Saidoro
2016-04-25, 08:26 PM
Danmaku
In war, one should seek to take and hold the high ground. From there, the enemy's movements are clearly visible, and he will struggle just to reach you, let alone fight you. High orbit is the highest ground there is.
During the height of their invasion, the Tatulani used the Walkways to bring their advanced weapons of war into orbit around Khrone. Among these were the Skyfire orbital laser cannons, which were designed to provide strategic firepower for the commanders establishing the initial beachhead on the plane. While the majority of Skyfire satellites were lost to the Maelstrom when the Walkways collapsed, a small number of the satellites fell to Khrone. Many explorers seek out and study the wreckage of these fallen weapons in hopes of reverse engineering methods for reactivating and communicating with the surviving Skyfire satellites in the Maelstorm. Those who are successful are known as Danmaku and turn the incredible power of these weapons to their own ends.
Adventures: Most danmaku adventure because there are few non-adventuring, non-military uses for an orbital laser cannon.
Characteristics: While the danmaku is defined by their access to a giant space laser, there is a considerable charging delay between shots. Most will supplement their attack with technological weapons and devices reconstructed from blueprints in the Skyfire's memory banks.
Alignment: Danmaku may be of any alignment, but tend to be either strongly Lawful or strongly Chaotic. While it may seem unusual for someone who draws their power from advanced technology to be Chaotic, most of the crashed satellites are currently found in the depths of the Forest. All too often an ambitious warlord tries to unite the forest tribes using overwhelming firepower.
Religion: Every danmaku holds in their hands the power of a lesser god, a fact which does not tend to encourage faith in anyone but oneself. In spite of this, some danmaku will choose to worship gods of technology or science such as Espen or Noresche.
Background: Becoming a danmaku requires building a device capable of communicating across planes and reaching a Skyfire satellite. Access to Tatulani artifacts is extremely helpful here, as is knowledge of planar physics. It is rare for someone to become a Danmaku without access to one or the other.
Races: For obvious reasons, Tatulani are the most common members of this class, having descended from the original invaders who first commanded the Skyfires. Humans, Cuazaj, Dwarves and Cecaelia all share the combination of technical inclination and knowledge of planar sciences to become a danmaku.
Other Classes: To those unfamiliar with the technologies involved, a danmaku appears much like a spellcaster with rather unusual spells, either drawing their knowledge from arcane lore, like a wizard, or relying on a (literally) higher power for protection, like a cleric. For those more learned, a danmaku is either a thief who's stolen a powerful artifact, or a talented warrior wielding exotic weapons depending on who you ask. Ultimately, the danmaku's mindset is closest to that of an alchemist or an artificer and tend to get along with those classes best.
Role: The danmaku is a flexible class, able to switch between an all-out offense that uses all available energy cells for weapons and a more support-focused role where they create devices to assist other members of the party. Switching takes time and resources, however, meaning that a danmaku should decide early on which party role they wish to focus on.
Adaptation: The satellite could easily be something the danmaku has designed and built themself instead of something they have found and reactivated, especially in campaign settings where magitek is common. Alternately, the danmaku could be a stellar traveller of some variety who is using the weaponry found on their spaceship.
GAME RULE INFORMATION
Danmaku have the following game statistics.
Abilities: Intelligence is the most important ability score for a danmaku, as it influences not only skills, but the potency of the danmaku's space laser and schematics. Dexterity and Strength are of secondary importance, depending on what high energy weaponry they choose to create.
Alignment: Any
Hit Die: d6
Pathfinder Hit Die: d8
Starting Age: As Bard
Starting Gold: As Monk + Communicator, one non-masterwork high energy weapon and Omnitools
Class Skills
The Danmaku's class skills (and the key ability for each skill) are Craft(Int), Disable Device(Int), Intimidate(cha), Knowledge(int), Open Lock(Dex), Profession(Wis), Search(Int), Spot(Wis), Use Magic Device(Cha)
Pathfinder Class Skills
The Danmaku's class skills (and the key ability for each skill) are Craft(Int), Disable Device(Int), Intimidate(cha), Knowledge(int), Linguistics(int), Perception(Wis), Profession(Wis), Use Magic Device(Cha)
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
DANMAKU
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Local Cells Available
Sky Cells Available
1st
+0
+0
+2
+0
Communicator, High Energy Weaponry, Space Laser, Shock and Awe, Omnitools, Magitech, Schematic
4
2
2nd
+1
+0
+3
+0
High Energy Technique, Trapfinding
5
2
3rd
+2
+1
+3
+1
Schematic
6
2
4th
+3
+1
+4
+1
Beam Jump
7
2
5th
+3
+1
+4
+1
High Energy Specialization 1d6
8
3
6th
+4
+2
+5
+2
Schematic
9
3
7th
+5
+2
+5
+2
High Energy Specialization 2d6
10
3
8th
+6/+1
+2
+6
+2
Deep Strike
11
3
9th
+6/+1
+3
+6
+3
High Energy Specialization 3d6, Schematic
12
4
10th
+7/+2
+3
+7
+3
Sweep, Bunker Buster
13
4(+1)
11th
+8/+3
+3
+7
+3
High Energy Specialization 4d6
14
4(+1)
12th
+9/+4
+4
+8
+4
Siege Beam, Schematic
15
4(+1)
13th
+9/+4
+4
+8
+4
High Energy Specialization 5d6
16
5(+1)
14th
+10/+5
+4
+9
+4
Beamportation
17
5(+1)
15th
+11/+6/+1
+5
+9
+5
High Energy Specialization 6d6, Schematic
18
5(+1)
16th
+12/+7/+2
+5
+10
+5
Paint Target
19
5(+2)
17th
+12/+7/+2
+5
+10
+5
High Energy Specialization 7d6
20
6(+2)
18th
+13/+8/+3
+6
+11
+6
Beam Shield, Schematic
21
6(+2)
19th
+14/+9/+4
+6
+11
+6
High Energy Specialization 8d6
22
6(+2)
20th
+15/+10/+5
+6
+12
+6
Vaporization Beam
23
7(+2)
Class Features
All of the following are class features of the danmaku.
Weapon and Armor Proficiencies: Danmaku are proficient with all simple weapons and with their lasers. They are proficient in light armor.
Power Cells (Ex): The danmaku’s technology relies on power cells built into their Skyfire and their prime communicator. Power cells can be in one of three states, Charged, Dedicated or Drained. Charged cells are ready for use, and can either be Drained to activate one of the danmaku’s abilities or Dedicated to powering one or more of the danmaku’s devices. Dedicated power cells provide continuous power to one or more devices, and can be kept in this state indefinitely. They can also be intentionally Drained to allow them to properly recharge later, but cannot be used to activate danmaku abilities or schematics that require Draining a cell. Drained cells are not available for use until they have recharged.
The danmaku has a number of local and sky cells as noted on the table above. Local cells Charge one Drained cell every minute, and the Danmaku may Dedicate any number of Charged local cells, Drain any number of Dedicated local cells and change which of their devices are being powered by their local cells as a move action, making a total of 4 changes for each move action taken. Sky cells Charge one Drained cell every three hours, and can be Dedicated or Drained individually as a full round action. Cells of either type can only be Dedicated to a piece of equipment if that equipment is within 30 feet of one of the danmaku's powered communicators, though once the cells are Dedicated they remain so even if the equipment leaves that area. Draining a Dedicated cell has no such restriction.
Communicator (Ex): The first step in becoming a danmaku is building a device capable of communicating with their Skyfire, a task which requires 4 hours work and materials worth 100 gold pieces. The communicator is required to use many danmaku abilities. The exact appearance and function of the communicator is up to the danmaku’s player, but they usually have some sort of visual component and always require at least one hand to use. Multiple communicators may be made, but only one can maintain the active connection to the Skyfire needed to Charge or Dedicate its local cells at once. A communicator with an active connection to the Skyfire requires no power to run, any others require ½ of a Dedicated local power cell each to run. Communicators allow for two way audio communications with other powered communicators which they have been within 30 feet of, whether those powered communicators were created by the same danmaku or a different one.
High Energy Weaponry (Ex): One of the first things most danmaku do is look through the satellite's schematics for a way to defend themselves in places where it cannot reach. At first level the danmaku selects one of the following weapons and gains the ability to build it by using the listed amounts of time and materials.
Laser: Lasers are one-handed ranged weapons dealing 2d6 damage with a range increment of 50 feet. Lasers threaten criticals on a 20 and deal x3 damage on a critical hit. The damage dealt by lasers is of no particular type, it bypasses any energy resistance and any damage reduction which can be bypassed, but not DR/- or hardness. Lasers require no ammunition and do not need to be reloaded. Each laser in use requires one Dedicated local cell. Constructing a laser requires materials worth 50 gold pieces and one hour of work.
Railgun: Railguns are two-handed ranged weapons dealing 2d6 damage with a range increment of 150 feet. Railguns threaten criticals on a 19 or 20 and deal x2 damage on a critical hit. Railguns are reloaded as a free action and may use any sort of ammunition, benefiting from any special abilities that ammunition has. Each Railgun in use requires one Dedicated local cell. Constructing a railgun requires materials worth 100 gold pieces and two hours of work.
Laser Sword: Laser swords come in three forms, two-handed melee weapons dealing 3d6 damage, one-handed melee weapons dealing 2d6 damage and light melee weapons dealing 1d6 damage. All three add strength to that damage as normal, threaten critical on a 19 or 20 and deal x2 damage on a critical hit. Light laser swords are balanced for throwing, having a range increment of 20 feet. Each one or two-handed laser sword in use requires one Dedicated local cell, light laser swords require ½ of a dedicated power cell. Constructing a two-handed laser sword requires materials worth 100 gold pieces and two hours of work, constructing a one-handed laser sword requires materials worth 50 gold pieces and one hour of work, constructing a light laser sword requires materials worth 25 gold pieces and one hour of work...
Any of these weapons may be produced as a masterwork by spending materials worth another 300 gold and 24 hours of work. These weapons are all sized for Tatulani, and can't be resized easily. A small-sized Danmaku can adjust the grips, allowing them to ignore the penalties for using inappropriately sized weapons, though not the handedness change.
Omnitools (Ex): The Skyfires don't contain only military information, they also held some schematics for wondrous old tech tools. At first level the Danmaku can select two skill which become class skills if they were not already or gain a +1 bonus if they were. Additionally, the danmaku can produce masterwork tools relevant to those skills with one hours work and materials worth 50 gold pieces. These tools provide a circumstance bonus equal to +2 or half the danmaku's class level, whichever is higher. Each Omnitool in use requires 1 Dedicated local power cell.
Space Laser (Ex): The danmaku begins to unlock the satellite's weapon systems, starting with the basic lasers. As a standard action the danmaku may Drain one sky cell to deal 1d6 damage per class level in a cylinder up to 10 ft + 5ft per 2 class levels in radius and functionally infinite in height. This allows a reflex save DC (10+½ Danmaku Level+Int modifier) to take half damage. The damage dealt by this ability is of no particular type, it bypasses any energy resistance and any damage reduction which can be bypassed, but not DR/- or hardness. The cylinder must be created within 50 feet per class level of the Danmaku. This ability requires that the Skyfire have line of sight to the target point from the Maelstrom, unless the covering material is weak enough to be easily destroyed by the Space Laser. Using this ability or any of its derivatives requires the danmaku to access and manipulate their communicator.
Shock and Awe (Ex):The Danmaku can modify their space laser by Dedicating one of their sky cells to produce special effects. Choose one of the following abilities on taking the first danmaku level:
Searing Light: With a sky cell Dedicated to this ability, the danmaku’s Space Laser inflicts blindness for one round to any creatures who fail the reflex save for half damage.
Gravity Pulse: With a sky cell Dedicated to this ability, the danmaku’s Space Laser causes any creatures who fail the reflex save for half damage to be knocked prone.
Shattering Blast: With a sky cell Dedicated to this ability, the danmaku’s Space Laser causes any terrain in its area to become difficult terrain until it is repaired.
Magitech (Ex): Danmaku view magic as a sort of science, and they operate magical items not through force of will or personality but through logical deduction and experimentation. A danmaku may use their Intelligence modifier in place of their Charisma when making Use Magic Device Checks.
Schematics (Ex): The satellites were designed first and foremost for war, but they also store information about various old tech tools and weapons. At first level, third level, and every three levels thereafter the danmaku chooses one schematic from the list below and gains the ability to construct the associated device with the listed amount of work and materials.
High Energy Technique (Ex): At second level the danmaku gains a bonus feat based on their selection of High Energy Weaponry. If this would give the danmaku a feat they already possess, they instead gain a bonus combat feat for which they meet the prerequisites.
Danmaku who selected Laser receive Rapid Shot as a bonus feat.
Danmaku who selected Railgun receive Far Shot as a bonus feat.
Danmaku who selected Laser Sword receive their choice of Power Attack or Piranha's Bite as a bonus feat.
Trapfinding (Ex): Beginning at second level, the danmaku can locate and disarm magic traps and other traps with a find or disable DC over 20.
Pathfinder Trapfinding: Beginning at Second Level, a danmaku adds 1/2 their level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A danmaku can use Disable Device to disarm magic traps.
Beam Jump (Ex): At fourth level the danmaku learns the secret of converting themselves to energy and flinging that energy about. As a move action the danmaku may Drain two local cells to transfer themselves to an unoccupied square within 10 ft + 5 ft per class level to which they have line of effect. Any creature in the straight line between the danmaku's origin and destination take 1d6 damage per two danmaku levels. This allows a reflex save DC (10+½ Danmaku Level+Int modifier) for half damage. Using this ability requires the danmaku to access and manipulate their communicator.
High Energy Specialization (Ex): At 5th level and every 2 levels thereafter, the danmaku gets +1d6 damage when using High Energy Weaponry, regardless of whether the weapon was gained through their selection at level 1 or the Advanced Weaponry Schematic.
Deep Striking (Ex): At eighth level the Danmaku advances their Beam Jump, allowing them reroute the flow of energy through their Skyfire. As a standard action the Danmaku may drain two local and one sky cell to move themselves and whatever gear they are carrying to another unoccupied space capable of supporting them within 40 ft per class level. This creates an effect as the Danmaku's Space Laser at both the start and end points which does not harm the Danmaku. This ability is not compatible with the sky hook, seeker barrage, acid bomb or any other ability that changes the form of the space laser.
Bunker Buster (Ex): Starting from tenth level the danmaku can modify their Space Laser to be especially destructive to Objects. This acts as a normal use of space laser except that it deals 3 times its normal damage to unattended objects and 1.5 times its normal damage to undead and constructs. Applying this effect to Space Lasers requires that one sky cell be Dedicated to the purpose.
Rapid Cycle (Ex): At tenth level, the danmaku gains a single extra sky cell, which can only be used to activate their space laser, with no extra enhancements from Shock and Awe, Bunker Buster, or any schematic with a similar effect. This extra cell recharges after 10 minutes instead of 3 hours, and can recharge simultaneously with other sky cells. At 16th level, they gain another such cell.
Siege Beam (Ex): Starting at twelfth level the danmaku can call down a beam of epic proportions, far more suited for destroying cities than people. By Draining three sky cells as a 2-round action the danmaku may deal 2d6 damage per class level in a cylinder 30 feet per class level in radius and functionally infinite in height. Characters in the area may make a reflex save to take half damage but evasion and improved evasion cannot reduce the damage to zero on a successful save unless the character in question is within 5 feet of something which was not destroyed by the beam and would give cover against an attack coming from the sky. The beam is treated as though Bunker Buster was applied to it for the purpose of damaging objects. Unfortunately, this beam cannot be aimed precisely. Instead, the danmaku should select a point within 300 feet per class level as the intended center and the beam strikes 2d6 times 100 feet in a random direction from that point.
Beamportation (Ex): Beginning at fourteenth level the danmaku transfer themselves and others into energy for longer durations, allowing for more distant transportation. This allows the danmaku to duplicate Teleport or Plane Shift as the spells except that they are extraordinary and a space laser large enough to encompass all those affected is created at both the start and end points which does not harm those being transported. Using this ability Drains three sky cells if used to duplicate Plane Shift or two if used to duplicate teleport. It drains one fewer sky cell if it was only used to transport the danmaku and up to 50 pounds of goods. This ability is not compatible with the sky hook, seeker barrage, acid bomb or any other ability that changes the form of the space laser.
As per the general ban on inexpensive planar travel in skybourne, you don’t get plane shift from this when playing an actual skybourne game and instead gain the ability to use beamportation and deep striking without damaging their surroundings. When they do so, they still create a beam leading to the sky, marking their position, but the beam is small enough to not cause damage to anything.
Paint Target (Ex): At sixteenth level the danmaku unlocks the advanced targeting function of their satellite allowing them to fire their siege beam more accurately. As an action requiring 30 seconds of work the Danmaku may designate a point within 100 feet of themselves. For the next 24 hours they may fire their siege beam at that point and have it strike exactly at that point and not moved in a random direction.
Beam Shield (Ex): At eighteenth level the danmaku gain the ability to call down a solid wall of laser light and sustain it over time. As a standard action the danmaku can designate a number of consecutive five-foot squares equal to their class level. Any creature or object passing through or over or starting their turn in those squares at any height takes 1d6 damage per Danmaku level. The Danmaku may maintain this ability for 1 minute per class level and may not use but may not use Space Laser, Deep Striking, Siege Beam, or Beamportation while doing so, though they may end the shield concurrently with using any of those, leaving no discernible delay between when the shield ended and the next effect took place. Using this ability drains one sky cell.
Vaporization Beam (Ex): At twentieth level the danmaku unlocks their satellite's most dangerous weapon, the disintegration beam. This acts as a normal use of space laser except that it deals 3d6 damage per Danmaku level and offers a fortitude save to take half damage in addition to the reflex save(if both saves are made it deals one quarter normal damage.) A character with mettle or evasion or their improved versions must succeed on both saves to reduce the beam's damage to zero, though a character with both mettle and evasion may reduce damage to zero with only one successful save. Using this ability drains four sky cells.
In war, one should seek to take and hold the high ground. From there, the enemy's movements are clearly visible, and he will struggle just to reach you, let alone fight you. High orbit is the highest ground there is.
During the height of their invasion, the Tatulani used the Walkways to bring their advanced weapons of war into orbit around Khrone. Among these were the Skyfire orbital laser cannons, which were designed to provide strategic firepower for the commanders establishing the initial beachhead on the plane. While the majority of Skyfire satellites were lost to the Maelstrom when the Walkways collapsed, a small number of the satellites fell to Khrone. Many explorers seek out and study the wreckage of these fallen weapons in hopes of reverse engineering methods for reactivating and communicating with the surviving Skyfire satellites in the Maelstorm. Those who are successful are known as Danmaku and turn the incredible power of these weapons to their own ends.
Adventures: Most danmaku adventure because there are few non-adventuring, non-military uses for an orbital laser cannon.
Characteristics: While the danmaku is defined by their access to a giant space laser, there is a considerable charging delay between shots. Most will supplement their attack with technological weapons and devices reconstructed from blueprints in the Skyfire's memory banks.
Alignment: Danmaku may be of any alignment, but tend to be either strongly Lawful or strongly Chaotic. While it may seem unusual for someone who draws their power from advanced technology to be Chaotic, most of the crashed satellites are currently found in the depths of the Forest. All too often an ambitious warlord tries to unite the forest tribes using overwhelming firepower.
Religion: Every danmaku holds in their hands the power of a lesser god, a fact which does not tend to encourage faith in anyone but oneself. In spite of this, some danmaku will choose to worship gods of technology or science such as Espen or Noresche.
Background: Becoming a danmaku requires building a device capable of communicating across planes and reaching a Skyfire satellite. Access to Tatulani artifacts is extremely helpful here, as is knowledge of planar physics. It is rare for someone to become a Danmaku without access to one or the other.
Races: For obvious reasons, Tatulani are the most common members of this class, having descended from the original invaders who first commanded the Skyfires. Humans, Cuazaj, Dwarves and Cecaelia all share the combination of technical inclination and knowledge of planar sciences to become a danmaku.
Other Classes: To those unfamiliar with the technologies involved, a danmaku appears much like a spellcaster with rather unusual spells, either drawing their knowledge from arcane lore, like a wizard, or relying on a (literally) higher power for protection, like a cleric. For those more learned, a danmaku is either a thief who's stolen a powerful artifact, or a talented warrior wielding exotic weapons depending on who you ask. Ultimately, the danmaku's mindset is closest to that of an alchemist or an artificer and tend to get along with those classes best.
Role: The danmaku is a flexible class, able to switch between an all-out offense that uses all available energy cells for weapons and a more support-focused role where they create devices to assist other members of the party. Switching takes time and resources, however, meaning that a danmaku should decide early on which party role they wish to focus on.
Adaptation: The satellite could easily be something the danmaku has designed and built themself instead of something they have found and reactivated, especially in campaign settings where magitek is common. Alternately, the danmaku could be a stellar traveller of some variety who is using the weaponry found on their spaceship.
GAME RULE INFORMATION
Danmaku have the following game statistics.
Abilities: Intelligence is the most important ability score for a danmaku, as it influences not only skills, but the potency of the danmaku's space laser and schematics. Dexterity and Strength are of secondary importance, depending on what high energy weaponry they choose to create.
Alignment: Any
Hit Die: d6
Pathfinder Hit Die: d8
Starting Age: As Bard
Starting Gold: As Monk + Communicator, one non-masterwork high energy weapon and Omnitools
Class Skills
The Danmaku's class skills (and the key ability for each skill) are Craft(Int), Disable Device(Int), Intimidate(cha), Knowledge(int), Open Lock(Dex), Profession(Wis), Search(Int), Spot(Wis), Use Magic Device(Cha)
Pathfinder Class Skills
The Danmaku's class skills (and the key ability for each skill) are Craft(Int), Disable Device(Int), Intimidate(cha), Knowledge(int), Linguistics(int), Perception(Wis), Profession(Wis), Use Magic Device(Cha)
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
DANMAKU
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Local Cells Available
Sky Cells Available
1st
+0
+0
+2
+0
Communicator, High Energy Weaponry, Space Laser, Shock and Awe, Omnitools, Magitech, Schematic
4
2
2nd
+1
+0
+3
+0
High Energy Technique, Trapfinding
5
2
3rd
+2
+1
+3
+1
Schematic
6
2
4th
+3
+1
+4
+1
Beam Jump
7
2
5th
+3
+1
+4
+1
High Energy Specialization 1d6
8
3
6th
+4
+2
+5
+2
Schematic
9
3
7th
+5
+2
+5
+2
High Energy Specialization 2d6
10
3
8th
+6/+1
+2
+6
+2
Deep Strike
11
3
9th
+6/+1
+3
+6
+3
High Energy Specialization 3d6, Schematic
12
4
10th
+7/+2
+3
+7
+3
Sweep, Bunker Buster
13
4(+1)
11th
+8/+3
+3
+7
+3
High Energy Specialization 4d6
14
4(+1)
12th
+9/+4
+4
+8
+4
Siege Beam, Schematic
15
4(+1)
13th
+9/+4
+4
+8
+4
High Energy Specialization 5d6
16
5(+1)
14th
+10/+5
+4
+9
+4
Beamportation
17
5(+1)
15th
+11/+6/+1
+5
+9
+5
High Energy Specialization 6d6, Schematic
18
5(+1)
16th
+12/+7/+2
+5
+10
+5
Paint Target
19
5(+2)
17th
+12/+7/+2
+5
+10
+5
High Energy Specialization 7d6
20
6(+2)
18th
+13/+8/+3
+6
+11
+6
Beam Shield, Schematic
21
6(+2)
19th
+14/+9/+4
+6
+11
+6
High Energy Specialization 8d6
22
6(+2)
20th
+15/+10/+5
+6
+12
+6
Vaporization Beam
23
7(+2)
Class Features
All of the following are class features of the danmaku.
Weapon and Armor Proficiencies: Danmaku are proficient with all simple weapons and with their lasers. They are proficient in light armor.
Power Cells (Ex): The danmaku’s technology relies on power cells built into their Skyfire and their prime communicator. Power cells can be in one of three states, Charged, Dedicated or Drained. Charged cells are ready for use, and can either be Drained to activate one of the danmaku’s abilities or Dedicated to powering one or more of the danmaku’s devices. Dedicated power cells provide continuous power to one or more devices, and can be kept in this state indefinitely. They can also be intentionally Drained to allow them to properly recharge later, but cannot be used to activate danmaku abilities or schematics that require Draining a cell. Drained cells are not available for use until they have recharged.
The danmaku has a number of local and sky cells as noted on the table above. Local cells Charge one Drained cell every minute, and the Danmaku may Dedicate any number of Charged local cells, Drain any number of Dedicated local cells and change which of their devices are being powered by their local cells as a move action, making a total of 4 changes for each move action taken. Sky cells Charge one Drained cell every three hours, and can be Dedicated or Drained individually as a full round action. Cells of either type can only be Dedicated to a piece of equipment if that equipment is within 30 feet of one of the danmaku's powered communicators, though once the cells are Dedicated they remain so even if the equipment leaves that area. Draining a Dedicated cell has no such restriction.
Communicator (Ex): The first step in becoming a danmaku is building a device capable of communicating with their Skyfire, a task which requires 4 hours work and materials worth 100 gold pieces. The communicator is required to use many danmaku abilities. The exact appearance and function of the communicator is up to the danmaku’s player, but they usually have some sort of visual component and always require at least one hand to use. Multiple communicators may be made, but only one can maintain the active connection to the Skyfire needed to Charge or Dedicate its local cells at once. A communicator with an active connection to the Skyfire requires no power to run, any others require ½ of a Dedicated local power cell each to run. Communicators allow for two way audio communications with other powered communicators which they have been within 30 feet of, whether those powered communicators were created by the same danmaku or a different one.
High Energy Weaponry (Ex): One of the first things most danmaku do is look through the satellite's schematics for a way to defend themselves in places where it cannot reach. At first level the danmaku selects one of the following weapons and gains the ability to build it by using the listed amounts of time and materials.
Laser: Lasers are one-handed ranged weapons dealing 2d6 damage with a range increment of 50 feet. Lasers threaten criticals on a 20 and deal x3 damage on a critical hit. The damage dealt by lasers is of no particular type, it bypasses any energy resistance and any damage reduction which can be bypassed, but not DR/- or hardness. Lasers require no ammunition and do not need to be reloaded. Each laser in use requires one Dedicated local cell. Constructing a laser requires materials worth 50 gold pieces and one hour of work.
Railgun: Railguns are two-handed ranged weapons dealing 2d6 damage with a range increment of 150 feet. Railguns threaten criticals on a 19 or 20 and deal x2 damage on a critical hit. Railguns are reloaded as a free action and may use any sort of ammunition, benefiting from any special abilities that ammunition has. Each Railgun in use requires one Dedicated local cell. Constructing a railgun requires materials worth 100 gold pieces and two hours of work.
Laser Sword: Laser swords come in three forms, two-handed melee weapons dealing 3d6 damage, one-handed melee weapons dealing 2d6 damage and light melee weapons dealing 1d6 damage. All three add strength to that damage as normal, threaten critical on a 19 or 20 and deal x2 damage on a critical hit. Light laser swords are balanced for throwing, having a range increment of 20 feet. Each one or two-handed laser sword in use requires one Dedicated local cell, light laser swords require ½ of a dedicated power cell. Constructing a two-handed laser sword requires materials worth 100 gold pieces and two hours of work, constructing a one-handed laser sword requires materials worth 50 gold pieces and one hour of work, constructing a light laser sword requires materials worth 25 gold pieces and one hour of work...
Any of these weapons may be produced as a masterwork by spending materials worth another 300 gold and 24 hours of work. These weapons are all sized for Tatulani, and can't be resized easily. A small-sized Danmaku can adjust the grips, allowing them to ignore the penalties for using inappropriately sized weapons, though not the handedness change.
Omnitools (Ex): The Skyfires don't contain only military information, they also held some schematics for wondrous old tech tools. At first level the Danmaku can select two skill which become class skills if they were not already or gain a +1 bonus if they were. Additionally, the danmaku can produce masterwork tools relevant to those skills with one hours work and materials worth 50 gold pieces. These tools provide a circumstance bonus equal to +2 or half the danmaku's class level, whichever is higher. Each Omnitool in use requires 1 Dedicated local power cell.
Space Laser (Ex): The danmaku begins to unlock the satellite's weapon systems, starting with the basic lasers. As a standard action the danmaku may Drain one sky cell to deal 1d6 damage per class level in a cylinder up to 10 ft + 5ft per 2 class levels in radius and functionally infinite in height. This allows a reflex save DC (10+½ Danmaku Level+Int modifier) to take half damage. The damage dealt by this ability is of no particular type, it bypasses any energy resistance and any damage reduction which can be bypassed, but not DR/- or hardness. The cylinder must be created within 50 feet per class level of the Danmaku. This ability requires that the Skyfire have line of sight to the target point from the Maelstrom, unless the covering material is weak enough to be easily destroyed by the Space Laser. Using this ability or any of its derivatives requires the danmaku to access and manipulate their communicator.
Shock and Awe (Ex):The Danmaku can modify their space laser by Dedicating one of their sky cells to produce special effects. Choose one of the following abilities on taking the first danmaku level:
Searing Light: With a sky cell Dedicated to this ability, the danmaku’s Space Laser inflicts blindness for one round to any creatures who fail the reflex save for half damage.
Gravity Pulse: With a sky cell Dedicated to this ability, the danmaku’s Space Laser causes any creatures who fail the reflex save for half damage to be knocked prone.
Shattering Blast: With a sky cell Dedicated to this ability, the danmaku’s Space Laser causes any terrain in its area to become difficult terrain until it is repaired.
Magitech (Ex): Danmaku view magic as a sort of science, and they operate magical items not through force of will or personality but through logical deduction and experimentation. A danmaku may use their Intelligence modifier in place of their Charisma when making Use Magic Device Checks.
Schematics (Ex): The satellites were designed first and foremost for war, but they also store information about various old tech tools and weapons. At first level, third level, and every three levels thereafter the danmaku chooses one schematic from the list below and gains the ability to construct the associated device with the listed amount of work and materials.
High Energy Technique (Ex): At second level the danmaku gains a bonus feat based on their selection of High Energy Weaponry. If this would give the danmaku a feat they already possess, they instead gain a bonus combat feat for which they meet the prerequisites.
Danmaku who selected Laser receive Rapid Shot as a bonus feat.
Danmaku who selected Railgun receive Far Shot as a bonus feat.
Danmaku who selected Laser Sword receive their choice of Power Attack or Piranha's Bite as a bonus feat.
Trapfinding (Ex): Beginning at second level, the danmaku can locate and disarm magic traps and other traps with a find or disable DC over 20.
Pathfinder Trapfinding: Beginning at Second Level, a danmaku adds 1/2 their level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A danmaku can use Disable Device to disarm magic traps.
Beam Jump (Ex): At fourth level the danmaku learns the secret of converting themselves to energy and flinging that energy about. As a move action the danmaku may Drain two local cells to transfer themselves to an unoccupied square within 10 ft + 5 ft per class level to which they have line of effect. Any creature in the straight line between the danmaku's origin and destination take 1d6 damage per two danmaku levels. This allows a reflex save DC (10+½ Danmaku Level+Int modifier) for half damage. Using this ability requires the danmaku to access and manipulate their communicator.
High Energy Specialization (Ex): At 5th level and every 2 levels thereafter, the danmaku gets +1d6 damage when using High Energy Weaponry, regardless of whether the weapon was gained through their selection at level 1 or the Advanced Weaponry Schematic.
Deep Striking (Ex): At eighth level the Danmaku advances their Beam Jump, allowing them reroute the flow of energy through their Skyfire. As a standard action the Danmaku may drain two local and one sky cell to move themselves and whatever gear they are carrying to another unoccupied space capable of supporting them within 40 ft per class level. This creates an effect as the Danmaku's Space Laser at both the start and end points which does not harm the Danmaku. This ability is not compatible with the sky hook, seeker barrage, acid bomb or any other ability that changes the form of the space laser.
Bunker Buster (Ex): Starting from tenth level the danmaku can modify their Space Laser to be especially destructive to Objects. This acts as a normal use of space laser except that it deals 3 times its normal damage to unattended objects and 1.5 times its normal damage to undead and constructs. Applying this effect to Space Lasers requires that one sky cell be Dedicated to the purpose.
Rapid Cycle (Ex): At tenth level, the danmaku gains a single extra sky cell, which can only be used to activate their space laser, with no extra enhancements from Shock and Awe, Bunker Buster, or any schematic with a similar effect. This extra cell recharges after 10 minutes instead of 3 hours, and can recharge simultaneously with other sky cells. At 16th level, they gain another such cell.
Siege Beam (Ex): Starting at twelfth level the danmaku can call down a beam of epic proportions, far more suited for destroying cities than people. By Draining three sky cells as a 2-round action the danmaku may deal 2d6 damage per class level in a cylinder 30 feet per class level in radius and functionally infinite in height. Characters in the area may make a reflex save to take half damage but evasion and improved evasion cannot reduce the damage to zero on a successful save unless the character in question is within 5 feet of something which was not destroyed by the beam and would give cover against an attack coming from the sky. The beam is treated as though Bunker Buster was applied to it for the purpose of damaging objects. Unfortunately, this beam cannot be aimed precisely. Instead, the danmaku should select a point within 300 feet per class level as the intended center and the beam strikes 2d6 times 100 feet in a random direction from that point.
Beamportation (Ex): Beginning at fourteenth level the danmaku transfer themselves and others into energy for longer durations, allowing for more distant transportation. This allows the danmaku to duplicate Teleport or Plane Shift as the spells except that they are extraordinary and a space laser large enough to encompass all those affected is created at both the start and end points which does not harm those being transported. Using this ability Drains three sky cells if used to duplicate Plane Shift or two if used to duplicate teleport. It drains one fewer sky cell if it was only used to transport the danmaku and up to 50 pounds of goods. This ability is not compatible with the sky hook, seeker barrage, acid bomb or any other ability that changes the form of the space laser.
As per the general ban on inexpensive planar travel in skybourne, you don’t get plane shift from this when playing an actual skybourne game and instead gain the ability to use beamportation and deep striking without damaging their surroundings. When they do so, they still create a beam leading to the sky, marking their position, but the beam is small enough to not cause damage to anything.
Paint Target (Ex): At sixteenth level the danmaku unlocks the advanced targeting function of their satellite allowing them to fire their siege beam more accurately. As an action requiring 30 seconds of work the Danmaku may designate a point within 100 feet of themselves. For the next 24 hours they may fire their siege beam at that point and have it strike exactly at that point and not moved in a random direction.
Beam Shield (Ex): At eighteenth level the danmaku gain the ability to call down a solid wall of laser light and sustain it over time. As a standard action the danmaku can designate a number of consecutive five-foot squares equal to their class level. Any creature or object passing through or over or starting their turn in those squares at any height takes 1d6 damage per Danmaku level. The Danmaku may maintain this ability for 1 minute per class level and may not use but may not use Space Laser, Deep Striking, Siege Beam, or Beamportation while doing so, though they may end the shield concurrently with using any of those, leaving no discernible delay between when the shield ended and the next effect took place. Using this ability drains one sky cell.
Vaporization Beam (Ex): At twentieth level the danmaku unlocks their satellite's most dangerous weapon, the disintegration beam. This acts as a normal use of space laser except that it deals 3d6 damage per Danmaku level and offers a fortitude save to take half damage in addition to the reflex save(if both saves are made it deals one quarter normal damage.) A character with mettle or evasion or their improved versions must succeed on both saves to reduce the beam's damage to zero, though a character with both mettle and evasion may reduce damage to zero with only one successful save. Using this ability drains four sky cells.