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Orzel
2011-12-16, 12:34 PM
"I'm here. And here. Here and here too" -Quokin, truant of the world

Sometimes it feels like the world forget about you. For a truant, this is always true. A truant is a person that the Material Plane has let go of and allows to slip into the other planes it coexist with. A truant partial exists on the Material, Astral, Shadow, and Ethereal planes all at once. Not only that, they drag some of each plane everywhere they go.

The cause of truancy is unknown to most. Some say it is cause by exposure to greater teleport, plane shift, teleport, or shadow walk spells. However some gain it after near death experiences. Either way, truancy alters the being's life forever and even more if embraced.


The Truant

Abilities: The most important characteristic for a truant is a strong Constitution. A truant's Constitution determines the amount of times she can shift to the other planes. A high Strength score ensures that her weapon attacks will often hit and aid in grappling. Good Dexterity is lowers her chance of being hit and boost their poor reflexes.

Races: Truants can come from any race. Truancy is usually an accident. However, the strain of being in four planes is tough on both body and mind. Usually being inflicted with truancy need to value life, health or a strong mind in order to risk using their bodies. Typical truant are from races that do not shy form adventure like humans and

Alignment: Truancy knows no limits, and truants can come from any alignment. However the detachment from the Material Plane tends to cause truants to embrace the freedom of the new dimensions or adopt strict code to not get lost within the transitive planes Truant tend to be chaotic or lawful; rarely neutral.

Starting Age: As sorcerer.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2| Shift Half Astral

2nd|
+1|
+2|
+0|
+3|Planar Resistance, Truant Senses

3rd|
+2|
+3|
+1|
+3| Blur 1/day, Truant Escape (Freedom of Movement)

4th|
+3|
+4|
+1|
+4|Truant Grab

5th|
+3|
+4|
+1|
+4|Shift Half Ethereal

6th|
+4|
+5|
+2|
+5|Shift Half Shadow

7th|
+5|
+5|
+2|
+5|Blur 2/day

8th|
+6/ +1|
+6|
+2|
+6|

9th|
+6/+1|
+6|
+3|
+6| Plane Jump 20ft

10th|
+7/+2|
+7|
+3|
+7|Shift Full Shadow

11th|
+8/+3|
+7|
+3|
+7|Blur 3/day

12th|
+9/+4|
+8|
+4|
+8|Plane Jump 40ft

13th|
+9/+4|
+8|
+4|
+8| Shift Full Ethereal

14th|
+10/+5|
+9|
+4|
+9|

15th|
+11/+6/+1|
+9|
+5|
+9|Blur 4/day, Plane Jump 80ft

16th|
+12/+7/+2|
+10|
+5|
+10|

17th|
+12/+7/+2|
+10|
+5|
+10| Shift Full Astral

18th|
+13/+8/+3|
+11|
+6|
+11| Plane Jump 160ft

19th|
+14/+9/+4|
+11|
+6|
+11|Blur 5/day, Truant Escape (Freedom)
20th|
+15/+10/+5|
+12|
+6|
+12|Four Plane Touch
[/table]


Alignment: Any Alignment

Hit Die: d8

The Truant's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (The planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), and Spot (Wis).

Skill Points at First Level: (4 + Int modifier) x4

Skill Points at Each Additional Level: 4 + Int modifier

Weapon and Armor Proficiency
Truant are proficient in the use of all simple weapons, light armor, and shields.

Shift Half Astral
A truant can quickly shift between the Material Plane and the Astral Plane. A layer of ectoplasm rapidly appears and disappears around her body. This grants her a bonus to her AC equal to her Constitution and Blindsense out 30ft.

A truant can shift to the Astral Plane for a number of rounds per day equal to her Constitution modifier plus her truant level and she can spread this time out among several uses. Shifting this way is a standard action.

Planar resistance (Su)
Due to contact brushing with ghosts, wraiths and devourers, at the 2nd level, a truant is immune to energy drain.

Truant Senses
Being in four places at once allow a truant to see the wold in a different way. A truant can see ethereal creatures normal and may attack them normally. Also a truant gains a +10 bonus to Spot and Listen check to notice the presence of invisible creatures

Blur (Sp)
At the 3rd level, a truant can shift her body rapidly between planes once per day. Treat the truant as if under the effects of the blur spell done by a caster . She can use this ability one additional time per day for every four levels after the 3rd (twice per day at 7th, three times at 11th, and so forth).

Truant Escape (Sp)
At the 3rd level, a truant can momentarily shift between two planes as a standard action. Treat the truant as if until the freedom of movement spell for one round. Doing this uses one round of time shifted between one of her planes.

If the effect restriction movement is fully or partially with another plane, the truant cannot use that plane to grant escape.

At the 19th level, the truant may choose to be freed by an effect similar to the freedom spell instead.

Truant Grab (Sp)
The touch of a truant is toxic to the mind. At the 4th level, creatures grappled by a truant cannot cast spells or use psionics easy and must make a Will save (10 + half the truant's level + her Constitution Moodier) to even attempt doing so. A truant suppress this as a free action.

Shift Half Ethereal (Su)
At the 5th level, a truant can quickly shift between the Material Plane and the Ethereal Plane. She winks in and out of sight as if under the effect of the blink spell. In addition you may strike incorporeal and ethereal creatures normally.

A truant can shift to the Ethereal Plane for a number of rounds per day equal to her Constitution modifier plus her truant level and she can spread this time out among several uses. Shifting this way is a standard action.

Shift Half Shadow (Su)
At the 6th level, a truant can partially shifts between the Material Plane and the Plane of Shadow. In any condition of illumination other than full daylight, the truant will disappear into the shadows, giving it full concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

A truant can shift to the Plane of Shadows for a number of rounds per day equal to her Constitution modifier plus her truant level and she can spread this time out among several uses. Shifting this way is a standard action.

Plane Jump (Sp)
At 9th level, a truant gains the ability to travel between planes as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow, within 5ft of a conscious mind of at least 3 Intelligence, or within 10ft of a ghost or wraith.

A truant can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every 3 levels higher than 9th, the distance a truant can jump each day doubles (40 feet at 12th, 80 feet at 15th, and 160 feet at 18th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

Shift Full Shadow (Su)
At the 10th level, a truant can fully shift between the Material Plane and the Plane of Shadow. In addition the truant to the benefits of being half shifted to the Plane of Shadow, she gains damage reduction 10/magic and darkvision out to 60 feet.

A truant also can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow and in any condition of illumination other than full daylight, a truant can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow

Shift Full Ethereal (Su)
At the 13th level, a truant can fully shift between the Material Plane and the Ethereal Plane. Instead of being under the effects of the blink spell, she may become ethereal during this time.

Long Truancy (Sp)
At the 15th level, a truant can travel to the Astral Plane, the Plane of Shadow or the Ethereal Plane and the Material Plane a number of times per day equal to her Constitution modifier. Traveling this way is a standard action.

A truant can bring the other willing creatures with her, provided that these subjects are touching her when this is done. Each additional person counts toward her daily uses of Long Truancy.

Shift Full Astral (Su)
At the 17th level, a truant can fully shift between the Material Plane and the Astral Plane. This ability’s effect is identical to that of the astral projection spell and may be employed once per day.

In order, to fully shift to the Astral Plane, the truant must not have shifted there within the last 24 hours. This is because shifting to the Astral plane uses all of the truant's ability to shift there for the day.

Four Plane Touch (Su)
At the 17th level, a truant can touch a creature through all four planes she travels though. The truant makes a special unarmed touch attack deals 1d6 points of damage, 1d4 Constitution damage, 1d4 Strength damage, and 1d4 Wisdom damage as the target's mind and body is violently shifted between the four transitive planes. Using this touch uses four round of being shifted in every plane.

Creature touched by the truant this way are considered grappled for the effects of Truant Grab.

Against ethereal and incorporeal opponents, a truant adds her Strength modifier to her attack roll. Against nonethereal nonincorporal opponents, it adds its Dexterity modifier to attack roll. Creatures under the effects of dimensional anchor or dimensional lock (or similar effects) are immune to the ability damage. Mindless creatures and creatures under the effects of mind blank (or similar effects) are immune to the Wisdom damage.

Orzel
2011-12-19, 01:04 PM
I might as well add the prestige class.
Even though it uses a homebrew casting system.

Shade Absentee

Hit Die: d6

Requirements
To qualify to become a shade absentee, a character must fulfill all the following criteria.

Skills
Forgery 4 ranks, Knowledge (the plane) 8 ranks.

Feats
Endurance

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2| Shift Half Shadow

2nd|
+1|
+2|
+0|
+3| Shadow Regulation

3rd|
+2|
+3|
+1|
+3|Shade Form

4th|
+3|
+4|
+1|
+4|

5th|
+3|
+4|
+1|
+4|Shift Full Shadow

6th|
+4|
+5|
+2|
+5|

7th|
+5|
+5|
+2|
+5|Full Shade Form

8th|
+6/ +1|
+6|
+2|
+6|

9th|
+6/+1|
+6|
+3|
+6|

10th|
+7/+2|
+7|
+3|
+7|[/table]

Class Skills

The shade absentee’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Knowledge (the planes) (Int), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), and Spot (Wis)

Skill Points at Each Level

6 + Int modifier.
Class Features

All of the following are features of the shade absentee prestige class.

Weapon and Armor Proficiency

Shade Absentee gain no proficiency with any weapon or armor.

Shift Half Shadow (Su)
A shade absentee can partially shift between the Material Plane and the Plane of Shadow. In any condition of illumination other than full daylight, the shade absentee will disappear into the shadows, giving it full concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

A shade absentee can shift to the Plane of Shadows for a number of rounds per day equal to her Constitution modifier plus her shade absentee level and she can spread this time out among several uses. If a character gains uncanny dodge from a second class, her usages from the second class stacks. Shifting this way is a standard action.

Shadow Regulations (Su)
At the 2nd level, a shade absentee can pull the energy directly from the Plane of Shadows using her body as a conduit. The shade absentee gains a focus of shadow and can direct regulations.

A shade absentee can only control a number of focus points equal to 5 + his Constitution modifier. They can be either open, readied, or committed. As a move action, a shade absentee can covert a number of focus points from one phase to another equal to their Charisma modifier (minimum 1).

Anything created by shade absentee's focus of shadows are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength.

Any creature that interacts with or damaged by a foci object, force, or creature can make a Will save to recognize its true nature.

Each disbelieving creature takes only one-fifth (20%) damage from any attack made by the shadow focus. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to shade absentee (10 + the shade absentee's level + her Constitution modifier). In addition, any effect created by shadow conjuration does not allow spell resistance, even if the spell it is simulating does. Shadow objects or substances have normal effects except against those who disbelieve them. Against disbelievers, they are 20% likely to work.

A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are one-fifth as large.

A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms.

Objects automatically succeed on their Will saves against this spell.

A shade absentee need not prepare his regulations in advance. She can direct any regulation she knows at any time, assuming she has enough focus points in the correct phase as the regulation requires.

The shade absentee starts with 4 regulations of their choice. At the 2nd level and every level afterward, the shade absentee' may learn an additional regulation.


Information on Regulations:
Each regulation has a cost and a result value. The Cost value determines how many focus point will change phase and from which phase. The regulator must has enough focus points of the correct phase to start a regulation. The Result value shows which phase the points in the cost become. If the cost value is listed as X, the regulator can use any number of available focus points of that phase.

Some items created with by changing readied points to committed points are solid objects or enhancements to other regulations. These objects and enhancements require committed points of focus to remain solid. Should the sum of a regulator's committed points even be less than the sum of result values of the created objects and enhancements, the regulator must immediately dismiss some of his objects to retain the balance. Doing this a free action.

Shade Form (Su)
At the 3th level, if the shade absentee has at least 5 readied points of shadow focus, she may shift into shadow without spending any of her daily usage to Shift Half Shadow.

Shift Full Shadow (Su)
At the 5th level, a shade absentee can fully shift between the Material Plane and the Plane of Shadow. In addition the truant to the benefits of being half shifted to the Plane of Shadow, she gains damage reduction 10/magic and darkvision out to 60 feet.

A shade absentee also can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow and in any condition of illumination other than full daylight, a truant can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Full Shade Form (Su)
At the 7th level, if the shade absentee has at least 7 readied points of shadow focus, she may shift into shadow without spending any of her daily usage to Shift Full Shadow.

Shade absentee's Regulations list:

Ray Regulation
Cost: 3 Readied
Result: 3 Committed
Regulating Time: 1 standard action
Range: 25ft
Save: None

A ray of energy projects from your pointing fingers. You must make ranged touch attack to deal 1d6 damage per 2 regulator level (minimum 1d6)

Splash Regulation
Cost: 3 Open
Result: 3 Readied
Area: Cone shaped burst
Regulating Time: 1 standard action
Range: 10ft
Save: Reflex halves

A cone of energy shoots from your palms or mouth. Any creature in the area of the blast takes 1d6 damage per 2 regulator level (minimum 1d6).

Fist Regulation
Cost: 4 Readied
Result: Committed
Regulating Time: 1 standard action
Range: touch
Save: Reflex halves

You hands swirls with energy. You must succeed with a melee touch attack to deal 1d4 damage per regulator level.

Ball Regulation
Cost: 5 Readied
Result: Committed
Regulating Time: 1 standard action
Range: 30ft
Area: 20-ft.-radius spread
Save: Reflex halves

You eject an explosion of energy that detonates with a low roar and deals 1d6 points of damage per 2 regulator level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure

Storm Regulation

Cost: 5 Open
Result: Readied
Regulating Time: 1 standard action
Range: 30ft
Area: Two 10-ft. cubes per level in a spread
Save: Reflex halves
Any other creature within the area takes 1d6 points of damage per 5 regulator levels (maximum 4d6).

Conjuration Regulation

Cost: 4 Readied
Result: Committed
Regulating Time: 1 standard action
Range: Varies (as spell)
Save: Varies (as spell)

You use matter from the Plane of Shadow to a quasi-real, illusory version of any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 2rd level or lower with a casting time of a standard action or less.

Evocation Regulation

Cost: 4 Readied
Result: Committed
Regulating Time: 1 standard action
Range: Varies (as spell)
Save: Varies (as spell)

You use matter from the Plane of Shadow to a quasi-real, illusory version of any sorcerer or wizard evocation spell of 3rd level or lower with a casting time of a standard action or less.

Illusion Regulation
Evocation
Cost: 4 Readied
Result: Committed
Regulating Time: 1 standard action
Range: Varies (as spell)
Save: Varies (as spell)

You use matter from the Plane of Shadow to a quasi-real, illusory version of any sorcerer or wizard illusion (figment), Illusion (glamer), or illusion (pattern) spell of 3rd level or lower with a casting time of a standard action or less.


Construct Regulation
Cost: 4 Readied
Result: 4 Committed
Regulating Time: 1 Standard action
Range: 10 ft
Save: none

You create a construct made of your focus. The Construct has a number of HD up to 1/2 your regulator level. It is a generic small or medium construct which has 10-sided Hit Dice, base attack bonus equal to ¾ total Hit Dice (as cleric), no good saving throws, a land speed of 30 feet, and no skill points. It's starting ability scores are Str 15, Dex 15, Con Ø, Int Ø, Wis 11, Cha 10. Focus constructs can be given feats but only feats you know.

As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The focus construct is instantly destroyed if the regulation ends.

Focus constructs are not summoned normally; they are created on the plane you inhabit (using from your own focus). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders.

Blade Regulation
Cost: X Readied
Result: X Committed
Regulating Time: 1 Standard action
Range: 0 ft
Save: none

You create a dagger made of your focus. For every point of focus greater than 1 used in this regulation, the dagger gains an +1 enhancement bonus as if it were magic.

Weapon Regulation
Cost: X Readied
Result: X Committed
Regulating Time: 1 Standard action
Range: 0 ft
Save: none

You create a weapon or 50 pieces of ammunition made of your focus. For every point of focus greater than 3 used in this regulation, the weapon or ammunition gains an +1 enhancement bonus as if it were magic.

Armor Regulation
Cost: X Readied
Result: X Committed
Regulating Time: 1 Standard action
Range: 0 ft
Save: none

You create a piece of armor or shield made of your focus. For every point of focus greater than 3 used in this regulation, the armor or shield gains an +1 enhancement bonus as if it were magic.

Construction Regulation
Cost: 3 Readied
Result: Committed
Regulating Time: 1 standard action
Range: Medium (50 ft. + 10 ft./level)
Save: Reflex negate; see text

This regulation creates a wall, hemisphere, pillar, or sphere made of the regulator's focus, A construction cannot form in an area occupied by physical objects or creatures. Its surface may be smooth or filled with half inch thick openings. The surface must unbroken when created. The Hardness of the construction is 8 + 1 per regulator level. Any creature adjacent to the construction when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails.

Walls and Pillars
The construction covers up to a 10-foot-square area per regulator level. Each 10-foot square of wall has 3 hit points per inch of thickness and is is 1 inch thick per regulator level.. The plane can be oriented in any fashion as long as it is anchored. A vertical wall or pillar need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.

Hemisphere
The construction takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per regulator level

Sphere
The construction is the form of a sphere whose maximum radius is 1 foot per 2 regulator levels

Creatures can hit the construction automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through any of the constructions with a single attack, the DC for the Strength check is 15 + regulator level.

Masonry Regulation
Cost: 3 Committed
Result: 3 Committed
Regulating Time: 1 free action
Target: Construction or Construct you control
Range: Medium (50 ft. + 10 ft./level)
Save: None

Construction
Increase the strength of a construction you control by 25hp, the thickness and Hardness by 2, and Break DC by 5.

Construct
This regulation that cures 1d8 points of damage +1 point per regulation level (maximum +5) to the construct and gains damage reduction equal to the regulator's level.

Collapse Regulation
Cost: Up to 5 Committed
Result: Same amount Open
Regulating Time: 1 standard action
Target: 1 Construction you control
Range: Medium (50 ft. + 10 ft./level)
Save: Reflex halves

You destroy part of a construction you control. You may collapse one 10 ft by 10 section of construction per committed focus point used. Any creature nearby the collapsing squares takes deal 1d8 damage for every inch of thickness over 5 (minimum of 1d8 damage).

Grip Regulation
Cost: 3 Committed
Result: 3 Readied
Regulating Time: 1 standard action
Target: 1 Construction you control
Range: Medium (100 ft. + 10 ft./level)
Save: Reflex to escape broken mass

A large mass of your focus rushes toward your target and grapples it.

The mass makes a grapple check against the target. Treat the mass attacking the target as a medium creature with a base attack bonus equal to your regulator level and a Strength score of 30. Treat the mass as a large creature as long as you have 2 readied focus points. If the mass is dealt at least 20 damage, the target held within can make a Reflex Save to escape before the mass automatically reestablishes the grapple.

Movement Regulation
Cost: 3 Committed
Result: 3 Readied
Regulating Time: 1 standard action
Target: 1 Construction you control
Range: Medium (100 ft. + 10 ft./level)

Your construction become a moving construct like the Construct Regulation.



Transport Regulation
Cost: 5 Readied
Result: 5 Committed
Regulating Time: 1 Standard action
Range: Personal
Save: Reflex Negates

You transform into a being of pure focus and instantly transport to a nearby destination, which may be as distant as 100 feet. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three regulator level. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

Any creature grappled you or any creature you transport must make a Reflex save or be dealt 1d6 damage of your focus.

You must able to see the destination.

Jet Regulation
Cost: 3 Readied
Result: Committed
Regulating Time: 1 move action
Range: Personal
Save: None
Effect:

Jets of raw energy shoot from your feet. The force created allows you to fly at a speed of 60 feet (or 40 feet if you wear medium or heavy armor, or if you carry a medium or heavy load). You can ascend at half speed and descend at double speed, and its maneuverability is good. As a experienced regulator, flight requires only as much concentration as walking, so you can attack or cast spells normally. You can charge but not run, and you cannot carry aloft more weight than your maximum load.

Should you be aloft when the regulation ends, you fall normally.

Empowering Regulation
Cost: 2 Open
Result: 2 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
All variable, numeric effects of your regulations are increased by one-half.

Heightening Regulation
Cost:X Open
Result:: X Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
The saving throw DCs of regulation increase by 2 for each open point sustained.

Maximizing Regulation
Cost: 3 Open
Result: 3 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
All variable, numeric effects of you regulations are maximized.

Quickening Regulation
Cost:4 Open
Result: 4 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
You may perform your regulations as swift actions.

Broadening Regulation
Cost:3 Open
Result:3 Committed
Sustain: 3 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
Any numeric measurements of the regulation’s area increase by 100%

Chaining Regulation
Cost:4 Open
Result: 4 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
When your regulation strike a target, it can strike others. After the primary target is struck, the regulation can arc to a number of secondary targets equal to your regulator level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down).

Each target gets to make a saving throw, if one is allowed by the power. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example).

Opportunity Regulation
Cost:3 Open
Result:3 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
When you make an attack of opportunity, you can use any regulation you know with a range of touch, if you have at least one hand free.

Splitting Regulation
Cost:1 Open
Result: 1 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
Rays created by your regulations split. The split ray affects any two targets that are both within the regulation’s range and within 30 feet of each other. If the ray deals damage, each target takes as much damage as a single target would take.

Twinning Regulation
Cost:6 Open
Result: 6 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)
You regulations happen twice. You regulations to take effect twice on the area or target, as if you were simultaneously created the regulation two times on the same location or target. Any variables in the regulation (such as number of targets, and so on) are the same for both of the resulting regulations. The target experiences all the effects of both regulations individually and receives a saving throw (if applicable) for each.


Delaying Regulation
Cost:1 Open
Result: 1 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)

Your regulation may be delayed up to 5 rounds.

Enlarging Regulation
Cost: 2 Open
Result: 2 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)

The range of your regulations double

Unburdened Regulation
Cost:4 Open
Result: 4 Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)

You can create an regulation when you are dazed, confused, nauseated, or stunned.

Lengthening Regulation
Cost: X Open
Result: X Committed
Regulating Time: 1 move action
Range: Personal
Save: None (harmless)

The range of you regulations increase by 30ft for each open point you sustain for this regulation.