Saidoro
2011-11-21, 07:09 PM
Danmaku
In war, one should seek to take and hold the high ground. From there, the enemy's movements are clearly visible, and he will struggle just to reach you, let alone fight you. High orbit is the highest ground there is.
Ancient mystically and technologically advanced civilizations have at some point risen on almost every plane, and on almost all of those planes they have fallen, leaving behind artifacts of great power. Among those artifacts there are the Danmaku satellites, grand ships filled with weapons and placed among the stars to watch over the civilization's enemies and strike them down from above. Occasionally someone will find a way to reactivate and communicate with one of these satellites, drawing upon its stored information and using it to rain death upon their foes.
Adventures: Most Danmaku adventure because there are few non-adventuring, non-military uses for an orbital laser cannon.
Characteristics: Most Danmaku will have downloaded the schematics to several mystic tools to give them some versatility, but still their answer to most situation is lasers. If that doesn't work they'll use more lasers.
Alignment: If the campaign world is such that logic and rationality are associated with law Danmaku will tend to be lawful. Otherwise they can come in any alignment whatsoever.
Religion: Every Danmaku holds in their hands the power of a lesser god, a fact which does not tend to encourage faith in anyone but oneself. In spite of this, some Danmaku will choose to worship gods of science or knowledge.
Background: The first step to becoming a Danmaku is building a device capable of sending and recieving signals to an old-tech Satellite and breaking through the satellite's information defenses. From their all they need do is decide that they want to use their new toy.
Races: Warforged are common entrants into this class, they were likely created by the same group that made the satellite and show a certain amount of kinship with the machines. It is also common for any race somehow associated with whatever civilization built the satellites to pursue the path of the Danmaku, for them it is less like discovering something new than it is like relearning old secrets.
Other Classes: Melee types tend to view the Danmaku the same way they would an arcanist when they first meet, though some will come to view them as a fellow weapon-user when the nature of their power is explained. Learned spellcasters like wizards tend to look down on the Danmaku for taking up a source of external power when they could be cultivating an internal one, and Danmaku likewise look down on wizards for taking a difficult path when an easy one is available. Danmaku tend to get along well with warlock, rogues and othe skilled types.
Role: The Danmaku fills the ever-important 'shooting things with lasers' role, their primary class abilities having to do with killing their enemies as quickly as possible. They are also a fairly skilled class, having high skill points per level, a high intelligence and the ability to select whichever skills the party most needs as class skills.
Adaptation: The satellite could easily be something the Danmaku has designed and built himself instead of something they have found and reactivated, especially in campaign settings where magitek is common. Alternately, the Danmaku could be a stellar traveller of some variety how is using the weaponry found on their spaceship.
GAME RULE INFORMATION
Danmaku have the following game statistics.
Abilities: Dexterity and intelligence are the most important scores for a Danmaku, the first deciding her attack modifier with lasers and the second contributing to her saving throw DCs. Constitution is also useful as it contributes to hitpoints and saving throws.
Alignment: Any
Hit Die: d6
Starting Age: As Bard
Starting Gold: As Monk + Communicator, Laser and Omnitools
Class Skills
The Danmaku's class skills (and the key ability for each skill) are Craft(Int), Disable Device(Int), Intimidate(cha), Knowledge(int), Open Lock(Dex), Profession(Wis), Search(Int), Spot(Wis), Use Magic Device(Cha)
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
DANMAKU
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Communicator, Laser 1d6, Space Laser, Omnitools, Magitech, Schematic
2nd|
+1|
+0|
+3|
+0|Beam Spam, Trapfinding
3rd|
+2|
+1|
+3|
+1|Laser 2d6, Schematic
4th|
+3|
+1|
+4|
+1|Beam Jump
5th|
+3|
+1|
+4|
+1|Laser 3d6
6th|
+4|
+2|
+5|
+2|Schematic
7th|
+5|
+2|
+5|
+2|Laser 4d6
8th|
+6/+1|
+2|
+6|
+2|Deep Strike
9th|
+6/+1|
+3|
+6|
+3|Laser 5d6, Schematic
10th|
+7/+2|
+3|
+7|
+3|Sweep, Bunker Buster
11th|
+8/+3|
+3|
+7|
+3|Laser 6d6
12th|
+9/+4|
+4|
+8|
+4|Siege Beam, Schematic
13th|
+9/+4|
+4|
+8|
+4|Laser 7d6
14th|
+10/+5|
+4|
+9|
+4|Beamportation
15th|
+11/+6/+1|
+5|
+9|
+5|Laser 8d6, Schematic
16th|
+12/+7/+2|
+5|
+10|
+5|Paint Target
17th|
+12/+7/+2|
+5|
+10|
+5|Laser 9d6
18th|
+13/+8/+3|
+6|
+11|
+6|Beam Shield, Schematic
19th|
+14/+9/+4|
+6|
+11|
+6|Laser 10d6
20th|
+15/+10/+5|
+6|
+12|
+6|Vaporization Beam[/table]
Class Features
All of the following are class features of the Danmaku.
Weapon and Armor Proficiencies: Danmaku are proficient with all simple weapons and with their lasers. They are proficient in light armor.
Communicator (Ex): The first step in becoming a Danmaku is building a device capable of communicating with their satellite, a task which requires 4 hours work and materials worth 100 gold pieces. The communicator is required to use Beam Jump, any ability involving Space Laser or Siege Beam, and some schematics. The exact appearance and function of the communicator is up to the Danmaku, but they usually have some sort of visual component and always require at least one hand to use. The communicator can be activated using a hand also holding a light weapon or similarly sized object provided the weapon is not used to attack that round and the Danmaku does not need to hold the communicator (so it would need to be attached to their belt or wrist or something.)
Laser (Ex): One of the first things most Danmaku do is look through the satellite's schematics for a way to defend themselves in places where it cannot reach. A Danmaku is able to build a laser gun with one hours work and materials worth 50 gold pieces. The laser gun acts as a light ranged weapon with the damage listed on the above table, a critical threat range of 20x2, and a 30 ft range increment. The lasers can be used by characters other than the Danmaku but only while they are within 30 feet of the Danmaku. Only one laser can be used in any given round, though the Danmaku may possess more than one at a time.
Omnitools (Ex): The Danmaku satellites don't contain only military information, they also held some schematics for wondrous old tech tools. At first level the Danmaku can select two skill which become class skills if they were not already or gain a +1 bonus if they were. Additionally, the Danmaku can produce masterwork tools relevant to those skills with one hours work and materials worth 50 gold pieces. These tools provide a circumstance bonus equal to +2 or half the Danmaku's class level, whichever is higher. Unlike most of their class features, these can be used by people other than the Danmaku, but they exhaust their power supplies and are rendered unusable if away from their creator for more than an hour.
Space Laser (Ex): The Danmaku begins to unlock the satellite's weapon systems, starting with the basic lasers. As a standard action the Danmaku may deal 1d6 damage per class level in a cylinder up to 10 ft + 5ft per 2 class levels in radius and functionally infinite in height. This allows a reflex save to take half damage. The cylinder must be created within 50 feet per class level of the Danmaku. After using this ability the Danmaku must wait 1d4 rounds before using it again. This ability can even be used underground, indoors or on other planes, in which case the satellite fires into a momentary portal and the cylinder is only as high as the ceiling rather than being infinite in height.
Magitech (Ex): Danmaku view magic as a sort of science, and they operate magical items not through force of will or personality but through logical deduction and experimentation. A Danmaku may use their Intelligence modifier in place of their Charisma when making Use Magic Device Checks.
Schematics (Ex): The satellites were designed first and foremost for war, but they also store information about various old tech tools and weapons. At first level, third level, and every three levels thereafter the Danmaku chooses one schematic from the list below and gains the ability to construct the associated device with the listed amount of work and materials.
Beam Spam (Ex): At second level the Danmaku gains Rapid Shot as a bonus feat. If they already have rapid shot they may instead ignore the -2 penalty to attack rolls when using Rapid Shot with their lasers.
Trapfinging (Ex): Beginning at second level, the Danmaku can locate and disarm magic traps and other traps with a find or disable DC over 20.
Beam Jump (Ex): At fourth level the Danmaku has learned the secret of converting herself to pure energy and flinging her new form as a laser. This transformation only lasts for a fraction of a second, but that is enough for some purposes. As a move action the Danmaku can tranfer themselves to an unoccupied square within 10 ft + 5 ft per class level to which they have line of effect. Any creature in the straight line between the Danmaku's origin and destination take damage as though they had been struck by the Danmaku's Laser. This allows a reflex save for half damage. After using this ability the Danmaku must wait 1d4 rounds before using it again.
Multi Beam (Ex): Starting at fourth level the Danmaku can power more than one laser at a time. Any number of lasers can now be used, but for each used in a round beyond the first the damage of all lasers used in that round decreases by 1d6. If this would reduce laser damage to below 1d6 it is reduced to 1d4 instead.
Deep Striking (Ex): At eighth level the Danmaku advances their Beam Jump, allowing them to convert themselves to energy, launch themselves up to their satellite and be sent back down nearby. As a standard action the Danmaku may move to another unoccupied space capable of supporting them within 40 ft per class level. This creates an effect as the Danmaku's Space Laser at both the start and end points which does not harm the Danmaku. After using this ability the Danmaku must wait 4d6 minutes before using it again and 1d4 rounds before using Space Laser or Beam Jump again.
Sweep (Ex): Beginning at tenth level the Danmaku can set their lasers to produce a constant emanation, and use these beams to strike multiple targets. As a standard action the Danmaku can deal damage as their laser in a 300 foot line or a 150 foot cone. This ability can be used at will.
Bunkerbuster (Ex): Starting from tenth level the Danmaku can modify their Space Laser to be especially destructive to Objects. This acts as a normal use of space laser except that it deals 3 times its normal damage to unattended objects and 1.5 times its normal damage to undead and constructs. After using this ability the Danmaku must wait 1d4 minutes before using it again and 1d4 rounds before using space laser again, this ability cannot be used while space laser is unusable.
Siege Beam (Ex): Starting at twelfth level the Danmaku can call down a beam of epic proportions, far more suited for destroying cities than people. As a 2-round action the Danmaku may deal 2d6 damage per class level in a cylinder 30 feet per class level in radius and functionally infinite in height. Characters in the area may make a reflex save to take half damage but evasion and improved evasion cannot reduce the damage to zero on a successful save unless the character in question is within 5 feet of something which was not destroyed by the beam and would give cover against an attack coming from the sky. The beam iis treated as though Bunkerbuster was applied to it for the purpose of damageing objects and such. Unfortunately, this beam cannot be aimed precisely. Instead, the Danmaku should select a point within 300 feet per class level as the intended center and the beam strikes 2d6 time 100 feet in a random direction from that point. After using this ability the Danmaku cannot use it again for 6d6 hours.
Beamportation (Ex): Beginning at fourteenth level the Danmaku can send themselves and others up to their satellite and then send themselves great distances or even between planes at the expense of accuracy. This allows the Danmaku to duplicate Teleport or Plane Shift as the spells except that they are extraordinary and a space laser large enough to encompass all those affected is created at both the start and end points. After using this ability the Danmaku must wait 1d6+1 hours before using it again or one hour if it was only used to transport the Danmaku and up to 50 pounds of goods.
Paint Target (Ex): At sixteenth level the Danmaku unlocks the advanced targeting function of their satellite allowing them to fire their siege beam more accurately. As an action requiring 30 seconds of work the Danmaku may designate a point within 100 feet of themselves. For the next 24 hours they may fire their siege beam at that point and have it strike exactly at that point and not moved in a random direction. This does not render their siege beam usable again if they have already expended it within the last 6d6 hours.
Beam Shield (Ex): At eighteenth level the Danmaku gain the ability to call down a solid wall of laser energy and sustain it over time. As a standard action the Danmaku can designate a number of consecutive five-foot squares equal to their class level. Any creature or object passing through or over or starting their turn in those squares at any height takes 1d6 damage per Danmaku level. The Danmaku may maintain this ability for 1 minute per class level and may not use but may not use Space Laser, Deep Striking, Siege Beam, or Beamportation while doing so, though they may end the shield concurrently with using any of those, leaving no discernible delay between when the shield ended and the next effect took place. After ending this ability the Danmaku must wait 1d4 minutes for each minute it was used before using it again or one minute if it was used for less than a minute.
Vaporization Beam (Ex): At twentieth level the Danmaku unlocks their satellite's most dangerous weapon, the disintegration beam. This acts as a normal use of space laser except that it deals 3d6 damage per Danmaku level and offers a fortitude save to take half damage in addition to the reflex save(if both saves are made it deals one quarter normal damage.) A character with mettle or evasion or their improved versions must succeed on both saves to reduce the beam's damage to zero, though a character with both mettle and evasion may reduce damage to zero with only one successful save. After using this ability the Danmaku must wait 2d6 hours before using it again and 1d4 rounds before using space laser again. This ability cannot be used while Space Laser is unusable.
Schematics:
Composite Armor: A suit of powered armor made of lightweight materials. Mechanically identical to a chain shirt. When worn by the Danmaku the powered elements activate causing the armor to be treated as mithril and have an enhancement bonus of +1 per three Danmaku levels its wearer possesses past the first. Creating this device requires 100 gold in materials and one hour of work. This armor can be enchanted normally, though that bonus does not stack with the one the Danmaku gains while wearing it.
Powered Armor: Requires Composite Armor An enhanced form of the normal armor. Any character wearing it treats their strength score as being 4 higher for calculating encumbrance. Additionally, when worn by the Danmaku the armor's full systems activate, giving its wearer a +2 circumstance bonus to strength, dexterity and constitution.The Danmaku may add powered elements to a suit of armor with materials worth 150 gold and 2 hours of work.
Athlete's armor: Requires Composite Armor This schematic actually includes several modifications only one of which can be applied to a suit of armor at a time. The first is the runner's Armor which grants its wearer the run feat and if worn by the Danmaku improves the wearer's base move speed by 10 feet. The second is the swimmer's armor which grants its wearer a swim speed equal to their base land speed and grants a Danmaku wearing it the ability to breath underwater. The third is the Climber's Armor which grants its wearer a climb speed equal to their base land speed. Applying one of these to a suit of armor requires 100 gold worth of materials and 1 hour of work. The Danmaku can prepare several forms of this enhancement for one suit of armor and switch them out with 15 minutes of work.
Flight Armor: Requires Athlete's Armor or Power Armor An enhancement featuring a combination of jets and discrete wings allowing for flight. This enhancement grants a bonus to jump checks equal to the creator's Danmaku level and if worn by a Danmaku allows them to fly with average maneuverability at a speed equal to their base land speed plus twice their Danmaku level(rounded to the nearest 5 feet). This enhancement requires 300 gold worth of materials and three hours of work to apply to a suit of armor.
Mystic Goggles: This schematic allows the Danmaku to construct a pair of goggles capable of seeing arcane energy or augmenting an existing pair of goggles to do so. Wearing the Goggles allows it's wearer to use Detect Magic as the spell at will. Additionally, a Danmaku can use the goggles to identify magic items as the spell Identify at no cost. A Danmaku of seventh level or higher is treated as being under the effect of Arcane Sight when wearing these goggles. The Danmaku can create a new set of goggles with this effect or add this effect to an existing set of goggles with materials worth 100 gold and 1 hour of work.
Spiritual Goggles: This schematic allows the Danmaku to construct a pair of goggles capable of seeing spiritual energy or augmenting an existing pair of goggles to do so. The goggles enable their wearers to use Detect Evil, Detect Good, Detect Chaos, Detect Law and Detect Undead as the spells at will. A Danmaku wearing these goggles instead constantly recieves information as though using the spell in whichever direction they are facing for 1 round and may concentrate on any area with any of the spells as a swift action instead of a standard action. The Danmaku can create a new set of goggles with this effect or add this effect to an existing set of goggles with materials worth 100 gold and 1 hour of work.
Piercing Goggles: Requires Danmaku Level 3 This schematic allows the Danmaku to construct a pair of goggles capable of seeing through magical concealment or augmenting an existing pair of goggles to do so. Any character wearing these goggles gets a +3 bonus to will saves against illusions. Additionally, A Danmaku of fourth level or higher is treated as constantly under the effects of see invisibility, and a Danmaku of eleventh level or higher is constantly treated as being under the effects of true seeing. The Danmaku can create a new set of goggles with this effect or add this effect to an existing set of goggles with materials worth 200 gold and 2 hours of work.
Far sight: Requires Danmaku level 6 A Danmaku with access to this schematic can use their communicator to use Clairaudience/Clairvoyance as the spell at will. This schematic does not require any additional devices but it does require use of the Danmaku's Communicator.
Reposting this from the base class challenge, hoping to get some PEACHes and possibly to diagnose what made the playground so violently allergic to it.
Planned Changes:
MOAR Schematics. Ideas so far:
-Something to make little robots to scout for you
-Invisibility field
-Shields of some sort or another
-Some sort of vehicle thing probably
If you have any other ideas for schematics feel free to mention them
Rebalancing of schematics, the ones I have up were haphazardly thrown together at the last minute. Specifically, the goggles aren't very good and far the flight augment is probably the best by far.
Possibly create some sort of energy system which determines how powerful your gear is and how much you can use. Basically you'd have a pool of points based on your level and each piece of equipment would have a certain point cost while in use with some having variable costs. Anyone could use the equipment as long as it was powered and within range of the Danmaku. (Or rather, within range of the Communicator which doesn't work when someone besides the Danmaku tries to use it.
Changes:
Added reflex save to Space laser
Added Reflex save to Beam Jump
Space laser range now only 50 ft per class level from 100+500/level
Disintegration beam reduced to 3d6 damage per level from 4d6
In war, one should seek to take and hold the high ground. From there, the enemy's movements are clearly visible, and he will struggle just to reach you, let alone fight you. High orbit is the highest ground there is.
Ancient mystically and technologically advanced civilizations have at some point risen on almost every plane, and on almost all of those planes they have fallen, leaving behind artifacts of great power. Among those artifacts there are the Danmaku satellites, grand ships filled with weapons and placed among the stars to watch over the civilization's enemies and strike them down from above. Occasionally someone will find a way to reactivate and communicate with one of these satellites, drawing upon its stored information and using it to rain death upon their foes.
Adventures: Most Danmaku adventure because there are few non-adventuring, non-military uses for an orbital laser cannon.
Characteristics: Most Danmaku will have downloaded the schematics to several mystic tools to give them some versatility, but still their answer to most situation is lasers. If that doesn't work they'll use more lasers.
Alignment: If the campaign world is such that logic and rationality are associated with law Danmaku will tend to be lawful. Otherwise they can come in any alignment whatsoever.
Religion: Every Danmaku holds in their hands the power of a lesser god, a fact which does not tend to encourage faith in anyone but oneself. In spite of this, some Danmaku will choose to worship gods of science or knowledge.
Background: The first step to becoming a Danmaku is building a device capable of sending and recieving signals to an old-tech Satellite and breaking through the satellite's information defenses. From their all they need do is decide that they want to use their new toy.
Races: Warforged are common entrants into this class, they were likely created by the same group that made the satellite and show a certain amount of kinship with the machines. It is also common for any race somehow associated with whatever civilization built the satellites to pursue the path of the Danmaku, for them it is less like discovering something new than it is like relearning old secrets.
Other Classes: Melee types tend to view the Danmaku the same way they would an arcanist when they first meet, though some will come to view them as a fellow weapon-user when the nature of their power is explained. Learned spellcasters like wizards tend to look down on the Danmaku for taking up a source of external power when they could be cultivating an internal one, and Danmaku likewise look down on wizards for taking a difficult path when an easy one is available. Danmaku tend to get along well with warlock, rogues and othe skilled types.
Role: The Danmaku fills the ever-important 'shooting things with lasers' role, their primary class abilities having to do with killing their enemies as quickly as possible. They are also a fairly skilled class, having high skill points per level, a high intelligence and the ability to select whichever skills the party most needs as class skills.
Adaptation: The satellite could easily be something the Danmaku has designed and built himself instead of something they have found and reactivated, especially in campaign settings where magitek is common. Alternately, the Danmaku could be a stellar traveller of some variety how is using the weaponry found on their spaceship.
GAME RULE INFORMATION
Danmaku have the following game statistics.
Abilities: Dexterity and intelligence are the most important scores for a Danmaku, the first deciding her attack modifier with lasers and the second contributing to her saving throw DCs. Constitution is also useful as it contributes to hitpoints and saving throws.
Alignment: Any
Hit Die: d6
Starting Age: As Bard
Starting Gold: As Monk + Communicator, Laser and Omnitools
Class Skills
The Danmaku's class skills (and the key ability for each skill) are Craft(Int), Disable Device(Int), Intimidate(cha), Knowledge(int), Open Lock(Dex), Profession(Wis), Search(Int), Spot(Wis), Use Magic Device(Cha)
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
DANMAKU
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Communicator, Laser 1d6, Space Laser, Omnitools, Magitech, Schematic
2nd|
+1|
+0|
+3|
+0|Beam Spam, Trapfinding
3rd|
+2|
+1|
+3|
+1|Laser 2d6, Schematic
4th|
+3|
+1|
+4|
+1|Beam Jump
5th|
+3|
+1|
+4|
+1|Laser 3d6
6th|
+4|
+2|
+5|
+2|Schematic
7th|
+5|
+2|
+5|
+2|Laser 4d6
8th|
+6/+1|
+2|
+6|
+2|Deep Strike
9th|
+6/+1|
+3|
+6|
+3|Laser 5d6, Schematic
10th|
+7/+2|
+3|
+7|
+3|Sweep, Bunker Buster
11th|
+8/+3|
+3|
+7|
+3|Laser 6d6
12th|
+9/+4|
+4|
+8|
+4|Siege Beam, Schematic
13th|
+9/+4|
+4|
+8|
+4|Laser 7d6
14th|
+10/+5|
+4|
+9|
+4|Beamportation
15th|
+11/+6/+1|
+5|
+9|
+5|Laser 8d6, Schematic
16th|
+12/+7/+2|
+5|
+10|
+5|Paint Target
17th|
+12/+7/+2|
+5|
+10|
+5|Laser 9d6
18th|
+13/+8/+3|
+6|
+11|
+6|Beam Shield, Schematic
19th|
+14/+9/+4|
+6|
+11|
+6|Laser 10d6
20th|
+15/+10/+5|
+6|
+12|
+6|Vaporization Beam[/table]
Class Features
All of the following are class features of the Danmaku.
Weapon and Armor Proficiencies: Danmaku are proficient with all simple weapons and with their lasers. They are proficient in light armor.
Communicator (Ex): The first step in becoming a Danmaku is building a device capable of communicating with their satellite, a task which requires 4 hours work and materials worth 100 gold pieces. The communicator is required to use Beam Jump, any ability involving Space Laser or Siege Beam, and some schematics. The exact appearance and function of the communicator is up to the Danmaku, but they usually have some sort of visual component and always require at least one hand to use. The communicator can be activated using a hand also holding a light weapon or similarly sized object provided the weapon is not used to attack that round and the Danmaku does not need to hold the communicator (so it would need to be attached to their belt or wrist or something.)
Laser (Ex): One of the first things most Danmaku do is look through the satellite's schematics for a way to defend themselves in places where it cannot reach. A Danmaku is able to build a laser gun with one hours work and materials worth 50 gold pieces. The laser gun acts as a light ranged weapon with the damage listed on the above table, a critical threat range of 20x2, and a 30 ft range increment. The lasers can be used by characters other than the Danmaku but only while they are within 30 feet of the Danmaku. Only one laser can be used in any given round, though the Danmaku may possess more than one at a time.
Omnitools (Ex): The Danmaku satellites don't contain only military information, they also held some schematics for wondrous old tech tools. At first level the Danmaku can select two skill which become class skills if they were not already or gain a +1 bonus if they were. Additionally, the Danmaku can produce masterwork tools relevant to those skills with one hours work and materials worth 50 gold pieces. These tools provide a circumstance bonus equal to +2 or half the Danmaku's class level, whichever is higher. Unlike most of their class features, these can be used by people other than the Danmaku, but they exhaust their power supplies and are rendered unusable if away from their creator for more than an hour.
Space Laser (Ex): The Danmaku begins to unlock the satellite's weapon systems, starting with the basic lasers. As a standard action the Danmaku may deal 1d6 damage per class level in a cylinder up to 10 ft + 5ft per 2 class levels in radius and functionally infinite in height. This allows a reflex save to take half damage. The cylinder must be created within 50 feet per class level of the Danmaku. After using this ability the Danmaku must wait 1d4 rounds before using it again. This ability can even be used underground, indoors or on other planes, in which case the satellite fires into a momentary portal and the cylinder is only as high as the ceiling rather than being infinite in height.
Magitech (Ex): Danmaku view magic as a sort of science, and they operate magical items not through force of will or personality but through logical deduction and experimentation. A Danmaku may use their Intelligence modifier in place of their Charisma when making Use Magic Device Checks.
Schematics (Ex): The satellites were designed first and foremost for war, but they also store information about various old tech tools and weapons. At first level, third level, and every three levels thereafter the Danmaku chooses one schematic from the list below and gains the ability to construct the associated device with the listed amount of work and materials.
Beam Spam (Ex): At second level the Danmaku gains Rapid Shot as a bonus feat. If they already have rapid shot they may instead ignore the -2 penalty to attack rolls when using Rapid Shot with their lasers.
Trapfinging (Ex): Beginning at second level, the Danmaku can locate and disarm magic traps and other traps with a find or disable DC over 20.
Beam Jump (Ex): At fourth level the Danmaku has learned the secret of converting herself to pure energy and flinging her new form as a laser. This transformation only lasts for a fraction of a second, but that is enough for some purposes. As a move action the Danmaku can tranfer themselves to an unoccupied square within 10 ft + 5 ft per class level to which they have line of effect. Any creature in the straight line between the Danmaku's origin and destination take damage as though they had been struck by the Danmaku's Laser. This allows a reflex save for half damage. After using this ability the Danmaku must wait 1d4 rounds before using it again.
Multi Beam (Ex): Starting at fourth level the Danmaku can power more than one laser at a time. Any number of lasers can now be used, but for each used in a round beyond the first the damage of all lasers used in that round decreases by 1d6. If this would reduce laser damage to below 1d6 it is reduced to 1d4 instead.
Deep Striking (Ex): At eighth level the Danmaku advances their Beam Jump, allowing them to convert themselves to energy, launch themselves up to their satellite and be sent back down nearby. As a standard action the Danmaku may move to another unoccupied space capable of supporting them within 40 ft per class level. This creates an effect as the Danmaku's Space Laser at both the start and end points which does not harm the Danmaku. After using this ability the Danmaku must wait 4d6 minutes before using it again and 1d4 rounds before using Space Laser or Beam Jump again.
Sweep (Ex): Beginning at tenth level the Danmaku can set their lasers to produce a constant emanation, and use these beams to strike multiple targets. As a standard action the Danmaku can deal damage as their laser in a 300 foot line or a 150 foot cone. This ability can be used at will.
Bunkerbuster (Ex): Starting from tenth level the Danmaku can modify their Space Laser to be especially destructive to Objects. This acts as a normal use of space laser except that it deals 3 times its normal damage to unattended objects and 1.5 times its normal damage to undead and constructs. After using this ability the Danmaku must wait 1d4 minutes before using it again and 1d4 rounds before using space laser again, this ability cannot be used while space laser is unusable.
Siege Beam (Ex): Starting at twelfth level the Danmaku can call down a beam of epic proportions, far more suited for destroying cities than people. As a 2-round action the Danmaku may deal 2d6 damage per class level in a cylinder 30 feet per class level in radius and functionally infinite in height. Characters in the area may make a reflex save to take half damage but evasion and improved evasion cannot reduce the damage to zero on a successful save unless the character in question is within 5 feet of something which was not destroyed by the beam and would give cover against an attack coming from the sky. The beam iis treated as though Bunkerbuster was applied to it for the purpose of damageing objects and such. Unfortunately, this beam cannot be aimed precisely. Instead, the Danmaku should select a point within 300 feet per class level as the intended center and the beam strikes 2d6 time 100 feet in a random direction from that point. After using this ability the Danmaku cannot use it again for 6d6 hours.
Beamportation (Ex): Beginning at fourteenth level the Danmaku can send themselves and others up to their satellite and then send themselves great distances or even between planes at the expense of accuracy. This allows the Danmaku to duplicate Teleport or Plane Shift as the spells except that they are extraordinary and a space laser large enough to encompass all those affected is created at both the start and end points. After using this ability the Danmaku must wait 1d6+1 hours before using it again or one hour if it was only used to transport the Danmaku and up to 50 pounds of goods.
Paint Target (Ex): At sixteenth level the Danmaku unlocks the advanced targeting function of their satellite allowing them to fire their siege beam more accurately. As an action requiring 30 seconds of work the Danmaku may designate a point within 100 feet of themselves. For the next 24 hours they may fire their siege beam at that point and have it strike exactly at that point and not moved in a random direction. This does not render their siege beam usable again if they have already expended it within the last 6d6 hours.
Beam Shield (Ex): At eighteenth level the Danmaku gain the ability to call down a solid wall of laser energy and sustain it over time. As a standard action the Danmaku can designate a number of consecutive five-foot squares equal to their class level. Any creature or object passing through or over or starting their turn in those squares at any height takes 1d6 damage per Danmaku level. The Danmaku may maintain this ability for 1 minute per class level and may not use but may not use Space Laser, Deep Striking, Siege Beam, or Beamportation while doing so, though they may end the shield concurrently with using any of those, leaving no discernible delay between when the shield ended and the next effect took place. After ending this ability the Danmaku must wait 1d4 minutes for each minute it was used before using it again or one minute if it was used for less than a minute.
Vaporization Beam (Ex): At twentieth level the Danmaku unlocks their satellite's most dangerous weapon, the disintegration beam. This acts as a normal use of space laser except that it deals 3d6 damage per Danmaku level and offers a fortitude save to take half damage in addition to the reflex save(if both saves are made it deals one quarter normal damage.) A character with mettle or evasion or their improved versions must succeed on both saves to reduce the beam's damage to zero, though a character with both mettle and evasion may reduce damage to zero with only one successful save. After using this ability the Danmaku must wait 2d6 hours before using it again and 1d4 rounds before using space laser again. This ability cannot be used while Space Laser is unusable.
Schematics:
Composite Armor: A suit of powered armor made of lightweight materials. Mechanically identical to a chain shirt. When worn by the Danmaku the powered elements activate causing the armor to be treated as mithril and have an enhancement bonus of +1 per three Danmaku levels its wearer possesses past the first. Creating this device requires 100 gold in materials and one hour of work. This armor can be enchanted normally, though that bonus does not stack with the one the Danmaku gains while wearing it.
Powered Armor: Requires Composite Armor An enhanced form of the normal armor. Any character wearing it treats their strength score as being 4 higher for calculating encumbrance. Additionally, when worn by the Danmaku the armor's full systems activate, giving its wearer a +2 circumstance bonus to strength, dexterity and constitution.The Danmaku may add powered elements to a suit of armor with materials worth 150 gold and 2 hours of work.
Athlete's armor: Requires Composite Armor This schematic actually includes several modifications only one of which can be applied to a suit of armor at a time. The first is the runner's Armor which grants its wearer the run feat and if worn by the Danmaku improves the wearer's base move speed by 10 feet. The second is the swimmer's armor which grants its wearer a swim speed equal to their base land speed and grants a Danmaku wearing it the ability to breath underwater. The third is the Climber's Armor which grants its wearer a climb speed equal to their base land speed. Applying one of these to a suit of armor requires 100 gold worth of materials and 1 hour of work. The Danmaku can prepare several forms of this enhancement for one suit of armor and switch them out with 15 minutes of work.
Flight Armor: Requires Athlete's Armor or Power Armor An enhancement featuring a combination of jets and discrete wings allowing for flight. This enhancement grants a bonus to jump checks equal to the creator's Danmaku level and if worn by a Danmaku allows them to fly with average maneuverability at a speed equal to their base land speed plus twice their Danmaku level(rounded to the nearest 5 feet). This enhancement requires 300 gold worth of materials and three hours of work to apply to a suit of armor.
Mystic Goggles: This schematic allows the Danmaku to construct a pair of goggles capable of seeing arcane energy or augmenting an existing pair of goggles to do so. Wearing the Goggles allows it's wearer to use Detect Magic as the spell at will. Additionally, a Danmaku can use the goggles to identify magic items as the spell Identify at no cost. A Danmaku of seventh level or higher is treated as being under the effect of Arcane Sight when wearing these goggles. The Danmaku can create a new set of goggles with this effect or add this effect to an existing set of goggles with materials worth 100 gold and 1 hour of work.
Spiritual Goggles: This schematic allows the Danmaku to construct a pair of goggles capable of seeing spiritual energy or augmenting an existing pair of goggles to do so. The goggles enable their wearers to use Detect Evil, Detect Good, Detect Chaos, Detect Law and Detect Undead as the spells at will. A Danmaku wearing these goggles instead constantly recieves information as though using the spell in whichever direction they are facing for 1 round and may concentrate on any area with any of the spells as a swift action instead of a standard action. The Danmaku can create a new set of goggles with this effect or add this effect to an existing set of goggles with materials worth 100 gold and 1 hour of work.
Piercing Goggles: Requires Danmaku Level 3 This schematic allows the Danmaku to construct a pair of goggles capable of seeing through magical concealment or augmenting an existing pair of goggles to do so. Any character wearing these goggles gets a +3 bonus to will saves against illusions. Additionally, A Danmaku of fourth level or higher is treated as constantly under the effects of see invisibility, and a Danmaku of eleventh level or higher is constantly treated as being under the effects of true seeing. The Danmaku can create a new set of goggles with this effect or add this effect to an existing set of goggles with materials worth 200 gold and 2 hours of work.
Far sight: Requires Danmaku level 6 A Danmaku with access to this schematic can use their communicator to use Clairaudience/Clairvoyance as the spell at will. This schematic does not require any additional devices but it does require use of the Danmaku's Communicator.
Reposting this from the base class challenge, hoping to get some PEACHes and possibly to diagnose what made the playground so violently allergic to it.
Planned Changes:
MOAR Schematics. Ideas so far:
-Something to make little robots to scout for you
-Invisibility field
-Shields of some sort or another
-Some sort of vehicle thing probably
If you have any other ideas for schematics feel free to mention them
Rebalancing of schematics, the ones I have up were haphazardly thrown together at the last minute. Specifically, the goggles aren't very good and far the flight augment is probably the best by far.
Possibly create some sort of energy system which determines how powerful your gear is and how much you can use. Basically you'd have a pool of points based on your level and each piece of equipment would have a certain point cost while in use with some having variable costs. Anyone could use the equipment as long as it was powered and within range of the Danmaku. (Or rather, within range of the Communicator which doesn't work when someone besides the Danmaku tries to use it.
Changes:
Added reflex save to Space laser
Added Reflex save to Beam Jump
Space laser range now only 50 ft per class level from 100+500/level
Disintegration beam reduced to 3d6 damage per level from 4d6