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    Bugbear in the Playground
     
    sirpercival's Avatar

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    Oct 2011

    Default Re: Magipunk Campaign Setting

    Note: This class was written by Garryl, originally posted here… Garryl has kindly allowed me to pilfer it wholesale for Magipunk (with slight edits).

    MEDIC

    "Don't worry, Mr. Jenkins. We'll fix that severed head of yours right up."
    -Winona Sere, Medic

    Down-on-their-luck medics have been known to make Lifetorn in back alleys for some quick creds.

    MAKING A MEDIC
    Medics are arcane spellcasters specializing in medicinal and healing magic. Their focus on the study of life and how to preserve it gives them unparalleled mastery of healing magic, but also reveals unusual uses for healing magic, including effects more traditionally associated with the darker side of Necromancy.
    Abilities: A high Wisdom is vital to Medics. It controls their spellcasting and enhances many of their other abilities. A good Constitution score is also important to let the Medic survive on the battlefield.
    Races: Any. Everyone likes a Medic.
    Alignment: Medics can be of any alignment. While most Medics are good- or neutral-aligned, some are evil, including many who focus more on analyzing the death part of life and death.
    Starting Gold: As cleric.
    Starting Age: As cleric.

    Class Skills
    The Medic's class skills (and the key ability for each skill) are Arcana (Int), Concentration (Wis), Heal (Wis), Negotiation (Cha), Perception (Wis), Profession (Wis), Scholarship (Int), and Wordsmithing (Int).
    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
    1 | +0 | +0 | +2 | +2 | Armored Mage, Battlefield Treatment (anesthetize, first aid 1, inoculate), Healing Hands
    2 | +1 | +0 | +3 | +3 | Remote Healer
    3 | +2 | +1 | +3 | +3 | Battlefield Treatment (stimulant)
    4 | +3 | +1 | +4 | +4 | Advanced Learning
    5 | +3 | +1 | +4 | +4 | Battlefield Treatment (first aid 2)
    6 | +4 | +2 | +5 | +5 | Battlefield Treatment (psychiatry)
    7 | +5 | +2 | +5 | +5 | Universal Healer
    8 | +6/+1 | +2 | +6 | +6 | Advanced Learning, Battlefield Treatment (first aid 3)
    9 | +6/+1 | +3 | +6 | +6 | Battlefield Treatment (metabolic boost)
    10| +7/+2 | +3 | +7 | +7 | Rapid Healer (+2 levels)
    11| +8/+3 | +3 | +7 | +7 | Battlefield Treatment (first aid 4)
    12| +9/+4 | +4 | +8 | +8 | Advanced Learning, Battlefield Treatment (kinesiology)
    13| +9/+4 | +4 | +8 | +8 | Armored Evasion
    14| +10/+5 | +4 | +9 | +9 | Battlefield Treatment (first aid 5)
    15| +11/+6/+1 | +5 | +9 | +9 | Battlefield Treatment (medical miracle)
    16| +12/+7/+2 | +5 | +10| +10| Advanced Learning
    17| +12/+7/+2 | +5 | +10| +10| Battlefield Treatment (first aid 6)
    18| +13/+8/+3 | +6 | +11| +11| Battlefield Treatment (true healing)
    19| +14/+9/+4 | +6 | +11| +11| Rapid Healer (+1 level)
    20| +15/+10/+5| +6 | +12| +12| Advanced Learning, Battlefield Treatment (first aid 7), Master Healer[/table]

    Weapon and Armor Proficiencies: Medics are proficient with all simple weapons. Medics are also proficient with light and medium armor and with shields (other than tower shields).

    Spellcasting: A Medic spontaneously casts arcane spells like a Sorcerer, except that she uses Wisdom to determine the maximum spell level she can cast, the save DCs of her spells, her bonus spells per day, and other spellcasting characteristics that a Sorcerer normally uses Charisma for. The Medic's amount of spells per day are indicated on the table below. A Medic's spells are drawn from the Medic spell list, and she is considered to know all spells on her class spell list.

    Spoiler
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    {table=head] |Spells per Day
    {table=head]Level
    1
    2
    3
    4
    5
    6
    7
    8
    9
    10
    11
    12
    13
    14
    15
    16
    17
    18
    19
    20[/table]|{table=head]0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    5|3|—|—|—|—|—|—|—|—
    6|4|—|—|—|—|—|—|—|—
    6|5|—|—|—|—|—|—|—|—
    6|6|3|—|—|—|—|—|—|—
    6|6|4|—|—|—|—|—|—|—
    6|6|5|3|—|—|—|—|—|—
    6|6|6|4|—|—|—|—|—|—
    6|6|6|5|3|—|—|—|—|—
    6|6|6|6|4|—|—|—|—|—
    6|6|6|6|5|3|—|—|—|—
    6|6|6|6|6|4|—|—|—|—
    6|6|6|6|6|5|3|—|—|—
    6|6|6|6|6|6|4|—|—|—
    6|6|6|6|6|6|5|3|—|—
    6|6|6|6|6|6|6|4|—|—
    6|6|6|6|6|6|6|5|3|—
    6|6|6|6|6|6|6|6|4|—
    6|6|6|6|6|6|6|6|5|3
    6|6|6|6|6|6|6|6|6|4
    6|6|6|6|6|6|6|6|6|6[/table][/table]


    Armored Mage (Ex): A Medic can cast Medic spells while wearing medium or lighter armor and wearing a shield (other than a tower shield) without incurring the usual risk of spell failure. This benefit does not apply while wearing heavier armor or wielding a tower shield.

    Battlefield Treatment (Ex): Once per day per Medic level, a Medic can use her medical talent to produce magical effects on those around her (usually including herself, if desired). While these abilities fall under the category of battlefield treatment and the descriptions discuss tending to a patient, they can all be activated even if she is unable to directly act upon the subjects of her ability as long as she is capable of casting spells with somatic components. Each ability requires both a minimum Medic level and a minimum number of ranks in the Heal skill to qualify; if she does not have the required number of ranks in the Heal skill, she does not gain the battlefield treatment ability until she acquires the needed ranks.

    Starting a battlefield treatment effect is a standard action. Unless otherwise stated, a Medic need only spend a free action, maintain line of sight, line of effect, range (as indicated in the ability in question), and the ability to provide somatic components to maintain the ability and continue treating her patients. Some battlefield treatment abilities require concentration, which means a Medic must take a standard action each round to maintain the ability. Even while using battlefield treatments that don't require concentration, a Medic cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a somatic component, she cannot perform a battlefield treatment while paralyzed, grappled, or otherwise unable to move (although arcane spell failure does not apply). Unless otherwise stated, a Medic can stop using a battlefield treatment at any time, even when it is not her turn (this does not take an action).

    Battlefield treatments use a blend of both magic and medicine. As such, they do not function on nonliving creatures or on creatures with no discernible anatomy. However, despite providing healing and other effects normally associated with positive energy, battlefield treatments do not use either positive or negative energy; they affect all valid subjects equally.

    Battlefield Treatments:
    Spoiler
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    Anesthetize (Sp): If a Medic has at least 3 ranks in Heal, she can attempt to disable one or more creatures with anesthetic magic. Each creature to be anesthetized must be within 90 feet, and must not be threatened or engaged in stressful or strenuous activity. The distraction of a nearby combat or other dangers prevents the ability from working, as the subject's increased adrenaline counteracts the anesthetic effect. A medic can target one creature with each use of this ability, plus one for every three Medic levels beyond 1st.

    To use the ability, a Medic makes a Heal check. Her check result is the DC for each affected creature’s Fortitude save against the effect. If a creature’s saving throw succeeds, she cannot attempt to anesthetize that creature again for 24 hours. If its saving throw fails, the creature suffers nonlethal damage equal to its normal maximum hit points +1. This nonlethal damage remains until healed (naturally or magically), or for as long as she continues to tend to her subjects (up to a maximum of 1 round per Medic level), requiring concentration. Once she ceases tending to the subjects of this ability, they immediately heal half of the nonlethal damage caused by this ability (rounded up), and continue to heal half of the nonlethal damage currently remaining (rounded up) each round until none remains. Any potential threat requires her to make another Heal check and allows the creature a new saving throw against a DC equal to the new Heal check result.

    Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect (even if the subject would not recognize it due to unconsciousness), immediately allowing them to heal the nonlethal damage. Anesthetize is an enchantment (healing) ability equivalent to a 1st-level spell.

    First Aid (Su): If a Medic has at least 3 ranks in Heal, she can use her talent to rapidly heal the wounds of others. Her or a single ally within 30 feet gains fast healing 1 for as long as she continues to treat it. When she stops treating the subject, whether involuntarily or by choice (which may be declared with no action even if it is not her turn or she is unable to act), then it immediately heals an additional amount equal to her Medic level plus her Wisdom modifier. As long as she is not interrupted, she may maintain First Aid as long as she is willing and able. At 5th level and every three levels thereafter, the fast healing provided by this ability increases by 1, she adds her Wisdom modifier an additional time to the final healing, and she can affect up to one additional ally with each use of this ability.

    Inoculate (Su): If a Medic has at least 3 ranks in Heal, she can use her medical skill to counter the effects of diseases and poisons. Each round of the inoculation, she makes a Heal check. Any ally within 30 feet of her (including herself) that would be required to make a saving throw against a disease or a poison may use her Heal check result in place of its saving throw if, after the saving throw is rolled, the Heal check result proves to be higher. If an ally within range of the inoculation is already under the effect of a disease or poison, it gains another saving throw against the effect when the Medic begins the inoculation, but it must use her Heal check result for the save. Inoculate has no effect against effects that don’t allow saves. A medic may keep up the inoculation for up to 10 rounds.

    Stimulant (Su): Starting at 3rd level, if a Medic has at least 6 ranks in Heal, she can use psychology and a small dose of stimulating magic to improve an ally's reactions and concentration for a short time. The subject gains a +2 competence bonus on all skill checks, a +1 competence bonus on all saving throws, and a +5 foot competence bonus to all of its movement speeds. The effect lasts as long as she tends to the subject, up to a maximum of 2 minutes. A Medic cannot affect herself with this ability. Stimulant is a mind-affecting ability.

    Psychiatry (Su): Starting at 6th level, if a Medic has at least 9 ranks in Heal, she can use her knowledge of the mind's workings to counter the effects of charms and compulsions. This functions as Inoculate, except that it functions against charms and compulsions instead of diseases and poisons. Psychiatry is a mind-affecting ability.

    Metabolic Boost (Su): Starting at 9th level, if a Medic has at least 12 ranks in Heal, she can provide a surge of life-giving energy to one or more allies, filling them with energy. She or a single ally within 30 feet gains immunity to fatigue and exhaustion (existing conditions are removed), a +2 competence bonus to all ability scores, a +1 competence bonus on all attack rolls and damage rolls, a +1 competence bonus to caster level, manifester level, initiator level, meldshaper level, and effective Binder level, and a +1 competence bonus to essentia capacity. When this ability ends, all subjects are fatigued. This lasts as long as the Medic tends to the subjects and for 5 rounds thereafter. As long as she is not interrupted, she may maintain Metabolic Boost as long as she is willing and able. A Medic can affect up to one additional ally per three Medic levels after 9th.

    Kinesiology (Su): Starting at 12th level, if a Medic has at least 15 ranks in Heal, she can use her knowledge of the body's movements to counter the effects of movement-impairing effects. This functions as Inoculate, except that it functions against movement-impairing effects instead of diseases and poisons. Similarly, a subject can use the result of the Medic's Heal check in place of an Escape Artist or grapple check to resist or escape a grapple, and can attempt a new Escape Artist or grapple check (using the result of her Heal check) to escape a grapple when she activates this ability.

    Medical Miracle (Sp): Starting at 15th level, if a Medic has at least 18 ranks in Heal, her mastery of health and healing allows her to fend off even death itself. She can return to life a single creature within 30 feet that died within the past 1 round. This functions as per the resurrection spell, except that no material components are needed, no level loss (or Constitution loss) is incurred, the subject is revived even if its soul is trapped or destroyed, and the subject cannot refuse to return to life. If the subject died more than 1 round ago, she must expend additional Battlefield Treatment uses, as indicated below.
    {table=head]Time Since Death|Total Uses Expended
    1 round|1
    up to 1 minute|3
    up to 10 minutes|6
    up to 1 hour|10
    up to 1 day|15[/table]

    True Healing (Su): Starting at 18th level, if a medic has at least 21 ranks in Heal, she can use her knowledge and magic to ablate even the most grievous wounds. A single ally within 30 feet other than herself gains regeneration equal to her Wisdom modifier (not bypassed by any damage type) and cannot die. However, whenever the subject converts damage to nonlethal damage through the regeneration granted this way, the medic suffers one quarter that amount of nonlethal damage, even if she is immune. This effect lasts as long as the medic continues to tend the subject and for 5 rounds thereafter, or until her hit points are less than her nonlethal damage (even if she is still conscious and able to act), whichever comes first. As long as the medic is not interrupted, she may maintain True Healing as long as she us willing and able. A medic can affect up to one additional ally per three Medic levels after 18th.


    Healing Hands (Ex): Whenever a Medic casts a Medic spell from the healing subschool that heals damage, she may choose to add her Wisdom modifier to the amount of healing provided.

    Remote Healer (Ex): Starting at 2nd level, a Medic can cast Medic spells from the healing subschool with a range of Touch on willing targets as though their range was 30 feet instead of Touch.

    Advanced Learning: At 4th and every 4 levels thereafter, a Medic may choose a single spell of a level no greater than the highest level Medic spell she knows. This can come from the Cleric or Sor/Wiz spell lists, but must be either a spell from the healing subschool, a spell that can provide healing or deal damage through positive or negative energy, or a non-damaging Necromancy spell. Add this spell to the Medic's class spell list and her Medic spells known. Once selected, this choice cannot be changed except through effects that allow her to change which spells she knows. She does not gain additional spells known through Advanced Learning for classes and abilities that increase her effective Medic level for spells known unless they also improve her effective Medic level for this class feature. She may still be allowed to select higher level spells when she gains this ability due to her increased Medic spellcaster level.

    Universal Healer (Ex): Starting at 7th level, when a Medic casts a Medic spell from the healing subschool on a willing subject, she may cause it to heal the subject for the full normal amount, even if the subject would normally be unaffected or damaged by it. This has no effect upon spells that do not normally provide healing, with the exception of effects that use positive or negative energy to deal damage.

    In addition, a Medic can use her battlefield treatments on nonliving creatures and those without discernible anatomies. She must still obey all other restrictions of the battlefield treatment she uses.

    Rapid Healer (Ex): Starting at 10th level, a Medic can expend a spell slot of two levels higher than normal when casting a Medic spell from the healing subschool, targeting only willing allies, to cast it as a swift action instead of a standard action or a full-round action. This has no effect (other than increasing the level of the spell slot used) on spells with other casting times, or if any of the creatures that she targets are not willing. Beginning at 19th level, a Medic need only expend a spell slot one level higher to cast a Medic spell faster this way.

    Armored Evasion (Ex): Starting at 13th level, a Medic gains the ability to avoid the damage of explosive spells and other effects that require a Reflex save. This functions as the Monk's Evasion ability, except that it can be used regardless of the type of armor worn.

    Master Healer (Ex): Starting at 20th level, a Medic can continue tending to creatures with Battlefield Treatment while casting spells and activating magic items. The Medic can begin a battlefield treatment as a swift action instead of a standard action. Finally, she can expend 20 uses of her Battlefield Treatment ability to restore a creature to life with Medical Miracle as though with true resurrection instead of resurrection and regardless of how long ago it died. When a Medic revives a creature in this way, she must still possess a part of its body (as normal for the resurrection spell) or be near the location at which the creature died.

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

    MEDIC 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.

    Medic Spell List
    Spoiler
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    0th (15) - Create Water, Cure Minor Wounds, Daze, Deathwatch, Delay Disease (SpC), Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Touch of Fatigue, Virtue

    1st (18) - Bless, Command, Cure Light Wounds, Daze Monster, Delay Poison, Endure Elements, Goodberry, Healthful Rest (SpC), Lesser Restoration, Lesser Vigor (CD), Obscuring Mist, Protection from Chaos/Evil/Good/Law, Remove Fear, Remove Paralysis, Sanctuary, Shield of Faith, Sleep, Stabilize (SpC)

    2nd (27) - Aid, Barkskin, Bear's Endurance, Bull's Strength, Calm Emotions, Cat's Grace, Close Wounds (SpC), Consecrate, Cure Moderate Wounds, Death Knell, Deep Slumber, Eagle's Splendor, Fog Cloud, Fox's Cunning, Gentle Repose, Ghoul Touch, Heroism, Hold Person, Hydrate (Sa), Make Whole, Owl's Wisdom, Rage, Remove Blindness/Deafness, Remove Disease, Resist Energy, Shield Other, Status

    3rd (21) - Blindness/Deafness, Cauterizing Flame*, Contagion, Create Food and Water, Cure Serious Wounds, Dispel Magic, Haste, Helping Hand, Insignia of Healing (RoD), Magic Circle Against Chaos/Evil/Good/Law, Magic Vestment, Mass Lesser Vigor (CD), Neutralize Poison, Prayer, Protection from Energy, Ray of Exhaustion, Remove Curse, Restoration, Slow, Vigor (CD), Water Breathing

    4th (14) - Air Walk, Cancerous Regeneration*, Cure Critical Wounds, Death Ward, Delay Death (SpC), Enervation, Freedom of Movement, Mass Cure Light Wounds, Modify Memory, Panacea (SpC), Poison, Repel Vermin, Spell Immunity, Stoneskin

    5th (17) - Atonement, Break Enchantment, Greater Command, Greater Dispel Magic, Greater Heroism, Greater Vigor (CD), Heal, Hold Monster, Mass Cure Moderate Wounds, Mind Fog, Overcure*, Raise Dead, Revivify (MH), Spell Resistance, Stone to Flesh, True Seeing, Waves of Fatigue

    6th (14) - Eyebite, Greater Status, Greater Restoration, Heroes' Feast, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Mass Cure Serious Wounds, Mass Eagle's Splendor, Mass Fox's Cunning, Mass Owl's Wisdom, Regenerate, Slay Living, Vigorous Circle (CD)

    7th (8) - Fortunate Fate (SpC), Mass Cure Critical Wounds, Refuge, Repulsion, Resurrection, Sequester, Spirit Nova*, Waves of Exhaustion

    8th (7) - Clone, Destruction, Discern Location, Greater Spell Immunity, Mass Heal, Protection from Spells, Temporal Stasis

    9th (6) - Energy Drain, Foresight, Freedom, Soul Bind, Soul Nova*, True Resurrection

    *New spell, detailed below.


    New Spells
    Spoiler
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    Cancerous Regeneration
    Necromancy (healing)
    Level: Cleric 4, Healer 4, Medic 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Touched creature
    Duration: Instantaneous; See text
    Saving Throw: Will partial
    Spell Resistance: Yes

    When laying your hand upon a living creature, you channel an overdose of positive energy into it, healing its wounds but causing some of its cells to rapidly multiply. This cures 3d8 points of damage, but also causes a short-lived cancer in the subject. For one round per two caster levels (maximum 5 rounds) the subject suffers 2 points of Constitution damage each round (treat this ability damage as resulting from a disease). A dispel magic or similar effect has no effect upon this cancer as the positive energy that created it has already exerted its effects, but immunity to disease, a remove disease spell, or other methods of ending disease will immediately destroy the cancer, preventing any subsequent Constitution damage from that casting. A successful Will save halves the healing provided but prevents the Constitution damage.

    Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. Undead and other creatures that are damaged instead of healed by this spell do not grow a cancer, and are therefore not at risk of its Constitution damage.

    Cauterizing Flame
    Evocation (healing) [Fire]
    Level: Cleric 3, Healer 3, Medic 3, Wu Jen (Fire) 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Reflex half (harmless); See text
    Spell Resistance: Yes (harmless); See text

    You hurl a bolt of flame at a creature. Rather than harming it, the flame seals the subject's wounds.

    The subject of this spell is immediately healed for 1d6 points of damage per caster level (maximum 10d6), dealing nonlethal fire damage to it equal to half the amount of damage actually cured. In addition, any bleeding wounds that the subject may be suffering from are healed, preventing any further damage (although it does not prevent subsequent wounds). Unlike other healing spells, cauterizing flame does not restore nonlethal damage. Since this spell does not use positive or negative energy, undead are healed as much as any living creatures.

    Cauterizing flame only heals creatures with flesh or muscle tissue, instead dealing 1d6 points of fire damage per two levels (maximum 5d6) to other subjects instead of its normal effects. Thus, gaseous, incorporeal, and skeletal creatures are damaged by it, as are many constructs, oozes, and undead. Creatures with exoskeletons are treated according to the flesh and muscle they may have beneath (if any).

    Overcure
    Conjuration (healing, teleportation)
    Level: Medic 5
    Components: V, S
    Casting Time: 1 standard action
    Range: Touch
    Target: Touched creature
    Duration: 1 round/level or until discharged; See text
    Saving Throw: Will negates (harmless); See text
    Spell Resistance: Yes (harmless); See text

    This spell rips a small hole into the positive energy plane within the subject's body. While the dimensional tear lasts, the subject is bombarded with positive energy. When the subject is healed to its full strength, its own body closes the tear on its own and purges the excess positive energy. This can be an extreme exertion if the tear does not close itself naturally.

    Each round, starting immediately after you cast this spell, the subject gains 1d6 temporary hit points, plus 1d6 for each previous round of this spell's effects. These temporary hit points stack with any remaining temporary hit points from the same casting of this spell. However, when the subject's total hit points (the sum of its regular hit points and its temporary hit points) equal or exceed its normal maximum hit points, the spell is discharged, removing any remaining temporary hit points it has granted to the subject and dealing that many points of nonlethal damage to it, to a maximum of 5 points of nonlethal damage per caster level. If the spell ends otherwise (at the end of its normal duration or if dispelled), the temporary hit points are still removed, but the subject is healed for that amount of damage.

    Creatures that are unaffected by positive energy or are immune to the effects of the major positive-dominant planar trait are unaffected by this spell. Creatures that are damaged by cure spells or the effects of the major positive-dominant planar trait take 1d6 points of damage per round for the duration of this spell instead of overcure's normal effects, although the spell does not discharge if such creatures' hit points equal or exceed their normal maximum.

    Spirit Nova
    Conjuration (healing) [Death]
    Level: Cleric 7, Healer 7, Medic 7, Sor/Wiz 7
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Touched creature
    Duration: Instantaneous; See text
    Saving Throw: Fortitude partial; Will negates; See text
    Spell Resistance: Yes

    Spirit nova attempts to return a soul to a body that already has one. The process is deadly to both soul-possessing creatures and soulless ones, as the grafted soul leaves the body almost immediately, taking its life force or animating energies with it.

    The subject of this effect must make a Fortitude save or instantly die as its soul is displaced from its body. If the creature succeeds, it must still make a Will save as its own soul attempts to fight off the invading one. If it fails the Will save, it is dazed for 1 round and has its current and maximum hit points (other than temporary hit points) reduced by 3d6, +1 per caster level, for 1 hour, after which it regains any hit points lost this way (to a maximum of its restored maximum hit points). This is not damage, so effects that prevent, reduce, or absorb damage (such as temporary hit points and regeneration) do not affect this effect.

    Soulless creatures must make Will saves in place of the initial Fortitude save, but are not at risk of the secondary Will save's effects. Spirit nova has no effect upon creatures whose bodies are their souls, such as most outsiders.

    Material Component: A pinch of diamond dust.

    Soul Nova
    Conjuration (healing) [Death]
    Level: Healer 9, Medic 9
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: Up to one creature/level

    Soul nova functions as [i]spirit nova[i], except as noted above. In addition, any creature killed or destroyed by this effect must be returned to life twice to restore its soul to its body. The first such attempt only returns the false soul to the subject's body. This soul can act in any number of ways, as indicated by the table below. Roll a d% to determine the soul's actions when it is revived in the subject's body, with a bonus on the roll equal to the difference between the caster's caster level and the subject's HD (if the caster level is higher) or as a penalty of the same magnitude (if the caster level is lower). The subject must be slain once more to remove the false soul before the subject can be properly revived. This effect is tied to the subject's body, so effects that can revive a creature into a new body (such as true resurrection, reincarnate, or the use of a miracle or wish to recreate a dead creature's body to later be resurrected in) still function correctly.

    Table: False Soul Personality
    {table=head]d% result|Personality
    0 or less | Powerful Outsider
    1 to 15 | Manic
    16 to 30 | Suicidal
    31 to 50 | Omnicidal
    51 to 70 | Depressive
    71 to 95 | Deceiver
    96 to 105 | Ancient Entity
    106 or more | Dead God[/table]


    Powerful Outsider: The soul is that of a powerful outsider, now trapped within the subject's body. The outsider can be a Balor, Pit Fiend, Solar, or other similarly powerful entity. It uses all of its original mental ability scores, skill ranks, and alignment and it has access to its original class features and non-extraordinary racial abilities (including spellcasting or similar abilities), but is otherwise exactly like the subject. Outsider souls entrapped this way are loath to be killed, as doing so would destroy their soul forever.

    Manic: The soul is just happy to be alive once more. It tries its hardest to stay that way. Most manic souls attempt to run off and experience life once more. Some attempt to regain their old lives, some attempt to live the subject's life, while others attempt to make a new life for themselves.

    Suicidal: The soul immediately attempts to return to the afterlife it was pulled from through the quickest means possible.

    Omnicidal: The soul is crazed and seeks the destruction of everything around it. It immediately attacks anything it can perceive to the best of its abilities. Omnicidal souls have a 50% chance of being Evil (and thus only a 25% chance each of being Neutral or Good), but they can otherwise be of any alignment, even Lawful Good. Death and rebirth in this manner can be a traumatizing experience for any entity to experience.

    Depressive: The soul is heavily depressed, whether because of its original death, being ripped away from its afterlife, or for some other reason. It suffers a -4 penalty on all rolls, checks, and saves, and cannot gain morale bonuses. Depressive souls are less likely to resist being killed, but might still fiercely defend their newfound lives.

    Deceiver: The soul possesses its original personality and memories, but also has perfect recollection and understanding of the subject's personality and memories. It attempts to convince all others that it is the subject, returned to life once more. A Sense Motive check, opposed by the soul's Bluff check, reveals the ruse, but the soul is considered to have a number of ranks in Bluff equal to the subject's hit dice plus 3 for the purpose of this check (or the subject's ranks in Bluff, whichever is greater), and it further receives a +10 bonus due to its familiarity with the subject.

    Ancient Entity: The soul is that of an ancient entity that died a long time ago. The specific details are up to the DM. When this result is rolled, roll again on the table, with no bonus or penalty for a high or low caster level. The ancient entity takes on that personality. A second result of ancient entity means that the soul's personality is according to the DM's choice.

    Dead God: The soul is an avatar of a dead or forgotten deity. It has a Divine Rank of 0. The DM should decide the specific details of the dead deity. One percent of these souls are actually the true soul of the deity. These souls instead have a Divine Rank of 1.

    All false souls animating the subject's body are exactly as the subject would be, except for their memories, personalities, and alignments (and as noted above). Thus, it uses all of the subject's ability scores, skill ranks, class features (that it still qualifies for), feats, and so forth. A false soul has its own alignment (determined randomly, with equal chances of any given alignment), its own personality, and its own memories, although its memories of life are usually heavily fragmented and incomplete. Similarly, it has a vague understanding of the subject's personality and memories, although it does not know most of the details.

    Material Component: A sprinkle of holy water and diamond dust worth at least 500 gp.


    Expanded Healing Subschool (Variant)
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    Traditionally, the healing subschool exists only as a subschool of Conjuration and as a subdiscipline of Psychometabolism (the psionic equivalent of Transmutation). However, there is no real reason it couldn't be expanded for use with other schools. Under this variant, the healing subschool acts more like a descriptor than a true subschool. Thus, any school can have spells of the healing subschool. Several Medic class features and class features were designed with this variant in mind. If you choose not to use this variant, instead add the Conjuration school to the spells and abilities and treat them as dual-school spells (as described in PH2).

    Several existing effects refer specifically to Conjuration spells from the healing subschool. If you use this variant, any existing ability or effect that applies to only Conjuration (healing) effects also applies all effects of the healing subschool, not just those of the Conjuration school.
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    CRYSTAL MAGE

    "I have achieved perfection. What have you achieved?"
    -Elsbeth Mirror, crystal mage

    Spellcrystals are a naturally-occurring magical phenomenon which grow organically in regions of high residual magic. They are harvested for their special properties, acting as perfect storage devices for spell energy. A crystal mage who has acquired a large spellcrystal of exceptional quality can attune to it, in a special ceremony that requires implanting the crystal in her solar plexus. The ceremony awakens the spellcrystal to sentience, and it enters into a symbiotic relationship with the mage, supplying magical skill and knowledge in exchange for life energy.

    Over time, as the mage adds more geodes to the spellcrystal, the two integrate more and more closely, eventually becoming one perfect being.

    MAKING A CRYSTAL MAGE
    A crystal mage is an arcane spellcaster, who can specialize in any number of different party roles.
    Abilities: Intelligence and Constitution are equally important for a Crystal Mage. If the Mage intends to focus on combat, a good Strength and Dexterity can be quite important.
    Races: Any non-chaotic. The orderly nature of a spellcrystal's internal facets means that beings which are too chaotic and random can never fully attune themselves.
    Starting Gold: As wizard.
    Starting Age: As wizard.

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

    Hit Die: d6

    {table=head]Level|BAB|Fort|Ref|Will|Special|Geodes|MaxLvl
    1 | +0 | +0 | +0 | +2 | Spellcrystal, geodes, shard d6 | 3 | 1
    2 | +1 | +0 | +0 | +3 | Grow crystal, lesser crystalline weapon | 4 | 1
    3 | +2 | +1 | +1 | +3 | Crystalline constitution | 4 | 2
    4 | +3 | +1 | +1 | +4 | Geode focus | 4 | 2
    5 | +3 | +1 | +1 | +4 | Crystalline shield, share crystal | 5 | 3
    6 | +4 | +2 | +2 | +5 | Shard d8 | 5 | 3
    7 | +5 | +2 | +2 | +5 | Crystalline weapon | 5 | 4
    8 | +6/+1 | +2 | +2 | +6 | Geode focus | 6 | 4
    9 | +6/+1 | +3 | +3 | +6 | Improved crystalline constitution | 6 | 5
    10| +7/+2 | +3 | +3 | +7 | Storm of shards | 6 | 5
    11| +8/+3 | +3 | +3 | +7 | Shard d10 | 7 | 6
    12| +9/+4 | +4 | +4 | +8 | Geode focus | 7 | 6
    13| +9/+4 | +4 | +4 | +8 | Improved crystalline weapon | 7 | 7
    14| +10/+5 | +4 | +4 | +9 | Improved crystalline shield | 8 | 7
    15| +11/+6/+1 | +5 | +5 | +9 | Greater crystalline constitition | 8 | 8
    16| +12/+7/+2 | +5 | +5 | +10| Geode focus, shard d12 | 8 | 8
    17| +12/+7/+2 | +5 | +5 | +10| Greater storm of shards | 9 | 9
    18| +13/+8/+3 | +6 | +6 | +11| Absorb crystal | 9 | 9
    19| +14/+9/+4 | +6 | +6 | +11| Greater crystalline weapon | 9 | 9
    20| +15/+10/+5| +6 | +6 | +12| Crystalline perfection, geode focus | 10| 9
    [/table]

    Weapon and Armor Proficiencies: A crystal mage is proficient with simple weapons, and with the crystal armor, weapon, and shield produced by her spellcrystal, but not with any other weapons, armor, or shields.

    Spells: A crystal mage casts arcane spells which are drawn from her Geodes (see below); she knows every spell that is recorded in her spell crystal. A crystal mage need not prepare her spells ahead of time. To learn or cast a spell, the crystal mage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a crystal mage's spell is 10 + the spell level + her Intelligence modifier.

    A crystal mage can cast each spell that she knows once per day, up to a maximum spell level shown in the table above. In addition, she receives bonus spells per day if she has a high Intelligence score, which she can use to cast any spell she knows of the appropriate level. However, she may cast cantrips at will. The crystal mage regains her spells by getting a good night’s sleep and spending 1 hour communing with her spellcrystal. See the spellcrystal entry for more details.

    Spellcrystal: A crystal mage unlocks her magical abilities by attuning to a spellcrystal in a special ceremony. This process implants the spellcrystal in the mage's chest (just below the sternum), which awakens the crystal to sentience. It remains awakened by drawing on the crystal mage's lifeforce. At first, this has no effect on the mage; however, when the mage is able to cast spells of 2nd level or higher, the spellcrystal must draw enough lifeforce that it hinders the crystal mage. As long as the mage has spells of at least 2nd-level available to cast, her hit point total decreases as shown on the table below. This damage cannot be healed, reduced, or prevented in any way until she has no more spells of that level available, at which point it can be healed normally. A crystal mage's spellcrystal begins play containing one 0th level spell for each geode she has, plus all spells associated with her geodes (see below).

    A crystal mage must commune with her spellcrystal every day to regain her spells. She cannot cast any spell that is not recorded in her spellcrystal. To enable the mage to cast a spell, the spellcrystal expands its own substance so that it can hold the spell energy. Storing a 1st-level spell causes no change in the crystal. However, if the mage can cast spells of 2nd level or higher, the crystal grows over the surface of her body, and enough of the mage's body is covered by this hard shell that it provides her an armor bonus (and a penalty to Persuasion checks to disguise her appearance). In this case the spellcrystal takes up one or more body slots, as shown in the table below; the entries in the table are cumulative, and the total effect is determined by the highest-level spells the mage has available.

    The armor granted by the spellcrystal is treated as light armor with no armor check penalty or arcane spell failure. Casting spells of a given level does not remove the armor bonus, Persuasion penalty, or body slot for that level; however, it does allow the hit point loss to be healed. Once a crystal mage can cast 2nd-level spells, the spellcrystal armor can be enchanted as a magic item, with the normal +50% cost of adding another effect to an existing item.

    The appearance of each crystal is unique, as it reflects both the mage's personality and lifeforce, and the spells stored within it in the orientation of the crystal's internal facets. The appearance may shift over time as the mage and the crystal evolve and change. A spellcrystal grants other abilities depending on the crystal mage's level, as detailed below.

    Spellcrystal armor:
    Spoiler
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    {table=head]Spell Level|Body slot|HP loss|Armor bonus|Persuasion penalty
    2nd|Torso|1|+4|-2
    3rd|Arms|2|+1|-2
    4th|Hands|3|+1|-2
    5th|Body|4|+0|-2
    6th|Feet|5|+1|-2
    7th|Shoulders|6|+1|-2
    8th|Waist|7|+0|-2
    9th|Throat|8|+1|-2[/table]


    Spellcrystals:
    Spoiler
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    A crystal mage's spellcrystal takes on a fragment of the mage's personality during the awakening process. It is not a creature in the traditional sense, but more a symbiotic being that is a part of the crystal mage's body. A spellcrystal grants special abilities to its mage, as shown on the Spellcrystal Special Abilities table below. In addition, a spellcrystal has a personality (being a fragment of the mage's personality), which gives its mage a bonus on certain types of checks or saving throws, as given on the Spellcrystal Personalities table below.

    {table=head]CrysMage Level|Int|Ability Bonus|Special
    1st-2nd|6|+0|Skill Focus (Perception), perfect recall, personality
    3rd-4th|7|+2| --
    5th-6th|8|+2|Perfect will
    7th-8th|9|+2|Crystalline concentration
    9th-10th|10|+4| --
    11th-12th|11|+4|Perfect spell
    13th-14th|12|+4|Crystalline spell (3rd)
    15th-16th|13|+6| --
    17th-18th|14|+6|Crystalline spell (6th)
    19th-20th|15|+6| --[/table]

    Ability Bonus: The crystal mage gains a bonus to her Strength, Dexterity, or Constitution score, choosing which ability score is affected when she prepares spells for the day.

    Intelligence: The spellcrystal's Intelligence score.

    Skill Focus (Perception): The crystal mage's spellcrystal grants her Skill Focus (Perception) as a bonus feat.

    Perfect recall (Ex): A spellcrystal is essentially an information recording engine. It remembers everything that happens within sensing distance of its crystal mage. The crystal has ranks in Arcana, Engineering, Natural Lore, and Scholarship equal to the mage's class level, and the mage can learn the results of her crystal's skill checks by taking a full-round action to commune with it.

    Personality: Each spellcrystal has a distinct personality, chosen by the mage at the time of its creation from among those given on the following table. At 1st level, the mage typically gets a feel for a spellcrystal's personality only through occasional impulses, but as the mage increases in level the spellcrystal's personality becomes more pronounced. At higher levels, it is not uncommon for a spellcrystal to constantly ply its mage with observations and advice, often severely slanted toward the spellcrystal's particular worldview. The mage always sees a bit of herself in her spellcrystal, even if magnified and therefore distorted.

    {table=head]Personality|Benefit to Crystal Mage
    Artiste|+3 bonus on Engineering checks
    Bully|+3 bonus on Persuasion checks
    Coward|+3 bonus on Stealth checks
    Friendly|+3 bonus on Negotiation checks
    Hero|+2 bonus on Fortitude saves
    Liar|+3 bonus on Persuasion checks
    Meticulous|+3 bonus on Perception checks
    Nimble|+2 bonus on Initiative checks
    Observant|+3 bonus on Perception checks
    Poised|+3 bonus on Acrobatics checks
    Resolved|+2 bonus on Will saves
    Sage|+3 bonus on Scholarship checks
    Single-minded|+3 bonus on Concentration checks
    Sneaky|+3 bonus on Stealth checks
    Sympathetic|+3 bonus on Negotiation checks[/table]

    Perfect Will (Su): A crystal mage's spellcrystal helps her maintain control of her mind. Starting at 5th level, if she fails her normal saving throw against an enchantment spell or effect, she can attempt an additional save 1 round later at the same DC.

    Crystalline Concentration (Ex): At 7th level, once per day a spellcrystal can maintain concentration on a spell cast by its crystal mage.

    Perfect Spell (Su): Beginning at 11th level, once per day a spellcrystal can smooth out any inaccuracies in a spell cast by its crystal mage. The affected spell is maximized (as per the Maximize Spell metamagic feat) without changing the casting time or level of the spell.

    Crystalline Spell (Su): At 13th level, a crystal mage may cast a spell of 3rd level or lower that has a range of personal one additional time per day. At 17th level, the additional spell may be of 6th level or lower.


    Geodes: A crystal mage learns spells through the use of Geodes, which are small pockets of homogeneous crystal structure within her spellcrystal, which represent particular patterns of similar magical knowledge. At first level, the spellcrystal forms 3 geodes; the crystal mage acquires another geode at 2nd level, and every 3 levels after, to a maximum of 10 geodes at 20th level. Each geode adds 6 spells of various levels to the mage's spellcrystal, as well as a cantrip of the mage's choice. The individual geodes are described below.

    Shard (Ex): A crystal mage can split of a fragment of her spellcrystal (which heals the break instantly) and use it as a projectile weapon. This extraordinary ability is a ranged touch attack which deals 1d6 piercing and slashing damage + the mage's Intelligence modifier at 1st level. The damage dealt by the shard increases by 1d6 for every two additional spell levels that the mage gains the ability to cast, and the damage die size increases by one step at 6th level, 11th level, and 16th level, as shown on the table above. For example, the shard attack of a 13th-level crystal mage deals 4d10 damage.

    Grow crystal: A crystal mage of 2nd level or higher can cause her spellcrystal to bud and split off smaller spellcrystals that can be used by her or other practitioners of magic. This ability functions exactly like the Scribe Scroll feat, and spellcrystals created in this fashion are otherwise identical to scrolls.

    Lesser crystalline weapon (Ex): Beginning at 2nd level, whenever a crystal mage has a 1st-level spell or higher available to cast, her spellcrystal can sprout a crystalline melee weapon. This weapon can take any shape she likes, but whatever the shape it counts as a masterwork one-handed weapon with a base damage of 1d8 and a 20/x2 critical. The crystal mage can also use it as a spell-storing weapon, but can only store one spell she knows of up to 0th level in it. The crystalline weapon can be enchanted as a magic item, with the usual +50% cost of adding an additional effect to an existing item (it counts as a +1 weapon for the purposes of adding weapon enhancements). It retains the enchantment even when it has not been generated, though any spells stored in it are lost after 24 hours. A crystal mage can take Weapon Focus and similar feats for her crystalline weapon. Generating or dismissing a crystalline weapon is a full-round action that does not provoke attacks of opportunity.

    Crystalline constitution (Ex): A crystal mage of 3rd level or higher has bonded more closely with her spellcrystal, aligning her essence in a more orderly fashion to prevent corruption. She becomes immune to disease and sleep effects.

    Geode focus: Upon reaching 4th level, and at every 4 levels after, a crystal mage selects one geode that she knows. She can cast the spells associated with that geode each one additional time per day. She may select the same geode multiple times, if she wishes.

    Crystalline shield (Ex): Beginning at 5th level, whenever a crystal mage has a 3rd-level spell or higher available to cast, her spellcrystal can sprout a crystalline shield from the arm slot that it takes up. This shield is attached to her arm and does not interfere with spellcasting in any way. It grants a +2 shield bonus to AC and has no armor check penalty or chance of arcane spell failure. It counts as a masterwork light shield, and can be enchanted as a magic item, with the usual +50% cost of adding an additional effect to an existing item. The shield retains the enchantment even when it has not been generated. Generating or dismissing the shield is a full-round action that does not provoke attacks of opportunity; a crystal mage can generate or dismiss both a crystalline weapon and a crystalline shield in the same action.

    Share crystal (Ex): At 5th level, a crystal mage learns to make small spellcrystals that are useable by anyone. The casting time of such a spellcrystal remains the same, and it is just as effective as if the crystal mage had cast it herself (in terms of duration, caster level, save DC, and the like). The spell's level is increased by two, much as if a metamagic feat had been applied to it. A crystal mage can create a maximum number of spellcrystals this way each day equal to her Intelligence modifier (minimum 1). Each time this ability is used to make a shareable spellcrystal, that spell takes up one of the crystal mage's available spell castings for that day. An unused shareable crystal loses its magic after 24 hours.

    Crystalline weapon (Ex): Beginning at 7th level, as long as a crystal mage has a 4th-level spell or higher available to cast, her crystalline weapon can store one spell of up to 2nd level in it.

    Improved crystalline constitution (Ex): At 9th level, a crystal mage's body has become even more orderly. Her type changes to outsider, she becomes immune to stunning, paralysis, and poison, and has a 50% chance of negating critical hits (but not precision damage).

    Storm of shards (Su): Beginning at 10th level, a crystal mage can release a spell in an explosion of crystal shards (effectively casting it). The storm of shards does 1d8 piercing damage per spell level in a 30-foot burst centered on the crystal mage. Anyone caught in the storm is allowed a Reflex save (DC 10 + spell level + Int modifier) for half damage. Any creature that fails its Reflex save is also affected by the sacrificed spell with no save (though spell resistance applies), even a creature that only takes half damage from a failed save (such as a character with improved evasion).

    Improved crystalline weapon: At 13th level, a crystal mage's crystalline weapon improves. As long as the mage has a spell of 6th level or higher available the cast, the crystalline weapon's base damage becomes 1d10, its critical threat range improves to 19-20/x2, and she can store a spell of up to 4th level in it.

    Improved crystalline shield: A crystal mage of 14th level or higher can generate her crystalline shield as an immediate action; however, if she does so, it only lasts for 1 round before retracting back into her spellcrystal armor.

    Greater crystalline constitution: Upon reaching 15th level, a crystal mage is nearing perfection. She no longer takes ability penalties from aging, and cannot die from old age. She has a 75% chance of negating critical hits (but not precision damage), and is immune to fatigue, exhaustion, nonlethal damage, ability damage, and ability drain.

    Greater storm of shards: Beginning at 17th level, a crystal mage's storm of shards ability improves. The storm deals 2d8 piercing damage per spell level, and the radius of the burst increases to 100 feet.

    Absorb crystal (Su): When a crystal mage achieves 18th level, she learns how to supplement her store of magical energy by incorporating smaller crystals into her bonded spellcrystal. By spending 1 minute concentrating on a spellcrystal, she can destroy the spellcrystal to gain a number of bonus spell levels equal to the level(s) of the spell(s) stored in the crystal. The crystal mage can then gain an additional casting of one of her spells by spending a number of the bonus spell levels equal to the level of the spell. Bonus spell levels disappear after 24 hours if they are not used.

    Greater crystalline weapon: At 19th level, a crystal mage's crystalline weapon again improves. As long as the mage has a spell of 8th level or higher available to cast, the weapon's base damage becomes 2d8, its critical multiplier improves to 19-20/x3, and she can store a spell of up to 6th level in it.

    Crystalline perfection: At 20th level, a crystal mage has achieved perfection similar to that of her spellcrystal. She is immune to critical hits, and has a 50% chance to negate precision damage. She is also immune to necromancy effects, death effects, and energy drain.

    PLAYING A CRYSTAL MAGE
    Text.
    Combat: Text.
    Advancement: Text.
    Resources: Text.

    CRYSTAL MAGE 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.


    GEODES
    Spoiler
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    Awareness
    Spoiler
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    1 - Comprehend Languages
    3 - Clairaudience/Clairvoyance
    4 - Arcane Eye
    5 - Scrying
    6 - Scry Location
    7 - Scrying, Greater


    Command
    Spoiler
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    1 - Charm Person
    2 - Suggestion
    5 - Dominate Person
    6 - Geas/Quest
    8 - Demand
    9 - Dominate Monster


    Corrosion
    Spoiler
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    1 - Corrosive Grasp
    2 - Acid Arrow
    4 - Orb of Acid
    5 - Vitriolic Sphere
    6 - Acid Storm
    7 - Acid Fog


    Detection
    Spoiler
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    1 - Detect Evil (may be substituted for a different alignment)
    2 - Detect Thoughts
    3 - Crown of Clarity
    4 - Detect Scrying
    8 - Discern Location
    9 - Foresight


    Disruption
    Spoiler
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    1 - Karmic Aura
    2 - Arcane Turmoil
    3 - Dispel Magic
    5 - Break Enchantment
    6 - Dispel Magic, Greater
    9 - Mage's Disjunction


    Flame
    Spoiler
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    1 - Burning Hands
    2 - Scorching Ray
    3 - Fireball
    4 - Wall of Fire
    8 - Incendiary Cloud
    9 - Meteor Swarm


    Frost
    Spoiler
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    1 - Orb of Cold, Lesser
    4 - Ice Storm
    5 - Cone of Cold
    6 - Freezing Sphere
    8 - Polar Ray
    9 - Iceberg


    Morale
    Spoiler
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    1 - Immediate Assistance
    2 - Heroics
    3 - Good Hope
    5 - Heroism, Greater
    6 - Heroes' Feast
    7 - Righteous Wrath of the Faithful


    Stone
    Spoiler
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    1 - Fist of Stone
    2 - Earthen Grasp
    3 - Stone Shape
    4 - Stoneskin
    5 - Wall of Stone
    8 - Bombardment


    Transformation
    Spoiler
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    1 - Disguise Self
    2 - Alter Self
    4 - Polymorph
    5 - Baleful Polymorph
    8 - Polymorph Any Object
    9 - Shapechange


    Transportation
    Spoiler
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    1 - Benign Transposition
    2 - Dimension Hop
    4 - Dimension Door
    5 - Teleport
    7 - Plane Shift
    8 - Teleport, Greater


    Warding
    Spoiler
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    1 - Shield
    3 - Magic Circle Against Evil (may be substituted for a different alignment)
    4 - Dimensional Anchor
    6 - Antimagic Field
    7 - Spell Turning
    8 - Mind Blank


    Will
    Spoiler
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    1 - Cheat
    2 - Celerity, Lesser
    4 - Mystic Surge
    5 - Permanency
    7 - Limited Wish
    9 - Wish


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  3. - Top - End - #33
    Barbarian in the Playground
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    Default Re: Magipunk Campaign Setting

    Huh. Geodes. That's a rather radical departure from how the initial version of the Crystalmage worked.

    No spells per day table?
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  4. - Top - End - #34
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    Default Re: Magipunk Campaign Setting

    Quote Originally Posted by Garryl View Post
    Huh. Geodes. That's a rather radical departure from how the initial version of the Crystalmage worked.
    Yup. It needed a rework and a spell list, and I liked this idea. How does it look?

    It gives me a jumping-off point for a bunch of supplementary material, too -- for example, in talking with Prime32, we had some ideas, like Dragonshard Geodes a la Dragonmark Sorcerer, and a Crystal Mage -> Frost Mage prc using ice instead of crystal.

    No spells per day table?
    Nope. It's buried in the spellcasting section: 1/day/spell, + floating bonus slots based on your Int, + geode focus.

    EDIT: BTW, I need more geodes. I'll make some, but any ideas would be welcome. Even just suggestions of names for me to fill spells into.
    Last edited by sirpercival; 2013-01-28 at 01:19 PM.
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  5. - Top - End - #35
    Bugbear in the Playground
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    Default Re: Magipunk Campaign Setting

    This stuff continues to be great.

    The crystal mage looks like fun, though higher level play would require more geodes I think. That's an easily fixable problem of course. Also, the Transformation geode has alter self, polymorph, PAO, shapechange. When giving wizards a crazy limited spell list... those are usually at the top of the shortlist to leave out.

    Edit: If you're looking for possible geodes, the Pathfinder witch patrons are enough like them that it wouldn't take much work to adapt them. Here. Some have divine or pathfinde spells, and all would need a couple of spells deleted, and some are redundant with what you have, but that's a lot of possibilities there.

    Nothing to say about the medic.

    Psykin look fun. I guess they get AOE blasting just in case they run into a bunch of small targets. Mostly it looks like they are much much better off spending pp to augment their weapon and armour. Also, can they take Expanded Knowledge? If so, they can pick up buffs to make them much much better in melee. Also, once they pick up the hp -> pp thing, they can keep buffs up all day long if they have out of combat healing.

    Also, I've got a question about the psykin channel ability. They don't seem to have many targeted powers to use it with. How bad would it be to let them use it with ray and touch powers? Or was that already the intent?

    Magitechnicians look fun, though weak at level 1. I guess you just carry around a crossbow and a few scrolls. then. After that you get to start color spraying or greasing or whatever. Perhaps let them start with weird science level 1? Of course, with chr 14, 4 ranks in UMD, and the +3 bonus, DC 15 to activate it themselves, thats 75% success after the first shot, so it is an awful lot of firepower. But then, it's an awful lot of firepower for a level 2 as well.

    Also, lots of div spells are way down on the Divhead list. That means that a Magitechnician can do a surprisingly good job at basic div if there is no divhead in the party, but he can't do the information warfare type stuff so well.
    Last edited by raspberrybadger; 2013-01-28 at 01:44 PM.

  6. - Top - End - #36
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    Default Re: Magipunk Campaign Setting

    PLANESWALKER

    "I have become every universe that mankind ever imagined."
    -Sarullia, planeswalker pioneer

    The Planes are a series of virtual locations which collectively make up the Metaverse, a magical construction of alternate consciousness. The Oracle is a manifestation of the Metaverse -- more specifically, the arcane machinery which makes it run -- which DivHeads take a great interest in, but there is much more to the Metaverse than that. A Planeswalker is a character who takes on characteristics of the particular planes she is attuned to.

    MAKING A PLANESWALKER
    A planeswalker is incredibly versatile, able to adapt to nearly any situation depending on which node she is attuned to.
    Abilities: Intelligence and Constitution are frightfully important for a Planeswalker.
    Races: Any.
    Alignment: Any, but usually true neutral. Most characters with extreme alignments feel uncomfortable taking on aspects of opposing planes.
    Starting Gold: As cleric.
    Starting Age: As cleric.

    Class Skills
    The Planeswalker's class skills (and the key ability for each skill) are Arcana (Int), Concentration (Wis), Gather Information (Cha), Natural Lore (Wis), Negotiation (Cha), Persuasion (Cha), and Scholarship (Int).
    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|Nodes
    1 | +0 | +2 | +0 | +2 | Meta-path, planar attunement (1 node) | 3
    2 | +1 | +3 | +0 | +3 | Planar augmentation (1 ability) | 4
    3 | +2 | +3 | +1 | +3 | -- | 5
    4 | +3 | +4 | +1 | +4 | Suppress aura | 5
    5 | +3 | +4 | +1 | +4 | Meta-essence | 6
    6 | +4 | +5 | +2 | +5 | Bonus feat | 6
    7 | +5 | +5 | +2 | +5 | Planar augmentation (2 abilities) | 7
    8 | +6/+1 | +6 | +2 | +6 | Planar attunement (2 nodes) | 7
    9 | +6/+1 | +6 | +3 | +6 | Access plane 1/day | 8
    10| +7/+2 | +7 | +3 | +7 | Manifest virtuality | 8
    11| +8/+3 | +7 | +3 | +7 | Bonus feat | 9
    12| +9/+4 | +8 | +4 | +8 | Planar augmentation (3 abilities) | 9
    13| +9/+4 | +8 | +4 | +8 | -- | 10
    14| +10/+5 | +9 | +4 | +9 | Access plane 2/day, planar attunement (3 nodes) | 10
    15| +11/+6/+1 | +9 | +5 | +9 | Assumption | 11
    16| +12/+7/+2 | +10| +5 | +10| Bonus feat | 11
    17| +12/+7/+2 | +10| +5 | +10| Planar augmentation (4 abilities) | 12
    18| +13/+8/+3 | +11| +6 | +11| -- | 12
    19| +14/+9/+4 | +11| +6 | +11| Access plane 3/day | 13
    20| +15/+10/+5| +12| +6 | +12| Font of worlds, planar attunement (4 nodes) | 13
    [/table]

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

    Meta-path: When beginning this class, a planeswalker chooses one of two paths: that of the Inner Planes, or that of the Outer Planes. The chosen path determines which nodes a planeswalker can acquire (see Planar Attunement).

    Planar attunement (Su): A planeswalker learns to attune herself with particular planes, gaining benefits depending on the chosen plane. To do so, she codifies the essence of a plane into a planar node, which she can activate and attune at the beginning of the day. The attunement process requires 1 minute of concentration; a planeswalker may make a rushed attunement as a full-round action, but then she suffers a -5 penalty on all attunement checks made for that node (see Node abilities, below). While attuned to a planar node, a planeswalker is immune to the negative effects of that plane, as per the avoid planar effects spell.

    If she attunes to an outer-planar node, a planeswalker is treated as having the alignment associated with that plane, for the purpose of spells and effects that depend on alignment (such as detect evil, protection from evil, etc.). If the planeswalker is of a high enough level to attune to more than one node, she chooses which alignment to manifest. For example, an 8th-level planeswalker that attuned to both Gehenna and Arboria could choose to detect as Lawful Evil, Neutral Evil, or Chaotic Good. The manifested alignment has no bearing on the planeswalker's actions or actual alignment.

    If she attunes to an inner-planar node, a planeswalker is treated as having the elemental subtype associated with that plane, for the purpose of spells and effects that depend on subtype (such as glyph of warding). If the planeswalker is of a high enough level to attune to more than one node, she chooses which subtype to manifest. For example, an 8th-level planeswalker that attuned to both Smoke and Water could choose to manifest the Fire, Air, or Water subtype.

    A planeswalker who gains access to a planar node which is neither Inner or Outer (for example the Shadow Node) displays neither an alignment or a subtype.

    At first level, a planeswalker has acquired 3 planar nodes chosen from her selected track, and can attune herself with one node at a time; at higher levels, she prepares more nodes, and can attune herself with multiple nodes, as shown on the table above. She must attune with each node individually. An attuned planeswalker remains attuned to a given node for 24 hours. The node cannot be targeted or deactivated by any means except for the Deactivate Node feat, nor can the effects be suppressed except by an antimagic field or similar effects. The DC for any effect granted by a node is equal to 10 + 1/2 planeswalker level + Intelligence modifier.

    Node abilities (Su): A planeswalker gains abilities based on her level and the nodes she attunes, as detailed in the node descriptions below. Each ability a planeswalker gains from a node has a condition which, when met, requires an attunement check. To make an attunement check, a planeswalker rolls 1d20 + her planeswalker level + her Intelligence modifier against an attunement DC based on the particular ability; if she fails, she suffers the penalty detailed in the node ability description. Making an attunement check does not require an action. A planeswalker may choose any tier of an ability for which she meets the level prerequisite; once chosen, she may not switch her choice until she deactivates and re-attunes to a node (see above), unless she has the Metanode feat.

    Planar augmentation (Su): Beginning at 2nd level, a planeswalker can bolster her body by attuning closely to a node. Whenever she rolls a 15 or above on an attunement check, but no more than once per round, she gains the benefit of one ability of her choice from the following list for one round; if she rolls a natural 20, the benefit lasts for 1 round per planeswalker level. As a planeswalker attains higher levels, she can make additional selections from the list. She gains one additional ability at 7th, 12th, and 17th level (to a maximum of four selections at 17th level). She can choose a single ability multiple times, and their effects stack.

    Planar Augmentation Abilities
    • 5 temporary hit points
    • Energy resistance 5 (acid, cold, electricity, fire, or sonic)
    • +1 insight bonus on saving throws
    • Damage reduction 1/—
    • +1 insight bonus to Armor Class
    • +1 insight bonus on attack rolls
    • +1 insight bonus on damage rolls
    • +2 insight bonus on initiative checks


    Suppress aura (Ex): At 4th level, a planeswalker can choose not to manifest the alignment or subtype that normally accompanies an attuned node. She can suppress or reveal the alignment or subtype as a swift action. However, on any round in which she fails an attunement check, she must display the alignment or subtype.

    Meta-essence: A planeswalker of 5th level or higher has attuned herself to the planes so often that the essence of her being is permanently altered. Her type changes to outsider (native), and she gains darkvision 60 ft (if she didn't have it already) and DR 5/magic.

    Bonus feat: Beginning at 6th level, a planeswalker gains a bonus planeswalker feat for which she meets the prerequisites. She gains an additional planeswalker feat at 11th and 16th level.

    Access plane (Su): At 9th level, a planeswalker can travel freely between the Material plane and any one plane she is attuned to once per day (i.e., one trip there, one trip back). She can bring up to 8 other willing creatures with her, provided all link hands with her. This ability otherwise works like the plane shift spell. A planeswalker gains an additional daily use of this ability at 14th and 19th level.

    Manifest virtuality (Su): Beginning at 10th level, a planeswalker learns to impose the environment of her attuned planes on the world around her. The planeswalker can create a planar bubble, a 20-foot-radius area that emulates the environment of any plane to which she is currently attuned. This area mimics all traits of the chosen plane, including physical traits, elemental and energy traits, alignment traits, and magic traits (but not time traits).

    Activating this ability is a standard action that does not provoke attacks of opportunity, and dismissing the bubble is a swift action. While a planar bubble is active, the planeswalker loses access to the other abilities of that node. A planeswalker can have only one planar bubble active at a time; she can maintain a planar bubble for a total of two rounds per planeswalker level per day, divided up into one-round increments.

    Assumption (Su): A planeswalker of 15th level or higher can completely infuse her being with the essence of a plane for which she succeeded on her attunement check. This functions as the alternate form special ability, except as noted here. The planeswalker can assume the form of any type of outsider or elemental that is native to one of her currently attuned planes. The maximum hit dice of a creature whose form she can assume is equal to her planeswalker level, and she cannot assume the form of templated creatures. In addition to the normal effects of alternate form, the planeswalker gains all the outsider's extraordinary, supernatural, and spell-like abilities, but not any spellcasting ability. Use the planar encounter tables beginning on page 187 of the Planar Handbook as a guide to the native outsiders of each plane.

    Activating this ability is a full-round action, and dismissing it is a move action. While the planeswalker is using this ability, all other abilities granted by her attuned nodes (except the immunity to planar effects and the consequences for failing an attunement check) are suppressed. A planeswalker may use this ability once per day per attuned node, and it lasts for up to 10 minutes per planeswalker level.

    Font of worlds: At 20th level, a planeswalker's familiarity and intuitive understanding of the outer planes are unparalleled. Whenever the planeswalker uses her manifest virtuality ability, she may manifest any combination of the appropriate traits she pleases (again excluding time traits). She is immune to the negative effects of this bubble as she chooses, as if she had attuned a planar node.

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

    PLANESWALKER 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; 2013-01-31 at 07:26 AM.
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    Default Re: Magipunk Campaign Setting

    OUTER PLANAR NODES
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    The Abyss
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    Manifested Alignment: CE
    Abilities:
    • Abyssal weaponry: You can call or dismiss the indicated weapon as a swift action. You must make an attunement check with the first successful attack you make in a round; if you fail, you take 1 point of damage per planeswalker level with each successful attack that round.
    • Demonic Call (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. You may summon CE creatures only. You must make an attunement check on the summoned creature's turn each round, or it attacks you if able.
    • Glare of the Damned (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. Whenever you use this ability, make an attunement check or be affected by the spell yourself, subject to your saves and spell resistance as normal.
    • Tanar'ri Infusion: Whenever you make a skill check using any of the modified abilities, make an attunement check or roll twice and take the worse result.
    • Unholy Countenance (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or the duration of the spell is reduced to 1 round.

    {table=head]Level|Ability (Effect, DC)
    1st|Abyssal Weaponry (masterwork longsword, 7), Demonic Call (Summon Monster I, 10), Glare of the Damned (Cause Fear, 8), Tanar'ri Infusion (+2 Str, 8)
    2nd|Abyssal Weaponry (+1 longsword, 10)
    3rd|Demonic Call (SM II, 13), Unholy Countenance (Desecrate, 10)
    4th|Glare of the Damned (Death Knell, 14), Tanar'ri Infusion (+2 Str +2 Con, 13)
    5th|Demonic Call (SM III, 16), Unholy Countenance (Balor Nimbus, 13)
    6th|Abyssal Weaponry (+1 flaming longsword, 18)
    7th|Demonic Call (SM IV, 19), Tanar'ri Infusion (+4 Str +2 Con, 18)
    8th|Glare of the Damned (Chaos Hammer or Unholy Blight, 20)
    9th|Demonic Call (SM V, 22)
    10th|Abyssal Weaponry (+1 flaming unholy longsword, 25), Tanar'ri Infusion (+4 Str +2 Con +2 Cha, 23)
    11th|Demonic Call (SM VI, 25), Glare of the Damned (Harm, 22)
    12th|Unholy Countenance (Visage of the Deity [fiendish only], 23)
    13th|Demonic Call (SM VII, 28), Tanar'ri Infusion (+6 Str +4 Con +2 Cha, 28)
    14th|Abyssal Weaponry (+1 anarchic flaming unholy longsword, 30)
    15th|Demonic Call (SM VIII, 31), Glare of the Damned (Finger of Death, 32)
    16th|Tanar'ri Infusion (+6 Str +4 Dex +4 Con +2 Cha, 33), Unholy Countenance (Unholy Aura, 31)
    17th|Demonic Call (SM IX, 34)
    18th|Abyssal Weaponry (+1 anarchic flaming burst unholy longsword, 35)
    19th|Tanar'ri Infusion (+10 Str +4 Dex +4 Con +2 Cha, 38)
    20th|Glare of the Damned (Implosion, 41)[/table]


    Acheron
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    Manifested Alignment: LE or LN
    Abilities:
    • Archetype of War (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or take a cumulative -1 to all attack and damage rolls for 30 minutes.
    • Geometric Conflict (Sp): Once you use this ability, you may not use it again until 3 rounds have passed. You must make an attunement check when you use this ability or become dazed for 1 round (even if you are normally immune to dazing).
    • Hideous Legion: You gain the indicated creature as a cohort while attuned to this node. If the creature is destroyed, you may call a new one by spending 10 minutes in uninterrupted concentration. In any round where your cohort attacks, you must make an attunement check or suffer a -4 penalty to saves for 1 round.
    • Mystic Herald (Su): You can activate or dismiss this ability as a move action. While active, the given effect applies to all allies within 60 feet. In each round that you have this ability active, you must make an attunement check; if you fail, you may only take a move action in that round.

    {table=head]Level|Ability (Effect, DC)
    1st|Archetype of War (Magic Weapon, 7), Geometric Conflict (Divine Favor, 9), Hideous Legion (human skeleton or zombie, 11), Mystic Herald (+4 to Int/Wis/Cha-based skill checks, 10)
    2nd|Mystic Herald (+3 to attack rolls, 13)
    3rd|Geometric Conflict (Status, 16)
    4th|Hideous Legion (ghoul, 15)
    5th|Archetype of War (Greater Magic Weapon, 16)
    6th|Mystic Herald (+1 CL for spells and SLAs, 19)
    7th|Archetype of War (Divine Power, 21)
    8th|Hideous Legion (wraith, 22)
    9th|Archetype of War (Righteous Might, 25)
    10th|Geometric Conflict (Blade Barrier, 24)
    11th|Hideous Legion (greater shadow, 27)
    12th|Mystic Herald (+10 to weapon damage rolls, 26)
    13th|Geometric Conflict (Reverse Gravity, 28)
    14th|Archetype of War (Body of War, 33)
    15th|Mystic Herald (+5 to saves, 32)
    16th|Hideous Legion (dread wraith, 33)
    17th|Geometric Conflict (Prismatic Sphere, 33)
    18th|Mystic Herald (SR 30, 36)
    19th|Hideous Legion (nightwalker nightshade, 38)
    20th|Mystic Herald (critical multiplier increased by 2, 40)[/table]


    Arborea
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    Manifested Alignment: CG
    Abilities:
    • Celestial Legion (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. You may summon CG creatures only. You must make an attunement check on the summoned creature's turn each round, or the creature takes a -4 penalty to attack and damage for 1 round.
    • Celestial Mount: You can call or dismiss the indicated creature as a full-round action. Whenever you make an Animal Affinity check to control your mount, you must make an attunement check or suffer a cumulative -2 penalty on Animal Affinity checks for 1 hour.
    • Essence of Faerie (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or the duration of the spell is reduced to 1 round.
    • Of One Mind: The abilities on this table are cumulative. Whenever you use one of the granted feats, make an attunement check or take a -5 penalty to AC for 1 round.


    {table=head]Level|Ability (Effect, DC)
    1st|Celestial Legion (Summon Monster I, 10), Celestial Mount(heavy warhorse, 8), Essence of Faerie (Faerie Fire, 9), Of One Mind (Mounted Combat, 8)
    2nd|Essence of Faerie (Charm Person, 13)
    3rd|Celestial Legion (SM II, 13)
    4th|Of One Mind (Mounted Mobility, 14)
    5th|Celestial Legion (SM III, 16), Celestial Mount (unicorn, 16)
    6th|Essence of Faerie (Melf's Unicorn Arrow, 18)
    7th|Celestial Legion (SM IV, 19), Essence of Faerie (Blinding Beauty, 20)
    8th|Celestial Mount (half-celestial unicorn, 21), Of One Mind (Ride-by Attack, 20)
    9th|Celestial Legion (SM V, 22)
    10th|Essence of Faerie (Presper's Moonbow, 24)
    11th|Celestial Legion (SM VI, 25)
    12th|Celestial Mount (8HD advanced half-celestial unicorn, 25), Of One Mind (Spirited Charge, 26)
    13th|Celestial Legion (SM VII, 28)
    14th|Essence of Faerie (Unearthly Beauty, 28)
    15th|Celestial Legion (SM VIII, 31)
    16th|Of One Mind (Trample, 32)
    17th|Celestial Legion (SM IX, 34)
    18th|Celestial Mount (half-celestial celestial charger, 36)
    19th|Essence of Faerie (Superior Invisibility, 38)
    20th|Of One Mind (Cavalry Charger, 38)[/table]


    Arcadia
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    Manifested Alignment: LG or LN
    Abilities:
    • Concordance (Sp): You may use this ability at will. Whenever you use this ability, you must make an attunement check or concentrate to maintain the effect as a move action.
    • Harmony (Sp): Once you use this ability, you may not use it again until 3 rounds have passed. Whenever you use this ability, make an attunement check or the duration of the spell is reduced to 1 round.
    • Inspiration: You can use this ability at will; it functions as the appropriate bardic music ability You count as having a number of ranks in Perform equal to your effective Planeswalker level. Whenever you use this ability, make an attunement check or suffer a cumulative -1 penalty to Will saves for 10 minutes.
    • Plenty (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or your CL for the effect is reduced by 5 (to a minimum of 1). The casting time for this ability is normal for the spell effect; you must pay half of any xp cost.

    {table=head]Level|Ability (Effect, DC)
    1st|Concordance (Bless, 10), Harmony (Calm Animals, 9), Inspiration (inspire courage +1, 8), Plenty (Create Water, 8)
    2nd|Plenty (Goodberry, 11)
    3rd|Harmony (Calm Emotions, 14)
    4th|Concordance (Aid, 13), Inspiration (inspire competence, 16)
    5th|Plenty (Create Food and Water, 16)
    6th|Concordance (Good Hope, 17), Harmony (Charm Monster, 18)
    7th|Plenty (Minor Creation, 20)
    8th|Inspiration (inspire courage +3, 21)
    9th|Concordance (Chaav's Laugh, 23), Plenty (Major Creation, 23)
    10th|Harmony (Mass Sanctuary, 22)
    11th|Plenty (Heroes' Feast, 26)
    12th|Inspiration (inspire heroics, 25)
    13th|Concordance (Protection from Spells, 28)
    14th|Inspiration (inspire courage +5, 29)
    15th|Harmony (Sympathy, 28)
    16th|Plenty (Feast of Champions, 33)
    17th|Concordance (Mass Heal, 36)
    18th|Harmony (Miracle, 40)
    19th|Plenty (True Creation, 38)
    20th|Inspiration (inspire courage +7, 39)[/table]


    Baator
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    Manifested Alignment: LE
    Abilities:
    • Dark Morass (Sp): Once you use this ability, you may not use it again until 3 rounds have passed. Whenever you use this ability, make an attunement check or be affected by the spell yourself, subject to your saves and spell resistance as normal.
    • Hellish Horde (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. You may summon LE creatures only. You must make an attunement check on the summoned creature's turn each round, or it attacks you if able.
    • Infernal Armament: You must make an attunement check with the first successful attack you make in a round with these weapons; if you fail, you take 1 point of damage per planeswalker level with each successful attack that round.
    • Terrible Whispers (Sp): You can use this ability at will. Whenever you use this ability, make an attunement check or the target gains a +4 bonus on the save.

    {table=head]Level|Ability (Effect, DC)
    1st|Dark Morass (Entangle, 10), Hellish Horde (Summon Monster I, 10), Infernal Armament (1 claw 1d8, 8), Terrible Whispers (Command, 11)
    2nd|Infernal Armament (2 claws 1d8, 13)
    3rd|Dark Morass (Hold Person, 15), Hellish Horde (SM II, 13)
    4th|Terrible Whispers (Suggestion, 15)
    5th|Hellish Horde (SM III, 16)
    6th|Infernal Armament (2 claws 1d10 & 1 bite 2d6, 18)
    7th|Hellish Horde (SM IV, 19)
    8th|Terrible Whispers (Feeblemind, 22)
    9th|Dark Morass (Hold Monster, 21), Hellish Horde (SM V, 22)
    10th|Infernal Armament (2 claws 1d10 & 1 bite 2d6 & 1 tail 1d10, 23)
    11th|Dark Morass (Repulsion, 24), Hellish Horde (SM VI, 25)
    12th|Terrible Whispers (Blasphemy, 29)
    13th|Dark Morass (Mass Hold Person, 28), Hellish Horde (SM VII, 28)
    14th|Infernal Armament (2 claws 2d7 & 1 bite 3d6 & 1 tail 2d8, 28)
    15th|Hellish Horde (SM VIII, 31)
    16th|Terrible Whispers (Power Word Stun, 32)
    17th|Dark Morass (Mass Hold Monster, 34), Hellish Horde (SM IX, 34)
    18th|Infernal Armament (2 claws 2d8 & 1 bite 3d6 & 1 tail 2d8 * 2 wings 1d8, 33)
    19th|Dark Morass (Imprisonment, 38), Terrible Whispers (Power Word Kill, 39)
    20th|Infernal Armament (2 claws 2d8 & 1 bite 4d6 & 1 tail 2d8 * 2 wings 2d6, 39)[/table]


    The Beastlands
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    Manifested Alignment: CG or NG
    Abilities:
    • Fauna (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. You must make an attunement check on the summoned creature's turn each round, or the creature takes a -4 penalty to attack and damage for 1 round.
    • Flora (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or suffer a -2 penalty to Reflex saves for the duration of the effect.
    • Natural Variety: Whenever you use this ability, you must make an attunement check or your speed is halved.
    • Wild Infusion (Sp): You may use this ability at will. Whenever you make an attack with a natural weapon granted by this ability, make an attunement check or suffer a -4 penalty to Strength for 1 round.

    {table=head]Level|Ability (Effect, DC)
    1st|Fauna (Summon Nature's Ally I, 10), Flora (Entangle, 9), Natural Variety (Swim 30 feet & breathe underwater, 9)
    2nd|Natural Variety Climb 20 feet, 12), Wild Infusion (Bite of the Wererat, 11)
    3rd|Fauna (SNA II, 13)
    4th|Flora (Barkskin, 15)
    5th|Fauna (SNA III, 16), Flora (Plant Growth, 17)
    6th|Natural Variety (Fly 30 feet (good), 18), Wild Infusion (Bite of the Werewolf, 17)
    7th|Fauna (SNA IV, 19)
    8th|Wild Infusion (Bite of the Wereboar, 20)
    9th|Fauna (SNA V, 22), Natural Variety (Burrow 20 feet, 23)
    10th|Natural Variety (Fly 50 feet (good), 26)
    11th|Fauna (SNA VI, 25), Wild Infusion (Bite of the Weretiger, 25)
    12th|Flora (Animate Plants, 26)
    13th|Fauna (SNA VII, 28)
    14th|Flora (Plant Body, 29), Wild Infusion (Bite of the Werebear, 30)
    15th|Fauna (SNA VIII, 31)
    16th|Natural Variety (Fly 90 feet (perfect), 33)
    17th|Fauna (SNA IX, 34)
    18th|Natural Variety (Earth glide (as earth elemental), 37)
    19th|Fauna (Shambler, 38)
    20th|Wild Infusion (Shapechange, 40)[/table]


    Bytopia
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    Manifested Alignment: LG or NG
    Abilities:
    • Glyphic Knowledge (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or suffer a cumulative -1 penalty to Intelligence-based skill checks for 1 hour.
    • Inspired Artifice (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or suffer a cumulative -2 penalty to skill checks for 1 hour.
    • Jubilant Images (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. Whenever you use this ability, make an attunement check or the DC to disbelieve the illusion is reduced by 3.
    • Wanderlust (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or you can only take move actions for 1d4 rounds.

    {table=head]Level|Ability (Effect, DC)
    1st|Glyphic Knowledge (Erase, 7), Inspired Artifice (Mending, 8), Jubilant Images (Silent Image, 10)
    2nd|Wanderlust (Expeditious Retreat, 11)
    3rd|Glyphic Knowledge (Secret Page, 16)
    4th|Inspired Artifice (Make Whole, 14)
    5th|Wanderlust (Footsteps of the Divine, 16)
    6th|Jubilant Images (Minor Image, 14)
    7th|Glyphic Knowledge (Explosive Runes, 21)
    8th|Inspired Artifice (Mass Unseen Servant, 18), Jubilant Images (Phantom Battle, 18)
    9th|Glyphic Knowledge (Symbol of Sleep, 25)
    10th|Inspired Artifice (Fabricate, 22)
    11th|Wanderlust (Stone Walk, 26)
    12th|Jubilant Images (Programmed Image, 27)
    13th|Inspired Artifice (Fantastic Machine, 26)
    14th|Jubilant Images (Project Image, 30)
    15th|Glyphic Knowledge (Transcribe Symbol, 32)
    16th|Inspired Artifice (Greater Fantastic Machine, 32)
    17th|Glyphic Knowledge (Symbol of Death, 33)
    18th|Jubilant Images (Shadow Landscape, 37)
    19th|Wanderulst (Greater Teleport, 38)
    20th|Glyphic Knowledge (Teleportation Circle, 40)[/table]


    Carceri
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    Manifested Alignment: CE or NE
    Abilities:
    • Dark Treachery (Sp): You can use this ability at will. Whenever you use this ability, make an attunement check or the save DC of the effect is reduced by 3.
    • Eternal Bondage (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. You must supply the material components. Whenever you use this ability, make an attunement check or the target gains a +4 bonus on the save.
    • Mordant Venom (Sp): Once you use this ability, you may not use it again until 3 rounds have passed. Whenever you use this ability, make an attunement check or be affected by the spell yourself, subject to your saves and spell resistance as normal.
    • Reaper's Touch (Su): You can use this ability by making a melee touch attack as a standard action against a creature with a hit point total no higher than given in the table; if you succeed, the creature must make a Fortitude save or die. Whenever you use this ability, make an attunement check or gain a negative level, which is automatically removed after 10 minutes.

    {table=head]Level|Ability (Effect, DC)
    1st|Dark Treachery (Magic Aura, 10), Mordant Venom (Acid Splash, 7)
    2nd|Reaper's Touch (5 hp, 11)
    3rd|Dark Treachery (Misdirection, 15), Mordant Venom (Cobra's Breath, 13)
    4th|Reaper's Touch (10 hp, 14)
    5th|Mordant Venom (Ghoul Touch, 16)
    6th|Dark Treachery (Disobedience, 19), Reaper's Touch (15 hp, 17)
    7th|Mordant Venom (Poison, 19)
    8th|Eternal Bondage (Touch of Years, 22), Reaper's Touch (20 hp, 20)
    9th|Mordant Venom (Poison Needles, 23)
    10th|Dark Treachery (Seeming, 24), Eternal Bondage (Magic Jar, 24)
    11th|Mordant Venom (Cloudkill, 25), Reaper's Touch (40 hp, 25)
    12th|Eternal Bondage (Barghest's Feast, 28)
    13th|Mordant Venom (Acid Storm, 28)
    14th|Dark Treachery (Veil, 29), Reaper's Touch (50 hp, 30)
    15th|Mordant Venom (Acid Fog, 31)
    16th|Eternal Bondage (Eternity of Torture, 34)
    17th|Mordant Venom (Spider Plague (fiendish only), 34)
    18th|Dark Treachery (Screen, 36), Reaper's Touch (80 hp, 37)
    19th|Mordant Venom (Storm of Vengeance, 38)
    20th|Eternal Bondage (Trap the Soul, 41)[/table]


    Celestia
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    Manifested Alignment: LG
    Abilities:
    • Angelic Infusion: Whenever you make a skill check using any of the modified abilities, make an attunement check or roll twice and take the worse result.
    • Beatific Demeanor (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or the duration of the spell is reduced to 1 round.
    • Celestial Ordnance: You can call or dismiss the indicated weapon as a swift action; the pull matches itself to your Strength bonus (to a maximum of +5). You must make an attunement check with the first successful attack you make in a round; if you fail, you take 1 point of damage per planeswalker level with each successful attack that round.
    • Heavenly Regiment (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. You may summon LG creatures only. You must make an attunement check on the summoned creature's turn each round, or it cannot attack.
    • Platinum Virtue (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or suffer a -2 penalty to Reflex saves for 1 round.

    {table=head]Level|Ability (Effect, DC)
    1st|Angelic Infusion (+2 Dex, 8), Beatific Demeanor (Protection from Evil, 8), Celestial Ordnance (masterwork composite longbow, 7), Heavenly Regiment (Summon Monster I, 10)
    2nd|Celestial Ordnance (+1 composite longbow, 10)
    3rd|Beatific Demeanor (Consecrate, 10), Heavenly Regiment (SM II, 13)
    4th|Angelic Infusion (+2 Dex +2 Wis, 13)
    5th|Heavenly Regiment (SM III, 16), Platinum Virtue (Golden Dragonmail, 13)
    6th|Celestial Ordnance (+2 composite longbow, 18)
    7th|Angelic Infusion (+2 Dex +2 Wis +2 Cha, 18), Heavenly Regiment (SM IV, 19)
    8th|Beatific Demeanor (Holy Smite or Order's Wrath, 20)
    9th|Heavenly Regiment (SM V, 22), Platinum Virtue (Dragon Breath [metallic only], 24)
    10th|Angelic Infusion (+4 Dex +2 Wis +2 Cha, 23), Celestial Ordnance (+2 holy composite longbow, 25)
    11th|Heavenly Regiment (SM VI, 25)
    12th|Beatific Demeanor (Visage of the Deity [celestial only], 23)
    13th|Angelic Infusion (+4 Dex +4 Wis +4 Cha, 28), Heavenly Regiment (SM VII, 28)
    14th|Celestial Ordnance (+2 axiomatic holy composite longbow, 30), Platinum Virtue (Aspect of the Platinum Dragon, 29)
    15th|Beatific Demeanor (Holy Aura, 32), Heavenly Regiment (SM VIII, 31)
    16th|Angelic Infusion (+4 Str +4 Dex +4 Wis +4 Cha, 33), Platinum Virtue (Dragon Cloud, 31)
    17th|Heavenly Regiment (SM IX, 34)
    18th|Celestial Ordnance (+2 composite longbow of slaying, 35)
    19th|Angelic Infusion (+4 Str +8 Dex +6 Wis +6 Cha, 38)
    20th|Beatific Demeanor (End to Strife, 41)[/table]


    Elysium
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    Manifested Alignment: NG
    Abilities:
    • Enlightened Spirit (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or the duration of the spell is reduced to 1 round.
    • Guardian of Righteousness: You gain the indicated creature as a cohort while attuned to this node. If the creature is destroyed, you may call a new one by spending 10 minutes in uninterrupted concentration. In any round where your cohort attacks, you must make an attunement check or suffer a -3 penalty to saves for 1 round.
    • Glorious Legion (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. You may summon NG creatures only. You must make an attunement check on the summoned creature's turn each round, or it may only take a move action that round.
    • Luminous Gaze (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. Whenever you use this ability, make an attunement check or be affected by the spell yourself, subject to your saves and spell resistance as normal.

    {table=head]Level|Ability (Effect, DC)
    1st|Enlightened Spirit (Protection from Evil, 7), Guardian of Righteousness (musteval guardinal, 11), Glorious Legion (Summon Monster I, 10)
    2nd|Luminous Gaze (Faerie Fire, 12)
    3rd|Enlightened Spirit (Enthrall, 14), Glorious Legion (SM II, 13)
    4th|Guardian of Righteousness (cervidal guardinal, 15)
    5th|Glorious Legion (SM III, 16)
    6th|Luminous Gaze (Daylight, 18)
    7th|Glorious Legion (SM IV, 19)
    8th|Guardian of Righteousness(equinal guardinal, 20)
    9th|Glorious Legion (SM V, 22)
    10th|Enlightened Spirit (Find the Path, 24)
    11th|Guardian of Righteousness (lupinal guardinal, 27), Glorious Legion (SM VI, 25)
    12th|Luminous Gaze (Crown of Brilliance, 26)
    13th|Glorious Legion (SM VII, 28)
    14th|Enlightened Spirit (Control Weather, 29)
    15th|Glorious Legion (SM VIII, 31), Luminous Gaze (Sunbeam, 32)
    16th|Guardian of Righteousness (avoral guardinal, 33)
    17th|Glorious Legion (SM IX, 34)
    18th|Enlightened Spirit (Moment of Prescience, 36), Guardian of Righteousness (ursinal guardinal, 35)
    19th|Luminous Gaze (Sunburst, 38)
    20th|Guardian of Righteousness (leonal guardinal, 41)[/table]


    Gehenna
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    Manifested Alignment: LE or NE
    Abilities:
    • Bottomless Hunger (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or the duration of the spell is reduced to 1 round.
    • Burning Ire (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. Whenever you use this ability, make an attunement check or be affected by the spell yourself, subject to your saves and spell resistance as normal.
    • Revenant (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. You may summon NE creatures only, and created undead disappear after 10 minutes. You must make an attunement check on the summoned creature's turn each round, or it may only take a move action that round.
    • Secret Alliance: You gain the Alternate Form special ability for the given creature. Whenever you change to or from the alternate form, make an Attunement check or take 1 point of Wisdom damage.

    {table=head]Level|Ability (Effect, DC)
    1st|Burning Ire (Cause Fear, 8), Revenant (Summon Undead I, 10), Secret Alliance (fiendish dire rat, 11)
    2nd|Bottomless Hunger (Cheat, 12)
    3rd|Revenant (SU II, 13)
    4th|Secret Alliance (kaorti, 15)
    5th|Revenant (SU III, 16)
    6th|Bottomless Hunger (Enervation, 18)
    7th|Revenant (SU IV, 19)
    8th|Burning Ire (Rage, 20), Secret Alliance (yeth hound, 21)
    9th|Revenant (SU V, 22)
    10th|Burning Ire (Righteous Might, 24)
    11th|Revenant (Create Undead, 25)
    12th|Burning Ire (Forbiddance, 26)
    13th|Revenant (Awaken Undead, 28), Secret Alliance (night hag, 27)
    14th|Bottomless Hunger (Field of Ghouls, 29)
    15th|Revenant (Create Greater Undead, 31)
    16th|Secret Alliance (cauchemar, 33)
    17th|Revenant (Plague of Undead, 34)
    18th|Burning Ire (Wail of the Banshee, 36)
    19th|Bottomless Hunger (Bite of the King, 38)
    20th|Secret Alliance (black ethergaunt [no spells], 41)[/table]


    Hades
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    Manifested Alignment: NE
    Abilities:
    • Blood Warbeast: You gain the indicated creature as a cohort while attuned to this node. If the creature is destroyed, you may call a new one by spending 10 minutes in uninterrupted concentration. In any round where your cohort attacks, you must make an attunement check or take 1 damage per planeswalker level.
    • Final Rest (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or the duration of the spell is reduced to 1 round.
    • Horrible Brigade (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. You may summon NE creatures only. You must make an attunement check on the summoned creature's turn each round, or it may only take a move action that round.
    • Wasted Thoughts (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. Whenever you use this ability, make an attunement check or be affected by the spell yourself, subject to your saves and spell resistance as normal.

    {table=head]Level|Ability (Effect, DC)
    1st|Blood Warbeast (arrow battleloth, 11), Horrible Brigade (Summon Monster I, 10), Wasted Thoughts (Doom, 8)
    2nd|Final Rest (Protection from Good, 12)
    3rd|Horrible Brigade (SM II, 13), Wasted Thoughts (Rebuke, 14)
    4th|Blood Warbeast (axe battleloth, 15)
    5th|Horrible Brigade (SM III, 16)
    6th|Final Rest (Mantle of Evil, 18)
    7th|Horrible Brigade (SM IV, 19)
    8th|Blood Warbeast (canoloth, 20)
    9th|Horrible Brigade (SM V, 22)
    10th|Wasted Thoughts (Crushing Despair, 24)
    11th|Horrible Brigade (SM VI, 25)
    12th|Wasted Thoughts (Mind Fog, 26)
    13th|Blood Warbeast (nycaloth, 27), Horrible Brigade (SM VII, 28)
    14th|Final Rest (Storm Tower, 29)
    15th|Horrible Brigade (SM VIII, 31)
    16th|Blood Warbeast (ultraloth, 33)
    17th|Horrible Brigade (SM IX, 34)
    18th|Wasted Thoughts (Energy Drain, 36)
    19th|Final Rest (Absorption, 38)
    20th|Blood Warbeast (arcanaloth, 41)[/table]


    Limbo
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    Manifested Alignment: CN
    Abilities:
    • Chaotic Swarm (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. You may summon CN creatures only. You must make an attunement check on the summoned creature's turn each round, or it attacks you if able.
    • Entropy (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. Whenever you use this ability, make an attunement check or suffer a cumulative -1 penalty to Will saves for 1 hour.
    • Individual Randomness (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or suffer a cumulative -1 penalty to Fort saves for 1 hour.
    • Wild Magic (Su): You may use this ability at will as an immediate action whenever a spell is cast within 30 feet of you. Once you use this ability, you may not use it again until 3 rounds have passed. When you use this ability, roll percentiles on the Wild Magic Effects table, and choose from among the results equal to your roll plus or minus the number of categories given in the table below; also make an attunement check, or the effect is chosen (from the same options) by the caster of the spell instead of you.

    {table=head]Level|Ability (Effect, DC)
    1st|Chaotic Swarm (Summon Monster I, 10), Entropy (Lesser Confusion, 9), Wild Magic (± 0, 6)
    2nd|Individual Randomness (Protection from Law, 12)
    3rd|Chaotic Swarm (SM II, 13)
    4th|Wild Magic (± 1, 16)
    5th|Chaotic Swarm (SM III, 16)
    6th|Individual Randomness (Mantle of Chaos, 18)
    7th|Chaotic Swarm (SM IV, 19)
    8th|Entropy (Chaos Hammer, 20), Wild Magic (± 2, 21)
    9th|Chaotic Swarm (SM V, 22)
    10th|Entropy (Dispel Law, 24)
    11th|Chaotic Swarm (SM VI, 25)
    12th|Individual Randomness (Animate Objects, 27), Wild Magic (± 3, 29)
    13th|Chaotic Swarm (SM VII, 28)
    14th|Entropy (Word of Chaos, 29)
    15th|Chaotic Swarm (SM VIII, 31), Individual Randomness (Cloak of Chaos, 32)
    16th|Wild Magic (± 4, 35)
    17th|Chaotic Swarm (SM IX, 34)
    18th|Individual Randomness (Shapechange, 32)
    19th|Entropy (Freedom, 40)
    20th|Wild Magic (all, 43)[/table]


    Mechanus
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    Manifested Alignment: LN
    Abilities:
    • Bound by Law (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. Whenever you use this ability, make an attunement check or reduce the save DC by 4.
    • Fundamental Symmetry: This ability is always active; you gain the unarmed strike, flurry of blows, and AC bonus (but add your Intelligence modifier instead of your Wisdom modifier) of a monk of the indicated level, as long as you are wearing light or no armor. In any round in which you make an unarmed attack, make an attunement check or do minimum damage.
    • Ordered Ranks (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. You may summon LN creatures only. You must make an attunement check on the summoned creature's turn each round, or it may only take a move action.
    • Personal Efficiency (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or take a cumulative -1 penalty to Reflex saves for 1 hour.

    {table=head]Level|Ability (Effect, DC)
    1st|Bound by Law (Command, 9), Fundamental Symmetry (Level 1, 11), Ordered Ranks (Summon Monster I, 10)
    2nd|Personal Efficiency (Protection from Chaos, 12)
    3rd|Bound by Law (Calm Emotions, 14), Ordered Ranks (SM II, 13)
    4th|Fundamental Symmetry (Level 4, 15)
    5th|Ordered Ranks (SM III, 16)
    6th|Personal Efficiency (Mantle of Law, 18)
    7th|Fundamental Symmetry (Level 7, 19), Ordered Ranks (SM IV, 19)
    8th|Bound by Law(Order's Wrath, 20), Personal Efficiency (Discern Lies, 21)
    9th|Ordered Ranks (SM V, 22)
    10th|Bound by Law (Dispel Chaos, 24), Fundamental Symmetry (Level 10, 23)
    11th|Ordered Ranks (SM VI, 25)
    12th|Bound by Law (Hold Monster, 26), Personal Efficiency (Wall of Gears, 27)
    13th|Fundamental Symmetry (Level 13, 27), Ordered Ranks (SM VII, 28)
    14th|Bound by Law (Dictum, 29)
    15th|Ordered Ranks (SM VIII, 31), Personal Efficiency (Shield of Law, 32)
    16th|Fundamental Symmetry (Level 16, 33)
    17th|Ordered Ranks (SM IX, 34)
    18th|Personal Efficiency (Iron Body, 32)
    19th|Bound by Law (Mage's Disjunction, 40)
    20th|Fundamental Symmetry (Level 20, 41)[/table]


    The Outlands
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    Manifested Alignment: TN
    Abilities:
    • Antimagister (Sp): You can use this ability at will. Whenever you use this ability, make an attunement check or suffer a -3 penalty to the dispel check.
    • Master of Artifice: Whenever you use the feat granted by this ability, make an attunement check or increase the XP cost of crafting the given item by 5%.
    • Universal Restriction (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. Whenever you use this ability, make an attunement check or be affected by the spell yourself, subject to your saves and spell resistance as normal.
    • Will to Motion (Sp): Once you use this ability, you may not use it again until 3 rounds have passed. Whenever you use this ability, make an attunement check or you or the affected creature are stunned for 1d4 rounds when reaching the destination.

    {table=head]Level|Ability (Effect, DC)
    1st|Antimagister (Dispelling Touch, 11), Master of Artifice (Scribe Scroll, 8)
    2nd|Will to Motion (Dimension Hop, 12)
    3rd|Antimagister (Arcane Turmoil, 13), Universal Restriction (Hold Person, 16)
    4th|Master of Artifice (Craft Wondrous Item, 14)
    5th|Antimagister (Dispel Magic, 16)
    6th|Will to Motion (Dimension Step, 18)
    7th|Antimagister (Dispelling Screen, 19), Master of Artifice (Craft Magic Arms & Armor, 18)
    8th|Universal Restriction (Dimensional Anchor, 23), Will to Motion (Dimension Door, 22)
    9th|Antimagister (Greater Dispel Magic, 22)
    10th|Master of Artifice (Craft Wand, 23)
    11th|Antimagister (Antimagic Field, 25)
    12th|Universal Restriction (Sequester, 28)
    13th|Antimagister (Greater Dispelling Screen, 28), Master of Artifice (Craft Rod, 28)
    14th|Will to Motion (Shadow Walk, 30)
    15th|Antimagister (Chain Dispel, 31)
    16th|Master of Artifice (Forge Ring, 33), Universal Restriction (Maze, 33)
    17th|Antimagister (Reaving Dispel, 34)
    18th|Will to Motion (Greater Teleport, 36)
    19th|Master of Artifice (Craft Staff, 38)
    20th|Will to Motion (Gate, 40)[/table]


    Pandemonium
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    Manifested Alignment: CE or CN
    Abilities:
    • Hidden Secrets (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or suffer a -3 penalty to Fortitude saves for 1 round.
    • Sinister Intent (Sp): Once you use this ability, you may not use it again until 5 rounds have passed. Whenever you use this ability, make an attunement check or be dazed for 1 round.
    • Sound and Silence (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or suffer a cumulative -3 penalty on Perception checks for 1 hour.
    • Whispers of Madness (Sp): Once you use this ability, you may not use it again until 3 rounds have passed. Whenever you use this ability, make an attunement check or be affected by the spell yourself, subject to your saves and spell resistance as normal.

    {table=head]Level|Ability (Effect, DC)
    1st|Sinister Intent (Heartache, 11), Sound and Silence (Ghost Sound, 8), Whispers of Madness (Lesser Confusion, 11)
    2nd|Hidden Secrets (Darkness, 10)
    3rd|Sound and Silence (Silence, 16)
    4th|Whispers of Madness (Power Word Pain, 14)
    5th|Hidden Secrets (Nondetection, 16)
    6th|Sound and Silence(Deafening Blast, 19)
    7th|Hidden Secrets (Creeping Darkness, 19)
    8th|Sinister Intent (Stop Heart, 23)
    9th|Hidden Secrets (False Vision, 22)
    10th|Whispers of Madness (Confusion, 21)
    11th|Hidden Secrets (Mislead, 25)
    12th|Whispers of Madness (Word of Chaos, 24)
    13th|Whispers of Madness (Insanity, 26)
    14th|Sinister Intent (Symbol of Pain, 27)
    15th|Wound and Silence(Great Shout, 32)
    16th|Whispers of Madness (Maddening Whispers, 32)
    17th|Hidden Secrets (Mind Blank, 34)
    18th|Sound and Silence (Power Word Kill, 38)
    19th|Sinister Intent (Wail of the Banshee, 36)
    20th|Sound and Silence (Wish, 43)[/table]


    Ysgard
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    Manifested Alignment: CG or CN
    Abilities:
    • Auspicious Outlook: The abilities on this table are cumulative. Whenever you use a luck reroll granted by this ability, you must make an attunement check or suffer a -2 luck penalty on saves for 1 hour.
    • Ferocious Strength: You can use this ability at will by spending a swift action; the effect lasts for 1 round. You cannot use this ability while you are sickened. Whenever you you use this ability, make an attunement check or you become sickened for 1d4 rounds.
    • Glorious Battle (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or suffer a -2 penalty to Will saves for 1 round.
    • Heroic Destiny (Sp): You may use this ability at will. Whenever you use this ability, make an attunement check or suffer a cumulative -1 penalty to initiative checks for 1 hour.

    {table=head]Level|Ability (Effect, DC)
    1st|Ferocious Strength (+4 Str -2 AC, 8), Heroic Destiny (True Strike, 10)
    2nd|Auspicious Outlook (Lucky Start, 13)
    3rd|Glorious Battle (Bless Weapon, 14)
    4th|Ferocious Strength (+4 Str +2 Dex -2 AC, 13)
    5th|Auspicious Outlook (Make Your Own Luck, 18), Heroic Destiny (Delay Death, 17)
    6th|Ferocious Strength (+4 Str +2 Dex +2 Con -2 AC, 18)
    7th|Glorious Battle (Holy Smite, 19)
    8th|Heroic Destiny (Heroism, 22)
    9th|Auspicious Outlook (Survivor's Luck, 24)
    10th|Ferocious Strength (+6 Str +4 Dex +2 Con -4 AC, 23)
    11th|Glorious Battle (Holy Sword, 25)
    12th|Auspicious Outlook (Dumb Luck, 28)
    13th|Ferocious Strength (+6 Str +4 Dex +4 Con -4 AC, 28)
    14th|Heroic Destiny (Moment of Prescience, 31)
    15th|Auspicious Outlook (Advantageous Avoidance, 32)
    16th|Ferocious Strength (+8 Str +6 Dex +4 Con -6 AC, 33)
    17th|Glorious Battle (Crown of Glory, 31)
    18th|Auspicious Outlook (Unbelievable Luck, 36)
    19th|Heroic Destiny (Choose Destiny, 39)
    20th|Ferocious Strength (+12 Str +8 Dex +6 Con -10 AC, 38)[/table]

    Last edited by sirpercival; 2013-01-31 at 07:29 AM.
    (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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  8. - Top - End - #38
    Bugbear in the Playground
     
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    Oct 2011

    Default Re: Magipunk Campaign Setting

    INNER PLANAR NODES
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    Negative
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    Manifested Subtype: None.
    Abilities:
    • Craven Touch (Su): You use this ability by making a melee touch attack, at which point the target must make a Fortitude save or suffer the indicated condition. Whenever you use this ability, make an attunement check; if you succeed, your target can be affected by the condition even if it would normally be immune.
    • Devastation (Sp): You may use this ability at will as a swift action. Whenever you use this ability, make an attunement check or the amount of hit point damage is halved.

    {table=head]Level|Ability (Effect, DC)
    1st|Craven Touch (dazzled, 13), Devastation (Inflict Minor Wounds, 9)
    2nd|Craven Touch (fatigued, 15)
    3rd|Devastation (Inflict Light Wounds, 15)
    4th|Craven Touch (shaken, 19)
    5th|Devastation (Inflict Moderate Wounds, 18)
    6th|Craven Touch (sickened, 22)
    7th|Devastation (Inflict Serious Wounds, 21)
    8th|Craven Touch (exhausted, 25)
    9th|Devastation (Inflict Critical Wounds, 24)
    10th|Craven Touch (frightened, 28)
    11th|Devastation (Mass Inflict Moderate Wounds, 27)
    12th|Craven Touch (dazed, 31)
    13th|Devastation (Harm, 30)
    14th|Craven Touch (panicked, 34)
    15th|Devastation (Mass Inflict Serious Wounds, 33)
    16th|Craven Touch (nauseated, 37)
    17th|Devastation (Mass Inflict Critical Wounds, 36)
    18th|Craven Touch (stunned, 40)
    19th|Devastation (Mass Harm, 38)
    20th|Craven Touch (cowering, 43)[/table]


    Positive
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    Manifested Subtype: None.
    Abilities:
    • Divinity: You gain one turn undead attempt per round which can only be used to power the granted feat. Whenever you use this ability, make an attunement check or take 1 point of damage per planeswalker level.
    • Infusion (Sp): You may use this ability at will as a swift action. Whenever you use this ability, make an attunement check or the amount of hit points healed is halved.

    {table=head]Level|Ability (Effect, DC)
    1st|Infusion (Cure Minor Wounds, 9)
    2nd|Divinity (Glorious Weapons [good only], 13)
    3rd|Infusion (Cure Light Wounds, 15)
    4th|Divinity (Divine Cleansing, 16)
    5th|Infusion (Cure Moderate Wounds, 18)
    6th|Divinity (Sacred Boost, 18)
    7th|Infusion (Cure Serious Wounds, 21)
    8th|Divinity (Divine Resistance, 22)
    9th|Infusion (Cure Critical Wounds, 24)
    10th|Divinity (Persistent Refusal, 23)
    11th|Infusion (Mass Cure Moderate Wounds, 27)
    12th|Divinity (Divine Vigor, 28)
    13th|Infusion (Heal, 30)
    14th|Divinity (Pious Defiance, 28)
    15th|Infusion (Mass Cure Serious Wounds, 33)
    16th|Divinity (Divine Might, 34)
    17th|Infusion (Mass Cure Critical Wounds, 36)
    18th|Divinity (Sacred Healing, 33)
    19th|Infusion (Mass Heal, 38)[/table]

    Last edited by sirpercival; 2013-01-28 at 07:45 PM.
    (member in good standing of the troll-feeder's guild)

    I am the assassin of productivity.

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  9. - Top - End - #39
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    Default Re: Magipunk Campaign Setting

    Quote Originally Posted by sirpercival View Post
    EDIT: BTW, I need more geodes. I'll make some, but any ideas would be welcome. Even just suggestions of names for me to fill spells into.
    Spark (as in flint), Brilliance (as in diamond; prismatic spells mainly), Energy (as in Power Crystals), Death (as in black onyx)
    Last edited by Prime32; 2013-01-28 at 06:42 PM.

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    Default Re: Magipunk Campaign Setting

    Metal or Sound could make cool geodes as well

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    SKILLS

    General Changes:
    Use Magic Device and Use Psionic Device no longer exist as skills. Magic items are extremely prevalent and common in the world, and pretty much anyone has basic training in how to use them (it's kind of necessary to function). Thus, activating an item now requires a simple level check, modified by Intelligence (stilled called a Use Magic Device check). However, emulating a class feature, race, or alignment is only possible for Magitechnicians.
    Since like-minded skills have been grouped together, there are no more synergy bonuses. Instead you get more efficiency out of your skill points.

    List of Skills:
    • Acrobatics (Dex) -- Balance, Escape Artist, Tumble
    • Animal Affinity (Cha) -- Handle Animal, Ride
    • Arcana (Int) -- Knowledge (arcana), Spellcraft
    • Athletics (Str) -- Climb, Jump, Swim
    • Concentration (Wis) -- Concentration, Autohypnosis
    • Engineering (Int) -- Craft, Disable Device, Knowledge (arch & eng), Search (for secret doors)
    • Heal (Wis)
    • Natural Lore (Wis) -- Knowledge (geography), Knowledge (nature), Survival
    • Negotiation (Cha) -- Diplomacy (Rich Burlew's version)
    • Perception (Wis) -- Listen, Sense Motive, Spot, Search (for traps)
    • Perform (Cha)
    • Persuasion (Cha) -- Bluff, Disguise, Intimidate
    • Psi (Int) -- Knoweldge (Psionics), Psicraft
    • Profession (Wis)
    • Scholarship (Int) -- All knowledge skills not included elsewhere
    • Stealth (Dex) -- Hide, Move Silently
    • Streetwise (Cha/Int) -- Gather Information, Knowledge (Local)
    • Thievery (Dex) -- Open Lock, Sleight of Hand, Use Rope
    • Wordcraft (Int) -- Decipher Script, Forgery


    Acrobatics (Dex)
    Spoiler
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    Balancing (action: none.)
    Spoiler
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    You can walk on a precarious surface. A successful check lets you move at half your speed along the surface for 1 round. A failure by 4 or less means you can’t move for 1 round. A failure by 5 or more means you fall. The difficulty varies with the surface, as follows:

    Being Attacked while Balancing
    You are considered flat-footed while balancing, since you can’t move to avoid a blow, and thus you lose your Dexterity bonus to AC (if any). If you have 5 or more ranks in Acrobatics, you aren’t considered flat-footed while balancing. If you take damage while balancing, you must make another Acrobatics check against the same DC to remain standing.

    Accelerated Movement
    You can try to walk across a precarious surface more quickly than normal. If you accept a -5 penalty, you can move your full speed as a move action. (Moving twice your speed in a round requires two Acrobatics checks, one for each move action used.) You may also accept this penalty in order to charge across a precarious surface; charging requires one Acrobatics check for each multiple of your speed (or fraction thereof) that you charge.

    {table=head]Narrow Surface|Acrobatics DC1|Difficult Surface|Acrobatics DC1
    7-12 inches wide|10|Uneven flagstone|102
    2-6 inches wide|15|Hewn stone floor|102
    Less than 2 inches wide|20|Sloped or angled floor|102[/table]
    1Add modifiers from Narrow Surface Modifiers, below, as appropriate.
    2Only if running or charging. Failure by 4 or less means the character can’t run or charge, but may otherwise act normally.

    {table=head]Surface|DC Modifier1
    Lightly obstructed|+2
    Severely obstructed|+5
    Lightly slippery|+2
    Severely slippery|+5
    Sloped or angled|+2[/table]
    1Add the appropriate modifier to the Balance DC of a narrow surface.


    Escaping from Restraints (action: varies.)
    Spoiler
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    The table below gives the DCs to escape various forms of restraints.

    Ropes
    Your Acrobatics check is opposed by the binder’s Thievery check. Since it’s easier to tie someone up than to escape from being tied up, the binder gets a +10 bonus on his or her check.

    Manacles and Masterwork Manacles
    The DC for manacles is set by their construction.

    Tight Space
    The DC noted on the table is for getting through a space where your head fits but your shoulders don’t. If the space is long you may need to make multiple checks. You can’t get through a space that your head does not fit through.

    Grappler
    You can make an Acrobatics check opposed by your enemy’s grapple check to get out of a grapple or out of a pinned condition (so that you’re only grappling).

    Action
    Making an Acrobatics check to escape from rope bindings, manacles, or other restraints (except a grappler) requires 1 minute of work. Escaping from a net or an animate rope, command plants, control plants, or entangle spell is a full-round action. Escaping from a grapple or pin is a standard action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on how long the space is.

    {table=head]Restraint|Acrobatics DC
    Ropes|Binder’s Thievery check at +10
    Net, animate rope spell, command plants spell,
    control plants spell, or entangle spell|20
    Snare spell|23
    Manacles|30
    Tight space|30
    Masterwork manacles|35
    Grappler|Grappler’s grapple check result[/table]


    Tumbling (action: none.)
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    You can’t use this application of Acrobatics if your speed has been reduced by armor, excess equipment, or loot. You can land softly when you fall or tumble past opponents. You can also tumble to entertain an audience (as though using the Perform skill). Obstructed or otherwise treacherous surfaces, such as natural cavern floors or undergrowth, are tough to tumble through. You can also try to tumble past or through enemies more quickly than normal. By accepting a -10 penalty on your Acrobatics checks, you can move at your full speed instead of one-half your speed.

    {table=head]Acrobatics DC|Task
    15|Treat a fall as if it were 10 feet shorter than it really is when determining damage.
    15|Tumble at one-half speed as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you provoke attacks of opportunity normally. Check separately for each opponent you move past, in the order in which you pass them (player’s choice of order in case of a tie). Each additional enemy after the first adds +2 to the Acrobatics DC.
    25|Tumble at one-half speed through an area occupied by an enemy (over, under, or around the opponent) as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you stop before entering the enemy-occupied area and provoke an attack of opportunity from that enemy. Check separately for each opponent. Each additional enemy after the first adds +2 to the Acrobatics DC.[/table]
    {table=head]Surface Is...|DC Modifier
    Lightly obstructed (scree, light rubble, shallow bog1, undergrowth)|+2
    Severely obstructed (natural cavern floor, dense rubble, dense undergrowth)|+5
    Lightly slippery (wet floor)|+2
    Severely slippery (ice sheet)|+5
    Sloped or angled|+2[/table]
    1Tumbling is impossible in a deep bog.


    Animal Affinity (Cha)
    Spoiler
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    Handling an Animal (action: varies)
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    The DC for this usage depends on what you are trying to do.

    Handle an Animal (move action)
    This task involves commanding an animal to perform a task or trick that it knows. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.

    “Push” an Animal (full-round action)
    To push an animal means to get it to perform a task or trick that it doesn’t know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.

    Teach an Animal a Trick
    You can teach an animal a specific trick with one week of work and a successful Animal Affinity check against the indicated DC. An animal with an Intelligence score of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks. Possible tricks (and their associated DCs) include, but are not necessarily limited to, the following.
    • Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
    • Come (DC 15): The animal comes to you, even if it normally would not do so.
    • Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
    • Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick [i]continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
    • Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.
    • Guard (DC 20): The animal stays in place and prevents others from approaching.
    • Heel (DC 15): The animal follows you closely, even to places where it normally wouldn’t go.
    • Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.
    • Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.
    • Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
    • Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability)
    • Work (DC 15): The animal pulls or pushes a medium or heavy load.


    Train an Animal for a Purpose
    Rather than teaching an animal individual tricks, you can simply train it for a general purpose. Essentially, an animal’s purpose represents a preselected set of known tricks that fit into a common scheme, such as guarding or heavy labor. The animal must meet all the normal prerequisites for all tricks included in the training package. If the package includes more than three tricks, the animal must have an Intelligence score of 2.

    An animal can be trained for only one general purpose, though if the creature is capable of learning additional tricks (above and beyond those included in its general purpose), it may do so. Training an animal for a purpose requires fewer checks than teaching individual tricks does, but no less time.
    Combat Riding (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes six weeks. You may also “upgrade” an animal trained for riding to one trained for combat riding by spending three weeks and making a successful DC 20 Animal Affinity check. The new general purpose and tricks completely replace the animal’s previous purpose and any tricks it once knew. Warhorses and riding dogs are already trained to bear riders into combat, and they don’t require any additional training for this purpose.
    • Fighting (DC 20): An animal trained to engage in combat knows the tricks attack, down, and stay. Training an animal for fighting takes three weeks.
    • Guarding (DC 20): An animal trained to guard knows the tricks attack, defend, down, and guard. Training an animal for guarding takes four weeks.
    • Heavy Labor (DC 15): An animal trained for heavy labor knows the tricks come and work. Training an animal for heavy labor takes two weeks.
    • Hunting (DC 20): An animal trained for hunting knows the tricks attack, down, fetch, heel, seek, and track. Training an animal for hunting takes six weeks.
    • Performance (DC 15): An animal trained for performance knows the tricks come, fetch, heel, perform, and stay. Training an animal for performance takes five weeks.
    • Riding (DC 15): An animal trained to bear a rider knows the tricks come, heel, and stay. Training an animal for riding takes three weeks.


    Rear a Wild Animal
    To rear an animal means to raise a wild creature from infancy so that it becomes domesticated. A handler can rear as many as three creatures of the same kind at once. A successfully domesticated animal can be taught tricks at the same time it’s being raised, or it can be taught as a domesticated animal later.

    Time Investment
    For tasks with specific time frames noted above, you must spend half this time (at the rate of 3 hours per day per animal being handled) working toward completion of the task before you attempt the Animal Affinity check. If the check fails, your attempt to teach, rear, or train the animal fails and you need not complete the teaching, rearing, or training time. If the check succeeds, you must invest the remainder of the time to complete the teaching, rearing, or training. If the time is interrupted or the task is not followed through to completion, the attempt to teach, rear, or train the animal automatically fails.

    Special
    You can use this skill on a creature with an Intelligence score of 1 or 2 that is not an animal, but the DC of any such check increases by 5. Such creatures have the same limit on tricks known as animals do. A domeskipper gains a +4 circumstance bonus on Animal Affinity checks involving his animal companion, and can handle his animal companion as a free action or push it as a move action.

    {table=head]Task|Animal Affinity DC
    Handle an animal|10
    “Push” an animal|25
    Rear a wild animal|15 + HD of animal
    Teach trick: Attack|20
    Teach trick: Come|15
    Teach trick: Defend|20
    Teach trick: Down|15
    Teach trick: Fetch|15
    Teach trick: Guard|20
    Teach trick: Heel|15
    Teach trick: Perform|15
    Teach trick: Seek|15
    Teach trick: Stay|15
    Teach trick: Track|20
    Teach trick: Work|15
    Train for purpose: Combat riding|20
    Train for purpose: Fighting|20
    Train for purpose: Guarding|20
    Train for purpose: Heavy labor|15
    Train for purpose: Hunting|20
    Train for purpose: Performance|15
    Train for purpose: Riding|15[/table]


    Riding (action: varies)
    Spoiler
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    If you attempt to ride a creature that is ill suited as a mount, or if you attempt to ride bareback, you take a -5 penalty on your Animal Affinity checks. Typical riding actions don’t require checks. You can saddle, mount, ride, and dismount from a mount without a problem.

    The following tasks do require checks.
    • Guide with Knees -- You can react instantly to guide your mount with your knees so that you can use both hands in combat. Make your Animal Affinity check at the start of your turn. If you fail, you can use only one hand this round because you need to use the other to control your mount.
    • Stay in Saddle -- You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage. This usage does not take an action.
    • Fight with Warhorse -- If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action.
    • Cover -- You can react instantly to drop down and hang alongside your mount, using it as cover. You can’t attack or cast spells while using your mount as cover. If you fail your Animal Affinity check, you don’t get the cover benefit. This usage does not take an action.
    • Soft Fall -- You can react instantly to try to take no damage when you fall off a mount—when it is killed or when it falls, for example. If you fail your Animal Affinity check, you take 1d6 points of falling damage. This usage does not take an action.
    • Leap -- You can get your mount to leap obstacles as part of its movement. Use your Animal Affinity modifier or the mount’s Athletics modifier, whichever is lower, to see how far the creature can jump. If you fail your Animal Affinity check, you fall off the mount when it leaps and take the appropriate falling damage (at least 1d6 points). This usage does not take an action, but is part of the mount’s movement.
    • Spur Mount -- You can spur your mount to greater speed with a move action. A successful Animal Affinity check increases the mount’s speed by 10 feet for 1 round but deals 1 point of damage to the creature. You can use this ability every round, but each consecutive round of additional speed deals twice as much damage to the mount as the previous round (2 points, 4 points, 8 points, and so on).
    • Control Mount in Battle -- As a move action, you can attempt to control a light horse, pony, heavy horse, or other mount not trained for combat riding while in battle. If you fail the Animal Affinity check, you can do nothing else in that round. You do not need to roll for warhorses or warponies.
    • Fast Mount or Dismount -- You can attempt to mount or dismount from a mount of up to one size category larger than yourself as a free action, provided that you still have a move action available that round. If you fail the Animal Affinity check, mounting or dismounting is a move action. You can’t use fast mount or dismount on a mount more than one size category larger than yourself.


    {table=head]Task|Animal Affinity DC
    Guide with knees|5
    Stay in saddle|5
    Fight with warhorse|10
    Cover|15
    Soft fall|15
    Leap|15
    Spur mount|15
    Control mount in battle|20
    Fast mount or dismount|201[/table]
    1Armor check penalty applies.



    Arcana (Int)
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    Arcana represents a study of a body of lore, including ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, and magical beasts. In many cases, you can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s HD. A successful check allows you to remember a bit of useful information about that monster.

    For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.

    You can also use this skill to identify spells as they are cast or spells and magical effects already in place. The DCs for Arcana checks relating to various tasks are summarized on the table below.

    {table=head]Arcana DC|Task
    10|Answer a very easy question relating to relevant subjects.
    15|Answer a basic question relating to relevant subjects.
    20|Answer a difficult question relating to relevant subjects.
    30|Answer a very difficult question relating to relevant subjects.
    10 + monster's HD|Identify a construct, dragon, or magical beast.
    13|When using read magic, identify a glyph of warding. No action required.
    15 + spell level|Identify a spell being cast. (You must see or hear the spell’s verbal or somatic components.) No action required. No retry.
    15 + spell level|Learn a spell from a spellcrystal (crystal mage only). No retry for that spell until you gain at least 1 rank in Arcana (even if you find another source to try to learn the spell from). Requires 8 hours.
    15 + spell level|Prepare a spell from a borrowed spellcrystal (crystal mage only). One try per day. No extra time required.
    15 + spell level|When casting detect magic, determine the school of magic involved in the aura of a single item or creature you can see. (If the aura is not a spell effect, the DC is 15 + one-half caster level.) No action required.
    19|When using read magic, identify a symbol. No action required.
    20 + spell level|Identify a spell that’s already in place and in effect. You must be able to see or detect the effects of the spell. No action required. No retry.
    20 + spell level|Identify materials created or shaped by magic, such as noting that an iron wall is the result of a wall of iron spell. No action required. No retry.
    20 + spell level|Decipher a written spell (such as a scroll) without using read magic. One try per day. Requires a full-round action.
    25 + spell level|After rolling a saving throw against a spell targeted on you, determine what that spell was. No action required. No retry.
    25|Identify a potion. Requires 1 minute. No retry.
    20|Draw a diagram to allow dimensional anchor to be cast on a magic circle spell. Requires 10 minutes. No retry. This check is made secretly so you do not know the result.
    30 or higher|Understand a strange or unique magical effect, such as the effects of a magic stream. Time required varies. No retry.[/table]
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  12. - Top - End - #42
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    Default Re: Magipunk Campaign Setting

    SKILLS, PART II
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  13. - Top - End - #43
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    Default Re: Magipunk Campaign Setting

    I'm looking forward to more Magipunk stuff.

    Planeswalker comments: I like the class. The outer planar nodes really let you make the character what you want it to be, and they are mostly pretty truth in advertising - you get to be that plane. I look forward to seeing the inner planar nodes. Feel free to disregard any of the following nitpicking - I really do like the class.

    Planar augmentation at 2nd level. People are of course going to do what they can to get really good attunement checks. If they also use passive abilities and summoned creatures and the like, they can get 5+ attunement checks per round. It's not broken so much as it could lead to weird behaviour and an awful lot of rolling. Like needless skill checks at one roll apiece to get one attunement roll apiece just for the 25% chance of another augmentation. Perhaps make it a 50% chance but limit it to the first attunement check in a round. For those not abusing augmentation, it should be about the same result, and it won't get weird.

    Assumption at 15th level, polymorph into an outsider for 10 min per level, and you get their abilities. Sure, you don't get the rest of your casting. But just look at the SRD outsiders alone: Mariliths are 16 HD and get teleport at will plus a bunch of stuff. Planetars would be even worse at just 14 HD, but you don't get their 9th level casting, so it's ok. Specifically limiting it to the Planar Handbook might keep it in bounds - I haven't scanned that list for brokenness. I'm guessing though that this needs restrictions on it.

    Planeswalker outer nodes:

    Abyss: I like how your stuff damages you when you use it if you fail an attunement check.
    Acheron is fun. Undead cohorts that scale all the way up to nightwalkers, everything needed to melee people, prismatic sphere.
    Baator: Hellish Horde says it summons CE creatures only. That's LE, right?
    Beastlands: I was going to point out how the wild infusions were seemingly a level behind other nodes progression. Then I realized that Beastlands is rather strong as it is, and has weaker penalties for failed checks, so you can for instance just keep the wild infusion running all day long.
    Carceri looks weak to me. Perhaps I'm missing something. Reaper's touch hp values could be tripled without problems, at the very least.
    Gehenna: what happens with the created (not summoned) undead? Do they too require attunement checks to do stuff? Do they disappear when the node is dropped?
    Hades: it seems like the balance on this is the damage your cohort can do to you if you don't keep your attunement high enough. Also, just to check - if you have, say, Acheron and Hades nodes running, and you are level 10, can you have like 6 cohorts out, one of each type for each node? 2 cohorts, one for each node? Or just one, like I would assume?
    Pandemonium: Ok, it's only at level 20, but at will Wish? That's one serious level 20 ability.

    Anyway, keep up the awesome work.

  14. - Top - End - #44
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    Default Re: Magipunk Campaign Setting

    Quote Originally Posted by raspberrybadger View Post
    This stuff continues to be great.

    The crystal mage looks like fun, though higher level play would require more geodes I think. That's an easily fixable problem of course. Also, the Transformation geode has alter self, polymorph, PAO, shapechange. When giving wizards a crazy limited spell list... those are usually at the top of the shortlist to leave out.
    I've written a half dozen more geodes which I'll be adding to the list, so that should help with that part. Note that I've tried to keep broken spells on the same geodes, so that if a DM has an issue with particular spells, he can just nix those geodes and leave the rest intact.

    Edit: If you're looking for possible geodes, the Pathfinder witch patrons are enough like them that it wouldn't take much work to adapt them. Here. Some have divine or pathfinde spells, and all would need a couple of spells deleted, and some are redundant with what you have, but that's a lot of possibilities there.
    Good idea, I'll take a look through those and see if I get inspired.

    I'm going to be changing up the casting mechanic slightly, though. At the moment the geode system is kinda like the worst of shadowcasting and sorcerer. The new geode system is that you prepare certain geodes at the beginning of the day, and then you cast spontaneously from them using actual spell slots. That way they can, y'know, use metamagic. Lol.

    Nothing to say about the medic.
    Yeah, Garryl's work is solid as usual.

    Psykin look fun. I guess they get AOE blasting just in case they run into a bunch of small targets. Mostly it looks like they are much much better off spending pp to augment their weapon and armour. Also, can they take Expanded Knowledge? If so, they can pick up buffs to make them much much better in melee. Also, once they pick up the hp -> pp thing, they can keep buffs up all day long if they have out of combat healing.
    Yes, they can take expanded knowledge, certainly.

    Also, I've got a question about the psykin channel ability. They don't seem to have many targeted powers to use it with. How bad would it be to let them use it with ray and touch powers? Or was that already the intent?
    Touch powers are targeted; I guess ray powers aren't technically targeted, but that was the intent.

    Magitechnicians look fun, though weak at level 1. I guess you just carry around a crossbow and a few scrolls. then. After that you get to start color spraying or greasing or whatever. Perhaps let them start with weird science level 1? Of course, with chr 14, 4 ranks in UMD, and the +3 bonus, DC 15 to activate it themselves, thats 75% success after the first shot, so it is an awful lot of firepower. But then, it's an awful lot of firepower for a level 2 as well.

    Also, lots of div spells are way down on the Divhead list. That means that a Magitechnician can do a surprisingly good job at basic div if there is no divhead in the party, but he can't do the information warfare type stuff so well.
    Yep.

    Quote Originally Posted by raspberrybadger View Post
    I'm looking forward to more Magipunk stuff.
    Yay! :)

    Planeswalker comments: I like the class. The outer planar nodes really let you make the character what you want it to be, and they are mostly pretty truth in advertising - you get to be that plane. I look forward to seeing the inner planar nodes. Feel free to disregard any of the following nitpicking - I really do like the class.
    Yeah, planeswalker is one of my favorites... I just wish it wasn't going to take quite so much work to finish it. Blargh.

    Planar augmentation at 2nd level. People are of course going to do what they can to get really good attunement checks. If they also use passive abilities and summoned creatures and the like, they can get 5+ attunement checks per round. It's not broken so much as it could lead to weird behaviour and an awful lot of rolling. Like needless skill checks at one roll apiece to get one attunement roll apiece just for the 25% chance of another augmentation. Perhaps make it a 50% chance but limit it to the first attunement check in a round. For those not abusing augmentation, it should be about the same result, and it won't get weird.
    I'd rather not mess with that too much -- making it a 50% chance adds another die roll. However, limiting to 1/round is a good idea. I'll implement that.

    Assumption at 15th level, polymorph into an outsider for 10 min per level, and you get their abilities. Sure, you don't get the rest of your casting. But just look at the SRD outsiders alone: Mariliths are 16 HD and get teleport at will plus a bunch of stuff. Planetars would be even worse at just 14 HD, but you don't get their 9th level casting, so it's ok. Specifically limiting it to the Planar Handbook might keep it in bounds - I haven't scanned that list for brokenness. I'm guessing though that this needs restrictions on it.
    Well it's kinda like planar shepherd... think about it this way. As a planeswalker, you get a bunch of unlimited use SLAs. Using Assumption, you can swap those for some limited use SLAs (and some at-will ones) and better combat ability. At 16th level when you can turn into a Marilith (by attuning to the Abyss), you can already spam SMVIII, Unholy Aura, and Finger of Death.

    Planeswalker outer nodes:

    Abyss: I like how your stuff damages you when you use it if you fail an attunement check.
    Acheron is fun. Undead cohorts that scale all the way up to nightwalkers, everything needed to melee people, prismatic sphere.
    Baator: Hellish Horde says it summons CE creatures only. That's LE, right?
    Whoops, I'll fix that.
    Beastlands: I was going to point out how the wild infusions were seemingly a level behind other nodes progression. Then I realized that Beastlands is rather strong as it is, and has weaker penalties for failed checks, so you can for instance just keep the wild infusion running all day long.
    Carceri looks weak to me. Perhaps I'm missing something. Reaper's touch hp values could be tripled without problems, at the very least.
    Gehenna: what happens with the created (not summoned) undead? Do they too require attunement checks to do stuff? Do they disappear when the node is dropped?
    Increased hp limit of Carceri, and clarified Gehenna.
    Hades: it seems like the balance on this is the damage your cohort can do to you if you don't keep your attunement high enough. Also, just to check - if you have, say, Acheron and Hades nodes running, and you are level 10, can you have like 6 cohorts out, one of each type for each node? 2 cohorts, one for each node? Or just one, like I would assume?
    You get one cohort for each node.
    Pandemonium: Ok, it's only at level 20, but at will Wish? That's one serious level 20 ability
    True... but you'll be spending a ton of XP...

    Anyway, keep up the awesome work.
    Will do! :)
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    Default Re: Magipunk Campaign Setting

    You can make the Planeswalker's augmentation 50% likely without an extra roll by making it trigger on an 11-20 instead of on a 15-20 on the first attunement roll of every round. That way it still happens pretty often without weirdness.

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    Default Re: Magipunk Campaign Setting

    Quote Originally Posted by raspberrybadger View Post
    You can make the Planeswalker's augmentation 50% likely without an extra roll by making it trigger on an 11-20 instead of on a 15-20 on the first attunement roll of every round. That way it still happens pretty often without weirdness.
    Oh, I see what you mean. I thought you meant 15-20 would trigger it 50% of the time.
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    Default Re: Magipunk Campaign Setting

    Query: Why does it activate randomly like that? Why not just a fixed bonus selected at the beginning of the day like Binders do?
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    Default Re: Magipunk Campaign Setting

    Quote Originally Posted by Garryl View Post
    Query: Why does it activate randomly like that? Why not just a fixed bonus selected at the beginning of the day like Binders do?
    Binders also roll their binding check at the beginning of the day instead of whenever something happens...?
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    Default Re: Magipunk Campaign Setting

    Besides, the mechanics of the class support a flavor that the planes stuff is just borrowed, dependant on your ability to attune yourself to it on the fly, and therefore not necessarily reliable. This is part of that.

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    Default Re: Magipunk Campaign Setting

    Quote Originally Posted by sirpercival View Post
    Binders also roll their binding check at the beginning of the day instead of whenever something happens...?
    Binders also get the pact augment bonuses regardless of success or failure, don't they?

    In any case, do you really want to be tracking lots of very small bonuses that pop on and off randomly every round?
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    Default Re: Magipunk Campaign Setting

    Quote Originally Posted by Garryl View Post
    Binders also get the pact augment bonuses regardless of success or failure, don't they?

    In any case, do you really want to be tracking lots of very small bonuses that pop on and off randomly every round?
    ...no... meh.
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    Default Re: Magipunk Campaign Setting

    FEATS

    Most published feats from D&D 3.5 are available. There are exceptions to this, however; feats which are not available will be added to the list as I come across them.

    Altered Feats
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    • Feats which have a regional requirement no longer have that requirement; racial requirements stay, however.
    • Any feat which references a skill instead references the appropriate skill in the Magipunk Skills post. The mapping is included there.
    • Toughness now grants the effect of Improved Toughness.
    • Weapon Focus grants the benefit of WS at 4HD, GWF at 8HD, and GWS at 12HD.
    • Two Weapon Fighting grants you a number of offhand attacks equal to the number of main hand attacks you are entitled to, and does not impose additional to hit penalties for a one handed weapon in the off hand.
    • Two Weapon Defense provides an Insight bonus to AC equal to the number of mainhand attacks you can make derived from BAB (i.e., +2 at BAB +6, etc.).
    • Point Blank Shot grants +Dexmod to damage w/in 30 feet with ranged attacks, and you don't provoke AoOs for firing in melee.
    • Feinting in combat is now a move action. Improved Feint lets you feint as a swift action.
    • All three of the feats that give +2 to a save still do, except that if your base save bonus of that type is at least +6 you also no longer auto fail saves of that type on a natural 1. You must still actually roll high enough to save normally.
    • Dodge and Mobility have been combined, and Dodge now grants you HD/3 (min 1) as a dodge bonus against all attacks. (Anything which had Mobility as a prereq no longer does.)
    • Devotion feats grant an additional use for every 5HD.
    • Divine feats which require a divine caster level replace that with a HD requirement.
    • Feats which refer to a particular class feature that exists in terms of a class which doesn't exist refer instead to the appropriate class which DOES exist. For example, Natural Bond applies to effective Domeskipper level, not effective Druid level. There may be times when this is not appropriate, but we'll deal with those on a case-by-case basis.


    Unavailable Feats
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    • All +2/+2 skill feats, like Agile or Alertness. With the skills being consolidated, Skill Focus is just better.
    • Improved Toughness. See above.
    • Eschew Materials. You are assumed to have any material components that cost less than 1gp.
    • Natural Spell. No wild-shape means no Natural Spell. None of the shapeshifters block you from speech anyway.
    • All wild feats. See above.
    • Dragonmark feats. No dragonmarks.
    • Improved TWF and Greater TWF. With changes to TWF, no longer necessary.
    • WS, GWF, and GWS. With changes to Weapon Focus, no longer necessary.
    • Mobility. See above.
    • Action Point feats. No action points.
    • Feats which reference nonexistent magic systems like Incarnum or Truenaming. All alternative magic systems in Magipunk (PoC, spellshaping, Planeswalkers) will have their own associated feats.
    • Bardic Feats. No bardic music.
    • Feats which only apply to divine spells. There are no divine spells. Sorry DMM... :'(
    • Tainted feats. No taint mechanics.


    New General, Racial, and Regional Feats
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    More will be added as I port them.
    {table=head]Feat|Prerequisites|Description
    Big Game Hunter|Region: North, the Wilds|Increase range increments by 25%
    Burned Soldier|Region: Jarrash|Gain fire resistance 3
    Combat Momentum|BAB +3, Con 13+|Gain temporary hit points when you successfully attack an opponent
    Common Heritage|Type other than Humanoid|Count as Humanoid whenever it would be beneficial
    Cultured|Region: Aerie, Jarrash, Sylvatium|Gain a +2 bonus on Concentration and Perform checks
    Dark-adapted|Region: Evernight, Subterra|Gain low-light vision
    Exotic Armor Proficiency|—|Gain proficiency in a type of exotic armor
    Find an Opening|Combat Reflexes, Improved Feint|Feint as a free action when making an AoO
    Frozen Knight|Region: North|Gain cold resistance 3
    Gardener|Region: Sylvatium, Volta|Gain a +2 bonus to Natural Lore checks, and alter the attitudes of plant creatures
    Hearth Magic|Region: Atlantis, Volta|Gain a minor spell-like ability
    Higher Education|Region: Aerie, Atlantis, Sylvatium|Gain three new class skills
    Industrious|Region: Subterra, Volta|Gain a +2 bonus on Engineering and Profession checks, and sell items for 75% of market price
    Iron Physique|Region: The Wilds|Gain a +2 bonus on saves vs disease, energy drain, fear, paralysis, and poison
    Keen Senses|Region: Jarrash, North, the Wilds|Gain a +2 bonus on Perception and initiative checks
    Latent Memories|Lifetorn|You gain an ability based on your original race
    Lifetorn Hulk|Lifetorn|You can wield weapons one size category larger
    Night Eyes|Lifetorn|You gain blindsense, but your light sensitivity gets worse
    Petite Lifetorn|Lifetorn|You gain a +4 bonus to Acrobatics and Stealth checks and a +1 to Reflex saves
    Push 'Em Around|Improved Bull Rush, Tickets to the Gun Show, Persuasion 8 ranks|Demoralize a creature as a free action when you bull rush them
    Quick Reload|Proficiency with a gun|Reload a gun as a swift action
    Quickstep|Combat Reflexes, Dodge, Uncanny Dodge|Make an AoO when an opponent misses you in combat
    Rapscallion|Region: Evernight|Gain +1d6 sneak attack, but suffer a -2 penalty on non-sneak attacks
    Renewed Purpose|One martial maneuver, base Fort, Reflex, or Will save +3|Whenever you make a successful save of the chosen type, you automatically recover a maneuver
    Savagery|One or more natural attacks, BAB +4|Your natural attack deals +1 point of damage per die
    Skilled Arcanist|Region: Atlantis, Subterra|Increase your caster level for one school of magic by +1
    Tickets to the Gun Show|Strength 16+, Persuasion 4 ranks|Use Strength instead of Charisma for Persuasion checks when demoralizing
    Vow of Silence|—|You give up the ability to speak
    Well-connected|Region: Aerie, Evernight|People you meet may recognize you
    Well-Preserved|Lifetorn|You gain +2 natural armor and +1 to Fortitude saves[/table]


    New Class-Specific Feats
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    More will be added as I port them.
    {table=head]Feat|Prerequisites|Description
    Adaptable Dodger|Versatility class feature|Reassign your versatility bonus more quickly
    Amped to the Max|Ability to play a rhythm chord|Deafen a creature affected by your power chord
    Amplify Force Blade|Force blade class feature|Pay 1pp when manifesting your force blade to do +1 damage per die
    Attune Node|—|Attune yourself to a planar node
    Attune Node, Improved|Attune Node|Attune more fully to your node
    Aura Disruption|Coherent Light 3d6|Reduce your target's SR and PR
    Battering Ram|Animal companion, Ride Like the Wind|Make a full attack at the end of a mounted charge
    Battlefield Triage|Battlefield treatment ability|Maintain a treatment while casting a spell
    Booby-Trapped Device|Weird Science class feature, Engineering 6 ranks|You can rig your Devices to explode when they break
    Bounce-back|Iron Shell or Wall of Blades maneuver|Make an AoO when you block an attack
    Celebrity|Gold record class feature|Become immune to charm and compulsion effects
    Coordinated Mutagen|Mutagenic strike (sicken)|Use two mutagens in the same attack
    Deactivate Node|Planar attunement|Deactivate an attuned node and attune to a different node 1/day
    Destructive Reflection|Coherent Light 4d6|Your target takes half damage the following round
    Dish Out Punishment|Punish class feature, Martial Lore 6 ranks|Replace one attack in a full-attack action with a martial strike
    Do-over|Time-slip class feature|Make an opponent reroll an attack, save, or skill check
    Enduring Morph|Con 13, Morph class feature|Increase the duration of your morph by 5 rounds + 5 rounds times morph points spent
    Enhanced Disruption|Disruptive Strike ability|Reduce the pp cost of your Disruptive Strike by 1
    Extra Assistant|Laboratory Assistant class feature, Magitechnician level 6|Gain an additional Laboratory Assistant
    Extra Evolve|Evolution II (mechanosynth or biosynth)|Gain an additional evolve
    Extra Morph|Con 15, Morph class feature|Increase your pool of Morph Points by 1
    Extra Node|Planar attunement, Int 15, character level 6th|Gain access to an additional node
    Extra Treatment|Battlefield treatment ability|Gain 4 extra uses of Battlefield Treatment
    Fastest Fingers in the West|Ability to play a rhythm chord, any other [Chord] feat|Play a chord as a swift action
    Favorite Chord|Ability to play a rhythm chord|You can play a particular chord more skillfully
    Firewall|Permanent Uplink, Hack|You gain a +5 bonus to resist attacks on your permanent uplink by enemy DivHeads
    Fringe Benefits|Information Warfare (Influence|Gain more creds in your account.
    G.E.T. Scout|Weird Science class feature, Wild Empathy class feature|Your levels in Domeskipper and Magitechnician complement each other
    Heard It|Ability to play a rhythm chord|Gain a +2 bonus to saves vs chords you know
    Hunter's Mark|Animal companion|Your companion gains a +2 bonus on attacks against creatures you attack
    Improved Assistant|Laboratory Assistant class feature|Your assistant has a higher Intelligence score
    Improved Fringe Benefits|Fringe Benefits|Gain Fringe Benefits as a bonus feat at each level of DivHead.
    Improved Healing Hands|Healing Hands ability, Medic level 4th|Increase your Healing Hands effects by 1+1/4 Medic levels
    Integrated Nodes|Node abilities, Planar attunement, access to 4 nodes|Your planeswalker level is 2 higher for some of your nodes
    Intuitive Hacker|Hack|Use your Wisdom modifier in place of your Int modifer (if it's higher) for Hack checks
    Knock 'Em Down|Swat class feature, Stone Vise or Crushing Vise maneuver|Knock creatures prone when you Swat them
    Lasting Focus|Zen Touch class feature|Your Zen Touch lasts for 1 minute/level
    Lasting Transformation|Con 15, Transformation class feature, Enduring Morph|Your transformations last for minutes instead of seconds
    Lock 'Em Up|Follow-through class feature, Combat Reflexes|Shield bash as an AoO when threatened opponents attack other creatures
    Marked for Death|Animal companion, Hunter's Mark, Slayer's Mark|Your animal companion automatically threatens critical hits against an opponent which you critically hit
    Mastered Genre|Knowledge of all three chords in a genre|Gain an additional use and increased caster level for each chord in your chosen genre
    Metanode|Node abilities, Planar attunement|Change your granted abilities within an attuned node 1/day
    Metapsi|Power point reserve|Reduce the pp cost of a class feature by 1
    Musically Gifted|—|Gain a +2 bonus on Perform checks, and treat your Charisma as 2 points higher for bonus chords
    Nature Link|Animal companion, Woodland Stride class feature|Your companion moves through the wilderness as easily as you do
    Practiced Attunement|Attune node|Gain access to an additional ability from your attuned node
    Prolific Scientist|Weird Science class feature|You can make two additional Devices
    Quick Similarization|Similarization class feature|Affect a creature with similarization more than once in 24 hours
    Read the Manual|Weird Science Class Feature|Grant an ally a +5 bonus to activate your Devices
    Realistic Hologram|Ability to use least invocations|Creatures attempting to disbelieve your hologram must roll twice and take the worse result
    Refractive Crystals|Spellcrystal, ability to cast dispel magic as an arcane spell|Counterspell as an immediate action
    Resonant Evolution|Two of the same evolution that grants a numerical benefit|Taking the same evolution multiple times increases the effect
    Restorative Treatment|Battlefield Treatment ability, Heal 6 ranks|Expend uses of Battlefield Treatment to use lesser restoration, restoration, or greater restoration
    Ride Like the Wind|Animal companion, Mounted Combat|You can take 15 on checks to ride your animal companion
    Shared Crystal (Greater)|Spellcrystal, ability to cast 9th-level arcane spells|Magic items share your throat and waist slots with your spellcrystal armor
    Shared Crystal (Least)|Spellcrystal, ability to cast 3rd-level arcane spells|Magic items share your arms, hands, and torso slots with your spellcrystal armor
    Shared Crystal (Lesser)|Spellcrystal, ability to cast 6th-level arcane spells|Magic items share your body, feet, and shoulder slots with your spellcrystal armor
    Shiny|Coherent Light 1d6|Opponents must save or be dazzled by your coherent light
    Similar|Int 15, Similarization class feature|Gain a +3 bonus on similarization checks
    Skilled Attunement|Planar attunement, access to 6 nodes|Gain a +4 bonus to attunement checks
    Skilled Hacker|Hack|Gain a +4 bonus to Hack checks.
    Skilled Morphling|Con 15, Morph class feature|You qualify for morphs as if you were 2 levels higher
    Skilled Muscle|Skilled whack, one martial maneuver|Roll 4d6 instead of 1d20 on a skill check.
    Skilled Transformation|Con 17, Transformation class feature|Increase the HD cap of your Transformation class feature by +1
    Slayer's Mark|Animal companion|Your animal companion deals +2 damage (and its strikes have +1 DC) against a creature you attack
    Strange Scientist|Weird Science class feature, ability to make a level 3 Device|You can fit more spell levels into your Devices than normal
    Subliminal Tune|Ability to play a rhythm chord|Remove the auditory manifestation of a power chord
    Super Shiny|Shiny, Coherent Light 2d6|Opponents must save or be dazed by your coherent light
    Tainted Assistant|Laboratory Assistant class feature|Your assistant is icky-scary
    Temporal Miser|Time-slip class feature|Gain two extra uses of your Time-slip class feature
    Throw It Together and Hope It Works|Weird Science class feature|Make an unreliable Device on short notice
    Turn it to 11|Ability to play a rhythm chord|Increase the area of effect of a chord by 100%
    Up-tempo|Minor Arpeggios class feature, Cha 15+|Play your minor arpeggios as a swift action
    Versatile Dodger|Versatility class feature|Your pool of Versatility is equal to twice your class level
    Weird Scientist|Weird Science class feature|Gain a bonus to activate Devices that you create
    Well-versed|Ability to play a 2nd-level chord|Learn an additional chord
    [/table]
    Last edited by sirpercival; 2013-02-03 at 08:36 AM.
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    Default Re: Magipunk Campaign Setting

    FEAT DESCRIPTIONS I

    General Feats
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    Combat Momentum
    Once you get going, it's tough to take you down.
    Prerequisites: BAB +3, Con 13.
    Benefit: Whenever you successfully strike an opponent in melee, you gain temporary hit points equal to twice your base attack bonus, which last until the beginning of your next turn. Temp hp granted by this feat are cumulative; for example, if you make have a BAB of +16 and make 4 successful attacks in a single round, followed by a successful attack on an AoO, you gain 160 temporary hp until the beginning of your next turn.

    Common Heritage
    Prerequisites: Type other than humanoid
    Benefit: You count as a humanoid whenever it is beneficial (such as when targeted by the enlarge person spell). In addition, choose any one skill; the chosen skill is always a class skill, and you gain a +2 racial bonus to all checks made with that skill.

    Exotic Armor Proficiency
    Prerequisites: None.
    Benefit: Choose a particular type of exotic armor (such as energized or reinforced). You are proficient with that type of heavy armor (as per the Armor Proficiency: Light feat).
    Special: You can select this feat multiple times; each time, choose a different type of heavy armor.

    Find an Opening
    Prerequisites: Combat Reflexes, Improved Feint.
    Benefit: Whenever an opponent provokes an attack of opportunity from you, you may attempt a feint as a free action.

    Push 'Em Around
    It's easy to scare people when you're much bigger than them.
    Prerequisites: Improved Bull Rush, Tickets to the Gun Show, Persuasion 8 ranks.
    Benefit: Whenever you successfully bull rush an enemy, you may make a demoralization attempt against them as a free action. The enemy receives a -1 morale penalty to the check for every 5 feet that they were moved by your bull rush.

    Quick Reload
    Prerequisites: Proficiency with a gun.
    Benefit: You can reload a gun as a swift action instead of a move action.
    Special: A trigger who uses the Dual-load ability with this feat can dual-load as a move action instead of a standard action.

    Quickstep
    You can dance around an opponent's attack, returning the favor.
    Prerequisites: Combat Reflexes, Dodge, Uncanny Dodge class feature.
    Benefit: Whenever an opponent misses you with a melee attack, that opponent provokes an attack of opportunity from you. You may make such an attack of opportunity no more than once per round, and the AoO counts against the number of AoOs you can make in a round as normal.

    Renewed Purpose
    You draw strength from adversity.
    Prerequisites: One martial maneuver, base Fort, Reflex, or Will save +3.
    Benefit: Choose Fortitude, Reflex, or Will (you must have a base +3 bonus to whichever save you choose). Whenever you make a successful save of the chosen type, but no more often than once per round, you may automatically recover one expended maneuver.
    Special: You may select this feat up to three times, choosing a different save each time. You may recover one maneuver per round per successful save for which you select this feat; for example, a character who selects Renewed Purpose (Fortitude) and Renewed Purpose (Will) could recover up to two maneuvers per round, one each for a successful Fort and Will save.

    Savagery
    Prerequisites: One or more natural attack modes, BAB +4
    Benefit: Choose a natural attack mode you possess. Your attacks with that mode deal an extra 1 point of damage per die.
    Special: You may select this feat more than once, choosing either the same or a different attack mode.
    Note: A morphling may use his Morph ability to qualify for this feat even when he is not actively morphing; however, he must choose a single natural attack mode as normal.

    Tickets to the Gun Show
    The size of your biceps is, frankly, extremely intimidating.
    Prerequisites: Strength 16, Persuasion 4 ranks.
    Benefit: You use your Strength in place of your Charisma when using Persuasion to demoralize, and for any feats, spells, or other effects which would cause an enemy to become shaken, frightened, panicked, or cowering.
    Note: This means that you may use your Strength score to qualify for feats such as Imperious Command.

    Vow of Silence
    You give up the ability to speak.
    Prerequisites: None.
    Benefit: You no longer speak. You give up the ability to communicate verbally, which prevents you from using your voice to activate items, class features, feats, etc. You gain a +8 competence bonus on Perception checks, as giving up speech allows you to become a more effective observer, as well as a +8 competence bonus on Concentration checks and a +4 bonus on Will saves. You can communicate nonverbally using a Persuasion check, using the same rules as delivering a secret message; you gain a +4 bonus to Persuasion checks for this purpose, and suffer a -2 penalty on all other Persuasion checks.
    You can cast spells with verbal components by substituting an extra somatic component. All spells you cast are affected as if by the Silent Spell feat; however, applying the Still Spell feat to a spell costs +2 levels, not 1; if you're grappled or otherwise restrained you can't cast spells with somatic OR verbal components; and ASF chances are double for any armor you wear. This allows you to cast spells with verbal components even while silenced.
    If you ever break your Vow of Silence, you lose the benefit of this feat until granted the benefit of an atonement spell. If you break your Vow of Silence due to a compulsion effect, you instead lose the benefit of this feat for 24 hours.


    Racial Feats
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    [glow=maroon,2,300][size=1.5em]Racial Feats[/size][/glow]

    Entangling Arms [Racial]
    Your viney arms can entangle your opponents.
    Prerequisites: Chloromorph, Grasping Vines.
    Benefit: Whenever you hit a target with one of your vine attacks gained from Grasping Vines, the target must make a Reflex save (DC 10 + 1/2 Hit Dice + Str modifier) or be entangled for a number of rounds equal to your Strength modifier. You may entangle a maximum of two targets at a time using this ability. Targets entangled by your vines may only move by making a successful bull rush attempt against you; however, if you move more than 5 feet away from an entangled target, the target is immediately freed from the entanglement.

    Grasping Vines [Racial]
    Vines sprout from your arms and hands, attacking your enemies.
    Prerequisites: Chloromorph.
    Benefit: You gain two natural vine attacks that deal 1d4+Str modifier bludgeoning damage. However, you take a -2 penalty on any attacks you make with manufactured weapons wielded with your hands or arms, and a -2 penalty to Thievery checks.

    Kodama [Racial]
    You are an embodiment of the spirit of the forest.
    Prerequisites: Chloromorph, region Sylvania or the Wilds.
    Benefit: You can blend in perfectly with your tree brethren. You may hide in plain sight in a forest as long as you are within 5 feet of a tree. You gain a +2 racial bonus on this Stealth check. In addition, you take no penalties due to distance on Perception checks made to hear, while within a forest. However, when not within a forest, you take a -2 penalty on Will saving throws against fear because of the connection to the trees being absent after becoming so familiar with them.

    Latent Memories [Racial]
    You have vague recollections of your previous "life".
    Prerequisites: Lifetorn.
    Benefit: You gain a benefit based on your original race, as shown on the table below. In addition, you count as a member of your original race for the purpose of meeting prerequisites.
    Special: This feat may only be taken as a 1st-level character; alternatively, if you become a Lifetorn after 1st level, it may only be taken at your earliest opportunity to gain a new feat.

    {table=head]Race|Benefit
    Aasimar|Acid, cold, and electricity resistance 1
    Changeling|+2 racial bonus on Persuasion checks
    Dwarf|+2 racial bonus to saves versus spells and spell-like effects
    Elf|Low-light vision
    Gnome|+1 save DC on illusion effects
    Half-Elf|+2 racial bonus on Gather Information and Negotiation checks
    Half-Orc|Darkvision distance increases by 30 feet
    Halfling|+1 luck bonus to the save of your choice (chosen when you take the feat)
    Human|+1 skill point per level (not multiplied at 1st level)
    Illumian|One power sigil of your choice
    Mongrelfolk|Sound imitation
    Tiefling|Cold, electricity, and fire resistance 1[/table]

    Lifetorn Hulk [Racial]
    Your original race was larger than others.
    Prerequisites: Lifetorn.
    Benefit: You gain the Powerful Build racial trait. However, you take a -4 penalty to Stealth checks and a -1 penalty to Reflex saves.

    Night Eyes [Racial]
    You can see extremely well in the dark, but not in the light.
    Prerequisites: Lifetorn.
    Benefit: You gain blindsense out to a range of 30 feet. However, your light sensitivity becomes light blindness.
    Special: The Daylight Adaptation feat, which normally would remove your light blindness, instead reduces it to light sensitivity.

    Petite Lifetorn [Racial]
    Your original race was smaller than others.
    Prerequisites: Lifetorn.
    Benefit: You gain a +4 bonus to Stealth and Acrobatics checks and a +1 bonus to Reflex saves. However, you must wield weapons of one size category smaller than normal for your size.

    Photosynthesis [Racial]
    Your metabolism is even more plantlike than others of your kind.
    Prerequisites: Chloromorph.
    Benefit: You need only rest for 4 hours to gain the same benefits as 8 hours of rest. In addition, you no longer need to eat or drink, as long as you spend at least 8 hours per day in sunlight. However, if you spend at least 24 hours without exposure to sunlight, you are fatigued until you spend 5 minutes exposed to it.

    Sapling [Racial]
    You matured while half-grown, physically.
    Prerequisites: Chloromorph.
    Benefit: Your size category is reduced by one step, granting you all the benefits and penalties associated with the size change. You also suffer an additional -1 penalty to Persuasion checks made to intimidate creatures.
    Special: This feat may only be taken at 1st level.

    Shunned [Racial]
    You are a pariah of your race, too extreme of a rebel.
    Prerequisites: Chloromorph, Chaotic alignment.
    Benefit: You gain the Minor Change Shape ability of a changeling (including the restriction to humanoids), and lose your Trackless Step racial trait. However, any time you are in a forest, you are shaken, even if you are normally immune to fear.

    Well-preserved [Racial]
    Your transition from living to Lifetorn made your flesh especially tough.
    Prerequisites: Lifetorn.
    Benefit: Your natural armor bonus increases by +2, and you gain a +1 bonus to Fortitude saves. However, anyone using a Heal check to heal you takes a -5 penalty to the check.

    Thanks to Temotei for the Chloromorph feat ideas!


    Regional Feats
    Spoiler
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    Big Game Hunter [Regional]
    You've learned to shoot at dangerous creatures from a safe distance.
    Regions: North, the Wilds
    Benefit: Increase the range increment of any ranged weapon you wield by 25%.

    Burned Soldier [Regional]
    The incredible heat of the desert has granted you some resistance to similarly hot things.
    Regions: Jarrash
    Benefit: You gain fire resistance 3.

    Cultured [Regional]
    You've been exposed to the finer things in life, and are good at ignoring distractions.
    Regions: Aerie, Jarrash, Sylvatium
    Benefit: You gain a +2 bonus on Concentration and Perform checks.

    Dark-adapted [Regional]
    You're used to operating in areas with very little light.
    Regions: Evernight, Subterra
    Benefit: You gain low-light vision.

    Frozen Knight [Regional]
    You've spent so much time on the ice that you're used to chill temperatures.
    Regions: North
    Benefit: You gain cold resistance 3.

    Gardener [Regional]
    You have lots of experience with plants.
    Regions: Sylvatium, Volta.
    Benefit: You gain a +2 bonus on Natural Lore checks. In addition, you can attempt to improve the attitude of a plant creature. This ability functions just like a Negotiation check made towards a person. You roll 1d20 and add half your hit dice and Charisma modifier to determine the check result. Typical plant creatures have a starting relationship of "Acquaintance (Negative)". To use this ability, you and the plant creature must be able to study each other, which means that you must be within 30 feet of one another under normal conditions. Generally, influencing a plant creature in this way takes 1 minute but, as with influencing people, it might take more or less time.

    Hearth Magic [Regional]
    You've mastered some of the minor magics that middle-class families use around the house.
    Regions: Atlantis, Volta
    Benefit: Choose one of the following 0th-level spells: create water, light, mage hand, mending, open/close, or purify food and drink. You can cast the chosen spell as a spell-like ability once per day per 2 Hit Dice.

    Higher Education [Regional]
    You've received training at a university.
    Regions: Aerie, Atlantis, Sylvatium
    Benefit: Choose 3 skills; these skills are always class skills for you, and you gain a +1 bonus on checks with those skills. If one of the chosen skills is Scholarship, the bonus to Scholarship checks increases to +2.

    Industrious
    You grew up in a city with a lot of industry and mercantile activity.
    Regions: Subterra, Volta.
    Benefit: You gain a +2 bonus to Engineering and Profession checks. In addition, you can sell equipment for 75% of market price (instead of 50%).

    Iron Physique [Regional]
    You've dealt with almost anything the Wilds could throw at you.
    Regions: The Wilds
    Benefit: You gain a +2 bonus on saves vs disease, energy drain, fear, paralysis, and poison.

    Keen Senses
    Your time spent in open spaces and dangerous places has honed your hearing and vision.
    Regions: Jarrash, North, the Wilds.
    Benefit: You gain a +2 bonus to Perception checks and a +2 bonus to initiative checks.

    Rapscallion [Regional]
    You don't like to follow the rules of honorable engagement.
    Regions: Evernight
    Benefit: You gain sneak attack +1d6, which stacks with other sources of sneak attack as usual. However, you take a -2 penalty to attack and damage rolls for any attacks which are not sneak attacks.

    Skilled Arcanist [Regional]
    You've had some experience with certain types of magic.
    Regions: Atlantis, Subterra
    Benefit: Choose one school of magic. Your caster level for spells of that school is increased by +1.

    Well-connected
    You know people, and they know you.
    Regions: Aerie, Evernight.
    Benefit: You can make a DC 20 level check to cause anyone you meet to recognize you; if you succeed, you gain a +4 bonus on Charisma checks and Charisma-based skill checks when interacting with that person. You gain a +5 bonus on the level check when interacting with someone from your home city.
    Last edited by sirpercival; 2013-05-02 at 06:35 PM.
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    Default Re: Magipunk Campaign Setting

    FEAT DESCRIPTIONS II

    Class-Specific Feats
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    Adaptable Dodger
    You react quickly to changing situations.
    Prerequisites: Versatility class feature.
    Benefit: You can reassign the bonus granted by your versatility class feature by spending 1 minute practicing.
    Normal: Reassigning the bonus requires 1 hour of practicing.

    Amped to the Max [Chord]
    You can play chords so loudly that they have a chance to deafen creatures.
    Prerequisites: Ability to play a rhythm chord.
    Benefit: Whenever you play a power chord, you can spend an additional daily use of that chord to force any creature affected by it to make a Fortitude save (at the chord's normal DC) or become deafened for a number of rounds equal to your Charisma modifier.

    Amplify Force Blade
    Prerequisites: Force blade
    Benefit: Whenever you manifest your force blade, you may pay 1pp to deal 1 extra point of damage per die for as long as the blade is manifested; if you dismiss the blade or it is destroyed, you must pay the pp cost when you recreate the blade to regain this effect. You also gain a +2 bonus to Will saves made to manifest your force blade in an antimagic or null-psionic field.

    Attune Node
    You learn to attune to a particular planar node.
    Benefit: You prepare a single planar node of your choice; you gain access to one ability, chosen when you select this feat. Your effective planeswalker level is equal to 1/4 your character level (rounded up) for the purposes of determining what tier you qualify for and for calculating your bonus on attunement checks. You manifest the associated alignment or subtype as normal.
    Special: Characters who have the ability to attune to nodes through other means (such as the planar attunement class feature) cannot take this feat. If you become a planeswalker after taking the feat, you lose its benefit.

    Attune Node, Improved
    You learn to attune more fully to your chosen node.
    Prerequisite: Attune Node
    Benefit: When you attune to your chosen node, your effective planeswalker level is equal to half your character level (rounded up) for the purposes of determining what tier you qualify for and for calculating your bonus on attunement checks.

    Aura Disruption
    Prerequisites: Coherent Light 3d6
    Benefit: Whenever you make a successful attack with your coherent light, you can voluntarily reduce your damage by 2d6 to lower your opponent's spell and power resistance by 5 (minimum 0) for 1 minute. Multiple applications of this ability on the same target overlap and do not stack.

    Battlefield Triage [Battlefield Treatment]
    Prerequisite: Battlefield Treatment ability.
    Benefit: You can expend a daily use of your Battlefield Treatment ability while casting a Medic spell to maintain a battlefield treatment while you do so.
    Normal: You cannot cast spells while maintaining a battlefield treatment.

    Battering Ram
    You and your animal companion are practiced jousters.
    Prerequisites: Animal companion, Ride Like The Wind.
    Benefit: Whenever you are mounted on your animal companion, you can make a full attack at the end of a mounted charge.
    Special: This feat counts as Spirited Charge for the purposes of meeting prerequisites.
    Normal: You can only make a single attack if your mount moves more than 5 feet.

    Booby-Trapped Device
    You rig your Devices to self-destruct.
    Prerequisites: Weird Science class feature, Engineering 6 ranks.
    Benefit: When making a Weird Science Device, you can choose to booby-trap it. Whenever a booby-trapped device breaks, it explodes 1d4+1 rounds later in a 20' radius blast of pure arcane energy that deals 1d6 damage per caster level. Opponents caught in the blast can make a Reflex save for half damage (DC 10 + Device level + your Intelligence modifier). By spending a full-round action, an operator can prep and throw a booby-trapped Device as a grenade-like weapon with a 10' range increment; in this case, the Device explodes on impact.

    Bounce-Back
    You can ricochet an opponent's blocked attack back at them.
    Prerequisites: Iron Shell or Wall of Blades maneuver.
    Benefit: Whenever you successfully block an opponent's attack with Iron Shell or Wall of Blades, you can immediately make an attack against that opponent as a free action. Treat the attack as an attack with the weapon or shield you blocked with (including all relevant modifiers), but use the base damage (and any weapon enchantments) of the blocked weapon instead.

    Celebrity
    Do you know who I am? Do you know who I am?
    Prerequisites: Gold Record class feature.
    Benefit: Nobody tells you what to do. You are immune to charm and compulsion effects for which you are unwilling.

    Coordinated Mutagen
    Adding multiple mutagens to your opponent's system increases their virulence.
    Prerequisites: Mutagenic strike (sicken).
    Benefit: You can apply 2 mutagens with a single successful attack instead of 1.

    Deactivate Node
    You can deactivate a node before the duration of the attunement has expired.
    Prerequisites: Planar attunement
    Benefit: Once per day, you can attempt to prematurely deactivate one of your attuned nodes. To do so, you must go through the entire process of attuning it again, and then make a DC 20 attunement check. If you succeed on the attunement check, the node deactivates before it would normally end, and you can attune to a different one to replace it if you wish. Regardless of your success or failure in deactivating the node, you take a –10 penalty on your next attunement check with any node, and apply the same penalty on your attunement check the next time you use an ability from the node you deactivated.
    Normal: An attuned node does not deactivate until 24 hours have passed since its activation.

    Destructive Reflection
    Prerequisites: Coherent Light 4d6
    Benefit: Whenever you make a successful attack with your coherent light, you can voluntarily reduce your damage by 3d6. If you do, your opponent takes damage the following round equal to half the coherent light damage they took this round. If you applied a prismatic essence to the coherent light, it does not affect the damage in the following round.

    Dish Out Punishment
    Enemies do not like it when you attack them.
    Prerequisites: Punish class feature, Martial Lore 6 ranks.
    Benefit: You may initiate a strike maneuver that you have readied in place of one attack in a full-attack action. The maneuver must take no more than a standard action to initiate, and you may replace no more than one attack per round.

    Do-over
    You can jump backwards in time, hopefully forcing a different outcome.
    Prerequisites: Time-slip class feature.
    Benefit: You can expend a daily use of time-slip to force an opponent to re-roll a single attack roll, saving throw, or skill check. They must take the result of the second roll.

    Enduring Morph [Morph]
    Prerequisites: Con 13, morph class feature
    Benefit: The duration of your morphs increases by 5 rounds. In addition, you may spend any number of morph points during the duration of a morph to increase that duration by 5 rounds per morph point spent.

    Enhanced Disruption
    Prerequisites: Disruptive Strike
    Benefit: The power point cost of your Disruptive Strike ability is reduced by 1, and you gain a +2 bonus to dispel checks made when performing a disruptive strike.

    Extra Assistant
    You have an extra laboratory assistant.
    Prerequisites: Laboratory assistant class feature, Magitechnician level 6
    Benefit: You gain a second Laboratory Assistant, with an effective Magitechnician level equal to two-thirds your actual Magitechnician level (rounded down).

    Extra Evolve
    You gain an additional evolve beyond those granted by your class levels.
    Prerequisites: Evolution II (mechanosynth or biosynth)
    Benefit: You gain an additional evolve of your choice of up to one stage less than your maximum. Your options are limited to mechanosynth or biosynth as normal. For example, a level 15 biosynth could choose a stage I or stage II biosynth evolve, since his maximum stage is III. If you have a Final Evolve, you may choose stage III evolves.
    Special: You may select this feat multiple times, choosing the same evolve (if it can be taken more than once) or a different one. You may only select this feat a maximum number of times equal to your Constitution modifier.

    Extra Morph [Morph]
    Prerequisites: Con 15, morph class feature
    Benefit: Your pool of morph points increases by 1.
    Special: You can take this feat multiple times. Its effects stack.

    Extra Node
    You have more nodes available to you than other Planeswalkers.
    Prerequisites: Planar attunement, Int 15, character level 6th.
    Benefit: You gain an additional node, which you can attune to as normal.
    Special: This feat may be used to grant access to nodes you wouldn't normally have access to, such as the Astral, Ethereal, or Shadow nodes for a non-half elf.

    Extra Treatment [Battlefield Treatment]
    Prerequisite: Battlefield Treatment ability.
    Benefit: You can use your Battlefield Treatment ability four extra times per day.
    Special: You can gain this feat multiple times. Its effects stack.

    Fastest Fingers in the West [Chord]
    You can play chords incredibly quickly.
    Prerequisites: Ability to play a rhythm chord, any other [Chord] feat.
    Benefit: Whenever you play a power chord, you can spend three additional daily uses of that chord to play it as a swift action.

    Favorite Chord [Chord]
    You have a particular fondness for a chord you know.
    Prerequisites: Ability to play a rhythm chord.
    Benefit: Choose a power chord you know. You play that chord as a supernatural ability instead of a spell-like ability, or as a spell-like ability instead of as a spell. If you choose a chord that you play as a supernatural ability, or if you later gain the ability to play that chord as a supernatural ability, you gain an extra use of that chord per day. This feat does not otherwise increase the number of times per day that you can play the chosen chord.
    Special: You can take this feat multiple times. When you take the feat again, you can choose to affect the same chord or a different one.

    Firewall
    You've installed some mental protection against other DivHeads.
    Prerequisites: Permanent uplink, Hack.
    Benefit: Whenever another DivHead attempts to use his Information Warfare class feature on your permanent uplink, you gain a +5 bonus to the opposed Hack check.

    Fringe Benefits
    You've learned to capitalize on the Oracle's rounding errors.
    Prerequisites: Information Warfare (Influence)
    Benefit: You gain 1000gp worth of creds into your account for each Fringe Benefits feat you have (including this one).
    Special: You may select this feat multiple times; its effects stack.

    G.E.T. Scout
    You are a mix of magitechnician and domeskipper.
    Prerequisites: Weird Science class feature, wild empathy class feature.
    Benefit: If you have levels in both Magitechnician and Domeskipper, your levels in both classes stack for determining the number of Weird Science devices you can have simultaneously and for determining the bonus of your Wild Empathy class feature. In addition, you may add your full Magitechnician levels for determining your initiator level (instead of half). Finally, if you have the laboratory assistant and animal companion class features, you may choose to designate your assistant as your animal companion. The assistant gains all the benefits of being both an assistant and an animal companion (treat the extra tricks as additional routines).

    Heard It [Chord]
    You are singularly unimpressed by chords you already know.
    Prerequisites: Ability to play a rhythm chord.
    Benefit: You gain a +2 bonus on saves versus power chords that you know which are used against you.

    Hunter's Mark
    Your animal companion follows your lead when attacking enemies
    Prerequisites: Animal companion.
    Benefit: Whenever you make a ranged attack against an opponent, your animal companion gains a +2 bonus on all attack rolls against that creature for 1 round.

    Improved Assistant
    Your laboratory assistant is smarter and can work without your input some of the time.
    Prerequisites: Laboratory assistant class feature.
    Benefit: Your laboratory assistant has a higher Intelligence score, based on your Magitechnician level as shown below. You do not program it with routines. Your assistant uses your skill modifiers or its own, whichever is beneficial, when crafting items; you can give your assistant more extensive instructions for item creation, meaning that you do not need to spend 1 hour initiating the crafting process (everything else proceeds as normal).

    {table=head]Level|Int
    4th-5th|6
    6th-7th|7
    8th-9th|8
    10th-11th|9
    12th-13th|10
    14th-15th|11
    16th-17th|12
    18th-20th|13[/table]

    Improved Fringe Benefits
    You've automated the "alternative" transfer of funds into your accounts.
    Prerequisites: Fringe Benefits
    Benefit: You gain Fringe Benefits as a bonus feat each time you gain a level of DivHead, including the level at which you select this feat.

    Improved Healing Hands
    Prerequisite: Healing Hands ability, 4th level Medic or Healer.
    Benefit: The effect of your Healing Hands ability is increased by 1 plus 1/4 your total Medic and Healer levels for each level of the healing spell being enhanced.

    Integrated Nodes
    You are more familiar with the workings of some nodes than others.
    Prerequisites: Node abilities, Planar attunement, access to 4 nodes.
    Benefit: Choose a number of planar nodes that you have access to equal to your Intelligence modifier. Treat your effective planeswalker level as two higher for the purposes of qualifying for abilities from those nodes.

    Intuitive Hacker
    You navigate the treacherous seas of the Oracle by instinct rather than intellect.
    Prerequisites: Hack.
    Benefit: You use your Wisdom modifier on Hack checks instead of your Intelligence modifier.

    Knock 'Em Down
    You can send enemies flying with a single hit.
    Prerequisites: Swat class feature, Stone Vise or Crushing Vise maneuver.
    Benefit: Whenever you use your Swat class feature, if the result of the bull rush would move the creature further than its base land speed, the creature must make a Reflex save (DC equal to damage dealt with the Swat) or end up prone at the end of its movement. Additionally, if you have Stone Vise or Crushing Vise readied and not expended when performing a Swat, you may initiate the maneuver as part of the same action (and attack) as the Swat.

    Lasting Focus
    The calm and inspiration granted by your Zen Touch lingers for quite some time.
    Prerequisites: Zen Touch class feature.
    Benefit: The bonus granted by your Zen Touch class feature lasts for one minute per Zen Fundamentalist level.
    Normal: The duration of Zen Touch is one round per Zen Fundamentalist level.

    Lasting Transformation [Morph]
    Prerequisites: Con 15, transformation class feature, Enduring Morph
    Benefit: You can perform a long transformation. Doing so requires 2 extra morph points when you assume the form, and the transformation lasts for (3 + Con modifier) times 10 minutes. During the lasting transformation, the morph points you spent on transforming do not refresh until the transformation ends.

    Lock 'Em Up
    Enemies have trouble attacking your allies.
    Prerequisites: Follow-through class feature, Combat Reflexes.
    Benefit: Any time a creature that you threaten targets someone other than you with a melee attack, you may make an attack of opportunity against them with a shield bash.

    Marked For Death
    When you shoot your opponent, your animal companion finishes the job.
    Prerequisites: Animal companion, Hunter's Mark, Slayer's Mark.
    Benefit: Whenever you successfully confirm a critical hit with a ranged attack against an opponent, all of your animal companion's attacks against that opponent are automatic critical threats for 1 round.

    Mastered Genre [Chord]
    You are damn near perfect with the chords of a particular genre.
    Prerequisites: Knowledge of all three chords in at least one genre.
    Benefit: Choose a genre which is complete (that is, a genre in which you know all three chords). You gain an additional daily use of all three chords in the chosen genre, and your caster level for those chords is increased by 1.
    Special: You can select this feat multiple times, choosing a different complete genre each time.

    Metanode
    You can change the abilities granted by an attuned node.
    Prerequisites: Node abilities, Planar attunement.
    Benefit: Once per day, you can exchange the abilities granted to you by an attuned node for other abilities from that same node for which you meet the level prerequisite.
    Normal: You choose the abilities granted to you by a node when you attune it.

    Metapsi
    Prerequisites: Power point reserve.
    Benefit: Choose a class feature that you can spend power points on. Whenever you activate that class feature, you spend 1 less power point (minimum 1). This does not change the maximum effect you can achieve, but that maximum effect requires fewer power points to achieve -- this feat provides a virtual power point that you can spend on that particular class feature. For example, a 6th-level psykin with Metapsi (psychic augment) could still only augment his force blade to a maximum bonus of +3, since he cannot spend more than 6pp on his class features; however, he need only spend 4pp to gain a bonus of +3.
    Special: You can select this feat multiple times; each time, choose a different class feature.

    Musically Gifted
    You have a special knack for music.
    Prerequisites: None.
    Benefit: You gain a +2 bonus to all Perform checks involving music (but not related to class features such as Countersong). In addition, treat your Charisma as 2 higher for the purpose of determining the number of bonus daily uses of your power chords.
    Special: This feat may only be selected at 1st level.

    Nature Link
    Your animal companion is just as good at dealing with nature as you are.
    Prerequisites: Animal companion, Woodland Stride class feature.
    Benefit: As long as your animal companion is within 60 feet of you, it gains the benefit of your Woodland Stride class feature, as well as your Surefooted and/or Trackless Step class features if you have them.

    Practiced Attunement
    You are particularly skilled at attuning yourself to your chosen node
    Prerequisites: Attune Node.
    Benefit: Choose a second ability tree from your chosen node. You gain access to that ability as well when you attune to your chosen node.

    Prolific Scientist
    You make more Weird Science Devices than others do.
    Prerequisites: Weird Science class feature
    Benefit: You can have two more Devices at any given time than you normally could.
    Special: You can select this feat multiple times; the effects stack.
    Normal: You can have a total number of Devices at any one time equal to half your class level.

    Quick Similarization
    Your similarization doesn't last as long, so you can affect some creatures more often.
    Prerequisites: Similarization class feature.
    Benefit: Once per day, you may choose a single creature you affected with your similarization ability in the past 24 hours. You can use similarization on them a second time (resetting the 24-hour time limit).
    Special: You can select this feat multiple times, gaining an additional daily use of the feat each time.

    Read The Manual
    You can train your allies to use your Weird Science Devices.
    Prerequisites: Weird Science class feature
    Benefit: By taking a full-round action to demonstrate, you may grant an ally a +5 bonus to activate a particular Weird Science Device that you create. You must have the Device on hand to demonstrate.
    Normal: Only you gain a +5 bonus to activate Devices that you create.

    Realistic Hologram
    Prerequisites: Ability to use least invocations.
    Benefit: Choose one invocation you know that allows a Will save for disbelief. Whenever a creature makes a save to disbelieve your illusion, they roll twice and take the worse result.
    Special: You may select this feat multiple times; each time, choose a different invocation you know.

    Refractive Crystals
    Prerequisites: Spellcrystal, ability to cast dispel magic as an arcane spell.
    Benefit: Whenever a spell targets you or is an area spell whose area includes your space, you can attempt to counter it as an immediate action. You must have the relevant spell prepared as normal (or dispel magic), and you must make an Arcana check to identify the spell if applicable.
    Normal: You must usually ready an action to counterspell.

    Resonant Evolution
    Your focus on a particular path of evolution strengthens the effects.
    Prerequisites: Two of the same evolution that grants a numerical benefit.
    Benefit: Choose an evolve that grants a numerical benefit and that you've taken at least twice. The benefit of those evolves increases by one. For example, a mechanosynth who chose the Quick-Time evolve three times would gain a +12 bonus to initiative, instead of +9, while a biosynth who chose the Improved Fast Twitch Muscle evolve twice would increase their Dexterity by +10 instead of +8.
    Special: You may select this feat multiple times; each time, choose a different evolve that meets the criteria above.

    Restorative Treatment [Battlefield Treatment]
    Prerequisite: Battlefield Treatment ability, Heal 6 ranks.
    Benefit: You gain a new battlefield treatment, the Restorative Treatment. You can expend a daily use of your Battlefield Treatment ability to mimic the effects of a lesser restoration spell. If you have at least 9 ranks in the Heal skill, you can expend two daily uses to instead mimic restoration. If you have at least 15 ranks in the Heal skill, you can expend three daily uses to instead mimic greater restoration. This battlefield treatment is a spell-like ability.

    Ride Like The Wind
    You like to ride your animal companion like a circus pony. Which it very well may be.
    Prerequisites: Animal companion, Mounted Combat.
    Benefit: You can take 15 on Animal Affinity checks made to ride your animal companion. In addition, whenever you are mounted on your animal companion, its base speed increases by 10 feet.
    Special: This feat counts as Ride-By Attack for the purposes of meeting prerequisites.

    Shared Crystal (Greater)
    Prerequisites: Spellcrystal, ability to cast 9th-level arcane spells.
    Benefit: You can use magic items with your waist and throat slots even when they are occupied by your spellcrystal.
    Normal: If you prepare spells of 2nd-level or higher, your spellcrystal occupies one or more body slots, which cannot be used for magic items.

    Shared Crystal (Least)
    Prerequisites: Spellcrystal, ability to cast 3rd-level arcane spells.
    Benefit: You can use magic items with your arms, hands, and torso slots even when they are occupied by your spellcrystal.
    Normal: If you prepare spells of 2nd-level or higher, your spellcrystal occupies one or more body slots, which cannot be used for magic items.

    Shared Crystal (Lesser)
    Prerequisites: Spellcrystal, ability to cast 6th-level arcane spells.
    Benefit: You can use magic items with your body, feet, and shoulders slots even when they are occupied by your spellcrystal.
    Normal: If you prepare spells of 2nd-level or higher, your spellcrystal occupies one or more body slots, which cannot be used for magic items.

    Shiny
    Prerequisites: Coherent Light 1d6
    Benefit: Whenever you make a successful attack with your coherent light, your opponent must make a Will save (DC 10 + your Cha modifier + the number of d6 of your coherent light) or be dazzled for 1 round. Multiple uses of this feat in the same round overlap and don't stack.

    Similar
    You are especially skilled at similarization.
    Prerequisites: Similarization class feature, Int 15.
    Benefit: You gain a +3 bonus on similarization checks.

    Skilled Attunement
    You are particularly skilled at attuning yourself to planar nodes
    Prerequisites: Planar attunement, access to 6 nodes.
    Benefit: You gain a +4 bonus on all attunement checks.

    Skilled Hacker
    You're an excellent hacker. Go you!
    Prerequisites: Hack.
    Benefit: You gain a +4 bonus to all Hack checks.

    Skilled Morphling [Morph]
    Prerequisites: Con 15, Morph class feature
    Benefit: You count as a morphling of two levels higher for the purposes of qualifying for morphs.

    Skilled Muscle
    You're better at using your body than most people.
    Prerequisites: Skilled whack, one martial maneuver.
    Benefit: Whenever you make a skill check with a Strength-, Dexterity-, or Constitution-based skill, you may expend a readied maneuver as part of the same action (or no action, if applicable) to roll 4d6 instead of 1d20. Expending a maneuver this way grants you no additional benefit.

    Skilled Transformer [Morph]
    Prerequisites: Con 17, Transformation class feature
    Benefit: You can use your transformation class feature to take the form of creatures with HD up to your morphling class level +1.
    Normal: The maximum HD for your transformations is equal to your morphling class level.

    Slayer's Mark
    Your animal companion hits harder when you point the way.
    Prerequisites: Animal companion.
    Benefit: Whenever you make a ranged attack against an opponent, your animal companion gains a +2 bonus on all damage rolls and to the save DCs of its strikes against that creature for 1 round.

    Strange Scientist
    Somehow, you manage to fit more power into your Devices than normal.
    Prerequisites: Weird Science class feature, ability to make a Level 3 Device.
    Benefit: Whenever you make a Device with at least two spells of 2nd level or higher, the maximum level of the Device increases by one. For example, a 7th-level Magitechnician with this feat could make a Device with two 2nd-level effects, even though he could normally only make a Level 3 Device.

    Subliminal Tune [Chord]
    You can play your chords so subtly that people don't realize they can hear them.
    Prerequisites: Ability to play a rhythm chord.
    Benefit: Whenever you play a power chord, you can spend an additional daily use of that chord to remove any auditory evidence of the chord being played. Creatures are affected by the chord as normal, but unless they see you play it or some other visual manifestation, they don't know why they are affected.
    Special: You cannot combine the effect of this feat with Amped to the Max or Turn It To 11.

    Super Shiny
    Prerequisites: Shiny, Coherent Light 2d6
    Benefit: Whenever you make a successful attack with your coherent light, you can voluntarily reduce your damage by 1d6. If you do, your opponent must make a Will save (DC 10 + your Cha modifier + the number of d6 of your coherent light) or be dazed for 1 round.

    Tainted Assistant
    Your Laboratory Assistant is much stranger and more terrifying than normal.
    Prerequisites: Laboratory assistant class feature.
    Benefit: You add the following options to the appropriate menus when choosing upgrades for your assistant.
    Spoiler
    Show

    Menu A
    • Lesser Aura of Fear (Su): Creatures within 10 feet of your assistant must make a Will save (DC 5 + 1/2 your assistant's HD) or become shaken for as long as they remain within the aura's range. Creatures that make a successful saving throw against the fear need not make another saving throw unless they leave and re-enter the aura. Anyone whose HD exceed those of the assistant are not affected.
    • Lesser Withering (Ex): Each time a target is struck by the assistant, it must make a Fortitude save (DC 5 + 1/2 the assistant's HD) or take 1 point of ability damage to the ability score chosen by you at the time the upgrade is applied.


    Menu B
    • Aura of Fear (Su): Creatures within 20 feet of the assistant must make a Will save (DC 10 + 1/2 the assistant's HD) or become shaken for as long as they remain within the aura's range. Creatures that make a successful saving throw against the fear need not make another saving throw unless they leave and re-enter the aura. Creatures that fail the saving throw must make an additional saving throw each round that they remain within the aura or instead become frightened for as long as they remain within the aura's range. Anyone whose HD exceed those of the assistant are not affected. If the assistant already had the Lesser Aura of Fear menu A upgrade, this upgrade replaces that one and you may choose an additional menu A upgrade.
    • Putrescence (Su): Any creature struck by the assistant must make a Fortitude save (DC 10 + 1/2 assistant's HD) or contract astral rot (incubation period 1d6 days; damage 1d3 Constitution). Unlike normal diseases, astral rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. Successful saving throws are not sufficient to cure a victim of astral rot.
    • Withering (Ex): Each time a target is struck by the assistant, it must make a Fortitude save (DC 10 + 1/2 the assistant's HD) or take 1d3 points of ability damage to the ability score chosen by you at the time the upgrade is applied. If the assistant already had the Lesser Withering menu A upgrade, this upgrade replaces that one and you may choose an additional menu A upgrade.


    Menu C
    • Greater Aura of Fear (Su): Creatures within 30 feet of your assistant must make a Will save (DC 15 + 1/2 the assistant's HD) or become shaken for as long as they remain within the aura's range. Creatures that make a successful saving throw against the fear need not make another saving throw unless they leave and re-enter the aura. Creatures that fail the saving throw must make an additional saving throw each round that they remain within the aura or instead become panicked for as long as they remain within the aura's range. If the assistant already had the Lesser Aura of Fear or Aura of Fear upgrade, this upgrade replaces that one and you may choose an additional upgrade from the appropriate menu.
    • Greater Withering (Ex): Each time a target is struck by your assistant, it must make a Fortitude save (DC 15 + 1/2 the assistant's HD) or take 1d3 points of ability damage and 1 point of ability drain to the ability score chosen by you at the time the upgrade is applied. If the assistant already had the Lesser Withering or Withering upgrade, this upgrade replaces that one and you may choose an additional upgrade from the appropriate menu.



    Temporal Miser
    You're really good at time-slipping; it's a good time saver.
    Prerequisites: Time-slip class feature.
    Benefit: You can use your time-slip class feature two additional times per day.
    Special: You can select this feat multiple times; the effects stack.

    Throw It Together And Hope It Works
    You can make Weird Science devices very quickly if you have to... they just may not work very well.
    Prerequisites: Weird Science class feature
    Benefit: Once per day, you can make a Weird Science Device in 1 minute/spell level, but it does not automatically activate the first time. The operator must make a DC 25 Use Magic Device check to activate it at all, and each successive activation attempt increases the DC by 5. Each time the operator fails an activation check, there is a cumulative 20% chance (max 100%) that the device is destroyed in the process.
    Normal: Making a Device requires 1 hour per spell level (or less time based on your class features) and activates automatically the first time. Each successive time requires a DC 25 UMD check and the DC increases by 2; the chance to destroy the Device is 10% per failure, max 50%.

    Turn It To 11 [Chord]
    You can play your chords loud enough that people farther away can hear them.
    Prerequisites: Ability to play a rhythm chord.
    Benefit: Whenever you play a power chord, you can spend an additional daily use of that chord to increase its area of effect by 100%.

    Up-Tempo [Chord]
    You can arpeggiate faster than most powerbards. (What the hell does that mean?)
    Prerequisites: Minor arpeggios class feature, Cha 15+.
    Benefit: You can play a minor arpeggio you know as a swift action. You can use this feat a number of times per day equal to your Charisma modifier.
    Normal: Playing a minor arpeggio is a standard action.

    Versatile Dodger
    You are even more versatile than other dodgers. Impressive!
    Prerequisites: Versatility class feature.
    Benefit: The total bonus granted by your versatility class feature is equal to twice your class level. The maximum bonus you can grant to any skill is the number of ranks you have in that skill plus one.
    Normal: The total bonus granted by your versatility class feature is equal to your class level, and you cannot apply a bonus to any given skill larger than the number of ranks you have in that skill.t

    Weird Scientist
    You have a particular knack for Weird Science.
    Prerequisites: Weird Science class feature
    Benefit: You gain a bonus to activate Devices that you create equal to half your Magitechnician minus the total level of the device. This bonus stacks with the normal +5 bonus to activate Devices that you create. For example, a 14th-level Magitechnician activating a Device with one 2nd-level effect and one 1st-level effect would gain a +9 to activate that item (+5 base, +7 - 3).

    Well-versed [Chord]
    You know more chords than your average powerbard.
    Prerequisites: Ability to play a 2nd-level chord.
    Benefit: You learn an additional chord of any level up to one less than the maximum level you can play.
    Special: You can select this feat multiple times, each time selecting the same or a different chord.
    Last edited by sirpercival; 2013-02-03 at 09:26 AM.
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