PDA

View Full Version : Scrolls of Electricity (3.5e, PEACH)



caledscratcher
2013-03-02, 10:11 PM
Scrolls of Electricity
The Complex Rival, Reborn

It's not as simple as it may seem.
You're not alone, yet not accompanied.
Everything has many meanings.
What truly matters is how you interpret your power.

So, what is this?

This is a dumb project inspired by Selinia's Tome of Radiance, and kestrel404's Book of Shadows. I saw Kestrel's work, thought to myself "Wow, that's really cool! I'm gonna try to make something in the same vein!" And thus, this happened.

The thing is, it's not a matter of black and white. It's not a single coin, or even an icosahedron! I like to think of it as a hexoctahedron, because not every side is the same size or shape, yet they all must be present to form the whole. Anyways, this is supposed to be something apart from a stereotypical "hero of light" or "villain of darkness". This is that of a "complex rival", in as not-terrible of a way as I could manage.

The Companions of Spark

At some time, no one is quite sure when, there was a spark of electricity. Unnoticed at the time, it slowly grew to a wonderful, if oft-ignored, force of reality. As it came from the sky, it was a judge. As it travelled along the easiest path, it was a scout. As technology fluorished, and it powered all around, it was a source. It has many ways and many methods. None are sure of how it works, just that it does.

However, there are a group whose understanding of this complex spark is unparallelled. Facing off against foes that can never understand true power, they dubbed themselves "Rivals". Their power might not match the brilliance of light or the crushing force of darkness, it is unrivalled in potential. Potential, after all, is what is truly great.

caledscratcher
2013-03-02, 10:12 PM
Scout
ĒI donít want any trouble, Iím just lookiní to get back to my family. And if you keep me from my family, it ainít gonna end well.
-Dendran, a half-elf Scout.

The spark of electricity that the Rivals value can manifest in many ways, one of the most common being that on one who seeks the path of least resistance. These Scouts have had troubled lives, and they always have a single goal in mind. Whatever that goal may be, theyíll find the easiest way to reaching it; and if that route canít be taken, theyíll make an easier route that they can always take and depend on.

These Rivals are strongly tied in memories, taking the old paths that theyíve travelled throughout their lives, and making new paths that theyíll form memories on for however long they possibly can.

Making a Scout:
Abilities: The Scout channels xir spark through instinct, speed, and reactions, meaning that they heavily rely on Dexterity, followed by Wisdom.

Role: The Scoutís role in combat is to dart around the battlefield, unleash flurries of attacks, and hit weak spots for massive damage. Rather than executing singular, mighty blows like the Judge, a Scout will flank, and let loose untold numbers of strikes, which all add up in the end.

Races: Members of any race can appeal the to spark of Scouthood, but it is most commonly observed in races that are looked down upon by most. After all, when your whole life is a travesty, youíll hook onto the best parts and get back to them as easily as possible.

Alignment: Scouts can be of any alignment, but their adherence to goals put them on the side of law a fair amount of the time.

Starting Gold: As bard

Starting Age: Most Scouts come into their power early, perhaps out of the innocence of childhood. When rolling for age, roll as a Bard - but subtract the total from adult age rather than adding it (to a minimum of half an adultís age). If rules are in place that would reduce the statistics of child characters, the Scout is exempt from them.

{table=head]Level|BAB|Fort|Ref|Will|Special|Charge Limit|Inspirations Known

1st|+0|+0|+2|+0|Inspirations, Energized Innovations, Sympathy |2|3

2nd|+1|+0|+3|+0| |4|4

3rd|+2|+1|+3|+1|Advanced Innovations, Mad Dash (+10 Run)|7|5

4th|+3|+1|+4|+1| |9|6|

5th|+3|+1|+4|+1|Inspiring Charge|12|7

6th|+4|+2|+5|+2|Mad Dash (+20 Run) |14|8

7th|+5|+2|+5|+2| |17|9

8th|+6/+1|+2|+6|+2|Advanced Innovations |19|10

9th|+6/+1|+3|+6|+3|Mad Dash (+30 Run) |22|11

10th|+7/+2|+3|+7|+3| |24|13

11th|+8/+3|+3|+7|+3|Mad Dash (+10 Base Land)|27|14

12th|+9/+4|+4|+8|+4| |29|15

13th|+9/+4|+4|+8|+4|Advanced Innovations|32|16

14th|+10/+5|+4|+9|+4| |34|17

15th|+11/+6/+1|+5|+9|+5|Mad Dash (Vertical) |37|18

16th|+12/+7/+2|+5|+10|+5| |39|19

17th|+12/+7/+2|+5|+10|+5| |42|20

18th|+13/+8/+3|+6|+11|+6|Advanced Innovations, Mad Dash (Water Surface)|44|21

19th|+14/+9/+4|+6|+11|+6| |47|22

20th|+15/+10/+5|+6|+12|+6|Pathway Apotheosis|49|24

[/table]


Weapon and Armor Proficiency: The Scout is proficient with all light weapons, all simple one-handed weapons, and xir Tool.

Inspirations: A Scout is an expert at choosing a path to take, and thus guides an extension of xirself along paths of their own whenever xe must. The Scout is capable of using the Orb Inspiration Base.

At 5th level, a Scout can enhance xir manipulation of electricity. Xe must choose from the Volatile and Divergent Inspiration Variants.

At 10th level, a Scout gains the other Inspiration Variant available to xir.

Inspirations are covered more completely in their own section.

Energized Innovations: When someone realizes their knack for electricity, and thus becomes a Scout, xe gains the power to wield Tools and to outfit xirself with a Costume.

Energized Innovations are covered more completely in their own section.

Sympathy: When a Scout would deal lethal damage to a creature with the same Alignment as xir, there is a 50% chance that xe will deal nonlethal damage.

Advance Innovations: At 3rd level, and every 5 levels thereafter, the Scout may select one Advanced Innovations effect from the Energized Innovations section to apply to xir Costume or Tool.

Mad Dash: At 3rd level, a Scout is capable of running faster than normal. Xe gains a +10 foot bonus to xir run speed. At 6th level, this bonus increases to +20 feet. At 9th level, it increases to +30 feet. At 11th level, the Scoutís default land speed increases by 10 feet.

At 15th level, a Scout can use a full-round action to move up to xir base land speed up a completely vertical surface. At 18th level, xe may use a full-round action to run up to xir base land speed on the surface of water.

Inspiring Charge: At 5th level, a Scout may expend up to xir level in volts to give the same number bonus to xir attack rolls. If xe is using multiple weapons, xe may divide the bonus between weapons.

All The Right Tools: At 7th level, a Scout automatically gains the feat Twinned Tool, even if xe doesnít meet the prerequisites, and always has half xir Scout level volts invested in it, without having any effect on xir Charge Tank. If xe already has this feat, xe instead gains the always-invested volts and any other feat that xe meets the prerequisites for.

At 12th level, a Scout always has a number of volts equal to xir Scout level invested in Twinned Tool, without having any effect on xir Charge Tank.

Pathway Apotheosis: At 20th level, the Scout becomes the epitome of travelling, never stopping xir journey throughout as many paths as there are in existence. Xe becomes an Outsider with the native subtype, and gains a +4 dodge bonus to AC against projectile weapons. Furthermore, xe, and all allies within 5-foot radius, are always treated as being under the effect of the freedom of movement spell.

caledscratcher
2013-03-02, 10:13 PM
Judge
ĒThou hast defied the laws of your people! The verdict is known, and thou shalt not be pardoned!Ē
-Keith, a half-orc Judge.

The Judge is a Rival whose power came to xir at the hands of disaster, driving them to eliminate that which xe fearx, and that which xe despises. But in the same vein, their might can save those that xe respects and those that xe loves, pardoning them from a fate of despair. They are at once the jury and the archetypal judge, in addition to the executioner and the medic.

Making a Judge:
Abilities: Str = Cha > Con = Dex > Int = Wis

Role: The Judgeís role in combat is to unleash mighty attacks that destroy all in xir path, thus making them good at frontline combat, but with the option of essentially becoming artillery.

Races: Any race can hold Judges, but they most commonly appear in races with large amounts of crime, or in races that have forgotten the laws set by their creation.

Alignment: Given their control over law and judgement, Judges may be any Lawful.

Starting Gold: As bard

Starting Age: Most Judges come into their power early, perhaps out of the innocence of childhood. When rolling for age, roll as a Bard - but subtract the total from adult age rather than adding it (to a minimum of half an adultís age). If rules are in place that would reduce the statistics of child characters, the Judge is exempt from them.

{table=head]Level|BAB|Fort|Ref|Will|Special|Charge Limit|Inspirations Known

1st|+1|+0|+0|+2|Inspirations, Energized Innovations, Sympathy |2|3

2nd|+2|+0|+0|+3| |4|4

3rd|+3|+1|+1|+3|Advanced Innovations, Verdict|7|5

4th|+4|+1|+1|+4| |9|6|

5th|+5|+1|+1|+4| |12|7

6th|+6/+1|+2|+2|+5|Verdict (+2)|14|8

7th|+7/+2|+2|+2|+5| |17|9

8th|+8/+3|+2|+2|+6|Advanced Innovations |19|10

9th|+9/+4|+3|+3|+6|Verdict (2 Rounds)|22|11

10th|+10/+5|+3|+3|+7| |24|13

11th|+11/+6/+1|+3|+3|+7|Verdict (+3)|27|14

12th|+12/+7/+2|+4|+4|+8| |29|15

13th|+13/+8/+3|+4|+4|+8|Advanced Innovations|32|16

14th|+14/+9/+4|+4|+4|+9| |34|17

15th|+15/+10/+5|+5|+5|+9|Double Jeopardy|37|18

16th|+16/+11/+6/+1|+5|+5|+10| |39|19

17th|+17/+12/+7/+2|+5|+5|+10| |42|20

18th|+18/+13/+8/+3|+6|+6|+11|Advanced Innovations, Verdict (3 rounds)|44|21

19th|+19/+14/+9/+4|+6|+6|+11| |47|22

20th|+20/+15/+10/+5|+6|+6|+12|Judgement Apotheosis|49|24

[/table]

Weapon and Armor Proficiency: The Judge is proficient with all simple weapons, with all two-handed martial weapons, and with xir tool, with light and medium armor, and with shields (but not tower shields).

Inspirations: A Judge is the be-all end-all, imposing verdicts of pure lighting. The Judge is capable of using the Bolt Inspiration Base.

At 5th level, a Judge can enhance xir manipulation of electricity. Xe must choose between the Strikes Twice and Splitting Inspiration Variations.

At 10th level, a Judge gains the other Inspiration Variation available to xir.

Inspirations are covered more completely in their own section.

Energized Innovations: When someone realizes their knack for electricity, and thus becomes a Judge, xe gains the power to wield Tools and to outfit xirself with a Costume.

Energized Innovations are covered more completely in their own section.

Sympathy: When a Judge would deal lethal damage to a creature with the same Alignment as xir, there is a 50% chance that xe will deal nonlethal damage.

Advanced Innovations: At 3rd level, and every 5 levels thereafter, the Scout may select one Advanced Innovations effect from the Energized Innovations section to apply to xir Costume or Tool.

Verdict: At 3rd level, a Judge gains the ability to place a Verdict on a creature as a full round action. The Verdict may be either an Appeal or a Sentence. An Appeal provides a +1 bonus to all rolls made by that creature for the next round. A Sentence provides a -1 penalty to all rolls made by that creature for the next round. At 6th level, the modifier increases to +/- 2. At 9th level, the verdict lasts for 2 rounds. At 11th level, the modifier increases to +/- 3. At 18th level, the verdict lasts for 3 rounds.

Double Jeopardy: At 15th level, a Judge may place two verdicts on a creature at the same time. The effects stack.

Judgement Apotheosis: At 20th level, the Judge becomes the true embodiment of objective ruling, and becomes an Outsider with the Native subtype. Furthermore, to ensure that xir power is never denied, the Judge and all allies within a 5 ft radius gain electricity resistance 5 and deal 5d6 to all foes that make natural or unarmed attacks against them, as well as to anyone that makes a melee attack against them with a metal weapon.

caledscratcher
2013-03-02, 10:15 PM
[This post reserved for the Source.]

caledscratcher
2013-03-02, 10:16 PM
Inspirations

Inspirations are one of the most powerful features of a Rival, as they are each unique and complex in their own ways, just as any Rival. More than that, Inspirations embody the Rival's control over the oft-forgotten force of nature of which they've seen the spark.

A Rivals Inspirations are powered by Volts of electric energy. Volts are stored in the Rival's personal Charge Tank, whose capacity is listed on the class's Table. Volts are a finite resource, and are lost to the aether once expended. As a swift action, a Rival may regain a number of Volts equal to her Rival level.

Volts may also be used to charge various features of the Rival's being, be they Feats or Innovations. Once a Volt is invested in an Innovation Effect or Feat, it remains for two rounds and is then erased. If multiple Volts are put into the same Innovatioms Effect or Feat at the same time, one Volt is erased from that Effect or Feat at the normal time, with one Volt disappearing every round thereafter. Putting more Volts into an Effect refreshes the erasure timer.

Whenever an Inspiration allows a Saving Throw, the Save DC is equal to [10 + 1/2 the rival's Innovator level + the rival's Innovator Attribute]. The Innovator Attribute is different for different Rivals. For example, the Scout uses Wisdom, the Judge uses Charisma, and the Source uses Intelligence.

To craft an Inspiration, there are four main parts. First is the Inspiration Type, which is different for every Rival. The Scout has the Orb, the Judge has the bolt, and the Source has the Arc. The second part is the Foundation, which is the basic effect. Every Inspirationr needs one, and only one, Foundation. Third of all are the Secondary Effects. Secondary Effects must be purchased, with further ranks providing greater effects, at a higher price of Volts. The final factor is the Inspiration Variation. A Variation is purchased in the same way as Secondary Effects, but a single Inspiration can only have a maximum of one Variation. Furthermore, an Innovator only gains xir first Variation at 5th level, and the other at 10th level.

The cost of an Inspiration may not exceed the Rival's Class Level for that Inspiration type.



Orbs

An Orb is a sphere that travels a path set by its Scout. It harnesses the essence of its master, taking the path of least resistance to its final goal.

Foundations:
Standard: For every Volt of a Standard Orb's cost, this 5-foot sphere can travel up to 30 feet, at a rate of 15 feet/round, and deals 1d6 damagee.

Sturdy: For every Volt of a Sturdy Orb's cost, this 5-foot sphere can travel up to 20 feet, at a rate of 10 feet/round, and deals 1d8 damage.

Swift: For every Volt of a Swift Orb's cost, this 1-foot sphere can travel up to 40 feet, at a rate of 20 feet/round, and deals 1d4 damage.

Secondary Effects:
Charged [1v/rank]: For every rank of this effect purchased, the Orb deals one more damage die than it normally would.

Dashing [1v/rank]: For every rank of this effect purchased, the Orb can go 10 feet farther than it normally would, at a rate of 5 feet farther/round than it normally would.

Grasping [1v/rank]: For every rank of this effect purchased, the Orb gains a 10% chance to stun for one round. If more than ten ranks of this effect are purchased, then every rank beyond tenth gives a 10% chance to stun for a second round. If more than 20 ranks are purchased, then every rank beyond twenty gives a 10% chance to stun for an additional round.

Variations:
Volatile [2v/rank]: For every rank of this Variation purchased, the Orb's effect has a 5 foot-larger radius.

Divergent [2v/rank]: With one rank of this Variation purchased the Orb can split into two separate orbs of 50% of the original size. All damage dice totals, remaining ranges, speeds, and other numerical values are split in half. If this would make a fractional number of damage dice, split give one orb one one whole and the other none. If the remaining ranges would be fractional, round all remaining ranges down to the nearest 5 on one orb and and up to the nearest 5 on the other orb.

For every additional rank of this Variation, the Orb can split one more time. For example, with two ranks, the Orb can split into two smaller Orbs, and then one of those two can split into two sepatrate Orbs. With three ranks, the Orb can split into two smaller Orbs, then each of those Orbs can split into two separate Orbs; or the Orb could split into two smaller Orbs, one of those could split into two separate Orbs, and one of those could split into two even smaller Orbs.

Bolts

A Bolt is a line aimed at a target, judging with the might of law.

Foundations:
Standard: For every Volt of a Standard Boltís cost, itís range is 30 ft and deals 1d8 damage.

Revitalizing: For every Volt of a Revitalizing Boltís cost, itís range is 30 ft and heals 1d8 damage.

Coursing: For every Volt of a Coursing Boltís cost, itís range is 15 ft, and deals 1d4 damage. Furthermore, all creatures within 5 feet/2v of the line must make a Fortitude save or be dealt 1d4/2v damage.

Secondary Effects:
Charged [1v/rank]: For every rank of this effect purchased, the Bolt deals/heals one more damage die than it normally would.

Piercing [1v/rank]: For every rank of this effect purchased, when a target is hit, 5 ft is subtracted from the remaining range, and it continues in a straight line. Every rank of this effect allows one additional target to be hit before stopping altogether.

Thundering [1v/rank]: For every rank of this effect purchased, a radius around the rival increases by 5 ft. All enemies within the radius must make a Will save or be dealt 1d3 points of sonic damage.

Variations:
Strikes Twice [3v/rank]: For every rank of this effect purchased, the Rival may fire one additional Bolt with the exact same effects, not including this one. The additional Bolt(s) may be aimed at any creatures, but for every Bolt created by this Inspiration that hits a single Creature, they are dealt an additional 50% of the original effect.

Splitting [2v/rank]: For every rank of this effect purchased, the Bolt can split once. Each split turns the line into two lines going in different directions, both using the remaining range. The two split lines have 1/2 of the effect of the original, and they have to be between 30 degrees and 55 degrees away from each other.

Arcs

[Coming alongside the Source!]

caledscratcher
2013-03-02, 10:17 PM
Energized Innovations

A Rival's Innovations are xir signature mark, indicative of xir presence. The Rival comes by these pieces of equipment individually in different ways.

The Tool invariably appears within a week of gaining xir first level as an Innovator. Exactly how this happens is different for each individual Rival. The Costume is a different matter in that multiple Costumes may exist, and are simply attuned to a Rival. The Costume is a suit of clothing or armor that the Rival spends a full hour attuning to xirself. The magical properties of the armor before it becomes a Costume are still active once it becomes a Costume, and can still be further modified as such.

Certain types of Costumes and Tools can only be used by certain classes of Rival.

Energized Innovations always count as Masterwork, gaining all the benefits of such. Masterwork benefits have been accounted for in the following tables. An innovatorís costume and device may be enchanted normally, but the innovator herself must be present throughout the enchantment process for the effects to take hold. Electrified innovations brought into an antimagic field or similar effect will continue functioning normally, but any Costume Effects applied to them will be suppressed until exiting the field.

Costume Archetypes
{table=head]Armor | Armor Bonus | Maximum Dex Bonus | Armor Check Penalty | Arcane Spell Failure Chance | Speed (30ft.) | Speed (20ft.) | Weight

Light |
+4 |
+7 |
-1 |
10% |
30 ft. |
20 ft. |
10 lbs.

Medium |
+6 |
+5 |
-2 |
15% |
20 ft. |
15 ft. |
15 lbs.

Heavy |
+8 |
+3 |
-3 |
25% |
20 ft. |
15 ft. |
25 lbs.
[/table]

Light: A light costume provides great resilience while hindering its wearer little, if at all. The most common form of armor across the different varieties of rival, light costumes frequently take the form of gowns, suits, dresses, or other unarmored clothing, revealing its protective prowess only when struck. However, it frequently bears complex patterns and stylized symbols, embodying the showiness that a Rival adores. A light costume counts as a suit of light armor.

Medium: Though such generalist armor is generally eschewed by common adventurers in favor of more extreme equipment, there are many rivals who find a middle-of-the-road quite approach rewarding to their unique combat style. Like a heavy costume, a medium costume is quite clearly designed for defense, but is significantly less restrictive. A medium costume counts as a suit of medium armor.

Heavy: A heavy costume burdens its wearer, but offers much greater protection. Created from a suit of heavy armor, it typically has stylized patterns carved into the surface, frequently bearing chains and spikes which would not normally be necessary. A heavy costume counts as a suit of heavy armor.

Advanced Innovations

When an Innovator gains the Energized Innovations class feature, or a rank of the Advanced Innovations class feature, and chooses to improve xir costume, xe may choose from the following effects. Unless otherwise noted, a single enhancement can be taken multiple times.

Durable: The armor bonus granted by the rivalís costume increases by +2.

Journeying: The maximum Dexterity bonus to AC allowed by the Rivalís costume increases by +1, its armor check penalty decreases by Ė1, and the rival's speed while wearing it increases by 5', up to a maximum of xir unencumbered base speed.

Conductive: The Arcane Spell Failure chance of the costume is reduced by 15%.

Device Archetypes
{table=head]Weapon | Damage (S) | Damage (M) | Critical | Range Increment | Weight | Type

Versatile |
1d6 |
1d8 |
19-20/x2 |
- |
3 lbs. |
Special*

Mighty |
1d10 |
1d12 |
x3 |
- |
8 lbs. |
Special*

Mark |
1d4 |
1d6 |
x2 |
- |
- |
Special*

Implement |
1d4 |
1d6 |
x2 |
- |
3 lbs. |
Special*

Bolt |
1d8 |
1d10 |
19-20/x2 |
110 ft. |
6 lbs. |
Special*

Thrown |
1d6 |
1d8 |
x3 |
50 ft. |
4 lbs. |
Special*

Light |
1d4 |
1d6 |
19-20/x3 |
- |
1 lb. |
Special*
[/table]
*: At the same time xe selects xir device's archetype, an innovator may select its damage type (Piercing, Slashing, or Bludgeoning).

Versatile: A versatile tool may be wielded as a one-handed or two-handed weapon. Most commonly, weapons of the versatile archetype are modeled after swords, axes, or maces, but such unusual choices as a sock filled with butter or a wrench, are not entirely unheard of, and even the most mundane weapons are usually given a personal flair. Only a Scout or a Judge may choose a versatile weapon as part of their Innovations.

Mighty: A mighty tool is wielded as a two-handed weapon. Mighty weapons are often exaggerated by their wielders, made to look far heavier and more powerful than they actually are. Upscaled weapons of almost any type may be wielded as a mighty weapon, and some eccentric rivals go so far as to model their armament after something that, while heavy and large, is not a weapon at all. Only a Judge may choose a mighty weapon as part of their Innovations.

Mark: A mark takes the form of a tattoo on some part of the innovator's body. This one part of the body is granted Improved Unarmed Strike, and thus, said body part can be used for unarmed attacks, even if the rival's hands are full. Only a Scout or a Judge can choose a mark as part of xir Innovations.

Implement: An implement is wielded as a one-handed weapon. Implements are not generally intended to see heavy combat, serving purely as a focus for radiant power and little beyond that. As such, they tend to take inoffensive forms such as books, staves, or scepters. Only a Source may choose an implement weapon as part of xir Innovations.

Bolt: A bolt tool is a ranged weapon, and requires two hands to fire. Bolt devices reload automatically, provide their own ammunition, and are incompatible with ammunition for other weapons. Most commonly, these devices take the form of bow, guns, or heavy crossbows, but it is not unheard of for them to be formed in more exotic shapes Ė such as a pair of gloves that hurl and subsequently regenerate shards of razor-sharp crystal. Only a Judge may choose the bolt archetype for xir device.

Thrown: A thrown tool is a thrown weapon, and is wielded with one hand. Thrown devices return to the Innovator's hand immediately after striking. Thrown tools can only be used by Scouts.

Light: A light tool is wielded as a light weapon. Tools of the light archetype typically take the form of a dagger, a handaxe, or even a single arrow. However, it is not unheard of for choices of candles or fruit to me made. A light tool can only be used by Scouts.

Advanced Innovations
When an Innovator gains the Energized Innovations class feature, or a rank of the Advanced Innovations class feature, and chooses to improve xir weapon, xe may choose from the following effects. Unless otherwise noted, a single enhancement can be taken multiple times.

Oversized: The damage die of the innovatorís device increases by one size category.

Precise: The critical range of the innovator's tool expands by one (for example, from 19-20 to 18-20). This improvement stacks with, and is applied after the effects of, the Keen enchantment or the Improved Critical feat.

Brutal: The critical multiplier of the innovator's tool increases by one.

Horizon: The range increment of the innovator's tool increases by 50%. This enhancement may only be applied to a thrown or bolt device.

Sparking: As long as the innovator is holding at least one copy of the tool, then xe increases the save DCs of xir inspirations by 1.

Reach: The innovator's tool gains reach. Xe may alter xir grip on the weapon to shift its functionality and threatened area between that of a reach and that of a standard weapon as a swift action. This enhancement may only be applied to a mighty, light, or versatile device, and may only be applied once.

Empowered: When active, the innovator may add xir Charisma or Wisdom modifier (whichever is higher) to xir weapon damage rolls. This enhancement may only be applied to a mark, and may only be applied once.

Technical: The tool can be used to trip enemies, and grants a +2 bonus on Disarm and Sunder attempts made with it. This enhancement may only be applied to a mighty, implement, mark, light, or versatile device, and may only be applied once.

[CENTER]Costume Effects

Innovators are capable of infusing their costumes with powerful effects, saturating their equipment with energized powers that take hold when worn. An innovator has access to all costume effects that are compatible with xir device and costume archetypes, and may imbue xir costume with any combination of them as part of the same ritual xe uses to prepare illuminations. An innovator may only infuse xir costume with a limited number of effects at any given time, as shown on the table below.

Costume Elements
{table=head]Level | Innovator Level


1st |
1

2nd |
1

3rd |
1

4th |
1

5th |
1

6th |
2

7th |
2

8th |
2

9th |
2

10th |
2

11th |
3

12th |
3

13th |
3

14th |
3

15th |
3

16th |
4

17th |
4

18th |
4

19th |
4

20th |
4[/table]

A rival may further enhance xir costume by imbuing xir various costume effects with motes. As a swift action, xe may allocate motes freely in any number of xir costume effects, up to a maximum of motes in any single costume effect. Motes invested in costume effects are removed from the innovatorís mote pool, and do not return when xir pool refreshes. If points are removed from xir costume elements, the innovator regenerates them as normal when xir mote pool next refreshes.

Device Effects
Enhanced [All Types]
Effect: The innovatorís weapon gains a +1 enhancement bonus, or increases an existing enhancement bonus by +1. This increase is not subject to the normal limit of a +5 enhancement bonus on a magic weapon.

Essence Boost: For every 3v invested in this costume element, the enhancement bonus increases by +1.

Protective [Versatile, Mighty, Mark]
Effect: The innovator gains a +2 bonus to attack rolls on attacks of opportunity, and the DC for enemies to tumble through spaces xe threatens is increased by +3.

Essence Boost: For every 2v invested in this costume element, the bonus to attacks of opportunity increases by +1, and the bonus to Tumble DCs increases by +2. If at least 8v are invested in this effect, any enemy who leaves a square xe threatens provokes an attack of opportunity from the rival, even if they are taking a 5í step or other form of movement that does not normally provoke attacks of opportunity.

Temporal
Effect: The innovator may, once per encounter, reroll a single attack roll, damage roll, or opposed skill check. xe must accept the result of this new roll, even if it is worse than the original. If xe has an innovator level of at least 8, xe may use this ability twice per encounter. If xe has an innovator level of at least 16, xe may use it three times per encounter. If used out of combat, one use of this effect is exhausted until the beginning of the next combat.

[I]Essence Boost: For every 3v invested in this effect when its reroll is expended, the innovator may roll the results an additional time if the initial reroll gives unsatisfactory results. The innovator is not obliged to use all the rerolls available to her, and may accept xir roll at any point in the process.

Complex
Effect: The save DC of any illuminations used by the innovator increases by +1.

Essence Boost: By investing motes into this effect, an innovator can store illuminations for later use. Doing so requires a number of motes be invested equal to the cost of the stored illumination. This illumination may be used at any time. Instead of expending motes, using a stored illumination causes all motes to immediately uninvest from this effect, returning to the innovatorís mote pool (despite uninvested motes not normally returning to the mote pool until it refreshes). Unlike with most costume effects, placing motes into this effect requires a full-round action, rather than as part of the swift action that usually allows reallocation of motes into a costume.

Resolved [Bolt, Thrown, Mighty]
Effect: The attacks of the innovator ignore 3 points of damage resiMark or hardness, and xe gains a +1 bonus on rolls made to confirm critical hits.

Essence Boost: For every 1v invested in this effect, the innovator's attacks bypass an addition point of DR. For every 2v invested in this effect, xe gains an additional +1 on rolls to confirm critical hits. If at least 6v is invested in this effect, any creature dealt damage by the innovator's device loses any fast healing or regeneration it might possess for one round.


Costume Effects

[B]Defiant [Heavy Costume]
Effect: The innovator gains DR 1/Magic. Additionally, xe gains 25% fortification, giving xir a chance to negate any sneak attack or critical hit and force damage to be rolled normally.

Essence Boost: Every 1v invested in this effect increases the granted fortification by 5%. Every 3v invested in this effect increases the granted DR by 2. If at least 12v have been invested in this effect, the damage reduction requires an adamantine weapon to bypass, as well as a magical one.

Nimble [Light, Medium]
Effect: The innovator gains a +5 bonus to Jump, Swim, Climb, Tumble, and Balance checks. Additionally, xe does not suffer any reduction to speed from wearing armor or carrying a medium or heavy load. All other penalties of being overburdened still apply, and xe is still incapable of carrying more than xir maximum load.

Essence Boost: For every 3v invested in this effect, the innovatorís base land speed increases by 10 feet.

Primal [Light, Medium, Heavy]
Effect: Upon manifesting this costume element, the innovator must choose an energy type (Acid, Cold, Electricity, Fire, or Sonic). xe gains Resist 5 to that energy type. Additionally, whenever xe deals damage of that type using an illumination, that illumination deals an additional +1 damage per die.

Essence Boost: For every 2v invested in this effect, the resiMark to the chosen energy increases by 5. For every 6v invested in this effect, the boost to illuminations dealing damage of the chosen element increases by +1.

Subtle [Light Costume]
Effect: The innovator gains a +3 bonus to Hide and Move Silently checks.

Essence Boost: For every 3v invested in this effect, the bonus to Hide and Move Silently checks increases by +2. If at least 9v is invested in this effect, the innovator may move up to xir normal speed without incurring penalties on hide or move silently checks. If at least 15v have been invested in this effect, xe may attempt to hide even while being observed.

Warded [Light, Medium, Heavy]
[I]Effect: The innovator gains Spell ResiMark 10 and Power ResiMark 10.

Essence Boost: For every 4v invested in this effect, the SR and PR each increase by 5.

Weightless [Light, Medium, Heavy]
Effect: The innovator gains a fly speed equal to xir base land speed, with clumsy maneuverability. However, this flight is exceedingly short-lived, and the innovator must end any movement on solid ground or fall immediately.

Essence Boost: For every 2v invested in this effect, the maneuverability of the innovator increases by one step, to a maximum of Perfect. If at least 6v are invested in this effect, the innovator no longer needs to end xir turn on solid ground, and may fly and hover freely (even if xir maneuverability is not good enough to hover under normal circumMarks). If at least 12v have been invested in this effect, the innovatorís flight speed doubles.

caledscratcher
2013-03-04, 10:24 AM
Feats

Sparksmith Feats: Not content with the costumes granted them, many rivals actively train with and study the power of their costumes. Often, this gives rise to knowledge of sparksmithing - the ability to channel radiance into other attributes in much the same manner as a costume.

Sparksmith feats may have motes invested in them in exactly the same manner as costume elements, often enhancing their effects dramatically or unlocking entirely new functions.

General Feats

Additional Advancement

Prerequisites: Energized Innovations class feature
Benefit: You may select a single Advanced Innovations effect to apply to your costume or tool.
Special: This feat can be taken multiple times. Its effects stack.

Sparksmith Feats

Twinned Tool [Lightforge]
Prerequisites: Energized Innovations class feature, must possess a Thrown, Light, Implement, or Versatile tool
Benefit: You gain a second tool, identical in every way to your first. Any Enhanced Armaments effects, costume effects, or enchantments applied to your tool apply to both weapons.

For every 3v invested in this feat, you gain an additional copy of your tool. You may wield these copies if you have the hands to wield them all - weapons beyond your capacity to hold simply hang in the air beside you, guided by your will and radiant power. Weapons that you do not or cannot wield are still capable of aiding in your attacks: whenever you take a full attack action, enemies within the reach of your tool (for a melee tool) or within 10' of your target (for a ranged tool) take damage equal to [tool's base damage * number of floating tools]. A successful reflex save halves this damage.

caledscratcher
2013-03-04, 10:26 AM
[This post is also reserved for various things to come.]

caledscratcher
2013-03-04, 10:27 AM
[This post is similarly reserved for various things to come.]

caledscratcher
2013-03-04, 10:28 AM
Changelog:
03/02/13: Posted the beginnings of all of this.
3/04/13: Put in some placeholders, added the Scoutís capstone, put in the Changelog.
03/08/13: Added the Judge! Furthermore, added the Bolt Inspirations.

kestrel404
2013-03-04, 10:36 AM
I'll just move that post out of the middle.

caledscratcher
2013-03-04, 10:56 AM
Another change, right after that last one.

Moved everything down a post so that the placeholder for the Scout could be there. Seriously, how'd I forget that?

caledscratcher
2013-03-08, 11:00 AM
Alright, here's a biggun! Er, kinda-sorta-biggun.


Added the Judge Base Class!
Added the Bolt Illuminations!