Opportunity: Bonus to Armor Class against attacks of opportunity.
    • Master of Tactics: Bonus on damage rolls when flanking.
    • Motivate Charisma: Bonus on Charisma checks and Charisma-based skill checks.
    • Motivate Constitution: Bonus on Constitution checks and Constitution-based skill checks.
    • Motivate Dexterity: Bonus on Dexterity checks and Dexterity-based skill checks (including initiative checks).
    • Motivate Intelligence: Bonus on Intelligence checks and Intelligence-based skill checks.
    • Motivate Strength: Bonus on Strength checks, Strength-based skill checks, and grapple checks.
    • Motivate Wisdom: Bonus on Wisdom checks and Wisdom-based skill checks.
    • Over the Top: Bonus on damage rolls when charging.
    • Reliable Strike: Double bonus to percentile miss chance rolls.
    • Sublime Focus: Bonus on skill checks made as part of maneuvers.
    • Tough It Out: Double bonus to current and maximum hit points. These hit points are not lost first like temporary hit points, and disappear when the aura is lost.
    • Warning Shout: Bonus to Armor Class while denied Dexterity to AC. This cannot raise a character's Armor Class above his or her normal Armor Class. Still considered denied Dex to AC.
    • Watchful Eye: Bonus on Reflex saves.


    At 20th level, as a swift action the synthevolver can forgo the effect of one or more of her normal active mutagenic auras to apply a single evolve she has to all allies within the range of her mutagenic aura. The allies must meet the prerequisite of that evolve to gain the benefit. The synthevolver forgoes the effect of a number of auras equal to the stage of the granted evolve (she may choose which aura effects to forgo). Resuming the normal aura effects requires an additional swift action.
    Last edited by sirpercival; 2013-05-18 at 03:26 PM.
    (member in good standing of the troll-feeder's guild)

    I am the assassin of productivity.

    Super boss Muscle Wizard avvie by Ceika.

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  10. - Top - End - #10
    Bugbear in the Playground
     
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    Default Re: Magipunk Campaign Setting

    Biosynth Evolves

    Stage I
    Spoiler
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    Arm Membranes
    Prerequisites: None.
    Benefit: You gain a +10 racial bonus on Athletics checks for jumping. You can also use your membranes to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 30 feet with average maneuverability. Even if your maneuverability improves, you can’t hover while gliding. You can’t glide while carrying a medium or heavy load. If you become unconscious or helpless while in midair, your membranes naturally unfurl, and powerful ligaments stiffen them. You descend slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.

    Chameleon
    Prerequisites: None.
    Benefit: You gain a +4 bonus to Stealth and Persuasion checks.

    Elven Eyes
    Prerequisites: None.
    Benefit: You gain low-light vision.

    Extra Reserves
    Prerequisites: Base Fortitude save +3.
    Benefit: You are immune to fatigue.

    Fast Twitch Muscle
    Prerequisites: None.
    Benefit: Your Dexterity increases by 2 points.
    Special: You can choose this evolve multiple times; its effects stack.

    Fins
    Prerequisites: None.
    Benefit: You gain a +8 bonus on Athletics checks to swim.

    Junk DNA
    Prerequisites: None.
    Benefit: Choose a race. You count as a member of that race for the purpose of qualifying for feats, prestige classes, racial substitution levels, magic items, and the like.
    Special: You may choose this evolve multiple times; each time, choose a different race.

    Pheromones
    Prerequisites: None.
    Benefit: You can generate a pheromone spray a number of times per day equal to your Charisma modifier. The spray acts as an inhaled poison; anyone who inhales it must make a Will save (DC 10 + 1/2 synthevolver level + Cha modifier) or be affected as by charm person. You are immune to your own pheromone spray, and the caster level for the effect is equal to your synthevolver level.
    Special: You can choose this evolve multiple times; each time, you gain 2 additional uses of the pheromone spray.

    Pixie Skin
    Prerequisites: None.
    Benefit: Your Charisma increases by 2 points.
    Special: You can choose this evolve multiple times; its effects stack.

    Reinforced Tendons
    Prerequisites: None.
    Benefit: Your Constitution increases by 2 points.
    Special: You can choose this evolve multiple times; its effects stack.

    Slow Twitch Muscle
    Prerequisites: None.
    Benefit: Your Strength increases by 2 points.
    Special: You can choose this evolve multiple times; its effects stack.

    Spell-dodge
    Prerequisites: Base Reflex save +4.
    Benefit: You gain the evasion ability, which functions no matter what armor you wear.

    Spell-shrug
    Prerequisites: Base Fortitude save +4.
    Benefit: You gain the mettle ability.

    Spider Hair
    Prerequisites: None.
    Benefit: You gain a +4 bonus on Athletics checks for climbing; in addition, you gain tremorsense with a range of 20 feet.
    Special: You can choose this evolve multiple times; its effects stack.

    Swiftness
    Prerequisites: None.
    Benefit: Your base land speed increases by 10 feet.
    Special: You can choose this evolve multiple times; its effects stack.

    Toughened Flesh
    Prerequisites: None.
    Benefit: You gain a +1 natural armor bonus, or your existing natural armor bonus increases by +1.
    Special: You can choose this evolve multiple times; its effects stack.


    Stage II
    Spoiler
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    Badger Claws
    Prerequisites: None.
    Benefit: You gain a burrow speed of 30 feet.

    Blindsight
    Prerequisites: Elven Eyes or racial low-light vision.
    Benefit: You gain blindsight with a range of 30 feet.

    Bright Soul
    Prerequisites: Any non-evil alignment.
    Benefit: You gain a +4 bonus on saves against negative energy effects, death effects, and energy drain.
    Special: You cannot choose both this evolve and Dark Soul.

    Dark Soul
    Prerequisites: Any non-good alignment.
    Benefit: You are healed by negative energy and harmed by positive energy as if you were an undead creature. In addition, you gain a +4 bonus on saves against positive energy effects (such as cure light wounds).
    Special: You cannot choose both this evolve and Bright Soul.

    Dispersion
    Prerequisites: None.
    Benefit: Your body parts can separate into a swarm of tiny-sized creatures. You gain the swarm subtype, but lose any flight speed that you might have had.

    Enhanced Pheromones
    Prerequisites: Pheromones.
    Benefit: Your pheromone spray improves; anyone who fails their save is affected as if by charm monster instead of charm person.

    Gills
    Prerequisites: Fins.
    Benefit: You gain a swim speed of 30 feet, and can breathe underwater.

    Improved Fast Twitch Muscle
    Prerequisites: Fast Twitch Muscle.
    Benefit: Your Dexterity increases by 4 points.
    Special: You can choose this evolve multiple times; its effects stack.

    Improved Pixie Skin
    Prerequisites: Pixie Skin.
    Benefit: Your Charisma increases by 4 points.
    Special: You can choose this evolve multiple times; its effects stack.

    Improved Reinforced Tendons
    Prerequisites: Reinforced Tendons.
    Benefit: Your Constitution increases by 4 points.
    Special: You can choose this evolve multiple times; its effects stack.

    Improved Slow Twitch Muscle
    Prerequisites: Slow Twitch Muscle.
    Benefit: Your Strength increases by 4 points.
    Special: You can choose this evolve multiple times; its effects stack.

    Long Arms
    Prerequisites: None.
    Benefit: Your natural reach increases by 5 feet. You can still attack enemies adjacent to you.

    Primordial Soup
    Prerequisites: None.
    Benefit: You can revert yourself to a more primitive form. You type changes to ooze. You Evolution 0 natural attack becomes a slam instead of a bite or claw, and you gain the engulf ability. If you have a poison or the pheromones evolve, any creature affected by your engulf ability is subject to the poison or pheromones.

    Spell-miss
    Prerequisites: Spell-dodge, base Reflex save +8.
    Benefit: You gain the improved evasion ability, which functions no matter what armor you wear.

    Spell-slip
    Prerequisites: Base Will save +4.
    Benefit: You gain the slippery mind ability.

    Spider Legs
    Prerequisites: Spider Hair.
    Benefit: You gain a climb speed of 30 feet, and the range of your tremorsense increases to 50 feet.

    Tentacles
    Prerequisites: None.
    Benefit: Two tentacles sprout from between your shoulder blades. You gain two tentacle natural attacks which do 1d8 base damage. The tentacles have 5 feet longer reach than your evolution 0 attacks, but cannot be used to attack creatures adjacent to you.
    Special: You can choose this evolve multiple times; each time after the first, you gain an additional tentacle and associated attack.

    Tougher Flesh
    Prerequisites: Toughened Flesh.
    Benefit: Your existing natural armor bonus increases by +3.
    Special: You can choose this evolve multiple times; its effects stack.

    Troll Blubber
    Prerequisites: None.
    Benefit: You gain fast healing 3.
    Special: You can choose this evolve multiple times; each time your fast healing increases by 3.

    Wings
    Prerequisites: Arm Membranes.
    Benefit: You gain a fly speed of 30 feet (perfect maneuverability).


    Stage III
    Spoiler
    Show

    Advanced Dispersion
    Prerequisites: Dispersion.
    Benefit: You can split yourself into even smaller parts. You gain the swarm subtype, but your individual parts are now Diminutive-sized, and so are immune to weapon damage. You lose access to your evolution 0 natural attack while in this form, but gain a swarm attack which does 1d6 base damage (increased as your evolution 0 attack is) and nauseates any creatures that fail a Fort save. If you have a poison, it is also delivered via the Swarm attack.

    Boost
    Prerequisites: Badger Claws, Gills, Spider Legs, or Wings.
    Benefit: You gain a 10 foot increase in speed for all of your movement modes.
    Special: You can choose this evolve multiple times; its effects stack.

    Extraordinary Pheromones
    Prerequisites: Enhanced Pheromones.
    Benefit: Your pheromone spray improves again. Anyone who fails their save is affected as if by dominate person; if they are non-humanoids, they are affected by charm monster instead.

    Font of Light
    Prerequisites: Bright Soul.
    Benefit: You are immune to negative energy effects and damage, death effects, and energy drain. You gain a +4 bonus against other necromancy effects.
    Special: You can't choose both this evolve and Shadowed Being.

    Greater Fast Twitch Muscle
    Prerequisites: Improved Fast Twitch Muscle.
    Benefit: Your Dexterity increases by 6 points.
    Special: You can choose this evolve multiple times; its effects stack.

    Greater Pixie Skin
    Prerequisites: Improved Pixie Skin.
    Benefit: Your Charisma increases by 6 points.
    Special: You can choose this evolve multiple times; its effects stack.

    Greater Reinforced Tendons
    Prerequisites: Improved Reinforced Tendons.
    Benefit: Your Constitution increases by 6 points.
    Special: You can choose this evolve multiple times; its effects stack.

    Greater Slow Twitch Muscle
    Prerequisites: Improved Slow Twitch Muscle.
    Benefit: Your Strength increases by 6 points.
    Special: You can choose this evolve multiple times; its effects stack.

    Improved Primordial Soup
    Prerequisites: Primordial Soup.
    Benefit: While in your ooze form, any creature hit by your slam attack or your engulf ability must make a Fort save (DC 10 + 1/2 your synthevolver level + your Con modifier) or be paralyzed for 1d4 rounds.

    Metasynth
    Prerequisites: None.
    Benefit: You gain the effect of one stage I evolve of your choice, which cannot be used to meet prerequisites. You can spend 10 minutes concentrating to change the chosen evolve.

    Shadowed Being
    Prerequisites: Dark Soul.
    Benefit: You are immune to positive energy effects and damage. You gain fast healing 2 whenever in an area of shadowy illumination or dimmer.
    Special: You can't choose both this evolve and Font of Light.

    Toughest Flesh
    Prerequisites: Tougher Flesh.
    Benefit: Your existing natural armor bonus increases by +5.
    Special: You can choose this evolve multiple times; its effects stack.

    Troll Skin
    Prerequisites: Troll Blubber.
    Benefit: Your fast healing becomes regeneration. You take normal damage from fire and acid.
    Special: You can choose this evolve multiple times; each time your regeneration increases by 3.


    Final Evolve
    Spoiler
    Show

    Ankyloderm
    Prerequisites: Toughest Flesh.
    Benefit: Your existing natural armor bonus increases by +20.

    Ascension
    Prerequisites: Font of Light, good alignment.
    Benefit: You gain the Half-Celestial template.

    Damnation
    Prerequisites: Shadowed Being, evil alignment.
    Benefit: You gain the Half-Fiendish template.

    Enthralling Pheromones
    Prerequisites: Extraordinary Pheromones.
    Benefit: Your pheromone spray improves again; anyone who fails their save is affected as if by dominate monster.

    Perfection
    Prerequisites: Greater Fast Twitch Muscle, Greater Pixie Skin, Greater Reinforced Tendons, or Greater Slow Twitch Muscle.
    Benefit: All of your ability scores increase by 10 points.

    Super Soup
    Prerequisites: Improved Primordial Soup.
    Benefit: While in your ooze form, you gain the split ability of a black pudding.

    Syntharrasque
    Prerequisites: Troll Skin.
    Benefit: No form of attack deals lethal damage to you. You regenerate even if you fail a saving throw against a disintegrate spell or a death effect. If you fail your save against a spell or effect that would kill you instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to your full normal hit points +10. You can be slain only by raising your nonlethal damage total to your full normal hit points +10 and using a wish or miracle spell to keep you dead, or by reducing your Constitution score to 0. If you lose a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). You can reattach the severed member instantly by holding it to the stump.



    Mechanosynth Evolves

    Stage I
    Spoiler
    Show

    Aluminum Flesh
    Prerequisites: None.
    Benefit: You have a 25% chance of negating critical hits and precision damage.

    Armbolt
    Prerequisites: Evolution 0.
    Benefit: You can replace your evolution 0 attack with a ranged attack. While the armbolt mechanism is attached, you cannot be disarmed of the armbolt, but you also cannot use that hand for other tasks without removing the armbolt mechanism. Attaching the armbolt is a move action that counts as drawing a weapon; detaching it is a standard action. The armbolt counts as a ranged natural weapon with a range increment of 60 feet, which does base 1d8 energy damage (crit 19-20/x2), increased as normal by the evolution 0 class feature. You choose the energy type when you choose this evolve.
    Special: You can choose this evolve multiple times; each time, choose an additional energy type to apply to the armbolt. The armbolt's damage is divided evenly among all its energy types.

    Blades
    Prerequisites: Slam attack.
    Benefit: Your slam attack deals slashing damage in addition to any other damage types it previously dealt. The blades separate flesh and muscle, causing your opponent incredible pain; any living creature damaged by your slam attack suffers a -2 penalty to skill checks and attack rolls until it heals at least 1 point of damage by any means. Alternatively, the pain can be halted with a successful Heal check (DC 20).

    Case-Hardened Steel
    Prerequisites: None.
    Benefit: You gain energy resistance 5 against all of the following energy types: acid, cold, electricity, fire, sonic. This energy resistance stacks with energy resistance from other sources.
    Special: You can choose this evolve multiple times; each time, increase your existing energy resistance by 5.

    Fiber-optic Shroud
    Prerequisites: Stealth 6 ranks.
    Benefit: You can use invisibility as a spell-like ability at will, targeting yourself only.

    Memory Module
    Prerequisites: None.
    Benefit: Your Intelligence increases by 2 points.
    Special: You can choose this evolve multiple times; its effects stack.

    Phase Disjunction
    Prerequisites: None.
    Benefit: You can grant yourself the incorporeal subtype for 1 round as a swift action. Once you use this ability, you cannot use it again for 1d4 rounds.

    Planar Shunt
    Prerequisites: None.
    Benefit: As a standard action, you can become Ethereal (as per Ethereal Jaunt) for a number of rounds per day equal to your evolver level. You may split these rounds up however you want. Returning to the Material Plane requires a move action.

    Pneumatic Calves
    Prerequisites: None.
    Benefit: You gain a fly speed of 5 feet (average), which also grants you a +10 racial bonus to Athletics checks for jumping.

    Quick-time
    Prerequisites: Dex 13.
    Benefit: You gain a +3 bonus to initiative checks.
    Special: You can choose this evolve multiple times; its effects stack.

    Ramset
    Prerequisites: None.
    Benefit: You gain a +8 bonus to resist being tripped, bull rushed, or grappled. In addition, whenever you are successfully bull rushed, you do not move more than 5 feet; and, when grappled, you cannot be pinned.

    Reflective Coating
    Prerequisites: Stealth 6 ranks.
    Benefit: You can use mirror image as a spell-like ability at will.

    Repeller
    Prerequisites: None.
    Benefit: You gain a +1 deflection bonus to AC.

    Spikes
    Prerequisites: Slam attack.
    Benefit: Your slam attack deals piercing damage in addition to any other damage types it previously dealt. Also, the wounds caused by the spikes bleed profusely, causing 1 additional point of damage per successful attack against a living opponent each successive round until the opponent heals at least 1 point of damage by any means; alternatively, the bleeding can be halted with a successful Heal check (DC 20).

    Stabilizer
    Prerequisites: None.
    Benefit: You automatically stabilize when reduced to negative hit points. In addition, you can function normally even below 0 hit points, though you still die when reduced below -10 as normal.

    Subcutaneous Shielding
    Prerequisites: None.
    Benefit: You gain a +3 bonus to saves against spells and spell-like abilities.

    Subdermal Sheeting
    Prerequisites: None.
    Benefit: You gain damage reduction 2/--.
    Special: This damage reduction stacks with all other existing forms of damage reduction.

    Synthetic Fiber
    Prerequisites: None.
    Benefit: Your Strength increases by 2 points.
    Special: You can choose this evolve multiple times; its effects stack.

    Synthetic Mesh
    Prerequisites: None.
    Benefit: Your Constitution increases by 2 points.
    Special: You can choose this evolve multiple times; its effects stack.

    Synthetic Nerves
    Prerequisites: None.
    Benefit: Your Dexterity increases by 2 points.
    Special: You can choose this evolve multiple times; its effects stack.


    Stage II
    Spoiler
    Show

    Armgrenade
    Prerequisites: Armbolt.
    Benefit: You can activate your armbolt as a standard action; if you do so, it strikes all creatures in a 30-foot burst, centered on any square up to 60 feet away. Affected creatures may make a Reflex save for half damage (DC 10 + 1/2 your mechanosynth level + your Constitution modifier).

    Armlaser
    Prerequisites: Armbolt.
    Benefit: You can activate your armbolt as a standard action; if you do so, it strikes all creatures in a 120-foot line, who may make a Reflex save for half damage (DC 10 + 1/2 your mechanosynth level + your Constitution modifier).

    Cranial Scanner
    Prerequisites: None.
    Benefit: You can detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within 60 feet. This works much like blindsense — you know what square each thinking being is in, but you do not see the being, and the being still has total concealment unless you can see it by some other means. You also perceive several observable characteristics about each being you detect this way, including the being's type and Intelligence score. You need not take any additional or special actions to gain this information; it is as obvious to your scanner as the being's race and clothing would be to eyesight.

    Enhanced Repeller
    Prerequisites: Repeller.
    Benefit: Your deflection bonus to AC increases by +2.

    Extended Phase Disjunction
    Prerequisites: Phase Disjunction.
    Benefit: You can grant yourself the incorporeal subtype for 5 rounds as a swift action. Once you return to corporeality, you cannot use this ability again for 1d4 rounds.

    Extended Planar Shunt
    Prerequisites: Planar Shunt.
    Benefit: The duration of your Planar Shunt increases to 1 minute per level, divided up however you want, with a minimum duration of 1 round.

    Fast-time
    Prerequisites: Dex 15, Quick-time.
    Benefit: You can grant yourself the benefit of the haste spell as a swift action for 1 round. You can spend a total number of rounds per day hasted equal to your evolver level.

    Fire-Hardened Steel
    Prerequisites: Case-Hardened Steel.
    Benefit: All of your existing energy resistances increase by 10.
    Special: You can choose this evolve multiple times; its effects stack.

    Holographic Shroud
    Prerequisites: Stealth 12 ranks.
    Benefit: You can use greater invisibility as a spell-like ability at will, targeting yourself only.

    Implanted Shielding
    Prerequisites: Subcutaneous Shielding.
    Benefit: Your bonus to saves against spells and spell-like abilities increases to +6.

    Impulse Soles
    Prerequisites: Pneumatic Calves.
    Benefit: Your fly speed increases to 50 feet (average).

    Improved Memory Module
    Prerequisites: Memory Module.
    Benefit: Your Intelligence increases by 4 points.
    Special: You can choose this evolve multiple times; its effects stack.

    Improved Synthetic Fiber
    Prerequisites: Synthetic Fiber.
    Benefit: Your Strength increases by 4 points.
    Special: You can choose this evolve multiple times; its effects stack.

    Improved Synthetic Mesh
    Prerequisites: Synthetic Mesh.
    Benefit: Your Constitution increases by 4 points.
    Special: You can choose this evolve multiple times; its effects stack.

    Improved Synthetic Nerves
    Prerequisites: Synthetic Nerves.
    Benefit: Your Dexterity increases by 4 points.
    Special: You can choose this evolve multiple times; its effects stack.

    Metalline Veneer
    Prerequisites: None.
    Benefit: Your evolution attacks bypass damage reduction as if it were made of adamantine, byeshk, cold iron, or silver.

    Reinforced Ramset
    Prerequisites: Ramset.
    Benefit: You are immune to being tripped, bull rushed, or grappled.

    Spellcrystal Tracing
    Prerequisites: None.
    Benefit: Whenever you attack a creature with your evolution 0 attacks, you may choose to affect that creature with a targeted dispel magic effect, with a caster level equal to your evolver level. If you successfully dispel a spell effect this way, you gain a +2 insight bonus to saves against spells for 1 hour as the spellcrystal reinforces your magical protections. You may use this ability a number of times per day equal to your Constitution modifier.

    Steel Flesh
    Prerequisites: Aluminum Flesh.
    Benefit: You have a 50% chance of negating critical hits and precision damage. In addition, you automatically bypass 3 points of hardness whenever you attack an object with your evolution 0 attacks.

    Subdermal Kevlar
    Prerequisites: Subdermal Sheeting.
    Benefit: Your subdermal damage reduction increases to 5/--.
    Special: This damage reduction stacks with all other existing forms of damage reduction.

    Vital Scanner
    Prerequisites: None.
    Benefit: In addition to any normal light that might be present, your surroundings are illuminated by roving points of brightness created by living creatures. To your eyes, a Medium or smaller creature gives off life force sufficient to provide bright illumination in a 60-foot radius, revealing itself and all features and objects in range to your life-adapted sight. This life-light behaves like regular light — you can't see into solid objects, or past solid walls. A Large creature gives off life-light in a 120-foot radius, and the radius doubles again for each additional size category larger than Medium, up to a maximum radius of 960 feet for a Colossal creature.


    Stage III
    Spoiler
    Show

    Alloy Veneer
    Prerequisites: Metalline Veneer.
    Benefit: Your evolution attacks bypass all alignment- and substance-based damage reduction, and count as epic weapons for the purpose of bypassing damage reduction.

    Armbeam
    Prerequisites: Armlaser.
    Benefit: Any creature that fails its Reflex save against your armlaser is blinded permanently; a Fortitude save at the save DC reduces the blindness to 1d6 minutes. In addition, any creature that takes damage from your armlaser (including creatures who successfully save) is stunned for 1 round.

    Armbomb
    Prerequisites: Armgrenade.
    Benefit: Any creature that takes damage from your armgrenade is deafened for 1d4 rounds. In addition, any creature that fails its Reflex save is ejected from the area, sending it to a location outside the nearest edge of the burst. Any creature moved in this manner also takes an additional 1d6 points of damage per 10 feet moved (no additional damage if moved less than 10 feet by the effect) and is knocked prone. If some obstacle prevents a blasted creature from being moved to the edge of the effect, the creature is stopped and takes 1d6 points of damage from striking the barrier (in addition to any damage taken from the distance moved before then). In any event, this movement does not provoke attacks of opportunity.

    Colossus
    Prerequisites: Reinforced Ramset.
    Benefit: You are immune to being moved against your will in any way. This includes magical means such as teleportation, or more mundane means such as being picked up by a flying creature.

    Cyclopean Implants
    Prerequisites: None.
    Benefit: You gain the coherent light ability of a holomancer of half your evolver level. This ability stacks with coherent light from any other source, but does not function when you are blinded.

    Fortified Repeller
    Prerequisites: Enhanced Repeller.
    Benefit: Your deflection bonus to AC increases by +3.

    Greater Memory Module
    Prerequisites: Improved Memory Module.
    Benefit: Your Intelligence increases by 6 points.
    Special: You can choose this evolve multiple times; its effects stack.

    Greater Synthetic Fiber
    Prerequisites: Improved Synthetic Fiber.
    Benefit: Your Strength increases by 6 points.
    Special: You can choose this evolve multiple times; its effects stack.

    Greater Synthetic Mesh
    Prerequisites: Improved Synthetic Mesh.
    Benefit: Your Constitution increases by 6 points.
    Special: You can choose this evolve multiple times; its effects stack.

    Greater Synthetic Nerves
    Prerequisites: Improved Synthetic Nerves.
    Benefit: Your Dexterity increases by 6 points.
    Special: You can choose this evolve multiple times; its effects stack.

    Greater Fast-time
    Prerequisites: Dex 17, Fast-time.
    Benefit: In any round when you activate your fast-time ability, instead of making one extra attack at your highest base attack bonus, you have the choice of making one extra move action or one extra standard action.

    Instant Phase Disjunction
    Prerequisites: Extended Phase Disjunction.
    Benefit: You can grant yourself the incorporeal subtype at will as an immediate action. Returning to corporeality requires a standard action.

    Radiation-Hardened Steel
    Prerequisites: Fire-Hardened Steel.
    Benefit: You become immune to any one energy type for which you have resistance.

    Rapid Planar Shunt
    Prerequisites: Extended Planar Shunt.
    Benefit: You can activate your Planar Shunt ability as an immediate action. Returning to the Material Plane now can be done as a free action.

    Rocket Soles
    Prerequisites: Impulse Soles.
    Benefit: Your fly speed increases to 90 feet (average).

    Spellcrystal Core
    Prerequisites: Spellcrystal Tracing.
    Benefit: Whenever you attack a creature with your evolution 0 attacks, you may choose to force the creature to make a Will save (DC 10 + 1/2 synthevolver level + Constitution modifier) or be affected as if by an antimagic ray. You may use this ability a number of times per day equal to your Constitution modifier.

    Spellcrystal Shielding
    Prerequisites: Implanted Shielding.
    Benefit: You gain spell resistance 11 + your evolver level.

    Subdermal Plating
    Prerequisites: Subdermal Kevlar.
    Benefit: Your subdermal damage reduction increases to 10/--.
    Special: This damage reduction stacks with all other existing forms of damage reduction.

    Titanium Flesh
    Prerequisites: Steel Flesh.
    Benefit: You have a 75% chance of negating critical hits and precision damage. In addition, you automatically bypass 8 points of hardness whenever you attack an object with your evolution 0 attacks.


    Final Evolve
    Spoiler
    Show

    Adamantium Flesh
    Prerequisites: Titanium Flesh.
    Benefit: You are immune to critical hits and precision damage. In addition, you automatically bypass all hardness whenever you attack an object with your evolution 0 attacks.

    Booster Soles
    Prerequisites: Rocket Soles.
    Benefit: Your fly speed increases to 300 feet (average).

    Gammasteel
    Prerequisites: Radiation-Hardened Steel.
    Benefit: You are immune to energy damage and force damage.

    Heavy Artillery
    Prerequisites: Armbeam or armbomb.
    Benefit: You can make an attack with your armbolt as a standard action against any one creature you can see (or otherwise pinpoint). That creature must make a Fortitude save or die; if they succeed, they must make a Will save or be unconscious for 1 minute; if they succeed of both previous saves, they must make a Reflex save or be stunned for 1d6 minutes. The DC for all three saves is equal to 10 + 1/2 your evolver level + your Con modifier. Using your armbolt this way overheats it, and you may not make another armbolt attack for 2d4 rounds.

    Inexorable
    Prerequisites: Alloy Veneer.
    Benefit: Your evolution 0 attacks bypass all forms of damage reduction. In addition, unless you specifically choose to deal nonlethal damage (taking the normal -4 penalty), your slam attack always deals lethal damage, even to creatures that normally only take nonlethal damage (such as those with regeneration).

    Pause
    Prerequisites: Dex 19, Improved Fast-time.
    Benefit: You may function as under the benefit of the time stop spell for a total number of rounds per day equal to your Dexterity modifier, divided as you choose into 1-round increments. Activating this ability is a swift action.

    Spellcrystal Sheath
    Prerequisites: Spellcrystal Shielding.
    Benefit: You are immune to the effect of any spell or spell-like ability that allows spell resistance unless you choose to allow it.

    Subdermal Armor
    Prerequisites: Subdermal Plating.
    Benefit: Your subdermal damage reduction increases to 30/--.
    Special: This damage reduction stacks with all other existing forms of damage reduction.
    Last edited by sirpercival; 2013-01-25 at 05:11 PM.
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  11. - Top - End - #11
    Pixie in the Playground
    Join Date
    Jan 2012

    Default Re: Magipunk Campaign Setting

    Do Evolutions apply to a Transformed Morphling? If so, one could make some pretty nasty creatures...

    Not to get ahead of ourselves, but would you ever consider adding in plant based morph/evolution powers? Give the Chloromorphs some love

  12. - Top - End - #12
    Bugbear in the Playground
     
    sirpercival's Avatar

    Join Date
    Oct 2011

    Default Re: Magipunk Campaign Setting

    Many thanks to Jackinthegreen for writing the opening flavor text!

    DIVHEAD

    "Informational warfare? I'll let you in on a little secret: you just hired a general."
    -Lawrence "The Stirge" Decarus, well-known Oracle Hacker.

    The Oracle (informally known as DivNet) is a decentralized network of divinations that collects information throughout the world. Every street corner in every city has a permanent Arcane Eye recording information for the Oracle. Anyone can access the information database, either through public scrying-pool kiosks or via their own personal magic mirror; however, not all information is available without security clearance.

    A DivHead (or Oracle Hacker) is a character who has implanted a permanent uplink to the DivNet in their brain, so that he can access it anytime, anywhere. A DivHead travels through his own virtual construct of the world, using the Oracle's network of eyes (along with his own sensors) to know where everything is at all times; he can download information about his opponents merely by concentrating, and overlay it in his vision. He can thwart his enemies' attempts to learn anything about him via the Oracle, participating in informational warfare.

    Rumor has it that some DivHeads can connect their friends into the virtual construct, sharing information and coordinating actions in realtime. Because of this, the DivHead is the first target in any group.

    Adventures: A DivHead generally operates on the principle that one can never have too much information... and that the most interesting information is the stuff that people are trying to keep secret. DivHeads tend to adventure to learn new things, and use that gained knowledge to better achieve their own ends, whether it be spreading information or hoarding it for their own use.

    Characteristics: A DivHead’s key features are his ability to know everything about a target and use that information to bring it down. Knowledge is power, and DivHeads have the power to turn the tide of wars and battles with just a thought. This can sometimes make DivHeads egotistical and narcissistic, but just as often DivHeads are more interested in the information itself rather than what you do with it.

    Alignment: Any, though DivHeads tend to be highly independent (and therefore chaotic). However, DivHeads that work for the establishment, protecting against rogue Oracle Hackers, do exist. Neutral Good DivHeads are often more concerned with the general well-being of people while Neutral Evil DivHeads use acquired information to misinform and terrorize the populace. True Neutral DivHeads are primarily concerned simply with obtaining knowledge and knowing what’s going on.

    Religion: DivHeads tend to worship DivNet itself as a higher power, though they try to pretend it's ironic. Some believe DivNet has actually acquired a consciousness of its own, and might either seek to become more in tune with it if they believe it’s in line with their ideology, or seek to subvert and direct it if they believe it is flawed.

    Background: A permanent uplink can be had by anyone with the right number of creds and a willingness to have their brain go under the knife, so DivHeads come from all walks of life; however, one characteristic that almost all of them share is that those who become DivHeads know the value of information, and devote their lives to finding secrets (or, sometimes, keeping them).

    Races: Any race can become a DivHead, although few from the savage races do because they don’t have the intelligence necessary to really succeed. Illumians have taken exceptionally well to the discovery and exchange of information, and the more humorous ones use their race’s name as a joke by saying they like to “Illuminate” new ideas. Oddly enough, Dreamsight Shifters have a strong presence among DivHeads as well. They make excellent use of their unique way of seeing things by taking the Intuitive Hacker feat.

    Other Classes: DivHeads are universally recognized as key players in a party, and are almost always welcomed, so long as the DivHead’s goals are roughly in line with the party’s. DivHeads have been known to readily infiltrate organizations and overthrow them from within, leading to cautious optimism with regards to their motivations.

    Role: DivHeads are the tacticians of any group. As such they occupy a support role and advise the party on the best way to overcome challenges. They are also effective as a secondary party face and social expert. It is not advisable for a DivHead to engage in combat directly due to low hit points and lack of proficiencies with more effective weapons and armor. Because of this, DivHeads often invest in ways to make themselves less visible so they can direct their comrades with impunity.

    Adaptation: The DivHead’s spellcasting ability needs little adaptation to work in almost any world setting. Likewise, the Hack abilities need only be renamed to be in line with the new setting. The Permanent Uplink and various sensor abilities can be adapted to function like divine inspiration or as an arcane connection to the world around the DivHead.

    MAKING A DIVHEAD
    A DivHead knows, like, everything (given time).
    Abilities: Intelligence is the most important ability of ever. Constitution, Dexterity, and Charisma are nice too…
    Races: Any.
    Alignment: Any, though DivHeads tend to be highly independent (and therefore chaotic). However, DivHeads that work for the establishment, protecting against rogue Oracle Hackers, do exist.
    Starting Gold: As wizard.
    Starting Age: As wizard.

    Class Skills
    The DivHead's class skills (and the key ability for each skill) are Arcana (Int), Concentration (Wis), Engineering (Int), Natural Lore (Wis), Perception (Wis), Profession (Wis), Scholarship (Int), Streetwise (Int/Cha), and Wordsmithing.
    Skill Points at 1st Level: (2 + Int) x4
    Skill Points at Each Additional Level: 2 + Int

    Hit Die: d6

    {table=head] |Spells per day
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1 | +0 | +0 | +2 | +2 | Hack (tactics), permanent uplink
    2 | +1 | +0 | +3 | +3 | Personal sensor (1), virtual overlay
    3 | +1 | +1 | +3 | +3 | Share overlay
    4 | +2 | +1 | +4 | +4 | Baffle sensor, HackSpider
    5 | +2 | +1 | +4 | +4 | Hack (puissance), informational warfare (influence)
    6 | +3 | +2 | +5 | +5 | Personal sensor (2)
    7 | +3 | +2 | +5 | +5 | Fast overlay
    8 | +4 | +2 | +6 | +6 | Hack (foe)
    9 | +4 | +3 | +6 | +6 | Informational warfare (trace), seize sensor
    10| +5 | +3 | +7 | +7 | Personal sensor (3)
    11| +5 | +3 | +7 | +7 | Hack (secrets)
    12| +6/+1 | +4 | +8 | +8 | Hacksight
    13| +6/+1 | +4 | +8 | +8 | Informational warfare (confuse)
    14| +7/+2 | +4 | +9 | +9 | Hack (foreknowledge), personal sensor (4)
    15| +7/+2 | +5 | +9 | +9 | Greater baffle sensor
    16| +8/+3 | +5 | +10| +10| Time-scry
    17| +8/+3 | +5 | +10| +10| Informational warfare (destroy)
    18| +9/+4 | +6 | +11| +11| Personal sensor (5)
    19| +9/+4 | +6 | +11| +11| Trace lifeline
    20| +10/+5| +6 | +12| +12| Living oracle[/table]|{table=head]0|1st|2nd|3rd|4th|5th|6th
    2|—|—|—|—|—|—
    3|0|—|—|—|—|—
    3|1|—|—|—|—|—
    3|2|0|—|—|—|—
    3|3|1|—|—|—|—
    3|3|2|—|—|—|—
    3|3|2|0|—|—|—
    3|3|3|1|—|—|—
    3|3|3|2|—|—|—
    3|3|3|2|0|—|—
    3|3|3|3|1|—|—
    3|3|3|3|2|—|—
    3|3|3|3|2|0|—
    4|3|3|3|3|1|—
    4|4|3|3|3|2|—
    4|4|4|3|3|2|0
    4|4|4|4|3|3|1
    4|4|4|4|4|3|2
    4|4|4|4|4|4|3
    4|4|4|4|4|4|4[/table][/table]


    Weapon and Armor Proficiencies: A DivHead is proficient with simple weapons, light armor, and light shields. A DivHead can cast DivHead spells while wearing light armor or using a light shield without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a DivHead wearing medium or heavy armor or using a heavy shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass DivHead still incurs the normal arcane spell failure chance for arcane spells received from other classes.

    Spellcasting: A DivHead casts arcane spells, which are drawn from the DivHead's spell list below. Like a sorcerer, he can cast any spell he knows without preparing it ahead of time. When a DivHead gains access to a new level of spells, he automatically knows all the spells for that level given on the DivHead's spell list.

    To cast a spell, a DivHead must have an Intelligence score of 10 + the spell’s level. The Difficulty Class for a saving throw against a DivHead's spell is 10 + the spell’s level + his Intelligence modifier. Like other spellcasters, a DivHead can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given in the table above. In addition, he receives bonus spells for a high Intelligence score.

    Permanent uplink: A character becomes a DivHead by implanting a permanent connection to the Oracle in their brain, allowing the DivHead to draw on the Oracle's knowledge, awareness, and predictive magics by casting divination spells from the DivHead list. The DivHead gains the Permanent Uplink feat as a bonus feat.

    Hack: A DivHead can draw upon the Oracle's repository of knowledge about anyone and anything, granting his allies benefits against the creatures they face. Using this ability requires as a move action, and the DivHead can do so a number of times per day equal to his class level plus his Intelligence modifier. A DivHead can perform a hack against any creature; however, information about types of creatures which have rights as Citizens (such as humans, elves, dwarves, etc.) is classified, so the hack check is more difficult.

    A DivHead unlocks new hack abilities as his level increases. Using this ability requires a hack check, which is a d20 + the hacker's class level + his Intelligence modifier; the DC of the check is 15, or 20 for creatures of the Humanoid type. Most of the DivHead's hack abilities increase in effectiveness if he succeeds on his hack check by 10 or more. Hack can only be successfully used once against any given creature within 24 hours (a failed Hack check does not count as a successful use).

    The DivHead's hack affects a single creature; a target creature must be within 60 feet, and the DivHead must be aware of the creature’s presence, although he need not have a line of sight to it. The effects of hack last for 1 minute, unless stated otherwise.

    Hack Effects:
    Spoiler
    Show

    Tactics: The DivHead knows the general combat behaviors of creatures of that race, allowing his allies within 60 feet (or those sharing the DivHead's overlay; see virtual overlay below) to treat the target as flat-footed for 1 round. If the DivHead succeeds on his hack check by 10 or more, then the target is treated as flat-footed for 2 rounds instead. If the DivHead succeeds on his hack check by 20 or more, then the target is treated as flat-footed for 3 rounds instead.

    Puissance: Starting at 5th level, the DivHead can use his hacking to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the DivHead (or those sharing the DivHead's overlay) gain evasion against the affected creature’s spells, spell-like abilities, and supernatural abilities. If the DivHead succeeds on his hack check by 10 or more, the allies gain the benefit of mettle as well. If the DivHead succeeds on his hack check by 20 or more, allies gain the benefit of improved evasion and mettle, as well.

    Foe: Starting at 8th level, a DivHead can direct his allies to attack the vital spots of his enemies. On a successful hack check, he grants the ability to automatically confirm critical threats against the target. If the DivHead succeeds on his hack check by 10 or more, then allies also increase the critical threat range of their attacks by 1, while if the DivHead succeeds on his hack check by 20 or more, then instead allies increase the critical threat range of their attacks by 2. This threat range increase stacks with other effects that increase critical threat range, but is applied last (so it is not multiplied).

    Secrets: By speaking aloud a secret about the target creature, a DivHead of 11th level or higher can daze a target creature for 1 round. Unlike other hacks, this ability can be used only against a single creature. If the DivHead succeeds on his hack check by 10 or more, then the target is stunned for 1 round. If the DivHead succeeds on his hack check by 20 or more, then the target is paralyzed for 1 round. If the target is immune to one of the higher effects of this hack but not a lower one, the DivHead can choose to affect the target with the lesser effect instead.

    Foreknowledge: Starting at 14th level, a DivHead can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the DivHead (or those sharing the DivHead's overlay; see virtual overlay below) gain an insight bonus to Armor Class equal to the DivHead's Intelligence modifier, which applies to attacks by the affected creature only. If the DivHead succeeds on his hack check by 10 or more, this bonus increases to twice the DivHead's Int modifier. If the DivHead succeeds on his hack check by 20 or more, this bonus increases to 3 times the DivHead's Int modifier.


    Virtual overlay (Su): At 2nd level, a DivHead gains the ability to create a virtual overlay in their vision, filled with information from the Oracle (as well as their personal sensor; see below). This allows the DivHead to augment his natural senses, expanding their range and capabilities. See below for details. Activating the virtual overlay is a standard action which does not provoke attacks of opportunity, and dismissing it is a swift-action; a DivHead can have his virtual overlay active for a total of 1 minute per class level per day.

    Spoiler
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    Virtual Overlay
    The virtual overlay is a mental construct that DivHeads use to process divinatory information from the Oracle (as well as their own personal sensors). Once activated, the overlay appears in the vision of the DivHead and any of his allies that have been included. The overlay does not interfere with normal vision, but simply enhances it.

    As long as at least one sensor is hooked into the overlay, the DivHead (and anyone else sharing the overlay) can see everything that the sensors can see. This gives the overlay users a +2 bonus to initiative checks, and negates any enemies' +2 bonus to attack rolls from flanking. In addition, a DivHead can take 20 on a Perception check to search a room by spending a full-round action. Also, an opponent must have concealment from both the DivHead and the sensor to gain a miss chance.

    The DivHead can cast spells into the overlay to enhance the sensors' vision; spells that can be cast into the overlay are marked on the spell list below with an asterisk (*).


    Personal sensor: A DivHead of 2nd level or higher gains a personal sensor that is tied into his virtual overlay. The personal sensor is similar in function to that produced by a scrying spell, except for differences noted here. The sensor has no intrinsic special visual acuity or detection abilities; however, the DivHead can cast spells into the virtual overlay to grant his personal sensors increased sensitivity (see the Virtual Overlay section for details). The DivHead gains an additional sensor every four levels after 2nd.

    The sensor can observe an area within a radius of 10 feet per two DivHead levels, and can move with a speed of 50 feet per round to a distance of up to 50 feet per DivHead level away from the DivHead; it requires a swift action on any round that the DivHead wants to control his sensor. If the DivHead moves in such a way as to increase the distance between himself and the sensor past the maximum distance, he loses contact with the sensor and cannot control or access it until he retrieves it (which he must do while adjacent to the sensor). Anything the personal sensor observes is immediately integrated into the DivHead's virtual overlay. The DC for seizing control of a DivHead's personal sensor is increased by 5 (see seize sensor, below).

    Share overlay (Su): Beginning at 3rd level, a DivHead can grant a single ally the benefit of his virtual overlay ability. The chosen ally must be within 30 feet of the DivHead when he activates the overlay; once the overlay has been activated, the DivHead cannot change who shares it until he dismisses and reactivates it. In addition, all creatures that share an overlay are connected telepathically, as with the mindlink psionic power. A DivHead can add one additional ally to the overlay for every three additional class levels.

    Baffle sensor (Su): At 4th level, a DivHead can use his permanent connection to the Oracle to confuse those attempting to find him using divination. Any creature that attempts to locate the DivHead or anyone sharing his virtual overlay must make a caster level check opposed by the DivHead's Hack check to succeed. If the caster level check fails, then the caster of the divination gains no information, just as if the subject of the divination was protected by the nondetection spell.

    HackSpider: A DivHead of 4th level or higher gains a virtual familiar known as a HackSpider, a semi-sentient version of the more common Oracle spiders. Obtaining the HackSpider requires 24 hours and the expenditure of magical materials worth 100 gp. A DivHead's HackSpider grants you benefits based on your DivHead level, as described below.

    Spoiler
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    HackSpider
    A HackSpider is a semi-sentient magical being that resides in the Oracle, aiding and abetting its DivHead master. Unlike normal Oracle spiders, a HackSpider has been invested with some intelligence and autonomy, greatly increasing its versatility.

    {table=head]DivHead Level|Hack Bonus|Special
    4th-6th|+1|Autonomy (alert, assist), vulnerability
    7th-8th|+2|Autonomy (impede), expedience
    9th-10th|+3|Surrogate (1st)
    11th-12th|+4|Autonomy (monitor)
    13th-14th|+5|Surrogate (3rd)
    15th-16th|+6|Autonomy (cloak)
    17th-18th|+7|Surrogate (5th)
    19th-20th |+8|Autonomy (death)[/table]

    Hack Bonus (Su): The HackSpider grants the indicated insight bonus on the DivHead's Hack checks as long as it is active and not on assignment (see Autonomy and Vulnerability, below).

    Autonomy (Su): The DivHead can send his HackSpider out on assignment, acting as a normal Oracle spider of one of the given types, with any effect available to a caster level equal to the DivHead's class level. For example, a 9th-level DivHead could assign his HackSpider to act as an Alert Spider, a +8 Assist Spider, or a lesser targeted or area Impede Spider.

    Once the HackSpider begins acting autonomously, the DivHead loses any other benefit from the HackSpider (including the bonus to Hack checks) for the duration of the effect, as determined by the type of Oracle spider the HackSpider is emulating. The HackSpider can make use of the DivHead's Hack and Informational Warfare abilities as necessary, using the DivHead's Hack bonus.

    A HackSpider emulating a Death Spider is not destroyed by a failed trace, but instead is suppressed for 1d6 minutes.

    Vulnerability (Su): Since the HackSpider is not a living creature, it cannot be destroyed, though it can be suppressed. If the HackSpider is restricted to a single location (such as when using its Autonomy ability), if it is within the area of an area dispel or an antimagic field, it can be suppressed just like a magic item with a caster level equal to its DivHead's level. In addition, another DivHead who identifies the HackSpider can make an opposed Hack check as a standard action (the HackSpider uses its DivHead's Hack bonus) to suppress it for 1d6 rounds.

    Expedience (Su): Beginning at 7th level, a HackSpider may perform Streetwise checks using the Oracle on behalf of the DivHead, using the DivHead's skill bonus. However, doing so takes twice as long as if the DivHead performed the check himself.

    Surrogate (Su): At 9th level, a HackSpider can cast one DivHead spell per day of up to 1st level on behalf of the DivHead, which does not use up a spell slot. In all other ways the spell functions as if cast by the DivHead, but he may perform other actions whyle the spell is being cast or concentrated on. DivHeads often use this ability to cast spells with extremely long casting times (e.g., legend lore) while still being able to adventure. At 13th level, the maximum level of spell the HackSpider can cast increases to 3rd, and at 17th level it increases again to 5th.


    Informational warfare: Beginning at 5th level, a DivHead learns how to use his permanent uplink to the Oracle to influence the public consciousness. He can spend 10 minutes communicating with the Oracle about a particular topic (person, place, thing, etc.) and make a Hack check; for the next 24 hours anyone who uses the Streetwise skill using the Oracle (see the Streetwise skill for details) must beat a DC equal to the result of his Hack check, or else they discover only the information he planted with the Oracle.

    At 9th level, a DivHead's command of the Oracle improves. By spending 1 minute concentrating and making a Hack check, he may trace the location of any one creature in contact with the Oracle (including those using public scry terminal, personal mirrors, or another DivHead via the permanent uplink) as if using the discern location spell. The DC to trace is shown in the table below; failure by 5 or more means that the target realizes they are being traced. If the creature the DivHead is trying to locate is not currently accessing the Oracle, the DivHead can trace the location of their last access, with modifiers to the Hack check DC as shown in the table.

    {table=head]Access point|[b]Trace DC[/v]
    Item (e.g., personal magic mirror)|15
    Public scry terminal|10
    Spellcaster casting a divination spell|20 + spell level
    DivHead's permanent uplink|Opposed Hack check
    Access occurred 1 minute ago|+2
    Access occurred 10 minutes ago|+5
    Access occurred 1 hour ago|+8
    Access occurred 1 day ago|+10, +10 for each additional day[/table]

    At 13th level, a DivHead learns to defend himself from divinations via the Oracle. Any creature that attempts a divination via the Oracle about the DivHead must make a Will save opposed by the DivHead's Hack check. Failure means that the creature is confused, as the spell, for 1 minute. If the creature fails the Will save by 5 or more, the DivHead is aware that the divination is carried out; otherwise, the Hack check is a passive defense and should be rolled by the DM.

    A DivHead of 17th level or higher has unparalleled mastery of the Oracle. He may make a Hack check to suppress or destroy a particular access point for the Oracle once per day. The DC of the check is determined by the type of access point, as shown in the table below. If the DivHead attempts to destroy an access point and fails, but his Hack check result beats the DC to suppress the access point, it is suppressed instead. Suppression lasts for 1 round per DivHead level.

    A DivHead whose permanent uplink is suppressed loses access to any class features which require accessing the Oracle for the duration. A DivHead whose permanent uplink is destroyed permanently loses 2 points of Intelligence and access to all class features that require accessing the Oracle; the Intelligence damage and access can be restored only by a greater restoration, miracle, or wish spell. In addition, the DivHead must make a Fortitude save (DC equal to the Hack check) or fall unconscious for 2d6 minutes.

    {table=head]Access point|Suppression DC|Destruction DC
    Item (e.g., personal magic mirror)|11 + item CL|21 + item CL
    Public scry terminal|20|30
    DivHead's permanent uplink|Opposed Hack check|Opposed Hack check +10[/table]

    Fast overlay: At 7th level, a DivHead can activate his virtual overlay as a swift action.

    Seize sensor (Su): A DivHead of 9th level or higher can attempt to commandeer divination sensors from the Oracle or other casters. Any sensors thus seized are immediately integrated into the DivHead's virtual overlay. If the DivHead seizes control of one or more Oracle sensors, he may make use of them without being connected to DivNet (and thus directly traceable; see informational warfare for more details). Attempting to seize a sensor is a full-round action that does not provoke attacks of opportunity. A DivHead can seize any sensor he can see; it remains under his control for 1 minute per DivHead level, or until successfully seized by another DivHead, whichever is sooner.

    Seizing control of a sensor requires a hacking check; the DC varies based on who or what is controlling the sensor. An Oracle sensor has a DC of 15; a sensor controlled by a spellcaster who is not a DivHead has a DC of 20 + spell level; and a sensor controlled by another DivHead requires an opposed hacking check. A DivHead gains a +5 bonus to the opposed hacking check to prevent another DivHead from seizing on of his personal sensors.

    Hacksight (Su): Beginning at 12th level, a DivHead becomes so attuned to magical sensors that he can sense them without trying. He is continuously under the effect of the detect scrying spell, and he uses a hacking check in place of a caster level check to determine the location of the scryer. A DivHead can determine if a sensor is controlled by the Oracle with a DC 15 hacking check.

    Greater baffle sensor (Su): At 15th level, a DivHead's ability to confuse divinations improves. Whenever he or anyone sharing his virtual overlay is actively targeted by a divination spell, the divination sees instead whatever image the DivHead desires, as per the false vision spell.

    Time-scry (Su): Beginning at 16th level, a DivHead can cast Hindsight based on any location he is currently scrying; he need not be physically at the location.

    Trace lifeline (Su): At 19th level, a DivHead can use the Hindsight spell to observe the activities of a particular creature instead of a location. To do so, he must successfully use his informational warfare (trace) ability to determine the location of the creature at a known time.

    Living oracle: Upon reaching 20th level, a DivHead is so attuned to the Oracle that his body and mind become infused with its essence. Once per day per point of Intelligence modifier, whenever he casts a spell, the DivHead may attempt a caster level check (DC 25 + spell level) to cast the spell without using up a spell slot.


    PLAYING A DIVHEAD
    Text.
    Combat: Text.
    Advancement: Text.
    Resources: Text.

    DIVHEAD IN THE WORLD
    "A quote of somebody else talking about your class!"
    -name of quote originator
    A brief description of how your class is persevered in the world and how he interacts with the world.
    Daily Life: Some general information about the typical day in the life of your class.
    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    DIVHEAD SPELL LIST
    0th level
    Spoiler
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    Comprehend Languages* (SRD)
    Detect Magic* (SRD)
    Detect Poison* (SRD)
    Detect Secret Doors* (SRD)
    Ghostharp (MoF)
    Guidance (SRD)
    Instant Search (SPC)
    Locate City (RD)
    Locate Node (CR)
    Locate Touchstone (PLH)
    Locate Water (Sand)
    Magecraft (ECS)
    Read Magic (SRD)

    1st level
    Spoiler
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    Analyze Portal (SPC)
    Ancient Knowledge (MoE)
    Appraising Touch (SpC)
    Arrow Mind (SpC)
    Augury (SRD)
    Balancing Lorecall (SPC)
    Battle Sense (here)
    Blessed Aim (SpC)
    Bloodhound (SpC)
    Chain of Eyes (SPC)
    Circle Dance (SPC)
    Countersight, Lesser (here)
    Critical Strike (SPC)
    Darkvision* (SRD)
    Detect Aberration* (LoM)
    Detect Animals or Plants* (SRD)
    Detect Attitude* (Dragon 323)
    Detect Chaos* (SRD)
    Detect Evil* (SRD)
    Detect Favored Enemy* (SPC)
    Detect Fire* (Frost)
    Detect Good* (SRD)
    Detect Guilt* (Dragon 323)
    Detect Law* (SRD)
    Detect Snares and Pits* (SRD)
    Detect Thoughts* (SRD)
    Detect Undead* (SRD)
    Detect Violence* (Dragon 323)
    Discern Bloodline* (RD)
    Discern Shapechanger* (SPC)
    Dissonant Visions (here)
    Divine Insight (SPC)
    Divine Inspiration (BE)
    Expose The Dead (MoE)
    Find Traps* (SRD)
    Golem Strike (CAd)
    Grave Strike (SPC)
    Guidance of the Avatar (SPBA)
    Guided Shot (SPC)
    Healer's Vision (CS)
    Healing Lorecall (SPC)
    Identify (SRD)
    Insidious Insight (RE)
    Insightful Feint (SPC)
    Instant Locksmith (SPC)
    Know Greatest Enemy* (SPC)
    Know Protections* (MoF)
    Know Vulnerabilities* (SPC)
    Lay of the Land (SPC)
    Listening Lorecall (SPC)
    Living Prints (SPC)
    Locate Object (SRD)
    Loresong (Dragon 335)
    Marked Man (Dragon 325)
    Marked Object (SPC)
    Master's Touch (SPC)
    Omen of Peril (RD)
    Scholar's Touch (RD)
    See Invisibility* (SRD)
    Sense Heretic* (SPC)
    Sense Weakness* (MoE)
    Sentinel's Watch (PE)
    Share Husk (MoF)
    Sniper's Shot (CAd)
    Speak with Animals* (SRD)
    Spontaneous Search (Dragon 325)
    Spymaster's Coin (CS)
    Status* (SRD)
    Sure Strike (PH2)
    Tactical Precision (CAd)
    Tojanida Sight (Storm)
    True Strike (SRD)
    Understand Object (SPBA)
    Vine Strike (CAd)
    Vision of Fear (Dragon 333)
    Vision of Glory (SPC)
    Wieldskill (MoF)
    Wild Instincts (RE)

    2nd level
    Spoiler
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    Absorb Mind (BV)
    Analyze Touchstone (PLH)
    Arcane Sight* (SRD)
    Battlemagic Perception* (HB)
    Blessed Sight* (BE)
    Clairaudience/Clairvoyance (SRD)
    Commune with Lesser Spirit (CAr)
    Demoncall (BV)
    Detect Metal and Minerals* (Rac)
    Detect Ship* (Storm)
    Devil's Eye (BV)
    Discern Lies* (SRD)
    Eyes of the Zombie (BV)
    Find the Gap* (SPC)
    Forced Clairaudience (here)
    Glimpse of Truth (BV)
    Know Bloodline* (LEoF)
    Know Opponent* (SPC)
    Listening Coin (SPC)
    Mark of the Hunter (SPC)
    Mind Bond (BE)
    Painful Visions (here)
    Path of the Exalted (BE)
    Portal View (UND)
    Speak with Dead (SRD)
    Speak with Plants* (SRD)
    Speechlink (CAd)
    Telepathic Bond, Lesser (SRD)
    Telepathy Tap (BE)
    Tongues* (SRD)
    Understand Device (MoF)
    Wake Trailing (Storm)
    Weather Eye (SPC)

    3rd level
    Spoiler
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    Arcane Eye (SRD)
    Assay Spell Resistance (SPC)
    Commune with City (RD)
    Commune with Nature (SRD)
    Contact Other Plane (SRD)
    Detect Scrying* (SRD)
    Divination (SRD)
    Dreadful Visions (here)
    Flowsight (Storm)
    Forced Clairvoyance (here)
    Identify Transgressor (BV)
    Implacable Pursuer (SPC)
    Legend Lore (SRD)
    Locate Creature (SRD)
    Scrying (SRD)
    Sight of Battle (here)
    Status, Greater* (BE)
    Telepathic Aura (MBF)
    Unluck (CAr)

    4th level
    Spoiler
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    Commune (SRD)
    Commune with Earth (Rac)
    Echo Skull (SPC)
    Prying Eyes (SRD)
    Sacred Guardian (BE)
    Scry Location (CS)
    Telepathic Bond (SRD)
    True Seeing* (SRD)
    Zone of Revelation (SPC)

    5th level
    Spoiler
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    Analyze Dweomer* (SRD)
    Arcane Sight, Greater* (SRD)
    Countersight (here)
    Dream Sight (SPC)
    Eye of Stone (RS)
    Find the Path* (SRD)
    Forced Clairsentience (here)
    Foresee Defenses (here)
    Glimpse Of The Prophecy (MoE)
    Probe Thoughts* (CD)
    Scrying, Greater (SRD)
    Sight of War (here)
    Stone Tell (SRD)
    Telepathic Bond, Interplanar (SPC)
    Vision (SRD)

    6th level
    Spoiler
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    Brain Spider* (SRD)
    Choose Destiny (RD)
    Commune with Greater Spirit (CAr)
    Discern Location* (SRD)
    Eye of Power (SPC)
    Foresight* (SRD)
    Hindsight* (CAd)
    Moment of Prescience (SRD)
    Overwhelming Visions (here)
    Prying Eyes, Greater (SRD)
    Sight of Strife (here)
    Unending Visions (here)
    Last edited by sirpercival; 2013-03-22 at 09:50 PM.
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  13. - Top - End - #13
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    Default Re: Magipunk Campaign Setting

    Quote Originally Posted by Baniff View Post
    Do Evolutions apply to a Transformed Morphling? If so, one could make some pretty nasty creatures...
    No, I don't think so. It's like having grafts and then wildshaping...

    However, I will say that there is a Biosynth/Morphling PrC...

    Not to get ahead of ourselves, but would you ever consider adding in plant based morph/evolution powers? Give the Chloromorphs some love
    They would go into Biosynth. At the moment there are more Mechanosynth evolves than Biosynth, so if you have some plant-based evolve ideas, I'm happy to hear them.

    There might be Chloromorph Biosynth sub levels, too...
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    Default Re: Magipunk Campaign Setting

    DODGER

    "What gravity?"
    -Zax, legendary dodger

    Haven't you ever wanted a little more in your life than the same old rations every day? Why pay taxes and walk in the middle of the street like everyone else? If you can dodge the system, you can do anything you want. Laws are made to be broken... even the laws of physics.

    MAKING A DODGER
    A dodger is a skillful, quick, and unpredictable opponent. She never strikes where or when you expect her to, and she flouts the laws of man and physics alike.
    Abilities: The most important ability score for a Dodger is Dexterity, though she can benefit from a high Charisma, Intelligence, and Constitution as well.
    Races: Dodgers can come from any race, but those races who disapprove of laws are the most likely to turn to the path of the Dodger.
    Alignment: Any non-lawful. Dodgers disdain things like rules, guidelines, and laws.
    Starting Gold: As rogue.
    Starting Age: As rogue.

    Class Skills
    The Dodger's class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Engineering (Int), Gather Information (Cha), Negotiation (Cha), Perception (Wis), Perform (Cha), Persuasion (Cha), Profession (Wis), Stealth (Dex), Thievery (Dex), Wordsmithing (Int).
    Skill Points at 1st Level: (6 + Int) x4
    Skill Points at Each Additional Level: 6 + Int

    Hit Die: d6

    {table=head]Level|BAB|Fort|Ref|Will|Special
    1 | +0| +0 | +2 | +0| Sneak attack +1d6, trapfinding, versatility
    2 | +1| +0 | +3 | +0| Evasion
    3 | +2| +1 | +3 | +1| Personal gravity, 3D combat
    4 | +3| +1 | +4 | +1| Sneak attack +2d6, uncanny dodge
    5 | +3| +1 | +4 | +1| Time-slip 1/day
    6 | +4| +2 | +5 | +2| Moment's notice
    7 | +5| +2 | +5 | +2| Sneak attack +3d6, wall-slip
    8 | +6/+1| +2 | +6 | +2| Baffling opponent, improved uncanny dodge
    9 | +6/+1| +3 | +6 | +3| Elusive dodge
    10| +7/+2| +3 | +7 | +3| Sneak attack +4d6, time-slip 2/day
    11| +8/+3| +3 | +7 | +3| Greater moment's notice, improved evasion
    12| +9/+4| +4 | +8 | +4| Greater personal gravity
    13| +9/+4| +4 | +8 | +4| Sneak attack +5d6, force-slip
    14| +10/+5| +4 | +9 | +4| Greater elusive dodge
    15| +11/+6/+1| +5 | +9 | +5| Greater 3D combat, slippery mind, time-slip 3/day
    16| +12/+7/+2| +5 | +10| +5| Sneak attack +6d6
    17| +12/+7/+2| +5 | +10| +5| Space-slip
    18| +13/+8/+3| +6 | +11| +6| Time strike
    19| +14/+9/+4| +6 | +11| +6| Sneak attack +7d6
    20| +15/+10/+5| +6 | +12| +6| Supreme elusive dodge, time-slip 4/day
    [/table]


    Weapon and Armor Proficiencies: A dodger is proficient with all simple and martial weapons, and with light armor.

    Sneak attack: If a dodger can catch an opponent when it cannot defend herself effectively from her attack, she can strike a vital spot for extra damage. The dodger's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the dodger flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three dodger levels thereafter. Sneak attack damage is not multiplied on a critical hit. A dodger's ranged attacks can count as sneak attacks only if the target is within 30 feet.

    With a sap (blackjack) or an unarmed strike, a dodger can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty, because she must make optimal use of her weapon to execute a sneak attack.

    A dodger can sneak attack only living creatures with discernible anatomies -- undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The dodger must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A dodger cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

    Trapfinding: Dodgers can use the Perception skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic or psionic trap has a DC of 25 + the level of the spell or power used to create it. Dodgers can use the Engineering skill to disarm magic and psionic traps. Magic and psionic traps generally have a DC of 25 + the level of the spell or power used to create them. A dodger who beats a trap's DC by 10 or more with an Engineering check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

    Versatility (Ex): Surviving as a dodger requires a certain amount of adaptability that many others never master. A dodger gains an insight bonus equal to her class level which she can apply to her skill checks. She may divide the bonus between her skills however she likes, but cannot apply a bonus to any one skill larger than the number of ranks she has in that skill. A dodger can reassign her bonuses after spending 1 hour practicing.

    Evasion (Ex): At 2nd level and higher, a dodger can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the dodger is wearing light armor or no armor. A helpless dodger does not gain the benefit of evasion.

    Personal Gravity (Su): When a dodger reaches 3rd level, she learns how to alter her own personal gravity to move in ways that other creatures find bizarre and impossible. Whenever she moves at least 5 feet, she can take part of the move to traverse a wall, ceiling, or other relatively smooth vertical or overhanging surface as long as she begins and ends her turn on a horizontal surface. The height she can achieve on the wall is limited only by this movement restriction. At the end of her turn, if she is not resting on a surface that could otherwise support her, she falls prone as normal, taking falling damage as appropriate for her distance above the ground. Treat the wall or ceiling as a normal floor for the purpose of measuring her movement. Passing from floor to wall or wall to floor costs no movement; she can change surfaces freely. Opponents on the ground can make attacks of opportunity as she moves up the wall.

    She can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat allows her to make an attack from the wall against a foe standing on the ground who is within the area she threatens; however, if she is somehow prevented from completing her move, she falls if not on a horizontal surface at the end of her turn. Likewise, she could tumble along the wall to avoid attacks of opportunity.

    3D combat (Ex): At 3rd level, a dodger learns to maximize her combat abilities by using her personal gravity to confuse her opponents. Whenever a dodger attacks an opponent from a wall, ceiling, or other unusual direction she can treat that opponent as flat-footed as long as they do not also have the 3D combat ability.

    Uncanny Dodge (Ex): Starting at 4th level, a dodger can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a dodger already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

    Time-slip (Su): At 5th level, a dodger learns to jump backward in time by a miniscule amount, ensuring that she can get the jump on her opponent. Using this ability is a free action which grants a dodger a +30 bonus to her initiative for that encounter. A dodger can use this ability once per day at 5th level, and an additional time per day for every five levels after.

    Moment's notice (Su): Once per encounter, a dodger of 6th level or higher can take an extra move action as an immediate action.

    Wall-slip (Su): Beginning at 7th level, a dodger learns how to fold herself through extra spatial dimensions, allowing her to move through seemingly solid objects. As a full-round action, she can make an Acrobatics check to move through solid physical objects; the DC of the check is 10 + 10 per 5 feet of the object's thickness. She cannot move further through an object than her speed; if she attempts to do so, she is shunted to the nearest open space and takes 1d6 points of damage for every 10 feet shunted. This ability cannot be used to move through objects made of force.

    Baffling opponent (Ex): At 8th level, a dodger can flank enemies from seemingly impossible angles. She can designate any adjacent square as the square from which flanking against an ally is determined (including the square where she stands, as normal). She can designate the square at the beginning of her turn or at any time during her turn. The designated square remains her effective square for flanking until she is no longer adjacent to it or until she chooses a different square (at the start of one of her turns). The dodger can even choose a square that is impassable or occupied.

    Improved uncanny dodge (Ex): A dodger of 8th level or higher can no longer be flanked. This defense denies another dodger the ability to sneak attack the character by flanking her, unless the attacker has at least four more dodger levels than the target does. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum dodger level required to flank the character.

    Elusive dodge (Su): Beginning at 9th level, a dodger learns to evade physical attacks with uncanny skill. Once per round, whenever a dodger is successfully hit with a melee or ranged attack that does damage, she may make a Reflex save (DC equal to the damage dealt) to take half damage. This ability does not work against attacks that do not deal damage (such as many ray spells), or attacks that already allow a save for a reduced effect. Evasion and elusive dodge cannot be used on the same attack.

    Greater moment's notice: At 11th level, whenever a dodger uses her moment's notice ability she may take an extra full-round action instead of a move action.

    Improved Evasion (Ex): This ability, gained at 11th level, works like evasion, except that while the dodger still takes no damage on a successful Reflex saving throw against attacks, henceforth she takes only half damage on a failed save. A helpless dodger does not gain the benefit of improved evasion.

    Greater personal gravity: At 12th level, a dodger's mastery of her own personal gravity is complete. She can move on floors, ceilings, overhangs, and other such surfaces without penalty or restriction, even if the surface she moves on could not normally support her weight. She must still make Acrobatics checks as normal to move on surfaces that are not stationary (such as the surface of a lake, a tree branch swaying in the wind, etc.).

    Force-slip: Beginning at 13th level, a dodger learns to fold herself even through force effects. She can use her wall-slip ability to move through a wall of force or similar effect with a DC 50 Acrobatics check.

    Greater elusive dodge: At 14th level, whenever a dodger uses her elusive dodge ability and succeeds on the Reflex save, she takes no damage from the attack.

    Greater 3D combat (Ex): Beginning at 15th level, whenever a dodger uses her 3D combat ability against an opponent who is normally immune to precision damage, she can make an Acrobatics check (opposed by the opponent's Reflex save) to deal sneak attack damage anyway.

    Slippery mind (Ex): A dodger of 15th level or higher can wriggle free from magical effects that would otherwise control or compel her. If she is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

    Space-slip (Su): Beginning at 17th level, a dodger's mastery of extra spatial dimensions is complete. She can make a DC 60 Acrobatics check that takes 1 minute to fold herself completely into a non-dimensional space. Once inside, she cannot be affected by anything but effects that explicitly function transdimensionally (such as spells cast with the Transdimensional Spell metamagic feat). The non-dimensional space is undetectable, but the dodger can see out without hindrance, as if she was occupying the square where she entered the space. She can breathe normally inside the non-dimensional space.

    A dodger can spend a maximum of 1 minute per class level inside a non-dimensional space per day; if she is inside when the duration runs out, she is forcibly ejected from the non-dimensional space and appears in the same space she was in when activating the ability. If the square is occupied, she is shunted to the nearest empty square and takes 1d6 points of damage for every 10 feet moved.

    Time strike (Su): At 18th level, a dodger learns to freeze an opponent in time with a single strike. As a full-round action, she can make a melee touch attack against an opponent who is flat-footed or otherwise denied their Dexterity bonus to AC. If the attack succeeds, she deals no damage but instead forces the subject to make a Fortitude save, DC 10 + her Dexterity modifier + 1/2 her class level. If the subject fails the save, it is placed into a state of suspended animation. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the effect is removed (such as by a the freedom spell; Time Strike cannot be ended by a dispel magic or similar, as it is a supernatural ability). This ability is the equivalent of a 9th-level spell, with a caster level equal to the dodger's class level.

    Supreme elusive dodge: When a dodger reaches 20th level, she can avoid damage almost without a thought. Whenever she uses her greater elusive dodge ability, she takes half damage even if she fails her Reflex save.


    PLAYING A DODGER
    Text.
    Combat: Text.
    Advancement: Text.
    Resources: Text.

    DODGER IN THE WORLD
    "A quote of somebody else talking about your class!"
    -name of quote originator
    A brief description of how your class is persevered in the world and how he interacts with the world.
    Daily Life: Some general information about the typical day in the life of your class.
    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
    (member in good standing of the troll-feeder's guild)

    I am the assassin of productivity.

    Super boss Muscle Wizard avvie by Ceika.

    gitp extended sig
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  15. - Top - End - #15
    Bugbear in the Playground
     
    sirpercival's Avatar

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    Oct 2011

    Default Re: Magipunk Campaign Setting

    POWERBARD

    "Welcome back, my friends, to the show that never ends!"
    -Doug Mathis, powerbard.

    A powerbard can rock your face off with a power chord, raise the roof with an arpeggio, or melt your heart with a ballad.

    MAKING A POWERBARD
    Powerbards work with sound like holomancers work with light, kind of.
    Abilities: Charisma is king.
    Races: Any.
    Alignment: Any.
    Starting Gold: As bard.
    Starting Age: As bard.

    Class Skills
    The Powerbard's class skills (and the key ability for each skill) are Acrobatics (Dex), Arcana (Int), Athletics (Str), Concentration (Wis), Engineering (Int), Gather Information (Cha), Negotiation (Cha), Perception (Wis), Perform (Cha), Persuasion (Cha), Profession (Wis), Scholarship (Int), Stealth (Dex), and Wordcraft (Int).
    Skill Points at 1st Level: (6 + Int) x4
    Skill Points at Each Additional Level: 6 + Int

    Hit Die: d6

    {table=head] |Uses per Power Chord per day
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1 | +0| +0 | +2 | +2 | Minor arpeggios, power chords (rhythm)
    2 | +1| +0 | +3 | +3 | Control sound, musician's ear
    3 | +2| +1 | +3 | +3 | Countersong, resounding note
    4 | +3| +1 | +4 | +4 | Bonus arpeggio
    5 | +3| +1 | +4 | +4 | Bonus feat (see text)
    6 | +4| +2 | +5 | +5 | Silver record
    7 | +5| +2 | +5 | +5 | Power chords (harmony)
    8 | +6/+1| +2 | +6 | +6 | Bonus arpeggio
    9 | +6/+1| +3 | +6 | +6 | Improved countersong
    10| +7/+2| +3 | +7 | +7 | Improved musician's ear
    11| +8/+3| +3 | +7 | +7 | Form the band +1, gold record
    12| +9/+4| +4 | +8 | +8 | Bonus arpeggio, encore
    13| +9/+4| +4 | +8 | +8 | Power chords (melody)
    14| +10/+5| +4 | +9 | +9 | Form the band +2
    15| +11/+6/+1| +5 | +9 | +9 | Greater countersong
    16| +12/+7/+2| +5 | +10| +10| Bonus arpeggio, platinum record
    17| +12/+7/+2| +5 | +10| +10| Form the band +3
    18| +13/+8/+3| +6 | +11| +11| Greater musician's ear
    19| +14/+9/+4| +6 | +11| +11| Double encore
    20| +15/+10/+5| +6 | +12| +12| 12-string, bonus arpeggio, form the band +4[/table]|{table=head]1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    1|—|—|—|—|—|—|—|—
    1|—|—|—|—|—|—|—|—
    1|1|—|—|—|—|—|—|—
    1|1|—|—|—|—|—|—|—
    1|1|1|—|—|—|—|—|—
    1|1|1|—|—|—|—|—|—
    2|2|2|1|—|—|—|—|—
    2|2|2|1|—|—|—|—|—
    2|2|2|1|1|—|—|—|—
    2|2|2|1|1|—|—|—|—
    2|2|2|1|1|1|—|—|—
    2|2|2|1|1|1|—|—|—
    3|3|3|2|2|2|1|—|—
    3|3|3|2|2|2|1|—|—
    3|3|3|2|2|2|1|1|—
    3|3|3|2|2|2|1|1|—
    3|3|3|2|2|2|1|1|1
    3|3|3|2|2|2|1|1|1
    3|3|3|2|2|2|1|1|1
    3|3|3|2|2|2|1|1|1[/table][/table]

    Weapon and Armor Proficiencies: A powerbard is proficient with simple weapons, light armor, and shields, as well as all guitars.

    Minor arpeggios (Su): A powerbard must master certain basic musical techniques before proceeding to the more complex works of music. These techniques, known as arpeggios, function as supernatural abilities usable at will as a standard action. A powerbard begins play with three arpeggios and gain an additional arpeggio at 4th level and every four additional levels beyond 4th. A powerbard can, when gaining a new level, choose a new arpeggio in place of another power chord (see below). The save DC of any arpeggio is equal to 10 + the powerbard's Cha modifier; all arpeggios allow a Will save to negate, though most are harmless. When choosing an arpeggio, a powerbard can “relearn” an already known arpeggio, which increases the save DC and the caster level for that arpeggio by 1.

    Power chords and genres: A powerbard does not cast spells as other classes do, but instead invokes musical techniques called power chords (see below for descriptions). A powerbard knows one chord at 1st level and gain one additional chord every class level. Up to 6th level, a powerbard can learn only rhythm chords; at 7th level, she gains access to harmony chords, and at 13th level she becomes able to use melody chords. A powerbard can choose her new chord at each level from any category she has access to (including minor arpeggios). For instance, at 8th level, a powerbard could select either an arpeggio, a rhythm chord, or a harmony chord.

    Within a category of power chords (rhythm, harmony, or melody), a powerbard can only learn chords of a new level if she has learned at least two chords of the previous level, but she need not know all previous chords within a genre to select a chord from that genre. A powerbard can always select the first chord in a genre of a category she has access to, even if she didn’t complete the lower category genres. At 4th level, and every even level after (6th, 8th, etc.), a powerbard can learn a new chord in place of a chord she already knows of the same level.

    Power chords represent musical patterns and techniques so complex that other spells seem simple in comparison. As a powerbard progresses, however, her intuitive understanding of power music grows stronger, and her chords become more ingrained in her essence. When a powerbard is capable of playing only rhythm chords, she casts them as though they were arcane spells. They all have verbal components and are subject to interruption, though they do not require material components, foci, or somatic components. This means that chords which are cast as spells cannot be played while under the effect of a silence spell (however, see the Resounding Note, below), and suffer a 20% failure chance whenever the powerbard is deafened.

    At 7th level, when a powerbard becomes capable of playing harmony chords (whether or not she chooses to learn any), her rhythm chords become so much a part of her that they now function as spell-like abilities, and they no longer require verbal components. The powerbard's new harmony chords (when she learns them) function as arcane spells and follow the rules described above.

    When the powerbard reaches 13th level and becomes capable of playing melody chords, another change occurs. Her melody chords now function as arcane spells, and her harmony chords function as spell-like abilities. The powerbard's rhythm chords become supernatural abilities, and no longer provoke attacks of opportunity. They are not subject to dispelling, counterspelling, or spell resistance, though they still do not function in an antimagic field.

    A powerbard can learn a chord more than once; each time she relearns a chord, she gains another set of uses of that chord per day, and the save DC and caster level of that chord each increase by 1. A powerbard can play each chord she knows a certain number of times per day depending on whether it is cast as a spell (once), a spell-like ability (twice), or a supernatural ability (thrice). The allotments per level are given on the table above, but only apply if she is able to play chords of the level indicated.

    A powerbard gains bonus uses of her power chords for a high Charisma score just like a spellcaster; however, each bonus daily use a powerbard is granted applies to all of her power chords of the appropriate level. For example, a powerbard with an 18 Charisma would gain an additional daily use of each of her 1st, 2nd, 3rd, and 4th-level power chords.

    Although a powerbard does not prepare spells, she must rest for 8 hours and meditate for 15 minutes each day to regain her use of power chords just as a DivHead must rest and meditate to regain use of spell slots. In order to play a chord, a powerbard must have a Charisma score of at least 10 + the chord's level. The save DC for a powerbard's chords which are played as spells or spell-like abilities equals 10 + chord level + her Cha modifier, while the save DC for chords played as supernatural abilities is equal to 10 + 1/2 powerbard level + Cha modifier. Even though a powerbard does not “cast spells” in the traditional sense, her levels in this class count for the purpose of determining her overall caster level.

    Control sound (Su): Beginning at 2nd level, a powerbard learns to control the sound around her. This works exactly like the control sound psionic power, with a manifester level equal to her powerbard level; she can use this ability at will.

    Musician's ear (Ex): At 2nd level, a powerbard's hearing becomes much more acute than a normal person's. She gains a bonus equal to her powerbard level on Perception checks when listening, as well as saves vs being deafened and to defeat illusions with an auditory component.

    Countersong (Su): Upon reaching 3rd level, a powerbard can attempt to use her knowledge of physics to cancel the sounds that a caster makes when casting a spell with verbal components. The powerbard can attempt to counterspell a spell that she has successfully identified using the Arcana skill, requires a verbal component, and is being cast within 30 feet. She must ready an action to counterspell, as normal. She makes a dispel check to counter the cast spell as if with dispel magic, except that she uses her ranks in Perform in place of her caster level as a bonus to the check (with no limit on the maximum bonus). Countersong can be used to counter a power chord with a verbal component played by another powerbard. A powerbard can use this ability a number of times per day equal to her Charisma modifier.

    Resounding note (Su): At 3rd level, a powerbard can attempt to overcome a silence effect with her power chords. Whenever she attempts to play a chord which would be negated by silence, she can make a Perform check (DC 15 + the caster level of the silence) to play the chord anyway.

    Bonus feat: A powerbard of 5th level or higher gains a bonus [Chord] feat of her choice for every genre she completes. If the powerbard changes one of her known chords (at an even level) and in doing so "un-completes" a path, she loses access to the bonus feat granted by that path, unless she chooses that feat as a normal feat or a bonus feat from completing a different path.

    Silver record (Ex): By 6th level, a powerbard has become well-known among the fans of her music, and this celebrity grants her a measure of leeway in social situations. She gains a +4 bonus on Charisma checks and Charisma-based skill checks (except Perform checks while using other powerbard abilities), as well as the ability to call in one favor per week (as per the Favored in House feat from the Eberron Campaign Setting).

    Improved countersong (Su): Beginning at 9th level, a powerbard can use her countersong ability once per round as an immediate action; she need not ready an action to do so. However, she cannot use countersong while concentrating on another powerbard ability (such as Control Sound or a power chord that requires concentration).

    Improved musician's ear (Ex): At 10th level, a powerbard's hearing has become so acute that she can hear things she can't see. The powerbard gains blindsense out to a range of 10 feet times her Charisma modifier, which does not function when the powerbard is deafened or within the radius of a silence effect.

    Form the band (Ex): A powerbard of 11th level or higher can combine her musical prowess with other powerbards to create effects of unparalleled strength. If two or more powerbards (one of whom is at least 11th level) play the same power chord at the same time, the save DC and caster level of the chord are both increased by +1 for each powerbard after the first (+1 for two players, +2 for three players, etc.). Use the highest save DC and caster level among the players as the base effect. At every 3 levels after 11th, the bonus for each additional powerbard increases by +1. If more than one contributing powerbard has this class feature, the bonuses do not stack; instead, use the highest bonus among all contributing powerbards.

    Gold record (Ex): Upon reaching 11th level, the powerbard's fame and fortune have increased substantially, and people keep trying to give her stuff. The powerbard's bonus to Charisma check and Charisma-based skill checks increases to +8, and she can call in up to 3 favors per week (though no more than once per day). In addition, she can purchase equipment and magic items for 75% of market price; items purchased this way can only be sold for 50% of market price as normal, even if sold by someone with the Industrious regional feat.

    Encore (Su): Beginning at 12th level, a powerbard can follow up a power chord with an additional, less-powerful chord. Whenever the powerbard plays a harmony or melody chord in a round, she can follow with a rhythm chord in the same round as a move action as long as she has a move action to spare. Using this ability does not count against the daily uses of the chosen rhythm chord. The powerbard can use this ability a number of times per day equal to her Charisma modifier.

    Greater countersong (Su): At 15th level, a powerbard is a master of manipulating soundwaves. She can use her countersong ability any number of times per day as a free action, to a maximum number of times per round equal to her Intelligence modifier, though no more than once on a given casting.

    Platinum record (Ex): A powerbard of 16th level or higher is unbelievably famous, and people will often stop her on the street for her autograph. The powerbard's bonus to Charisma check and Charisma-based skill checks increases to +16, and she can call in two favors per day, up to a maximum number of favors a week equal to her Charisma modifier. In addition, she can purchase equipment and magic items for 50% of market price; items purchased this way can only be sold for 50% of market price as normal, even if sold by someone with the Industrious regional feat.

    Greater musician's ear (Ex): Upon reaching 18th level, a powerbard's ears are finely-tuned instruments of detection. She gains blindsight out to a range of 5 feet times her Charisma modifier, which does not function when the powerbard is deafened or within the radius of a silence effect.

    Double encore (Su): Starting at 19th level, a powerbard can follow up her most potent power chords with additional chords of lesser strength. Whenever the powerbard plays a melody chord in a round, she can spend a use of her Encore ability to immediately follow with a harmony chord as a move action and/or a rhythm chord as a swift action, as long as she has such actions to spare. Using this ability does not count against the daily uses of either the rhythm chord or the harmony chord.

    12-string (Su): At 20th level, a powerbard is an unparalleled master of the power chord. She can play two power chords simultaneously in the same action. The powerbard cannot use both this ability and Encore or Double Encore in the same round. She can use this ability a number of times per day equal to her Charisma modifier.


    PLAYING A POWERBARD
    Text.
    Combat: Text.
    Advancement: Text.
    Resources: Text.

    POWERBARD IN THE WORLD
    "A quote of somebody else talking about your class!"
    -name of quote originator
    A brief description of how your class is persevered in the world and how he interacts with the world.
    Daily Life: Some general information about the typical day in the life of your class.
    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    POWERBARD CHORDS

    Minor Arpeggios
    Spoiler
    Show

    Adagio -- Allies within 30 feet gain +1 morale bonus to Will saves for 1 round/level.
    Allegro -- Allies within 30 feet gain +1 morale bonus to attack rolls for 1 round/level.
    Andante -- One enemy within 30 feet makes Will save or can only take move actions for 1 round.
    Grave -- Enemies within 30 feet suffer -1 morale penalty to Will saves for 1 round.
    Largo -- Allies within 30 feet double range increment of ranged weapons for 1 round/level.
    Lento -- One enemy within 30 feet makes Fort save or suffers -5 foot morale penalty to land speed and loses swift action for 1 round/level.
    Marcia -- Allies within 30 feet gain +5 foot morale bonus to land speed and the Run feat for 1 round/level.
    Moderato -- Enemies within 30 feet suffers a -1 morale penalty to attack rolls for 1 round/level.
    Presto Con Fuoco -- Allies within 30 feet deal +2 energy damage, gain energy resistance 3 for 1 round/level.
    Vivace -- Allies within 30 feet gain 1d4 temporary hit points for 1 round/level.


    Rhythm Chords
    Spoiler
    Show

    Dragonforce
    {table]1|Inside the Winter Storm -- Allies gain +2d6 cold damage on attacks.
    2|Black Fire -- Allies gain +4d4 negative energy damage on attacks.
    3|Sonic Firestorm -- Allies gain +2d8 fire and +2d8 sonic damage on attacks.[/table]

    Machinae Supremacy
    {table]1|Force Feedback -- Allies' weapons deal force damage.
    2|A View from the End of the World -- Horrifying illusions frighten enemies.
    3|Killer Instinct -- Allies automatically confirm critical hits.[/table]

    Queen
    {table]1|A Kind of Magic -- Reveal magical auras.
    2|Misfire -- Allies gain miss chance vs ranged attacks.
    3|We Will Rock You -- Allies gain morale bonuses.[/table]

    Rush
    {table]1|Armor and Sword -- Conjure temporary equipment for allies.
    2|Time Stand Still -- Enemies lose actions.
    3|Virtuality -- Allies become temporarily incorporeal.[/table]

    Spinal Tap
    {table]1|Rainy Day Sun -- Weather within the area of effect becomes calm and clear.
    2|Diva Fever -- Enemies make Fort save or become sickened.
    3|Rock and Roll Creation -- Summon a Bass Golem or Tweeter Swarm.[/table]

    Wyld Stallynz
    {table]1|Remember the Trashcan -- Allies gain +Cha mod luck bonus to next save.
    2|The Power of Rock Compels You -- Free allies from mental control.
    3|The Reaper -- Next Fortitude save that target enemy fails also causes it to drop unconscious.[/table]


    Harmony Chords
    Spoiler
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    Chrono Trigger
    {table]4|Secret of the Forest -- As commune with nature, but more limited.
    5|Magus Confronted -- Enemy spellcasters have difficulty with your allies.
    6|Morning Glow -- Allies gain the benefit of a full night's rest.[/table]

    Electric Mayhem
    {table]4|Poison Ivy -- Poison one enemy.
    5|Mack the Knife -- Allies double critical threat range and +1 critical multiplier for weapons.
    6|Don't Blame the Dynamite -- Explosion deals Bludgeoning and Fire damage.[/table]

    Foreigner
    {table]4|No Hiding Place -- Invisible creatures affected by faerie fire, creatures automatically fail Hide checks.
    5|Starrider -- Allies gain benefit of dimension door.
    6|Spellbinder -- Allies gain SR against enemy spells and SLAs.[/table]

    Iji
    {table]4|Welcome to the Party, Pal -- Subject is teleported to a space adjacent to you and stunned.
    5|Glass Soldier -- Subject loses all DR and Hardness, may die if damaged by a confirmed critical hit.
    6|Make Up Your Mind -- As Dominate Person; subject is confused on a failed save.[/table]

    Led Zeppelin
    {table]4|Dazed and Confused -- Enemy must save or be confused; become dazed on failed save.
    5|Communication Breakdown -- Enemies must save or suffer sensory deprivation.
    6|Stairway to Heaven -- Enemies must save or be shifted to random plane.[/table]

    World's End Girlfriend
    {table]4|The Offering Inferno -- Energy damage becomes fire and profane.
    5|We Are the Massacre -- Allies gain benefits from slain enemies.
    6|River Was Filled With Stories -- Scry several places at once.[/table]


    Melody Chords
    Spoiler
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    Aerosmith
    {table]7|Seasons of Wither -- Enemies suffer debilitating effects.
    8|Angel -- Allies temporarily gain Half-Celestial template.
    9|Dream On -- Create a bubble of Dream-stuff.[/table]

    Blind Guardian
    {table]7|Lionheart -- Allies take on aspects of dire lions.
    8|Banish from Sanctuary -- Banish all enemies in area.
    9|Curse My Name -- All enemies in area suffer deadly curse.[/table]

    Jethro Tull
    {table]7|Cold Wind to Valhalla -- Enemies take increasing cold damage each round.
    8|Occasional Demons -- Allies temporarily gain the Half-Fiend template.
    9|Astronomy -- Falling stars damage enemies within range each round.[/table]

    Metallica
    {table]7|Blitzkreig -- Allies take extra actions.
    8|Creeping Death -- Enemy makes Fort saves at successive penalties until it dies.
    9|Master of Puppets -- Dominate several enemies within range.[/table]

    Red Hot Chili Peppers
    {table]7|Around the World -- Teleport yourself and allies.
    8|Parallel Universe -- Shift portions of the real world into alternate dimensions and vice-versa, creating a bewildering array of effects.
    9|Me and My Friends -- Create duplicates of yourself and your allies.[/table]

    The Who
    {table]7|Won't Get Fooled Again -- Negate illusions in area.
    8|Behind Blue Eyes -- Eavesdrop on the thoughts of nearby creatures.
    9|Miracle Cure -- Remove all negative conditions from allies in range.[/table]
    Last edited by sirpercival; 2013-01-25 at 08:38 PM.
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  16. - Top - End - #16
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    Default Re: Magipunk Campaign Setting

    Power Chord Descriptions

    Rhythm Chords
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    A Kind of Magic
    Rhythm, Queen 1
    Area: 60-foot radius emanation centered on you
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    The intricate whorls of arcane energy around you become visible to you and your allies.

    All allies within the area gain the benefit of the detect magic spell, and may substitute your bonus for theirs on any Spellcraft checks made to determine school.

    Armor and Sword
    Rhythm, Rush 1
    Range: Close (25 ft + 5 ft/2 levels)
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    Your allies are suddenly armed and armored to their liking.

    You conjure into being equipment for your allies within range. Each ally receives up to one each of a weapon of their choice (including ammunition, if applicable), a suit of armor of their choice (which is automatically worn), and a shield of their choice. All equipment is mundane and non-masterwork, and disappears when the duration expires, or if it is out of the possession of the ally it was given to for more than 1 full round. Each ally may only choose equipment with which they are proficient.

    A View from the End of the World
    Rhythm, Machinae Supremacy 2
    Area: 60-foot radius emanation centered on you
    Duration: 1 round/level
    Saving Throw: Will partial (disbelief)
    Spell Resistance: No

    Your enemies grow pale as they see horrifying visions of the apocalypse.

    This chord is a mind-affecting illusion and a fear effect. Enemies within the area of effect gain an immediate Will save to disbelieve the illusion; if they fail, they become frightened for the chord's duration. However, the visions they see are horrifying enough to cause them anguish even if they realize those visions are not real. Enemies affected by this chord are shaken even with a successful save.

    Black Fire
    Rhythm, Dragonforce 2
    Area: 60-foot radius emanation centered on you
    Duration: 1 round/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    Your allies' weapons seem to fade to matte black, crackling with negative energy.

    All allies within the area deal an additional +4d4 negative energy damage with every attack for the duration of the chord.

    Diva Fever
    Rhythm, Spinal Tap 2
    Area: 30-foot radius emanation centered on you
    Duration: 1 round/level
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    The discordant tones you produce cause your enemies to feel queasy and feverish.

    All enemies within the area become sickened if they fail a Fortitude save, which persists for the duration of the chord even if they leave the area of effect. Any enemy who enters the area is affected by this chord and must make a save.

    Force Feedback
    Rhythm, Machinae Supremacy 1
    Area: 60-foot radius emanation centered on you
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    Your allies' weapons become blue and translucent.

    Any attacks made by an ally within the area for the duration of this chord become [Force] effects. This means that they ignore damage reduction, and affect ethereal and incorporeal creatures normally with no miss chance.

    Inside the Winter Storm
    Rhythm, Dragonforce 1
    Area: 60-foot radius emanation centered on you
    Duration: 1 round/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    Your allies' weapons acquire a coating of frost, creaking with sudden cold.

    All allies within the area deal an additional +2d6 cold damage with every attack for the duration of the chord.

    Killer Instinct
    Rhythm, Machinae Supremacy 3
    Area: 60-foot radius emanation centered on you
    Duration: 1 round/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    A gleam appears in your allies' eyes, as they focus in on enemies with deadly concentration.

    For the duration of this chord, your allies in the area of effect automatically confirm critical threats.

    Misfire
    Rhythm, Queen 2
    Area: 60-foot radius emanation centered on you
    Duration: 1 minute/level
    Saving Throw: None
    Spell Resistance: No

    The sound of your playing swirls around your allies, deflecting incoming ranged attacks.

    Each ranged attack directed at you or an ally within the area of effect for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected.

    Rainy Day Sun
    Rhythm, Spinal Tap 1
    Area: 60-foot radius emanation centered on you
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    The weather around you becomes calm and clear, resonating with the notes you've played.

    For the duration of this chord, the weather within the area of effect becomes calm and clear. This suppresses the negative effects of fog and any natural bad weather; to suppress fog and weather effects from spells like obscuring mist or control weather, you must succeed on an opposed caster level check. Your opponent gains a bonus on the check equal to the level of the spell minus 1.

    Remember the Trashcan
    Rhythm, Wyld Stallynz 1
    Area: 60-foot radius burst centered on you
    Duration: 1 minute or until discharged
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    Your allies suddenly feel luckier than usual.

    All allies within range (including yourself) gain a luck bonus equal to your Charisma modifier on their next saving throw, as long as it occurs within 1 minute from when you played this chord.

    Rock and Roll Creation
    Rhythm, Spinal Tap 3
    Range: Close (25 ft + 5 ft/2 levels)
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: None

    You play the chord, and suddenly the air shimmers and a mechanical apparatus appears where you designate.

    You summon a medium Bass Golem or Lesser Tweeter Swarm (your choice each time you play this chord). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you wish, you can direct it not to attack, to attack particular enemies, or to perform other actions.

    Sonic Firestorm
    Rhythm, Dragonforce 3
    Area: 60-foot radius emanation centered on you
    Duration: 1 round/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    Your allies' weapons hum with the vibrating sound of crackling fire.

    All allies within the area deal an additional +2d8 fire damage and +2d8 sonic damage with every attack for the duration of the chord.

    The Power of Rock Compels You
    Rhythm, Wyld Stallynz 2
    Area: 60-foot radius emanation centered on you
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    Your allies shake their heads, eyes and minds clearing.

    All charm and compulsion effects, possession, or other forms of mental control currently affecting any allies within the area are suppressed for the duration of this chord. If an ally leaves the area, any effects which had been suppressed resume until the ally returns to the area; any allies entering the area gain the benefit of the chord as long as they are inside it. In addition, all allies within the area of effect gain a +4 morale bonus to saves vs mind-affecting effects.

    The Reaper
    Rhythm, Wyld Stallynz 3
    Range: Close (25 ft + 5 ft/2 levels)
    Duration: See text
    Saving Throw: Will negates (disbelief)
    Spell Resistance: Yes

    [j]Your enemy sees a vision of the Grim Reaper, which stays with them like a shadow.[/i]

    This chord is a mind-affecting illusion effect. If the target of this chord fails its save, the next Fortitude save it fails for any reason (within 1 minute) causes it to fall unconscious in addition to any other effects a failed Fortitude save would have in that situation. The subject remains unconscious for a number of rounds equal to your caster level, or until it the subject of a successful DC 15 Heal check.

    Time Stand Still
    Rhythm, Rush 2
    Area: 60-foot radius burst centered on you
    Duration: Instantaneous
    Saving Throw: Will negates; see text
    Spell Resistance: Yes

    The notes ring out and time stutters for a moment, confusing your enemies.

    All enemies within the area of effect must make a Will save or lose their next standard action. Any enemy who succeeds must make a second Will save at the same DC or lose their next move action; any enemy who succeeds on the second Will save must make a third Will save at the same DC or lose their next swift action.

    Virtuality
    Rhythm, Rush 3
    Area: 30-foot radius emanation centered on you
    Duration: 1 round/level
    Saving Throw: Fortitude negates (harmless)
    Spell Resistance: Yes (harmless)

    You play a chord and your allies' substance moves out of phase with the rest of reality for a short time.

    Allies within the area of effect gain the incorporeal subtype for the duration of the chord, along with all their equipment. An ally who leaves the area of effect immediately becomes corporeal; if the space is occupied, that ally is shunted to the nearest empty space and takes 1d6 damage per 10 feet moved.

    We Will Rock You
    Rhythm, Queen 3
    Area: 60-foot radius emanation centered on you
    Duration: 1 minute/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    Your allies hear this chord and get fired up.

    Allies gain the benefit of the good hope spell while in the area of effect of this chord.


    Harmony Chords
    Spoiler
    Show

    Communication Breakdown
    Harmony, Led Zeppelin 5
    Area: 30-foot radius burst centered on you
    Duration: Permanent
    Saving Throw: Fortitude negates; see text
    Spell Resistance: Yes

    Sounds fade and sights darken as the chord resonates through your enemies' bodies.

    Enemies within the area of effect must make a Fortitude save or become blinded permanently, and a second Fortitude save or become deafened permanently.

    Dazed and Confused
    Harmony, Led Zeppelin 4
    Range: Medium (100 ft + 10 ft/level)
    Target: 1 creature
    Duration: 1 round/level
    Saving Throw: Will partial
    Spell Resistance: Yes

    Strange auditory hallucinations cause your enemy to become disoriented.

    Target enemy must save or become confused as the spell for the duration of the chord. On a successful save, the enemy is instead dazed for 1 round.

    Don't Blame the Dynamite
    Harmony, Electric Mayhem 6
    Area: 30-foot radius burst centered on you
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    As you play the chord, the area around you erupts into a cacophony of explosions.

    Any creature within the area except you takes 1d8 points of damage per caster level as the chord explodes away from you. Half of the damage is fire damage and the other half is bludgeoning damage. Unattended objects take double damage from the blast.

    Glass Soldier
    Harmony, Iji 5
    Range: Close (25 ft + 5 ft/2 levels)
    Target: 1 creature
    Duration: 1 minute/level
    Saving Throw: Fortitude partial
    Spell Resistance: Yes

    Your enemy's skin and bones grow thin and brittle.

    The target enemy loses all damage reduction and hardness it had. In addition, if the target fails a Fortitude save, then the next time it is suffers a critical hit, it must make and additional Fortitude save equal to the damage dealt or immediately die.

    Mack the Knife
    Harmony, Electric Mayhem 5
    Area: 60-foot radius emanation centered on you
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    Your allies become deadlier with their weapons.

    For the duration of this chord, double the critical threat range and increase by 1 the critical multiplier of your allies' weapons, for all allies within the area of effect. This chord stacks with other effects that increase critical threat range except the keen weapon enchantment.

    Magus Confronted
    Harmony, Chrono Trigger 5
    Area: 60-foot radius emanation centered on you
    Duration: 1 round/level
    Saving Throw: Will partial
    Spell Resistance: Yes

    Enemy spellcasters recoil as your allies appear next to them, disrupting their spells.

    Enemy spellcasters within the area of effect must make a Will save or be unable to cast defensively for the duration of the chord; they are aware of this effect if the fail their Will save. In addition, whenever an enemy attempts to cast a spell, any of your allies in the area of effect may spend an immediate action to teleport to an empty space directly adjacent to that enemy.

    Make Up Your Mind
    Harmony, Iji 6
    Range: Close (25 ft + 5 ft/2 levels)
    Target: 1 humanoid
    Duration: 1 hour/level
    Saving Throw: Will partial
    Spell Resistance: Yes

    The notes of this chord resonate in your opponent's mind, overwhelming any other coherent thoughts.

    This is a mind-affecting compulsion effect. This chord operates as the dominate person spell, except that on a successful save the subject is confused for 1 round.

    Morning Glow
    Harmony, Chrono Trigger 6
    Area: 60-foot radius burst centered on you
    Duration: Instantaneous and 1 hour/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    The warm radiance of the rising sun washes over your allies, refreshing and bolstering them.

    This is a mind-affecting compulsion effect. All allies within the area of effect (including yourself) gain some of the benefits of a full day and night's rest. Subjects are healed 2 hit points per character level and 2 points of ability damage per ability score, and have any fatigue or exhaustion removed. In addition, subjects of this spell gain a morale bonus to attack rolls, saves, and skill checks equal to 1/4 your caster level for 1 hour per level.

    No Hiding Place
    Harmony, Foreigner 4
    Area: 60-foot radius burst centered on you
    Duration: 1 minute
    Saving Throw: None
    Spell Resistance: Yes

    All around, everything comes into incredibly sharp visual focus. Previously unseen creatures begin to glow, giving away their position.

    Every invisible creature in the area of effect suffers the effect of faerie fire for 1 minute. Creatures in the area automatically fail Hide checks during the duration.

    Poison Ivy
    Harmony, Electric Mayhem 4
    Range: Close (25 ft + 5 ft/2 levels)

    An opponent near you suddenly blanches as their blood turns venomous.

    As the poison spell, but at close range, requiring a ranged touch attack.

    River Was Filled With Stories
    Harmony, World's End Girlfriend 6
    Effect: 1 or more magical sensors

    As you play softly, you look into the river and see images ebb and flow in the water.

    Playing this chord grants you the ability to scry a number of different people or locations at once, as per the scrying and scry location spells. You can scry up to one target per four caster levels each time you play this chord. This chord requires a river or other source of clear running water as a focus.

    Secret of the Forest
    Harmony, Chrono Trigger 4
    Range: Close (25 ft + 5 ft/2 levels)
    Duration: Instantaneous

    i]The trees whisper to you, telling all the stories they know.[/i]

    You gain the benefit of the commune with nature spell, over all area in range.

    Spellbinder
    Harmony, Foreigner 6
    Area: 60-foot radius emanation centered on you
    Duration: 1 round/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: No

    Your allies smirk as enemy spells slide off them with no effect.

    All allies within the area of effect gain SR 11 + your CL against all spells and SLAs cast by enemies.

    Stairway to Heaven
    Harmony, Led Zeppelin 6
    Range: Medium (100 ft + 10 ft/level)
    Target: One creature
    Duration: Instantaneous; see text
    Saving Throw: Will partial
    Spell Resistance: No

    Your opponent finds itself inexorably drawn across planar barriers.

    Your target must make a Will save or be immediately sent to another plane, chosen at random. With a successful save, the target manages to bind itself to the current plane strongly enough to resist the chord; therefore, it cannot undergo any sort of extradimensional travel for 1 hour, as per the dimensional anchor spell.

    Starrider
    Harmony, Foreigner 5
    Range: Long (400 ft + 40 ft/level)
    Target: You and all willing allies within 60 feet
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    You and your allies scatter in all directions, evading capture.

    You and all allies within 60 feet instantly teleport to any location in range of the chord. Each target may select their own destination.

    The Offering Inferno
    Harmony, World's End Girlfriend 4
    Area: 60-foot emanation centered on you
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    Allies and enemies alike are astounded as their energy attacks become raging, unholy infernos.

    All energy damage dealt in the area of effect is altered so that half of the damage is fire damage and the other half is profane.

    We Are the Massacre
    Harmony, World's End Girlfriend 5
    Area: 30-foot radius burst centered on you
    Duration: Instantaneous and 1 hour/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    Your allies gain energy from their fallen foes.

    When you play this chord, magic washes over the allies in range, granting them the ability to store up good fortune culled from their victories. From that point forward, up to 1 hour per level, whenever an ally affected by this chord slays an enemy, they gain 1 luck reroll which they can use either to power their existing luck feats or to reroll a saving throw (as per the Survivor's Luck feat).

    Welcome To the Party, Pal
    Harmony, Iji 4
    Range: Long (400 ft + 40 ft/level)
    Target: One creature
    Duration: Instantaneous and 1 round
    Saving Throw: Will partial and Fortitude partial
    Spell Resistance: See text

    [i]Your enemy appears next to you, reeling in surprise.[i]

    The target of this chord must make a Will save or be teleported instantly to an empty square adjacent to you of your choice (if there are no empty squares adjacent to you, the chord fails). In addition, the target must also make a Fortitude save or be stunned for 1 round; spell resistance applies to the stunning effect, but not the teleportation.


    Melody Chords
    Spoiler
    Show

    Angel
    Melody, Aerosmith 8
    Area: 60-foot radius emanation centered on you
    Duration: 1 round/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    Your allies take on heavenly characteristics.

    All your allies gain the benefits of the Half-Celestial template while within the area of effect.

    Around the World
    Melody, Red Hot Chili Peppers 7
    Area: 60-foot radius burst centered on you
    Duration: Instantaneous

    With a piercing, lasting note, you and your allies disappear, carried on the wings of music to far-away lands.

    You teleport yourself and all your willing allies within the area of effect as per the teleport spell.

    Astronomy
    Melody, Jethro Tull 9
    Range: Medium (100 ft + 10 ft/level)
    Target: 1 creature/level
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    Your music calls down the stars from the heavens to destroy your enemies.

    Each round, each target within range is hit by a falling star. You must make a ranged touch attack against each target, using your Charisma modifier in place of your Dexterity modifier; a successful strike deals 1d8 damage per caster level bludgeoning damage.

    Banish from Sanctuary
    Melody, Blind Guardian 8
    Area: 60-foot radius burst centered on you
    Duration: Instantaneous
    Saving Throw: Will negates
    Spell Resistance: Yes

    Nearby enemies vanish as they are forced back to their home planes.

    All enemies within the area of effect must make a Will save or be instantly forced back to their home plane.

    Behind Blue Eyes
    Melody, The Who 8
    Area: 120-foot radius emanation centered on you
    Duration: 1 minute/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    The notes you play resonate in your mind, taking shape into words that echo the thoughts of those around you.

    This is a mind-affecting effect. You can eavesdrop on the thoughts of every creature in the area of effect, as per the brain spider spell.

    Blitzkrieg
    Melody, Metallica 7
    Area: 60-foot radius burst centered on you
    Duration: Instantaneous
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    Your allies are spurred into action by this trumpeting chord.

    All of your allies within the area of effect immediately take a standard action. If they choose to use that action to attack, they may make a full attack instead.

    Cold Wind to Valhalla
    Melody, Jethro Tull 7
    Area: 60-foot radius emanation centered on you
    Duration: 1 round/level
    Saving Throw: Fortitude partial; see text
    Spell Resistance: Yes

    The chord rips through the air, sucking all heat out with it.

    All enemies within the area of effect suffer 1d6 cold damage per 4 caster levels every round. Beginning in the 2nd round and each round thereafter, increase the damage each enemy takes by 2d6 if that enemy fails a Fortitude save. The damage increases each round are cumulative.

    Creeping Death
    [b]Melody, Metallica 8
    Range: Medium (100 ft + 10 ft/level)
    Target: One creature
    Duration: See text
    Saving Throw: See text
    Spell Resistance: No

    You play, and the notes take root in your enemy, slowly approaching its heart.

    This is a necromancy effect which places a curse on your target. An enemy targeted by this chord must make a Fortitude save every hour. For every failed save, the target makes all further Fortitude saving throws against this chord at a cumulative -2 penalty. Once the target fails 5 saving throws, it dies.

    This chord cannot be dispelled, nor can it be removed by break enchantment or limited wish. A miracle or wish spell removes the curse, as does remove curse cast by a spellcaster of at least 17th level.

    Curse My Name
    Melody, Blind Guardian 9
    Area: 30-foot radius burst centered on you
    Duration: Permanent
    Saving Throw: Will negates
    Spell Resistance: Yes

    You sing lyrics of the Dark Speech which cause your enemies to blanch.

    All enemies in the area of effect must make a Will save or suffer a curse as per greater bestow curse. All enemies suffer the same curse, which can only be removed by a miracle or wish spell, or remove curse cast by a 20th-level spellcaster.

    Dream On
    Melody, Aerosmith 9
    Area: 20-foot radius emanation centered on you
    Duration: 1 round/level (D)
    Saving Throw: See text
    Spell Resistance: No

    As you play the chord, the music swells around you in a dreamy bubble.

    Dream On creates a planar bubble (as per the planar bubble spell) which emulates the Dreamheart (see Manual of the Planes page 201 for information on the Region of Dreams). Though time passes much more quickly inside the bubble than outside, things have difficulty transitioning across the boundary. Attacks cannot be made across the boundary in either direction; spells cannot be cast across the boundary (including power chords cast as spells), nor can spell-like, supernatural, or extraordinary abilities be activated across the boundary (including power chords activated as SLAs or supernatural abilities). Creatures inside the bubble must make a Will save to be able to leave, though they can otherwise act normally.

    Any creature trapped inside the bubble may make Lucid Dreaming checks as normal if it has ranks in the skill; a DC 20 Lucid Dreaming check allows a creature to leave the bubble without making a Will save. You may substitute a Perform check for a Lucid Dreaming check if you wish. You can make a special Lucid Dreaming check to emulate the effects of any power chord you know (DC 20 + 3 times chord level), without expending a daily use of the chord. However, the range and/or area of effect of any chord emulated this way is limited to inside the Dream bubble.

    When the chord ends, all spells and effects which began inside the bubble also end. Consumables and daily uses activated inside the bubble are not expended, and spell slots or power points are returned to their pre-bubble state. However, the effect of any spells or abilities with an instantaneous duration remain, as does any damage, conditions, or death sustained during the time spent inside the bubble.

    Lionheart
    Melody, Blind Guardian 7
    Area: 60-foot radius emanation centered on you
    Duration: 1 round/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    The notes ring out and your allies grow in strength and ferocity.

    All allies within the area of effect take on some qualities of a were-dire lion for the duration of the chord. Each willing ally gains a +14 bonus to Strength, a +4 bonus to Dexterity, and a +6 bonus to Constitution, as well as damage reduction 10/silver and a +5 bonus to natural armor. Each ally also gains two claw attacks (1d6 + Str for a medium creature) and a bite attack (1d8 + Str/2 for a medium creature), as well as the Multiattack feat. Allies affected by lionheart can make a full attack at the end of a charge, and are immune to fear.

    Master of Puppets
    Melody, Metallica 9
    Area: 30-foot radius emanation centered on you
    Duration: Concentration, up to 1 minute/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    The notes you play worm their way into your opponents' consciousness, taking them over.

    This is a mind-affecting compulsion effect. Any enemy within the area of effect who fails their Will save comes is affected as if by dominate monster. You can dominate a number of creatures this way up to your Charisma modifier; however, wrangling so many creatures requires a sizable amount of concentration.

    Me and My Friends
    Melody, Red Hot Chili Peppers 9
    Area: 30-foot radius burst centered on you
    Duration: 1 minute/level (D)
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    Your chord takes on the semblance and substance of you and your friends.

    You create one duplicate of each ally in range, including yourself, as per the Body Outside Body spell. In addition to the normal restrictions, the duplicates cannot use the original creatures' supernatural or spell-like abilities, but they can duplicate extraordinary abilities. The original creatures take no damage when a duplicate is destroyed.

    Miracle Cure
    Melody, The Who 9
    Range: Medium (100 ft + 10 ft/level)
    Target: 1 creature/level
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    Allies are suddenly cured by the power of rock.

    All targets within range are cured of all of the following conditions: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, petrified, shaken, sickened, and stunned. The chord ends sleep effects and the effect of the feeblemind spell and the seasons of wither chord, and ends any additional effects from poison, as the neutralize poison spell. Each target is cured 1d4 points of damage per caster level, and healed of all ability damage and drain, negative levels, and levels permanently drained by a force or creature (but not level or Constitution loss due to death).

    Occasional Demons
    Melody, Jethro Tull 8
    Area: 60-foot radius emanation centered on you
    Duration: 1 round/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    Your allies take on fiendish characteristics.

    All of your allies gain the benefits of the Half-Fiend template while within the area of effect.

    Parallel Universe
    Melody, Red Hot Chili Peppers 8
    Area: One-mile radius spread centered on your square
    Duration: 24 hours/2 levels (D)
    Saving Throw: Will partial; see text
    Spell Resistance: No

    The air and ground warp, taking on strange and unusual configurations.

    Parallel Universe causes substantial disorientation within the area it affects. Direction and distance become impossible to determine, as the world itself bends and twists.
    • All attacks have a 50% miss chance.
    • Area effects with a source or target within the area have a 20% chance of improper placement. If this occurs, the spell is centered 1d4 x 5 feet in a random direction from where the caster intended. To determine direction, use the rules for a missed splash weapon (PH 158).
    • All Perception checks based on vision take a -10 penalty.
    • Any movement, from a 5-foot step to a full run and everything between, occurs in a random direction. (Again, use the rules for a missed splash weapon to determine direction.) Reroll any result that places the creature in an "illegal" space (in another creature's area, within a wall, and so on). A random roll that results in a fall off a ledge (or a similar mishap) is allowable. A successful Will save negates this particular effect, but that save must be repeated for each round of movement.
    • Any teleportation effects with a destination inside the area of the parallel universe deposit their passengers 1d% x 5 feet from the intended destination. If this would put them inside a solid object, treat as a mishap as described in the teleport spell. If this would send them outside the chord's area, roll again. A teleport effect cast within the chord's area and intended to transport the subject to a point outside the affected area requires a successful Will save; failure indicates that the subject instead teleports to a random point within the area of the parallel universe.

    When within your own parallel universe, you are immune to the last two effects (movement and teleportation), but not the others. You may attempt to guide your companions through the parallel universe; this does not allow them to find their way automatically, but it does grant them a +4 bonus on Will saves to resist those two effects. The center of the effect is determined when you play the chord, and does not change if and when you move.

    Seasons of Wither
    Melody, Aerosmith 7
    Area: 60-foot radius burst centered on you
    Duration: Instantaneous
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    You play a discordant note, and your enemies grow so weak and slow they can barely move.

    All enemies within range must make a Fortitude save, or their Strength and Dexterity scores each drop to 1. Each affected creature is unable to use Strength- or Dexterity-based skill checks, and likely cannot move due to the weight of its equipment. Each subject remains in this state until a heal, limited wish, miracle, or wish spell, or a miracle cure chord or similar effect, is used to cancel the effect of the seasons of wither.

    Won't Get Fooled Again
    Melody, The Who 7
    Area: 60-foot radius burst centered on you
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No

    The notes spring out and disrupt all illusions in the area.

    All illusion spells and effects in the area of effect of this chord are immediately ended. To disrupt any illusion spell or effect of 7th level or higher, you must succeed on a caster-level check for each, against a DC of 11 + the caster level of the effect.
    Last edited by sirpercival; 2013-01-25 at 08:39 PM.
    (member in good standing of the troll-feeder's guild)

    I am the assassin of productivity.

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  17. - Top - End - #17
    Barbarian in the Playground
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    Default Re: Magipunk Campaign Setting

    Hey! You finally got this up again. Nice. The retrieval work I did for you was a success, I take it?

    And to think that the Powerbard evolved out of a joke. I'm just sad that what may be the best track from Iji just doesn't have a Power Chord-worthy name.
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  18. - Top - End - #18
    Bugbear in the Playground
     
    sirpercival's Avatar

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    Default Re: Magipunk Campaign Setting

    Quote Originally Posted by Garryl View Post
    Hey! You finally got this up again. Nice. The retrieval work I did for you was a success, I take it?
    Yes, it was quite successful, thank you! I had started on this a while back, and then it fell off the wagon. Now that Ethos is ported, I figured I'd take some time and put up a bunch of Magipunk stuff. The only problem is that there's still Crystal Mage to be reworked, and Planeswalker is only half done...

    And to think that the Powerbard evolved out of a joke. I'm just sad that what may be the best track from Iji just doesn't have a Power Chord-worthy name.
    Lol. Actually, I think the Powerbard evolved from the Evernight writeup that SneakySable threw down.
    (member in good standing of the troll-feeder's guild)

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  19. - Top - End - #19
    Bugbear in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Magipunk Campaign Setting

    I love the idea behind the lifetorn. I'm sure I can use them in some sort of campaign. Probably in one that I'm running right now.

  20. - Top - End - #20
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    Default Re: Magipunk Campaign Setting

    DOMESKIPPER

    "Let me tell you how this is gonna go. You're gonna buy the equipment I tell you to buy. Then I'm gonna teach you how to use it. You'll sleep with it, eat with it, bring it to your mother's birthday party. Then, when I decide you're ready, I'll take you out into the Wilds, and we'll find us a dragon... and you'll shoot it in the goddamn face. Now is that something you'd be interested in?"
    -Marcus Darby, domeskipper and big game hunter

    A domeskipper can be a glamorous celebrity, leading safaris of nervous rich folk into the Wilds to hunt dangerous creatures. Or, he could be an outcast, exiled from the cities and forced to adapt to life in the wilderness.

    MAKING A DOMESKIPPER
    A domeskipper is a pretty bad dude. Seriously. Plus, he has his own pet rhinoceros. Who's gonna mess with that?
    Abilities: Strength, Dexterity, Constitution, and Wisdom are all important, with a minor in Charisma.
    Races: Any.
    Alignment: Any.
    Starting Gold: As ranger.
    Starting Age: As ranger.

    Class Skills
    The Domeskipper's class skills (and the key ability for each skill) are Acrobatics (Dex), Animal Affinity (Cha), Athletics (Str), Heal (Wis), Natural Lore (Wis), Perception (Wis), Profession (Wis), and Stealth (Dex).
    Skill Points at 1st Level: (6 + Int) x4
    Skill Points at Each Additional Level: 6 + Int

    Hit Die: d8

    {table=head]Level|BAB|Fort|Ref|Will|Special|ManKno|ManRea|Stances
    1 | +1 | +2 | +2 | +0 | Animal companion, Track, wild empathy |3 | 3 (2)| 1
    2 | +2 | +3 | +3 | +0 | 1st favored enemy |4 | 3 (2)| 1
    3 | +3 | +3 | +3 | +1 | Endurance |5 | 3 (2)| 1
    4 | +4 | +4 | +4 | +1 | Woodland stride |5 | 4 (2)| 2
    5 | +5 | +4 | +4 | +1 | 2nd favored enemy |6 | 4 (2)| 2
    6 | +6/+1 | +5 | +5 | +2 | Surefooted, trained for war |6 | 4 (2)| 2
    7 | +7/+2 | +5 | +5 | +2 | Swift tracker |7 | 4 (2)| 2
    8 | +8/+3 | +6 | +6 | +2 | 3rd favored enemy |7 | 4 (2)| 2
    9 | +9/+4 | +6 | +6 | +3 | Evasion |8 | 4 (2)| 2
    10| +10/+5 | +7 | +7 | +3 | Trackless step |8 | 5 (3)| 3
    11| +11/+6/+1 | +7 | +7 | +3 | 4th favored enemy |9 | 5 (3)| 3
    12| +12/+7/+2 | +8 | +8 | +4 | Good breeding |9 | 5 (3)| 3
    13| +13/+8/+3 | +8 | +8 | +4 | Camouflage |10| 5 (3)| 3
    14| +14/+9/+4 | +9 | +9 | +4 | 5th favored enemy |10| 5 (3)| 3
    15| +15/+10/+5 | +9 | +9 | +5 | Improved evasion |11| 6 (3)| 3
    16| +16/+11/+6/+1 | +10 | +10 | +5 | Hide in plain sight |11| 6 (3)| 4
    17| +17/+12/+7/+2 | +10 | +10 | +5 | 6th favored enemy |12| 6 (3)| 4
    18| +18/+13/+8/+3 | +11 | +11 | +6 | Primal awakening |12| 6 (3)| 4
    19| +19/+14/+9/+4 | +11 | +11 | +6 | Consummate hunter |13| 6 (3)| 4
    20| +20/+15/+10/+5| +12 | +12 | +6 | 7th favored enemy, stance mastery |13| 7 (4)| 4[/table]

    Weapon and Armor Proficiencies: A domeskipper is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

    Maneuvers: A domeskipper begins his career with knowledge of three martial maneuvers. The disciplines available to him are Falling Star, Essence of Gaia, Tiger Claw, and White Raven. (Disciplines may be exchanged for other homebrew disciplines at the DM's discretion.) At the beginning of each encounter, a domeskipper is granted a subset of his readied maneuvers at random; the remaining readied maneuvers are granted to his animal companion.

    Whenever the domeskipper expends a maneuver, it remains granted (but expended) for 1 round, after which it is withheld from the domeskipper, but is granted as a recovered, readied maneuver to his animal companion. Whenever the companion performs a maneuver, it remains granted (but expended) for 1 round, after which it is withheld from the companion, but is granted as a refreshed, readied maneuver to the domeskipper.

    Only one maneuver each may be granted to the domeskipper and his animal companion each round; if more are available, then the maneuvers are granted in the order they were expended. Both the domeskipper and his animal companion may expend a readied, granted maneuver as a swift action with no effect.

    Animal companion (Ex): A domeskipper may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. This animal is a loyal companion that accompanies the domeskipper on his adventures as appropriate for its kind.

    A 1st-level domeskipper's companion is completely typical for its kind except as noted below. As a domeskipper advances in level, the animal’s power increases as shown on the table. A domeskipper's effective level for the purposes of his animal companion is either his domeskipper level (including effects that modify his effective domeskipper level) or his initiator level (including effects that modify his effective initiator level), whichever is greater. If a domeskipper releases his companion from service, or his previous animal companion perishes, he may gain a new one after 24 hours.

    A domeskipper of 4th level or higher may select a more powerful animal companion; if he does so, the creature gains abilities as if the character’s domeskipper level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s domeskipper level and compare the result with the domeskipper level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the domeskipper's effective level to 0 or lower, she can’t have that animal as a companion.)

    Spoiler
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    The Domeskipper's Animal Companion
    A domeskipper's animal companion is different from a normal animal of its kind in many ways. A domeskipper's animal companion is superior to a normal animal of its kind and has special powers, as described below.

    {table=head]Class Level|Bonus HD|Nat Armor|Str/Dex Adj.|Bonus Tricks|Special
    1st-2nd|+0|+0|+0|1|Link, share stance
    3rd-5th|+2|+2|+1|2|Evasion
    6th-8th|+4|+4|+2|3|Devotion
    9th-11th|+6|+6|+3|4|Multiattack
    12th-14th|+8|+8|+4|5| --
    15th-17th|+10|+10|+5|6|Improved evasion
    18th-20th|+12|+12|+6|7| --[/table]

    Animal Companion Basics
    Use the base statistics for a creature of the companion’s kind, but make the following changes.
    • Class Level -- The character’s domeskipper level. The domeskipper's class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.
    • Bonus HD -- Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is equal to 3/4 of the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.
    • Natural Armor Adj. -- The number noted here is an improvement to the animal companion’s existing natural armor bonus.
    • Str/Dex Adj. -- Add this value to the animal companion’s Strength and Dexterity scores.
    • Bonus Tricks -- The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the domeskipper might choose to teach it (see the Animal Affinity skill). These bonus tricks don’t require any training time or Animal Affinity checks, and they don’t count against the normal limit of tricks known by the animal. The domeskipper selects these bonus tricks, and once selected, they can’t be changed.
    • Link (Ex) -- A domeskipper can handle his animal companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Animal Affinity skill. The domeskipper gains a +4 circumstance bonus on all wild empathy checks and Animal Affinity checks made regarding an animal companion.
    • Share Stance (Ex) -- At the domeskipper option, he may have any stance he enters also affect his animal companion, whenever the companion is within 5 feet.
    • Evasion (Ex) -- If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
    • Devotion (Ex) -- An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
    • Multiattack -- An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.
    • Improved Evasion (Ex) -- When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.


    Alternative Animal Companions
    Spoiler
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    A domeskipper of sufficiently high level can select his animal companion from one of the following lists, applying the indicated adjustment to the domeskipper's level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.

    4th Level or Higher (Level -3)
    Spoiler
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    Ape (animal)
    Bear, black (animal)
    Bison (animal)
    Boar (animal)
    Cheetah (animal)
    Dire badger
    Dire bat
    Dire weasel
    Leopard (animal)
    Lizard, monitor (animal)
    Snake, constrictor (animal)
    Snake, Large viper (animal)
    Wolverine (animal)


    7th Level or Higher (Level -6)
    Spoiler
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    Bear, brown (animal)
    Dire wolverine
    Crocodile, giant (animal)
    Deinonychus (dinosaur)
    Dire ape
    Dire boar
    Dire wolf
    Lion (animal)
    Rhinoceros (animal)
    Snake, Huge viper (animal)
    Tiger (animal)


    10th Level or Higher (Level -9)
    Spoiler
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    Bear, polar (animal)
    Dire lion
    Megaraptor (dinosaur)
    Snake, giant constrictor (animal)


    13th Level or Higher (Level -12)
    Spoiler
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    Dire bear
    Elephant (animal)


    16th Level or Higher (Level -15)
    Spoiler
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    Dire tiger
    Triceratops (dinosaur)
    Tyrannosaurus (dinosaur)



    Track: A domeskipper gains Track as a bonus feat.

    Wild empathy (Ex): A domeskipper can improve the attitude of an animal. This ability functions just like a Negotiation check made towards a person. The domeskipper rolls 1d20 and adds his domeskipper level and Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting relationship of "Just Met", while wild animals are usually "Acquaintance (Negative)".

    To use wild empathy, the domeskipper and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A domeskipper can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

    Favored Enemy (Ex): At 2nd level, a domeskipper may select a type of creature from among those given on this table. The domeskipper gains a +2 bonus on Natural Lore, Negotiation, Persuasion, and Perception checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

    At 5th level and every three levels thereafter (8th, 11th, 14th, 17th, and 20th level), the domeskipper may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

    If the domeskipper chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the domeskipper's bonuses do not stack; he simply uses whichever bonus is higher.

    Endurance: A domeskipper gains Endurance as a bonus feat at 3rd level.

    Woodland Stride (Ex): Starting at 4th level, a domeskipper may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

    Trained for war: At 6th level, a domeskipper's animal companion gains the Warbeast template.

    Surefooted (Ex): Beginning at 6th level, a domeskipper is well acquainted with the dangers of unstable ground. He no longer takes any penalty to Acrobatics or Stealth checks from broken terrain or stairs. He also does not need to make a DC 10 Acrobatics check when running or charging down a steep slope.

    Swift tracker (Ex): At 7th level, a domeskipper can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

    Evasion (Ex): Beginning at 9th level, a domeskipper can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the domeskipper is not wearing heavy armor. A helpless domeskipper does not gain the benefit of evasion.

    Trackless step (Ex): Starting at 10th level, a domeskipper leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

    Good breeding: At 12th level, a domeskipper's animal companion gains the magebred animal template.

    Camouflage (Ex): A domeskipper of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

    Improved evasion (Ex): At 15th level, while a domeskipper still takes no damage on a successful Reflex saving throw against attacks, henceforth he takes only half damage on a failed save. A helpless domeskipper does not gain the benefit of improved evasion.

    Hide in plain sight (Ex): While in any sort of natural terrain, a domeskipper of 16th level or higher can use the Hide skill even while being observed.

    Primal awakening: At 18th level, a domeskipper's animal companion gains the Feral template (Savage Species pg 115).

    Consummate hunter (Ex): Beginning at 19th level, whenever a domeskipper initiates a maneuver against one of his favored enemies, he may choose to immediately recover it as a granted maneuver instead of granting it to his animal companion. The animal companion may similarly choose to immediately recover a maneuver instead of granting it to the domeskipper when the companion initiates a maneuver against one of the domeskipper's favored enemies.

    Stance mastery (Ex): At 20th level, a domeskipper can have two stances active simultaneously. When he uses a swift action to initiate or change his stance, he can initiate or change one or both stances.

    PLAYING A DOMESKIPPER
    Text.
    Combat: Text.
    Advancement: Text.
    Resources: Text.

    DOMESKIPPER IN THE WORLD
    "A quote of somebody else talking about your class!"
    -name of quote originator
    A brief description of how your class is persevered in the world and how he interacts with the world.
    Daily Life: Some general information about the typical day in the life of your class.
    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    DOMESKIPPER ACFS

    Atlantean Domeskipper
    Spoiler
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    Some domeskippers come from oceanic environments, particularly those that operate in and around Atlantis. They manage their watery demesnes with different techniques than land-bound domeskippers.

    Manuevers: An Atlantean domeskipper chooses maneuvers from the following disciplines: Essence of Gaia (see below), Ocean Soul, Tiger Claw, and White Raven.

    Animal Companion (Ex): An Atlantean domeskipper chooses from the following animal companions: porpoise, Medium shark, and squid. In addition, at higher levels he can choose a more powerful companion as normal:
    • Crocodile or Shark (Large) at 4th level (level -3)
    • Elasmosaurus (dinosaur) at 7th level (level -6)
    • Shark (Huge) or Whale (Orca) at 10th level (level -9)
    • Octopus (giant) at 13th level (level -12)
    • Dire shark or Squid (giant) at 16th level (level -15)


    Aquatic Adaptation: At 4th level, an Atlantean domeskipper gains a +8 racial bonus to Swim checks, and can hold his breath underwater for 4 rounds per point of Constitution. At 6th level, he gains a swim speed equal to his base land speed, and can breathe on land and underwater equally well. This ability replaces the domeskipper's Woodland Stride and Surefooted class features.


    Evernight Domeskipper
    Spoiler
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    Domeskippers from Evernight are bounty hunters, moving through the city to find those skulking degenerates who owe money to the people in power.

    Maneuvers: An Evernight domeskipper chooses maneuvers from the following disciplines: Black Rain, Interesting Times, Shadow Hand, and White Raven.

    Animal Companion (Ex): An Evernight domeskipper gains the companionship of a smaller but far more intelligent creature than she otherwise would have. This is identical to the sorcerer's ability to summon a familiar (PH 52), including all benefits granted and gained by the familiar, except as noted below. Her functional level for determining the abilities of the companion is equal to her domeskipper level.
    • She does not lose experience points if her urban companion is slain, and she requires only 24 hours to replace one who is lost.
    • Her animal companion has total hit points equal to 3/4 her own hit points, rather than half as per a familiar.
    • The animal companion gains the ability to speak with other animals of its kind when she has an effective master level of 1st, rather than 7th.
    • When she reaches an effective master level of 7th, she can speak with animals of her companion's kind, as per speak with animals. This is a supernatural ability that functions constantly, and it requires only a free action to reactivate if somehow dispelled.


    Urban Tracking: An Evernight Domeskipper gains Urban Tracking as a bonus feat, and adds Gather Information to her class skills. This replaces the domeskipper's Track class feature.

    Crowd-walker (Ex): When moving through a crowd, an Evernight domeskipper of 4th level or higher moves at her normal rate, rather than requiring two squares of movement for every square as is normal. In addition, light debris does not impede her movement, and she treats heavy debris as light debris. Any other sort of rough terrain impedes her normally, however. This ability replaces the domeskipper's Woodland Stride class feature.

    Hidden Stalker (Ex): At 13th level, an Evernight domeskipper no longer takes a -5 penalty on Stealth checks when moving faster than half speed, nor does she take the standard -10 penalty when attempting to hide during a brief distraction. In addition, the presence of other people within 5 feet is considered sufficient cover for her to hide, making it easy for her to vanish into a crowd. At 16th level, she gains hide in plain sight, but this ability functions in any urban environment, rather than only in natural environments as written. This ability replaces the domeskipper's Camouflage and Hide in Plain Sight class features.


    Jarrashi Domeskipper
    Spoiler
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    A domeskipper trained in the beautiful desert city of Jarrash learns about hardship in a wasteland of heat and sand.

    Manuevers: A Jarrashi domeskipper chooses maneuvers from the following disciplines: Desert Wind, Falling Star, Tiger Claw, and White Raven.

    Animal Companion (Ex): A Jarrashi domeskipper chooses from the following animal companions: bat, camel, dog, lizard, donkey, hawk, or horned lizard. In addition, at higher levels he can choose a more powerful companion as normal from the following lists:

    4th level or Higher (Level –3)
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    Dire bat
    Lizard, monitor
    Peccary (treat as boar)
    Puma (treat as leopard)
    Snake, Large viper


    7th Level or Higher (Level –6)
    Spoiler
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    Deinonychus (dinosaur)
    Dire hawk (Monster Manual II)
    Dire peccary (treat as dire boar)
    Protoceratops (dinosaur)
    Rhinoceros
    Snake, Huge viper


    10th Level or Higher (Level –9)
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    Dire puma
    Dire snake (Monster Manual II)
    Dire tortoise
    Dire vulture
    Hippopotamus


    13th Level or Higher (level –12)
    Spoiler
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    Diprotodon
    Elephant
    Giant banded lizard


    16th Level or Higher (level –15)
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    Dire elephant (Monster Manual II)
    Roc
    Dire rhinoceros (Fiend Folio)
    Triceratops (dinosaur)


    Heat Endurance: A Jarrashi domeskipper gains Heat Endurance as a bonus feat at 3rd level instead of Endurance.

    Sandskimmer: A Jarrashi domeskipper gains Sandskimmer as a bonus feat at 4th level instead of the woodland stride class feature.


    North Domeskipper
    Spoiler
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    Trained under the frozen sun and glowing Aurora of North, domeskippers from the polar regions learn to deal with frigid temperatures and icy environs.

    Manuevers: A North domeskipper chooses maneuvers from the following disciplines: [url=http://www.giantitp.com/forums/showthread.php?p=8096955]]Bitter Edge[/burl], Falling Star, Tiger Claw, and White Raven.

    Animal Companion (Ex): A North domeskipper chooses from the following animal companions: dog, riding dog, gyrfalcon (treat as hawk), raven, snowy owl (treat as owl), or wolf. In addition, at higher levels he can choose a more powerful companion as normal from the following lists:

    4th level or Higher (Level –3)
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    Bear, black
    Branta
    Snow leopard (treat as leopard)
    Wolverine


    7th Level or Higher (Level –6)
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    Bear, brown
    Dire wolf
    Dire wolverine
    Megaloceros
    Terror bird (from Fiend Folio)


    10th Level or Higher (Level –9)
    Spoiler
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    Bear, polar
    Glyptodon
    Smilodon


    13th Level or Higher (level –12)
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    Dire bear
    Dire elk (from Monster Manual II)
    Woolly mammoth


    16th Level or Higher (level –15)
    Spoiler
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    Dire rhinoceros (from Fiend Folio)
    Dire tiger
    Megatherium (from Fiend Folio)


    Snowrunner: A North domeskipper gains Snowrunner as a bonus feat at 6th level, instead of the surefooted class feature.

    Snowflake Wardance: A North domeskipper gains Snowflake Wardance as a bonus feat at 13th level instead of the camouflage class feature. The domeskipper activates a snowflake wardance by expending a readied maneuver as a free action; the wardance lasts for a number of rounds equal to twice the level of the maneuver.
    Last edited by sirpercival; 2013-01-26 at 10:52 AM.
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  21. - Top - End - #21
    Bugbear in the Playground
     
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    Default Re: Magipunk Campaign Setting

    This discipline is for any character that has an Animal Companion or Wild Cohort [henceforth referred to as "partner"]. Other things (like Special Mount, Psicrystal, or Familiar) work just fine, but the nature flavor of the rest of the abilities works best with druids & rangers.

    It also uses Rushes.

    Martial Discipline: Essence of Gaia

    Associated weapons: All axes, all spears, scythe, sickle, quarterstaff, and natural weapons.
    Key skill: Animal Affinity [a.k.a. Handle Animal].

    Whenever mention is made of "your partner", this refers to any companion you've gained through class features and feats other than Leadership, the Thrallherd class, and their derivatives. Common examples include:
    • Animal companion
    • Familiar
    • Companion gained via the Wild Cohort feat
    • Psicrystal
    • Special Mount


    Feat:
    Spoiler
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    Gaian Retribution
    You and your partner protect each others' backs.
    Prerequisite: One Essence of Gaia stance.
    Benefit: Whenever an opponent successfully deals damage to you, if you are in an Essence of Gaia stance, your partner gains a +1 morale bonus to attack and damage per 10 points of damage dealt. This bonus only applies to attacks against that opponent, and lasts for 1 round. You gain the same benefit whenever you are in an Essence of Gaia stance and an opponent successfully deals damage to your partner. You and your partner must both know which opponent caused the damage to gain the benefit of this feat.


    Maneuver and Stance List

    1st level
    • Call of Vines -- Strike. Enemy is entangled by plant growth for 1 round.
    • Distraction -- Boost. Target provokes AoO from your partner.
    • Grasp of the Bear -- Strike. Make a successful melee attack with improved grab.
    • Stalker in the Wilds -- Stance. Gain sneak attack +1d6 while in natural settings.


    2nd level
    • Defensive Partnership -- Counter. Your partner attacks an opponent who just struck you.
    • Dual Movement -- Rush. Swap places with partner.
    • Lend Strength -- Boost. Increase partner's size by 1 category for 1 round.
    • Venomstrike -- Strike. Make a melee attack which poisons your target.


    3rd level
    • Gaia Infusion -- Stance. Gain +2 to Str, Dex, and Con.
    • Gecko Run -- Rush. Move as if via spider climb.
    • Lessening Strike -- Strike. Reduce opponent's size by 1 category for 1 round.
    • Listen to the Earth -- Stance. Gain tremorsense.


    4th level
    • Constricting Vines -- Strike. Opponent is grappled by plant life for 1 round.
    • Wild Reposition -- Boost. Your partner moves up to its speed.
    • Wolfpack Harry -- Strike. Both partners make single attack.


    5th level
    • Arboreal Charge -- Strike. Charge in one tree and out another.
    • As the Wilds -- Stance. Gain plant immunities, lose speed and Dex.
    • Defensive Partnership, Greater -- Counter. Your partner attacks an opponent who is about to strike you, may interrupt attack.
    • Lend Might -- Boost. Increase your partner's size by 2 categories for 1 round


    6th level
    • Diminishing Strike -- Strike. Reduce opponent's size by 2 categories for 1 round.
    • Venomstrike, Greater -- Strike. Make a melee attack which poisons your target with a more virulent poison.
    • Wild Assault -- Boost. Partner makes single move + attack.


    7th level
    • Inflict Transformation -- Strike. Opponent is affected by baleful polymorph.
    • Vinefury Strike -- Strike. Opponent is grappled and pinned by plant life indefinitely.
    • Wild Cavalry -- Boost. Partner makes a charge attack.


    8th level
    • Arboreal Evasion -- Counter. Immediate-action transport via plants.
    • Gaian Intellectus -- Stance. While in natural terrain, know the position of every living thing w/in 60 feet; find the path to places in natural terrain.
    • Stoneform Strike -- Strike. Make an attack which inflicts petrification.
    • Wolfpack Unison -- Strike. You and your partner each make a full attack.


    9th level
    • Sublime Unison -- Strike. You and your partner each initiate a strike you know (which total to 9 levels).



    Maneuver and Stance Descriptions
    Spoiler
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    Arboreal Charge
    Essence of Gaia (Strike) [Teleportation]
    Level: Domeskipper 5
    Initiation Action: 1 full-round action
    Range: Melee attack
    Target: One creature
    Duration: Instantaneous
    You charge directly into a tree, reappearing at another at top speed and hurtling toward your target from an unexpected direction.

    As part of this maneuver, move up to twice your speed in a straight line to a tree, teleport to another tree within 10 feet per initiator level as per transport via plants, then move up to the remainder of your movement from before the teleportation in a straight line, then make an attack as though at an end of a charge. This is otherwise treated as a charge, except as noted above. You needn't move to the nearest space from which you can attack the target. As you come from an unexpected direction, your opponent must make a Spot check (DC 15 + your Wisdom modifier) or be flatfooted against your charge attack. This maneuver is a supernatural ability.

    Arboreal Evasion
    Essence of Gaia (Counter)
    Level: Domeskipper 8
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You
    Duration: Instantaneous
    As your opponent swings, you disappear and reappear elsewhere.

    You may initiate this maneuver at any time as an immediate action, gaining the benefit of the transport via plants spell. The plant you enter need not be Medium-sized or larger, but you may only transport yourself a distance up to 50 feet per initiator level. Since this is an immediate action, you may use this to avoid an attack of which you are aware. This maneuver is a supernatural ability.

    As the Wilds
    Essence of Gaia (Stance)
    Level: Domeskipper 5
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance
    You skin becomes tougher and you take on some of the characteristics of a plant.

    While you are in this stance, your natural armor bonus increases by +2, but you suffer a -4 penalty to your Dexterity and your base speed is reduced by 10 feet. In addition, you are immune to extra damage from critical hits and precision damage, mind-affecting spells and abilities, poison, sleep, paralysis, stunning, and polymorphing. Any spell or effect that would affect plant creatures also affects you, for the duration of the stance. This maneuver is a supernatural ability.

    Call of Vines
    Essence of Gaia (Strike)
    Level: Domeskipper 1
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: 1 round
    You attack a creature to mark it, and the grass, bushes, and trees around it grow up and tangle with its nether portions.

    When you initiate this strike, make a melee attack against your opponent at +1d6 damage. If you are successful, grasses, weeds, bushes, and even trees wrap, twist, and entwine about your target, causing it to become entangled for 1 round. An affected creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. The entangling effect of this maneuver does not function if there are no plants within 5 feet of the target (creatures with the Plant type do not count). This maneuver is a supernatural ability.

    Constricting Vines
    Essence of Gaia (Strike)
    Level: Domeskipper 4
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: 1 round
    You attack a creature to mark it, and the grass, bushes, and trees around it grow quickly and grasp at it with their pulpy tendrils.

    When you initiate this strike, make a melee attack against your opponent with +3d6 damage. If you are successful, grasses, weeds, bushes, and even trees wrap, twist, and entwine about your target, attempting to grapple it. Your target must make a grapple check, opposed by the grapple check of the plants. Treat the plants as a Large creature with a base attack bonus equal to your initiator level and a Strength score of 19. Thus, the plants' grapple check modifier is equal to your initiator level +8. If the creature fails its grapple check, it is grappled by the plants, as well as taking 1d6+4 bludgeoning damage. The grappling effect of this maneuver does not function if there are no plants within 5 feet of the target (creatures with the Plant type do not count). This maneuver is a supernatural ability.

    Defensive Partnership
    Essence of Gaia (Counter)
    Level: Domeskipper 2
    Initiation Action: 1 immediate action
    Range: Partner
    Target: Your partner
    Duration: Instantaneous
    Enraged by the assault on you, your partner launches to your defense.

    When a creature successfully strikes you with a melee or natural weapon, if your partner also threatens the creature, you can use this maneuver to grant your partner an immediate attack against that creature.

    Defensive Partnership, Greater
    Essence of Gaia (Counter)
    Level: Domeskipper 5
    Initiation Action: 1 immediate action
    Range: Partner
    Target: Your partner
    Duration: Instantaneous
    Your partner jumps to your defense, interrupting an attack against you.

    Whenever a creature attempts to attack you, if your partner threatens that creature, you may use this maneuver to grant your partner an immediate attack of opportunity against the creature. If your partner's AoO succeeds, the creature must succeed on a Fortitude save (DC equal to the damage dealt) or be unable to complete its attack against you.

    Diminishing Strike
    Essence of Gaia (Strike)
    Level: Domeskipper 6
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: 1 round
    Saving Throw: Fortitude
    You strike your opponent, who suddenly shrinks to miniature size.

    When you use this maneuver, make a normal melee attack. If you are successful, the creature you struck must make a Fortitude save (DC 16 + your Wisdom modifier) or be reduced, quartering its height, length, and width and dividing its weight by 16 for one round. This decrease changes the creature’s size by two categories. The target gains a +6 size bonus to Dexterity and a -6 size penalty to Strength (to a minimum of 1), but its size modifier for AC and attacks changes as appropriate to its new size category. This maneuver doesn’t change the target’s speed. All equipment worn or carried by a creature is similarly reduced by the maneuver.

    Melee and projectile weapons deal less damage. Other magical properties are not affected by this maneuver. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). This maneuver is a supernatural ability; multiple magical effects that reduce size do not stack.

    Distraction
    Essence of Gaia (Boost)
    Level: Domeskipper 1
    Initiation Action: 1 swift action
    Range: 30 feet
    Target: One creature your partner threatens
    Duration: Instantaneous
    Saving Throw: Will negates
    You make a motion with your weapon, and your opponent is momentarily distracted, allowing your partner an opening.

    Make a melee attack roll with your weapon. Your target must make a Will save (DC equal to the result of your attack roll) or provoke an attack of opportunity from your partner.

    Dual Movement
    Essence of Gaia (Rush) [Teleportation]
    Level: Domeskipper 2
    Initiation Action: 1 move action
    Range: Personal and partner
    Target: You and your partner
    Duration: Instantaneous
    You and your partner suddenly appear in each others' respective locations.

    When you use this maneuver, you and your partner suddenly switch places without moving through the intervening space. This maneuver is a supernatural ability.

    Gaia Infusion
    Essence of Gaia (Stance)
    Level: Domeskipper 3
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance
    You take on slightly more feral characteristics, becoming tougher, swifter, and stronger.

    While you are in this stance, you gain a +2 bonus to Strength, Dexterity and Constitution. This maneuver is a supernatural ability.

    Gaian Intellectus
    Essence of Gaia (Stance)
    Level: Domeskipper 8
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance
    You begin communing with the essence of Gaia, receiving information on the surrounding area.

    While you are in this stance, you gain immediate knowledge of the exact position of every creature within 60 feet, regardless of spells, Hide checks, or other effects which would obscure your target's position. In addition, while you are in natural terrain, you may spend a standard action to gain the benefit of the find the path spell to determine the best route to any other location in natural terrain.

    Gecko Run
    Essence of Gaia (Rush)
    Level: Domeskipper 3
    Initiation Action: 1 move action
    Range: Personal
    Target: You
    Duration: Instantaneous
    You move quickly, hurrying up and down walls, trees, and ceilings.

    When you use this maneuver, you may move up to your speed with the benefit of the spider climb spell. This maneuver is a supernatural ability.

    Grasp of the Bear
    Essence of Gaia (Strike)
    Level: Domeskipper 1
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: Instantaneous
    You attack your opponent, twisting into a wrestling hold.

    When you initiate this strike, make a normal melee attack against your opponent. If you succeed, you may immediately begin a grapple, as per the Improved Grab special ability.

    Inflict Transformation
    Essence of Gaia (Strike)
    Level: Domeskipper 7
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: Permanent
    Saving Throw: Fortitude negates, Will partial
    You attack your opponent, channeling the gentler nature of Gaia into your strike.

    When you initiate this maneuver, make a normal melee attack. If you are successful, the creature you struck must make a Fortitude save (DC 17 + your Wisdom modifier) or be affected as if by the baleful polymorph spell with a caster level equal to your Initiator Level. This maneuver is a supernatural ability.

    Lend Might
    Essence of Gaia (Boost)
    Level: Domeskipper 5
    Initiation Action: 1 swift action
    Range: Partner
    Target: Your partner
    Duration: 1 round
    You channel strength through the special bond you have with your partner, and it grows significantly larger in response.

    Use this maneuver to cause your partner to grow, quadrupling its height and multiplying its weight by 16 for one round. This increase changes increases its size category by two, and it gains a +12 size bonus to Strength, a +6 size bonus to Constitution, and a -4 size penalty to Dexterity. Your partner gains a +4 enhancement bonus to its natural armor, but its size modifier for AC and attacks changes as appropriate to its new size category. Determine space and reach as appropriate to your partner's new size.

    If insufficient room is available for the desired growth, your partner attains the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— this maneuver cannot crush your partner by increasing its size.

    All equipment your partner wears or carries is similarly enlarged by the maneuver. Melee and projectile weapons deal more damage. Other magical properties are not affected by this maneuver. Any enlarged item that leaves your partner's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

    This maneuver is a supernatural ability; multiple magical effects that increase size do not stack.

    Lend Strength
    Essence of Gaia (Boost)
    Level: Domeskipper 2
    Initiation Action: 1 swift action
    Range: Partner
    Target: Your partner
    Duration: 1 round
    You channel strength through the special bond you have with your partner, and it grows larger in response.

    Use this maneuver to cause your partner to grow, doubling its height and multiplying its weight by 8 for one round. This increase changes its size category to the next larger one, and it gains a +4 size bonus to Strength and a +2 size bonus to Constitution. Your partner gains a +2 enhancement bonus to its natural armor, but its size modifier for AC and attacks changes as appropriate to its new size category. Determine space and reach as appropriate to your partner's new size.

    If insufficient room is available for the desired growth, your partner attains the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— this maneuver cannot crush your partner by increasing its size.

    All equipment your partner wears or carries is similarly enlarged by the maneuver. Melee and projectile weapons deal more damage. Other magical properties are not affected by this maneuver. Any enlarged item that leaves your partner's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

    This maneuver is a supernatural ability; multiple magical effects that increase size do not stack.

    Lessening Strike
    Essence of Gaia (Strike)
    Level: Domeskipper 3
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: 1 round
    Saving Throw: Fortitude
    You strike your opponent, who suddenly shrinks.

    When you use this maneuver, make a normal melee attack. If you are successful, the creature you struck must make a Fortitude save (DC 13 + your Wisdom modifier) or be reduced, halving its height, length, and width and dividing its weight by 8 for one round. This decrease changes the creature’s size category to the next smaller one. The target gains a +2 size bonus to Dexterity and a -2 size penalty to Strength (to a minimum of 1), but its size modifier for AC and attacks changes as appropriate to its new size category. This maneuver doesn’t change the target’s speed. All equipment worn or carried by a creature is similarly reduced by the maneuver.

    Melee and projectile weapons deal less damage. Other magical properties are not affected by this maneuver. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).This maneuver is a supernatural ability; multiple magical effects that reduce size do not stack.

    Listen to the Earth
    Essence of Gaia (Stance)
    Level: Domeskipper 3
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance
    The ground suddenly seems to be part of your body, and you can feel all the myriad creatures of the world moving over it.

    While you are in this stance, you gain tremorsense to a range of 30 feet.

    Stalker in the Wilds
    Essence of Gaia (Stance)
    Level: Domeskipper 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance
    Your senses grow keener, and you find yourself examining every creature for weak spots, as if you were planning to cull the herd.

    While in this stance, you gain sneak attack +1d6 (see the Rogue class feature) while in natural surroundings.

    Stoneform Strike
    Essence of Gaia (Strike)
    Level: Domeskipper 8
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: Permanent
    You strike your opponent with such force that they turn to stone.

    Make a normal melee attack against your opponent as part of this strike. If you are successful, your opponent must make a Fortitude save (DC 18 + your Wisdom modifier) or be petrified. This maneuver is a supernatural ability.

    Sublime Unison
    Essence of Gaia (Strike)
    Level: Domeskipper 9
    Initiation Action: 1 standard action
    Range: Varies
    Target: Varies
    Duration: Varies
    Saving Throw: Varies
    You and your partner move in lockstep, destroying your enemies.

    When you initiate this maneuver, choose two maneuvers you know whose total levels add up to 9, and which must take no longer than 1 standard action to initiate. You initiate one of these maneuvers, and your partner initiates the other; this happens even if you did not have the two chosen maneuvers readied. You and your partner may not initiate either of the chosen maneuvers again (either via this maneuver or through readying and initiating them individually as normal) for the rest of the encounter.

    Venomstrike
    Essence of Gaia (Strike)
    Level: Domeskipper 2
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: Instantaneous
    The wound left behind by your attack displays a shimmering, sickly coating.

    When you use this maneuver, make a normal melee attack. If you are successful, the creature you struck is affected by a mild venom, which deals 2 points of Constitution damage unless the target makes a Fortitude save (DC 12 + your Wisdom modifier) against the poison to negate the damage. There is no secondary damage from the poison. This maneuver is a supernatural ability.

    Venomstrike, Greater
    Essence of Gaia (Strike)
    Level: Domeskipper 6
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: Instantaneous
    The wound left behind by your attack oozes black sludge.

    When you use this maneuver, make a normal melee attack. If you are successful, the creature you struck is affected by a strong venom, which deals 1d8 points of Constitution damage immediately and an additional 1d8 Constitution damage one minute later. The target may attempt a Fortitude save (DC 16 + your Wisdom modifier) against each instance to negate the damage from the poison. This maneuver is a supernatural ability.

    Vinefury Strike
    Essence of Gaia (Strike)
    Level: Domeskipper 7
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: Varies (see below)
    You attack a creature to mark it, and the grass, bushes, and trees extend branches, thorns, and roots to pummel and grab your opponent.

    When you initiate this strike, make a melee attack against your opponent with +12d6 bonus damage. If you are successful, grasses, weeds, bushes, and even trees begin to clutch at your target with amazing strength. If you are successful, grasses, weeds, bushes, and even trees wrap, twist, and entwine about your target, attempting to grapple it. Your target must make a grapple check, opposed by the grapple check of the plants. Treat the plants as a Huge creature with a base attack bonus equal to your initiator level and a Strength score of 25. Thus, the plants' grapple check modifier is equal to your initiator level +15. If the creature fails its grapple check, it is grappled and pinned by the plants, and remains pinned until it can escape. Each round that the creature remains pinned, the constriction of the plants deals 2d8+12 damage. The grappling effect of this maneuver does not function if there are no plants within 5 feet of the target (creatures with the Plant type do not count). This maneuver is a supernatural ability.

    Wild Assault
    Essence of Gaia (Boost)
    Level: Domeskipper 6
    Initiation Action: 1 swift action
    Range: Partner
    Target: Your partner
    Duration: Instantaneous
    You scream wild fury to your partner, who moves to attack your enemies.

    When you initiate this maneuver, your partner immediately moves up to its speed (provoking AoOs as normal for the movement), and may make a single melee attack at the end of the movement against an enemy it threatens.

    Wild Cavalry
    Essence of Gaia (Boost)
    Level: Domeskipper 7
    Initiation Action: 1 swift action
    Range: Partner
    Target: Your partner
    Duration: Instantaneous
    You scream wild fury to your partner, who charges your enemies.

    When you initiate this maneuver, your partner immediately makes a charge action (provoking AoOs as normal for the movement) against any enemy which it could normally charge.

    Wild Reposition
    Essence of Gaia (Boost)
    Level: Domeskipper 4
    Initiation Action: 1 swift action
    Range: Partner
    Target: Your partner
    Duration: Instantaneous
    You call out to your partner in wild abandon, who is then spurred to motion.

    When you initiate this maneuver, your partner immediately moves up to its speed (provoking AoOs as normal for the movement).

    Wolfpack Harry
    Essence of Gaia (Strike)
    Level: Domeskipper 4
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: Instantaneous
    You strike your opponent, and your partner takes advantage of the momentary distraction to strike as well.

    You and your partner each make a single melee attack against a creature that you both threaten.

    Wolfpack Unison
    Essence of Gaia (Strike)
    Level: Domeskipper 8
    Initiation Action: 1 full-round action
    Range: Melee attack
    Target: One or more creatures
    Duration: Instantaneous
    Working together, you and your partner savage your enemies.

    As part of this maneuver, you and your partner each make a full-attack action.
    Last edited by sirpercival; 2013-01-26 at 12:34 PM.
    (member in good standing of the troll-feeder's guild)

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  22. - Top - End - #22
    Barbarian in the Playground
    Join Date
    Nov 2010

    Default Re: Magipunk Campaign Setting

    New link for Rushes: http://www.ruleofcool.com/smf/index....pic,856.0.html

    You can also use the original thread on GitP if you prefer, but if I make any updates I'm unlikely to modify that page: http://www.giantitp.com/forums/showthread.php?t=178947
    A Guide to Free D&D - A resource of free, official D&D resources on the web.
    Handbooks Index
    My Homebrew Compendium

  23. - Top - End - #23
    Bugbear in the Playground
     
    sirpercival's Avatar

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    Default Re: Magipunk Campaign Setting

    Quote Originally Posted by Garryl View Post
    New link for Rushes: http://www.ruleofcool.com/smf/index....pic,856.0.html

    You can also use the original thread on GitP if you prefer, but if I make any updates I'm unlikely to modify that page: http://www.giantitp.com/forums/showthread.php?t=178947
    Thanks! I updated the link.
    (member in good standing of the troll-feeder's guild)

    I am the assassin of productivity.

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  24. - Top - End - #24
    Bugbear in the Playground
     
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    Default Re: Magipunk Campaign Setting

    ZEN FUNDAMENTALIST

    "I have heard the whispered knowledge of the world: it is death, come in the night."
    -Allas Wraith, Zen pioneer

    A Zen Fundamentalist uses all of the tools of his body and mind against his opponents.

    MAKING A ZEN FUNDAMENTALIST
    A zen fundamentalist applies the correct amount of force in the correct location to neutralize threats.
    Abilities: All abilities are important for a Zen Fundamentalist. Luckily, all abilities are increased with levels of Zen Fundamentalist.
    Races: Any.
    Alignment: Any.
    Starting Gold: 5d4x10gp (125)
    Starting Age: As monk.

    Class Skills
    The Zen Fundamentalist's class skills class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Concentration (Wis), Heal (Wis), Martial Lore (Int), Perception (Wis), Scholarship (Int), and Stealth (Dex).
    Skill Points at 1st Level: (4 + Int) x4
    Skill Points at Each Additional Level: 6 + Int

    Hit Die: d8

    {table=head]Level|BAB|Fort|Ref|Will|Special|ManKno|ManRea|Stances
    1 | +1 | +2 | +2 | +2 | Ability boost (+2), fundamentals 1/day |6 | 4 | 1
    2 | +2 | +3 | +3 | +3 | Bonus feat |7 | 4 | 2
    3 | +3 | +3 | +3 | +3 | Evasion |8 | 5 | 2
    4 | +4 | +4 | +4 | +4 | Ability boost (+2), zen touch |9 | 5 | 2
    5 | +5 | +4 | +4 | +4 | Bonus feat, fundamentals 2/day |10| 6 | 3
    6 | +6/+1 | +5 | +5 | +5 | Uncanny dodge |11| 6 | 3
    7 | +7/+2 | +5 | +5 | +5 | Ability boost (+2) |12| 6 | 3
    8 | +8/+3 | +6 | +6 | +6 | Bonus feat |13| 7 | 3
    9 | +9/+4 | +6 | +6 | +6 | Improved uncanny dodge |14| 7 | 4
    10| +10/+5 | +7 | +7 | +7 | Ability boost (+4), fundamentals 3/day |15| 8 | 4
    11| +11/+6/+1 | +7 | +7 | +7 | Bonus feat, improved zen touch |16| 8 | 4
    12| +12/+7/+2 | +8 | +8 | +8 | Improved evasion |17| 8 | 4
    13| +13/+8/+3 | +8 | +8 | +8 | Ability boost (+4) |18| 9 | 4
    14| +14/+9/+4 | +9 | +9 | +9 | Bonus feat |19| 9 | 5
    15| +15/+10/+5 | +9 | +9 | +9 | Fundamentals 4/day |20| 10| 5
    16| +16/+11/+6/+1 | +10 | +10 | +10 | Ability boost (+4) |21| 10| 5
    17| +17/+12/+7/+2 | +10 | +10 | +10 | Bonus feat |22| 10| 5
    18| +18/+13/+8/+3 | +11 | +11 | +11 | Greater zen touch |23| 11| 5
    19| +19/+14/+9/+4 | +11 | +11 | +11 | Ability boost (+6) |24| 11| 5
    20| +20/+15/+10/+5| +12 | +12 | +12 | Bonus feat, fundamentals 5/day |25| 12| 6[/table]


    Weapon and Armor Proficiencies: A zen fundamentalist is proficient with simple weapons, as well as the bastard sword (exotic), falchion, flail, kukri, longsword, nunchaku, rapier, sai, scimitar, shortsword, siangham, spiked chain, trident, and two-bladed sword. He is also proficient with light and medium armor (but not shields).

    Maneuvers: A zen fundamentalist begins his career with knowledge of six martial maneuvers. The disciplines available to him are Coin's Edge, Diamond Mind, Riven Hourglass, Setting Sun, Shadow Hand, and Sublime Tapestry. Once he knows a maneuver, a zen fundamentalist must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by zen fundamentalists is considered an extraordinary ability unless otherwise noted in its description. A zen fundamentalist's maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.

    A zen fundamentalist learns additional maneuvers at higher levels, as shown on the above table. He must meet a maneuver’s prerequisite to learn it. The highest-level maneuvers he can learn are based on his initiator level, as normal. Upon reaching 4th level, and at every even-numbered zen fundamentalist level after that (6th, 8th, 10th, and so on), a zen fundamentalist can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he can learn; he need not replace the old maneuver with a maneuver of the same level.

    Unlike other martial adepts, a zen fundamentalist's disciplines do not have associated skills. Instead they require ability checks, which also gain a bonus equal to his Initiator Level + 3. The ability associated with each discipline is as shown in the table below. A zen fundamentalist who gains access to other disciplines (such as through the Martial Study feat or by taking levels in a maneuver-granting prestige class) uses the key ability score for those disciplines' associated skills.

    {table=head]Discipline|Ability Score
    Coin's Edge|Charisma
    Diamond Mind|Constitution
    Riven Hourglass|Strength
    Setting Sun|Wisdom
    Shadow Hand|Dexterity
    Sublime Tapestry|Intelligence[/table]

    Maneuvers readied: A zen fundamentalist can ready four of his six maneuvers per encounter at level 1, and as he advances in level and learns more maneuvers, he is able to ready more, but still must choose which maneuvers to ready. A zen fundamentalist readies maneuvers by meditating and exercising for 5 minutes; once readied, the maneuvers remain so until he spends 5 minutes to ready new ones.

    A zen fundamentalist begins an encounter with all his maneuvers unexpended, regardless of how many times he might have already used them since he readied them. When he initiates a maneuver, he expends it for the current encounter, so each of his maneuvers can be used once per encounter unless he recovers them. A zen fundamentalist can spend a move action at any time to recover maneuvers; if he does so, he rolls 1d6 and recovers a number of expended maneuvers of his choice up to the associated ability score modifier, minimum 1, as given in the table below. He can't use a recovered maneuver in the same round that he recovers it, or recover a maneuver in the same round that he expended it.

    {table=head]d6 Result|Ability Score
    1|Strength
    2|Dexterity
    3|Constitution
    4|Intelligence
    5|Wisdom
    6|Charisma[/table]

    Stances Known: A zen fundamentalist begins play with knowledge of one 1st-level stance from any discipline open to him. At 2nd, 5th, 9th, 14th, and 20th level, he can choose additional stances. Unlike maneuvers, stances are not expended, and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he currently uses as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, a zen fundamentalist cannot learn a new stance at higher levels in place of one he already knows.

    Ability boost (Ex): At 1st level, and every 3 levels after, a zen fundamentalist increases his lowest ability score by the indicated amount. If two or more ability scores are tied for the lowest, he chooses one of them to which to apply this ability.

    Fundamentals (Ex): A zen fundamentalist learns how to apply his physical and mental attributes in unusual ways, to his own benefit. He may apply an insight bonus equal to the ability score modifier of his choice to any one damage or d20 roll; he may do so once per day for each ability score modifier. At 5th level, and every 5 levels after, he gains an additional daily use of this ability per ability score modifier.

    Bonus feat: At 2nd level, and every 3 levels after, a zen fundamentalist gains a bonus feat. He may choose any zen fundamentalist, combat form, luck, or other fighter bonus feat for which he meets the prerequisites.

    Evasion (Ex): At 3rd level, a zen fundamentalist learns to avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless zen fundamentalist does not gain the benefit of evasion.

    Zen touch (Ex): Upon reaching 4th level, a zen fundamentalist gains the ability to imbue his allies with the same calm and focus that he himself makes use of. By spending a swift action to touch a willing ally other than himself, he can grant that ally an insight bonus to attack rolls, damage rolls, saves, or skill checks (his choice) equal to one of the zen fundamentalist's ability score modifiers. This bonus lasts for 1 round per zen fundamentalist level, and he can grant each ability score modifier as a bonus once per day, to the same or a different ally.

    Uncanny dodge (Ex): Starting at 6th level, a zen fundamentalist can react to danger before his senses would normally allow her to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a zen fundamentalist already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

    Improved uncanny dodge (Ex): A zen fundamentalist of 9th level or higher can no longer be flanked. This defense denies a dodger the ability to sneak attack the character by flanking him, unless the attacker has at least four more dodger levels than the target does zen fundamentalist levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum dodger level required to flank the character.

    Improved zen touch (Ex): Beginning at 11th level, a zen fundamentalist may use his zen touch to affect any willing ally within 30 feet. In addition, the bonus applies to any two of attack rolls, damage rolls, saves, or skill checks (his choice).

    [b]Improved evasion (Ex):[/v] At 12th level, a zen fundamentalist only takes half damage on a failed Reflex save (he still takes no damage on a successful save) whenever evasion would apply. A helpless zen fundamentalist does not gain the benefit of improved evasion.

    Greater zen touch (Ex): Upon reaching 18th level, a zen fundamentalist may use his zen touch to affect any willing ally that he can see. In addition, the bonus applies to all of the target's attack rolls, damage rolls, saves, and skill checks for the duration of the effect.

    PLAYING A ZEN FUNDAMENTALIST
    Text.
    Combat: Text.
    Advancement: Text.
    Resources: Text.

    ZEN FUNDAMENTALIST IN THE WORLD
    "A quote of somebody else talking about your class!"
    -name of quote originator
    A brief description of how your class is persevered in the world and how he interacts with the world.
    Daily Life: Some general information about the typical day in the life of your class.
    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
    (member in good standing of the troll-feeder's guild)

    I am the assassin of productivity.

    Super boss Muscle Wizard avvie by Ceika.

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  25. - Top - End - #25
    Bugbear in the Playground
     
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    Oct 2011

    Default Re: Magipunk Campaign Setting

    HOLOMANCER

    "They'll see exactly what I want them to see -- no more, no less."
    -Thomas Winter, head holomancer of Shining Light Advertising Agency

    What do you want the world to look like? Do you want it brighter, darker, prettier, uglier? Hire a holomancer, and your world will look exactly like you want it to.

    MAKING A HOLOMANCER
    A holomancer controls what you see, and can use light itself as a weapon.
    Abilities: Charisma and Dexterity are the most important; Intelligence and Constitution are similarly useful.
    Races: Any.
    Alignment: Any.
    Starting Gold: As warlock.
    Starting Age: As warlock.

    Class Skills
    The Holomancer's class skills (and the key ability for each skill) are Arcana (Int), Concentration (Wis), Engineering (Int), Negotiation (Cha), Perform (Cha), Persuasion (Cha), Profession (Wis), Scholarship (Int).
    Skill Points at 1st Level: (4 + Int) x4
    Skill Points at Each Additional Level: 4 + Int

    Hit Die: d6

    {table=head]Level|BAB|Fort|Ref|Will|Special|InvKno|S&E
    1 | +0 | +0 | +0 | +2 |Coherent light 1d6, invocations (least) | 1 | 0
    2 | +1 | +0 | +0 | +3 |Spectral vision | 2 | 0
    3 | +2 | +1 | +1 | +3 |Coherent light 2d6 | 2 | 1
    4 | +3 | +1 | +1 | +4 |Bend light | 3 | 1
    5 | +3 | +1 | +1 | +4 |Coherent light 3d6 | 3 | 2
    6 | +4 | +2 | +2 | +5 |Invocations (lesser) | 4 | 2
    7 | +5 | +2 | +2 | +5 |Coherent light 4d6 | 5 | 2
    8 | +6/+1 | +2 | +2 | +6 |Improved spectral vision | 5 | 3
    9 | +6/+1 | +3 | +3 | +6 |Coherent light 5d6 | 6 | 3
    10| +7/+2 | +3 | +3 | +7 |Improved bend light | 6 | 4
    11| +8/+3 | +3 | +3 | +7 |Coherent light 6d6, invocations (greater) | 7 | 4
    12| +9/+4 | +4 | +4 | +8 |Illusion resistance | 8 | 4
    13| +9/+4 | +4 | +4 | +8 |Coherent light 7d6 | 8 | 5
    14| +10/+5 | +4 | +4 | +9 |Greater spectral vision | 9 | 5
    15| +11/+6/+1 | +5 | +5 | +9 |Coherent light 8d6 | 9 | 6
    16| +12/+7/+2 | +5 | +5 | +10|Invocations (bright) | 10| 6
    17| +12/+7/+2 | +5 | +5 | +10|Coherent light 9d6 | 11| 6
    18| +13/+8/+3 | +6 | +6 | +11|Lightwalk | 11| 7
    19| +14/+9/+4 | +6 | +6 | +11|Coherent light 10d6 | 12| 7
    20| +15/+10/+5 | +6 | +6 | +12|Supreme spectral vision | 12| 8
    [/table]

    Weapon and Armor Proficiencies: Holomancers are proficient with simple weapons and light armor, but not with shields. They can use their invocations and coherent light while wearing light armor without penalty; however, medium or heavy armor or using a shield incurs arcane spell failure as normal.

    Invocations: A holomancer does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a group of abilities known as invocations that represent his ability to bend, shape, and alter light. A holomancer can use any invocation he knows at will, with the following qualifications.

    A holomancer's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A holomancer is entitled to Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A holomancer can choose to use an invocation defensively by making a Concentration check, to avoid attacks of opportunity. A holomancer's invocations are subject to spell resistance unless an invocation specifically states otherwise. A holomancer's caster level with his invocations are equal to his holomancer level.

    The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the holomancer's Charisma modifier. Since spell-like abilities are not actually spells, a holomancer cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities. Unlike other spell-like abilities, invocations are subject to arcane spell failure for armor heavier than light.

    The four grades of invocations, in order of their relative power, are least, lesser, greater, and bright. A holomancer begins with knowledge of one invocation, which must be of the lowest grade (least). As a holomancer gains levels, he learns new invocations, as summarized in the table above and described below. At any level when a holomancer gains access to a new grade of invocations, he can also replace an invocation he already knows with another invocation of the same or lesser grade.

    Prismatic essences and light sculpting: A holomancer learns some invocations that can modify his coherent light, changing the shape, color, or luminosity. Those that change the color or luminosity are prismatic essences, and those that alter shape are light sculpts. A holomancer can apply up to one prismatic essence he knows and one light sculpt he knows to each use of coherent light; doing so is part of the same action as the coherent light. Prismatic essences and light sculpting are discussed in more detail below. The holomancer learns prismatic essences and light sculpting invocations at the indicated levels in the table above; these invocations cannot be changed at higher levels like other invocations.

    Coherent light (Su): The first ability a holomancer learns is coherent light. A holomancer attacks his foes with bursts of bright, high-energy photons. Coherent light is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw, and deals 1d6 damage at first level, increasing by 1d6 every two levels after. Coherent light is the equivalent of a spell whose level is equal to one-half the holomancer's class level rounded down, with a minimum of 1st and a maximum of 9th.

    As a supernatural ability, coherent light is not subject to spell resistance. Coherent light deals half damage to objects. Metamagic feats cannot improve a holomancer's coherent light (because it is a supernatural ability and not a spell). However, the feat Ability Focus (coherent light) increases the DC for all saving throws (if any) associated with a holomancer's coherent light by 2. If a holomancer's base attack bonus is high enough to allow him iterative attacks, he may make a full attack action with coherent light; however, some light sculpting invocations or prismatic essences can only be used as standard actions. See the prismatic essence and light sculpting sections for details.

    Spectral vision (Ex): At 2nd level, a holomancer's eyes become accustomed to seeing in different parts of the spectrum. He gains low-light vision and darkvision out to a range of 60 feet.

    Bend light (Sp): By manipulating the ambient light level, a holomancer of 4th level or higher can decrease or increase the illumination of an area at will. The change in illumination can be gradual (taking as long as 1 minute) or sudden (occurring immediately). This ability does not function in areas of total natural darkness, as there is no light to work with; however, a holomancer can use this ability to counter magical light or darkness effects of 1st level or lower. This ability affects a 5 foot per level radius area emanating from the holomancer.

    The holomancer can decrease the illumination of an area by as little as 5% (barely perceptible) or as much as 100% (total darkness). If he decreases the light by 50% or more, the visual ability of creatures that depend on light to see declines accordingly. If he decreases the ambient light in an area by 100%, even those with low-light vision are unable to see within the affected area. For each 25% decrease in ambient light, characters in the area gain a cumulative +1 circumstance bonus on Hide checks (to a maximum of +4 when all the light is gone).

    The holomancer can increase the illumination of an area by as little as 5% (barely perceptible) or as much as 100%. If he increases the light by 50% or more, the visual ability of creatures that depend on light to see improves accordingly.

    Improved spectral vision (Su): At 8th level, a holomancer's vision becomes even more enhanced. He becomes immune to blindness, and the range of his darkvision increases to 120 feet. In addition, he continuously functions under the effect of arcane sight. Glowing blue eyes are a trademark of experienced holomancers.

    Improved bend light (Su): A holomancer of 10th level or higher gains an increased facility with pure light. He can use daylight and deeper darkness at will as supernatural abilities; these effects cannot be countered except by a holomancer of equal or higher level.

    Illusion resistance (Ex): Beginning at 12th level, a holomancer has worked so extensively with illusions that he can recognize them on sight. He gains a save automatically when viewing or otherwise sensing an illusion, as if he had interacted with it; he also gains a +4 insight bonus on all saves against illusion spells and effects.

    Greater spectral vision (Su): At 14th level, a holomancer's eyes become even more extraordinary, granting him x-ray vision. He gains the ability to see into and through solid matter. The range of the vision is 30 feet, with the holomancer seeing as if he were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks this ability.

    Lightwalk (Su): Beginning at 18th level, a holomancer can transform himself into a beam of light and move along geodesics with incredible ease. He can use greater teleport as a supernatural ability at will, but only to locations with which he has line-of-sight.

    Supreme spectral vision (Su): At 20th level, a holomancer can see magic as easily as he can see light. He is continuously under the effects of both true seeing and greater arcane sight.


    PLAYING A HOLOMANCER
    Text.
    Combat: Text.
    Advancement: Text.
    Resources: Text.

    HOLOMANCER IN THE WORLD
    "A quote of somebody else talking about your class!"
    -name of quote originator
    A brief description of how your class is persevered in the world and how he interacts with the world.
    Daily Life: Some general information about the typical day in the life of your class.
    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.


    Holomancer Invocations
    Spoiler
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    Holomancers choose the invocations they learn as they gain levels, much like bards or sorcerers choose which spells to learn. However, a holomancer's arcane repertoire is even more limited, and his invocations are spell-like abilities, not spells.

    In addition to its grade (least, lesser, greater, or bright), every invocation has a spell level equivalent, which is used in the calculation of save DCs and for other purposes. A least invocation has a level equivalent of 1st or 2nd; a lesser, 3rd or 4th; a greater, 5th or 6th; and a bright invocation has a level equivalent of 6th or higher (maximum 9th). The level equivalent for each invocation is given in its description. A holomancer can dismiss any invocation as a standard action, just as a wizard can dismiss a spell.

    Prismatic Essence Invocations
    Spoiler
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    Some of a holomancer's invocations, such as crimson ray, modify the damage or other effects of a holomancer's coherent light. These are called prismatic essence invocations. Unless noted otherwise, coherent light modified by prismatic essence invocations deals damage normally in addition to imparting the effect described in the invocation description. However, when coherent light is modified by a prismatic essence invocation, it becomes a spell-like ability (not a supernatural ability), and therefore is subject to spell resistance.

    A holomancer can apply only one prismatic essence invocation to a single coherent light, choosing from any of the prismatic essence invocations that he knows. When a holomancer applies a prismatic essence invocation to his coherent light, the spell level equivalent of the modified coherent light is equal to the spell level of the coherent light or of the prismatic essence invocation, whichever is higher. If a holomancer targets a creature with prismatic coherent light that has immunity to the invocation’s effect, it still takes the damage from the coherent light normally (provided it isn’t also immune to the coherent light).

    A holomancer can apply a prismatic essence invocation and a light sculpting invocation (see below) to the same coherent light. When a holomancer uses both kinds of invocations to alter coherent light, the spell level equivalent is equal to the spell level of the coherent light, the level of the prismatic essence invocation, or the level of the light sculpting invocation, whichever is higher.

    Least Prismatic Essence Invocations
    • Crimson Ray -- Coherent light deals fire damage, and does +1 point of damage per die.
    • Luminous Ray -- Target must make Will save or glow for 2 rounds, making their location and outline clearly visible despite shadows, invisibility or any other non-barrier source of concealment. While they glow, ranged attacks against them have a +1 circumstance bonus to hit.
    • Ochre Ray -- Coherent light deals acid damage, and target must make Fortitude save or be sickened. Only applies to first iterative attack.


    Lesser Prismatic Essence Invocations
    • Amber Ray -- Coherent light deals electricity damage, and target must make Reflex save or be slowed for 1 round. Only applies to first iterative attack.
    • Bright Ray -- Target must make Fortitude save or become blinded for 1d4 rounds. Standard action.
    • Flickering Ray, Lesser -- Target must make Will save or become confused for 1d4 rounds. Only applies to first iterative attack.
    • Jade Ray -- Target is poisoned; 1d10 Constitution damage initial and secondary, Fort save to negate each. Only applies to first iterative attack.


    Greater Prismatic Essence Invocations
    • Cerulean Ray -- Target must make Fort save or be petrified, as flesh to stone. Standard action.
    • Everbright Ray -- Target must make Fort save or become blinded permanently. Standard action.
    • Flickering Ray, Greater -- Target must make Will save or become paralyzed for 1d4 rounds. Standard action.
    • Indigo Ray -- Target must make Will save or become insane, as insanity spell. Only applies to first iterative attack.


    Bright Prismatic Essence Invocations
    • Heliotrope Ray -- Target must make Will save or be transported to another plane (chosen at random). Standard action.
    • Dark Ray -- Target must make Fort save or die. Standard action.



    Light Sculpting Invocations
    Spoiler
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    Some of a holomancer's invocations, such as vibrant spear, modify the range, target(s), or area of a holomancer's coherent light. These are called light sculpting invocations. Unless noted otherwise, coherent light subject to light sculpting invocations deal damage normally in addition to imparting the effects described in the invocation description. A holomancer can apply only one light sculpt at a time to coherent light, and he can choose from any of the light sculpting invocations that he knows. A holomancer need not apply a light sculpting invocation to his coherent light.

    When a holomancer applies a light sculpting invocation to his coherent light, the spell-level equivalent is equal to the spell level of the coherent light or of the light sculpting invocation, whichever is higher. A holomancer can apply a light sculpting invocation and a prismatic essence invocation (see Prismatic Essence Invocations above) to the same coherent light. When a holomancer uses a prismatic essence and a light sculpt to alter coherent light, the spell-level equivalent is equal to the spell level of the coherent light, the prismatic essence invocation, or the light sculpting invocation, whichever is higher.

    Least Light Sculpting Invocations
    • Vibrant Glaive -- Form coherent light into a glaive, gain reach and can make AoOs.
    • Vibrant Spear -- Coherent light range increases to 250 feet. Standard action.


    Lesser Light Sculpting Invocations
    • Vibrant Chain -- Coherent light jumps from initial target to secondary targets. Standard action.
    • Vibrant Line -- Coherent light takes the shape of a 60-foot line. Standard action.


    Greater Light Sculpting Invocations
    • Vibrant Burst -- Coherent light takes the shape of a 30-foot burst. Standard action.
    • Vibrant Cone -- Coherent light takes the shape of a 40-foot cone. Standard action.


    Bright Light Sculpting Invocations
    • Vibrant Aura -- Creatures entering 30-ft radius area centered on holomancer suffer coherent light damage. Immediate action.



    Least Invocations
    Spoiler
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    • Change Face -- Use disguise self as the spell.
    • Darkness -- Use darkness as the spell.
    • Distraction -- Use distract, distract assailant, or distracting ray as the spells.
    • Helpful Shadows -- Use blur as the spell.
    • Hidden Secrets, Least -- Use invisibility as the spell.
    • Hologram, Least -- Use minor image as the spell.
    • Mirrorwalk -- Use mirror image as the spell.
    • Patternweave, Least -- Use hypnotic pattern as the spell.
    • Phantom Assailant -- Illusory double appears, target denied Dexterity bonus if successfully attacked.
    • See the Unseen -- Use see invisibility, as the spell.
    • Trick of the Eye -- You and an ally or illusion instantly swap places as a standard action.


    Lesser Invocations
    Spoiler
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    • Bait 'n' Switch -- You and an ally or illusion instantly swap places as a swift action.
    • Benevolent Shadows -- Use displacement as the spell.
    • Hidden Secrets, Lesser -- Use greater invisibility as the spell.
    • Hologram, Lesser -- Use major image as the spell.
    • Patternweave, Lesser -- Use rainbow pattern as the spell.
    • Phantom Duo -- Two illusory doubles appear, target denied Dexterity bonus if successfully attacked.
    • Shadowcall -- Use shadow conjuration as the spell.
    • Virtualscape -- Use hallucinatory terrain as the spell.


    Greater Invocations
    Spoiler
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    • Change Face, Greater -- Use seeming as the spell.
    • Hologram, Greater -- Use programmed image as the spell.
    • Phantasms -- Use phantasmal assailant, phantasmal decoy, phantasmal disorientation, or phantom foe, as the spell.
    • Phantom Mob --Three illusory doubles appear, target denied Dexterity bonus if successfully attacked.
    • Shadowblast -- Use shadow evocation as the spell.
    • Virtualscape, Greater -- Use mirage arcana as the spell.


    Bright Invocations
    Spoiler
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    • Change Face, Bright -- Use veil as the spell.
    • Enemy of my Enemy -- Create illusory duplicate of target that fights using the some of the original's statistics.
    • Hologram, Bright -- Use project image as the spell.
    • Patternweave, Bright -- Use scintillating pattern as the spell.
    • Shadowblast, Bright -- Use greater shadow evocation as the spell.
    • Shadowcall, Bright -- Use shades as the spell.
    • Solar Focus -- Focus sunlight into affected area.


    New Invocation Descriptions
    Spoiler
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    Bait 'n' Switch (credit: Dralnu)
    Lesser Invocation
    Initiation: 1 swift action
    Range: 60ft.
    Target: You and one other creature
    Duration: Instantaneous
    Saving Throw: None or Will negates (harmless)
    In the blink of an eye, you and your ally seamlessly swap places.

    This ability works as Trick of the Eye, except the range is 60ft. and the initiation action is 1 swift action.

    Distract (credit: Dralnu)
    Least Invocation
    When you use this invocation, you may choose to gain the effect of distract (SpC 69), distract assailant (SpC 69), or distracting ray (SpC 69), as the spell.

    Enemy of my Enemy (credit: Dralnu)
    Bright Invocation
    Initiation: 1 standard action
    Range: 25ft. + 5ft. /2 levels
    Target: One creature
    Duration: 1 round / level
    Your foe charges towards you, only to come face to face with its own image charging back at him.

    You create a pseudo-real duplicate of your target. The illusion is an exact copy of the original (at the time of casting) in all regards except otherwise noted here: It does not retain any supernatural abilities or class abilities, though it does retain any extraordinary abilities that the original has. The illusion's AC is 10 + your size modifier + your Dex modifier. It has half the total HP of the original.

    The illusion appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. You can mentally command it as a free action and, therefore, you can direct it not to attack, to attack particular enemies, or to perform other actions.

    You can never have more than one figment created by this invocation at a time. If a second figment is created with this invocation, the first figment disappears.

    Phantasms (credit: Dralnu)
    Greater Invocation
    When you use this invocation, you may choose to gain the effect of phantasmal assailant (SpC 154), phantasmal decoy (SpC 155), phantasmal disorientation (SpC 155), or phantom foe, as the spell.

    Phantom Assailant (credit: Dralnu)
    Least Invocation
    Initiation: 1 standard action
    Range: Personal; see text
    Target: You
    Duration: 1 round
    A duplicate of you exits your body. With a grin, it charges at the enemy.

    An illusory duplicate of you springs into being, starting in a square adjacent to yours by "leaving" your body. It acts similarly to a summoned monster, acting immediately, on your turn. You can mentally command it as a free action. The figment can perform any number of basic actions that your character could perform during this round, such as attacking. It cannot, however, mimic any invocations or special class abilities that you may have.

    The image uses your land speed for movement and uses your current total attack bonus when attacking. The figment can only make one attack against the target's touch AC. If it hits an opponent with an attack, the attack deals no damage but the opponent is denied its Dexterity bonus to its AC until the beginning of its next turn and the image immediately disappears.

    Any successful attack against the image destroys it. The image’s AC is 10 + your size modifier + your Dex modifier. It seems to react normally to area spells (such as looking like it's burned or dead after being hit by a fireball).

    Phantom Duo (credit: Dralnu)
    Lesser Invocation
    Initiation: 1 standard action
    Range: Personal; see text
    Target: You
    Duration: 1 round
    Two duplicates of you exit your body. With a grin, they charge at the enemy.

    This invocation works as Phantom Assailant, except two figments are produced instead of one. These figments may also use your BAB to determine how many attacks they can make, instead of being limited to just one.

    Phantom Mob (credit: Dralnu)
    Greater Invocation
    Initiation: 1 standard action
    Range: Personal; see text
    Target: You
    Duration: 1 round
    Three duplicates of you exit your body. With a grin, they charge at the enemy.

    This invocation works as Phantom Mob, except three figments are produced instead of two.

    Solar Focus (credit: Noliar)
    Bright Invocation
    Initiation: 1 standard action
    Duration: Concentration

    The Holomancer takes all the sunlight in the area within medium range of herself and concentrates it within an area she specifies within that range (100 ft +10ft/level). In the area affected where the sunlight is not focused the illumination is reduced by 95% (there is a little illumination from scattering and reflection.) The effect where the sunlight is concentrated depends on how tight the focus is and on the ambient conditions as described below. While maintaining the Solar Focus the Holomancer may change the position of the focused patch once per round as a free action.
    {table=head]Ambient Light|{colsp=3}Area of Effect
    |5' square|5' radius|10' radius
    Within 1 hr of noon, clear|Blinding light, 2d8 damage/level/round, soft metals melt, anything that can burn catches fire|Blinding light, d8 damage/level/round, reflex save or catch fire|Blinding light, d8 damage/2 levels/round, reflex save or catch fire
    Daytime, clear|Blinding light, d8 damage/level/round, reflex save or catch fire|Blinding light, d8 damage/2 levels/round, reflex save or catch fire|Blinding light, d8 damage/4 levels/round, reflex save or catch fire
    Twilight, clear|Blinding light, d8 damage/4 levels/round, reflex save or catch fire|Blinding light, unattended flammable materials catch light in 2 rounds|Dazzling light, unattended highly flammable materials catch light in 4 rounds
    Within 1 hr of noon, heavy cloud|Blinding light, 2d6 damage/level/round, reflex save or catch fire|Blinding light, d6 damage/level/round, reflex save or catch fire|Blinding light, d6 damage/2 levels/round, reflex save or catch fire
    Daytime, heavy cloud|Blinding light, d6 damage/2 levels/round, reflex save or catch fire|Blinding light, d6 damage/4 levels/round, reflex save or catch fire|Blinding light, unattended flammable materials catch light in 2 rounds
    Twilight, heavy cloud|Dazzling light, unattended highly flammable materials catch light in 4 rounds|Dazzlng light|Brightly illuminated[/table]

    Trick of the Eye (credit: Dralnu)
    Least Invocation
    Initiation: 1 standard action
    Range: 30ft.
    Target: You and one other real or illusory creature
    Duration: Instantaneous
    Saving Throw: None or Will negates (harmless)
    In the blink of an eye, you and your ally seamlessly swap places.

    You and a willing ally instantly switch positions. You may also switch positions with an illusion you created. If you swap with an illusion that is a duplicate of you, the swap is impossible for onlookers to detect.
    (member in good standing of the troll-feeder's guild)

    I am the assassin of productivity.

    Super boss Muscle Wizard avvie by Ceika.

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  26. - Top - End - #26
    Bugbear in the Playground
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    Default Re: Magipunk Campaign Setting

    Very nice. I especially like the dodger, divhead, and holomancer. I like how the classes allow everyone to be awesome in their own way in many situations.
    My first thought with this system is to run it like Shadowrun.

    My first thought on holomancers - they look weak in combat at low levels, but they can get invisibility at will. That could make them fairly underpowered in some situations, and fairly overpowered in others. It looks like they get more powerful in combat as they pick up a lesser invocations.

    My first thought on mentalists - they also look weak in general for the first couple of levels. That's perhaps ok because they get full manifesting with fun class features.

    My first thought on dodgers - awesome. Second thought - just how well they actually perform in combat depends a lot on what magical items they have.

    On synthesists: Can mutagenic strike work on the non-living? Outsiders?
    Also, their power seems rather dependent on the optimization ability of the player - but no worse really than lots of 3.5 stuff.

    Anyway, if I wasn't already running a game IRL and putting together one on these boards, I'd want to run a game with this stuff. That's usually a good sign.

  27. - Top - End - #27
    Barbarian in the Playground
    Join Date
    Nov 2010

    Default Re: Magipunk Campaign Setting

    Mutagenic Strike requires a Fort save and does not work on objects, so Undead and Constructs are immune (in addition to being immune to all of the effects other than the ability score penalties). Outsiders are fully affected, though.
    A Guide to Free D&D - A resource of free, official D&D resources on the web.
    Handbooks Index
    My Homebrew Compendium

  28. - Top - End - #28
    Bugbear in the Playground
     
    sirpercival's Avatar

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    Oct 2011

    Default Re: Magipunk Campaign Setting

    Quote Originally Posted by raspberrybadger View Post
    Very nice. I especially like the dodger, divhead, and holomancer. I like how the classes allow everyone to be awesome in their own way in many situations.
    My first thought with this system is to run it like Shadowrun.
    Yes, there's definitely some good shadowrunnery in this setting. :)

    My first thought on holomancers - they look weak in combat at low levels, but they can get invisibility at will. That could make them fairly underpowered in some situations, and fairly overpowered in others. It looks like they get more powerful in combat as they pick up a lesser invocations.

    My first thought on mentalists - they also look weak in general for the first couple of levels. That's perhaps ok because they get full manifesting with fun class features.

    My first thought on dodgers - awesome. Second thought - just how well they actually perform in combat depends a lot on what magical items they have.
    So, in terms of power, in the Magipunk games I'm running I started at level 4. No one really had so much of an advantage in combat at that level, though I didn't have all the classes covered, and the game itself was a lot of roleplay. Not a ton of combat, really.

    On synthesists: Can mutagenic strike work on the non-living? Outsiders?
    Also, their power seems rather dependent on the optimization ability of the player - but no worse really than lots of 3.5 stuff.
    It really depends on what you're going for in terms of power. The Mechanosynth is definitely more of a combat brute, while the biosynth is more of a utility character.

    Anyway, if I wasn't already running a game IRL and putting together one on these boards, I'd want to run a game with this stuff. That's usually a good sign.
    Yay! I'm glad you like it.

    Honestly, though, this is barely scratching the surface of all the stuff I have for the setting. There are 5 more base classes to post, for example (1 of which is unfinished, and 1 needs a rework)... then there's 20 prestige classes (with a few more in the planning stages), the skill system, a crapton of feats, a huge number of racial substitution levels, a bunch of new items, and setting information.

    Lol.
    (member in good standing of the troll-feeder's guild)

    I am the assassin of productivity.

    Super boss Muscle Wizard avvie by Ceika.

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  29. - Top - End - #29
    Bugbear in the Playground
     
    sirpercival's Avatar

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    Default Re: Magipunk Campaign Setting

    MAGITECHNICIAN

    "Oh yeah, I can build one of those for you. Did you want it right now, or after that remorhaz eats your face?"
    -Brogdin, dwarven Magitechnician

    A magitechnician is one of those blessed individuals that makes the world run, by providing all sorts of magical gizmos to society.

    MAKING A MAGITECHNICIAN
    A magitechnician makes the world go round… usually by having his Laboratory Assistant run on a hamster wheel.
    Abilities: Charisma and Intelligence are the most important, followed by Constitution.
    Races: Any. Gnomes, dwarves, and warforged in particular are drawn to this class.
    Alignment: Any.
    Starting Gold: As artificer.
    Starting Age: As artificer.

    Class Skills
    The Magitechnician's class skills (and the key ability for each skill) are Arcana (Int), Concentration (Wis), Engineering (Int), Perception (Wis), Profession (Wis), Scholarship (Int), and Thievery (Int).
    Skill Points at 1st Level: (4 + Int) x4
    Skill Points at Each Additional Level: 4 + Int

    Hit Die: d6

    {table=head]Level|BAB|Fort|Ref|Will|Reserve|WSLvl|Special
    1 | +0 | +0 | +0 | +2 |20 | 0th| Magitech training, item creation, weird science, Scribe Scroll
    2 | +1 | +0 | +0 | +3 |40 | 1st| Disable trap, Brew Potion
    3 | +2 | +1 | +1 | +3 |60 | 1st| Craft Wondrous Item
    4 | +3 | +1 | +1 | +4 |80 | 2nd| Laboratory assistant, bonus feat
    5 | +3 | +1 | +1 | +4 |100 | 2nd| Craft Magic Arms & Armor, retain essence
    6 | +4 | +2 | +2 | +5 |150 | 2nd| Craft Wand
    7 | +5 | +2 | +2 | +5 |200 | 3rd| Metamagic spell trigger
    8 | +6/+1 | +2 | +2 | +6 |250 | 3rd| Bonus feat
    9 | +6/+1 | +3 | +3 | +6 |300 | 3rd| Craft Rod
    10| +7/+2 | +3 | +3 | +7 |400 | 4th| Jury-rig
    11| +8/+3 | +3 | +3 | +7 |500 | 4th| Metamagic spell completion
    12| +9/+4 | +4 | +4 | +8 |700 | 4th| Craft Staff, bonus feat
    13| +9/+4 | +4 | +4 | +8 |900 | 5th| Skill mastery
    14| +10/+5 | +4 | +4 | +9 |1,200| 5th| Forge Ring
    15| +11/+6/+1 | +5 | +5 | +9 |1,500| 5th| Mechanallurgy
    16| +12/+7/+2 | +5 | +5 | +10|2,000| 6th| Bonus feat
    17| +12/+7/+2 | +5 | +5 | +10|2,500| 6th| Advanced mechanallurgy
    18| +13/+8/+3 | +6 | +6 | +11|3,000| 6th| Manic crafting
    19| +14/+9/+4 | +6 | +6 | +11|4,000| 7th| Low-tech
    20| +15/+10/+5 | +6 | +6 | +12|5,000| 7th| Artifex, bonus feat[/table]

    Weapon and Armor Proficiencies: Magitechnicians are proficient with all simple weapons and a martial weapon of their choice. They are also proficient with light and medium armor, and with shields (but not tower shields).

    Craft Reserve: A magitechnician receives a pool of points he can spend instead of experience points when crafting a magic item, as indicated on the table above. Each time the magitechnician gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. A magitechnician can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.

    Magitech training: A magitechnician is trained in several special techniques for dealing with magical items, including detecting magical auras, as well as advanced studies in working with particular types of magic items.

    A magitechnician can make a special knowledge check with a bonus equal to his magitechnician level + his Int modifier to detect whether a specific item has a magical aura. The magitechnician must hold and examine the object for 1 minute. A successful check against a DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item.
    The magitechnician cannot take 10 or 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, the magitechnician can learn no more about that object.

    A magitechnician also gains a bonus on Use Magic Device checks equal to 3 + 1/2 his magitechnician level (rounded down).

    Item Creation (Ex): A magitechnician can create a magic item even if he does not have access to the spells that are prerequisites for the item. The magitechnician must make a successful Use Magic Device check (DC 15 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st level wand of magic missile, a magitechnician would need a Use Magic Device check result of 16 or higher. To create a bottle of air (caster level 7th), he would need a check result of 22 or higher to emulate the water breating prerequisite.

    The magitechnician must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try each day until the item is complete (as per the magic item creation rules). If he comes to the end of the crafting time and he still has not successfully emulated one of the powers, he can make one final check (his last-ditch effort), even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.

    For purposes of meeting item prerequisites, a magitechnician's effective caster level equals his artificer level +2. If the item duplicates a spell effect, however, it uses the magitechnician's actual level as its caster level. Costs are always determined using the item's minimum caster level or the magitechnician's (if it is higher); thus, a 3rd-level magitechnician can make a scroll of fireball, since the minimum caster level for fireball is 5th. He pays the normal cost for making such a scroll with a caster level of 5th: 5 x 3 x 12.5 = 187 gp and 5 sp, plus 15 XP. But the scroll's actual caster level is only 3rd, and it produces a weak fireball that deals only 3d6 points of damage.

    A magitechnician can make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DC for the check (see Magitech Training above). He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll.

    Weird science (Su): A magitechnician possesses the ability to imbue items with magical power. This allows the magitechnician to create Devices that combine the effects of one or more spells, either arcane or divine. A weird science Device can be operated by any creature with roughly similar ability to physically manipulate objects as the magitechnician who built the Device.

    A Device may be constructed using a single spell, in which case that spell functions normally, or it may use several spells. Creating a weird science Device requires 1 hour of work per spell level included in its creation. For example, a Device containing a 2nd level spell and a 1st level spell would take 3 hours to construct. The total number of spell levels in a Device cannot exceed the maximum shown in the table above, under "Maximum Weird Science Level". A 0th-level spell counts as 1/2 level for these purposes, and a 1st-level magitechnician can only put a single 0th-level spell in any given Device.

    A magitechnician can have a number of activatable Devices equal to half his class level rounded down, minimum 1; he can permanently deactivate and render unuseable a Device he created by spending a full-round action holding the Device and concentrating on it, thereby freeing up space for new Devices.

    Once a Device has been created, it can be activated once without difficulty; activating the Device any further times requires a Use Magic Device check (DC 15 + three times the total level of the Device + twice the number of spells in the Device), with the DC increasing by 3 for each successful activation. A magitechnician gains a +5 bonus to activate weird science Devices that he creates. Each time the operator fails an activation check, there is a cumulative 10% chance (max 50%) that the Device is destroyed in the process.

    If multiple spells are used in the same Device, the results of the spells are resolved one at a time in an order chosen by the magitechnician at the time the Device was created, and any choices that must be made when the spell is cast (e.g., protection from energy) are determined by the operator when the Device is activated. Saving throws have a DC of 10 + spell level + Intelligence modifier of the magitechnician who created the Device. The caster level for all power/spell effects included in a Device is equal to the class level of the magitechnician that created the Device. Weird science Devices have no vocal, somatic, or material components. Spells with expensive material components or XP components must have those components supplied by the operator each time the Device is activated.

    Activating a weird science Device is the same action as casting the component spell with the longest casting time in the Device. Thus a Device combining a spell with a swift action casting time and a standard action casting time would require a standard action to activate, and a Device combining a swift action spell with an immediate action spell would take a swift action to activate.

    A magitechnician may not use a spell cast from a weird science Device to satisfy any requirements for item creation.

    Bonus feats: A magitechnician gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters. He gets Scribe Scroll as a bonus feat at 1st level, Brew Potion at 2nd level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 7th level, Craft Rod at 9th level, Craft Staff at 12th level, and Forge Ring at 14th level.

    In addition, a magitechnician gains a bonus feat for which he meets the prerequisites at 4th level, and every four levels thereafter (8th, 12th, 16th, and 20th). For each of these bonus feats, the magitechnician must choose a metamagic feat, one of the magitechnician feats listed below, or a feat from the following list: Attune Magic Weapon, Craft Construct, Etch Schema, Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, or Wand Mastery.

    Disable trap (Su): Beginning at 2nd level, a magitechnician can use the Engineering skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher, if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap. A magitechnician can also use the Engineering skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap. A magitechnician who beats a trap's DC by 10 or more with an Engineering check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

    Laboratory assistant (Ex): At 4th level, a magitechnician may construct a loyal mechanical warrior, laboratory assistant, bodyguard, and friend. This assistant costs the magitechnician nothing, as it is assumed that in the time to achieve 4th level he has been researching and working on the parts for the assistant in his spare time. The assistant gains in power as the magitechnician increases in level; see the Laboratory Assistant section below for details. Should a laboratory assistant be destroyed, the magitechnician may construct another. Constructing a replacement assistant costs 500gp per Hit Die and takes 1 day for every 1,000gp spent.

    A magitechnician can program his assistant to perform certain tasks, called "routines". This works exactly like teaching an animal tricks with the Animal Affinity skill, but the magitechnician automatically succeeds on the check. As a creature with an Intelligence score of 2, the assistant can be programmed with a total of 5 routines (one routine slot is automatically taken up by Item Creation; see below), and it gains bonus routines based on the magitechnician's level.

    Once the assistant has been programmed, as a move action the magitechnician can instruct it to perform a routine that it knows; this does not require a check. The magitechnician can attempt to instruct the assistant to perform a routine that it has not been programmed for; this requires a full-round action and a check against a DC of 25. The magitechnician gains a bonus equal to his magitechnician level on the check.

    Laboratory Assistant
    Spoiler
    Show

    A magitechnician's laboratory assistant has the following base abilities:

    {table=head]{colsp=2}Laboratory Assistant
    {colsp=2}Medium Construct
    Hit Dice:
    |3d10+20 (36 hp)
    Initiative:
    |+1
    Speed:
    |30 ft. (6 squares)
    Armor Class:
    |16 (+1 Dex, +5 natural), touch 11, flat-footed 15
    Base Attack/Grapple:
    |+2/+4
    Attack:
    |Slam +4 melee (1d8+3)
    Full Attack:
    |Slam +4 melee (1d8+3)
    Space/Reach:
    |5 ft./5 ft.
    Special Attacks:
    |None
    Special Qualities:
    |Construct traits, item creation
    Saves:
    |Fort +1, Ref +2, Will +2
    Abilities:
    |Str 15, Dex 12, Con --, Int 2, Wis 13, Cha 6
    Skills:
    |Athletics +4, Perception +3
    Feats:
    |2 chosen by magitechnician
    Alignment:
    |Always neutral[/table]

    Item Creation (Su): A laboratory assistant can perform the daily tasks related to item creation on behalf of its master. The master must meet (or emulate) all the prerequisites to create the desired item normally, and pays the gold and XP cost himself. The only cost a laboratory assistant can help with is time. The master spends 1 hour initiating the process, channeling spell prerequisites into the laboratory assistant, and paying the XP cost to make the item. He may then leave, allowing the assistant to carry the process through to completion. The assistant uses the magitechnician's Engineering check and Use Magic Device check bonuses, as necessary.

    Weapon Attack: The assistant is not proficient with any weapons. However, if the magitechnician chooses to grant the assistant a weapon proficiency as one of its feats, the assistant may wield that weapon, and can use its slam attack as a secondary natural attack.

    In addition, the assistant gains the following abilities based on the magitechnician's class level:

    {table=head]Level|Bonus HD|NatArmAdj.|Str/Dex Bonus|Bonus Routines|Special
    4th-5th|+0|+0|+0|0|Upgrade A
    6th-7th|+1|+1|+0|1|Upgrade A
    8th-9th|+2|+3|+1|2|Upgrade A
    10th-11th|+4|+5|+2|3|Upgrade B
    12th-13th|+6|+7|+3|4|Upgrade B
    14th-15th|+8|+9|+4|5|Upgrade B
    16th-17th|+10|+11|+6|6|Upgrade C
    18th-20th|+12|+13|+8|7|Upgrade C[/table]

    Ability Descriptions:
    • Class level -- the magitechnician's class level.
    • Bonus HD -- Extra ten-sided (d10) Hit Dice. These extra Hit Dice improve the assistant's base attack and base save bonuses. An assistant's base attack bonus is equal to three-quarters of its HD, rounded down. An assistant has no good saves. An assistant gains additional skill points and feats for bonus HD as normal for advancing a monster's Hit Dice. The number listed is the current total of extra HD over and above the base assistant's total. For example, an assistant that belongs to a 8th-level magitechnician has a total of 5 HD.
    • Natural Armor Adj. -- The number noted here is an improvement to the assistant's existing natural armor bonus. For example, an assistant that belongs to an 8th-level magitechnician gains an additional +3 bonus for a total natural armor bonus of +8.
    • Str/Dex Bonus -- Add this value to the assistant's Strength and Dexterity scores. For example, an assistant that belongs to a 15th-level magitechnician gains an additional +4 for total Strength and Dexterity scores of 19 and 16, respectively.
    • Bonus Routines -- The value given in this column is the total number of "bonus" routines that the assistant knows in addition to any that the magitechnician might choose to program (see above, and the Animal Affinity skill). These bonus routines don't require any programming time, and they don't count against the normal limit of routines known by the assistant. The magitechnician selects these bonus routines, and once selected, they can't be changed.
    • Upgrade -- The magitechnician chooses an upgrade from the appropriate menu to apply to the assistant.


    Laboratory Assistant Upgrades: Menu A
    Spoiler
    Show
    • Buff (Ex) -- The assistant gains an extra 5 hit points.
    • Celerity (Ex) -- The assistant's land speed is increased by 10 feet.
    • Cleave (Ex) -- The assistant gains the Cleave feat. It need not meet the prerequisites.
    • Deflection (Ex) -- The assistant gains a +1 deflection bonus to Armor Class.
    • Fly (Ex) -- The assistant has physical wings and a fly speed of 20 feet (average).
    • Improved Bull Rush (Ex) -- The assistant gains the Improved Bull Rush feat. It need not meet the prerequisites.
    • Improved Slam Attack (Ex) -- The assistant gains the Improved Natural Attack feat.
    • Mobility (Ex) -- The assistant gains the Mobility feat. It need not meet the prerequisites.
    • Power Attack (Ex) -- The assistant gains the Power Attack feat.
    • Resistance (Ex) -- Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The assistant gains resistance 5 against that energy type.
    • Swim (Ex) -- The assistant is streamlined and sharklike, and gains a swim speed of 30 feet.
    • Trip (Ex) -- If the assistant hits with a slam attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the assistant.


    [size]Laboratory Assistant Upgrades: Menu B[/size]
    Spoiler
    Show
    • The magitechnician may instead grant two upgrades from menu A.
    • Energy Touch (Ex) -- The assistant deals an extra 1d6 points of damage of an energy type you choose (fire, cold, acid, or electricity) with its slam attack.
    • Extra Attack -- If the assistant is Medium or smaller, it gains two slam attacks instead of one when it makes a full attack. Its bonus on damage rolls for each attack is equal to its Strength modifier, not its Strength modifier × 1½. If the assistant is Large or larger, it gains three slams instead of two when it makes a full attack. Its attacks are otherwise unchanged.
    • Fast Healing (Ex) -- The assistant heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points.
    • Heavy Deflection (Ex) -- The assistant gains a +4 deflection bonus to Armor Class. If the assistant already had the Deflection menu A upgrade, this upgrade replaces that one and the magitechnician may choose an additional menu A upgrade.
    • Improved Buff (Ex) -- The assistant gains an extra 15 hit points.
    • Improved Critical (Ex) -- The assistant gains the Improved Critical feat with its slam attacks. It need not meet the prerequisites.
    • Improved Damage Reduction (Ex) -- The assistant's surface forms a hard carapace and provides an additional 3 points of damage reduction (or damage reduction 3/magic if it does not already have damage reduction).
    • Improved Fly (Ex) -- The assistant has physical wings and a fly speed of 40 feet (average). If the assistant already has the Fly menu A upgrade, this upgrade replaces that one and the magitechnician may choose an additional menu A upgrade.
    • Improved Grab (Ex) -- To use this ability, the assistant must hit with its slam attack. An assistant can use this ability only on a target that is at least one size smaller than itself.
    • Improved Swim -- The assistant is streamlined and sharklike, and gains a swim speed of 60 feet. If the assistant already has the Swim menu A upgrade, this upgrade replaces that one and the magitechnician may choose an additional menu A upgrade.
    • Increased Size -- The assistant's size increases to Large. Note that since the assistant has the Construct type, it gains additional hit points as well as the other effects of increasing in size.
    • Muscle (Ex) -- The assistant gains a +4 bonus to its Strength score.
    • Poison Touch (Ex) -- If the assistant hits with a melee attack, the target must make an initial Fortitude save (DC 10 + ½ astral construct’s HD + assistant's Wis modifier) or take 1 point of Constitution damage. One minute later, the target must save again or take 1d2 points of Constitution damage.
    • Pounce (Ex) --The assistant can make a full attack at the end of a charge.
    • Smite (Su) -- Once per day per 3 Hit Dice, the assistant can make one attack that deals extra damage equal to its Hit Dice.
    • Trample (Ex) -- As a standard action during its turn each round, a Large or larger assistant can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + its Str modifier. The target can attempt a Reflex save (DC 10 + ½ assistant's Hit Dice + assistant's Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a -4 penalty.


    Laboratory Assistant Upgrades: Menu C
    Spoiler
    Show
    • The magitechnician may instead grant two upgrades from menu B.
    • Blindsight (Ex) -- The assistant has blindsight out to 60 feet.
    • Constrict (Ex) -- The assistant has the improved grab ability with its slam attack. In addition, on a successful grapple check, the assistant deals damage equal to its slam damage. If the assistant already had the Improved Grab menu B upgrade, this upgrade replaces that one and the magitechnician may choose an additional menu B upgrade.
    • Extra Buff (Ex) -- The assistant gains an extra 30 hit points.
    • Extreme Damage Reduction (Ex) -- The assistant's surface forms hard, armor-like plates and provides an additional 6 points of damage reduction.
    • Extreme Deflection (Ex) -- The assistant gains a +8 deflection bonus to Armor Class. If the assistant already had the Heavy Deflection menu B upgrade, this upgrade replaces that one and the magitechnician may choose an additional menu B upgrade.
    • Extreme Size -- The assistant's size increases to Huge. If the assistant already had the Increased Size menu B upgrade, this upgrade replaces that one and the magitechnician may choose an additional menu B upgrade. Note that since the assistant has the Construct type, it gains additional hit points as well as the other effects of increasing in size.
    • Natural Invisibility (Su) -- The assistant is constantly invisible, even when attacking. This ability is inherent and not subject to the invisibility purge spell.
    • Spell Resistance (Ex) -- The assistant gains spell resistance equal to 10 + its Hit Dice.
    • Rend (Ex) -- The assistant makes claw attacks instead of slam attacks (it deals the same amount of damage as it would with its slam damage, but does slashing damage instead of bludgeoning damage). An assistant that hits the same opponent with two claw attacks in the same round rends its foe, which deals extra damage equal to 2d6 + 1½ times its Str modifier.
    • Spring Attack (Ex) -- The assistant gains the Spring Attack feat. It need not meet the prerequisites.
    • Whirlwind Attack (Ex) -- The assistant gains the Whirlwind Attack feat. It need not meet the prerequisites.



    Retain essence (Su): Upon reaching 5th level, a magitechnician gains the ability to salvage the XP from a magic item and use those points to create another magic item. The magitechnician must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the magitechnician adds the XP it took to create the item to his craft reserve. These points are lost if the magitechnician does not use them before gaining his next level.

    Metamagic spell trigger (Su): At 7th level, a magitechnician gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell. For example, a magitechnician can quicken a spell cast from a wand by spending 5 charges (4 additional charges), empower the spell by spending 3 charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item. A magitechnician cannot use this ability when using a spell trigger item that does not have charges, such as prayer beads. The magitechnician can apply a total number of metamagic levels per day equal to 7 + twice his Intelligence modifier using this ability.

    Jury-rig (Su): Beginning at 10th level, a magitechnician gains more facility with his weird science ability. Creating a weird science device only takes him 30 minutes per spell level included in the device.

    Metamagic spell completion (Su): At 11th level, a magitechnician gains the ability to apply a metamagic feat he knows to a spell completion item (generally a scroll). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check is equal to 15 + (4 x the modified spell level of the spell). For example, applying the Empower Spell feat to a scroll of cone of cold, creating a 7th level effect, has a DC of 15 + (4 x 7) or 43. A magitechnician can use this ability a number of times per day equal to 3 + his Int modifier.

    Skill mastery (Ex): A magitechnician of 13th level or higher can take 10 when using an Arcana or Use Magic Device check, even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device check.

    Mechanallurgy (Su): At 15th level, a magitechnician can split a magical item into smaller, different items. By spending 48 hours working with an enchanted item, the magitechnician can divide it into any number of less powerful magical items of the same type (for example, he may split a wondrous item into other wondrous items, but not potions). The total market price of the items he creates cannot be more than 75% of the original item. He must still meet the prerequisites for creating the new items (or emulate them with a Use Magic Device check) as normal.

    Advanced mechanallurgy (Su): Beginning at 17th level, a magitechnician learns how to meld together magical items to make different magical items. By spending 72 hours working with two or more enchanted items of a given type, the magitechnician can fuse them together to create a new item of the same type (for example, he can fuse magic weapons into another magic weapon, but not scrolls into a staff). The maximum market price of an item he can create is 75% of the total market prices of all the fused items, or his magitechnician level squared times 200gp, whichever is less. For example, an 18th-level magitechnician could create an item with a maximum market price of 64,800gp or 75% of the total market price of the items he fuses together. He must still meet the prerequisites for creating the item (or emulate them with a Use Magic Device check) as normal.

    Manic crafting (Su): At 18th level, a magitechnician is so practiced with making weird science devices that he can do so in 10 minutes per spell level.

    Low-tech (Su): A magitechnician of 19th level or higher can use his low-level Devices more reliably. The DC to reactivate a Device whose total level is 4th or less is halved.

    Artifex (Ex): Upon reaching 20th level, any item a magitechnician creates counts as an artifact for the purposes of interacting with spells such as Mage's Disjunction. Crafting the item still follows the normal item creation rules, but the finished product counts as an artifact.


    PLAYING A MAGITECHNICIAN
    Text.
    Combat: Text.
    Advancement: Text.
    Resources: Text.

    MAGITECHNICIAN IN THE WORLD
    "A quote of somebody else talking about your class!"
    -name of quote originator
    A brief description of how your class is persevered in the world and how he interacts with the world.
    Daily Life: Some general information about the typical day in the life of your class.
    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
    (member in good standing of the troll-feeder's guild)

    I am the assassin of productivity.

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  30. - Top - End - #30
    Bugbear in the Playground
     
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    Oct 2011

    Default Re: Magipunk Campaign Setting

    PSYKIN

    "The power I wield would destroy a lesser being. In fact, it already has -- many times."
    -Janowyn Steele, Psykin Master.

    While a Mentalist is subtle and manipulative, a Psykin uses the power of her mind more directly, as a weapon (quite literally).

    MAKING A PSYKIN
    A psykin is a melee brute and psykinetic genius.
    Abilities: Wis > Str = Con > Dex > Int = Cha.
    Races: Any.
    Alignment: Any.
    Starting Gold: As psychic warrior.
    Starting Age: As psychic warrior.

    Class Skills
    The Psykin's class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Concentration (Wis), Perception (Wis), Profession (Wis), Psi (Int), and Stealth (Dex).
    Skill Points at 1st Level: (4 + Int) x4
    Skill Points at Each Additional Level: 4 + Int

    Hit Die: d10

    {table=head]Level|BAB|Fort|Ref|Will|Special|PP/day|PowKno|MaxPowLvl
    1 | +1 | +2 | +0 | +2 | Force armor, force blade |1 |1 | 1st
    2 | +2 | +3 | +0 | +3 | Psychic augment |3 |1 | 1st
    3 | +3 | +3 | +1 | +3 | Disruptive field |7 |2 | 1st
    4 | +4 | +4 | +1 | +4 | Focused attack |11 |2 | 1st
    5 | +5 | +4 | +1 | +4 | Channel |16 |3 | 2nd
    6 | +6/+1 | +5 | +2 | +5 | Disruptive armor |23 |3 | 2nd
    7 | +7/+2 | +5 | +2 | +5 | Improved disruptive field |31 |4 | 2nd
    8 | +8/+3 | +6 | +2 | +6 | Focused defense |38 |4 | 2nd
    9 | +9/+4 | +6 | +3 | +6 | Improved channel |48 |5 | 3rd
    10| +10/+5 | +7 | +3 | +7 | Psychic body |58 |5 | 3rd
    11| +11/+6/+1 | +7 | +3 | +7 | Disruptive strike |70 |6 | 3rd
    12| +12/+7/+2 | +8 | +4 | +8 | Improved focused attack |84 |6 | 3rd
    13| +13/+8/+3 | +8 | +4 | +8 | Psychic ward |99 |7 | 4th
    14| +14/+9/+4 | +9 | +4 | +9 | Improved focused defense |114 |7 | 4th
    15| +15/+10/+5 | +9 | +5 | +9 | Improved psychic body |131 |8 | 4th
    16| +16/+11/+6/+1 | +10| +5 | +10| Greater disruptive strike |150 |8 | 4th
    17| +17/+12/+7/+2 | +10| +5 | +10| Burst strike |170 |9 | 5th
    18| +18/+13/+8/+3 | +11| +6 | +11| Improved psychic ward |191 |9 | 5th
    19| +19/+14/+9/+4 | +11| +6 | +11| Absorptive strike |213 |10 | 5th
    20| +20/+15/+10/+5 | +12| +6 | +12| Psychic reflection |235 |10 | 5th[/table]

    Weapon and Armor Proficiencies: Psykin are proficient with all simple weapons, light armor and shields, and with their own force blades and force armor.

    Power Points/Day: A psykin's ability to manifest powers and use many of her class features is limited by the power points she has available. Her base daily allotment of power points is given on the table above. In addition, she receives bonus power points per day if she has a high Wisdom score. Her race may also provide bonus power points per day, as may certain feats and items. A psykin cannot spend more power points at any one time on a power or class feature than her psykin level.

    Powers Known: A psykin begins play knowing one psykin power of her choice, and she unlocks the knowledge of new powers at every odd level, chosen from the psykin power list below. A psykin can manifest any power that has a power point cost equal to or lower than her manifester level. The number of times a psykin can manifest powers in a day is limited only by her daily power points. A psykin simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points. The Difficulty Class for saving throws against psykin's powers is 10 + the power’s level + the psykin's Wisdom modifier.

    Force armor (Su): A psykin's mind generates a tangible field of force that provides a +5 armor bonus to Armor Class. The psykin can raise or lower the force armor by spending a swift action at any time. Unlike mundane armor, force armor entails no armor check penalty or speed reduction. Because force armor is composed of psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor. A psykin's force armor can be invisible or can appear as a colored glow, at her option. A psykin can wear physical armor as well, but the two armor bonuses to AC don't stack (use the larger value); in this way the psykin could gain two sets of armor properties with her Psychic Augment class feature (see below).

    Force blade (Su): As a swift action, a psykin can create a semisolid blade composed of psychic force. The blade can take the form of any simple or martial weapon; the psykin can use it two-handed if she chooses, and the reach of the weapon and any additional effects are governed by the form chosen. The force blade deals 1d8 damage per two psykin levels rounded down, minimum 1d8 (crit 19-20/x2), and is counted as masterwork (the benefit of masterwork does not stack with the Psychic Augment ability below). The psykin gains the usual benefits to her attack and damage rolls from a high Strength bonus.

    The force blade can be broken (it has hardness 10 and 10 hit points); however, a psykin can simply create another with her next swift action. The moment she relinquishes her grip on the force blade, it dissipates. A force blade is considered a magic weapon for the purpose of overcoming damage reduction.

    A psykin can use feats such as Power Attack or Combat Expertise in conjunction with the force blade just as if it were a normal weapon. She can also choose force blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade, and several psykin class features can improve a force blade (see below).

    Even in places where psionic effects do not normally function (such as within a null psionics field), a psykin can attempt to sustain her force blade by making a DC 20 Will save. On a successful save, the psykin maintains her force blade for a number of rounds equal to her class level before she needs to check again. On an unsuccessful attempt, the force blade vanishes. As a swift action on her turn, the psykin can attempt a new Will save to rematerialize her force blade while she remains within the psionics-negating effect.

    Psychic augment (Su): Beginning at 2nd level, a psykin can spend a standard action to augment her force blade or force armor. She can apply weapon or armor properties, up to a total bonus of +10 (gaining an equal enhancement bonus, as normal), which lasts for 10 minutes per class level; the force blade and armor cannot be enhanced with properties which carry a flat gold cost instead of a bonus equivalent. To use this ability, a psykin must spend power points equal to twice the total bonus - 1. For example, a 5th-level psykin could apply up to a total bonus of +3 to her force blade or force armor, since she cannot spend more than 5 power points on her class features.

    Disruptive field (Su): A psykin of 3rd level or higher may spend 1 power point as an immediate action to generate a psychic field which disrupts spellcasting and psionics around her. The field is an emanation which extends to a radius of 10 feet, and lasts for 1 round per psykin level; any opponent within the area of the field must make a caster or manifester level check (DC equal to 5 + the psykin's manifester level) to cast spells or manifest powers. For each power point the psykin spends, increase the radius of the emanation by 5 feet.

    Focused attack (Ex): At 4th level, a psykin can expend her psionic focus to improve her combat skill. She gains an insight bonus to one attack roll equal to her Wisdom modifier, and 1d6 bonus damage for that attack per point of Wisdom modifier.

    Channel (Su): Upon reaching 5th level, a psykin learns to channel her powers through her force blade. The psykin can use a standard action to manifest a power she knows and deliver the power through her force blade with a melee attack. Manifesting a power in this manner does not provoke attacks of opportunity. The power must have a manifesting time of 1 standard action or less, and be a targeted power. The power does not take effect unless the attack is successful. If the power deals damage and the attack is a confirmed critical hit, apply the critical multiplier to the damage dealt by the power as well.

    Disruptive armor (Su): Beginning at 6th level, a psykin's force armor provides her some protection against magical and psionic attacks. Whenever a psykin is protected by her force armor, she gains power and spell resistance equal to 10 + the armor bonus of the force armor. She may voluntarily raise and lower this resistance as a swift action.

    Improved disruptive field: Whenever a psykin of 7th level or higher uses her Disruptive Field ability, the DC of the caster or manifester level check is 10 + the psykin's manifester level.

    Focused defense (Ex): Beginning at 8th level, whenever a psykin is psionically focused, she gains an insight bonus to AC equal to her Wisdom modifier.

    Improved channel (Su): At 9th level, a psykin can channel a power she knows as part of a full attack action, and the power affects each target she hits in melee combat that round. Doing so discharges the power at the end of the round, in the case of a touch-range power that would otherwise last longer than 1 round. This ability works in all other ways like the Channel class feature.

    Psychic body (Ex): Upon reaching 10th level, a psykin learns how to supplement their psionic ability by drawing on their own physical essence. The psykin can sacrifice hit points instead of spending power points, on a one-for-one basis; these surrogate power points cannot be used on powers or abilities which would heal hit points or grant power points, nor to create items or grant abilities which would do so.

    Disruptive strike (Su): At 11th level, a psykin learns to disrupt magic and psionic effects with her force blade. Whenever the psykin makes a successful attack with her force blade, she may spend 5 power points as part of the same action to affect her opponent with a targeted dispel that affects both magic and psionics. Her bonus on the dispel check is equal to her psykin level, with no maximum.

    Improved focused attack: Beginning at 12th level, whenever a psykin uses her focused attack ability, the bonus to attack and damage last until the beginning of her next turn.

    Psychic ward (Su): At 13th level, whenever a psykin is subject to an effect that allows a saving throw, she may spend 1 power point as an immediate action to gain an insight bonus on the save equal to her Wisdom modifier.

    Improved focused defense (Ex): Whenever a psykin of 14th level or higher is psionically focused, she adds twice her Wisdom modifier as an insight bonus to AC. This ability replaces the effect of the focused defense ability.

    Improved psychic body: Beginning at 15th level, whenever a psykin uses her psychic body ability, she gains 2 power points for each hit point she spends, instead of one.

    Greater disruptive strike (Su): At 16th level, a psykin learns to completely shut down magical and psionic effects with her force blade. Whenever the psykin makes a successful attack with her force blade, she may pay 11 power points as part of the same action. If she does, the struck opponent must make a Will save (DC 16 + the psykin's Wisdom modifier) or be affected as if by an antimagic field and null psionics field for 1 round. The effect has no radius, and only affects the struck opponent and their equipment.

    Burst strike (Su): A psykin of 17th level or higher can spend power points to have her melee attacks affect multiple opponents at the same time. Whenever the psykin makes an attack with her force blade, for every 2 power points she spends, her attack affects an additional opponent who is adjacent to the initial target. She uses the same attack and damage rolls for all targets, and any target which is successfully struck takes damage and additional affects (such as Disruptive Strike or Channel) as if they were the only target.

    Improved psychic ward: At 18th level, whenever a psykin uses her psychic ward ability, the bonus to saving throws applies to all allies within 60 feet.

    Absorptive strike (Su): Whenever a psykin of 19th level or higher successfully dispels an effect with her disruptive strike ability, she may spend 3 power points to steal the effect for herself, as per the reaving dispel spell.

    Psychic reflection: Upon reaching at 20th level, a psykin can turn spells and powers back on their creators. Whenever the psykin is targeted by a spell or power (but not subject to an area of effect), as a free action she may turn the spell or power back on the caster or manifester, as per spell turning or reddopsi, respectively.

    PLAYING A PSYKIN
    A mentalist is a subtle and powerful psionicist, able to control his friends and enemies alike.
    Combat: While the mentalist has a repertoire of abilities (such as mindspike and mindwhirl) which can be used against his enemies, his primary modus operandi will always be his psionic powers.
    Advancement: A mentalist has a variety of options, from the Neuromancer to the Cogitant.
    Resources: A mentalist has many friends, some of whom I'm sure he obtained legitimately.

    PSYKIN IN THE WORLD
    "A quote of somebody else talking about your class!"
    -name of quote originator
    A brief description of how your class is persevered in the world and how he interacts with the world.
    Daily Life: Some general information about the typical day in the life of your class.
    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction
    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    PSYKIN POWER LIST
    1st level
    Spoiler
    Show

    Control Light
    Control Object
    Control Sound
    Deflection Field
    Energy Arc
    Energy Push
    Energy Ray
    Far Hand
    Floating Disk
    Mighty Spring
    My Light
    Stomp

    2nd level
    Spoiler
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    Concussion Blast
    Control Air
    Energy Bolt
    Energy Burst
    Energy Cone
    Energy Emanation
    Energy Missile
    Energy Stun
    Ethereal Volley
    Extend Reach
    Power Claws
    Power Weapon
    Telekinetic Force

    3rd level
    Spoiler
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    Dispel Psionics
    Energy Ball
    Energy Lance
    Energy Retort
    Helping Hand, Psionic
    Microkinesis
    Telekinetic Boomerang
    Telekinetic Thrust

    4th level
    Spoiler
    Show

    Control Body
    Energy Current
    Energy Flash
    Inertial Barrier
    Psychokinetic Weapon
    Telekinetic Maneuver
    Weapon of Energy

    5th level
    Spoiler
    Show

    Concussive Detonation
    Energy Barrage
    Energy Nullification Field
    Energy Trap
    Energy Wave
    Telekinetic Buffer
    Telekinetic Sphere, Psionic
    (member in good standing of the troll-feeder's guild)

    I am the assassin of productivity.

    Super boss Muscle Wizard avvie by Ceika.

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