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View Full Version : Base Class Contest XVI - Doing What We Must Because We Can



Temotei
2013-02-03, 06:42 PM
Doing What We Must Because We Can

Welcome to base class challenge number sixteen! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!



1. You will be creating an original base class based around a theme of SCIENCE!; anything is possible, from Portal to mad scientist, so have fun with it! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. Submissions are due by 23:59 Central Standard Time (USA/Canada) on March 15th, and should be submitted in the format shown in the next post or at least in a way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.


3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified--no exceptions.


4. Everyone is allowed only one entry per contest.


5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?t=257591). Feel free to discuss each other's creations, give critique, or talk about what you're thinking of this contest, but entries (and nothing else) belong in this challenge thread.

FOR

SCIENCE!

Temotei
2013-02-03, 06:44 PM
Base Class Name

Put an image of your class here (following da rules (http://www.giantitp.com/forums/announcement.php?f=15&a=67))!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

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

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

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

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
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+x|Class Ability

16th|
+x|
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+x|Class Ability

17th|
+x|
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+x|Class Ability

18th|
+x|
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+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

bobthe6th
2013-02-03, 07:27 PM
Visitor

Put an image of your class here

"...and so I just fell right into this big hole and bam, the Nazis wern't shooting at me anymore. The ****ing huge bear with armor was trying to gnaw my head off. Really, I would prefer Jerry any day."- James McCall, sargent in her queens army and visitor to Eberon

Sometimes things fall from one plane to another. Be it man, beast, or thing. You may be one, or you may just use things. Either way... the visitor discovers that near him/the item he uses, more "things" fall through the holes in the planes... Gah, this is all I can think of as of now.

Adventures: Well, skills that are usfull in this day and age tend not to be viable as a living in the more primitive prime material planes. Visitors tend to andventure to figure out a way home, or even just to support themselves.

Characteristics: Visitors tend to be out of place in the world they find themselves in. They might have different value sets, possibly from a more civilized age.

Alignment: Visitors don't really have a specific favoritism for alinements. Often they have such different customs and social mores from their home plane they might seem an entirely different alinement in their new plane.

Religion: Visitors tend to follow their own gods, from their own home planes.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

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

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):



[noparse]
Base Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

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

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
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16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

thethird
2013-02-03, 08:06 PM
APERTURER

Design note
This is going to be my first attempt at homebrew :smallsmile: English is not my mother tongue so feel free to correct me if I miss something, PEACHes will be welcomed and traded. In case someone is wondering the Sharn from Anauroch The empire of shade pg. 154 is a really inspiring monster.


Now you are thinking with portals!

Wish I had a portal gun. (http://youtu.be/NggUSbgRUhc)

Adventures: Cake, and grief counseling, will be available at the conclusion of the test.

Characteristics: Momentum, a function of mass and velocity, is conserved between portals. In layman's terms, speedy thing goes in, speedy thing comes out.

Alignment: You are not a good person. You know that, right? Good people don't get up here.

Religion: The cake is a lie.

Background: Unbelievable. You, *subject name here,* must be the pride of *subject hometown here.*

Races: As an impartial collaboration facilitator, it would be unfair of me to name my favorite member of your team. However, it's perfectly fair to hint at it in a way that my least favorite probably isn't smart enough to understand. Rhymeswithglue. Orange, you are doing very well.

Other Classes: There was even going to be a party for you. A big party that all your friends were invited to. I invited your best friend, the Companion Cube. Of course, he couldn't come because you murdered him. All your other friends couldn't come, either, because you don't have any other friends because of how unlikable you are. It says so right here in your personnel file: "Unlikable. Liked by no one. A bitter, unlikable loner, whose passing shall not be mourned. Shall NOT be mourned." That's exactly what it says. Very formal. Very official. It also says you were adopted, so that's funny, too.

Role: Science isn't about *why* - it's about *why not*. *Why* is so much of our science dangerous? Why not *marry* safe science if you love it so much? In fact, why not invent a special safety door that won't hit you in the butt on the way out, because *you are fired!* Not you, test subject. You're doing fine.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Aperture points|Maximum aperture level

1st|
+x|
+x|
+x|
+x|Aperturing, Sudden strike +1d6|3|1

2nd|
+x|
+x|
+x|
+x|Class Ability|4|1

3rd|
+x|
+x|
+x|
+x|Class Ability|5|1

4th|
+x|
+x|
+x|
+x|Sudden strike +2d6|6|2

5th|
+x|
+x|
+x|
+x|Class Ability|7|2

6th|
+x|
+x|
+x|
+x|Class Ability|8|3

7th|
+x|
+x|
+x|
+x|Sudden strike +3d6|9|3

8th|
+x|
+x|
+x|
+x|Class Ability|10|4

9th|
+x|
+x|
+x|
+x|Class Ability|11|4

10th|
+x|
+x|
+x|
+x|Sudden strike +4d6|12|5

11th|
+x|
+x|
+x|
+x|Class Ability|13|5

12th|
+x|
+x|
+x|
+x|Class Ability|14|6

13th|
+x|
+x|
+x|
+x|Sudden strike +5d6|15|6

14th|
+x|
+x|
+x|
+x|Class Ability|16|7

15th|
+x|
+x|
+x|
+x|Class Ability|17|7

16th|
+x|
+x|
+x|
+x|Sudden strike +6d6|18|8

17th|
+x|
+x|
+x|
+x|Class Ability|19|8

18th|
+x|
+x|
+x|
+x|Class Ability|20|9

19th|
+x|
+x|
+x|
+x|Sudden strike +7d6|21|9

20th|
+x|
+x|
+x|
+x|Class Ability|22|9[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Aperturing: An aperturer opens apertures in space connecting different points in the Universe. She can do so at will. At the beginning of each day, an aperturer gains in 3 or more aperture points in her aperture points pool, as shown on the table above; she can then create apertures of various duration. Aperture points remain expended, and return to the point pool at the end of the round when it expires, available at that point to be used again. The aperturer can close a portal with a non-instantaneous duration as a move action, ending the connection prematurely and returning the newly-freed aperture points to her pool at the end of the current round.

The power of a particular aperture is determined by how many aperture points the aperturer uses to create it; she may expend a maximum number of arperture points equal to half his Aperturer level to any given effect (minimum one).

When an aperturer gains access to a new level of apertures, she automatically knows all the arpertures for that level given on the list below. The save DC of any aperture which requires a save is 10 + 1/2 aperturer level + the forger's Wisdom modifier.

Apertures are classified by its complexity; least: apertures ranging from level 1 to 3, lesser: apertures ranging from level 4 to 6, greater: apertures ranging from level 5 to 9.

Apertures normally function as arcane spells; they all have somatic components, armor-based spell failure, and are subject to interruption, though they do not require material components, focus, or verbal components.

At 8th level, when an aperturer becomes capable of creating lesser apertures, her apprentice apertures become so much a part of her that they now function as spell-like abilities, and they no longer require somatic components. The aperturer's new lesser apertures function as arcane spells and follow the rules described above.

At 14th level, when the aperturer becomes capable of using greater apertures, another change occurs. Her greater apertures now function as arcane spells, and her lesser apertures function as spell-like abilities. The aperturer's least apertures become supernatural abilities, and no longer provoke attacks of opportunity. They are not subject to dispelling, counterspelling, or spell resistance, though they still do not function in an antimagic field.

design note
Yay! spontaneous casting, point based that should be able to recharge.

For example you can create an aperture (basically a portal) as a standard action using one of your aperture points, it will last for a number of rounds based on you level and then at the end you will regain the aperture points to be able to do it again. Still most apertures should be able to outlast combat (and work from there).

Most of the high level apertures are intended to modify low level ones adding effects to those who pass through the aperture. Adding velocity, or lowering it for example. Others would increase the range (allowing to work as planar travel or teleportation).

Finally based on shadowcasting (which I believe is pretty cool) apertures are harder to deal with as you raise your level). Hopefully this feel as a shadowcaster & warlock mix that works out

Sudden Strike (Ex): If an aperturer can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Whenever an aperturer's target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the aperturer deals an extra 1d6 points of damage with her attack. This extra damage increases by 1d6 points for every three aperturer levels thereafter. An aperturer can't use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC.

This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. An aperturer can't make a sudden strike while striking the limbs of a creature whose vitals are out of reach.

An aperturer can't use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don't deal extra damage when used as part of a sudden strike.

The extra damage from the sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target.

design note
The aperturer should be movable and surprise the enemy by attacking from unexpected angles. Sudden strike adds a source of damage to that, feeling a little less spellcastery (I hope) I gave it the progression of a pshychic rogue.

Fortuna
2013-02-04, 07:46 AM
Savant

Put an image of your class here!

"Barbarians? Bumbling oafs. Clerics? Self-righteous sponges. Wizards? Weasel-minded cheaters. They all set out trying to change the world - I see the world as it is, and that gives me more power than any of 'em."

At times, each of us has flashes of clarity. Just for a moment, the world seems to open up before us, and a problem that has devilled us for weeks is solved in a split second of perfect comprehension. Savants harness and cultivate these moments, calling forth an almost supernatural purity of thought essentially at will.

Adventures: Just as a mountaineer seeks greater peaks to scale, and a wizard seeks greater magics to master, a savant seeks challenges to push his insight to its limit, revelling in the solution of problems that seem insoluble to all else.

Characteristics: The savant is supremely adaptable in his stratagems. Drawing on an underlying study and understanding of combat each time he applies his clarity, he can select whatever strategy is most appropriate to a given combat with consummate ease. Outside of combat, his abilities are no less potent, allowing him to bring to the table precisely the right skill for any given task.

Alignment: Savants may be of any alignment. Some of them attempt to model their lives after the rigid underlying order that they perceive, while others seek to spread the chaos that overlays it.

Religion: Savants often worship gods of knowledge and skill, but many also revere battle deities. A disproportionate number pay reverence to no higher power than the universe itself, marvelling at the beauty in everything from a rainbow to a sword-blow.

Background: Savants tend to be born, not made. That said, most of them come from backgrounds that required them to think, often on their feet. A few are those who were never challenged, developing their clarity and insights as a defence against boredom as much as anything else.

Races: Any race may produce a savant, but some cultures are more conducive to their development than others. As a rule, those cultures that value physical prowess over mental are likely to have fewer savants, producing fighters and rogues instead. Still, there are savants even in the darkest jungles, guiding their tribes through their heightened clarity.

Other Classes: If there is one trait that unifies savants, it is arrogance. The ability to see the world for what it is, even briefly, tends to produce a breed who look down upon the masses. That said, it is difficult to deny that a savant can often provide seemingly impossible insights. On the whole, they are often accepted, but more seldom liked.

Role: The savant acts as a support fighter in combat, taking whatever position is needed to shore up the party's abilities and counter their enemies'. Outside combat, they tend to have a good selection of skills, and at higher levels can apply their clarity and the Principles to achieve seemingly supernatural feats of utility.

Adaptation: By default, the savant's power is drawn simply from seeing and exploiting the fundamentals of the universe. With only a little adaptation, the savant could be reflavoured to draw on a more supernatural force, tapping into cosmic energies or being granted power by powerful outsiders, experiencing a mystic trance rather than superior clarity of mind.

GAME RULE INFORMATION
Savants have the following game statistics.
Abilities: The savant depends first and foremost upon Strength or Dexterity or even both, depending on his choice of combat style. Intelligence is a close second or third because of how it modifies insights. Finally, Constitution is as ever important for hit points, and Wisdom and Charisma can provide welcome bonuses to savants wishing to focus on the corresponding skills.
Alignment: Any
Hit Die: d8
Starting Age: As barbarian.
Starting Gold: As fighter.

Class Skills
The Savant's class skills (and the key ability for each skill) are...

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

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

1st|
+0|
+0|
+2|
+0|Clarity

2nd|
+1|
+0|
+3|
+0|Weapon Familiarity, Focus

3rd|
+2|
+1|
+3|
+1|Insights

4th|
+3|
+1|
+4|
+1|Understandings (Lesser)

5th|
+3|
+1|
+4|
+1|Class Ability

6th|
+4|
+2|
+5|
+2|Greater Focus (+2)

7th|
+5|
+2|
+5|
+2|Class Ability

8th|
+6|
+2|
+6|
+2|Class Ability

9th|
+6|
+3|
+6|
+3|Dual Principle

10th|
+7|
+3|
+7|
+3|Understandings (Greater), Greater Focus (+4)

11th|
+8|
+3|
+7|
+3|Class Ability

12th|
+9|
+4|
+8|
+4|Class Ability

13th|
+9|
+4|
+8|
+4|Class Ability

14th|
+10|
+4|
+9|
+4|Greater Focus (+6)

15th|
+11|
+5|
+9|
+5|Class Ability

16th|
+12|
+5|
+10|
+5|Understandings (Fundamental)

17th|
+12|
+5|
+10|
+5|Synthesis

18th|
+13|
+6|
+11|
+6|Greater Focus (+8)

19th|
+14|
+6|
+11|
+6|Class Ability

20th|
+15|
+6|
+12|
+6|True Focus[/table]

Class Features
All of the following are class features of the Savant.

Weapon and Armor Proficiencies: Savants are proficient in the use of all simple and martial weapons. They are proficient with light armour, but not shields.

Clarity (Ex): A Savant's mind does not work quite like most peoples'. As a free action, a savant can enter a state of heightened clarity. While in this state he gains a +6 insight bonus to Spot and Listen. He may also choose one of the three Principles each time he achieves Clarity - Precision, Speed, and Defence (see below). He gains that Principle's benefit as long as the state of clarity lasts. He may dismiss the clarity as a free action, and cannot sustain it longer than a number of rounds equal to his level divided by two, round up. If he falls unconscious then the clarity immediately ends. Once the clarity subsides, he cannot reclaim it for a full minute.

Weapon Familiarity (Ex): Training in a specific weapon seems pointless when one can simply find the correct techniques on a whim. When entering a state of clarity, any feats that the Savant may have which apply only to a chosen class of weapon apply to whatever weapons he may use (including unarmed strikes and grapples), so long as they are valid choices for that feat. For example, a second level savant has the feat Weapon Focus (longswords). While he is in a state of clarity, all of his attacks with any weapon, or even with unarmed strikes or grapples, gain +1 to attack. If he had both Weapon Focus (longswords) and Weapon Focus (longbows), he would gain the benefit only once, because Weapon Focus cannot stack with itself.

Focus (Ex): A savant can heighten their mind to impossible powers of deduction in a state of clarity, but they can also enter a lesser state, known as focus. This state may be entered as a full-round action, and lasts only long enough for the savant to attempt a single skill check (chosen when the state is entered) or apply an Understanding. If focus is used for a skill check, the savant counts as trained even if he is not, and may take ten regardless of circumstances. This state is taxing, and the savant is fatigued for five minutes at its conclusion - if he was already fatigued, he cannot achieve focus. While focusing, he takes a -4 penalty to all checks other than the skill check or those required by the Understanding which he is applying, and is automatically flat-footed. Any attacks or non-opposed skill checks made against him during this period gain a +4 bonus.

Insights (Ex): As the Savant sees the world about him and comes to understand it, he begins to learn the nuances of the Principles. He learns Insights as indicated on the table. He may only learn a Insight if he has first learned all of its prerequisites. At the start of each of his turns while under the effect of Clarity, he brings one of his Insights into effect. He must already have all of the prerequisites in effect, as well as the benefit of that Insight's root Principle.

Understandings: Often, a savant can achieve insights and feats that seem impossible without even knowing how he does it himself. These abilities, known as Understandings, are freely available to all savants of sufficient level. In order to apply an Understanding, the savant must use his Focus ability and forgo the skill-related benefit in favour of the Understanding. Once the savant commits to an Understanding he may not take any other actions until it is activated without ruining the Understanding and spoiling his ability to focus for five rounds, during which time he suffers penalties as though still focusing on the Understanding. The savant is limited in his Understandings as shown on the table. Unless otherwise noted, Understandings are Extraordinary abilities. While activating an Understanding, the savant is immune to fatigue, starvation and thirst through sheer strength of will.

Greater Focus (Ex): When a savant focuses on a skill check, they may gain any bonus to that check up to that indicated on the table. When they do so, the penalty on other rolls (and the bonus to attempts to affect them) increases by twice that amount.

Dual Principle (Ex): While Clarity holds his mind, the Savant is able to see not merely the aspects of combat, but their interactions. When entering a state of Clarity, he may select two Principles instead of one, and gains the benefits of both while the Clarity lasts.

Synthesis (Ex): Unlocking his potential, the Savant grasps for the first time the whole of his philosophy, rather than aspects of it. When entering a state of Clarity he gains the benefits of all three Principles.

True Focus (Ex): When focusing on a skill check, the savant may forgo the bonus to the check which he is entitled to have and instead replace his dice roll with a 30.


The Principles

Though each Savant is unique, and for the most part these rare souls are born, not made, there is nevertheless a certain similarity about their fighting style. They do not draw on arcane might, nor divine inspiration, nor even hone their techniques by training. The Savant's power is drawn from divining and understanding the foundations of the world, analyzing and hypothesizing and teasing out strands of truth from the world around them. As a result, however they may describe their findings, a Savant's prowess eventually rests on the three Principles. Each Principle may be distilled to a single maxim from which all its effects flow. Each Principle also has a benefit and a series of Insights, whose uses are detailed in the main body of the Savant class.


Precision
The maximum effect from the minimum force.
The Principle of Precision is perhaps the simplest of the three. To understand this Principle is to understand how a simple flick of the knife can make the difference between a flesh wound and a severed tendon, and how a key moment of alertness can prevent the ruin of a new-forged sword.
Benefit: The Savant gains the sneak attack ability, dealing 1d6 extra damage plus 1d6 per three Savant levels beyond first.

Insights
Studied Efficiency
You focus your attention on a foe, mind racing to uncover their weaknesses.
Level: 1
When this insight becomes active, select a single opponent as a free action. You gain +1 to hit against that opponent, and deal an additional 1d6 sneak attack damage against them.

Subduing Technique
You can slaughter or subdue with equal facility.
Level: 1
When using a weapon that would normally deal lethal damage, you may attempt a nonlethal attack without the usual -4 penalty, and such an attack may be a sneak attack. In addition, you deal an extra 1d6 nonlethal damage whenever you choose to deal nonlethal damage instead of lethal.

Vicious Blow
Sometimes pain can be as debilitating as injury.
Level: 1
As a full-round action, you may study an opponent briefly before striking to inflict maximum pain. You make an attack against the target (which must be a sneak attack) and on a hit the target must make a Fortitude save (DC 11 + 1/2 savant level + Int modifier) or be nauseated for one round from the pain. If they save, they are instead sickened for one round.

Vicious Style
You see at a glance what strikes will hurt the most.
Level: 2
Prerequisites: Vicious Blow
You may strike to inflict pain as a standard action rather than a full-round action.

Crippling Blow
With the skill of a surgeon you select targets to impair as well as injure.
Level: 2
Prerequisites: Vicious Blow
As a full-round action, you may attempt to cripple a target. You make an attack against the target (which must be a sneak attack) and on a hit the target suffers 1d6 points of temporary Strength damage in addition to normal damage. This Strength damage may be healed with a Heal check (DC 17 + Int modifier) and five minutes of physical therapy, or by a day's rest in any event.

Exotic Vulnerabilities
Though less obvious, even the most exotic of creatures has its weak points.
Level: 3
Prerequisites: Crippling Blow
You extend your understanding of vulnerabilities to less common creatures. Select a creature type immune to critical hits (Construct, Elemental, Ooze, Plant or Undead). You can sneak attack creatures of that type as though they had no innate immunity to critical hits.

Knockout Blow
Each of your blows is calculated to weary as well as wound.
Level: 3
Prerequisites: Vicious Strike, Subduing Technique
When you deal lethal damage with a sneak attack, you roll your sneak attack damage twice. You deal lethal damage equal to the first roll, and nonlethal damage equal to the second.


Speed
Stones are worn away by rushing rivers.
The Principle of Speed is, ironically, a patient one. The most apt students of this Principle harry a foe by degrees until they collapse, or break away facets of a problem to consider each one in turn until all that remains is a shining solution.
Benefit: Once per round, plus once per three Savant levels beyond first, when making an attack, the Savant may choose to make an additional attack roll (not an additional attack). The higher of the attack rolls is used to determine whether the attack hits. If the lower would hit, then the Savant deals damage equal to his Strength modifier or Dexterity modifier to the target, dealing damage based on Strength if his Strength modifier was added to the attack roll and based on Dexterity otherwise. If the Savant is using a ranged weapon, they must use two units of ammunition to use this ability.

Insights
Rebound Strike
Caught in the momentum of battle, your blows hail down on your enemies.
Level: 1
Whenever you hit a target with an attack action on your turn, you may attempt another attack against any other valid target as a free action. This attack is at -2 to hit and deals half damage. This is a volley-style attack.




Defence
Adversity is opportunity in a thin disguise.
The Principle of Defence is passive, reacting rather than acting. With mastery of Defence, an enemy's attack becomes an opening to be exploited and a ruined performance is laudable slapstick.
Benefit: When an enemy attacks the Savant in melee, he may use the attacker's momentum against them. He makes an attack against the higher of the opponent's attack roll or AC after the incoming attack. This ability may only be used once per round, plus once per three Savant levels beyond first, and cannot be used while the Savant is flat-footed. If this is a ranged attack, it does not provoke attacks of opportunity from the attacking enemy.

Insights



Understandings

In addition to their mastery of the Principles, savants claim a depth of understanding of the universe at large that most simply cannot match. On some level, a savant sees things as they really are, and with practice they can learn to call some of that knowledge to the conscious mind and achieve astonishing feats thereby. These powers are called Understandings by those few who study savant abilities, and can often achieve what seems utterly impossible. They are classed into three broad groups - Lesser, Greater, and Fundamental, each one representing a deeper ability to unlock the secrets of the universe.

Lesser Understandings
Find Weakness - Study an object to break it apart.
Sense Disturbance - Notice unnatural phenomena nearby.
Study Foe - Learn the weaknesses of a particular kind of enemy

Find Weakness
Activation Time: Varies; see text
By studying an object, you observe flaws in its design and determine how best to exploit them. The activation time of this Understanding depends on the size of the object - see the table below. For the duration of study you must be able to examine the object freely, testing and tapping it to sound out its secrets. Once you have completed the study, you know the object's weaknesses, and may at any time thereafter apply that knowledge to shatter it. When doing so, you must make an attack roll against the target, and if you hit it is affected as though affected by a shatter spell.

{table=head]Target Size|Activation Time

Diminutive or smaller|One round

Tiny|Five rounds

Small|Five minutes

Medium|Thirty minutes[/table]

Sense Disturbance
Activation Time: One minute
Magic bends the laws of reality, and so by finding places where those laws are bent the savant can find effects that bend them. For ten minutes after applying this Understanding, the savant is instinctively aware of any supernatural effects within a hundred feet - this includes supernatural abilities, spell-like abilities, spells, psionic powers, psi-like abilities and any other categories which the DM deems appropriate. The savant can determine only presence or absence unless he concentrates on his senses. After one round of concentration he may determine the number of sources, and the direction to the most powerful. After two rounds he gains an indication of the strength of the first (as detect magic) and the direction to the second-most powerful, and so forth. This Understanding cannot indicate the type of ability being used.

Study Foe
Activation Time: One hour or eight hours(see text)
By making a study of a particular sort of creature, you may learn to exploit their weaknesses. This Understanding takes one hour to apply if you have a living example of the creature in question to study or eight hours if you have material that bears directly on their nature (such as an appropriate corpse, a text detailing them or a collection of their artworks). At the conclusion of your study, you gain the foe as a Favoured Enemy for one day (see the Ranger class feature), assuming they are a valid target for that ability. You gain only a +2 bonus against the creatures (if you have the Favoured Enemy ability already, this stacks with any bonus from that ability). This Understanding only allows you to maintain knowledge of one class of foe at a time.

Greater Understandings
Holistic Knowledge - Divine basic information by reflection.

Holistic Understanding
Activation Time: Varies
All things are connected on some level, and a sufficiently adept savant may use his knowledge of these connections to learn information that he could not otherwise have known. This understanding functions as though using Contact Other Plane, except that only one question may be asked in any event. The required activation time varies with the desired reliability of information and the obscurity of the information - see the table below.
{table=head]Obscurity|Activation time

Common|1 minute

Uncommon|10 minutes

Obscure|1 hour

Secret|1 day

Impossible|1 week[/table]
Common knowledge is information which could be learned with a DC 10 or easier Knowledge check. Uncommon knowledge is that which would require up to DC 20 Knowledge checks. Obscure knowledge is any less available information that could still be learned through a suitable Knowledge check. Secret knowledge is information known only to a select few individuals, while impossible knowledge is entirely unknown except perhaps to the most puissant deities of knowledge and secrets.
By default, this Understanding is as reliable as contacting a lesser deity. By increasing the time required by one step, it can be made as reliable as contacting an intermediate deity. By increasing the time by another step, it can be made as reliable as contacting a greater deity. If the activation time would be increased beyond one week, then that information cannot be acquired with that much reliability. Multiple attempts to learn the same information by the same savant always get the same answer.

Fundamental Understandings
Holistic Knowledge, Greater - Divine almost any information from the most basic knowledge.
Unveil Truth - See things as they really are.

Holistic Knowledge, Greater
Activation Time: Varies
This Understanding duplicates Holistic Knowledge, except that the time required is reduced by two steps, and the savant may either ask a number of simple questions equal to his level divided by two or ask a single more involved question, to which the answer will be no longer than a sentence. One step below one minute is one round, and one step below one round is instant activation. If multiple questions of differing obscurity are asked, the most obscure is used to determine activation time for the entire understanding.

Unveil Truth
Activation Time: One minute
If the mysteries of the universe are clear to the savant, why should anything remain otherwise? For ten minutes after it is activated, this Understanding allows the savant to see straight to the truth of matters. He gains a bonus equal to twice his class level on Spot, Listen, Sense Motive and Search checks, as well as on saves against effects that would hide the truth from him (such as illusions, or appropriately worded suggestion spells). He can instantly detect any effect which is designed to assist in deception without being a deception itself (such as a glibness spell) simply by seeing or hearing it or its subject, as appropriate. Finally, he may bring these effects to a premature halt in order to gain a brief window of even more surpassing clarity as a free action. If he does so, then the remaining duration is divided by ten, but he can discern both deception and the truth veiled thereby as clearly as if the perpetrator had deliberately revealed it for that time.

sirpercival
2013-02-04, 11:27 AM
Astronomer

Relevant image (http://ut-images.s3.amazonaws.com/wp-content/uploads/2008/10/astronomer.jpg)

I conclude, therefore, that this star is not some kind of comet or a fiery meteor... but that it is a star shining in the firmament itself one that has never previously been seen before our time, in any age since the beginning of the world.

All truths are easy to understand once they are discovered; the point is to discover them.

An astronomer is one who looks to the heavens, observing the strange phenomena which occur there and seeks to understand them. He searches for the meaning of existence, and attempts to discover the machinery which defines light, motion, and creation.

This is a lofty goal; though astronomers are universally respected for their intelligence, innovation, and tenacity, some believe them to be crackpots, tinkering with abstruse contraptions seemingly designed as torture devices for the mind. Nonetheless, an astronomer knows that these naysayers are simply untrained eyes, unable to see or understand the natural events happening around them.

Adventures: An astronomer adventures to observe new and varied phenomena, taking notes and formulating theories on the fundamental laws of the Universe.

Characteristics: The gentleman astronomer generally considers himself a scientist, an impartial observer of things such as war, magic, or the stars; however, it seems that wherever he goes, he manages to observe horrible things happening to his enemies. His studies and hypotheses about the nature of the Universe grant him surprising (and, at times, incredible) abilities.

Alignment: When a character undergoes the rigorous observational and scientific training necessary to become an astronomer, he accepts a certain amount of professional detachment, and attempts to follow established scientific techniques and principles. The former tends to guide an astronomer towards neutral alignments, while the latter leads to a proclivity for lawful alignments.

Religion: Astronomers come in two categories: those who operate without need for faith, simply hypothesizing, theorizing, and observing the Universe in its actuality; and those who marvel at the wonders the gods have created for those such as him to observe and understand.

Background: Astronomers begin as lowly apprentices, scampering around underfoot with charts, tools, and finely-crafted springs. Then they graduate into the tedious job of grinding lens after lens, polishing mirror after mirror. Finally they are allowed to look at the sky, but only while the master is not working. This is usually about the time that an ambitious (and impatient) young man or woman steals Master's best spyglass and sets out adventuring.

Races: Those races with particularly keen eyesight (such as elves, half-elves, and raptorans) often make excellent astronomers -- especially elves, with that race's leanings toward the mental and philosophical arts.

Other Classes: Most other classes aren't sure what to make of an astronomer. He insists that he is "simply an impartial observer", and then he watches rocks fall from the sky or fire engulfs the enemy. His abilities are extremely useful... no matter what his quirks of mind or personality.

Role: An astronomer is generally a primary caster, with a range of effects at his disposal from buffs to debuffs, blasting to battlefield control. His passive abilities (granted by Constellations and Astrolabe Techniques) can make him significantly more durable than a wizard or sorcerer, as well.

Adaptation: In a setting with little scientific infrastructure (or no access to observing the sky), an astronomer could be a cerebral arcanist who works with primal flows of magic, replacing Conjunctions with arcane formulations and Constellations with particular schools of thought. Transported to a primitive setting, an astronomer could be a shaman, calling on collections of spirit beings to produce effects. In a sci-fi setting, the phenomena that an astronomer observes could instead be created by high-tech machines manipulating the fabric of the Universe.

GAME RULE INFORMATION
Astronomers have the following game statistics.
Abilities: Astronomers require a healthy measure of Intelligence to be able to understand the complex cosmic phenomena they observe, and a helping of Constitution to keep them hale and hardy while adventuring. Many of an astronomer's Constellation abilities rely on Charisma.
Alignment: Any, though as impartial scientists, Astronomers tend towards law and/or neutrality.
Hit Die: d4
Starting Age: As wizard.
Starting Gold: 6d4x10 (150gp); an astronomer always begins with at least 100gp.

Class Skills
The Astronomer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Search (Int), Spot (Wis), and Use Magic Device (Cha).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Astronomer
{table=head]Level|BAB|Fort|Ref|Will|Special|Phenomena
1st |+0 |+0|+0|+2 | Observe phenomena, spyglass apprentice|4
2nd |+1 |+0|+0|+3 | Star chart (planet)|5
3rd |+1 |+1|+1|+3 | Astrolabe technique|6
4th |+2 |+1|+1|+4 | Orrey, sextant mastery|7
5th |+2 |+1|+1|+4 | Spyglass initiate|8
6th |+3 |+2|+2|+5 | Torquetum|8
7th |+3 |+2|+2|+5 | Astrolabe technique|9
8th |+4 |+2|+2|+6 | Star chart (star)|10
9th |+4 |+3|+3|+6 | Spyglass journeyman|11
10th|+5 |+3|+3|+7 | Astrarium|12
11th|+5 |+3|+3|+7 | Astrolabe technique|12
12th|+6/+1 |+4|+4|+8 | Planisphere|13
13th|+6/+1 |+4|+4|+8 | Spyglass master|14
14th|+7/+2 |+4|+4|+9 | Star chart (cluster)|15
15th|+7/+2 |+5|+5|+9 | Astrolabe technique|16
16th|+8/+3 |+5|+5|+10| Greater orrey|16
17th|+8/+3 |+5|+5|+10| Spyglass grandmaster|17
18th|+9/+4 |+6|+6|+11| Armillary sphere|18
19th|+9/+4 |+6|+6|+11| Astrolabe technique|19
20th|+10/+5|+6|+6|+12| Cosmos unbound, star chart (galaxy)|20
[/table]

Class Features
All of the following are class features of the Astronomer.

Weapon and Armor Proficiencies: An Astronomer is proficient with all simple weapons and light armor, but not with shields.

Observe phenomena (Su): When learning your trade under the watchful eye of prestigious scientists, you have learned that by and large the denizens of the world are woefully unobservant. Perhaps it is simply that the common folk are untrained, but from your experience there are strange and often dangerous astronomical phenomena happening every day. Why, you have simply to look through your spyglass to see something (usually quite painful) happen to your enemies out of the blue sky.

You can "observe" (read: create) effects called Phenomena by looking through a spyglass as a standard action. You are limited to observing phenomena that you know, and also by properties of your surroundings called Conjunctions. You may only observe phenomena whose Conjunctions are active, and once you observe a phenomenon, the active Conjunctions change, as described in the Phenomena descriptions below. Your Observer Level for phenomena is equal to your Astronomer level, and the save DC for any phenomena you observe is 10 + 1/2 Observer level + your Intelligence modifier.

A phenomenon can be identified with a Knowledge (Arcana) check just like a spell can be identified with a Spellcraft check. The DC to identify a phenomenon is 15 + the number of required Inferior Conjunctions while it is being observed, or 20 + the number of required Inferior Conjunctions to identify the effect of a phenomenon.

You may observe a maximum of one phenomenon per round, and may not observe a given phenomenon more than once per encounter. Outside of an encounter, Conjunctions and phenomena uses reset after 5 minutes of inactivity.

You begin play knowing 2 phenomena from the list below, and learn more as shown on the table above. In the beginning, the only Conjunction automatically active is a single Superior Conjunction ([Day], [Night], or [Sheltered]), which cannot be changed except by certain specific phenomena. The [Day] Conjunction is active during the day, the [Night] Conjunction is active at night, and the [Sheltered] Conjunction is active underground or indoors, where day and night are unclear.

You can add a new Inferior Conjunction or change an existing Inferior Conjunction by making a Spot check (DC 10 + twice the number of already-active Inferior Conjunctions) through a spyglass as a move action. Conjunctions reset at the beginning and end of each encounter, and you can have a maximum number of Inferior Conjunctions equal to half your class level (rounded down, minimum 1) active at any given time; if a Constellation or Phenomenon would increase the number of active Inferior Conjunctions past this limit, you choose which Inferior Conjunctions to deactivate.

Spyglass apprentice (Ex): Your most important tool is your spyglass, so the first thing you learn is how to make one quickly and cheaply, and how to use it effectively. You can make a masterwork spyglass (granting you a +2 circumstance bonus to Spot checks in addition to its normal effects) by spending 24 hours and using 100gp of raw materials. You cannot sell a spyglass you create this way for more than 100gp. In addition, you use your Intelligence bonus instead of your Wisdom bonus for Spot checks made using a spyglass.

Star chart (Su): Beginning at 2nd level, you learn to make a Star Chart, which is a method of focusing on particular Constellations, stellar patterns in the sky. Once per day, you can study your Star Chart for 1 hour to focus on any Constellation (see Constellations, below). The Constellation you choose grants you the Planet benefit (as described in the particular Constellation description), and also grants you a set of Inferior Conjunctions at the beginning of each encounter. At 8th, 14th, and 20th level, you unlock a new tier of Constellation benefits and Inferior Conjunctions.

After 24 hours, without any intervention on your part, the heavens turn, and you automatically focus on the next Constellation in the progression, granting you the benefits and Inferior Conjunctions of that Constellation as normal. You can focus on a different Constellation after 8 hours of rest, by studying your Star Chart for another hour.

Astrolabe technique (Ex): An astrolabe is an inclinometer used by astronomers to predict the positions of celestial objects. At 3rd level, and again at every 4 levels afterwards, you use an astrolabe to learn a skill which will aid you in your studies of the heavens.

Astrolabe techniques:
Baade's Stars: You have discovered the source of violent energy in the Universe. You gain resistance to the energy type of your choice equal to your Intelligence modifier. You may select this technique multiple times, each time choosing a different energy type.

Cassini's Optics: You have studied the refractive properties of the atmosphere, granting you unparalleled visual awareness and acuity. You are immune to blindness, and may make a Spot check in place of any other Wisdom-based skill check a number of times per day equal to your Intelligence modifier.

Copernicus's Innovation: You have realized that your planet is not the center of the Universe, but merely a petal on a spinning flower. By spending a swift action to recenter yourself and gain perspective, you may gain a second save against a mind-affecting effect which affects you and has a duration longer than instantaneous. You can use this ability a number of times per day equal to your Intelligence modifier.

Einstein's Experiments: You perform complex experiments using your mind alone. You can observe phenomena and add or change Inferior Conjunctions without using a spyglass.

Galileo's Resolution: You are adept at observing the heavens in great detail. You learn an additional phenomenon. You may select this technique multiple times, each time learning a new phenomenon.

Halley's Transits: You can use your ingenuity to determine the distance between you and your targets by observing the movement of objects between. You may use your Intelligence modifier in place of your Dexterity modifier when making ranged attack rolls.

Heisenberg's Uncertainty: It is impossible for opponents to know both your position and your momentum with perfect accuracy. Whenever you move at least 10 feet in a round, attacks against you suffer a miss chance equal to half the distance you moved (to a maximum of 50%) until the beginning of your next turn.

Herschel's Radiation: Your observations span the spectrum of light, granting you increased awareness of the events around you. You gain blindsense out to a radius of 5 feet times your Intelligence modifier (minimum 5 feet).

Hipparchus's Precession: Your awareness of the variability of systems lets you predict changes in your enemies' behavior. You no longer provoke attacks of opportunity from moving through threatened squares.

Hubble's Expansion: You have noticed that space is expanding, moving objects farther apart. Your base speed increases by twice your Intelligence modifier, rounded up to the nearest multiple of 5 feet.

Kepler's Mathematics: You have learned to calculate and draw inference from celestial arcs, applying rigorous scientific principles to your daily routine. You may use your Intelligence modifier instead of your Constitution modifier to determine your bonus hit points for each of your Astronomer levels, beginning with the level that you gain this ability.

Laplace's Probability: You understand the flows of probability which determine the course of events, allowing you to predict mathematically where your opponents are going to strike. You may use your Intelligence modifier instead of your Dexterity modifier when calculating your AC (situations which would deny you your Dexterity bonus to AC, such as being flat-footed, deny you your Intelligence modifier instead).

Newton's Physics: Your scientific mind is beyond compare. Increase the DC of your observed phenomena by +1. You may select this technique multiple times; its effect stacks.

Ptolemy's Epicycles: You intuitively understand that motion is far more complex than most believe, and can use that to your advantage. You may use your Intelligence modifier in place of your Strength modifier when making melee attack rolls.

Schrödinger's Cat: Your experiments are often bizarre and misunderstood. You gain a cat as a familiar, as the wizard ability, using your Observer level to determine the familiar's abilities. Unlike other familiars, your cat is neither dead nor alive, and has the Deathless type.

Tycho's Measurements: You are the consummate observer, meticulous and thorough. Your mind processes information so precisely that it resists effects designed to alter it. You may apply your Intelligence modifier instead of your Wisdom modifier to your Will save bonus.


Orrey (Ex): At 4th level, you construct a new device to aid you in your observations of the heavens. An orrey is used to demonstrate the motion of planets and moons through their orbits; using one allows you to predict certain types of phenomena with more regularity. A number of times per day equal to your Intelligence modifier, you may ignore 1 required Conjunction (Inferior or Superior) when observing a phenomenon.

Sextant mastery (Ex): Beginning at 4th level, your experience with an astronomical sextant has reached the point where you can judge astronomical angles at a moment's notice. A number of times per day equal to your Intelligence modifier, you can add an Inferior Conjunction as a swift action instead of a move action, but the DC of the Spot check increases by 3.

Spyglass initiate (Ex): At 5th level, you've practiced so much with your spyglass that you've learned to notice eddies in the air and other similar minutiae, even when creatures are invisible. When looking through a spyglass that you created, you can see invisible creatures (as per the see invisibility spell).

Torquetum (Ex): When you achieve 6th level or higher, you learn to compute using a torquetum, a mechanical instrument designed to take and convert measurements in different coordinate systems. This teaches you to observe unknown phenomena on the fly. Once per day per point of Intelligence modifier, you can spend a full-round action to observe a phenomenon which is not one of your phenomena known. The phenomenon otherwise functions as normal.

Spyglass journeyman (Su): Starting at 9th level, your connection to your spyglass has taken on supernatural overtones, and you can use it to see far away places that wouldn't normally be visible to you. A number of times per day equal to your Intelligence modifier, you can produce a clairvoyance effect (as the spell, with a caster level equal to your Astronomer level) as a standard action by looking through a spyglass you created.

Astrarium (Ex): Upon reaching 10th level, you learn to use an astrarium to predict eclipses and transits. A number of times per day equal to your Intelligence modifier, you may spend a full-round action to change the [Sheltered] Conjunction to either [Day] or [Night], as appropriate.

Planisphere (Ex): A planisphere, which you learn to use at 12th level, is a device which combines the simplicity of a Star Chart with the versatility of an Astrolabe. By making use of such a device, your Star Chart becomes more efficient, and you can focus on two Constellations per day. Choose two Constellations to focus on when using your Star Chart ability. You gain the benefits of both Constellations at the same time, but only one set of Inferior Conjunctions at the beginning of each encounter. You can switch between the Conjunctions of your two chosen Constellations by spending 1 minute studying your Star Chart. After 24 hours, both Constellations progress as normal.

Spyglass master (Su): At 13th level, you have gained even more facility with your spyglass. Whenever you use your Spyglass Journeyman ability, you may gain the benefit of the scrying spell instead.

Greater orrey (Ex): When you achieve 16th level, your orrey grows in complexity and accuracy. When you use your Orrey ability, you may instead ignore up to 2 required Conjunctions.

Spyglass grandmaster (Ex): Upon reaching 17th level, you have achieved the pinnacle of your spyglass craft, and can use a spyglass . You can craft a spyglass in 1 hour, and whenever you look through normally through a spyglass you created (i.e., when you are not using your Spyglass Journeyman or Spyglass Master abilities), you gain the benefit of the true seeing spell.

Armillary sphere (Ex): Beginning at 18th level, you graduate to the use of an armillary sphere, giving you a three-dimensional representation of the positions of celestial bodies. This allows you to use your Torquetum ability more rapidly; three times per day, you may activate your Torquetum ability as a standard action instead of a full-round action.

Cosmos unbound (Su): You reach the pinnacle of your observational abilities at 20th level. You may observe a phenomenon at any distance, or across planar boundaries, if you have sufficient information to aim with. You can automatically target any square you can see, including squares you observe via scrying effects. If you cannot see your target but it is on the same plane, you must know its location relative to you (direction and distance) down to the exact 5-foot square.

To observe a phenomenon on a different plane, you must succeed at a DC 30 Knowledge (the Planes) check requiring study time (as shown in the table below) to determine the active Conjunctions at your target location. You may then make Knowledge (the Planes) checks in place of Spot checks to alter the Inferior Conjunctions, with a DC 10 higher than the normal Spot check DC. Each added or exchanged Inferior Conjunction requires one further hour of study. Additionally, each phenomenon observed on a different plane requires the [Center] Superior Conjunction, which determines the point of origin of the phenomenon on that plane, and is automatically added when this ability is activated. The location of the point of origin is determined as per the plane shift spell. Once the [Center] location has been established, you treat the target as being on the same plane as you, that you cannot see.

{table=head]Plane|Study time
Material|1 day
Transitive Plane|1d4 days
Inner Plane|1d8 days
Outer Plane|2d6 days
The Far Realm|1d% days
[/table]



Constellations
Andromeda
Inferior Conjunctions: MoonP, DeclinationS, OrbitC, AzimuthG, PhaseG
Planet: You gain a +4 bonus on Diplomacy checks.
Star: You are immune to petrification
Cluster: You gain a +4 enhancement bonus to Charisma.
Galaxy: Your allies within 30 feet gain a morale bonus to attack rolls equal to your Charisma modifier (minimum +1), and deal an equal number of d4 in bonus damage.
Cassiopeia
Inferior Conjunctions: OccultationP, AzimuthS, MoonC, TransitG, SpinG
Planet: You gain a +2 bonus on Bluff and Diplomacy checks.
Star: You are immune to Language-Dependent effects.
Cluster: You can use suggestion three times per day as a spell-like ability, with a caster level equal to your Observer level.
Galaxy: You receive your Charisma modifier (minimum +1) as a bonus to AC and all saves.
Pisces
Inferior Conjunctions: TransitP, SpinS, OccultationC, MoonG, DeclinationG
Planet: You gain a +4 bonus to Swim checks.
Star: You can take the shape of a normal Porpoise as a standard action, as per the Alternate Form ability in the Monster Manual.
Cluster: Three times per day, you can use minor creation as a spell-like ability, with a caster level equal to your Observer level.
Galaxy: You are immune to effects which have the [Water] descriptor.
Aries
Inferior Conjunctions: GravityP, StarsS, TransitC, PhaseG, OccultationG
Planet: You constantly glow with an aura of light, shedding illumination like a torch. You can suppress or resume this ability as a free action, and it counts as a 2nd-level [Light] effect for the purpose of dispelling [Darkness] effects.
Star: You grow ram’s horns, which you can use as a natural weapon that deals 1d6 points of damage + 1.5 times your Strength bonus (for a Medium creature). When you charge a foe with your ram attack, you deal an extra 1d8 points of damage on a successful hit.
Cluster: You are immune to fear effects.
Galaxy: Creatures must make a Will save (10 + 1/2 Observer level + your Charisma modifier) to be able to attack you in melee.
Ursa
Inferior Conjunctions: PhaseP, GravityS, AzimuthC, OccultationG, MoonG
Planet: You gain a +4 bonus to grapple checks.
Star: You gain bonus hit points equal to your Observer level. These are not temporary hit points, and are not lost first; if you cease focusing on this Constellation, you may die from hit point loss.
Cluster: You gain a bonus on melee attack rolls equal to half your Observer level, and a +4 enhancement bonus to Strength.
Galaxy: Your size category increases by one step. This does not affect your ability scores, but does alter your reach and your size bonus to attack rolls and AC.
Taurus
Inferior Conjunctions: SpinP, TransitS, DeclinationC, GravityG, OrbitG
Planet: You gain a +4 bonus to Strength checks when bull rushing or being bull rushed.
Star: You can act without penalty while disabled or dying, though you still die when you reach -10 hp as normal.
Cluster: You gain a primary natural gore attack which deals 1d8 damage + 1.5 times your Strength bonus (for a Medium creature), and has a x3 critical hit multiplier.
Galaxy: Creatures you encounter who are not Hostile are automatically one step friendlier toward you, to a maximum of Friendly.
Orion
Inferior Conjunctions: AzimuthP, Orbits, GravityC, StarsG, TransitG
Planet: You gain Track as a bonus feat.
Star: You gain the scent special ability.
Cluster: As a swift action, you can grant a touched weapon the Bane ability for 1 round, for any creature type you choose.
Galaxy: You gain a +5 bonus to saves vs supernatural and spell-like abilities.
Gemini
Inferior Conjunctions: DeclinationP, PhaseS, StarsC, OrbitG, GravityG
Planet: You no longer take penalties from aging. Bonuses still accrue as normal.
Star: Attacks made by allies within 30 feet of you deal +2d6 electricity damage.
Cluster: Three times per day, you can observe a phenomenon you know as a swift action instead of a standard action. You cannot observe more than one phenomenon per round using this ability.
Galaxy: Once per week you can use resurrection as a spell-like ability, with a caster level equal to your Observer level.
Cancer
Inferior Conjunctions: StarsP, MoonS, PhaseC, SpinG, AzimuthG
Planet: You gain a +4 bonus to Swim checks.
Star: You gain 2 primary natural pincer attacks which deal 1d4 damage (for a Medium creature) + your Strength modifier.
Cluster: You gain a natural armor bonus equal to your Charisma modifier.
Galaxy: You gain blindsight out to a range of 5 feet times your Intelligence modifier.
Leo
Inferior Conjunctions: OrbitP, OccultationS, SpinC, DeclinationG, StarsG
Planet: You gain a +4 bonus to Intimidate checks.
Star: You are immune to poison.
Cluster: Whenever you make a charge attack, you can make a demoralize attempt against your target as a free action, with a +2 circumstance bonus to the Intimidate check.
Galaxy: You gain damage reduction /– equal to your Charisma modifier.
Virgo
Inferior Conjunctions: GravityP, Orbits, TransitC, OccultationG, AzimuthG
Planet: You gain a +4 bonus to Heal checks.
Star: You can use plant growth as a spell-like ability at will, with a caster level equal to your Observer level.
Cluster: You can summon a shambling mound at will as a spell-like ability, with unlimited duration. You may only have one such shambling mound summoned at a time; summoning a new one causes the previous one to disappear.
Galaxy: Three times per day, you can use heal as a spell-like ability with a caster level equal to your Observer level.
Centaurus
Inferior Conjunctions: DeclinationP, PhaseS, GravityC, TransitG, StarsG
Planet: You gain a +2 bonus on Handle Animal and Ride checks, and can use Handle Animal untrained.
Star: Your base land speed increases by +20 feet.
Cluster: You gain the Rage ability of a barbarian of your Observer level. You do not gain any higher tiers of rage abilities (such as Mighty Rage or Tireless Rage).
Galaxy: You gain a +4 enhancement bonus to Wisdom.
Libra
Inferior Conjunctions: StarsP, DeclinationS, SpinC, GravityG, MoonG
Planet: You gain a +4 bonus to Sense Motive checks.
Star: You can determine the alignment of any creature within 30 feet by concentrating as a full-round action. This is a divination effect.
Cluster: You can use discern lies as a spell-like ability at will, with a caster level equal to your Observer level.
Galaxy: You can use mark of justice as a spell-like ability at will, with a caster level equal to your Observer level.
Scorpius
Inferior Conjunctions: AzimuthP, StarsS, MoonC, DeclinationG, OrbitG
Planet: You gain a +2 bonus to Hide and Move Silently checks.
Star: You gain a primary sting natural attack which deals 1d8 damage (for a Medium creature) + 1.5 times your Strength bonus.
Cluster: Creatures struck with your sting attack are afflicted with a deadly venom (Injury, Fort DC 10 + 1/2 Observer level + Charisma modifier; 2d6 Con/2d6 Con).
Galaxy: You are immune to mind-affecting effects.
Draco
Inferior Conjunctions: MoonP, GravityS, PhaseC, StarsG, OccultationG
Planet: You gain a +4 bonus to Jump checks.
Star: Your very presence is unsettling to foes. This ability takes effect automatically whenever you observe a phenomenon. Opponents within 30 feet who witness the phenomenon must make a Will save (DC 10 + 1/2 Observer level + your Charisma modifier) or become shaken for 1 minute. Multiple instances of this ability do not stack, and an opponent that succeeds on the saving throw is immune to this effect for 24 hours. This is an extraordinary, mind-affecting fear effect.
Cluster: You size increases by 1 category, altering your melee reach, space, and size bonuses to attacks and AC as appropriate. This also grants you a +4 enhancement bonus to Strength, a +2 enhancement bonus to Constitution, and a +2 enhancement bonus to your natural armor.
Galaxy: Creatures who fail their saves against the Star effect of this Constellation become frightened instead of shaken.
Sagittarius
Inferior Conjunctions: OrbitP, MoonS, OccultationC, SpinG, PhaseG
Planet: You gain a +2 bonus to Listen and Survival checks.
Star: You no longer provoke an attack of opportunity for making ranged attacks in melee.
Cluster: Whenever you make a ranged attack roll, you may roll twice and take the better result.
Galaxy: You no longer automatically fail saves on a natural 1.
Lyra
Inferior Conjunctions: SpinP, OccultationS, StarsC, OrbitG, TransitG
Planet: You gain a +4 bonus on Perform checks.
Star: You gain the Inspire Courage ability of a bard of half your Observer level (granting you uses per day equal to half your Observer level, as normal). You gain 3 virtual ranks in Perform, which do not affect your Perform bonus, but grant you the ability to use Inspire Courage if you otherwise have no ranks in Perform.
Cluster: You can use charm monster as a spell-like ability at will, with a caster level equal to your Observer level.
Galaxy: Your allies are able to live on past death while you sing, gaining the effect of the delay death spell whenever they benefit from your Inspire Courage ability.
Cygnus
Inferior Conjunctions: PhaseP, SpinS, DeclinationC, AzimuthG, GravityG
Planet: You gain the wild empathy ability of a druid of your Observer level.
Star: You can speak with animals (as the spell) at will.
Cluster: You gain a fly speed of 5 feet times your Charisma modifier, with good maneuverability.
Galaxy: You gain damage reduction /cold iron equal to your Observer level.
Aquarius
Inferior Conjunctions: OccultationP, TransitS, AzimuthC, PhaseG, SpinG
Planet: You gain a +4 bonus to Tumble checks, and can use the skill untrained.
Star: You can breathe water as easily as you breathe air.
Cluster: You can use control water as a spell-like ability at will, with a caster level equal to your Observer level.
Galaxy: Once per day, you can transform into a Large water elemental, as per the druid's Wild Shape ability.
Capricornus
Inferior Conjunctions: TransitP, AzimuthS, OrbitC, MoonG, DeclinationG
Planet: You gain a +4 bonus on Profession checks (and can use the skill untrained).
Star: You can use create food and water at will as a spell-like ability, with a caster level equal to your Observer level.
Cluster: You no longer need to eat, drink, breathe, or sleep (though you still require 8 hours of rest for abilities which would have required you to sleep).
Galaxy: You can use heroes' feast as a spell-like ability at will, with a caster level equal to your Observer level.


Phenomena

{table=head]Abbrev.|Conjunction|Abbrev.|Conjunction
Azm|Azimuth|Orb|Orbit
Dec|Declination|Phs|Phase
Grv|Gravity|Spn|Spin
Moo|Moon|Str|Stars
Occ|Occultation|Trn|Transit[/table]

{table=head]Phenomenon|Superior|Inferior|Description
Accretion|Night|Dec, Grv, Orb, Spn|Creature increases in size by 2 categories
Albedo|Sheltered|Phs|Suppress darkness effects
Apogee|Night|Azm, Orb, Spn|Creatures take cold damage every round
Asteroid Encounter|Day or Night|Azm, Dec, Grv, Occ, Orb, Phs, Str, Trn|Asteroid falls from sky, creating a massive explosion
Aurora|Night|Grv, Occ, Spn|Creatures are fascinated
Big Bang|Any|Azm, Dec, Grv, Orb, Phs, Spn, Str|Creatures take damage, can be blinded & dazed
Big Crunch|Any|Azm, Dec, Grv, Occ, Phs, Spn, Str, Trn|Creatures cannot move and are crushed
Black Hole|Any|Azm, Dec, Grv, Occ, Orb, Spn, Trn|Creatures are drawn toward a black hole
Blueshift|Any|Orb, Trn|Allies can move closer to you
Cosmic Rays|Any|Any|Target takes 1d4 damage per level
Dark Energy|Any|Azm, Dec, Grv, Occ, Str, Trn|Distances are increased dramatically
Dark Matter|Any|Azm, Dec, Grv, Moo, Str, Trn|Dark matter grapples or entangles creatures in the area
Dispersion|Any|Azm, Phs, Str|Target throws off multiple figment-images
Dust Outflow|Night|Azm, Dec, Moo, Occ, Phs, Str, Trn|Create dust cloud which dazes creatures
Eccentricity|Any|Orb|Creatures gain a bonus to AC vs ranged attacks
Electromagnetic Discontinuity|Any|Azm, Dec, Spn, Str|Gain cover vs energy effects
Event Horizon|Any|Azm, Dec, Grv, Moo|Create an information barrier
Flocculus|Day|Occ|Target can see through magical darkness
Gamma Ray Burst|Any|Grv, Orb, Phs, Spn, Str|Target takes 1d10 damage per level, nearby creatures take half damage from scatter
Gas Giant|Any|Grv, Moo, Orb|Fill a sphere with gravity-less fog
Gravitational Lens|Day or Sheltered|Azm, Dec, Grv, Occ, Phs, Spn, Str, Trn|Concentrate light into a small area
Gravity Wave|Any|Grv|Gravity increases and then decreases
Great Attractor|Any|Azm, Grv|Target attracts attacks
Heat Death|Any|Azm, Dec, Grv, Moo, Occ, Orb, Phs, Spn, Str, Trn|Create a region of null and void
Hypernova|Day or Night|Azm, Dec, Grv, Moo, Occ, Phs, Str, Trn|Creatures and objects are caught in an exploding star
Jovian Satelite|Night|Moo, Occ, Orb, Spn, Trn|Orbiting moons protect the subject and attack its enemies
Kuiper Object|Day or Night|Dec, Grv, Orb, Phs, Str, Trn|Creatures are hit by a falling rock
Light Echo|Night|Str|Invisible creatures suffer faerie fire
Lunar Eclipse|Night|Moo|Creatures become enraged
Magnetar|Day or Night|Azm, Dec, Spn, Trn|Creatures are disarmed of metallic items
Magnetic Instability|Any|Azm, Dec, Grv, Occ, Orb, Phs, Spn, Trn|Suppress magic in an area
Meteor Shower|Night|Dec, Moo, Orb, Phs, Spn|Your targets are hit by falling meteors
Microlens|Day or Night|Grv|Focus light on a single target, dazing or blinding
Nadir|Any|Moo, Occ, Orb, Str|Creatures must make Ref save or lose fly speed
Nebular Lines|Night|Dec, Moo, Occ, Spn, Str, Trn|Produce effects based on active conjunctions
Neutrino Burst|Any|Moo, Spn|Target suffers 75% miss chance when making ranged attacks
Nutation|Any|Trn|Target creature can teleport as an immediate action
Opposition Surge|Day|Occ, Orb, Spn|Negate invisibility within 30' cone
Outgassing|Any|Azm, Grv, Moo, Occ, Orb, Phs, Str|Targets can't breathe
Parallax|Any|Any|Increase range increments by 100%
Penumbra|Day or Night|Moo, Occ|Area is filled with shadowy illumination
Perigee|Day|Moo, Orb, Spn|Creatures take fire damage every round
Precession|Any|Occ, Phs|Allies can teleport 15 feet
Recurrent Nova|Day or Night|Phs, Str|Creatures take 1d6 damage per level
Redshift|Any|Grv, Phs|Bull rush your targets at range
Refraction|Any|Dec, Moo, Occ, Phs|Join targets' visual senses
Retrograde Motion|Night|Dec, Moo, Orb, Trn|Target can take many 5' steps
Sidereal Time|Any|Occ, Orb, Phs, Spn, Str|Haste your allies and slow your enemies
Singularity|Night|Grv, Phs, Spn|Target's melee reach increases by 30 feet
Solar Eclipse|Day|Any|Creatures can become shaken
Spacetime Continuum|Any|Azm, Dec, Grv, Orb, Phs, Spn|Teleport any number of creatures within Medium range
Starburst Region|Night|Azm, Dec, Occ, Phs, Str|Moving through area triggers explosions
Supernova|Day or Night|Azm, Moo, Phs, Str, Trn|Creatures and objects explode like a star
Syzygy|Day or Night|Moo, Occ, Trn|Allies gain luck bonuses while enemies suffer luck penalties
Umbra|Day or Night|Azm, Dec, Moo, Occ, Trn|Area is shrouded in absolute darkness
Universal Expansion|Any|Azm, Str|Distances between objects are doubled
X-ray Burst|Any|Grv, Orb, Spn, Str|Target takes 1d8 damage per level, is touch-attacked for 1 round
Zenith|Any|Phs, Spn, Trn|Target gains a fly speed
Zodiacal Light|Night|Azm, Dec, Moo, Occ, Orb, Phs, Spn, Trn|Temporary magical effects end
Zone of Avoidance|Any|Moo, Occ, Orb, Str, Trn|Targets gain total concealment[/table]

sirpercival
2013-02-04, 11:28 AM
Phenomena Descriptions

Accretion [Light]
Superior: Night
Inferior: Declination, Gravity, Orbit, Spin
Target: One creature at Close range
Duration: 1 round/level
Effects: The target draws in mass from around itself, increasing in size while the infalling mass gives off its excess energy as light. For the duration, the target's height quadruples, and its weight is multiplied by 16. This causes the creature’s size category to increase by two. The target gains a +4 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), a +2 size bonus to Constitution, and a -2 penalty on attack rolls and AC due to its increased size. The target’s speed does not change, but its space and reach are increased as appropriate to its new size. If insufficient room is available for the desired growth, the target attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— the phenomenon cannot be used to crush a creature by increasing its size.

All equipment worn or carried by a creature is similarly enlarged by this effect. Melee and projectile weapons the creature wields deal more damage due to the increase in size, but other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Multiple magical effects that increase size do not stack. Finally, an affected creature sheds light as a torch for the duration of the effect.
Conjunctions Lost: Gravity, Spin
Conjunctions Gained: Azimuth, Stars

Albedo [Light]
Superior: Sheltered
Inferior: Phase
Area: 10 ft/level radius emanation
Duration: 1 round/level
Effects: The world around you reflects light from the Sun. Change the [Sheltered] Conjunction to the [Day] Conjunction for the duration. Suppress all darkness effects of 3rd level or lower in the area for the duration.
Conjunctions Lost: Phase
Conjunctions Gained: Occultation

Apogee [Cold]
Superior: Night
Inferior: Azimuth, Orbit, Spin
Area: 20 ft/level radius emanation
Duration: 1 round/level
Effects: The world is at its furthest point from the Sun during its orbit. Creatures within the area take 2d6 cold damage per round for the duration (Fort save for half damage).
Conjunctions Lost: Azimuth
Conjunctions Gained: Moon

Asteroid Encounter
Superior: Day or Night
Inferior: Azimuth, Declination, Gravity, Occultation, Orbit, Phase, Stars, Transit
Area: See text
Duration: See text
Effects: An asteroid falls from the sky, causing a wide-spread calamity when it impacts. The asteroid creates an impact crater of radius 100 feet per Observer level, centered on a square within Long range. All creatures within the area take 2d6 bludgeoning and fire damage per level (Reflex save for half damage); you receive a +5 bonus on the save, and have the Improved Evasion ability against the effect. The area within the crater permanently becomes difficult terrain. The smoke, dust, and debris thrown into the air by the impact create a cloud in the air which blocks light; reduce the ambient light within 1 mile per level by 50% for 1 week per level. In addition, the poor air quality and residual effects of the impact make flourishing more difficult -- within the area of the cloud, creatures must make a Fortitude save each day until the cloud disperses. Failure means that they do not receive natural healing.
Conjunctions Lost: All
Conjunctions Gained: Sheltered, Spin

Aurora [Light, Mind-affecting, Pattern]
Superior: Night
Inferior: Gravity, Occultation, Spin
Area: 10 ft/level radius emanation
Duration: 1 round/level
Effects: Enemies within the area must make a Will save or be fascinated for the duration by the shimmering lights in the sky. Sightless creatures are not affected. Creatures for whom the fascination is broken automatically due to an obvious threat must make a new Will save within 1d4 rounds or become fascinated again (as long as the effect is still active).
Conjunctions Lost: Spin
Conjunctions Gained: Phase

Big Bang
Superior: Any
Inferior: Azimuth, Declination, Gravity, Orbit, Phase, Spin, Stars
Area: 30-ft-radius burst at Long range
Duration: See text
Effects: You look through space and time to the beginning of all things, the great cataclysm which formed the Universe. Creatures within the area take 2d4 damage per level (Fort save for half damage) as the energy of that cataclysm pours through them. Creatures which fail their Fort saves are also blinded permanently and dazed for 1d6 rounds, or dazzled and staggered for 1d6 rounds on a successful save.
Conjunctions Lost: Declination, Orbit, Phase
Conjunctions Gained: Occultation, Transit

Big Crunch
Superior: Any.
Inferior: Azimuth, Declination, Gravity, Occultation, Phase, Spin, Stars, Transit
Area: 50-ft-radius burst at Long range
Duration: 1 round/level
Effects: You can foresee the end of the Universe as a widespread gravitational contraction, crushing all matter into a single point. All movement speeds within the area are reduced to 0; creatures caught within the burst are unable to make attacks, and are denied their Dexterity bonus to AC. Any creature flying in the area via a natural fly speed instead of by a spell or similar effect is forced to the ground, and takes 1d6 damage for every 10 feet it falls. Creatures within the area are instantly crushed, taking 2d6 points of damage per level (Fort save for half damage).
Conjunctions Lost: Occultation, Phase, Transit
Conjunctions Gained: Orbit

Black Hole
Superior: Any
Inferior: Azimuth, Declination, Gravity, Occultation, Orbit, Spin, Transit
Area: 10 ft/level radius spread at Long range
Duration: 1 round/level
Effects: A black hole appears, drawing creatures inexorably inward. Each round at the beginning of your turn (and on the turn you observe this phenomenon), all creatures and unattended objects within the area are automatically bull rushed in a straight line towards the black hole in the center of the area, with a bull rush bonus equal to your Intelligence modifier (objects have a bonus to the opposed Strength check equal to their weight divided by 10). The bonus against a given creature increases by +1 for every 10 feet that the creature is from the edge of the area, and creatures gain no bonuses or penalties from being larger or smaller than Medium size. Creatures of any size may be bull rushed this way. A creature that attempts to move away from the black hole must make an opposed Strength check against the black hole to do so, with the black hole using the same modifier it uses for a bull rush. Any creature which reaches the black hole (which occupies a cube at the center of the area that is 5 ft/4 levels on a side, minimum 5 feet) takes 1d6 damage per level (Fort save for half damage) each round that it remains at the center; a creature that dies due to this damage is crushed into a single point, preventing that creature from being raised or resurrected by anything less than a miracle, wish, or true resurrection spell.
Conjunctions Lost: Azimuth, Declination
Conjunctions Gained: Phase, Stars

Blueshift
Superior: Any
Inferior: Orbit, Transit
Target: 1 willing creature/level within Close range, no two of which may be more than 30 feet apart
Duration: Instantaneous
Effects: You observe that objects become bluer as they move toward from you. Each target can immediately move up to their base speed; this movement provokes attacks of opportunity as normal. A target can move in whatever trajectory it likes, as long as its destination square is closer to you than its original square.
Conjunctions Lost: Any one
Conjunctions Gained: None

Cosmic Rays
Superior: Any
Inferior: Any
Target: One creature within Medium range
Duration: Instantaneous
Effects: Target creature takes 1d4 points of damage per Observer level as high-speed ions bombard its body. The target may make a Fortitude save for half damage. Unlike other phenomena, you can observe this phenomenon multiple times in the same encounter.
Conjunctions Lost: None
Conjunctions Gained: None

Dark Energy
Superior: Any
Inferior: Azimuth, Declination, Gravity, Occultation, Stars, Transit
Area: 60-foot-radius spread at Long range
Duration: 1 round/level
Effects: The expansion of the Universe is accelerating. Distances between objects within the area are increased dramatically, which effectively reduces speed, maximum range for ranged attacks, and range for spells to 5', as well as reducing melee reach to 0', for all creatures in the area. 5' steps are entirely impossible, and spell and spell-like effect areas within this phenomenon's area are reduced to affecting a single 5' square adjacent to the caster. Ranged attacks are made as if at 5 range increments for the purpose of determining range penalties.
Conjunctions Lost: Gravity, Occultation, Transit
Conjunctions Gained: Orbit, Phase

Dark Matter
Superior: Any
Inferior: Azimuth, Declination, Gravity, Moon, Stars, Transit
Area: 40-foot-radius burst at Long range
Duration: 1 round/level
Effects: Creatures in the area are caught in a shifting field of variable-density dark matter. Every creature within the area must make a grapple check, opposed by the grapple check of the dark matter. Treat the dark matter grappling a particular target as a Large creature with a base attack bonus equal to your Observer level and a Strength modifier equal to your Intelligence modifier. The dark matter cannot be interacted with other than via the grapple check, but does not deal any damage to creatures caught in the grapple, merely holding them in place. Any creature that enters the area of the phenomenon is immediately grappled by the dark matter. Because the dark matter grapplies creatures with pure gravity, it can grapple creatures affected by freedom of movement or similar abilities, though such creatures receive a +5 bonus on grapple checks against the chains. Incorporeal creatures are not grappled by the dark matter. Any corporeal creature in the area which is not grappled is entangled instead.
Conjunctions Lost: Gravity, Moon, Stars
Conjunctions Gained: Occultation, Phase

Dispersion
Superior: Any
Inferior: Azimuth, Phase, Stars
Target: Creature touched
Duration: 1 round/level
Effects: The image of your target separates into its component colors as the light waves move at different speeds, resulting in multiple disorienting figures of slightly different colors. The figments stay near the target, and disappear when struck. The target throws off 2d6 images, which separate from it and remain in a cluster, each within 5 feet of at least one other figment or the target itself. The target (and other figments) can move into and through a figment without disrupting it. When the target and an image separate, observers can’t use vision or hearing to tell which one is the target and which the image -- the figments mimic the subject's actions exactly. While moving, the subject can merge with and split off from figments so that enemies who have learned which image is real are again confounded.

Enemies attempting to attack or cast spells at the subject must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack against an image destroys it. An image’s AC is 10 + the subject's size modifier + the subject's Dex modifier. Figments seem to react normally to area effects (such as looking like they’re burned or dead after being hit by a fireball). An attacker must be able to see the images to be fooled; if the subject is invisible or an attacker shuts his or her eyes, the images have no effect. (Being unable to see carries the same penalties as being blinded.)
Conjunctions Lost: Phase
Conjunctions Gained: Moon

Dust Outflow
Superior: Night
Inferior: Azimuth, Declination, Moon, Occultation, Phase, Stars, Transit
Area: 60-foot cone
Duration: 1 round and 1 round/level
Effects: A cone of interstellar dust flows from you, surrounding your enemies, and remains stationary for the duration. This dust causes creatures caught in the area to cough and choke; affected creatures must make a Fortitude save each round on their turn or be dazed for 1 round. In addition, the dust obscures all sight, including darkvision, beyond 5 feet, for 1 round/level. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A strong wind (21+ mph) disperses the dust in 4 rounds, while a severe wind (3s1+ mph) disperses the dust in 1 round.
Conjunctions Lost: Azimuth, Declination, Moon
Conjunctions Gained: Orbit

Eccentricity
Superior: Any
Inferior: Orbit
Area: 15-foot-radius emanation
Duration: 1 round/level
Effects: Circular trajectories elongate into ellipses, which become parabolas and then hyperbolas. Creatures within the area gain a bonus to AC against ranged attacks equal to half your Observer level (rounded down, minimum +1).
Conjunctions Lost: Orbit
Conjunctions Gained: Gravity

Electromagnetic Discontinuity
Superior: Any
Inferior: Azimuth, Declination, Spin, Stars
Effect: Translucent sheet up to 40 ft long and 20 ft high, at Medium range
Duration: 1 round/level
Effects: A shimmering break in the electromagnetic field stops the transmission of energy. This phenomenon grants total cover against energy effects, blocking line of effect for any effect with the Acid, Air, Cold, Earth, Electricity, Fire, Force, Shadow, Sonic, or Water descriptor, though it does not block line of sight.
Conjunctions Lost: Azimuth, Declination
Conjunctions Gained: Gravity

Event Horizon
Superior: Any
Inferior: Azimuth, Declination, Gravity, Moon
Area: 20-foot-radius emanation at Medium range
Duration: 1 minute/level
Effects: A gravitational information barrier exists around the area, preventing light and sound to pass through. Anyone looking into the area from outside sees pure blackness, which darkvision cannot penetrate. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside cannot see or hear out, either. Divination (scrying) spells cannot perceive anything within the area, and those within are immune to detect thoughts. The event horizon prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a sending or message spell, or telepathic communication, such as that between a wizard and her familiar. The spell does not prevent creatures or objects from moving into and out of the area.
Conjunctions Lost: Moon, Gravity
Conjunctions Gained: Occultation

Flocculus [Light]
Superior: Day
Inferior: Occultation
Target: Creature touched
Duration: 1 round/level
Effects: Small patches of extra brightness on the Sun's surface break through the gloom. For the duration, the target can see through magical darkness (though he cannot see through normal darkness unless he has other means to do so).
Conjunctions Lost: Occultation
Conjunctions Gained: Spin

Gamma Ray Burst
Superior: Any
Inferior: Gravity, Orbit, Phase, Spin, Stars
Target: One creature within Medium range
Duration: Instantaneous
Effects: A burst of extremely high-energy photons from a dying star streams through the air, slamming into your target and scattering its particles in all directions (an effect called Cherenkov Radiation). The target takes 1d10 points of damage per Observer level, and bursts of bluish light erupt, striking all creatures within 10 feet of the original target for half the original amount of damage. Creatures which make a Fortitude save take half damage.
Conjunctions Lost: Gravity, Orbit, Phase
Conjunctions Gained: Azimuth, Declination, Transit

Gas Giant
Superior: Any
Inferior: Gravity, Moon, Orbit
Area: 60-foot-radius sphere
Duration: 1 round/level
Effects: The ground and any unattended inanimate objects disappear for the duration, and the sphere is filled with a featureless fog and no gravity (http://www.d20srd.org/srd/planes.htm#noGravity) (replacing any existing gravity trait in the area for the duration). The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance), while creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). With no gravity, creatures simply float in their previous position, though a creature can make a Swim check (DC equal to the DC for this phenomenon) to move up to one-quarter of their speed as a move action. Fly speeds do not function within the sphere. When the effect ends, any creatures below the surface of the returning ground (if applicable) are shunted directly upwards to the surface, and end up prone; objects are also shunted to the surface, as necessary. Creatures in the air fall when gravity returns, suffering falling damage as normal.
Conjunctions Lost: Gravity
Conjunctions Gained: Phase

Gravitational Lens
Superior: Day or Sheltered
Inferior: Azimuth, Declination, Gravity, Occultation, Phase, Spin, Stars, Transit
Range: Medium (100 ft + 10 ft/level)
Duration: Concentration
Effects: A dense clump of matter concentrates sunlight into an area chosen by you, anywhere within range. For everywhere within range other than the area of effect, the illumination is reduced by 95% (there is a little illumination from scattering and reflection). The effect where the sunlight is concentrated depends on how tight the focus is, and on the ambient conditions, as described in the table below. While observing this phenomenon, you may change the position of the focused area once per round as a free action.
{table=head]Ambient light|{colsp=3}
Area of Effect

|5' square|5' radius|10' radius
Within 1 hr of noon, clear|Blinding light, 2d8 damage/level/round, soft metals melt, anything that can burn catches fire|Blinding light, d8 damage/level/round, Reflex save or catch fire|Blinding light, d8 damage/2 levels/round, Reflex save or catch fire
Daytime, clear|Blinding light, d8 damage/level/round, Reflex save or catch fire|Blinding light, d8 damage/2 levels/round, Reflex save or catch fire|Blinding light, d8 damage/4 levels/round, Reflex save or catch fire
Twilight, clear|Blinding light, d8 damage/4 levels/round, Reflex save or catch fire|Blinding light, unattended flammable materials catch light in 2 rounds|Dazzling light, unattended highly flammable materials catch light in 4 rounds
Within 1 hr of noon, heavy cloud|Blinding light, 2d6 damage/level/round, Reflex save or catch fire|Blinding light, d6 damage/level/round, Reflex save or catch fire|Blinding light, d6 damage/2 levels/round, Reflex save or catch fire
Daytime, heavy cloud|Blinding light, d6 damage/2 levels/round, Reflex save or catch fire|Blinding light, d6 damage/4 levels/round, Reflex save or catch fire|Blinding light, unattended flammable materials catch light in 2 rounds
Twilight, heavy cloud|Dazzling light, unattended highly flammable materials catch light in 4 rounds|Dazzlng light|Brightly illuminated[/table]
Conjunctions Lost: Declination, Spin, Stars
Conjunctions Gained: Moon, Orbit

Gravity Wave
Superior: Any
Inferior: Gravity
Area: One 5-foot cube/level at Close range (cubes must be contiguous)
Duration: 2 rounds
Effects: A slow-moving gravitational fluctuation passes through the area. On the first round, the gravity in the area increases significantly. Balance, Climb, Jump, Ride, Swim, and Tumble checks incur a -2 circumstance penalty, as do all attack rolls. All item weights are effectively doubled, which might affect a character’s speed. Weapon ranges are halved. Creatures flying due to natural fly speeds (i.e., not magical) have their altitude reduced by half, and creatures who fall take 1d10 points of damage for each 10 feet fallen, to a maximum of 20d10 points of damage.

On the second round, the gravity decreases significantly instead. Creatures take a -2 circumstance penalty on attack rolls and Balance, Ride, Swim, and Tumble checks. All items weigh half as much. Weapon ranges double, and characters gain a +2 circumstance bonus on Climb and Jump checks. Falling creatures take 1d4 points of damage for each 10 feet of the fall (maximum 20d4).
Conjunctions Lost: None
Conjunctions Gained: Spin

Great Attractor
Superior: Any
Inferior: Azimuth, Gravity
Target: 1 creature within Close range
Duration: 1 round/level
Effects: Your opponent's mass causes a gravitational anomaly, drawing in nearby objects. Attacks made against your target gain a bonus equal to your Observer level divided by 3 (rounded down, minimum +1) for the duration. In addition, your opponent must make a Reflex save, or have any miss chance applied to attacks made against them reduced by 20% (to a minimum of 0%) for the duration.
Conjunctions Lost: Azimuth
Conjunctions Gained: Moon

Heat Death
Superior: Any
Inferior: Azimuth, Declination, Gravity, Moon, Occultation, Orbit, Phase, Spin, Stars, Transit
Area: 30 ft-radius burst at Medium range
Duration: Instantaneous
Effects: The Universe is smeared into a grey wasteland, with maximum entropy, unsustainable to life. All creatures in the area take 2d4 damage per level (Fortitude save for half damage) as their constituent particles attempt to separate. In addition, the entire area is replaced with a featureless sea of inert matter which draws away life. All landscape and unattended objects disappear, while the planar traits in the area are changed to Major Negative Energy Dominant, No Gravity, and Dead Magic. Creatures which die due to the Negative Energy trait do not become undead, but simply crumble to dust, as if disintegrated.
Conjunctions Lost: Gravity, Moon, Occultation, Spin, Stars
Conjunctions Gained: None

Hypernova [Fire]
Superior: Day or Night
Inferior: Azimuth, Declination, Gravity, Moon, Occultation, Phase, Stars, Transit
Area: 45 ft radius burst at Long range
Duration: Instantaneous
Effects: The massive detonation of an enormous star burns your enemies alive. Creatures, unattended objects, and structures within the area take 3d6 damage per level (Reflex save for half damage), half of which is fire damage. Hardness applies to this damage. Any creature, unattended object, or structure reduced to 0 or fewer hit points by this phenomenon is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. In addition, all creatures within 1 mile of the explosion must make a Fortitude save or be blinded and deafened for 1d10 rounds.
Conjunctions Lost: Azimuth, Declination, Moon, Stars
Conjunctions Gained: Orbit, Spin

Jovian Satellites
Superior: Night
Inferior: Moon, Occultation, Orbit, Spin, Transit
Target: Touched creature
Duration: 1 round/level
Effects: The target gains a number of moons which orbit around it, providing protection and crashing into nearby creatures. All ranged attacks and targeted spells made against the target while this phenomenon is in effect suffer a 20% miss chance from the orbiting satellites. In addition, the moons threaten all squares within 20 feet of the subject, and can make attacks of opportunity against creatures which move through them. The moons can make any number of AoOs in a round; they have an attack bonus equal to your Observer level + your Intelligence modifier, and deal 5d6 bludgeoning damage on a successful hit.
Conjunctions Lost: Occultation, Transit
Conjunctions Gained: Declination, Gravity, Stars

Kuiper Object
Superior: Day or Night
Inferior: Declination, Gravity, Orbit, Phase, Stars, Transit
Area: 20-ft-radius cylinder, 80 ft high, at Long range
Duration: Instantaneous
Effects: A rocky object falls from the sky, slamming into the ground and crushing everything beneath it. Creatures within the area take 1d8 bludgeoning damage per Observer level (Reflex save for half damage). Creatures who fail the Reflex save must succeed on a Fort save at the same DC or die instantly as their bodies are pulverized.
Conjunctions Lost: Orbit, Transit
Conjunctions Gained: Occultation, Spin

Light Echo [Light]
Superior: Night
Inferior: Stars
Area: 10 ft/level radius emanation
Duration: 1 round/level
Effects: Reflected starlight illuminates hidden things. Any invisible creature or creature with concealment must make a Reflex save or be affected as by the faerie fire spell for the duration.
Conjunctions Lost: None
Conjunctions Gained: None

Lunar Eclipse [Compulsion, Mind-affecting]
Superior: Night
Inferior: Moon
Area: 10 ft/level radius emanation
Duration: 1 round/level
Effects: Remove the [Moon] Conjunction; restore it at the end of the duration. All lycanthropes must make a Control Shape check or be forced to their normal form. In addition, all creatures within the area (except you) must make a Will save or become enraged, as the rage spell, for the duration.
Conjunctions Lost: None
Conjunctions Gained: None

Magnetar
Superior: Day or Night
Inferior: Azimuth, Declination, Spin, Transit
Area: 20-foot-radius spread at Medium range
Duration: 1 round/level
Effects: Fluctuations in the magnetic field wrench at nearby metallic objects. Each round at the beginning of your turn (including the round that you observe this phenomenon), make a disarm attempt against every creature in the area. These attempts do provoke attacks of opportunity, and your bonus on the opposed roll is equal to your Observer level + your Intelligence modifier; use the same roll result against all affected creatures. For each successful disarm attempt against a subject, that creature drops one metallic item it is currently holding or wearing, chosen at random. If metallic armor is chosen this way, the creature does not drop it, but instead is entangled for 1 round.
Conjunctions Lost: Transit
Conjunctions Gained: Gravity

Magnetic Instability
Superior: Any
Inferior: Azimuth, Declination, Gravity, Occultation, Orbit, Phase, Spin, Transit
Area: 15 ft radius spread at Close range
Duration: 1 round/level
Effects: The magnetic field breaks down in an area. Magic within the affected area is suppressed, as if by the antimagic field spell.
Conjunctions Lost: Gravity, Occultation, Spin, Transit
Conjunctions Gained: Moon, Stars

Meteor Shower
Superior: Night
Inferior: Declination, Moon, Orbit, Phase, Spin
Target: 1 creature per level within Medium range
Duration: Instantaneous
Effects: A series of meteors fall from the sky, leaving burning contrails as they crash into your targets. Make a ranged attack roll, using your Observer level in place of your base attack bonus and your Intelligence modifier in place of your Dexterity modifier, against the touch AC of each of your targets (only roll once for all targets). You cannot target the same creature more than once when observing this phenomenon. Any creature that you hit takes 1d8 bludgeoning and fire damage per Observer level as they are pummeled by a falling meteor.
Conjunctions Lost: Moon, Spin
Conjunctions Gained: Azimuth, Stars

Microlens
Superior: Day or Night
Inferior: Gravity
Target: 1 creature within Close range
Duration: 1 round
Effects: A small density fluctuation focuses light at your target, who must make a Fortitude save. On a successful save, the subject is dazzled for 1 round; however, on a failed save, it is blinded for 1 round instead. Unlike other phenomena, you can observe this phenomenon multiple times in the same encounter.
Conjunctions Lost: Gravity
Conjunctions Gained: Transit

Nadir
Superior: Any
Inferior: Moon, Occultation, Orbit, Stars
Area: 10-foot-radius burst at Medium range
Duration: 1 round/level
Effects: You observe the ground directly beneath your targets. Each creature in the area must make a Reflex save or lose any fly speed it had for the duration. A creature with no other movement speeds cannot move when affected by this phenomenon. Airborne creatures who fail their save plummet to the ground, taking falling damage as normal.
Conjunctions Lost: Any one
Conjunctions Gained: Declination

Nebular Lines
Superior: Night
Inferior: Declination, Moon, Occultation, Spin, Stars, Transit
Area: 30 ft radius emanation
Duration: 1 round/level
Effects: The elements in the air emit light at specific frequencies depending on the composition. Each round at the end of your turn, the colors of light produce a variety of effects based on the Inferior Conjunctions which are active at the time, as shown in the table below.
{table=head]Conjunction|Effect
Azimuth|Enemies within the area take 2d6 acid damage (Fort save for half damage)
Declination|Allies within the area are healed for 2d8 damage + your Observer level
Gravity|Enemies within the area take 2d6 electricity damage (Fort save for half damage)
Moon|Allies within the area gain a +2 morale bonus to saves for 1 round
Occultation|Enemies within the area take 2d6 cold damage (Fort save for half damage)
Orbit|Increase the melee reach of allies within the area by +5 feet for 1 round
Phase|Enemies within the area take 2d6 sonic damage (Fort save for half damage)
Spin|Allies within the area cannot be denied their Dexterity bonus to AC for 1 round
Stars|Enemies within the area take 2d6 fire damage (Fort save for half damage)
Transit|Allies within the area can move up to their speed as a swift action for 1 round
[/table]
Conjunctions Lost: Moon, Occultation, Stars
Conjunctions Gained: Azimuth

Neutrino Burst
Superior: Any
Inferior: Moon, Spin
Target: 1 creature within Close range
Duration: 1 round/2 levels
Effects: Neutrinos pass through all matter, almost never interacting with anything. The target suffers a 75% miss chance on all ranged attacks it makes for the duration.
Conjunctions Lost: None
Conjunctions Gained: Declination

Nutation [Teleportation]
Superior: Any
Inferior: Transit
Target: One willing creature within Close range
Duration: 1 round/level, until discharged
Effects: Sometimes a rotating object can have small fluctuations in the motion of its axis. At any point until the duration expires, the target creature can discharge the effect as an immediate action to teleport 10 feet in any direction.
Conjunctions Lost: Any one
Conjunctions Gained: Spin

Opposition Surge
Superior: Day
Inferior: Occultation, Orbit, Spin
Area: 30-foot cone originating from a corner of your square
Duration: 1 round/level
Effects: Objects appear brighter when you face them directly with the sun behind you. All invisibility effects are negated within the area, as per the invisibility purge spell; you can change the orientation of the cone as a free action once per round.
Conjunctions Lost: Orbit
Conjunctions Gained: Transit

Outgassing
Superior: Any
Inferior: Azimuth, Gravity, Moon, Occultation, Orbit, Spin, Stars, Transit
Target: 1 creature/level at Close range, no two of whom may be more than 30 feet apart
Duration: 1 round/level
Effects: Gas erupts, leaving the area. Each target must make a Fortitude save or be unable to breathe for the duration of the phenomenon. Creatures can normally hold their breath for a number of rounds equal to twice their Constitution score before suffocating; see the Suffocation rules for more detail. On a successful save, a creature is fatigued instead.
Conjunctions Lost: Azimuth, Gravity
Conjunctions Gained: Declination

Parallax
Superior: Any
Inferior: Any
Area: 20-foot-radius emanation
Duration: 1 round/level
Effects: You can determine accurate distances by measuring angles between objects. All ranged attacks made from within the area increase the range increment by 100%.
Conjunctions Lost: None
Conjunctions Gained: None

Penumbra [Darkness]
Superior: Day or Night
Inferior: Moon, Occultation
Area: 20-foot-radius emanation
Duration: 1 round/level
Effects: The outer shadow of an occluding body falls over the area, filling it with shadowy illumination (as per the darkness spell).
Conjunctions Lost: None
Conjunctions Gained: Orbit

Perigee [Fire]
Superior: Day
Inferior: Moon, Orbit, Spin
Area: 20 ft/level radius emanation
Duration: 1 round/level
Effects: The world is at its closest point to the Sun during its orbit. Creatures within the area take 2d6 fire damage per round for the duration (Fort save for half damage).
Conjunctions Lost: Moon
Conjunctions Gained: Azimuth

Precession [Teleportation]
Superior: Any
Inferior: Occultation, Phase
Target: One willing creature/3 levels within Close range, no two of which are more than 30 ft. apart
Duration: Instantaneous
Effects: Orbital parameters change over time. Each target creature immediately teleports up to 15 feet in any direction. A target can teleport to any square within its line of sight. This movement does not provoke attacks of opportunity. A creature can teleport up to a ledge, down to the base of a flight of stairs, and so forth as long as it observes the restrictions and limits given above.
Conjunctions Lost: Any one
Conjunctions Gained: Orbit

Recurrent Nova [Fire]
Superior: Day or Night
Inferior: Phase, Stars
Area: 15 ft radius burst at Close range
Duration: Instantaneous
Effects: The energy of an exploding star envelops your enemies, burning them where they stand. Creatures within the area take 1d6 damage per level (Reflex save for half damage), half of which is fire damage. Unlike other phenomena, you can observe this phenomenon multiple times in the same encounter.
Conjunctions Lost: Stars
Conjunctions Gained: None

Redshift
Superior: Any
Inferior: Gravity, Phase
Target: 1 creature/level within Close range, no two of which may be more than 30 feet apart
Duration: Instantaneous
Effects: You observe that objects become redder as they move away from you. Each target is immediately the subject of a bull rush attempt as if bull rushed by a Medium creature, which automatically initiates without requiring a touch attack. You make a single check, which is opposed by each target's Strength check as normal for a bull rush. You use your Observer level in place of your Strength modifier for the check. For each active Inferior Conjunction beyond the minimum required for this phenomenon, the effective size of the bull rush attempt increases by 1 category (to a maximum of Colossal for 6 active Inferior Conjunctions). For each bull rush attempt, if you are successful the subject is pushed directly away from you, and you need not follow your target as it moves.
Conjunctions Lost: Any one
Conjunctions Gained: None

Refraction
Superior: Any
Inferior: Declination, Moon, Occultation, Phase
Target: 1 willing creature/level within Close range, each of which must be no more than 30 ft apart
Duration: 1 round/level
Effects: Light bends through the air, joining the targets' eyes through odd angles. For the duration, all targets can see through each others' eyes (even if they normally cannot see). Anything that any of the targets sees, all can see. If any of the targets is not flat-footed, none of them are, and no target is considered flanked unless all of them are.
Conjunctions Lost: None
Conjunctions Gained: None

Retrograde Motion
Superior: Night
Inferior: Declination, Moon, Orbit, Transit
Target: Creature touched
Duration: 1 round
Effects: Objects seem to move backward, due to their orbital mechanics. Until the beginning of your next turn, the target may make any number of 5-foot steps, up to a total distance equal to its normal base land speed. The subject can make 5-foot steps even during other creatures' turns.
Conjunctions Lost: Transit
Conjunctions Gained: Stars

Sidereal Time
Superior: Any
Inferior: Occultation, Orbit, Phase, Spin, Stars
Area: 30 ft-radius emanation
Duration: 1 round/level
Effects: Time moves differently when it's measured relative to the motion of the stars. Allies within the area benefit as if by the effects of the haste spell, while enemies within the area must make a Will save or be slowed (as the spell).
Conjunctions Lost: Occultation, Orbit, Phase
Conjunctions Gained: Azimuth, Declination, Transit

Singularity
Superior: Night
Inferior: Gravity, Phase, Spin
Target: Touched creature
Duration: 1 round
Effects: The entire mass of an area has been compressed down to a single mathematical point. Until the beginning of your next turn, the subject's melee reach increases by 30 feet.
Conjunctions Lost: Phase
Conjunctions Gained: Occultation

Solar Eclipse [Fear, Mind-affecting]
Superior: Day
Inferior: Any
Area: 10 ft/level radius emanation
Duration: 1 round/level
Effects: Change the [Day] Conjunction to [Night] for the duration. All creatures with HD no greater than your Observer level (other than you) must make a Will save or be Shaken for the duration. Creatures who are already Shaken, Frightened, Panicked, or Cowering are unaffected.
Conjunctions Lost: None
Conjunctions Gained: None

Spacetime Continuum [Teleportation]
Superior: Any
Inferior: Azimuth, Declination, Gravity, Orbit, Phase, Spin
Target: 1 creature/level within Medium range
Duration: Instantaneous
Effects: You see the flow and ebb of spacetime, and manipulate it to your advantage. You instantly transfer any subject creature from its current location to any other spot within range. You must have line of sight to each original and destination location. An unwilling creature can make a Will saving throw to negate this effect. The creature must be placed on solid ground capable of supporting its weight. If you attempt to place a creature within a solid object or into a space where it cannot fit, the creature does not move.
Conjunctions Lost: Orbit, Phase, Spin
Conjunctions Gained: Occultation, Transit

Starburst Region
Superior: Night
Inferior: Azimuth, Declination, Occultation, Phase, Stars
Area: One 10 ft square/level (S) at Medium range
Duration: 10 minutes/level
Effects: High-density gas in the area makes the slightest disturbance trigger star formation. Whenever a creature enters a square in the area, it must make a Reflex save or cause the square to explode in a blaze of light, causing 5d6 damage to all creatures within 5 feet of the square and blinding the triggering creature for 1d4 rounds. Each square in the area can only be triggered once.
Conjunctions Lost: Azimuth, Declination, Stars
Conjunctions Gained: Gravity, Moon, Transit

Supernova [Fire]
Superior: Day or Night
Inferior: Azimuth, Moon, Phase, Stars, Transit
Area: 30 ft radius burst at Medium range
Duration: Instantaneous
Effects: Your enemies are immolated by the massive energies of an exploding star. Creatures, unattended objects, and structures within the area take 2d6 damage per level (Reflex save for half damage), half of which is fire damage. Hardness applies to this damage. Any creature, unattended object, or structure reduced to 0 or fewer hit points by this phenomenon is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.
Conjunctions Lost: Moon, Stars
Conjunctions Gained: Declination

Syzygy
Superior: Day or Night
Inferior: Moon, Occultation, Transit
Area: 20-foot-radius emanation
Duration: 1 round/level
Effects: Celestial bodies align auspiciously around you. Allies within the area gain a +1 luck bonus per 3 Observer levels (rounded down, minimum +1) to attack rolls, AC, and saves, while enemies take an equal luck penalty to the same statistics.
Conjunctions Lost: Any two
Conjunctions Gained: Any two

Umbra [Darkness]
Superior: Day or Night
Inferior: Azimuth, Declination, Moon, Occultation, Transit
Area: 30-foot-radius emanation
Duration: 1 round/level
Effects: You are lost within deep shadow, blocking all the senses. Within the area, all light is extinguished, and all sound is muffled. Spot and Listen checks automatically fail, and no creature can gain sensory information of any kind, even from sources such as the touchsight power, the Mindsight or Lifesense feats, the blindsense, tremorsense, or blindsight ability, or effects which allow one to see in or through magical darkness.
Conjunctions Lost: Azimuth, Declination
Conjunctions Gained: Phase

Universal Expansion
Superior: Any
Inferior: Azimuth, Stars
Area: 30-foot-radius spread at Medium range
Duration: 1 round/level
Effects: The expansion of the Universe is clearly apparent. Distances between objects within the area are doubled. Effectively, this reduces speed, range increment for weapons, range for spells, and melee reach by half for each creature in the area, and makes 5' steps (usually) impossible. Spell and spell-like effect areas are halved as well in the regions in which they overlap with this phenomenon's area.
Conjunctions Lost: Stars
Conjunctions Gained: Gravity

X-ray Burst
Superior: Any
Inferior: Gravity, Orbit, Spin, Stars
Target: One creature within Medium range
Duration: Instantaneous and 1 round
Effects: A group of high-energy photons streaks through your opponent, revealing its secrets. The target takes 1d8 points of damage per Observer level (Fort save for half damage). In addition, any attacks your allies make against the target until the beginning of your next turn are resolved using your target's touch AC in place of its normal AC.
Conjunctions Lost: Orbit, Spin
Conjunctions Gained: Phase

Zenith
Superior: Any
Inferior: Phase, Spin, Transit
Target: 1 creature within Close range
Duration: 1 round/level
Effects: You observe the top of the sky, directly above you. Your target gains a fly speed equal to twice your Observer level (rounded up to the nearest multiple of 5 feet) with perfect maneuverability.
Conjunctions Lost: Any one
Conjunctions Gained: Azimuth

Zodiacal Light
Superior: Night
Inferior: Azimuth, Declination, Moon, Occultation, Orbit, Phase, Spin, Transit
Area: 30 ft-radius burst at Close range
Duration: Instantaneous and 1 round/level
Effects: Light reflecting off of the sun's dust cloud illuminates the region with false dawn. All spells and spell-like effects within the area with a duration greater than instantaneous and less than 24 hours immediately end, as if their durations had expired. Additionally, change the [Night] Conjunction to the [Day] Conjunction for the duration.
Conjunctions Lost: Orbit, Phase, Spin, Transit
Conjunctions Gained: Gravity, Stars

Zone of Avoidance
Superior: Any
Inferior: Moon, Occultation, Orbit, Stars, Transit
Target: One creature/level at Close range, no two of which may be more than 30 ft apart
Duration: 1 round/level
Effects: Creatures are unable to look at your targets, as the light of the Galaxy obscures them. Targeted creatures gain total concealment for the duration.
Conjunctions Lost: Occultation
Conjunctions Gained: Spin

Derjuin
2013-02-04, 07:30 PM
<UNDER CONSTRUCTION>


Alchemist

Put an image of your class here!

...and if you realign the crystal matrices of the latticework within the dialaterus metrica while forcing liquefied pyrestone through the infernus engine via gaps created by the shift in elemental balance within the gem itself...
~ Mutterings of Gazban the Alchemengineer

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional Level: x + Int modifier

CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Elixirs Prepared|Rider Effects Known

1st|
+x|
+x|
+x|
+x|Elixir Preparation, Rider Effect I, Device|2|1

2nd|
+x|
+x|
+x|
+x|-|3|1

3rd|
+x|
+x|
+x|
+x|-|3|2

4th|
+x|
+x|
+x|
+x|Create Flask|4|2

5th|
+x|
+x|
+x|
+x|Device|4|3

6th|
+x|
+x|
+x|
+x|Eureka!|4|3

7th|
+x|
+x|
+x|
+x|Tinker +2|5|3

8th|
+x|
+x|
+x|
+x|Device Mount|5|4

9th|
+x|
+x|
+x|
+x|Tenacious Tinctures|5|4

10th|
+x|
+x|
+x|
+x|Device, Rider Effect II|6|4

11th|
+x|
+x|
+x|
+x|Transmute Elixir|6|5

12th|
+x|
+x|
+x|
+x|Eureka!|6|5

13th|
+x|
+x|
+x|
+x|-|7|5

14th|
+x|
+x|
+x|
+x|Tinker +4|7|6

15th|
+x|
+x|
+x|
+x|Device|7|6

16th|
+x|
+x|
+x|
+x|Spider Mount|8|6

17th|
+x|
+x|
+x|
+x|-|8|7

18th|
+x|
+x|
+x|
+x|Eureka!|8|7

19th|
+x|
+x|
+x|
+x|Powerful Chemical|9|7

20th|
+x|
+x|
+x|
+x|Device, Rider Effect III, Overload|9|8[/table]

Class Features
All of the following are class features of the Alchemist.

Weapon and Armor Proficiencies: Alchemists are proficient with all simple weapons and all light armor and the buckler.

Elixir Preparation: At the beginning of each day, the Alchemist creates several elixirs used to power his devices. These elixirs use common ingredients available in a wide variety of places, and thus never force the Alchemist to purchase things he needs to mix his chemicals. Preparing the elixirs for the day takes 1 hour, and they remain usable for 24 hours. Elixirs never run out, but the Alchemist can choose to empty out a previously prepared elixir and mix a new elixir by spending 15 minutes cleaning and creating the new elixir. The alchemist chooses the rider effects for each elixir at the time of creation.

Elixirs give base effects to his devices beyond their stated effects. Elixirs themselves do not cause any effects to anyone who ingests them or comes into contact with them; they must be mixed with potent active ingredients (to make a Flask) or be used with a device to cause their effects.

ELIXIR EFFECTS
{table=head]Elixir color|Effects|Save required
Yellow|Dazzled and deafened for 1 round|Reflex
Red|1 point of constitution damage; lasts 1 minute|Fortitude
Green|Sickened for 1 round|Fortitude
Blue|Entangled for 1 round|Reflex
Purple|Shaken for 1 round|Will
Orange|Flat-footed for 1 round|Will
Clear|None[/table]

Elixir effects all force a save, depending on their color. If the creature fails their save and suffers an Elixir effect, they also suffer from all rider effects the elixir is carrying. The save for an Elixir effect is always 10 + 1/2 the Alchemist's level + his Intelligence modifier.

Rider Effect (Ex): When an Alchemist prepares an Elixir, he chooses which rider effects he applies to them. Rider effects are special effects that are added to a device when a specific elixir is used to power it. All rider effects last 5 rounds, unless otherwise specified.

See below for a complete list of rider effects.

Device (Ex): At 1st level, and again at 5th, 10th, 15th and 20th levels, the Alchemist gains the use of a device. These devices are usually used to test their chemicals on objects and creatures, though they are also used in combat scenarios. An Alchemist can use any device he has available to him, but only one device can be used at once. To use a device, the Alchemist must spend a standard action to set up the device (drawing it from a pack and applying the Elixir). Once the device has been set up, it can be activated as a standard action (unless otherwise specified in the device's description, below). A device can be put away as a swift action; the current device must be put away before a new one can be drawn.

Sprinkler: The Sprinkler is used to apply elixirs and rider effects harmlessly to allies, objects, and sometimes enemies. Using the sprinkler is a standard action, and it can be wielded in one hand. The sprinkler creates a 20' cone of harmless mist (even to creatures normally susceptible to water, such as dry liches); creatures in the cone can make a Reflex save (DC = 10 + 1/2 the Alchemist's level + his Intelligence modifier) to avoid the effects of the mist.

Flamethrower: The Flamethrower applies elixir and rider effects to a line of fire. The line is 5 feet wide by 30 feet long; creatures in the area take 1d6 fire damage for every 2 levels the Alchemist has. Using the flamethrower is a standard action, and wielding the flamethrower requires both hands. Creatures in the line can make a Reflex save (DC = 10 + 1/2 the Alchemist's level + his Intelligence modifier) to halve the damage dealt by the fire. If the Flamethrower deals damage to a flammable object, the object catches on fire for 1d3+1 rounds, dealing 1d6 damage per round (bypassing hardness and other forms of damage reduction).

Flask Gun: The Flask Gun launches flasks much farther than the Alchemist himself would normally be able to throw. The flask gun is accurate up to 200 feet away; its range increment beyond that is 100 feet. Unlike other ranged weapons, the flask gun is only reliably accurate out to 3 range increments (or 500 feet maximum). Wielding the flask gun requires two hands and a full round action to use. It can be used to either strike creatures or create area effects. If the flask gun is used to strike a creature, it requires a ranged touch attack roll to hit, but the victim does not get a save against the rider effects. If it is used to create an area effect, it affects all creatures in a 20' radius up to 500 feet away. Creatures in the area must make a Reflex save (DC 10 + 1/2 the Alchemist's level + his Intelligence modifier) or suffer the effects of the flask. The Alchemist must be capable of creating Flasks in order to make use of the flask gun.

Syringe Launcher: The Syringe Launcher manufactures and fires small darts that inject creatures struck with the effects of an elixir and all rider effects. Using the syringe launcher requires a standard action, and it can be wielded in one hand. It requires a ranged attack roll to hit, deals 1d6 piercing damage (triple damage on a natural 20) and has a range of 30 feet. The syringe launcher is ineffectual beyond 30 feet (essentially having 0 range increments). The syringe launcher can also be used to make full attacks as if it were a normal weapon.

Trap Deployer: The Trap Deployer lays simple explosive traps that trigger when a creature gets too close to them (within 1 square of the square on which the trap is placed). Up to 3 traps can be deployed at once; if more are used, older traps deactivate and vanish, in order of first deployed to last. Using the Trap Deployer is a standard action, and it requires two hands to wield. Traps last for 1 hour after being deployed, or until triggered or disarmed. Finding a trap deployed with a trap deployer is a DC 25 search check, and disarming one is a DC 25 disable device check. Creatures in the blast radius of the trap (the square on which it is placed and all adjacent squares) take 1d6 damage for every 3 levels the Alchemist has and are affected by any elixir and rider effects on the trap. Creatures struck can make a Reflex save (DC = 10 + 1/2 the Alchemist's level + his Intelligence modifier) to halve the damage taken. If the Alchemist moves more than 100 feet away from a trap, it deactivates until he comes within 100 feet of it again.

Create Flask (Ex): At 4th level, the Alchemist learns how to manufacture a bomb using his elixirs. These bombs, also called flasks, have a range increment of 10 feet and are treated as splash weapons. A direct hit causes 1d6 damage (type is based on the elixir's color; see below). The victim and all creatures within 5 feet of the victim must make a save against the elixir effects of the flask. Creating a flask from an elixir takes 1 minute of careful measuring and combining, but can be rushed as a standard action with a DC 25 Craft (Alchemy) check. Producing a flask in the normal time provokes attacks of opportunity; rushing one does not. If the Alchemist fails to rush flask creation, it explodes, dealing 1d6 damage for every 4 levels the Alchemist has and automatically applying elixir and rider effects to the Alchemist; damage type is based on the elixir color. All other creatures within 10' of the Alchemist can make a Reflex save (DC = 10 + 1/2 Alchemist's level + his Intelligence modifier) to halve the damage, and must make the appropriate save for the Elixir type or suffer elixir and rider effects.

{table=head]Elixir color|Damage type
Yellow|Electricity
Red|Fire
Green|Acid
Blue|Cold
Purple|Rimefire (see Frostburn, p.17)
Orange|Divine
Clear|Force[/table]

Eureka! (Ex): At 6th level, and again at 12th and 18th levels, the Alchemist has a stroke of genius and modifies one of his devices to have alternate functions. Though these modifications initially take him almost no time, he may afterwards spend one day studying and reconstructing a device to have a different modification, or to remove a modification from one device and modify another. At 6th level, the Alchemist can only have one modified device at a time; at 12th level, he can have up to two, and at 18th level, he can have up to three modified devices at a time. Each device can only have one modification at a time.

SPRINKLER MODIFICATIONS
Acid Lobber: The sprinkler can launch a glob of acid as a standard action that explodes into a 15' radius cloud of dangerous vapor. The cloud lingers for up to 5 rounds; all creatures inside the cloud must make a Fortitude save (DC = 10 + 1/2 the Alchemist's level + his Intelligence modifier) each round or take 1 point of Acid damage and are denied a save against the elixir and rider effects used with the modified sprinkler. A strong wind (21+ mph winds) disperses the cloud in 2 rounds; stronger winds dissipate it in 1 round. The acid lobber's range is 100 feet; in areas with at least 50 feet of overhead space, its range increases to 200 feet.

Oil Slick: The sprinkler can now add oil to its cone, producing a slick coating on all creatures and the area in which it is used. Using this modification causes the sprinkler to take a full round action to use instead of a standard action. Creatures in the area and the cone are considered to be affected as if by a grease (http://www.d20srd.org/srd/spells/grease.htm) spell for 1 minute.

Cloud Generator: The sprinkler can generate clouds filled with elixir-rain. The clouds expand to a 30' radius centered on the space the Alchemist was standing when the cloud generator was used. One round later, a light rain begins, affecting all creatures in the area with the elixir. The rain continues for 1 minute. Creatures that persist in the area are denied a save against the elixir's effects.

FLAMETHROWER MODIFICATIONS
Coldflame: The flamethrower now launches a volatile mixture that is extremely cold, yet burns like fire. It deals either fire or cold damage to the victim, whichever would inflict more damage. For example, if used against a creature with Fire Resistance 5 and no cold resistance, the flamethrower would deal cold damage. If used against a creature with Fire Weakness and Cold Immunity, the flamethrower would deal fire damage.

Heat Shield: The flamethrower can vent excess heat as a standard action, producing a gaseous shield of superheated air that follows the Alchemist around. Creatures that attack the Alchemist take 1 point of Fire damage and must save against the elixir effect used in the flamethrower.

Jetpack: A flamethrower modified in this way essentially becomes two devices, though it can only be used for one function at a time. As a standard action, the Alchemist can strap the modified flamethrower to his back and gain 60' flight speed with Good maneuverability. While used in this way, the Alchemist cannot use the flamethrower to attack foes, though he can set up and use a separate device for the duration. The Alchemist can retrieve the flamethrower as a standard action, but must put away any other devices he is wielding first.

FLASK GUN MODIFICATIONS
Bioweapon Mortar:

Flaskzooka:

:

Quellian-dyrae
2013-02-05, 12:09 AM
The Deiologist

"'Laws of Physics?' What an antiquated belief system. Everybody knows the world runs on the will of the gods."

Wizards, sages, philosophers, scholars of all kinds spend their lives seeking knowledge of the world around them. They wish to understand the physical and magical laws that govern the world, often coming up with extensive theories and equations to explain them. The deiologist agrees with the premise, but takes some issue with the execution. The problem is, all of these rules and patterns are still a means to a deeper end. They are arbitrary constructs placed upon the universe by the gods, who can sway and change them at a whim. To truly understand the way the world works, they feel, requires understanding the cosmological forces that truly determine it - the gods, the planes, and the ineffable cosmic balance of the alignments.

Deiologists study the gods and their works, and the structure that they work in. They seek to understand, more than just the way the world works, the way it is meant to work, what they call the Divine Plan. Part physicist, part philosopher, and part psychologist, they feel that by understanding why the gods have shaped the world the way they have, they can achieve true understanding.

Not all deiologists are entirely impartial scholars, though. Most deiologists have a strong belief in destiny, and many are attracted to the class to learn where they fit into the Divine Plan. Some care little for the Plan as a whole, but are devoted worshippers of their chosen deity and seek a more thorough understanding of its will and ethos. Still others even go so far as to reject the divinity of the gods, trying to prove that they are nothing more than extremely powerful beings, having nothing to do with the nature of the universe and undeserving of worship.

Adventures: Although the observable universe is merely the surface of the Divine Plan, there is still much to be learned by observation. Deiologists adventure to expand their knowledge and understanding of the world around them, to test their theories in the field, to secure funds for research, and for other personal reasons such as to serve the will of their chosen deity or seek out, fulfill, or even avoid their own destiny.

Characteristics: Deiologists are divine casters. Neither quite as versatile as clerics or as flexible as favored souls, they combine some of the strengths and weaknesses of both. However, their approach to divine magic requires more intensive study and effort - they don't simply receive their magic from the gods - so their spellcasting progress is stunted in comparison. They make up for this with a deep understanding of the planes, the alignments, and the world around them, providing them with several useful supernatural powers to supplement their spellcasting.

Alignment: Deiologists can be of any alignment. The bulk of the class, scientific souls whose main ambition is understanding, tend heavily towards neutrality, as any sort of extreme alignment is a heavy bias when studying the sort of things they do. However, those with more personal reasons for entering the class run the gamut - those who seek a stronger understanding of their deity or the cosmological principle of their alignment tend to be incredibly zealous.

Religion: Deiologists can come from just about any religion, or none at all. Gods of knowledge are slightly more heavily represented, but only just; the people who are in it for pure knowledge also have a higher probability of being purely secular. The more dogmatic or highly chaotic faiths tend to discourage the class though, much as they don't really like their followers asking too many questions.

Background: Deiologists usually come from either a scholarly or religious background, the former seeking a greater understanding of the way the world works and the latter seeking a greater understanding of its deity. Some are drawn to the class when given a sense of some destiny, seeking to learn about it or avoid it.

Races: Ever-inquisitive, humans and gnomes are common members of the class, and pragmatic dwarves are fairly close behind. As with religions, races whose primary deities tend to be dogmatic or demanding strongly discourage the class - drow deiologists, for example, are almost completely unknown, as Lolth does not want her followers understanding her motives.

Other Classes: It's often joked that a given deiologist will get along famously with either wizards or priests, and terribly with the other. They find innate spellcasters, such as sorcerers and favored souls, utterly fascinating, although they do sometimes show an unnerving tendency to treat them more like lab rats than people.

Role: The deiologist serves an adventuring party primarily as a support caster, using their spells and powers to augment, heal, and protect their allies while hampering and hindering their foes. They also fulfill the role of the sage very well, with great access to Knowledge skills and a wealth of divinations.

Adaptation: Although they follow a divine theme, the core of the deiologist is that it is a student of the fundamental forces that hold sway over a fantasy world. Changing their spell list (replacing cleric spells with druid spells, or replacing their entire spellcasting options with arcane spells) makes the class an easy fit as a dual Intelligence/Wisdom-based spellcaster of any type.

GAME RULE INFORMATION
Deiologists have the following game statistics.
Abilities: Intelligence and Wisdom are the most important stats for a deiologist, with each impacting their spells have affecting some of their abilities and many of their skills.
Alignment: Any.
Hit Die: d4.
Starting Age: As cleric.
Starting Gold: As druid.

Class Skills
The Deiologist's class skills (and the key ability for each skill) are...

Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int), Spot (Wis), and Survival (Wis).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

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

1st|
+0|
+0|
+0|
+2|Spellcasting, Domains, Planar Invocation.

2nd|
+1|
+0|
+0|
+3|Freedom of Will (1/encounter), Glimpse the Plan (Personal).

3rd|
+1|
+1|
+1|
+3|Planar Channeling.

4th|
+2|
+1|
+1|
+4|Understanding.

5th|
+2|
+1|
+1|
+4|All Part of the Plan.

6th|
+3|
+2|
+2|
+5|Freedom of Will (1/encounter/defense), Glimpse the Plan (Known).

7th|
+3|
+2|
+2|
+5|Planar Calling.

8th|
+4|
+2|
+2|
+6|Invoke Alignment.

9th|
+4|
+3|
+3|
+6|Will of the Gods.

10th|
+5|
+3|
+3|
+7|Freedom of Will (1/round), Glimpse the Plan (Strangers).

11th|
+5|
+3|
+3|
+7|Planar Shifting.

12th|
+6|
+4|
+4|
+8|Cosmic Signatory.

13th|
+6|
+4|
+4|
+8|Know the Truth.

14th|
+7|
+4|
+4|
+9|Freedom of Will (1/round/defense), Glimpse the Plan (Retroactive).

15th|
+7|
+5|
+5|
+9|Planar Banishment.

16th|
+8|
+5|
+5|
+10|Mass Invoke Alignment.

17th|
+8|
+5|
+5|
+10|View the Plan.

18th|
+9|
+6|
+6|
+11|Freedom of Will (Constant), Glimpse the Plan (Dual).

19th|
+9|
+6|
+6|
+11|Planar Warping.

20th|
+10|
+6|
+6|
+12|Transcendance.[/table]

Class Features
All of the following are class features of the Deiologist.

Weapon and Armor Proficiencies: The deiologist is proficient with simple weapons, light armor, and shields (except tower shields).

Spellcasting: The deiologist studies the will and nature of the gods, and nowhere is this more apparent than in the divine spells they grant to their priests. The deiologist may learn and cast spells drawn from the Cleric spell list or from the Divination school of the Wizard spell list. A deiologist prepares spells similarly to a cleric, drawing from all the spells on its list. However, where a cleric is simply gifted its spells from its deity, the deiologist prepares the spell through rigorous reserach, experimentation, preparation, and mental and spiritual attunement to the core concepts governing the workings of the magic. Resultantly, deiologists have substantially more flexibility than a typical cleric, but higher-level spells are harder for them to master and it takes much longer for them to prepare new spells.

Deiologists do not have a set number of spells per level that they may prepare. Rather, they can prepare a total number of levels of spells equal to their Intelligence modifier times half their class level, rounded up. No spell may be of higher level than one-third the deiologist's class level, rounded up. Preparing spells normally takes one day per spell level prepared. However, part of gaining a deiologist level is a scientific breakthrough in its understanding of divine magic which immediately allows it to reprepare all of its spells with only a single day of work. The deiologist may adventure, craft magic items, or perform other activities while preparing new spells. However, before it can prepare a spell in a currently occupied spell slot, it must free up the slot by losing whatever spells are currently prepared within it. This must be done at the start of the preparation process, so if a deiologist wished to give up its Daylight and Cure Moderate Wounds spells to prepare a Raise Dead spell, it would have to give up those two spells at the start and be effectively down by five spell levels for the five days it took to prepare the Raise Dead spell. Thus, repreparing spells during downtime is generally preferred.

The deiologist must choose the spell it wishes to prepare at the start of the process. If it changes its mind later, it must start anew.

Once the deiologist prepares a spell, its processes are at the forefront of its mind and its spirit and magic are properly attuned to work the magic. Until it gives up the spell to prepare a different one, it may cast it simply with a proper expenditure of magical energy. The deiologist has a pool of Energy equal to (five + its Wisdom modifier) times its class level. Casting a spell costs an amount of Energy equal to the cumulative spell level, as summarized below:


Level 1: 1 Energy.
Level 2: 3 Energy.
Level 3: 6 Energy.
Level 4: 10 Energy.
Level 5: 15 Energy.
Level 6: 21 Energy.
Level 7: 28 Energy.

The deiologist may restore its Energy with an hour of study, prayer, meditation, or similar quiet mental focus. It may do so once per day, and it must have received eight hours rest (or the equivalent) since the last time it did so.

The deiologist may apply metamagic feats it knows to its spells simply by paying the appropriately-increased Energy cost. It may not cast a spell with a higher effective spell level than it could prepare.

The save DC for a deiologist's spells is 10 + the spell level + the higher of its Intelligence or Wisdom modifier.

Domains: Since the deiologist studies the gods, it can learn the special spells of their domains. The deiologist may choose a single domain, and add any spell of the domain that it is high enough level to cast to its list of prepared spells. Such spells are also treated as being on its spell list. The deiologist may change its domain as part of the breakthrough gained with a level, or with a week of work indepentent of a breakthrough. Note that, as with changing spells prepared, the deiologist has no access to its domain during the week it is changing it. The deiologist does not gain the granted power of the domain.

Upon character creation, a deiologist may forego the ability to change its domain to instead select a second domain. Both domains have their spells permanently added to its prepared spell list as it becomes high enough level to cast them. This choice is often made by deiologists who dedicate themselves to a single deity, selecting from that deity's domains.

Planar Invocation (Su): In addition to the gods, deiologists study the cosmological principles of the planes, both the elemental planes and the aligned outer planes. The deiologist may choose a single plane to focus its studies on. For every eight ranks the deiologist possesses in Knowledge (The Planes), it may choose an additional plane. The deiologist may change one of its planes with a week of work, following the same rules for changing a domain.

At first level, the deiologist's studies allow it to reach across planar boundaries and summon forth a small amount of that plane's energy, directing it outward in a blast of pure planar energy or imbuing the essence of the plane directly into a target. Either option can be used at will as a standard action, with Medium range. The save DCs where called for are 10 + 1/2 character level + Intelligence modifier.

In the case of planes with two alignments, you may choose one that you can direct as a bolt, and one that you can invest; you don't get both options for both, and both alignments must be represented; you can't choose the same alignment for both options.

When directing pure planar energy, the deiologist fires a bolt of pure planar energy which requires a ranged touch attack to hit and deals 1d6 points of damage per odd-numbered character level, plus the deiologist's Intelligence modifier. In the case of aligned planes, the bolt deals +1 damage per die against creatures of the opposed alignment, -1 per die against the same alignment, deals maximum damage against creatures with the opposed alignment subtype, and deals no damage against creatures with the same alignment subtype. The bolt also has special effects depending on the nature of the plane:

Elemental (Fire): Deals fire damage. Target struck must make a Reflex save or catch fire. The DC to put out the fire is the same as to avoid it, and the fire adds your Int modifier to each instance of damage.

Elemental (Earth): Deals magical piercing damage. Target struck must make a Reflex save or be Entangled and Immobilized for one round.

Elemental (Water): Deals magical bludgeoning damage. Target struck must make a Reflex save or fall prone.

Elemental (Air): Deals magical slashing damage. Target struck must make a Reflex save (with a +/-2 modifier per size category other than Medium) or be moved 5' per point it fails by in any direction. If it hits a solid object, it takes 1d6 damage per 10' it was unable to travel.

Energy (Positive): Deals positive energy damage. Target struck must make a Fortitude save or its attacks provide equal healing (canceling any damage it would deal) for one round.

Energy (Negative): Deals negative energy damage. Target struck must make a Fortitude save or take a penalty on all ability scores equal to your Intelligence modifier for one round (this cannot reduce a score below 1).

Ethereal: Deals force damage. Target struck must make a Fortitude save or treat all of its opponents as if they were Blinking for one round.

Astral: Deals untyped damage. Target struck must make a Fortitude save or be teleported 5' per point it fails by in any direction (if it ends up in a spot occupied by a solid object it is shunted to the nearest open space, taking 1d6 damage per 10' so traveled).

Aligned (Lawful): Deals Axiomatic damage. Treat Aberrations as being of an opposed alignment subtype. Target must make a Will save or be Slowed for one round.

Aligned (Chaotic): Deals Anarchic damage. Treat Constructs as being of an opposed alignment subtype. Target must make a Will save or be Confused for one round.

Aligned (Good): Deals Holy damage. Treat Undead as being of an opposed alignment subtype. Target must make a Will save or be Blinded for one round.

Aligned (Evil): Deals Unholy damage. Treat Fey as being of an opposed alignment subtype. Target must make a Will save or be Frightened for one round.

When investing energy directly into the target, the energy causes a direct positive effect lasting for one round per two points of your Intelligence modifier. Repeat applications do not stack.

Elemental (Fire): The target's attacks deal one additional point of fire damage per character level.

Elemental (Earth): The target receives DR/adamantine equal to your character level.

Elemental (Water): The target gains Regeneration (overcome by cold and electricity) equal to your character level.

Elemental (Air): The target's speed increases by 5' per character level.

Energy (Positive): The target receives 1d6 temporary hit points per character level.

Energy (Negative): Every time the target deals damage with a weapon attack, it heals an equal amount of hit points, to a maximum equal to your character level.

Ethereal: For the duration of the effect, the character may treat 5' of movement per character level as if it were ethereal.

Astral: The target may teleport up to 5' per character level you possess as a swift action.

Aligned (Lawful): The target's attacks become Lawful aligned and it gains a bonus to AC equal to your Intelligence modifier.

Aligned (Chaotic): The target's attacks become Chaotic aligned and it gains a bonus to a single chosen ability score equal to your Intelligence modifier.

Aligned (Good): The target's attacks become Good aligned and it gains a bonus to saving throws equal to your Intelligence modifier.

Aligned (Evil): The target's attacks become Evil aligned and it gains a bonus to attack rolls equal to your Intelligence modifier.

Freedom of Will (Ex): Deiologists study the gods and their Divine Plan. Even the most secular must admit that the gods wield tremendous power and influence, and many deiologists are firm believers of destiny. But even with such grand and ephemeral subjects to study, one of the most difficult variables to pin down is also one of the most critical components of the Divine Plan - the influence of free will. After years of study, a deiologist begins to understand how free will molds the Plan, and where and how it can be exerted to challenge even the will of the gods.

Starting at second level, once per encounter, a deiologist may roll a Will save in response to any sort of attack or unwanted effect. It may use the result of its Will save in place of its AC, Fortitude save, or Reflex save against that effect. When using Freedom of Will to replace a saving throw, a successful save allows the deiologist to fully avoid any effects of the attack, even if a successful save would normally result in reduced or partial effect. When using Freedom of Will to replace AC, the benefit applies against all attacks made by a single opponent that round. The deiologist must roll the Will save before rolling the normal required saving throw or before the opponent's attacks have been resolved.

At sixth level, the deiologist may use Freedom of Will once per encounter per type of defense - that is, once for Fortitude, once for Will, and once for AC.

At tenth level, the deiologist may use Freedom of Will once per round. It also retains its once per encounter per type of defense use, in addition to its per-round use, but it cannot use it twice in the same round for the same type of defense.

At fourteenth level, the deiologist may use Freedom of Will once per round per type of defense. This replaces its once per encounter use.

At eighteenth level, the deiologist may use Freedom of Will whenever it wishes.

Glimpse the Plan (Su): Deiologists study the patterns around them, create complex equations to explain not just the rules of the world, but why they were devised as such and when they might be subject to change. Every so often, seeking patterns within patterns, the deiologist can catch a glimpse of all the myriad interconnecting strings of mortal will, divine plan, and cosmic fate. The deiologist can see how two seemingly unconnected events can play off each other, and with a bit of effort, alter the strands of fate and fortune to its benefit.

Starting at second level, at the start of the day, a deiologist may roll a d20 and keep the result. Any time during the day, after a d20 roll is made and revealed but before results are determined, the deiologist can swap that roll's result with the stored result; the roll is treated as if it rolled the stored result, and the original result of the roll is now stored. The deiologist may swap a number of rolls per day equal to half its Intelligence modifier + 1.

Initially, the deiologist may only swap rolls that it makes. At sixth level, it may also swap rolls made by people it knows - generally, those it has personally interacted with multiple times over the course of at least a week. At tenth level, it may swap rolls made by people it doesn't know. At fourteenth level, it may swap rolls after the results have been determined. At eighteenth level, it may follow two separate threads of chance at a time, maintaining two distinct stored rolls, each with their own independent number of uses per day.

If, when it would normally roll a new stored roll at the start of the day, the deiologist has any uses from the previous day remaining, it may choose to continue following those connections, keeping its current stored roll (it still refreshes its daily uses).

Planar Channeling (Su): Starting at third level, the deiologist gains the ability to channel a wave of power from its chosen plane, allowing it to turn creatures opposed to the plane's energies or rebuke those connected to it. The deiologist can use this power once per encounter (to either turn or rebuke). This otherwise functions like a cleric's ability to turn or rebuke undead, but replaces all references to Charisma with Intelligence. This can be used to power divine feats, but since it has staggered uses, it cannot be used on any such feats that require the expenditure of more than one use. Effects that grant additional daily uses of Turn Undead or similar abilities do not grant additional uses of Planar Channeling.

The sort of creatures that the deiologist can affect depend on the plane:

Elemental (Fire): Turn water creatures, rebuke fire creatures.

Elemental (Earth): Turn air creatures, rebuke earth creatures.

Elemental (Water): Turn fire creatures, rebuke water creatures.

Elemental (Air): Turn earth creatures, rebuke air creatures.

Energy (Positive): Turn undead, rebuke deathless.

Energy (Negative): Turn deathless, rebuke undead.

Ethereal: Turn or rebuke incorporeal, ethereal, and blinking creatures.

Astral: Turn or rebuke summoned and called creatures.

Aligned (Lawful): Turn creatures with the chaotic subtype and aberrations, rebuke creatures with the lawful subtype and constructs.

Aligned (Chaotic): Turn creatures with the lawful subtype and constructs, rebuke creatures with the chaotic subtype and aberrations.

Aligned (Good): Turn creatures with the evil subtype and undead, rebuke creatures with the good subtype and fey.

Aligned (Evil): Turn creatures with the good subtype and fey, rebuke creatures with the evil subtype and undead.

Understanding (Ex): Spending years trying to understand the minds of the gods makes understanding the minds of mortals relatively simple by comparison. Starting at fourth level, the deiologist may substitute Wisdom for Charisma on Diplomacy checks, and Intelligence for Charisma on Gather Information checks. It may also, as a swift action, make a Sense Motive check against a DC of 15 + the target's HD + the target's Charisma modifier; on a success, it learns one aspect of the target's alignment, or it may learn how the target feels about a certain subject or how it would respond to a certain situation. It may do this once every ten minutes.

This can be used to anticipate what the target plans to do on its next turn; in this case, if situations change such that the target no longer wishes to take the actions it defined, it must roll a Will save (DC 10 + 1/2 Sense Motive ranks + Wisdom modifier) or lose its turn.

Additionally, its studies into how the gods influence the natural and magical laws of the world, its history, even its creatures means the deiologist has insight in almost every situation. A number of times per day equal to its Wisdom modifier, the deiologist may substitute a Knowledge (Religion) check for a different type of Knowledge check.

All Part of the Plan (Sp): A fifth level deiologist is beginning to understand its place in the Divine Plan. There are some things it is destined to do. Many deiologists give themselves over to this destiny, accepting it wholeheartedly with the faith that no circumstance will prevent it from fulfilling its role when the time comes. Others use this knowledge to defy predictability and short-circuit their own fate. The results, interestingly enough, are the same. Once per day, the deiologist may cast a spell on its spell list that it is high enough level to cast, but does not have prepared. It must still pay the normal Energy costs and supply all necessary components.

Planar Calling (Sp): Starting at seventh level, the deiologist's ability to reach through the planes improve. It may, as a ten-minute ritual, call a creature from another plane to its own. This functions as a Planar Binding spell, with the following differences:

There is no inherent limit to the power of creatures that the deiologist can call, though it can only call a single creature per ritual. Creatures with a CR at least four greater than the deiologist's own automatically succeed any checks and saves called for as a part of this power, although certain elaborate preparations (such as learning a creature's true name) may nullify this advantage at DM discretion.

This power does not provide any inherent means to control the outsider. The normal opposed Charisma check has an alternate effect. If the deiologist succeeds, the outsider takes a -4 penalty on saving throws against the deiologist's spells and supernatural abilities, and the deiologist can banish it with a standard action. If the outsider succeeds, it gains a +4 bonus on saving throws against the deiologist's spells, and becomes immune to all Charms, Compulsions, and Banishing effects from the deiologist. This Charisma check cannot be improved by any magic, even enhancement bonuses, but the deiologist may substitute its Intelligence modifier for its Charisma modifier if it wishes. Unless the deiologist is powerful enough to be a serious threat to the outsider, or the outsider deems the deiologist's cause worthy of its action, it usually takes a significant sacrifice, favor, or payment by the deiologist to enlist the outsider's aid. As a rule, the cost for enlisting an outsider's aid should be equivalent to an encounter with the outsider - for example, a sacrifice of treasure appropriate to an encounter of the outsider's CR, a favor that presents a challenge equal to its CR, the sacrifice of creatures with a combined EL equal to its CR, a sacrifice of XP appropriate to the deiologist's share for an encounter of the outsider's CR, and so on, depending on the nature of the outsider. Usually, if the deiologist succeeds the opposed check, it can enlist the aid of an outsider with a CR equal to or less than its own character level - 2 without need of further payment, although this can depend on the nature of the task (a very dangerous task or one the outsider finds distasteful or beneath it, for example, would make an exception, even for weak Outsiders). Outsiders with a CR greater than the deiologist should always require some substantial recompense for their aid, even if the deiologist's goals are aligned with their own (after all, outsiders of such power are often busy with their own important tasks).

The deiologist need not attempt to force or trap the outsider. If it foregoes the trap and allows the outsider to automatically succeed its Will save, it may send a verbal message to the outsider requesting its aid. The outsider may then choose to answer the calling or not. This is generally an advisable strategy when dealing with outsiders that serve a similar cause, or those that have a significant advantage of power.

The binding effect somewhat shackles the power of the outsider, both limiting the power it could bring to bear against the deiologist and the power of a deiologist to exploit a stronger being. Outsiders called with this ability cannot use any spell or ability that calls other creatures, or any spell (or spell-like ability emulating a spell) that has an XP cost, expensive component cost, focus, or that is of higher level than the deiologist itself can cast. Most outsiders quickly understand when a deiologist is calling them to use a capability it could not easily emulate (such as a spell that it doesn't have prepared or that isn't on its spell list), and will almost always use this leverage to exact a payment or favor from the deiologist.

The deiologist may use this ability once per week per point of its Intelligence modifier. If a previously called creature is active, the weekly use used to call it is not returned until a day after it leaves the deiologist's service.

A deiologist who reneges on a deal treats all beings native to that plane that it encounters or calls as Hostile until it completes the deal.

Invoke Alignment (Su): An eighth level deiologist understands both the moral and cosmological principles of alignment, and can use them to sway mortal minds. Once per day per point of its Wisdom modifier, the deiologist may give a spoken command to a single target within Medium range. This functions as a Suggestion spell, but the save DC is 10 + 1/2 the deiologist's level + the deiologist's Wisdom modifier. If the command is appropriate to at least one aspect of the target's alignment (such as commanding a good creature to help someone, show mercy to someone, etc), the target receives a -2 penalty on its saving throw. If appropriate to both aspects, the penalty is -4. If the character also has the relevant alignment subtype, or an Aura of the relevant alignment, the penalty doubles.

A suggestion that is clearly opposed to any aspect of the target's alignment results in the target automatically succeeding its save.

Additionally, the deiologist gets a bonus on Diplomacy checks to convince people to do things equal to the penalty they would take on their save if it had used this power to command them.

Will of the Gods (Sp): A ninth level deiologist, between its own research and study, interactions and negotiations with outsiders, and divinations, has gained some degree of insight into the will of the gods. It may use its Planar Calling negotiate with divine aspects and servants, promising offerings or services in exchange for future aid. As with a normal use of Planar Calling, the deity or its representative will require some service or payment - and this is a negotiation, whether by proxy or not, with a deity, so no amount of personal power or threats are going to convince it to forego an appropriate price. If the need is great and the spell is to be used in a way that strongly supports the deity's portfolio, however, it may consider the purpose of the spell to be a sufficient service on its face.

In return for the payment or service, the deity agrees to provide divine aid in a certain situation. Mechanically, the deiologist may choose a spell with a spell level no higher than half the effective CR of the payment. Spells with expensive components also require an additional sacrifice with a gold piece value equal to the cost (one XP = 5 gold for this purpose). The deiologist specifies the spell and the type of situation for it to be used in. Then, when that situation comes up, the deiologist may trigger the spell as an immediate action. The deiologist is treated as the spell's caster for all purposes, but the spell need not be currently prepared, on its spell list, or even within its level to cast (though of course, higher level spells would be very costly). The deiologist also spends no Energy on this spell. The deiologist may only cast the spell in the defined situation, which must be within the deity's portfolio (so that the deity can properly perceive that it has come up with its Portfolio Sense). Naturally, if the situation is such that the spell would be at odds with the deity's portfolio or goals, it will not be granted.

The deity does not promise results; there is no refund for spells that fail due to counters, saves, spell resistance, and other defenses.

The weekly use of Planar Calling spent on this negotiation cannot be recovered while the spell is still pending, as per the rules for called creatures remaining in service.

Planar Shifting (Sp): Starting at eleventh level, the deiologist can travel bodily between the planes, along with passengers, as if using the spell Plane Shift. It may do this once per day per point of its Intelligence modifier. It may not use this power to transport unwilling targets.

Cosmic Signatory (Ex): A twelfth level deiologist has learned enough to throw some weight around in planar politics. It learns about and may sign into any planar, deific, or cosmological pacts that are present in the setting. At a minimum, this confers the following benefits, although the nature of planar pacts in the setting may result in additional advantages at DM discretion:

First, the deiologist's soul is utterly unclaimed. If the deiologist dies, its soul cannot be claimed or held by any deity or cosmic entity. It retains all of its memories and capabilities (including the ability to travel the planes using its Planar Shifting), and is treated as an incorporeal undead. Alternately, the deiologist may choose to form a new body from the essence of a chosen plane. This process takes one week, and results in the deiologist losing the Undead type and gaining the Outsider type and a subtype relevant to that plane (Archon for a LG plane, Demon for a CE plane, etc). Note that in either form its type and subtype are fully changed, so being killed as an Undead or Outsider may make future resurrection even more difficult.

Second, the deiologist can invoke rites and pacts when calling outsiders. Whenever using its Planar Calling to summon outsiders with a CR no higher than its own CR - 4, the target automatically fails any saves or opposed checks called for by the ability, and is not entitled to payment for services rendered.

Third, as a move action while on its home plane, the deiologist can command a single outsider to leave, effectively banishing it (but this is an invocation of the pact, not a spell or supernatural power). An outsider bound by magic from a native of the plane receives a Will save to resist (DC 10 + 1/2 the deiologist's class level + the higher of the deiologist's Int or Wis mod). The outsider receives a modifier on this save equal to its summoner's character level minus the deiologist's character level. Outsiders not bound by native magic receive no save. Generally speaking, when a Cosmic Signatory commands an outsider to leave, it's considered proper form for other outsiders of the same plane to leave as well, although this is not required. An outsider successfully banished by this ability cannot return for a year and a day (those who leave willingly are not so bound).

Fourth, the deiologist's own called outsiders automatically succeed any Will saves to resist any form of banishment, including from another Cosmic Signatory, as long as the deiologist and the outsider so targeted are on the deiologist's home plane. They deiologist may revoke this protection at will as a free action, even when not its turn.

Finally, the deiologist, and up to one other target per class level within one mile of the deiologist, are afforded planar protection. They may ignore any or all undesired planar effects. When traveling to another plane, they are afforded rites of hospitality; outsiders native to that plane may not attack them, target them or their area with harmful effects, or attempt to imprison or otherwise hold them against their will. If anyone under the deiologist's protection attacks such an outsider, or attempts to interfere with or obstruct their goals and actions, the protection is lost against all natives of that plane until they leave and for one week thereafter. While on [i]their home plane, all outsiders are prevented from attempting to attack or harm them or from interfering with their goals, unless they directly attack the outsider (which, again, foregoes their protection against that plane for one week). Banishment effects are not considered attacks for purposes of these protections. Note that while on another plane, outsiders not native to that plane are not bound by planar pacts regarding the deiologist.

Know the Truth (Su): A thirteenth level deiologist has a much clearer understanding of the way the world works, such that magical trickery fail to take hold. The deiologist receives permanent True Seeing.

Planar Banishment (Sp): Starting at fifteenth level, the deiologist may open short-lived rifts to its chosen planes, forcing enemies through. A single target within Medium range must make a Will save (DC 10 + 1/2 class level + Int modifier) or be forcibly transported to the deiologist's chosen plane. Using this ability is a standard action that uses up one daily use of Planar Shifting.

Mass Invoke Alignment (Su): A sixteenth level deiologist can compel alignments en masse. When using its Invoke Alignment ability, it affects everyone of a chosen alignment in Medium range. The deiologist may choose a specific alignment or a single axis; if it chooses only a single axis, its targeting broadens, but save penalties are only assessed for that specific alignment, even if the command also resonates with a given target's other axis. Commands strictly opposed to a given target's other axis still result in an instant success on the save.

View the Plan (Su): A seventeenth level deiologist sees the Divine Plan in all things. It is constantly under the effects of a Foresight spell.

Planar Warping (Sp): A nineteenth level deiologist can shatter the boundaries between planes, casting a mass of targets into another plane. This functions as Planar Banishment, but can affect a number of targets up to the deiologist's class level.

Transcendance: A twentieth level deiologist can truly say that it understands the minds of the gods. Its knowledge has allowed it to transcend its mortality and achieve a taste of godhood. The deiologist gains a Divine Rank of 0 with all attendant benefits.

malonkey1
2013-02-05, 08:34 AM
Arcane Engineer

“Yeah, clever little widget, that Mythallar, but I think it could use a touchscreen. Maybe some rockets. Oh! Oh! Or how about lasers!!”

Arcane Engineers are people who use the magical energies around them to power various magical machines, as opposed to simply casting spells. These machines can have a variety of effects, but an Arcane Engineer can only have so many of them at a time.

Adventures: The Arcane Engineer adventures for one reason above all others: To use awesome gadgets. They love to show off their latest gizmo at the first chance, and can often be found confounding dragons or confusing displacer beasts with laser pointers.

Characteristics: Arcane Engineers love to invent and discover. Whatever they use them for, their gadgets are their favorite thing. Some have been known to wax lyrical about the specifications of their devices. If you have two of them meet, be prepared to drown in technical jargon. The Arcane Engineer is quite possibly the only class that can out-jargon Wizards.

Alignment: The rigorous work required to develop the machinery of an Arcane Engineer, as well as hone the magical powers that fuel them, often make this class well-suited to lawful characters. That doesn't prevent other alignments from learning the secrets of this class.

Religion: They tend not to worry about deities so much, but those that do tend to follow gods of magic, science or study.

Background/Race: Arcane Engineers can come from nearly any intelligent race with a mechanical bent, but Gnomes, Humans, and Elves produce the largest number of them. Kobolds, with their knack for trapmaking, can be surprisingly skillful Arcane Engineers.

Other Classes: They usually get along well with Wizards, but there can be friction in the area of theory vs. practice. Martial classes such as fighters tend to find an Arcane Engineer's practicality refreshing. Divine and Natural casters tend to be pretty ambivalent, depending on their personal views.

Role: Depending on your choice of Gadgets and Devices, you can fill numerous roles. The one role that is largely out of your reach is that of the healer, although you do receive some limited healing ability.

Adaptation: The Arcane Engineer is pretty setting-ready as it is, especially in relatively advanced settings such as Eberron.

GAME RULE INFORMATION
Arcane Engineers have the following game statistics.
Abilities: Intelligence is a big stat, as it affects your Gadgets and your Devices, as well as their potency. Dexterity and Constitution are important for survival in combat.
Alignment: Any
Hit Die: d6
Starting Age: As Wizard
Starting Gold: As Wizard

Class Skills
The Arcane Engineer's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Knowledge[Any] (Int), Open Lock (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Use Magic Device (Cha)

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

ARCANE ENGINEER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Engineering Points

1st|
+0|
+0|
+0|
+2|Bonus Feay, Gadgetry, Devices (5)|7

2nd|
+1|
+0|
+0|
+3||10

3rd|
+2|
+1|
+1|
+3|Craft Focus|13

4th|
+3|
+1|
+1|
+4|Bonus Feat|16

5th|
+3|
+1|
+1|
+4|Devices (10)|21

6th|
+4|
+2|
+2|
+5|Item Creation|25

7th|
+5|
+2|
+2|
+5|Bonus Feat|29

8th|
+6/+1|
+2|
+2|
+6||33

9th|
+6/+1|
+3|
+3|
+6|Rapid Building 1/day|39

10th|
+7/+2|
+3|
+3|
+7|Bonus Feat, Devices (15)|44

11th|
+8/+3|
+3|
+3|
+7|Craft Focus|49

12th|
+9/+4|
+4|
+4|
+8||55

13th|
+9/+4|
+4|
+4|
+8|Rapid Building 2/day, Bonus Feat|61

14th|
+10/+5|
+4|
+4|
+9||67

15th|
+11/+6/+1|
+5|
+5|
+9|Devices (20)|74

16th|
+12/+7/+2|
+5|
+5|
+10|Bonus Feat|79

17th|
+12/+7/+2|
+5|
+5|
+10|Rapid Building 3/day|87

18th|
+13/+8/+3|
+6|
+6|
+11||95

19th|
+14/+9/+4|
+6|
+6|
+11|Craft Focus, Bonus Feat|102

20th|
+15/+10/+5|
+6|
+6|
+12|Devices (25), Rapid Building 4/day|115[/table]

Class Features
All of the following are class features of the Arcane Engineer:

Weapon and Armor Proficiencies: Arcane Engineers are proficient with simple weapons, and light armor, as well as any weapon-like or armor-like gadgets or devices they can build.

Bonus Feats: At levels 1, 4, 7, 10, 13, 16, and 19, you may choose any of the following as bonus feats: Item Creation Feats, Meta-Supernatural Ability Feats, or the Extra Engineering Points Feat (see below).

Exotic Arcana: The magic wielded by the Arcane Engineer is unusual indeed. You qualify for (ad gain any applicable benefits from) any prestige classes which require any of the following:

Caster Level with a specific requirement for arcane spellcasting. Any class that advances spellcasting advances Engineering Points and Builder Level instead.
Ability to cast a specific spell that can be replicated by a Gadget you are capable of building. If a class feature requires use of that spell, it instead uses up a use of that spell from the equivalent Gadget.

Additionally, any feat which requires caster level as a prerequisite is also satisfied by Builder Level.

Gadgetry (Su or Ex): You can create gadgets to aid you. These Gadgets have no level, but in order to make one, you must spend Engineering points equal to its cost. All of these gadgets have a hardness of 10 + 1/2 your class level and HP equal to its EP cost. You can spend extra engineering points to gain specific extra effects, dependent on the gadget. This also increases bonuses provided by the gadget in question. Unless specifically stated, the gadget's abilities are supernatural abilities. So long as you have a functioning gadget, your Engineering Point reserve is reduced by the cost of making the gadget. Saving throw DCs for abilities granted by Gadgets are 10 + 1/4 point cost + Intelligence Bonus. Inspiration Points from the Factotum class can be used as Engineering Points, but not vice-versa. Factotums must still have levels in this class to use this ability. You can voluntarily destroy gadgets, “cannibalizing” them for points. To build these machines, you must spend 1 minute per point cost for each machine, and The process requires relative calm. If your Engineering Point reserve falls below the number required to have your active devices, you must reduce Engineering points spent for bonuses, and if that does not bring your EP reserve back up to at least 0, your Gadgets lose effectiveness, starting with your most expensive gadget, and working down to your weakest gadgets. Gadgets can be used by others, so long as they remain within 60 feet of you. You need not have a line of effect. Gadgets do not interfere with armor or spellcasting (Except in the case of gadgets built into armor, which affect spellcasting as their non-gadget equivalent, if a type of armor is mentioned). Gadgets with supernatural abilities are nullified under the same circumstances that other magic items would be, such as if dispelled or a soulmeld is bound to their body slot(s). You may use Meta-Supernatural feats in conjunction with any of your own gadgets. You may spend no more than 2.5*(your level + Intelligence Bonus, rounded up) on any one gadget, including extra points used to improve them. Gadgets with limited uses (daily, weekly, or otherwise) can still be cannibalized, but you do not gain access to the gadget's points until you have rested 8 hours.

Devices (Su or Ex): You can hobble together an improvised gadget that lasts for a number of rounds equal to your class level + your Intelligence Bonus (if any). These do not use points from your normal Engineering Points, but instead use “virtual EP” as given on the table above. These points are not replenished until you have rested for 8 hours, as opposed to Engineering Points. This is a standard action that provokes an attack of opportunity. They otherwise follow the same rules as Gadgets.

Craft Focus (Ex): At levels 3, 11, & 19 you receive a cumulative +2 competence bonus on all Craft checks, as well as Knowledge[Engineering] checks. This stacks with Skill Focus.

Item Creation (Su): You can craft magic items without possessing the spell required, provided you have the necessary crafting feat. You can choose to either substitute a spell with a Use Magic Device Check (DC 30 + spell level), or use Engineering points equal to 2 + twice the spell's level. If you choose the latter, any magical properties pertaining to the replaced spell become inactive if the item leaves your possession. If all of the effects on the item depend wholly or partially on that spell, the item becomes completely inert and non-magical upon leaving your possession. You can mix and match spell replacement methods as you please. If you use EP to build the item, then you lose those points until the item is destroyed or out of charges.

Rapid Building (Ex): At level 9, you gain the ability to rush the building of a machine once per day, building it as a in a number of rounds equal to its normal building time in minutes. This is considered a strenuous activity, and provokes attacks of opportunity. You gain extra uses of this at levels 13, 17, and 20

New Feats:
Extra Engineering Points:
Prerequisites: Gadgetry Class Feature
Benefits: You gain extra EP equal to your HD. If you gain additional Hit Dice, your Engineering Points improve with them.
Improved Improvisation:
Prerequisites: Devices Class Feature
Benefits: You gain 1 extra virtual EP for your Devices class feature for every 5 you have normally. For example, normally, Kyle has 10 VEP for devices. With this feat, he'd have 12. If your Device Pool increases, the bonus from this feat increases as well.
Azure Engineering [Incarnum]:
Prerequisites: Gadgetry Class Feature, Con 13
Benefits: Once per day, you can invest Essentia into this feat. You gain bonus Engineering Points equal to three times the invested Essentia. Once you invested Essentia in this feat, you cannot change it for 24 hours.
You gain 1 Essentia.
Soulbound Engineering:
Prerequisites: Gadgetry Class Feature, ability to bind a Vestige
Benefits: While you have a Vestige bound, you can forgo a power granted by the Vestige in order to gain bonus Engineering Points equal to the level of the Vestige whose power you forwent.
Psychic Engineering [Psionic]:
Requires: Gadgetry Class Feature
Benefits: You can expend your Psionic Focus to increase the bonuses from a single Gadget as if you had spent an extra Engineering Point on it. You may also spend power points while you do so, increasing the bonus by the number of power points spent. This effect lasts for a number of rounds equal to your Intelligence Bonus. (Minimum 1)

malonkey1
2013-02-05, 08:35 AM
Gadget Listing:

{table=head]Cost|Name|Type|Effect
2|Illumination Matrix|Glasses|Gain Low-light Vision
2|Black Light|Wand|Gain a +1 on Spot and Search Checks
2|Audio Aid|Special|Gain a +1 on Listen checks
3|Oil Slick Boots|Boots|Produce effects of grease 1/4 builder level/day.
4|Minor Thaumic Capacitor|Special|Attached weapon receives +1 enhancement bonus
4|Hypno Hat|Hat|Reproduce effects of hypnotism 1/4 builder level/day.
4|Dart Gun|Bracer|Gain a 2 Wrist Dart Natural Attacks (Ranged, 1d4 piercing)
5|Power Fist|Gauntlets|Unarmed strike deals damage as if 2 sizes larger.
5|Lesser Powersuit|Armor|Wearer is treated as 1 size larger, as enlarge person
5|Debilitating Mace|Weapon|Mace deals 1 Strength damage on hit
7|Holographic Disguise|Neck|Reproduce effects of alter self
7|Advanced Lock|Special|Creates magical lock (Open DC 15 + builder level)
8|Wall Climbing Gloves|Hands|Gain climb speed equal to 1/2 ground speed
8|Repair Machine|None|Receive +1/4 builder level competence bonus on Craft checks
8|Perfect Pick|None|Take 10 on a single Disable Device or Open Lock check per day as a full-round action.
10|Translation Matrix|Neck|Reproduce effects of tongues
10|Scanalyzer|Glasses|Reproduce owl's wisdom 1/4 builder level/day
10|Power Servos|Gauntlets|Reproduce bull's strength 1/4 builder level/day
10|Blaster Gloves|Hands|Fire 3/4 builder level magic missiles/day
10|Auto-Doc|Backpack|Gain Fast Healing 1/4 builder level for 1/2 builder level rounds/day
10|Agile Servos|Boots|Reproduce cat's grace 1/4 builder level/day
11|Jump Jet|Backpack|Leap up to 30 feet as a move action
12|Taser|Weapon|Reproduce hold person 1/4 builder level/day
12|Rebreather|Mask|Gain ability to breathe underwater
12|Holotron|None|Reproduce major image 1/4 builder level/day
12|Blink Matrix|Armor|Replicate blink 1/4 builder level/day
14|Thaumic Capacitor|None|Attached weapon receives +1 enhancement bonus/4 builder levels
14|Missile Focus|Neck|Spells that fire multiple missiles fire +1 missile/6 builder levels
14|Magic De-binder|Wand|Reproduce dispel magic 1/4 builder level/day
14|Cloaker|Cloak|Gain 25% concealment, invisibility 1/4 builder level/day
15|Temporal Manipulator|None|Reproduce haste or slow 1/4 builder level/day
16|Wide-Range Hologram|Special|Replicate hallucinatory terrain and illusory wall 10 times/day
16|Torch and Wire|Trap|Replicate fire trap, trap is destroyed after use
16|Dialysis Machine|Special|Replicate neutralize poison at will.
17|Hypnotic Field Enhancer|Necklace|Fascinating effects fascinate 125% as many HD
17|Greater Powersuit|Armor|User is treated as two sizes larger
17|Flashbang|Grenade|Throw up to 1/2 builder level grenades/day. Opponents within 30 feet must save or be stunned
18|Retributive Field|Chestpiece|Attackers take 1d6+1/2 builder level force damage, you gain DR 5/-
20|Extinguisher|Rod|Replicate quench at will.
21|Intellect Device|Headband|Wearer is affected as if by awaken
21|Dimensional Lock|Ring|Prevents inter-planar effects, travel
21|De-Summoner|Rod|Replicate dismissal 1/day
22|Jetpack|Backpack|Replicate overland flight
22|EM Goggles|Goggles|Wearer is affected as if by true seeing
22|Commlink|Special|Communicate through headsets as telepathic bond
23|Zero-Point Device|Glove|Replicate telekinetic sphere 1/day
23|Sonic Disruptor|Special|All spells require DC 30 Concentration check, language-dependent spells are rendered useless. Usable 3/day
23|Glyph Trap|Trap|Replicate symbol of pain or symbol of sleep
23|Disruption Module|Special|Attached Weapon deals double damage to undead, and can deal critical hits against them.
23|Decomposer|Rod|Replicate transmute mud to rock or transmute rock to mud 3/day each
25|Portal Gun|Rod|Create 2 connected portals on smooth surfaces, 1/day per builder level
26|Dweomerlyzer|Rod|Replicate analyze dweomer 3/day
26|Enhanced Cloaker|Torso|Replicate greater invisibility 1/5 Builder level/day
27|Persistent Hologram|Special|Replicate permanent image
27|Force Cannon|Weapon|Device fires blast that bull rushes opponent, using builder Intelligence as Strength. On hit, deal 1d6 force damage/4 builder levels.
27|Animatron|Headband|Animates body as Golem of appropriate type for 1d4 rounds/builder level.
28|Freeze Ray|Wand|Target must save or be petrified. Fire again to unpetrify.
28|Control Device|Special|Subject is placed under geas
29|Superior Magic De-binder|Rod|Replicate greater dispel magic 1/4 builder level/day
29|Super Servo|Torso|Replicate transformation 1/day
32|Instant Door|Special|Replicate phase door 5/day
32|Spell Reflector|Rod|Replicate spell turning 1/4 builder levels/day
33|Neural Scrambler|Rod|Replicate insanity
33|Combat Laser|Rod|Replicate sunbeam 1/5 builder level/day
34|Stunning Trap|Trap|Replicate symbol of stunning, trap is destroyed after use
36|Superior Fire Trap|Trap|Replicate delayed blast fireball, trap is destroyed after use
36|Null Field Generator|Trap|When triggered, replicates antimagic field, trap is destroyed after use
36|Dimension Pull Unit|Chestpiece|Replicate simulacrum 2/week
36|Chaos Wave Device|Gloves|Replicate prismatic spray 1/4 builder level/day
38|Zero-Point Cage|Rod|Replicate forcecage 3/day, target saves or is rendered comatose for duration
40|Gravitonic Manipulator|Special|Generate subjective gravity (determined by wielder) for builder level rounds/day
41|Ultimate Prison|Trap|Replicate maze or trap the soul (trigger object only) when triggered, trap is destroyed after use
41|Tesla Vibration Unit|Special|Replicate earthquake 1/day
41|Overclocker|Special|Attached magic item can expend extra charges to apply metamagic
41|Emergency Teleport|Ring|Replicate word of recall when certain conditions are met.
41|Death Trap|Trap|Replicate symbol of death, trap is destroyed after use
43|Magic Fizzler|Special|Spells cast within 60 feet are under the effects of wild magic.
44|Soul Puller|Special|50% chance of raising subject as raise dead, 50% chance of nothing, 1 use.
45|Ethereal Pulser|Bracers|Replicate ethereal jaunt 5/day
49|Planar Gate|Special|Create a gate keyed to a specific plane.
50|Precognition Module|Helmet|Replicate foresight 2/day
51|Temporal Freeze Device|Rod|Replicate time stop 2/day
51|Graviton Grenade|Grenade|Creatures within 10 feet of thrown grenade subjected to implosion.
52|Improved Autodoc|Backpack|Replicate regenerate 3/day
58|Hard-Light Projector|Rod|Replicate shades 3/day[/table]

Alphabetical listing of descriptions for the Gadgets are as follows:

Builder level (BL) is analogous to caster level.

Name [Descriptor]: The name of the Device. [Any Descriptors] The [Extraordinary] descriptor denotes that this Gadget gives an extraordinary ability instead of or in addition to a supernatural one, allowing it to work more than 60 feet from its builder. The [Trap] descriptor denotes a trap. Traps are not subject to the requirement of being within 60 feet of its maker, and remain functioning regardless of how far its builder is, or even if its builder is alive. The DC to find and disable gadgets with the [Trap] descriptor are 25 + replicated spell level (if applicable, DC 25 + 1/4 point cost if not)
Cost: The EP cost to build this gadget.
Type: the Item Type of the Gadget
Uses: Number of uses, and how frequently it recharges.
Save: Allowed Saving Throw
Effect: The actual effect of the Gadget
Point Effect: Any effects from spending extra points.

Advanced Lock
Cost: 5
Type: Special (lock)
Uses: N/A
Save: None
Effect: You build a truly special lock. This lock, when attached to a door or similar object, has an open DC of 15 + builder level. The break DC of the object to which it is attached increases as the arcane lock spell, as cast by a Wizard of your builder level.
Point Effect: Using extra points increases the open DC and bonus hardness by 1.

Agile Servos
Type: Boots
Uses: 1/4 BL per day
Save: None
Effect: These servers are finely tuned for agility, allowing the wearer to replicate cat's grace as cast by a Wizard of your builder level.
Point Effect: Every 3 extra points increase the effect duration by 1 minute.

Animatron [Evil]
Type: Headband
Uses: Single-Use
Save: None
Effect: A corpse, skeleton, or other physical remains of a small or medium humanoid fitted with this device will rise as a flesh golem.
Point Effect: Every 4 extra points used to make this imbues the created golem with and extra Hit Die.

Audio Aid [Sonic] [Extraordinary]
Type: Special
Uses: Passive
Save: None
Effect: Upon placing this object in your ear canal, you receive a +1 circumstance bonus to Listen checks. You also suffer a flat -1 penalty on saves against sonic effects sonic spells.
Point Effect: For each extra point you use, the Listen bonus and extra damage taken from sonics increases by +1.

Auto-Doc
Type: Backpack
Uses: Special
Save: None
Effect: This device, when worn on the back, can be used to quickly stitch up wounds mid-combat. You can use this device a total number of rounds equal to your builder level, which don't need to be consecutive and can be divided as you please. While this device is active, you receive fast healing equal to 1/2 your builder level.
Point Effect: Each extra point increase the number of round this device can be used for by 1.

Black Light [Light] [Extraordinary]
Type: Wand
Uses: At will.
Save: None
Effect: Activating this device is a swift action. This wand emits a 60-foot cone of UV light that provides a +1 circumstance bonus to Search checks within that cone. Additionally, any magic items with a Caster Level greater than 12 immediately begin to fluoresce within this cone. This does not allow you to identify the school of the magic item or detect lingering spell effects.
Point Effect: Each additional point increases the Search check bonus by +1. Additionally, Spending 3 extra points causes magic items with a Caster level between 6-11 to fluoresce. Spending a total of 6 points causes all magic items to fluoresce.

Blaster Gloves [Force]
Type: Gloves
Uses: 3/4 Builder Level missiles/day
Save: None
Effect: These gloves, covered in magical capacitors, can fire 3 missiles per 4 Builder levels (max 15), each dealing 1d4+1 damage. Any effects that protect against magic missile protect against this ability. You can fire any number of these missiles at once.
Point Effect: Every 2 points allows you to fire an extra missile per day, and each point increases the total damage of any missiles you fire per day by +1. You can spread this damage across each missile as you wish.

Blink Matrix
Type: Armor
Uses: 1/4 BL/day
Save: None
Effect: This normal Chain Shirt has numerous whirring, humming devices attached. Once per day per 4 Builder Levels, you can replicate the blink spell as a Wizard of your Builder Level.
Point Effect: Each extra point increases the duration of the effect by 1 round.

Chaos Wave Device [Chaotic]
Type: Gloves
Uses: 1/4 BL/day
Save: Special
Effect: These gloves are covered in fine wires, with a small multi-colored lens over the middle knuckle. Once per day per 4 Builder Levels, you can replicate the prismatic spray spell as a Wizard of your Builder Level.
Point Effect: Each extra point used on this device increase the save DC for its effects by 1.

Cloaker
Type: Cloak
Uses: Special; see text
Save: None
Effect: This cloak has what looks like thin gold wires threaded through its fabric. The light just seems to slide past it. While wearing this cloak, you receive 25% concealment. Once per 4 builder levels per day, you can replace this concealment with the effects of an invisibility spell as cast by a Wizard of your Builder Level.
Point Effect: Each extra point used by this gadget grants you a +1 competence bonus to Hide and Move Silently checks (cumulative).

Combat Laser [Light]
Type: Weapon
Uses: Special; see text
Save: Reflex negates, Reflex half; see text
Effect: This small device looks like a wand with an angled handle and a trigger. It can be used as a ranged weapon which deals 2d6 fire damage as a ray (critical 19-20 x2). This does not wear down, but you can overcharge it, replicating the effects of a sunbeam spell as cast by a Druid of your Builder Level up to once per day per 5 Builder Levels.
Point Effect: Each extra point you spend on this device increases its attack and damage by the number of extra points used as an untyped bonus. This bonus damage also applies to its sunbeam ability.

Commlink [Mind-Affecting]
Type: Headband
Uses: Passive
Save: None
Effect: This headband has a small gem set into the front, which shines a little more brightly when you place it on your head. Its mate is identical. This headband allows the wearer to communicate with its mate as if by the telepathic bond spell as cast by a Wizard of your level.
Point Effect: Every 3 points you spend on this item allows you to add a headband for them to use, including them in the effect. You cannot exceed the normal limit for the spell this way.

Dart Guns [Extraordinary]
Type: Bracer
Uses: Special
Save: None
Effect: These bracers have what looks like miniature crossbows attached to them. There is a small trigger attached to the wrist on each. These bracers give you two ranged natural attacks which each deal 1d4 damage (do not add ability modifiers). These attacks require you to load them with darts. You can make 5 attacks with each before reloading (a full-round action to reload both, move action to reload 1).
Point Effect: Each extra point you use on this gadget increases the number of darts it can hold by 1, and grants a +1 cumulative insight bonus to damage and attack with this weapon. You needn't choose between these effects, you simply receive both.

De-Summoner
Type: Wand
Uses: 1/day
Save: Will negates
Effect: This small wand is wrapped tightly in insulated wires, and has a small glass ball which crackles with energy attached to the end. You can, once per day, use this device to dismiss an outsider as per the dismissal spell, as cast by a Cleric of your Builder Level.
Point Effect: Each extra point used on this machine increases the save DC by 1.

Death Trap [Death]
Type: Trap
Uses: Single use
Save: Fortitude negates
Effect: You can set this trap, with is composed of various magical capacitors connected to a single, powerful circuit that resembles a skull. When it is triggered, it replicates the effects of a symbol of death as cast by a Wizard of your Builder Level.
Point Effect: Each extra point used on this gadget increases either the DCs to find and disable the trap or the save DC by 1. You can mix these bonuses as you please.

Debilitating Mace
Type: Weapon
Uses: Special
Save: Fortitude Negates
Effect: This +1 mace discharges a small electrical jolts, causing muscle spasms. On hitting a living opponent, this weapon deals 2 points of Strength damage (Fortitude negates). Each point of Strength damage stacks. This can also be done through a touch attack, but this does not deal weapon damage.
Point Effect: Every 3 extra points increases the Strength damage dealt by this gadget.

Decomposer
Cost: 18
Type: Rod
Uses: 5 charges/day
Save: Special; see text
Effect: You can use 1 charge on this device to: replicate transmute stone to mud, replicate transmute mud to stone, or deal 1d6 damage/Builder Level (max 6d6) to any creature or object composed of plant matter (a successful Fortitude save halves this damage).
Point Effect: For every 2 extra points you spend on this gadget, it gains 1 extra charge per day.

Dialysis Machine [Extraordinary]
Type: Special
Uses: At will
Save: None
Effect: This machine has numerous tubes and a small, square object attached to it. This device can neutralize literally any poison. This takes a number of minutes equal to twice the DC of the poison, during which time the subject does not need to make saves. If they do remain in the device for the full time, then their poison's effects resume.
Point Effects: For every 2 extra points used to make this device reduces the required amount of time to neutralize poisons by 1 hour, to a minimum of 10 minute.

Dimension Pull Unit
Type: Armor
Uses: 2 Uses
Save: None
Effect: This normal +1 Leather Armor is covered in odd machines and carefully arranged crystals, with a single, fist-sized piece of onyx in the center. 2 times, you can use this gadget to replicate the simulacrum spell as a Wizard of your Builder Level. This duplicate is pulled from another reality, and has only a tentative link to your reality, and only remains for 1 round per 2 Builder Levels. Once the device's charges have been expended, it becomes inert, returning to being normal +1 Leather Armor
Point Effect: Every 2 extra points used for this gadget grants an additional use each.

Dimensional Lock
Type: Ring
Uses: Passive
Save: Will negates; see text
Effect: This ring is made from carefully carved quartz, with a small, pulsing gem and a miniscule circuit board attached. It hums with energy, and begins to heat up in the presence of interplanar travel magic, such as a gate. Anyone wearing this ring is incapable of being targeted by effects originating from other planes, including conjuration (calling) spells. This does not extend to extra-planar effects being channeled through a character on the wearer's plane (e.g. vestige powers, turning, healing spells, etc.). This device also prevents the wearer from traveling between planes. In order to remove it, the wearer must succeed on a Will save (the builder can remove this device from any creature without making a save). Success means the ring is removed and permanently disabled, returning its Engineering Points to its maker (If removed by the builder, he can choose whether it is disabled upon removing it). Failure causes 1d4 electrical damage/builder level to the wearer, and they may not try again for 24 hours. This device is not subject to the 60-foot range limitation of devices, and remains functional at an infinite distance from its builder.
Point Effect: Each extra point spent on this device increases the will save DC by 1.

Disruption Module
Type: Special
Uses: Passive
Save: Fortitude half; see text
Effect: This small bundle of wires, transistors, and capacitors appears to be designed to be attached to the handle of a weapon. A weapon with this machine attached cracks and sparks with energy when striking undead. Any weapon with this device attached to it deals double damage to undead creatures, (this doubling stacks with multipliers for critical hits). The weapon can also be used to perform critical hits and sneak attacks against undead. Undead affected by critical hits and sneak attacks are treated as if they have 50% fortification.
Point Effect: Each extra point allows this device to replicate detect undead 1/day.

Dweomerlyzer
Type: Rod
Uses: 3/day
Save: None
Effect: This rod has a small display on one side. When you hold it over a magic item, it beeps and whirs before giving a brief explanation of its properties. 3 times per day, you can replicate the effects of a legend lore spell.
Point Effect: For every 3 extra points, you can use this device 1 extra time per day.

EM Goggles
Type: Goggles
Uses: Passive
Effect: These goggles have large, green lenses, and is covered in circuits and wires. You are treated as having the effects of true seeing when faced with effects without a caster level or with a caster level equal to or less than your builder level.
Point Effect: For every 2 extra points used for this device, your builder level for the purpose of this device's effects receives a cumulative +1 circumstance bonus.

Emergency Teleporter
Type: Ring
Uses: Single-use
Save: None
Effect: This ring is studded with tiny white gems. Depending on the circumstances, they occasionally glow. When building this ring, its maker must designate specific conditions under which it will activate, as well as where the user is teleported. When activated, this device replicates the effects of word of recall for its wearer, as well as 1 other willing creature per 1 builder levels. Using this device destroys it.
Point Effect: Every 4 points grants an additional use of this ring before it is destroyed.

Enhanced Cloaker
Type: Cloak
Uses: Special; see text
Save: None
Effect: This cloak is barely visible, an obvious advancement from its predecessor. This device functions like the cloaker, except that it replicates greater invisibility.
Point Effect: Each extra point used by this gadget grants you a +1 competence bonus to Hide and Move Silently checks (cumulative).

Ethereal Pulser
Type: Vest
Uses: 5/day
Save: None
Effect: This vest, covered in strange crystals and boggling circuitry, seems to fade into near-invisibility at its edges. 5 times per day, this vest can be used to replicate ethereal jaunt as a Wizard of your Builder Level.
Point Effect: If you use 5 extra points on this device, your natural and melee attacks gain the force descriptor, allowing you to use them against corporeal creatures without the accompanying miss chance.

Extinguisher
Cost: 15
Type: Wand
Uses: At will
Save: Reflex partial; see text
Effect: This Wand feels cool to the touch. If you hold it too close to a bonfire or other large heat source, it trembles, almost like it's anticipating something. This device allows you to replicate the quench spell as a swift action. Any creature that would be damaged by this effect can make a Reflex save to halve damage from this spell.
Point Effect: Every extra point used on this device increases your fire resistance by 1.

Flashbang [Sonic][Light][Extraordinary]
Type: Special
Uses: 1/2 BL per day
Save: Will negates
Effect: This device appears to be an assembler of some sort. When you open it, you find a small, eggshaped object with a pin. This machine generates 1/2 Builder Level grenades each day. Those within 30 feet of a thrown grenade must make a will save or be stunned and/or deafened for 1d8 rounds. Each save must be made independently.
Point Effect: Every 2 extra points grants an extra grenade per day.

Force Cannon [Force]
Type: Weapon
Uses: At will
Save: None
Effect: This pistol has a small number of glass orbs set into the sides of the barrel, each one glowing gently. This +1 pistol (1d10 piercing, crit 20 x3, 50-ft. range) can, as a standard action, launch a bolt of force at a target, effectively making a bull rush without risk of taking attacks of opportunity. The Strength of this force is equal to the intelligence of this pistol's maker. If the bull rush succeeds, the target takes 1d6/4 Builder Levels of force damage, +1d6 for every 5 by which the blast succeeds its check.
Point Effect: Every 2 extra points increase the effective Strength score of the force blast.

Freeze Ray [Cold]
Cost: 22
Type: Wand
Uses: 10 charges/day
Save: Fortitude negates
Effect: This small device feels cold to the touch, as if it wants to freeze you solid. By consuming one charge, you can freeze a target solid as a full-round. This replicates a flesh to stone spell, as cast by a Wizard of your Builder Level, except that creatures who are immune to cold damage are unaffected. Conversely, you can use 1 charge as a swift action to replicate the effects of stone to flesh, either to undo the effects of this device or to simply remove a petrification effect like normal.
Point Effect: For every 2 extra points you spend on this device, it holds 1 extra charge per day.

Glyph Trap
Cost: 18
Type: Trap
Uses: Single-use
Save: Will or Fortitude negates; see text
Effect: This machine is composed of a small device tipped with a glass lens, easily concealed. When triggered, the device send out a beam that either incapacitates or agonizes the target. This gadget acts as a death trap, except that it instead replicates symbol of pain or symbol of sleep. You must determine which effect the trap has when creating it.
Point Effect: Each extra point increases the save DC by 1.

Graviton Grenade
Type: Grenade
Uses: Single-use
Save: Fortitude negates
Effect: This strange, metal egg is at least 5 times as heavy as its size and materials would suggest. When you throw it, people die in a horrible, crushing death. This grenade effects any and all creatures within a 10-foot radius, immediately subjecting them to the effects of the implosion spell.
Point Effect: None.

Greater Powersuit
Cost: 13
Type: Armor
Uses: Passive
Save: None
Effect: This mighty suit of +1 full plate armor looks to be far larger than its intended occupant, and imbues the wearer with greater strength at the cost of agility. While wearing this suit, you are treated as one size larger than normal, except that your Strength increases by +4 your Dexterity reduces by 4, and you gain a -2 to attack and AC due to your new size. This armor, like its predecessor, is very slow-moving. Using it reduces you speed to 10, and prevents you from flying or swimming. This armor must be made for a specific size, and will not function for larger or smaller sizes.
Point Effect: For every 2 extra points, you receive a +1 circumstance bonus to attack rolls and a +1 increase to the enhancement bonus of this armor.

Hard-Light Projector [Light]
Type: Rod
Uses: 3/day
Save: Will (disbelief); see text
Effect: This small rod is composed of small pieces of electronics wrapped around a slender piece of metal. It is topped with a pair of polished stereoscopic lenses, with a glowing gem between them. This gem emits light equal to that of a torch. This gadget can be used as a swift action to replicate the effects of a shades spell, except that it does not have a shadow component. This device will function 3 times/day.
Point Effect: Using 10 extra points makes the conjurations replicated by the magic of this device 90% real instead of only 80%.

Holographic Disguise [Light]
Cost: 5
Type: Amulet
Uses: Passive
Save: None
Effect: This machine is little more than a wire-wrapped piece of quartz with a small, blinking light in its heart, hanging on a leather string. When you place it around your neck, you immediately take on a new appearance. This device replicates the effects of disguise self on the wearer. The appearance must be determined when the device is built.
Point Effect: For every 3 points you spend, the wearer gains 1 social skill trick (to be chosen at the time of building) while wearing this gadget.

Holotron [Light]
Type: Special
Uses: Single Use
Save: Will (disbelief)
Effect: This machine sits short and squat on the ground. It glows and hums slightly when activated, creating a stunningly lifelike image. When placed on the ground and activated (a full-round action), this device generates a holographic image as per the major image spell, as cast by a Wizard of your level.
Point Effect: For every extra point, increase the save DC of this device by 1.

Hypno Hat [Mind-Affecting]
Type: Hat
Uses: 1/4 BL per day
Save: Will negates
Effect: This hat looks rather silly, just a ratty old turban with a small disk painted with a swirling pattern. When you spin the disk, you begin to momentarily lose yourself. This device can replicate the effects of a hypnotism spell as a Wizard of your level once per day per 4 Builder Levels.
Point Effect: Each extra point either increases the duration of the effect by 1 round, or increase the save DC by 1. You can mix these bonus as you please.

Hypnotic Field Enhancer
Type: Amulet
Uses: Passive
Save: None
Effect: This little ball of circuits and wires, hanging from a small metal chain, heats up when the wearer focuses intently on a thought. When the wearer uses an effect that fascinates a certain number of HD of creatures, she can instead fascinate 125% as many.
Point Effect: For every extra point you spend, the amount of HD that can be fascinated increases by 5 percentage points.

Illumination Matrix [Extraordinary]
Type: Goggles
Uses: Passive
Save: None
Effect: These goggles resemble large glasses, with green-tinted glass that glimmers like a cat's eyes. These goggles, when worn, grant low-light vision.
Point Effect: If you spend 5 extra points, this item grants Darkvision 15, or extends existing Darkvision by the same amount. If you spend 10 extra points, this increases to Darkvision 30.

Improved Auto-doc
Type: Backpack
Uses: 3/day
Save: None
Effect: This machine is covered in all manner of bizarre and advanced surgical equipment. It resembles he Auto-Doc, but when you see it at work, you know that it is far more advanced. This device can replicate the effects of a regenerate spell on its wearer, as cast by a Cleric of your Builder Level, as a swift action. You can attach the Auto-doc to this gadget and treat them a s a single device. This does not return any gadget points, but it allows you to use both their effects simultaneously.
Point Effect: Each extra point grants the device a +2 bonus to hit points healed by the regenerate effect.

Instant Door
Type: Wand
Uses: 5/day
Save: None
Effect: This device resembles an oversized iron key, with a piece of quartz set in the end, and a row of 5 tiny lights dotting the shaft. When you point it at a flat surface, you can create a phase door as a Wizard of your Builder Level 5 times per day. You can make this door visible and usable to anyone you choose by giving them a preset password. When they speak the password near the door, it becomes publically visible and usable by anyone for 1 use.
Point Effect: If you spend 10 extra points on this gadget, it becomes a permanent object, usable any number of times, but unmovable unless completely dismantled. It also acquires the [Trap] descriptor,

Intellect Device
Type: Headband or collar
Uses: Passive
Save: Will negates (harmless)
Effect: This collar has dozens of complex widgets studding it. When placed around an animal's head or neck, this device replicates the effects of an awaken spell on its wearer. The creature will still have the same attitudes it had before becoming sentient.
Point Effect: If you spend at least 5 extra points, the creature also gains the capacity to speak, knowing one language the builder knows. Each additional point teaches it a new language out of those that the builder knows.

Jetpack [Force]
Type: Backpack
Uses: Special
Save: None
Effect: This strange device, when used, generates a small jet of fire beneath it. This device allows you to replicate the effects of overland flight. You may replicate these effects for a total amount of time up to the duration appropriate for a Wizard of your Builder Level, but it doesn't need to be consecutive. Once you have expended the full amount of time for your level, the Jetpack ceases to function for 24 hours, after which it will be fully charged.
Point Effect: Each extra point reduces the recharge time by 1 1/2 hours.

Jump Jet [Force]
Type: Backpack
Uses: 1/day per BL
Save: None
Effect: It resembles a Jetpack, but seems much more compact. It's unlikely that it could sustain true flight. Once per day per Builder Level, you can leap a total vertical and horizontal distance of 60 feet as a move action. Doing so in combat provokes attacks of opportunity.
Point Effect: For every 2 additional points spent on this gadget, you receive a +1 Dodge bonus to AC against Attacks of Opportunity while moving.

Lesser Powersuit
Type: Armor
Uses: Passive
Save: None
Effect: This suit of +1 Half-Plate armor is noticeably larger than normal, and closer inspection of the inside shows some sort of frame. The wearer of this armor is effectively 1 size greater than normal, as per enlarge person, except that your Strength only increases by 1, your Dexterity only reduces by 1, and you receive no size penalties to AC or Attack. Due to the cumbersome nature of the device, using it reduces you speed to 10, and prevents you from flying or swimming. This device must be built for a specific size, and will not function for creatures larger or smaller than intended.
Point Effect: For every 3 extra points, you receive a +1 circumstance bonus to Dexterity.

Magic De-Binder
Type: Wand
Uses: 1/4 BL per day
Save: None
Effect: This wand is warm to the touch, and spellcasters and other magic-users feel “tingly” when they touch it. This wand can replicate dispel magic, as a Wizard of your Builder Level once per day per 4 Builder Levels.
Point Effect: Each extra point grants a cumulative +1 competence bonus on caster level checks made to dispel effects with this item.

Magic Fizzler
Type: Special
Uses: Special
Save: None
Effect: This machine appears to be just a simple black box with a bright red button. After this device has been set down and activated, it sends a brief flash of light, and then remains inert for 1 round. After that round, the box, and a 60-foot sphere around it, are enveloped in a field of wild magic. This effect lasts for 1d4 + 1/4 BL rounds
Point Effect: If you use 10 points, you can designate that any creature affected by wild magic may roll twice for their results and choose which result they receive within the wild magic zone.

Minor Thaumic Capacitor
Type: Special
Uses: Passive
Save: None
Effect: This small device looks like it would be attached to the hilt or pommel of a weapon. While attached to a weapon, this gadget grants it a +1 enhancement bonus.
Point Effect: For every 2 extra points, the hardness of the attached weapon increases by 5.

Missile Focus
Type: Amulet
Uses: Passive
Save: None
Effect: This rather close-fitting choker has a red gem set in its center. When you cast a spell that fires multiple projectiles, the gem turns to the same color as those projectiles and the looses extras. Any spell which launches multiple projectiles (e.g. magic missile) that is cast by the wearer of this gadget launches 1 extra projectile per 2 Builder Levels.
Point Effect: Every 2 extra points grants a +1 cumulative insight bonus on damage to each projectile from projectile spells.

Neural Scrambler [Mind-Affecting]
Type: Rod
Uses: Single-Use
Save: Will negates
Effect: This rod, a plain stick of ivory, when touched to a target's head, drives them mad. This replicates insanity as cast by a Wizard of your Builder Level.
Point Effect: For each extra point, the save DC increases by 1.

Null Field Generator
Type: Trap
Uses: Single Use
Save: None
Effect: This trap feels cold to the touch, and it actually hurts for spellcasters and other magic users to hold it for too long. When this trap is activated, it replicates either an antimagic field or soulbanned zone (from Magic of Incarnum), which is chosen at trap creation, as cast by a Wizard of the maker's Builder Level. This effect is centered either on the triggerer of the trap, or where the trap was triggered.
Point Effect: Every 3 extra points used on this device doubles the size of the effect area, up to a maximum of 80 feet

Oil Slick Boots/Gloves [Extraordinary]
Type: Gloves or Boots; see text
Uses: 1/4 BL per day
Save: Special; see text
Effect: This device either takes the form of some very oily-looking gloves, or a pair of boots with small containers built into the soles. If this gadget is built as gloves, you can replicate the portion of the grease spell that allows you to imbue the effect on an object, while if it is built as boots, you can only replicate the portion of the spell that creates a ground-bound oil slick. Either way, you can use this as a Wizard of your Builder Level once per day per 4 builder levels.
Point Effect: Each extra point increases the save DC of the effect by 1, as well as increasing the Balance DC vs. the oil slick effect by 1.

Overclocker
Type: Special
Uses: Special
Save: None
Effect: This rather gnarly-looking electronic component it intended to be attached to certain magic items. It allows you to increase the effectiveness of those items, at the cost of their durability. This gadget can be attached to any item with charges or limited (but not per-day) uses, and other gadgets with limited uses, limited charges, or charges or uses per day. You can use any Metamagic feat you possess with spells cast or replicated by this item, but doing so expends extra uses or charges equal to the number of levels this increases the spell by (minimum 1).
Point Effect: For every 3 extra points you use to make this gadget, reduce the number of extra charges used for metamagic by 1 (minimum 1).

Perfect Pick [Extraordinary]
Type: Special
Uses: Special
Save: None
Effect: These masterwork thieves' tools are so astoundingly well-built that they can facilitate very rapid disabling of locks and devices, allowing the user to take 10 on any Open Lock or Disable Device check, regardless of circumstances, as a full-round action, once per day. Due to its fine-tunedness, any time where its user fails a check with them by more than 5, they revert to being normal thieves' tools until repaired, returning its Engineering Point cost to their creator.
Point Effect: For every 2 extra point spent on this gadget, the user receives a +1 competence bonus to Open Lock and Disable Device checks.

Persistent Hologram [Light][Trap]
Type: Special
Uses: Special
Save: Will (disbelief)
Effect: This small device consists of a small electronic device with a hemispherical glass lens on top of it, sitting on a tripod. This machine replicates the effects of a permanent image spell, as cast by a Wizard of your Builder Level.
Point Effect: None

Planar Gate [Trap]
Type: Special
Uses: Continual
Save: None
Effect: This device takes the form of a doorway intended for a Medium-sized creature to enter comfortably. Upon entering, you find yourself in another plane. This gadget replicates the planar travel effect of a gate spell continuously. This gate is always active, save for if it is dispelled, and can be entered from either the plane of origin or the destination plane, allowing travel between the two. Do note that this can be very dangerous, especially the hazardous planes such as the plane of Negative Energy!!
Point Effect: For every 2 extra points, the portal's size increases by 1 category, to a maximum of Collossal.

Portal Gun
Type: Rod
Uses: 3/day; see text
Save: None
Effect: This device can be used to set up a pair of portals sufficiently large for a medium creature to pass through standing up. They can be any distance apart, so long as they are on the same plane. Travel between them is instantaneous, and momentum is conserved upon entry and exit. The portals can only be created on a smooth, hard, flat surface such as worked stone. Each pair of portals consumes 1 daily use of this device, which can be used three times per day. Each new pair of portals destroys the old pair, but you can choose to keep one of the portals in the new pair where one of the portals from the previous pair was.
Point Effect: Every 3 extra points used on this item grants it an additional daily use.

Power Fist
Type: Gauntlets
Uses: Passive
Save: None
Effect: These gauntlets are much larger than would normally make sense, but when you put them on, they feel natural. They don't seem so light to those you punch. The wearer of these gauntlets has their Unarmed Strike improved so that it does damage as if he were two sizes larger, stacking with other such effects. This does not extend to other natural weapons, such as claw attacks. This gadget must be built for a specific size, and will not function for larger or smaller creatures. This device does not grant Improved Unarmed Strike.
Point Effect: For every 3 extra points spent on this gadget, you receive a +1 circumstance bonus to unarmed attack and damage rolls.

Power Servos
Type: Gauntlets
Uses: 1/4 BL per day
Save: None
Effect: These gauntlets contain a set of powerful motors designed to amplify the wearer's strength. The wearer of these gauntlets can replicate the effects of bull's strength once per day per 4 Builder Levels, as a Wizard of the builder's BL.
Point Effect: Every 3 extra points increase the effect duration by 1 minute.

Precognition Module
Type: Helmet
Uses: 2/day
Save: None
Effect: This helmet, covered in electronics and small quartz crystals, can grant its wearer occasional glimpses into the future. 2 times per day, you can replicate the effects of a foresight spell as cast by a Wizard of your Builder Level.
Point Effect: Every 3 extra points increases the bonuses to AC and Reflex by 1.

Rebreather [Extraordinary]
Type: Mask
Uses: Passive
Save: None
Effect: This device allows you to breathe underwater for 2 hours per day per Builder Level (Maximum 24).
Point Effect: None

Repair Machine
Type: Special
Uses: At will
Save: None
Effect: This small widget has various miniature craftsman's tools, and is very handy for fixing and building things. These tools are treated as Masterwork crafting tools, except that they grant a bonus on craft checks equal to 1/4 the maker's Builder Level.
Point Effect: Every 2 extra points increases the granted bonus by +1.

Retributive Field [Force]
Type: Armor
Uses: Passive; see text
Save: None
Effect: This Masterwork leather armor has a few circuits and devices placed on it surface. When you wear it, it takes on an almost metallic sheen. This device grants the wearer DR 5/-, and damages any who attack the wearer in melee, dealing 1d6 + 1/2 Builder Level force damage (maximum +10) to each attacker per melee attack. After the DR from this gadget has prevented a total of 10 damage per Builder Level, the magical qualities of this armor cease to function for 24 hours.
Point Effect: Each extra point used for this Gadget increases the amount of damage it can absorb before ceasing to function by 5

Scanalyzer
Type: Goggles
Uses: 1/4 BL per day
Save: None
Effect: This pair of goggles looks perfectly normal, but when you put them on, the lenses light up, overlaying a helpful display over your field of vision. The wearer of these goggles can replicate the effects of owl's wisdom once per day per 4 Builder Levels, as a Wizard of the builder's BL.
Point Effect: Every 3 extra points increase the effect duration by 1 minute.

Sonic Disruptor [Sonic]
Type: Rod
Uses: 3/day
Save: None
Effect: This rod is thicker than most, with a strange membrane at each end. When you press the button on the side (a swift action), it begins wailing and screeching, drowning out speech, rendering language-dependent abilities useless, and disrupting spells. Any spell cast within 120 feet of the active gadget requires a DC 30 Concentration Check or it is immediately wasted. This effect lasts for 1 minute, but can be ended by the user at any time as a free action.
Point Effect: Every extra point increases the Concentration DC by 1.

Soul Puller
Type: Special
Uses: Single Use
Save: None
Effect: This Huge machine consists of a ring of copper coils, standing on end, with metallic orbs on their ends, arounf a table with leather restraints. Activating the machine burns out the wiring, and has a 50% chance of raising a dead creature placed in the center, provided it can be raised, as if by a raise dead spell as cast by a Cleric of your Builder Level.
Point Effect: Every 2 extra points used for this gadget increases the chance of raising the target by 5 percentage points.

Spell Refelector
Type: Rod
Uses: 1/4 BL per day
Save: None
Effect: This rod is silvery and mirror-like. When you press the button on the side, a mirrored field of energy surrounds you, replicating the effects of a spell turning spell as cast by a Wizard of your Builder Level. You may use this gadget a number of times per day equal to 1/4 your Builder Level.
Point Effect: Every 2 extra points used to make this gadget increases the number of spell levels this effect can turn by 1.

Stunning Trap [Trap]
Type: Trap
Uses: Single-Use
Save: Will Negates
Effect: As a death trap, except that it replicates a symbol of stunning as cast by a Wizard of your Builder Level.
Point Effect: Each extra point used on this gadget increases either the DCs to find and disable the trap or the save DC by 1. You can mix these bonuses as you please.

Super Servo
Type: Torso
Uses: 1/day
Save: None
Effect: This tight-fitting bodysuit has a metal skeleton with large motors at the joints. Once per day, you can use this gadget to replicate the statistical effects of a transformation spell.
Point Effect: Every 5 extra points used on this device increase the Dexterity and Strength bonuses by 1.

Superior Fire Trap [Trap]
Type: Trap
Uses: Single Use
Saves: Reflex partial; see text
Effect: This small trap consists of a tripwire or pressure plate and a small, rod-shaped object. When activated, this trap launches a small bead of energy at the triggerer of the trap, which will explode as a delayed blast fireball as cast by a Wizard of your Builder Level. You can choose the delay set on the blast when making the trap, but once set, it can't be changed.
Point Effect: Each extra point increases the save DC of this effect by 1.

Superior Magic De-Binder
Type: Rod
Uses: 1/4 BL per day
Save: None
Effect: This machine resembles a magic de-binder, but is larger, and actually stings for magic-users to hold. This device functions as a magic de-binder, except that it replicates the effects of greater dispel magic.
Point Effect: Each extra point grants a cumulative +1 competence bonus on caster level checks made to dispel effects with this item.

Taser
Type: Rod
Uses: 1/4 BL per day
Save: Fortitude negates
Effect: This rod has two small metal prongs at the end. When you press the button and touch an opponent with the pronged end, it often paralyzes them. This gadget replicates the effects of a hold person spell, except that the effect requires a Fortitude save and is not mind-affecting.
Point Effect: Each extra point increases the save DC of this effect by 1.

Temporal Freeze Device
Type: Staff
Uses: 2 times/day
Save: None
Effect: This staff, made of a plain shaft of wood and topped with complicated electronics, can be used to replicate the effects of a time stop spell as cast by a Wizard of your Builder Level twice per day.
Point Effect: Every 2 extra points increases the duration from the user's perspective by 1 round.

Torch and Wire [Trap]
Type: Trap
Uses: Single Use
Save: Reflex half
Effect: This deceptively simple-looking trap replicates the effect of a fire trap spell, as cast by a Druid of your Builder Level.
Point Effect: Each extra point increases the save DC of this device by 1.

Translation Matrix
Type: Amulet
Uses: BL minutes/day
Save: None
Effect: You can reproduce the effects of a tongues spell as cast by a Wizard of your level for up to 20 minutes per day. This time needn't be consecutive, and can be split up however you choose.
Point Effect: Every 2 extra points used on this device grant a cumulative +1 insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks for conversational uses.

Ultimate Prison [Trap]
Type: Trap
Uses: Single Use
Save: Special; see text
Effect: This trap replicates the effects of either a maze spell or the trigger object version of trap the soul on its tripper, chosen at the time of creating the trap.
Point Effect: Each extra point increases the DC to find and disarm this trap by 1.

Wall-Climbing Gloves
Type: Gloves
Uses: Passive
Save: None
Effect: These leather gloves are covered in fine hairs that give it the appearance of black velvet. The wearer of these gloves receive a climb speed equal to 1/2 their base speed, and receive a +5 circumstance bonus on all checks and saves to keep hold of an object.
Point Effect: Every 2 extra points increases the climb speed granted by these gloves by 5 feet.

Wide-Range Hologram [Light]
Type: Staff
Uses: 100 Charges/day
Save: Will (disbelief)
Effect: You can replicate the effects of hallucinatory terrain (10 charges/use) and illusory wall (1 charge/use) using this device. Each effect is treated as if cast by a Wizard of your Builder Level.
Point Effect: Each extra point grants either 10 extra daily charges, or increases the save DC for its effects by 1. You can mix these bonuses as you please.

Zero-Point Cage [Force][Trap]
Type: Trap
Uses: Single Use
Save: Will special; see text
Effect: The triggerer of this trap is immediately encased in the windowless cell version of the forcecage spell. Additionally, they must make a Will save or become comatose until they are released.
Point Effect: For each extra point, the duration of the effect increases by 1 hour.

Zero-Point Device [Force]
Type: Gloves
Uses: 1/day
Save: Reflex negates (object)
Effect: These gloves each have a polished lens in their palms. These lenses have no hardness and 1 hit point. When both lenses are broken, the device ceases to function. These gloves allow the wearer to replicate a telekinetic sphere once per day as a Wizard of your Builder Level.
Point Effect: None

sengmeng
2013-02-05, 07:40 PM
Genophage Adept

Put an image of your class here!


“If you are what you eat, I’m a goblinharpydragonbear.”

“Consume your enemy’s heart to gain their courage? Barbarism. I consume their brains to gain their knowledge.”

"Mmm, tastes like evocation..."

"Cannibalism? Spoken with the true ignorance of someone who can't synthesize knowledge on the genetic level using only their digestive system.

--Hungor O'Beese, Genophage Adept

"No sense letting him go to waste..."

--Professor Hubert Farnsworth

"You could try his heart sauteed in garlic. That'll soften it up and bring out that hearty flavor.

--Belkar Bittlerleaf, getting into the spirit



A genophage adept is a bit of a paradox: a meticulous, studious mage who also firmly believes you can absorb an enemy’s power by consuming him- and he's right. Most start out as students of wizards, but find themselves focusing a little too much on potions, consuming reagents, cooking components, and eventually unlocking the secret of learning via ingestion.

Adventures: Having sampled tiger meat, I now wonder: do rakshasas taste similar?

Characteristics: I channel the raw power of... *burp* excuse me. Anyway, I have draconic magic flowing through my veins and perhaps gullet. And some fennel. The power of a dragon, some fennel, and an excellent Roquefort.

Alignment: Eating is something everyone does. It doesn't become more or less moral because you happen to share a few superficial biological similarities with your meal. Don't look at me like that. Seriously, minotaurs taste more like beef than human. What? No, of course I don't know what human flesh tastes like. I was speaking hypothetically.

Religion: Oh, I suppose you assume I worship some sort of hedonistic deity of gluttony and excess, don't you? Well I don't. Who needs divine inspiration to make unicorn steak? I worship an ancient god of KNOWLEDGE. And maybe seasoning.

Background: What, you never tried eye of newt on rye, or a cake with a potion of bear's endurance in place of milk? And you've been slaughtering owlbears for years and never cooked one? What's wrong with you?

Races: A little human curiosity never hurt anyone, though it did leave me in a sugar-induced coma for a few days. Gnomes? Well, garlic and cumin... I mean, they certainly have open minds when it comes to food and knowledge. Elves? Far too picky eaters. No meat on their bones either. Half orcs and dwarves have the stomachs for it. And of course, no one eats like halflings.

Other Classes: No, I am not a wizard. Yes, I cast spells. Yes, I cook as well. The question is, what do YOU bring to the table? Ahh, you'll stand in front of me while I cast spells? That is... acceptable.

Role: I provide the spells, random encounters provide the rations.

Adaptation: If you want to see adaptable, look at my stomach.

GAME RULE INFORMATION
Genophage adepts have the following game statistics.
Abilities: Wisdom allows the genophage adept to cast their spells, intelligence helps them learn new spells, and constitution helps them with their many fortitude saves.
Alignment: Any
Hit Die: d4
Starting Age: As wizard
Starting Gold: As wizard

Class Skills
The Genophage Adept's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

{table]level|BAB|Fort|Ref|Will|Special
1|+0|+0|+0|+2|Bonus Experience Pool, Spellcasting, Consume Foe
2|+1|+0|+0|+3|
3|+1|+0|+0|+3|
4|+2|+1|+1|+4|
5|+2|+1|+1|+4|
6|+3|+1|+1|+5|
7|+3|+1|+1|+5|
8|+4|+2|+2|+6|
9|+4|+2|+2|+6|
10|+5|+2|+2|+7|
11|+5|+3|+3|+7|
12|+6|+3|+3|+8|
13|+6|+3|+3|+8|
14|+7|+4|+4|+9|
15|+7|+4|+4|+9|
16|+8|+4|+4|+10|
17|+8|+5|+5|+10|
18|+9|+5|+5|+11|
19|+9|+5|+5|+11|
20|+10|+6|+6|+12|[/table]

Bonus Experience Pool: A Genophage Adept has a bonus experience pool equal to the amount of experience he needs to get to his next level, which is his level x 1,000. When he starts play and each time he gains a level of Genophage Adept, he gains bonus experience points equal to half his bonus experience pool, though this cannot increase it over his normal maximum. Bonus experience points never increase the Genophage Adept’s level, but they can be spent on any other thing that experience points can, such as crafting magical items or serving as the xp cost of a spell. Genophage Adepts also gain bonus experience by consuming their foes, and can use it to fuel spells spontaneously in addition to their prepared spells per day.

Spellcasting: The Genophage Adept casts arcane spells from the Sorcerer/Wizard spell list, plus Genophage Adept spells. Genophage Adepts cast spells based on their wisdom score; to cast a spell, the Genophage Adept must have a wisdom score of at least 10 + the spell’s level. Wherever it says 1 or +1 on his spell progression chart, that represents a slot that can only be used for a Genophage Adept spell, much like a cleric’s domain spells. These slots can also be used to prepare a metamagic version of a lower level Genophage Adept spell. Wherever it says 0, that means that they can cast the Genophage Adept spell of that level by paying experience points. They can also prepare any spell of that level if they gained it as a bonus spell for high wisdom. Genophage Adepts learn a number of new spells each level equal to their intelligence modifier for free. They may learn additional spells by paying 500 experience points per level of the spell. They may learn a spell from a scroll or a wizard’s spellbook for half cost. As always, bonus experience points may be used to pay this cost. They automatically learn Genophage Adept spells. The spells per day chart lists how many spells the Genophage Adept can cast each day without paying experience points. They choose one or two spells per spell level, and can cast these as a wizard. At any point, they can cast any spell they know by paying 100 experience points per level of the spell. This cost is halved if it is a spell they had prepared that day, including Genophage Adept spells.

Prepared spells per day:
{table]level|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1|1|-|-|-|-|-|-|-|-
2|1+1|0|-|-|-|-|-|-|-
3|1+1|1|-|-|-|-|-|-|-
4|2+1|1+1|0|-|-|-|-|-|-
5|2+1|1+1|1|-|-|-|-|-|-
6|2+1|2+1|1+1|0|-|-|-|-|-
7|2+1|2+1|1+1|1|-|-|-|-|-
8|2+1|2+1|1+1|1+1|0|-|-|-|-
9|2+1|2+1|2+1|1+1|1|-|-|-|-
10|2+1|2+1|2+1|1+1|1+1|0|-|-|-
11|2+1|2+1|2+1|2+1|1+1|1|-|-|-
12|2+1|2+1|2+1|2+1|1+1|1+1|0|-|-
13|2+1|2+1|2+1|2+1|2+1|1+1|1|-|-
14|2+1|2+1|2+1|2+1|2+1|1+1|1+1|0|-
15|2+1|2+1|2+1|2+1|2+1|2+1|1+1|1|-
16|2+1|2+1|2+1|2+1|2+1|2+1|2+1|1+1|0
17|2+1|2+1|2+1|2+1|2+1|2+1|2+1|2+1|1
18|2+1|2+1|2+1|2+1|2+1|2+1|2+1|2+1|1+1
19|2+1|2+1|2+1|2+1|2+1|2+1|2+1|2+1|1+1
20|2+1|2+1|2+1|2+1|2+1|2+1|2+1|2+1|2+1|[/table]

Consume Foes: This ability is a Genophage Adept’s primary means of gaining bonus experience points. By eating the remains of an enemy killed in battle, the Genophage Adept gains a certain number of experience points, usually a percentage of what they would have gained from killing that opponent, calculated as if they killed it alone. To successfully gain the bonus experience points, the Genophage Adept must succeed on a fortitude save based on the creature’s type and hit dice; not all things go down equally, nor do they grant the same amount of “knowledge.” By cooking the remains, the Genophage Adept can reduce the save DC by 2 or more points. They must make a Profession (Chef) check equal the DC of the fortitude save. A successful check reduces the DC by 2, and it is reduced by another 2 points for every 10 points by which the Profession (Chef) check exceeded the DC. Failing the fortitude save means no bonus experience points are gained and they are nauseated for 1d4 rounds per hit die of the foe they tried to consume. No retries are allowed for either check. The number of hit dice a Genophage Adept can eat per day may not exceed his own level. Note: eating certain creatures have alignment ramifications. Cannibalism always results in your alignment instantly becoming Chaotic Evil, for violating the laws of morality and nature. Others depend on how similar the creatures are to yourself. For a human, eating another human is cannibalism, eating another type of humanoid is a Chaotic Evil act but may not, by itself, cause an alignment shift, and eating fey, monstrous humanoids, or shapeshifters is an Evil act which may not cause alignment shift by itself. Eating good dragons is always evil, as is eating Good outsiders. Other creature types are judged on a case to case basis; it’s hard to justify eating a unicorn if you’re ostensibly good, even if it is a magical beast.

{table]creature type|Fortitude Save|% of XP gained
dragons |DC = 10 + .25 HD |75%
aberrations |DC = 10 + .5 HD |50%
oozes |DC = 30 + .25 HD |75%
constructs |DC = 25 + 0.5 HD |100%
undead |DC = 10 + HD |50%
animals |DC = HD |25%
humanoid |DC = HD |100%
giant|DC = 10 + .25 HD|75%
monstrous humanoid |DC = 10 + .25 HD |75%
magical beast |DC = 10 + .25 HD |75%
outsider |DC = 15 +.5 HD |75%
elemental |DC = 20 + .5 HD |100%
fey |DC = 15 + .25 HD |100%
shapeshifter |DC = HD |75%
vermin |DC= 10 + .5 HD |25%
plant |DC = .75 HD |25%[/table]

sengmeng
2013-02-05, 07:41 PM
Genophage Adept spells include the following spells from the PHB, create food and water (3rd), goodberry (1st), and heroes feast (6th), plus the new spells below.

1st level

Mystical Seasoning
Trans
Components: V,S,M
Duration: 2 rounds per level
Action: Swift
Range: Short
Target: One corporeal creature
Effect: Lightly dusts your target in spices.
SR: Yes
Saving Throw: None

The target becomes covered in a thin layer of salt, pepper, paprika, and other spices. *This does not hamper them in any way, though it triples the range by which they can be detected by scent. *If the target is killed or destroyed before the spell’s duration ends, any DC for a Fortitude save prompted by eating their remains is reduced by 1 per 2 caster levels (max 10).
Material component: A pinch of salt.

Goodberry

2nd level

Rain of Forks
Conj
Components: V, S, F
Duration: 1 round per level (concentration)
Action: Standard
Range: Medium
Target: 20 foot wide circle.
Effect: Forks rain from the sky
Saving Throw: Reflex partial
SR: No

Magically created forks begin raining from the sky, stabbing all creatures in a 20 foot wide circle. They deal 2d4 points of damage per 2 caster levels (max 8d4) per round. Half of the damage is piercing and half is force. A reflex save halves the piercing damage.
Focus: A silver fork.

Detect Food
Div
Components: V, S
Duration: concentration, up to 1 hour per level.
Action: Standard
Target: Self
Range: Personal
Effect: You detect actual food and creatures that you have eaten
Saving throw: None
SR: No

The spell functions like detect animals or plants, except you can search for any creature you've previously eaten (this does not refer to all creatures of a given type; eating a mind flayer prior to casting allows you to detect mind flayers, not all aberrations). You may also search for normal, palatable food. You may change the type of creature you seek each round.

3rd level

Armor of Obesity
Trans
Components: V,S,M
Duration: 1 round per level
Action: Standard
Range: Personal
Target: Self
Effect: You become large and in charge.
Saving Throw: None
SR: No

Your body swells with rolls and rolls of fat, making you harder to move and pick up and keeping your vital organs mostly out of reach. Your weight increases to 5x average for your race (no matter what it was before) and you gain DR/piercing equal to your caster level and the Powerful Build quality.
Material Component: a bit of lard, which you eat.

Create Food and Water

4th level

Spit Roast
Trans
Components: V,S,M
Duration: Instantaneous
Action: Standard
Range: Medium (see below)
Target: one fork and one creature or 5 foot square
Effect: A mundane fork becomes a flame-imbued trident
Saving Throw: Reflex partial (see below)
SR: No

The material component, a non-magical fork, enlarges into a mighty trident, which you then immediately throw at a single target (1d8 piercing damage, ranged touch attack) or 5 foot square within the spell’s range. After the trident hits, a fiery burst damages the targeted creature (if the ranged touch attack was successful) for 1d8 fire damage per caster level (max 15d8) and all other creatures within 15 ft for 1d6 fire damage per caster level (max 15d6). Creatures caught in the blast take half damage on a successful save; the targeted creature only gets a save if the ranged touch attack missed. Creatures killed by the fire damage are cooked and their remains are treated as if mystical seasoning had been used on them.
Material component: A non-magical fork.

Undeath to Filets
Necr
Components: V, S, F
Duration: Instantaneous
Action: Standard
Range: Touch
Target: one corporeal undead creature
Effect:
Saving throw: Will negates
DR: Yes

You touch a single undead creature. If its hitdice are equal to or lower than yours, it falls to the ground as a stack of thin-sliced meat cutlets. It's undead flesh becomes purified; if you use your consume foe class ability on it, the fortitude save is calculated as if it was its original creature type, not undead.
Focus: A steak knife

5th level

Flesh to Spice
Trans
Components: V,S,F
Duration: Instantaneous
Action: Standard
Range: Medium
Target: One creature
Effect: Turns the target to a small pile of seasoning.
Saving Throw: Fortitude Negates
SR: Yes

As Flesh to Stone, except the creature becomes a small pile of seasoning worth 10 gp. This seasoning can be added to a dish to reduce any fortitude saving throw associated with eating it by 2. Collecting the spice is a full round action which provokes attacks of opportunity.
Focus: A salt shaker.

Pepper Spray
Evoc
Components: V,S
Duration: Instantaneous
Action: Standard
Range: 30 foot cone
Target: Living creatures caught within cone
Effect: Blasts targets with an irritating peppery substance.
Saving Throw: Fortitude Partial
SR: Yes

A blast of pure essence of pepper emanates from your hands, possibly blinding and nauseating all creatures within its range. Creatures caught in the cone are automatically nauseated for 2d4 rounds. The further effects of failing the fortitude save depend on the target's HD relative to the caster. Pepper Spray cannot effect undead, constructs, elementals, oozes, or plants.
{table]HD|Effect
caster level +4 or greater |-
caster level +3 to -2|blinded
caster level -3 or lower|blinded, stunned
[/table]

blinded: the creature is blinded for 1 minute per caster level, unless they flush out their eyes with clean water (a full-round action which provokes attacks of opportunity). The blindness is caused by pain, not actual damage to the eye's function, so magic cannot help unless it can make the target immune to pain.

stunned: the target is stunned for 1d4 rounds. They cannot take any actions, but they are not helpless.

6th level

Devour
Trans
Components: V,S,F
Duration: Instantaneous
Action: Full-round
Range: Personal
Target: Self
Effect: You grab one creature and swallow it whole
Saving Throw: None
SR: No

Devour creates extradimensional space in your gullet and allows you to unhinge your jaw like a snake, except it even further defies the laws of physics. As part of the spell, you make a melee touch attack and initiate a grapple if successful. If you succeed at the grapple check, you have placed the creature in your mouth and may swallow them with another successful grapple check. You grow one effective size category per four levels, and may only swallow a creature who is two sizes smaller than your effective size. This effective growth only affects your grapple modifier and your ability to swallow whole. If the target is too large or successfully defends against your grapple checks, you are simply in a grapple and return to normal immediately before your next action. You may choose to attempt to gain experience from consuming this foe, but it would be as if they were eaten raw.
Focus: A napkin, which you tuck into your collar.

Heroes Feast

7th level

Greater Flesh to Spice
Trans
As Disintegrate, except the creature’s remains turn into exceptionally delicious spices worth 25 gp. If added to a dish, they give a +2 circumstance bonus to any fortitude check prompted by eating it, and consuming the dish also counts as having consumed the original foe. Stomaching just the spices doubles the fortitude save’s DC, but only takes a single full round action.

Scry Food
Div
Casting Time: 1 standard action
Range: See text
Target: creature whose type you've eaten before
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes

Scry food has several uses. It can be used to find the nearest member of a species you've eaten before, or a specific member of one of those species, or to count all the members of a species within a certain radius of you. Each hour, you can choose to gain more information by concentrating on the same target, or switch to a different target. You hear and see everything the target hears and sees, and all detection spells work through your connection. [WIP]

8th level

Ravenous Swarm
Trans
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Your body dissolves into a swarm of rats, flesh-eating scarabs, or piranhas. Your swarm form can occupy a space as small as a single five foot square, or up to six five foot squares, all of which must remain adjacent to each other. You can change the shape of your swarm as a move action or as part of a move action. The damage, hitdice, and speed of your form depends on which option you took.
Rats: 2d10 damage. d12 hitdice per caster level. 40 ft base land speed.
Scarabs: 2d8 damage. d8 hitdice per caster level. 20 ft fly speed, 30 ft base land speed.
Piranhas: 2d12 damage. d10 hitdice per caster level. 50 ft. speed.

Your creature type changes to vermin for the duration if you chose scarab or rat, or to animal if you chose piranha. The scarab swarm limits visibility within it, effectively giving all creatures full concealment if they are more than five feet away. Each time a creature dies from your swarm form's damage, you gain 1d4 temporary hitpoints that last beyond the spell's duration if any are left when the spell ends. If the swarm form is reduced to 0 hitpoints, you die. You cannot cast spells with verbal or somatic components while in swarm form. You may shift back and forth from your normal form once per round as a swift action for the spell's duration. You appear in any square the swarm form occupied.

The swarm form is immune to spells other than area effects, automatically damages everyone within it for the listed amount, forces concentration checks, and causes nausea to anyone in its area who fails a fortitude save. The scarab swarm is immune to weapon damage, and the piranha and rat swarms take half damage from slashing or piercing weapons. The swarm form has your initiative and saves. Creatures slain by the swarm form's damage grant you bonus experience as if you used consume form on them. They cannot be raised or resurrected by any spell that requires their body to be intact.

9th level

Feeding Frenzy
Trans
Components: V,S,F
Duration: 1 round/level
Action: Standard
Range: Personal
Target: Self
Effect: You grab one creature per round and swallow it whole
Saving Throw: None
SR: No

You may make a swallow whole attack as a standard action for the spell's duration, following the same rules as Devour.


Epic Feast
Conj
Components: V, S, M, Xp
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Feast for five creatures/level
Duration: 1 hour plus 12 hours; see text
Saving Throw: None
Spell Resistance: No

You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured all conditions that can be removed by a restoration spell; becomes immune to poison, death effects, and level drain for 12 hours; and gains 1d8 temporary hit points per two caster levels (maximum 10d8) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food that is consumed grants each creature that partakes a morale bonus on attack and damage rolls, skill and ability checks, and saves equal to +1 per four caster levels
If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.


FEATS

Iron Stomach
Prerequisites: Base fortitude save +1
Benefits: You gain a +4 bonus to fortitude saving throws caused by ingesting poison or other unpalatable substances. This bonus stacks with Great Fortitude.


Greater Iron Stomach
Prerequisites: Base Fortitude save +2, Iron Stomach
Benefit: You gain +6 to fortitude saves caused by eating unpalatable foods. This replaces the bonus from Iron Stomach. You gain total immunity to ingested poisons.


Metamage
Prerequisites: Any two metamagic feats, bonus experience pool
Benefits: You may apply any metamagic feats you know to spells you have prepared by paying 200 experience points per level the metamagic feat normally raises it. You must be able to cast spells of the level it would be raised to, but you do not have to have an open slot. If you're casting a spell by spending experience points, you pay 500 experience points per level that the metamagic feat normally raises it.


Favorite Food
Prerequisites: Bonus experience pool.
Benefit: You choose a creature type. As long as your bonus experience pool is at least 50% filled by bonus experience points gained from that creature type, you cast spells at +1 caster level. When you use bonus experience points, the ones from your favorite food are used first. You may only have one favorite food.

Arcane Predator
Prerequisites: Favorite Food
Benefits: Creatures of the type you chose for your Favorite Food take a -2 penalty to saves vs your spells.


Omniphage
Prerequisite: You must have used consume foe to gain bonus experience points from at least ten different creature types.
Benefit: You raise the amount of bonus experience gained from all creature types by 20%.


Hearty Eater
Prerequisite: Consume Foe
Benefit: You gain 1 temporary hitpoint per HD of creatures you eat using your consume foe ability. These hitpoints may not exceed 1 per 200 points of bonus experience you have currently stored, but they do not go away except by using bonus experience points or taking damage.

Consummate Consumer
Prerequisites: Metamage
Benefits: when you consume anything other than food that confers a benefit, such as potions or alchemical concoctions like antitoxin, you may apply any applicable metamagic feats you know at a cost of 50 experience points each.

Delay Potion
Prerequisites: Metamage, Consummate Consumer.
Benefits: when you consume a potion or or other concoction that grants a benefit, you may choose to not have it take effect immediately. You may delay the effects for up to 24 hours, at which point you must either use them or have them be lost. You may activate a stored potion or alchemical concoction as a free or immediate action. You may store one does of potion or concoction per level of genophage adept.

Felyndiira
2013-02-05, 11:17 PM
Weaver of Life

Put an image of your class here!

Put a quote by or about a member of your class here!

When a common man thinks of a scholar, the first image to come to his mind is likely that of a wizard. With a pointy hat and robes a few sizes too big for her figure, the scholars of magic make up some of the most widely known "people of knowledge" due to the mighty powers that they wield. However, are not the historians and the writers scholars in their own way, imparting their own types of knowledge upon the world? Astronomy, literature, mathematics, economics, agriculture, and philosophy - in the absence of widespread magic that can reshape reality to its whims, these scholarly men are responsible for much of the policies and knowledge that runs much of history as we know it. The Weavers of Life, although obscure in this early age of men, is a newly rising star in the scholarly fields, and its members aim to make their science as greatly acknowledged in the world as that of literature and wizardry.

Broadly speaking, the Weavers of Life are scholars of, well, life. For them, life is not just the aggregation of a mysterious "body" and a mysterious "soul", but a component as malleable as any magic missile spell or any finely-crafted weaponry. For them, life is something to explore and to bend with human hands in the same way that we have conquered the realms of magic and mathematics. Initially viewed with some distrust as pagans and witches that practice mutilating animals, the products of their research - revelations in agriculture and new methods of farm breeding - has sparked a new sort of life into the science only a few decades in the past. Now, ambitious youths take up the mantles that aging weavers leave behind, hoping to leave their own mark upon history as the one that could unlock the final secrets of nature and life.

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
Weavers of Life have the following game statistics.
Abilities: For weavers of life, knowledge - of biology, of nature, and of life in all forms - is their lifeblood. For this reason, intelligence is by far the most important stat for these scholars. In addition, a moderate dexterity is necessary to perform the minute surgery needed to craft and alter lifeforms, while a high constitution always helps, as the scholars tend to be rather fragile from their study. Strength is useful to a budding scholar, although eventually the raw materials that the weaver carries with him exceeds the limits of normal human strength; as such, the order will ameliorate this by teaching its acolytes how to make the most out of extra-dimensional storage. Some scholars prefer to be wise and sociable as well so that they could share research with fellow investigators of life, although this is in no way strictly necessary.
Alignment: At its heart, biology lends itself neither to good nor to evil. However, the subject matter that these scholars devote themselves to can be a bit daunting on the human psyche, and as such they are very often non-good. Scholars do not typically have a preference between law or chaos, although some study in organized institutions alongside wizards and scholars of history, while others prefer the freedom of a self-made lab and traveling with beloved companions.
Hit Die: d6
Starting Age: As wizard (PH 109).
Starting Gold: 8d4 x 10 (205 GP)

Class Skills
The Weaver of Life's class skills (and the key ability for each skill) are Craft (Biology), Knowledge (All), Spellcraft, [TO BE FILLED OUT LATER, RAWR]

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Weaver of Life
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Combat|Limits
1st|
+0|
+0|
+0|
+2|Base Forms (Animal), Harvest
2nd|
+1|
+0|
+0|
+3|Dissection, Preserve Life, Extradimensional Storage I
3rd|
+1|
+1|
+1|
+3|Biologist's Eye, Scribe Thesis
4th|
+2|
+1|
+1|
+4|Extradimenational Storage II
5th|
+2|
+1|
+1|
+4|Base Forms (Humanoid)
6th|
+3|
+2|
+2|
+5|Surgery
7th|
+3|
+2|
+2|
+5|
8th|
+4|
+2|
+2|
+6|Extradimenational Storage III
9th|
+4|
+3|
+3|
+6|Modify the Living
10th|
+5|
+3|
+3|
+7|Base Forms (Plant)
11th|
+5|
+3|
+3|
+7|Life and Steel
12th|
+6/+1|
+4|
+4|
+8|Extradimenational Storage IV
13th|
+6/+1|
+4|
+4|
+8|Evolve Self
14th|
+7/+2|
+4|
+4|
+9|Base Forms (Magical Beast)
15th|
+7/+2|
+5|
+5|
+9|
16th|
+8/+3|
+5|
+5|
+10|Extradimenational Storage V
17th|
+8/+3|
+5|
+5|
+10|Base Forms (Aberration)
18th|
+9/+4|
+6|
+6|
+11|
19th|
+9/+4|
+6|
+6|
+11|Base Forms (Outsider)
20th|
+10/+5|
+6|
+6|
+12|Perfect Creation[/table]

Class Features
All of the following are class features of the Weaver of Life.

Weapon and Armor Proficiencies: A weaver of life is proficient with all simple weapons. She is not proficient with armor or shields.

Life Weaving
A weaver of life learns to manipulate life as she sees fit, adding or removing characteristics to stitched-together agglomeration of animal features and infusing a soul within to create chimeras shaped in her own ideal. In biological terms, these features are called 'phenotypes', which are added to various base forms that the weaver of life will learn to manipulate over her career to create magnificent beings never before seen within this world. However, no weaver could expect to learn everything that the world knows about biology - and everything that the world does not yet know - just by studying a few common teachings. Instead, most weavers chooses to focus on a few narrow fields with which to focus their energy, relegating the remaining knowledge and phenotypes to a book of diagrams and notes to assist in growing alternate features.

The phenotypes that a weaver can claim to master are few in number; she begins play with all of her base phenotypes and two 1st-level phenotypes of her choice mastered. As she advances in the Weaver of Life class, she masters one or more phenotypes as indicated on Table: Weaver of Life Phenotypes Known. Phenotypes mastered must be chosen from the Weaver of Life list. Unlike a sorcerer, a weaver's masteries represent a lifetime of study and cannot be changed very easily. Thus, she cannot replace her mastered phenotypes unless if a class feature or feat specifically allows for it. A weaver of life does not need to scribe her mastered phenotypes into any physical source to use them - she can apply them to creatures using only her memory and without any diagrams, essays, or visual aids.

However, no biologist is limited only to her own masteries. Each weaver of life begins play with a 150-page book containing dissertations, diagrams, and other visual aids from her fellow researchers (or perhaps from her own pheripheral research) for applying phenotypes that are outside of her area of mastery. This functions similar to a wizard's spellbook, although the biologists never needs to "prepare" phenotypes like a wizard prepare spells. Instead, phenotypes outside of her mastery will often have higher costs, more limitations, and sometimes other penalties that make them inferior to their mastered versions to represent improvisation and inexperience.

Writing new phenotypes into a dissertation book follows the same rules as writing spells into a spellbook, except phenotypesdo not require special or magical ink and thus only costs 25 GP per page. A weaver of life may carry multiple dissertation books as she wishes, and may utilize phenotypes from any of the books that she wishes. Dissertation books otherwise follow the same rules as spellbooks, requiring similar spellcraft DCs to discipher another person's book. Phenotypes also need not be directly copied from another weaver of life: by studying a creature with the applicable phenotype for 24 hours, a weaver of life may add that phenotype to her own dissertation book.

Please refer to the section titled 'Details: Alchemy of Life' for an indepth guide on phenotypes and this class feature.

Table: Weaver of Life Phenotypes Mastered
{table=head]Level|0th|1st|2nd|3rd|4th|5th|6th|Specialty
1st|ALL|2|-|-|-|-|-|1
2nd|ALL|2|-|-|-|-|-|2
3rd|ALL|3|-|-|-|-|-|3
4th|ALL|3|2|-|-|-|-|4
5th|ALL|4|2|-|-|-|-|5
6th|ALL|4|3|-|-|-|-|6
7th|ALL|5|3|2|-|-|-|7
8th|ALL|5|4|2|-|-|-|8
9th|ALL|6|4|3|-|-|-|9
10th|ALL|6|5|3|2|-|-|10
11th|ALL|7|5|4|2|-|-|11
12th|ALL|7|6|4|3|-|-|12
13th|ALL|7|6|5|3|2|-|13
14th|ALL|7|7|5|4|2|-|14
15th|ALL|7|7|6|4|3|-|15
16th|ALL|7|7|6|5|3|2|16
17th|ALL|7|7|7|5|4|2|17
18th|ALL|7|7|7|6|4|3|18
19th|ALL|7|7|7|6|5|3|19
20th|ALL|7|7|7|7|6|4|20[/table]

Biological Combat
The adventures of a Weaver of Life is not always an easy one. While most seek companions to help protect themselves while they gather valuable resources for their studies, there will be times when an alchemist is required to fend for herself or assist a friend in times truly dire. Biological Combat (Biocombat) is, in essence, a branch of life weaving where the weaver's goal is not to create elegant creatures to serve or beautiful species to captivate her clients, but to create simple tools to aid in small skirmishes and combat. A living arm that chokes its opponents, tentacles for grapples, biological bombs, or even microscopic organisms that hinder the opponent's blood clotting; anything that could reliably bring a weaver of life victory is something worth researching.

Biocombat recipes are treated just like phenotypes, and can be written into a weaver's dissertation book like normal. They cost one page each regardless of the level or DC requirements of the recipe. Unlike true life weaving, many of these recipes are simple creations that can be duplicated with little focus, allowing the alchemist to improvise them from her dissertation book with little or no penalty. A weaver of life can choose to master biological combat tricks in place of a 1st level phenotype if she wishes, although the benefits from mastering a biocombat recipe are usually miniscule, if any, so the only benefit the weaver would gain is the ability to craft them without needing to reference her thesis or dissertation book.

Biocombat can also be scribed by observing sentient life with similar traits. By studying a creature or creatures with the traits listed for each recipe for 24 hours, a weaver of life may scribe that recipe into her book without any outside aid.

Specialization
A weaver of life can choose to specialize in a single school of biology. This choice must be made at the first level, and once made, it cannot be changed. A weaver of life may choose not to specialize; these weavers are called 'generalists' representing their broader mastery of biology.

The choice to specialize confers additional masteries onto the weaver. Every time she gains a level, a weaver may choose to master a single additional phenotype or recipe of that school that she has not yet mastered. This is in addition to any masteries that the weaver may gain at that level. This additional mastery must be from the school of specialization, although it can be taken from any phenotype level that the weaver has access to. If a weaver no longer has any phenotypes from that school to master, she must forfeit this bonus for that level. In addition, a specialist weaver of life may choose to add a bonus ability, related to her specialty school, to the base form of a creature; the bonus abilities for each base form are described in the section 'Details: Alchemy of Life'.

A specialist must also choose two schools as her opposition schools, representing knowledge sacrificed in other areas of biology to gain mastery in another. A weaver is not barred from scribing phenotypes from opposition schools into her dissertation book or applying them to creatures, although phenotypes from these schools can never be mastered. In addition, some phenotypes from these schools will carry a penalty for being from an opposition school, whether in the form of increased costs, limits in usage, decreased potency, or some other effects.

A generalist does not gain any specialty masteries or opposition schools. Every time she achieves a new base form, however, she may choose four bonus abilities for that base form representing her broad study. When creating that base form, she may choose any one of these bonus abilities to apply. These choices cannot be changed at any time.

Base Forms (--): For a weaver of life, a 'base form' is like the most basic chassis of a functional creature. It determines the very basic components - the basic organs, limbs, brain, and other interconnected organic parts - that make the most basic creature of a certain type. Every creature that the weaver of life seeks to create must be built upon one of the fundamental base forms that he has access to; the base forms determine the creature's classification, some of the most basic of the creature's ability, and limit the phenotypes that can be reasonably supported by a distinct organic structure. A hydra with too many heads will simply faint from lack of circulation, for instance, even if the weaver has enough biological resources to attach them all to the creature; a humanoid cannot support certain otherworldly limbs without magical assistance, while a created, unawakened animal may not have the intellectual capacity to accept certain evolutions.

In addition, the base form determines the maximum number of phenotypes that can be added to the creature. Each phenotype will have an associated 'Evolution Point' (EP) cost that signifies how much strain it places on the new organism. Some base forms, such as aberrations, have complex biological systems that can support a variety of different abilities, while others may have stricter limits on how many limbs, claws, and sensory organs that it can support. Each base form has a maximum EP limit on the number of phenotypes that can be added to it; this limit scales with the creature's HD (and thus your level). Some phenotypes that inflict penalties rather than bonuses (called 'phenotype flaws') can grant bonus EP capacity to a creature, although this bonus, too, is limited by the base form.

A weaver of life must begin every attempt at creating a new creature by selecting a base form, on which she can add phenotypes to complete the final design that she has envisioned. A young, first-level weaver of life can only start by creating unintelligent animals, although her craft will eventually broaden to other base forms. At level 5, she learns to craft humanoids; at level 10, she may craft animated plant-like beings. She learns to create magical beasts at level 14, abberations at level 17, and finally, fuse body with soul to create outsiders at level 19.

The various base forms are listed under the 'Details: Alchemy of Life' section.

Harvest (Ex): Biological components are often rare in the world; depending on the number of people that take up the mantle of the weaver and whether any established universities of biology exists in the universe, scavenging metropolis stores and underground markets for such things as hearts, spleens, or brain matter may be quite a tenuous task. A weaver of life, instead, learns to harvest organic components from the corpses of enemies defeated on the battlefield. When used on dead creature that is not a ooze, construct or an outsider, harvest gives the user a number of 'biomatter' from an opponent up to the target's (former) hit dice. Harvesting requires 1 minute per biomatter desired, and once harvested, a corpse becomes an indistinguishable mass of skin and organic compounds and cannot be harvested again.

A weaver of life can only harvest corpses that have been dead for a number of days less than or equal to her total class level. In addition, a dead creature that has been studied for the sake of adding phenotypes to the weaver's dissertation book cannot be harvested. A creature that is harvested no longer has recognizable biological systems and cannot be studied to add additional phenotypes or recipes to the weaver's book.

Dissection (Ex):

Preserve Life (Ex): Having a three-headed lion-beast around you is not always the best choice. Sometimes, a weaver must meet with important patrons of their research or speak with townspeople in a friendly manner, and the presence of such lifeforms can negatively impact such actions. A second level weaver of life learns that all life can be reduced to an inert or form and stored in various extradimensional storage, then retrieved when the situation arises. Not all life will consent to being treated this way, but creatures bound to the weaver of life can easily be persuaded to a lucid dream without any ill will towards its master

Preserve Life allows the weaver to cause any life to fall into an artificial slumber. This requires 1 GP of materials and about 10 minutes of uninterrupted preparation, at which time the target enters into a helpless state similar to sleep, although it affects creatures that are otherwise immune. However, all of the target's bodily functions are temporarily disabled; it does not need to eat, drink, breathe, or relieve itself. For any observer, the creature appears no different than a corpse, although the creature does not age or decompose. The creature, in this form, may be stored and transported within any form of extradimensional storage, such as a portable hole, bags of holding, or a handy haversack. The creature does not wake up normally; the weaver of life must spend 10 minutes to revive the creature and allow it to function like normal.

Extradimenational Storage (Ex): A weaver of life must carry considerable amounts of organic items - her creatures, biological matter, and even potions and combat tools - around with her at all times. Because many weavers tend to be relatively fragile, this is often an unreasonable burden, and as such all traveling weavers learn to obtain and use extra dimensional storage to her benefit. Extradimensional Storage has four different stages, learned at level 2, 4, 8, 12, and 16 respectively.

At level 2, the weaver of life gains a personal extradimensional storage space ('library') that can hold up to 50 pounds of matter, with a combined volume of 25 cubic feet. The weaver may reach into, and retrieve, any item from this space as a full-round action. The extradimensional storage does not require any physical items to access, but otherwise functions similar to a bag of holding. The extradimensional storage cannot rupture even if a sharp object is placed into it, although only the weaver of life may place items into - and retrieve items from - this storage space.

At level 4, the capacity of her library increases to 150 pounds, with an overall volume of 100 cubic feet. In addition, the weight of all extradimensional storage items that she possesses (such as Heward's Handy Haversack, Bag of Holding, Portable Hole, etc.) is halved, while their capacity (both weight and volume) is doubled. She gains eight extra-dimensional pockets ('utility belt') that may be accessed as a swift action, but can only hold up to 1 cubic foot of material weighing as much as eight pounds. These pockets are typically used to hold combat biology creations. The utility belt stacks with other belts that provide similar extradimensional storage, such as a belt of many pockets or a belt of many pouches[/i].

At level 8, the capacity of her library increases to 350 pounds, with an overall volume of 250 cubic feet. In addition, her utility belt increases to 16 pockets.

At level 12, the capacity of her library increases to 600 pounds, with an overall volume of 500 cubic feet. In addition, the weight of all extradimensional storage items that she possesses (such as Heward's Handy Haversack, Bag of Holding, Portable Hole, etc.) is reduced to 1/4 of its original weight, while their capacity (both weight and volume) is quadrupled. This enhances and does not stack with the bonuses from Extradimensional Storage II. Her utility belt increases to 24 pockets.

At level 16, the capacity of her library increases to 1500 pounds, with an overall volume of 1200 cubic feet. In addition, the weight of all extradimensional storage items that she possesses (such as Heward's Handy Haversack, Bag of Holding, Portable Hole, etc.) is reduced to weighing only 1 pound when held by her, while their capacity (both weight and volume) is multiplied by a factor of 6. This enhances and does not stack with the bonuses from Extradimensional Storage IV. Her utility belt increases to 32 pockets.

[b]Biologist's Eye (Ex):

Scribe Thesis:

Surgery (Ex): A 6th level weaver of life may perform surgery on a friendly living target. Surgery requires 12 hours of uninterrupted work, costs 5 GP in anesthetics and other specialized medication, and requires a successful heal check with a DC of 20. This heals (1d8+1 x target's HD) damage. Alternatively, the weaver of life may reattach one of the target's lost limbs using this ability; limbs restored in this way are paralyzed and cannot be used for the first 12 hours after the surgery, although they will function as normal after the paralysis wears off. Surgery may only reattach limbs that have been lost within a number of days less than or equal to the weaver of life's class level.

Modify the Living (Ex): A 9th level weaver of life may perform a special surgery on other creatures that she did not create, adding phenotypes that she knows onto the target. To perform a life modification surgery, the weaver of life must devote an amount of resources, biomatter, and time as if she was creating a new creature with just the phenotypes being added, using the target's creature type as the base creature (if you cannot create a new creature of the target's type, you cannot perform surgery on the target). The cost for the surgery excludes the material cost of the base creature (but not the time investment and DC). Furthermore, the target must either be willing or helpless for the entire duration of the procedure.

A weaver of life is limited in the number of Evolution Point (EP) of additional phenotypes that she can add to existing creatures. The maximum EP of additional phenotypes that the target may possess is equal to (target's HD / 2). Even if the weaver performs multiple surgeries on the same creature, the total EP cost of the phenotypes added cannot exceed this amount. Phenotypes added to the target may be removed via another Modify the Living surgery later on to freeing up the EP for other phenotypes, although the GP and biomatter cost for removed phenotypes cannot be recovered. Phenotypes added in this way are considered to be a part of the target's base form, and may be recovered using spells such as 'restoration'.

A weaver of life may add phenotypes flaws to a target creature, although only the phenotype with the highest EP bonus counts toward the target's maximum EP threshold. If multiple phenotypes have the same EP bonus, then only one of these count toward the target's maximum EP.

Modify the Living can only be used 1/month on each target. It may not be used on the weaver herself.

Do you truly desire the form of an angel, my lord? If it is what you want, then I can give it to you for a small price.

Life and Steel (Ex): Bone and steel are not much different; where bone supports a creature's body, steel can do the same thing at a slightly heavier price. A 11th level weaver of life may create any creature using steel in place of bone; doing this doubles the overall creation GP cost of the creature, decreases the maximum Evolution Point of the creature by 1/4 of its normal value (rounded up), and increases the DC of the resulting check by 10. The creature gains DR 5/Adamantine as well as a +4 untyped bonus to natural armor. In addition, all of the creature's natural weapons are now metallic and can be enchanted as if they are magic weapons. The creature is also immune to constitution damage.

This ability also enhances the 'Modify the Living' ability. A weaver of life may reinforce the target's bones with steel, causing the target's natural attacks (treat unarmed attacks as natural attacks for this ability) to deal lethal damage and be enchantable as if they were weapons. This does not cost any EP, but reduces the maximum EP of the target by 1/2 of its normal value (rounded up).

Evolve Self (Ex): At 13th level, a weaver of life learns to use a combination of her own skill and mutagens to add phenotypes to herself. She may use her 'Modify the Living' ability on herself, although the DC for the operation is doubled.

Felyndiira
2013-02-05, 11:18 PM
Combat Biology, Base Forms, Level 1 Mutations/Phenotypes

Felyndiira
2013-02-05, 11:21 PM
I expect mutations/phenotypes to take a bit of space, so this is just in case if I need a second post.

Ra_Va
2013-02-06, 04:24 AM
Saints of Zarus

Put an image of your class here!

"They call themselves Saints, but they are little more then huntsmen." - Andréus Thokson

The Saints of Zarus are, in their minds, a group of righteous purgers of the highest good. They serve two purposes, kill all non-humans who refuse the superiority of human rule, and to guide humanity through the next stage of evolution. They catch and often kill, though sometimes torture, members of non-human races and human half-breeds to study genes related to racial abilities, in hopes of using them to force-evolve humanity.

Adventures: Saints of Zarus are typically loners but will put up with others if their mission is a particularly large order.

Characteristics: Relies heavily on traps and sneak attacks.

Alignment: Saints of Zarus seek to emulate their god in every way and are always Lawful Evil in some regard.

Religion: Worship Zarus exclusively, they believe all other deities are demons or devils, or other forms of deistic imposters.

Background: Often raised or otherwise influenced by Cloistered Clerics of Zarus, Saints of Zarus choose a more active role in their faith.

Races: Zarus is the God of Humanity, despising all other races, therefore Saints of Zarus can only be human

Other Classes: Classes aren't so much the problem, though they can get along well with Rouges and Rangers, tensions truly come out of their religion.

Role: Saints are strategist, laying down traps to either catch enemies of force them in a Direction, as well seeing and avoiding traps enemies lay down.

Adaptation: Saints are Hunters, not by nature or profession, but by will. They make excellent Enemies and additions to all human parties.

GAME RULE INFORMATION
Saint of Zarus' have the following game statistics.
Abilities: High Dex. is a wise choice. Int. and Cha. are good secondary choices.
Alignment: Lawful Evil
Hit Die: d6
Starting Age: As Cleric
Starting Gold: As Cleric

Class Skills
The Saint of Zarus' class skills (and the key ability for each skill) are...
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (religion), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex),

Skill Points at First Level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8 + Int modifier

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

1st|
+0|
+0|
+2|
+2|1st Favored Enemy, Track

2nd|
+1|
+0|
+3|
+3|Sneak Attack +1d6, Evasion

3rd|
+2|
+1|
+3|
+3|Stolen Racial Trait (Half-breed)

4th|
+3|
+1|
+4|
+4|Zarus' Snare -3

5th|
+4|
+1|
+4|
+4|2nd Favored Enemy, Nondetection

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

7th|
+4|
+2|
+5|
+5|Anti-Pathy

8th|
+5|
+2|
+6|
+6|Shadow Trap

9th|
+6/+1|
+3|
+6|
+6|Stolen Racial Trait (Full Breed)

10th|
+7/+2|
+3|
+7|
+7|3rd Favored Enemy

11th|
+8/+3|
+3|
+7|
+7|Zarus' Snare -1

12th|
+8/+3|
+4|
+8|
+8|

13th|
+8/+3|
+4|
+8|
+8|Improved Evasion

14th|
+9/+4|
+4|
+9|
+9|Stolen Racial Trait (Legacy)

15th|
+10/+5|
+5|
+9|
+9|4th Favored Enemy

16th|
+12/+7/+2|
+5|
+10|
+10|Death Curse: Race Change

17th|
+12/+7/+2|
+5|
+10|
+10|Zarus' Snare +1

18th|
+12/+7/+2|
+6|
+11|
+11|

19th|
+13/+8/+3|
+6|
+11|
+11| Summon Saint Barrow-Wight 1/day

20th|
+14/+9/+4|
+6|
+12|
+12|5th Favored Enemy, Zarus' Unholy Flame[/table]

Class Features
All of the following are class features of the Saint of Zarus.

Weapon and Armor Proficiencies: Saints are proficient with all simple weapons, plus the hand crossbow, shortbow, Sap, and Greatsword(Favored Weapon of Zarus). Saints are proficient with light armor, but not with shields.

Favored Enemy (Ex): At 1st level, a Saint may select a type of creature from among those given on Table: Ranger Favored Enemies. The Saint gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the Saint may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

Track: A Saint gains Track as a bonus feat.

Sneak Attack: If a Saint can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.

The Saint’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Saint flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three Saint levels thereafter. Should the Saint score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a Saint can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

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

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

Stolen Racial Trait (Half-breed): After much research a Saint finds a gene and though Magi-Science implants it into himself, making use of a racial ability not attributed to Humans such as a Half-Elfs 'Immunity to sleep spells' or 'Low-Light Vision' or a Half-Giants 'Fire Acclimated'. Trait must Belong to a Half-Human Race. For all effects that pertain to 'race' the Saint will still always be human.

Zarus' Snare: Creates a magic booby trap that has a Challenge Rating is 3 less than his character level or lower. He can also choose to double the number of traps by reducing the max CR of the traps by 2 per doubling (a 9th level Saint could create one CR 6 trap, two CR 4 traps, 4 CR 2 traps, or 8 CR 1 traps). +2 Damage if a non-human activates it.

Nondetection[M]:Hides Saint from divination, scrying.

Shadow Trap:With this ability, you place a magic trap on any object that casts a shadow.
If the object is disturbed in any way that causes its shadow to shift (for instance, if it or a nearby light source is moved), a bound greater shadow (see Monster Manual page 221) emerges from the object's shadow to attack the nearest living creature.
The shadow can be turned or destroyed as normal; otherwise, it remains for a number of rounds equal to Half your level.
If the trapped object resides in a place that has no shadows, the trap does not trigger, although the spell remains in effect.

Stolen Racial Trait (Full Breed): After much research a Saint finds a gene and though Magi-Science implants it into himself, making use of a racial ability not attributed to Humans such as an Elans 'Repletion' or a Gnomes Racial 'Spell-like Abilities. Trait must Belong to a Non-Human Race. For all effects that pertain to 'race' the Saint will still always be human.


Antipathy: Object or location affected by Antipathy repels certain creatures. Can be used to either keep enemies away from your base or try to force them in a specific direction.

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

Stolen Racial Trait (Bloodline): After much research a Saint finds a gene and though Magi-Science implants it into himself, making use of an ability given to those who decent from non-human beings. At level 14 you can choose a non-affinity related Bloodline trait of level 14 or lower. He can also wait for a higher level ability. For all effects that pertain to 'race' the Saint will still always be human.

Death Curse: Race Change: Any non-human opponent who kills a Saint of 16th level or higher, is cursed. All of the opponent racial stats and abilities are removed and his appearance is changed to that of a human and for all literal purposes the opponent is indeed a human. There is no save versus this effect. It lasts as long as the Saint is dead.

Summon Saint Barrow-Wight (Sp): With his blood and knowledge of Magi-Science, once per encounter, a Saint can bind a soul of a deceased Saint of Zarus, even being able to summon the soul of a specific Saint or one at random, to a dead body or Suit of Armor. While lacking most of the abilities it had in life, the Barrow-Wight is still a intelligent and deadly foe. Due to the blood loss the Saint dazed for one round. The Barrow-Wight functions as an Intelligent Undead with Track whose level is -4 of the Saints.

Zarus' Unholy Flame 1/day (Sp): The Saint has been given a gift by Zarus and can channel the Primal force of Zarus' Anger and can once per day envelope himself him the literal fire of that anger, for the duration of an encounter. While in this form the Saint gains immunity to poison, sleep, paralysis, stunning, immunity to fire, and takes only half damage from (non-holy) water attacks. Creatures hitting the enveloped Saint with natural weapons or unarmed attacks take fire damage as though hit by an elemental’s attack, and also catch on fire unless they succeed on a Reflex save. Those hit by an enveloped Saint's touch attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC (15) is Constitution- based.

Tavar
2013-02-11, 11:32 PM
Test Subject

"Gentlemen, we can rebuild him. We have the technology."

A general description of what your class is!

Adventures: This depends greatly on how they gained their powers.

Characteristics: What your class is capable of.
v
Alignment: Test Subjects have no universal alignment tendencies.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: One key thing to remember is that while the various Augmentations have been given a flavor in this write-up, they are actually quite neutral. A path that gives bonuses to jump could be better muscles, or some sort of rocket-leg. Thus, fitting their abilities into a world largely consists of deciding which abilities are in theme, and writing the rest to resemble that theme. Even if the original theme would fit, players are encouraged to make their own fluff regarding the abilities: it's quite possible for 2 Test Subjects who are identical mechanically to have very different fluff.

As for the class as a whole, it can easily be fluffed as a some sort of unusual heritage, a group using secret knowledge to enhance themselves, or whatever other justification takes one's fancy.

GAME RULE INFORMATION
Test Subjects's have the following game statistics.
Abilities: Strenght, Dexterity, and Constitution are the key abilities of the class. The most important one relies on what Path's you have chosen.
Alignment: Any
Hit Die: d8
Starting Age: As Barbarian
Starting Gold: As Cleric

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

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

1st|
+0|
+0|
+0|
+0|Augmentation

2nd|
+1|
+0|
+0|
+0|Class Ability

3rd|
+2|
+1|
+1|
+1|Class Ability

4th|
+3|
+1|
+1|
+1|Class Ability

5th|
+3|
+1|
+1|
+1|Class Ability

6th|
+4|
+2|
+2|
+2|Class Ability

7th|
+5|
+2|
+2|
+2|Class Ability

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

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

10th|
+7/2|
+3|
+3|
+3|Class Ability

11th|
+8/3|
+3|
+3|
+3|Class Ability

12th|
+9/4|
+4|
+4|
+4|Class Ability

13th|
+9/4|
+4|
+4|
+4|Class Ability

14th|
+10/5|
+4|
+4|
+4|Class Ability

15th|
+11/6/1|
+5|
+5|
+5|Class Ability

16th|
+12/7/2|
+5|
+5|
+5|Class Ability

17th|
+12/7/2|
+5|
+5|
+5|Class Ability

18th|
+13/8/3|
+6|
+6|
+6|Class Ability

19th|
+14/9/4|
+6|
+6|
+6|Class Ability

20th|
+15/10/5|
+6|
+6|
+6|Class Ability[/table]

Class Features
All of the following are class features of the Test Subject.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

Augmentations (Ex): The key to the Test Subject's power is the Augmentations they benefit from. These augmentations are divided into 3 major categories (Brute, Adventurer, Resolved), and 6 minor categories (Warrior, Nature, Hunter, Acrobat, Horror, and Guard). At first level


Primary Path(Ex): At first level the Test Subject chooses which path with be his primary path. This determines which group of augmentations he will have the greatest access to, and which ones will be strongest: the cap for points invested in a Primary Path augmentation is one more than it would be by level.

The choice of which group of augmentations will be primary has a secondary effect. Upon making the choice, one of the Test Subject's saves is altered to the good progression. Choosing Brute improves Fortitude saves, Adventurer reflex, and Resolved will save. Other benefits later on in the class are also determined by this choice.

Tavar
2013-02-12, 09:46 PM
The Brute Augmentations:

The paths associated with the Brute bring strength and savagery in combat, sometimes taking inspiration from animals, and even drawing on the elemental forces. They are focused on offensive power, hitting hard. Their defensive abilities tend to be reactive in nature, such as counter attacks.

They are closely tied to the Strength ability, and loosely with Charisma.

Path of the Warrior: Sometimes called the bezerker or frenzied pejoratively, this path of augmentations focuses on offensive physical combat.

Path of Beast: Nature's fury unleashed from it's limits, this path uses tooth and claw to rend it's enemies, and elemental powers to reduce them to ash.

The Adventurer Augmentations:

The Paths associated with the Adventurer bring swiftness and cunning to battle. It is balanced between offensive and defensive abilities, and tends towards subtly rather than the overtness of the other two branches.


They are closely tied to the Dexterity ability, and loosely with Intelligence.

Path of the Hunter: A offensive discipline, it lacks the single-mindedness of the Path of the Warrior or the natural savagry of the Beast. It favors striking at important targets, then fading away, only to string again and again.

Path of the Acrobat: The more defensive of the Adventurer augmentations, this path focuses on mobility and evasion.

The Resolved Augmentations

The Paths associated with the Resolved allow one to take everything the world throws at you, and emerge out from the other side. It also has a fair number of outward focused abilities, benefiting their allies as well as themselves. It's offensive abilities are limited, though, mainly being reactive in nature.

They are closely tied to the Constitution ability, and loosely with Wisdom.

Path of the Horror: Drawing inspiration from aberrations, ancient beasts, and things best left unsaid, the Test subject gains a measure of their legendary fortitude and powers.

Augmentation of the Horror
Prerequisites: None
Too often, test subjects can fall due to the stress of their modifications. Perhaps adding some of the essence of the Dire animals will prevent this...

Each point invested adds one hp/hit dice.

Chitin
Prerequisites: One point in Augmentation of the Horror
Seeing the weakness of flesh, plates of a chitinous material are forced to grow from the subject, providing protection from most mundane means of harm.

Each point invested adds 1 Natural Armor(this is a natural increase).

Insulation
Prerequisites: One point in Chitin
Fire and Cold can pierce through simple armor easily. a tough, insulated hide, though, proves much more resilient. Fur on-top, and fat beneath.

Each point invested adds 5 cold/fire resistance.

Grounding
Prerequisites: One point in Chitin
The Chitin does not need much modification to resist lighting. A few changes to the excretion method and it becomes much less conductive. As an added benefit, it also seems to resist corrosion.

Each point grants 5 acid/Lighting resistance.

Perfect Insulation
Prerequisites: Four Points invested in Insulation
Special: You can have a maximum of 2 points invested in this augmentation.
Fur and fat were only stopgaps. I was able to examine some excellent Frost and Fire giant specimens , and was able to discern the manner in which their immunity to these elemental forces spring from.

Each point invested grants either Cold or Fire immunity.

Perfect Grounding
Prerequisites:Four points invested in Grounding.
Special: You can have a maximum of 2 points invested in this augmentation.


Each point invested grants either Acid or lighting immunity.

Concussion Resistance
Prerequisite: 2 points in Grounding and Insulation
"The problem with the so called Sonic spells is that they in a real way straddle the line between elemental and mundane damage, as well as relying on something so intrinsic to one's sense. This nature makes them exceedingly hard to defend against, as the best methods tend to have flaws, such as blocking all sound. I feel the best method is to tie a minor Silence field, such as exhibited by the Whisperstep Assasins, to the subjects bioeletrical field, and induce further cushioning tissue."

Each point invested grants 5 resistance in Sonic and one force resistance.

Accelerated Healing
Prerequisites:One point invested in Chitin


Each point doubles the amount you naturally heal.

Regeneration
Prerequisites: One point invested in Accelerated Healing


Investing in this still gives a limited form of a Troll's regeneration. Each point increses the nonlethal amount healed by 1 per round. This regeneration is bypassed by Fire, Acid, Cold, and Lighting damage. The character cannot be immune to all 4 of those at the same time, or this power will cease. This power cannot be used with Fast healing: if both are invested in, one is suppressed. The Subject can switch between the active and suppressed ability with a full round action.

Synergy: Each point invested in Accelerated Healing or Fast healing increased the amount of nonlethal healed per round by 1.
Fast Healing
Prerequisites: One point invested in Accelerated Healing.


This gives the Fast Heal ability. Each point invested in this agumentation increases the amount healed per round by 1. This power cannot be used with Regeneration: if both are invested in, one is suppressed. The Subject can switch between the active and suppressed ability with a full round action.

Synergy: Each point invested in Accelerated Healing or Regeneration increased the amount of nonlethal healed per round by 1.

Damage Reduction-Mundane
Prerequisites:One point in Chitin


Each point gives 3 points of DR, which can be pierced by one of the mundane damage types or Magic (ie, one point gives you DR 3/Bludgeoning or Magic). The type of damage reduction is chosen when this augmentation is selected.

Synergy: Each point in Damage Reduction Special or Perfect gives a further 3 points.

Damage Reduction-Special
Prerequisites:One point in Damage Reduction-Mundane


Each point gives 3 points of DR which can be bypassed by a special material or alignment. The type of damage reduction is chosen when this augmentation is selected.

Synergy: Each point in Damage Reduction Perfect or Mundane gives a further 2 points.

Damage Reduction-Perfect
Prerequisites:One point in Damage Reduction-Special


Each point gives you one point of unbypassable dr (dr 1/-).

Synergy: Each point in Damage Reduction Special or Mundane gives a further point.




Path of the Guard: Less over than it's predecessor, this path focuses not only on defense of the self, but defense of others. Several of it's abilities can give benefits to others, and it is the most offensive of this very defensive grouping, with several types of counterattacks.