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Kronos's d20 Stuff

kronos182

Adventurer
PiercingClaws
Your claws are hardened and able to pierce thick hides and even armourplating.
Prerequisite: Claws
MP: +2
Benefit: You can ignore up to +2 points of Defense provided by Natural armouror from equipment. Your claws can also ignore 1 point ofDR/Hardness.

Hardened Armour
Your protective exoskeleton or scaly armour is particularly tough, able toresist damage.
Prerequisite: Exoskeleton or Scaly Armour
MP: +3
Benefit: You gain DR 1/-.
Special: This damage reduction stacks with other sources, such as from theTough hero talents, and multiple applications of this mutation. This mutationcan only be taken 3 times.

Electric Eel (Major)
Your body can produce large amounts of electricity similar to electriceels.
Prerequisite: None
MP: 5
Benefit: As a touch attack, you can deliver an electric jolt dealing 1d4 pointsof electricity damage. This can be done twice per day.

Walking Taser
Your electrical jolts can stun a target.
Prerequisite: Electric eel
MP: +1
Benefit: Your electric jolt attack can potentially stun a target. The targetmust make a Fort save DC 10+ Con modifier or be stunned for 1 + 1/2 Conmodifier rounds.
Special:

Human Furnace (Major)
Your body is able to produce large amounts of heat for short periods oftime.
Prerequisite: None
MP: 5
Benefit: You are able to generate great heat and direct it through parts ofyour body. You can deal 1d4 fire damage with a touch attack. This can be donetwice a day.
Special: Alternatively, you can increase your body temperature for longerperiods of time without it causing damage. You can for 3 hours + 1 hour perpoint of Con modifier can ignore the effects of cold weather up to temperaturesof -50 F before requiring to make any saves. Also you gain +2 to saves againstany cold effects while using this power. Each use like this takes up one dailyuse of the power.

Empowered Power
Your power is stronger than normal.
Prerequisite: Any power with a random numeric value, such as damage.
MP: +2
Benefit: Any power that has a random numeric value, such as damage die, isincreased to the next size up. For example, claws deal 1d6 damage, empoweredclaws will deal 1d8 damage.
Special: This can be added up to 3 times.

Explosive Blast
Your ranged energy attacks are quite explosive.
Prerequisite: Ranged natural energy attack with minimum range increment of 10feet.
MP: +2
Benefit: Your ranged energy attacks not only deal damage to the intendedtarget, but also deals damage to those nearby. Anyone within 5 feet of thetarget hit must make a Reflex save DC 10 + Con modifier of the mutant or sufferhalf the damage to the original target, minimum 1 damage.
Special: This must be selected for each ranged energy ability.


Interior Moisture Reservoir

Like a camel, themutant has an internal reservoir (most likely located in the buttock andstomach area), which collects residual moisture in the body and provides themutant with an emergency source in circumstances where drinking water isunavailable.
Prerequisite:Constitution 12
MP: +1

Benefit: The mutantcan survive for a full week without food or water.

PiercingStinger
Your stinger is hardened and able to pierce thick hides and even armourplating.
Prerequisite: Stinger
MP: +2
Benefit: You can ignore up to +2 points of Defense provided by Natural armouror from equipment. Your stinger can also ignore 1 point of DR/Hardness.


Force Walking
You can create nearinvisible planes of force that you can walk on, allowing you to walk on air.You can move at up to twice your normal speed (such as charging) upon planes offorce. Able to walk from a mere inch to 500 feet above the ground. Using one useof your force barrier ability, you can walk on these planes of force for 1hour. Changing altitude is as simple as imaging stairs and stepping up. If youare damaged while using this ability, must make a Concentration check DC 5+damage dealt to maintain making the planes or the power fails and you fall. Theplanes can support your weight and up to an additional 100 lbs / point of Conmodifier.
Prerequisite: ForceBarrier
MP: +2
Benefit: Able to walk on air, granting a +5 to Move Silently checks, able towalk from 1 inch to 500 feet above the ground.

Regenerative ForceField
Your force barrieris stronger, able to absorb and resist damage.
Prerequisite: ForceBarrier
MP: +4
Benefit: When you use your force barrier power, you gain 10 x Con Modifierbonus hit points which are depleted first, lasting your current Con modifierrounds. The field replenishes 5 hit points every round.

White Noise
You can use your sonic powers to create a type of white noise, or counterharmonics to reduce damage to yourself from sonic attacks. You can also usethis to make yourself more silent while moving about.
Prerequisite: Any power that generates sound/sonic energy
MP: +1
Benefit: You can create counter noise to counter any noises you make, granting+5 to Move Silently. Using the power this way also makes it so you cancommunicate verbally. Alternatively you can user your power to grant yourselfsonic resistance 5 for 1 + Con Modifier rounds.

Compound Eyes
You have insectcompound eyes instead of normal eyes, allowing you to see in much larger area,making it hard to be snuck upon, however your vision isn't as detailed asnormal.
Prerequisite: Atleast one pair of eyes
MP: 1
Benefit: You have 180 degree vision, and can't be flanked, gain +1 to Spot.However you have problems reading and seeing fine details. Computer Use,Research and Search suffer -2.
Special: This can be added to the character's main eyes, or any additional eyesthey have, but must be a pair.


Acid Cloud
You can create acloud similar to the smokescreen, but it contains acid, burning all within.
Prerequisite: AcidicSaliva, Smokescreen
MP: +3
Benefit: Creates a smoke cloud similar to the smokescreen mutation/biotech,however those within also suffer 1d4 points of acid damage each round they arein the cloud.
Special: This ability can benefit from Linger Acid Bite, dealing damage for 2rounds even after a target leaves the cloud.

Acid Blood

Your blood isacidic, dealing damage to anyone that breaks your skin.
Prerequisite:None
MP: 3
Benefit: When you suffer take slashing or piercing damage, your blood shootsout and strikes the one responsive, within 5 feet, dealing 1 point of aciddamage. You also have acid resistance 5.





Shocker Series 2

GE has expanded theShocker series of weapons, although some do not have ranged capabilities as theearlier Shockers, they have other abilities to compensate.

Electro-Tech Hammer
A heavy warhammerenhanced with electrical discharge emitters. Not only does the Electro-Techhammer release electrical energy upon striking a target, it also ionizes thetarget so that any electrical attacks nearby will chain to the affected target,dealing additional damage. The weapon also can emit a low level energy fieldthat protects the wielder from electrical based attacks. Comes with a chargingstation that can recharge the weapon in 2 hour.

Electro-TechHammer (PL6 Archaic/Simple/Exotic Weapons Proficiency)
Damage: 2d10 unpowered +1d6 electricity when powered + StacticCharge
Critical: 20x2
Damage Type: bludgeoning plus electrical
Size: Large
Ammo: 15 minutes ofcontinuous use (150 rds)
Weight: 18lbs
Purchase DC: 23 Mil (+3)

Notes: StaticCharge, Thunder Watch
Static Charge: The target struck has residual ionization from the Electro-TechHammer's strike, and any electrical based attacks within 30 feet of theaffected target will chain a bolt of electricity to the target dealing 1d4electrical damage. Static Charge lasts for 1d4+1 rounds, unless the target isstruck by an EMP, or is degaussed. Each successful powered attack from theElectro-Tech hammer causes Static Charge to trigger, dealing its damage, plusextend the duration by 1 round.

Thunder Watch: Theweapon can, as a standard action, emit a low level energy field that grants thewielder Electricity Resistance 5. Every round the field is operating drains 1round of power, and can operate at the same time as the weapon head is powered.

Voltage Crash
This is an opengauntlet, covering only the knuckles, back of hand and going back along the armto the band that holds it to the arm near the elbow. The whole weapon is wellarmoured and insulated, allowing the wielder to deal improved damage with theirunarmed strikes, plus discharge an electrical charge. The part along the backof the arm can expand to act as a small shield and generate a low levelparticle field that disrupts energy weapons targeting the wielder.

Voltage Crash (PL6Simple Weapon Proficiency)
Damage: 1d4 + 1d6powered
Critical: 20x2
Damage Type: Bludgeoning + electricity
Size: Small
Weight: 5 lbs

Ammo: 15 minutes ofcontinuous use (150 rds)
Purchase DC: 20 Mil (+3)
Notes: Shield and Particle Field

Shield: The VoltageCrash can deploy a shield, about the size of a large buckler. While deployed,the wielder gains a +2 shield bonus to Defense, but unable to use it as aweapon except for shield bashing. Deploying the shield takes no power and doneas a free action on the wielder's turn.
Particle Field:While the shield is deployed, a particle field activates, as long as there ispower. Enemy energy weapons (wholly or partially deal concussion, electricity,fire or nonspecific energy) suffer -2 to strike the user. Each round the fieldis running uses 2 rounds of energy.





GEWS6021A2 TeslaSpark

As GE experimentsmore with energy weapons, they've expanded their Shocker series of meleeweapons and ranged weapons. The Tesla Spark is a weapon that fits between theStinger and Stopper heavy ion pistols, with better range, but average damage,includes a stun module, and a sweeper mode. In addition to these features, thedischarge from the Tesla Spark leaves a residual ionization on the target thatattracts arcs of electricity from nearby electrical attacks to the targetstruck, dealing farther damage.

GEWS6021A2 TeslaSpark (PL6 Personal Firearms Proficiency)
Damage: 4d6 + Static Charge
Critical: 20x3
Damage Type: Electrical
Range Increment: 30 ft
Rate of Fire: S
Size: Med
Weight: 6 lbs
Ammo: 50 box
Purchase DC: 22 Mil (+3)
Notes: Stun, Static Charge, Sweeper.

Stun setting Fort DC15 or be stunned for 1d4 rounds. The stun setting can also be used in Sweepermode.
Static Charge: Thetarget struck has residual ionization from the Tesla Spark's strike, and anyelectrical based attacks within 30 feet of the affected target will chain abolt of electricity to the target dealing 1d4 electrical damage. Static Chargelasts for 1d4+1 rounds, unless the target is struck by an EMP, or is degaussed.Each successful powered attack from the Tesla Spark causes Static Charge totrigger, dealing its damage, plus extend the duration by 1 round.
Sweeper: Thissetting, free action to select which can only be done once per round, releasesa cone of electrical energy that fills a 60 foot long, 30 foot wide cone area.The rate of fire is still semi in this mode, deals 2d6 electrical damage plusStatic Charge, targets must succeed Reflex save DC 17 for half damage, butstill suffer from Static Charge but with half duration.





GEWS7001B3 LightningRod

The lightning rod isa long ranged rifle, built for marksman and snipers. The long barrel is linedwith a series of magnetic emitters that help condense the ion discharge forgreater range. This condensing and bombardment of magnetic fields allows the LightningRod to exploit GE's newest advances in electricity based weapons in the form ofthe ionization residue created by the new weapons, dealing greater damage whena marksman using a Lightning Rod is paired with a team using weapons such asthe Tesla Spark.

GEWS7001B3 LightningRod (PL6 Personal Firearms Proficiency)
Damage: 4d6 +Charged Attack
Critical: 19-20x3
Damage Type: Electrical
Range Increment: 120 ft
Rate of Fire: S
Size: Large
Weight: 15 lbs
Ammo: 40
Purchase DC: 22 Mil (+3)
Notes: Electro-scope included, highly accurate granting a +1 to attack rolls.Charged Attack

Charged Attack: TheLightning Rod exploits and triggers Static Charge, dealing an extra 50% damageto the target struck, and deals double the Static Charge damage (2d4electrical) to the target struck and any target effected by Static Chargewithin 30 feet.
 

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kronos182

Adventurer
Magus Facio Burninator
TheBurninator is a fairly basic pump action shotgun offered by Magus Facio.Reinforced construction allows it to use dragon breath rounds without making itunreliable, supports the 3 inch 12 gauge rounds makes it fairly flexible. A fewrunes are carved into the solid wood stock, with a small fire opal mounted atthe front of the pump/ammunition tube. What makes the Burninator favoured iswhen you move the safety switch to 'Burninate' and pull the trigger, a gout ofmagical flame shoots from the opal. Although it can only be used 5 times a day,it is a far cheaper alternative to buying and switching to dragon breath roundsconstantly.

Damage:2d8
Critical:20
DamageType: Ballistic
RangeIncrement: 30 ft
Rate ofFire: S
Magazine:6 internal
Size:Large
Weight: 8lbs.
Restriction:Restricted (+2)
PDC: 23
Game Note:5 times per day the Burninator can cast Burning hands dealing 3d4 points offire damage with a range of 10 ft.





Burning Gloves
These areheavy combat gloves with heavy leather, Kevlar lining and steel plating toprotect the back of the hands and knuckles. Each knuckle has a small fire opalmounted on them. These gloves can be used as if they were brass knuckles, andwhen slapped together and the command word spoken, they burst into flames,adding fire damage to unarmed strikes.
GameEffect: User's is considered armed if even unarmed, unarmed strikes can deallethal damage, and when activated, deal 1d6 points of additional fire damagefor 5 rounds. Can be activated 5 times a day.
PDC22





Forbiddance System


*Bang*"Ow!"
"Carefulwith that. We can't have these parts damaged before we finish installingthem." Magus-Engineer Thomas warned the mechanic helping him.
"So..What's this thing supposed to do anyway?" The mechanic asked as he openedthe crate.
"Thisis a Forbiddance System."
"Forbiddance?Forbid what?"
Magus-EngineerThomas grunted a little as he tightened some bolts. "Vampires of course.See, vampires can't enter a home unless asked in. But places like mostbusinesses, libraries, and of course, hospitals like this one, are wide open tothem. So this device basically attempts the same thing for the building it'sinstalled in. Without these protecting our hospitals, these places are just onebig cornucopia, or buffet for those blood suckers."
"Doesit really work?"
"Usually.Although old vampires are a bit too powerful for the basic system. That's whythese things also have a few other features. Although you need a priest on handto make the most use of these."
"Oh..That would explain why we had to make one of the rooms nearby into abedroom."

TheForbiddance System is a huge breakthrough in magical research that combinesarcane, divine and technology into a very effective defensive system againstthe vampire hordes. The device looks like a large metal box with several glasscanisters, tubing and metal wiring with a fairly simple chair attached to thecontraption. In various spots there are several precious stones imbedded withgold and silver wiring and inlays running from the stone's mounting to varioustubes or canisters or the chair. Carved into the sides and various tubes are acombination of arcane runes and several passages from the Black Sea Scrolls andprayers. Also installed in important areas, such as back up generator rooms,main entrances to large patient areas and sometimes at main entrances aremountings that hold one diamond plus four smaller rubies surrounding thediamond.
TheForbiddance System must be installed in the top level of the building it isinstalled in. Once installed, the system provides a continuous modified MagicCircle (Evil) effect. Each morning a divine spell caster, or even just a priestor other member of the church such as bishops or cardinals, must sit in thechair and recite a specific passage from the Dead Sea Scrolls and one from thebible, which are also carved onto the device to renew the magic circle effect.If a member of the church, such as a priest, sits in the chair and has theneedle and tube put into his arm, by trained medical staff, allowing hisblood to flow into a small canister beside the chair, which then flows into themain device, then back into the priest (the blood is ran through a filter sothat it is not contaminated before returning to the priest), the priest canmake use of several other effects. If an acolyte or other more powerful divinespell caster is used instead, the effects are more powerful.
Whiledconnected to the system in this manner, the user is aware of any undead orcreatures with the evil allegiance within the building and up to 50 ft outsidethe protected building. They are also aware of any people they know that are inthe protected building.
Throughthe diamond and ruby mountings the user can cast Searing Light at any targets,or if the user is a divine spell caster, can cast their spells through thesemountings, allowing them to attack any evil that try to get in or are runningthroughout the building.
GameNotes:
Acontinuous modified version of Magic Circle (Evil) is surrounding the building.Everyone inside the protected building gains a +2 bonus to saves againstabilities against evil creatures, such as a vampire's dominance gaze. Secondcreatures with the Evil allegiance can not enter the protected building unlessthey make a successful Will save DC 19. If a divine spell caster is hooked intothe device, add their Wisdom modifier to the DC for the Will save. This effectlasts for 10 minutes and covers the whole building.

When apriest or divine spell caster is hooked into the device the following spellscan be cast as a 6th level caster:
Mass curelight wounds to everyone on a single floor 5 times per day.

Createwater up to 6 gallons 10 times a day.

Delaypoison on everyone on a specific floor 4 times a day.

Clean oneverything in a single room, instead of a single target 3 times a day.

HaltUndead like the arcane version, but only on any undead, up to 3 that manage toget past the Magic Circle (Evil), must make a Will save DC 19. Unintelligentundead make no save, but vampires and other intelligent undead do. Haltedundead are immobile for 6 rounds or if they are attacked or take damage.

SearingLight can be casted up to 3 times a day at any location where a diamond andruby mounting is located. Deals 3d8 to any target hit, while undead take 6d6points of damage, and undead creatures particularly vulnerable to sunlight,such as vampires, take 6d8 points of damage.

When adivine spell caster is hooked in, they add their Wis modifier to the listed DCsfor saves. Also the divine spell caster may use their spell slots to cast moreof the effects using their own caster level for the extra castings of theeffects if it is higher than 6th. Also, divine spell casters may cast their ownspells through the device, although any spells they have prepared that have atarget of a single creature, or a group, must be done so near one of thediamond/ruby mountings.

Duringextended battles where one user has used up all their divine spells, if theyare capable of them, trained medical staff can switch one user for another onewithin two minutes. When they disconnect one user, some of their blood is leftin one of the containers to provide some power for the system, allowingthem to hook up another user. After they put the needle in the new user, theyswitch the blood flow to a new container and remove the one with blood so thatit may be cleaned.
After 10minutes of use, the user is fatigued. After 20 minutes they are exhausted.After 20 minutes, the user must make a Fort save DC 15 every 5 minutes +1 per 5minutes past 25 minutes or take 1d3 points of temporary Con damage.

PDC 41 foran average sized 5 story building. +5 DC for every 5 extra stories or 25%increase in size. If the building is oddly shaped, like an L, two devices mustbe installed, and two priests or divine spell casters used for using theabilities in both areas. Takes about 1 year to make a Forbiddance System, ofwhich many arcane and divine rituals must be preformed at specific points inconstruction. Each piece must be painstakingly handcrafted and precise or elsethe whole system will not work. A dud Forbiddance System can still fetch aprice as a collector's item if any are found before being destroyed to preventcapture by vampire forces. A captured unit could probably fetch a PDC 55 rewardfrom vampire forces for a damaged one. A completely intact unit could fetch farmore.





Magus Facio Firecracker

Anotherpopular release from Magus Facio is the Firecracker. A well crafted, balancedbullpup rifle chambered in the NPS's standard 8mm rifle rounds to makelogistics simple. Although not particularly powerful, the firecracker isenchanted so that up to 3 times a day, it can enchant any ammunition in it'smagazine with the Flaming Projectiles spell, turning normal bullets intoflaming bullets for enhanced damage. As a side effect of the enchantment, whenthe weapon is fired, the rounds sound like firecrackers being fired, especiallywhen on autofire. Also when the projectiles hit, there is a small splash offlames, although the splashing flames don't damage anything, they do make itvery spectacular to watch.

Damage:2d10
Critical:20
DamageType: Ballistic
RangeIncrement: 80 ft.
Rate ofFire: S, A
Size: Large
Weight: 13lbs
Ammo: 25box
Purchase:28 Res (+2)
Game Notes: Masterworked +1 weapon, adds +1 to attack rolls. Up to3 times per day, the user can activate the Flaming Projectiles spell bytwisting a small imbedded ruby set near the safety, which enchants all the ammoin the loaded magazine for about an hour, or until they are used, adding 1d6fire damage. Due to the added noise of the rounds when they are enchanted, theyreduce the Listen DC to notice the weapon being fired by -2. Also the enchantedrounds act as tracers, or mini flares, illuminating their path as they travelwith a 10 ft radius until they strike their target, where the splash of fireilluminates a 20 ft area for a few seconds (just the round they were fired in).
 

kronos182

Adventurer
Magical Gear

What happens if youhave magic in your future campaigns? A society that has progressed passed themedieval age type of government to democracy or other forms, advancing intechnology, industrializing magic?
How do you go about creating magic items for such a society?
Well here's a few thoughts I had.
"Common" or simple magical items and spells can replace modernequivalents, only with a more magical flare to them. For instance, flashlightsare now a tube or some other item with light cast upon it. Toolkits are a fewitems in a box that casts the spell Repair, or a hand held wand like devicethat casts Unseen Servant with ranks in Repair, Craft: Mechanical orElectronics. Firearms are shaped similar to future variants, but are anevolution to wands, using a universal magical power source that are like apower pack, which provides the power to the weapon. The weapon would have anevoke chamber which is programmed with the particular spell that deals damage,or particular effect, which projects the spells effect.
More powerful items and spells can be incorporated as well, like sensor systemswould make use of divination spells, arcane eye and the like.
The cost of such items would be reduced as well. After converting any goldprice (from sources of items such as DMG) to PDC, reduce it by 2 or 3, for morecommon types of devices, bringing them closer to technological equivalents.More uncommon items, such as weapons, reduce the PDC by 1 or 2. This is due tothe mass production of such items, making them cheaper. Magical items wouldn'tneed to be mastercrafted to be enchanted, as the process of enchanting themwould be far more streamlined and simplified.

Many magical items would have many technological features, allowing those whoare not spellcasters to make use of the item.
For example, the magical equivalent of a flashlight. It would be something assimple as a tube with a crystal at one end, and a button on top. The button ispressed and the light is turned on. Inside this tube would be a power source, acrystal that contains raw magical power, connected to a power transformer (thisis used more in devices that create a specific type of energy, such as magicalfirearms), then connected to an evoke chamber which has a programmed spell init, which then when the button is pressed, activates and releases the spell. Inthis case, the light spell, which draws power from the power source until it isturned off again, or is drained.

Such magical items would be created in factories, much like those we havetoday, where individual components can be made there, or brought in from otherfactories. People, or animated objects, or even golems would assemble thecomponents into the finished pieces. The evoke chambers and their programmingwould most likely be built and programmed in factories designed just forcreating and programming them. These facilities would most likely employspellcasters, with ones using low level spells could employ low levelcasters. These spell casters wouldoperate devices that can cast the spells necessary, or just provide the energyneeded for the spells, as long as the caster can cast the spell. For those thatdon't know the spell, the spell would most likely be provided with theequipment, similar to a scroll, but not erased from the source. This wouldallow the caster to cast the spell repeatedly, programming multiple evokechambers in a day, just like a machine operator building parts of anengine.

The power sources would most likely be crystals, which could be placed in aprotective shell much like batteries and power packs. These would be chargedwith magical energy from large magical sources, such as a power planet designedto provide magical energy. Such places would most likely have portals or someother means of collecting energy from a plane of energy, such as the Plane ofPositive Energy, or the Elemental Plane of Fire, or locations with strong sourcesof magical energy.

With magic as an available option to how things are done, things like powergeneration could be even more powerful, or perhaps even smaller and simpler.For example, power generating stations. Instead of huge nuclear power stations,a smaller facility could provide the same amount of power. Instead of a nuclearpower plant, magic can be used instead. A simple means would be a portal to alocation such as a volcano, which allows lava to flow into a tank of water,which creates steam, which then goes into a turbine, which powers generatorsthat create electrical energy. Wind power could be more viable as many windmilltype devices could be built into a valley and a portal to the Elemental Planeof Air opened, or a magical device that creates wind, or even just redirects itright into the valley, and can be directed by users as they wish. Greater powerdemand, just increase the wind as necessary, or lower when not as much power isneeded.
Instead of internal combustion engines, magical energy to animate the vehicleslightly, or a piece of elemental fire, or something similar to a continualflame provides the power necessary to move thevehicle.

Technological devices could be enhanced with magical abilities, either throughnormal enchanting methods, but done cheaper from such a society, or through theaddition of evoke chambers and the necessary components necessary.

For things that require a caster level, such as Spell Resistance or Dispelling,the minimal caster level is used at -1 due to the mass production. For someitems, just handwave some stuff to make easier. Like most magical firearms aremore designed for combat and penetrating spell resistance, most weapons wouldhave a caster level of 4 or 5 as many of the spells are Level 1 to3.

Example magical fire arm
Blaster
Blasters are force weapons that are fairly common and cheap. As a force weaponit can damage both animate and inanimate objects, and can affect incorporealcreatures. The blaster emits a bright muzzle flash with a loud squealingretort. A bright pulse of light then streaks to the target and bursts withshattering impact and a spray of object shards, smoke, and sparks. Someblasters also have the ability to knock back opponents. Blasters use a modifiedversion of the classic magic missile spell.

Blaster Pistol (PL6 Personal Firearms Proficiency)
Damage: 3d4
Critical: 20
Damage Type: force
Range Increment: 20 ft
Rate of Fire: semi
Size: small
Weight: 3 lb
Ammo: 50 box
Purchase DC: 16 Lic (+1)
Notes:
Optional ability Knockback: If a blaster with this ability hits, it initiates abull rush attack on the target. Use the damage roll (before deducting anydamage reduction, if any) of the blaster attack for its strength value.Subtract 8 from the blaster's roll.

Underbarrel Fireball Attachment
This is a magical device that provides the benefits of a grenade launcher, butuses the spell fireball instead. As it uses a more powerful spell and is anattachment, it has a more limited payload than a dedicated weapon. Theattachment looks a little similar to current underbarrel attachments, but issmaller and instead of an open barrel, it has a ruby-like crystal at the end,and a small magical power pack fits into the back of it. When activated, thelauncher fires a small red glowing ball, about the size of an acorn, whichexplodes upon contact.

Underbarrel Fireball Attachment (PL5/6)
Damage: 5d6
Critical: -
Burst Radius: 20 ft
Reflex DC: 15
Damage Type: fire
Range Increment: 50 ft
Rate of Fire: semi
Size: Tiny
Weight: 3 lbs
Ammo: 10 box
Purchase DC: 18 Mil (+3)
Notes: Universal mount for most rifles.




BlasterRifle (PL6 Personal Firearms Proficiency)
Damage: 5d4
Critical: 20
Damage Type: force
Range Increment: 80 ft
Rate of Fire: S/A
Size: medium
Weight: 6 lb
Ammo: 50 box
Purchase DC: 18 Lic (+1)
Notes: Uses a special power pack not compatible with normal energyweapons.
Optional Knockback: If a blaster with this ability hits, it initiates a bullrush attack on the target. Use the damage roll (before deducting any damagereduction, if any) of the blaster attack for its strength value. Subtract 4from the blaster's roll. Increase PDC by +1 to install thisability.

Magical Power Packs
These power packs provide power to magical weapons and are not compatible withnormal energy weapons. They look similar to normal power packs, but areslightly smaller, and the contacts look more like crystals than metal.
PDC 9





Blazer
Blazers are magical energy weapons that discharge small, sizzling orbs ofmagical flame with a trailing tail of fire. This easily ignites any unattendedflammable objects. Pyromaniacs and arsonists delight in usingblazers.

Blazer Pistol (PL6 Personal Firearms Proficiency)
Damage: 3d6
Critical: 20
Damage Type: fire
Range Increment: 25 ft
Rate of Fire: s
Size: small
Weight: 3 lb
Ammo: 50
Purchase DC: 16 Res (+2)
Notes: Uses magic power packs only.
Optional Flash: When the projectile from blazers with this ability strikes atarget, it flares up. This flash requires the target to make a Fortitude saveor be dazed for 1d4 rounds (character is unable to act, take no actions, but stillgets normal Defense). The DC for the Fortitude save is equal to the hit pointdamage. Increases PDC by +1.

Blazer Rifle (PL6 Personal Firearms Proficiency)
Damage: 3d8
Critical: 20
Damage Type: fire
Range Increment: 80 ft
Rate of Fire: s/a
Size: medium
Weight: 7.5 lbs
Ammo: 50 box
Purchase DC: 18 Res (+2)
Notes: Uses magic power packs only.
Optional Flash: When the projectile from the blazer with this ability strikes atarget, it flares up. This flash requires the target to make a Fortitude saveor be dazed for 1d4 rounds. The DC for the Fortitude save is equal to the hitpoint damage. Increases PDC by +1.





ZenithAnalyzer

The Zenith Analyzer is a magical portable sensory unit. It looks like a largeset of digital binoculars combined with night vision type gear. On the side isa set of buttons, with two D-pad joysticks, one on each side. Its basicfunctions as a set of digital binoculars, plus with the casting of darkvisionwith the press of a button, allows their use at night, usable up to a maximumof 5 hours per day. Also installed is a digital recorder that can record up to5 hours of video or thousands of still pictures. An additional ability wasadded to make the zenith even more useful is the ability to cast arcane eye,for allowing remote viewing. The two D-pad joysticks are used to control themovement and direction of the remote eye, for up to 5 minutes of use at a time.The eye can used about 5 times a day, and drains the power pack of 2 minutesworth of power. The digital recorder can be used with the arcane eye, making ita great tool in scouting or for rescue operations.
The zenith analyzer uses a smaller magical power pack which provides up to 10hours of continuous power.
Weight: 4 lbs
PDC: 13

Small magical power packs, used in most portable devices such as flashlights,and tools has a PDC of 5 for 5 power packs.



Munder
Munder weapons use a modified version of the mage hand spell to fire anon-magical projectile, although magical projectiles can easily be used. Theadvantage of this is the projectiles aren't subjected to spell resistance, andcan make use of specialty rounds. Some non-magic users like using the munder asit is fairly silent, and doesn't leave any normal evidence, except for the usedround itself, as there is no residual magnetic traces, as from a railgun orcoilguns, nor chemicals from weapons that use such propellants. Most mundersuse a projectile about the size of a 5.56mm round, although the barrels havespace for up to a .50 cal projectile. This allows them to launch specialmunitions, including possibly mini grenades, syringes, short steel rods, andprojectiles made of non-metallic origins, such as wood, orjade.

Munder Pistol (PL 6 Personal Firearms Proficiency)
Damage: 2d8
Critical: 20x2
Damage Type: ballistic/varies
Range Increment: 30 ft
Rate of Fire: s
Size: small
Weight: 4 lbs
Ammo: 15 box
Purchase DC: 17 Lic (+1)
Notes: Uses a smaller magical power pack, similar to those used in smalldevices, this allows for a munder pistol to fire up to 200 times before needingto be replaced. The damage type can vary depending on the type of munitionsused. A sharp piece of metal or wood of the proper size would change the damagetype to piercing.

Munder Rifle (PL 6 Personal Firearms Proficiency)
Damage: 3d8
Critical: 20x2
Damage Type: ballistic/varies
Range Increment: 90 ft
Rate of Fire: s, a
Size: large
Weight: 10 lbs
Ammo: 30 box
Purchase DC: 19 Lic (+1)
Notes: Can use a standard magical power pack which allows for up to 500firings. The damage type can vary depending on the type of munitions used. Asharp piece of metal or wood of the proper size would change the damage type topiercing.





ProgrammableWands
With magic becoming more prolific, but with many still not trained in its fulluse, some mages got together with engineers and began designing a way to makewands cheaper, allowing many, with the funds, to have magic available option.
The wands themselves are usually metal, or extremely strong plastic, tubesabout 6 or 8 inches in length. At one end is a fitting for three gemstones,usually a diamond, emerald and ruby, worth about PDC 11 to 13 each. Gold andsilver wiring wraps around each gem and disappears into the tube's insidesbehind the fitting. On the top is a push button and a slide lock to preventaccidental pressing of the button from activating the wand. Behind the buttonis a small diamond set flush with the surface of the tube. At the other end isa flip cover to a memory card slot. The memory card requires enough memory forthe spell, which is 100 mb per level of spell, plus 500 mb for miscellaneousfiles and programs for interfacing with the wand. The wands can only use spellsof up to 3rd level.
The wand contains 50 charges, and when activated, by pushing the button andaiming the wand at the target, the spell activates, using up 1 charge per spelllevel. The charges can be recharged by any mage by channelling spell energyinto the wand, by the mage holding the wand, with thumb covering the diamondthat is behind the trigger button. Each spell level channeled into the wandrecharges that many charges. Switching out memory cards, provided the user hasanother one in an easily accessible pocket is a move equivalent action toremove and replace with a different card.
Weight: 1.5 lbs
PDC: 21
Craft: Use similar rules as crafting a wand, using same feats, such as CraftWand or Craft Wonderous Item, able to cast at least level 2 spells, and expand100 experience points, at least 3 ranks in Craft: Mechanical.

The spells that can be loaded onto a memory card can be any spell usually foundin wands, usually offensive or defensive spells, and use of the Scribe Scrollfeat to scribe the spell into a special program on a computer. Techno mages cando this as a class feature. All normal costs for scribing scrolls must be paid,just like scribing a normal scroll.

There are some versions of the programmable wand that can hold multiple spellsinstead of the normal one spell. These versions will have a small display,similar to an ipod, or other small digital music device, two buttons forscrolling up or down through the list of spells, and a select button. Thememory card must be big enough to contain all of the spells to be uploaded.These wands can still only use spells of only up to 3rd level.
Weight: 1.5 lbs
PDC: 22
To craft the multi spell wands, is just like crafting a programmable wand, onlyalso require 3 ranks in Craft: Electrical, and the expenditure of 200experience points.
 

kronos182

Adventurer
Magic PepperboxPistol
This four barreled pepperbox style pistol is powered by a magic power pack,firing four magical energy darts, similar to magic missile spell. There is afire select that allows the user to fire anywhere from 1 to all four missiles,but each time the weapon fires, it uses one charge, no matter how many missilesare fired.

Magic Pepperbox Pistol
Damage: 1d4, 2d4, 3d4, 4d4
Critical: x2
Damage Type: Force
Range Increment: 40 ft
Rate of Fire: S
Size: Small
Weight: 2 lbs
Ammo: 50 box using magic power packs
Purchase DC: 18 Lic (+1)
Notes: For purposes of Spell resistance, use roll as a 7th Level caster.





Magic Missile RocketPack
This weapon consists of a shoulder harness, similar to hockey or footballshoulder pads, only heavier with better straps for support, with a box likedevice on one shoulder, about one foot wide, half a foot tall and three feetlong, with a handle and trigger in front of the shoulder. A sight is mounted onthe side with a couple of buttons and dials on it. The dials and buttons areused to selecting targets within sight and zooming in and out. This rocketlauncher fires 5 magic missiles, able to target up to 5 targets within 20 feetof each other within the sight. The magic missiles can be divided amongst thenumber of targets selected, up to 5, or all to one, requiring a single attackroll for all targets.
The box launcher is on a pivot mount, letting it tilt back into an upwardposition against the back, with the handle folding back so that it's out of theway when not in use.

Magic Missile Rocket Pack
Damage: 1d4+1 per magic missile
Critical: x2
Damage Type: Force
Range Increment: 150 ft
Rate of Fire: S
Size: Large
Weight: 15 lbs
Ammo: 50 box using magical power packs
Purchase DC: 23 Mil (+3)
Notes: For purposes of Spell resistance, considered 9th level caster.





Magically EnhancedPolice Cruiser

These police cruisers are found in societies that make use of magic. Mostenhancements are designed for subduing and capturing magical or supernaturalcriminals.
The cruiser is the same as normal cruisers, but has the followingabilities:
The doors of the cruiser are affected by an Arcane Lock spell tied to a set ofkeys, preventing prisoners from easily escaping or anyone trying to steal thecruiser.
Mounted on the roof is a tube device mounted on remote control turret connectedto a remote control that looks similar to a video game controller with a videodisplay connected to a gun camera. This device is a multi-spell projected withseveral spells already programmed into it, using magic power packs. Thisdevices has the following spells programmed into it: Break Enchantment (40 ft),Hold Person (170 feet, 7 rounds), Sleep (170 ft, 15 ft radius, 7 minutes), Slow(up to 7 targets, 40 ft, 7 rounds), and Web (170 ft, 20 ft spread, 70 minutes),cast as a 7th level caster.
The windshield and front two windows, made of a crystal, magically reinforced,can be enchanted with the following spells up to 3 times per day: True Seeing(7 minutes), Darkvision (7 hours), cast as a 7th level caster.
In addition, the following spells affect the whole car: Invisibility (7minutes, up to twice a day) for stake outs, Protection from Arrows/Bullets (70minutes, 10/+2, 70 hit points, once a day).
Besides containing all the normal equipment of a cruiser (Urban Arcana, page81), it also contains a portable ram that can cast the spell Knock as a 6thlevel caster up to 5 times a day, and function as a normal portableram.
Other stats remain the same, except PDC increased to 32.





Vampiric Sword

The vampiric swordis imbued with a power similar to that a vampire, stealing life from those itcuts into, healing the wielder, as it leaves grievous wounds that continue tobleed. Many vampire hunters use these weapons as a means of turning the vampire'spowers against them. The sword is a long slightly curved, single sided bladethat is the colour of fresh blood. It feels warm to the touch every time itcuts into a target. When the vampiric sword's powers are used, healing thewielder as it wounds the target, the wield feels a small rush of power as theyare healed.

Vampiric Sword
Damage: 1d8+1 +2d6 vs undead + 1d4 bleeding.
Critical: 19-29
Damage Type: slashing
Size: medium
Weight: 6 lbs
Purchase DC:
Notes: Bleeding, vampiric bite, undead bane.
Bleeding - The vampiric sword uses powerful magic, some say even parts ofvampires themselves to deliver grievous wounds, dealing 1d4 bleeding damageevery round. This applies to even vampires.
Vampiric Bite - Every time the vampiric sword deals damage to a target, livingor undead, and even outsider, the wielder is healed 1d4 hit points.
Undead Bane - the vampiric sword deals an extra 2d6 against undead targetsincluding zombies, skeletons, vampires, mummies, etc.





InfernalWeapons
These weapons were crafted by demons and impart evil magic on those they wound,causing curses or pain upon the target for acts of sins they perform, usuallyviolence.
Many of the weapons have engravings on their blades of various demons, devilsand acts of violence. The blades are usually also black with sickly green orred accents, and feel warm to the touch, and seem to vibrate as they drawblood.

Infernal Blade
This sword is similar to a falchion, large curved heavy blade, with serrationson the back side. Along the sides are depictions of various demons and violentacts. This is the most basic of the infernal weapons, causing a Sin thatreduces the target's defenses, leaving them open to attack every time theyperform an offensive action.
Infernal Blade
Damage: 2d4+2
Critical: 19-20x2
Damage Type: slashing
Size: Medium
Weight: 5 lbs
Purchase DC: 24 (Illegal +4)
Notes: Defensive Sin
Defensive Sin - When a target is strike and it successfully deals damage, thetarget immediately suffers -2 to Defense for 1d4+1 rounds (Fort save DC11+damage dealt to reduce duration by half). During this time, if the targettakes any kind of offensive action, the target suffers a cumulative -1 penaltyto Defense and -1 to Reflex. Multiple strikes from the Infernal Blade willincrease the duration of the Defensive Sin by 2 rounds.


Soulfinder
The soulfinder is a heavy blade attachedto a stout handle that runs up the entire blade, used in a more choppingmotion. The markings on the sides depict demons pulling souls from victims. Soulfinderblades also imbue Defensive Sin on targets, but also have the ability to strikeback almost on their own against targets with Defensive Sin when they attackthe wielder.
Soulfinder
Damage: 1d10+2
Critical: 20x3
Damage Type: slashing
Size: Larger
Weight: 10 lbs
Purchase DC: 26 (Illegal +4)
Notes: Defensive Sin, Counter Sin
Defensive Sin - When a target is strike and it successfully deals damage, thetarget immediately suffers -2 to Defense for 1d4+1 rounds (Fort save DC11+damage dealt to reduce duration by half). During this time, if the targettakes any kind of offensive action, the target suffers a cumulative -1 penaltyto Defense and -1 to Reflex. Multiple strikes from the Infernal Blade will increasethe duration of the Defensive Sin by 2 rounds.
Counter Sin - Whenever an opponent suffering from Defensive Sin attacks thewielder of a Soulfinder, the wielder makes a Reflex save DC equal to theattacker's attack roll. Success means the wielder gains a free attack ofopportunity with the Soulfinder. This attack of opportunity does not countagainst wielder's normal number of attack of opportunity and can happen as manytimes as the wield is attacked in a round by opponents with Defensive Sin.


Infernal Axe
The Infernal Axe is a two headed axe with images of blood sacrifices along itsblades. The edges are always stained with blood, which looks fresh no matterhow much they are cleaned. These weapons cause deep wounds that continue tobleed. These weapons deal even greater wounds to those suffering from DefensiveSin.
Infernal Axe
Damage: 1d8+2
Critical: 20x2
Damage Type: Slashing
Size: Medium
Weight: 10 lbs
Purchase DC: 25 (Illegal +4)
Notes: Wounding, Mortal Sin
Wounding - The Infernal Axe has the wounding ability.
Mortal Sin - Those hit with the Infernal Axe that are suffering from DefensiveSin suffer 1d4 points of damage each round, which is similar to the woundingability, and stacks with wounding and each successful strike from the InfernalAxe. This damage functions just like the wounding damage.


Sinflayer - This double headed axe has images of demons using their clawsripping into people, and feels warm to the touch. When used in combat, it seemsto want to strike targets on its own, sometimes hitting opponents that had justbe struck by the wielder.
Sinflayer
Damage: 1d12+2
Critical: 20x3
Damage Type: Slashing
Size: Medium
Weight: 15 lbs
Purchase DC: 28 (Illegal +4)
Notes: Wounding, Mortal Sin, Blood Hungry
Wounding - The Sinflayer has the wounding ability.
Mortal Sin - Those hit with the Sinflayer that are suffering from Defensive Sinsuffer 1d4 points of damage each round, which is similar to the woundingability, and stacks with wounding and each successful strike from theSinflayer. This damage functions just like the wounding damage.
Blood Hungry - When the wielder hits an opponent that is suffering a bleedingwound, such as the wounding ability or mortal sin, the wielder gains a freeattack at -5 to attack roll, but with a +1 for every point of bleeding damagingthe opponent is suffering per round. For example, if an opponent is sufferingfrom 3 points of bleeding damage each round, the wielder gets a free attack at-2 to the attack roll.
 

kronos182

Adventurer
Spells

Breathe Without Air
Transmutation
Level: 1
Components: V, S
Casting Time: 1standard action
Range: Personal
Target: You or oneperson touched
Duration: 10minutes/level
Saving Throw:Negates
Spell Resistance:No
This spell enables the target to function normally without air, whether it beunderwater or in a vacuum, or in an area with little or no oxygen.Unfortunately, the magic does not protect the target from magic toxins, orother types of magic, but does protect against man-made and natural gases. Thetarget is immune to man-made or natural gases, and does gain a +2 bonus againstmagic gases or airborne toxins. The target of the spell must still haveprotection against dangerous environments, such as the vacuum of space or deepwater, as the spell will not protect against the extreme cold of both or thepressure of extremely deep water.


Life Source
Transmutation
Level: 3
Components: V, S
Casting Time: 1 fullround
Range: Personal
Target: You
Duration:Instantaneous
Saving Throw: None
By using the LifeSource spell, the caster is able to convert some of his/her life energy (HitPoints) into spell energy for casting spells. The caster must inflict at least1 point of damage to themselves, and sacrifice the hit points, which causespain and temporary weakness. For every 5 hit points sacrificed, the castergains 1 spell level which can be used for any level of spell. For 0-levelspells, two can be cast. The caster is nauseated for 1d4+1 rounds after castingthis spell. So a caster can sacrifice 15 hit points and gain 3 spell levels.These levels can be used to power meta-magic feats for spontaneous caster.These spell levels last until the caster rests or is rendered unconscious. Ifthe spell would draw enough hit points to take the caster below 0 hit points,the spell doesn't function, as the caster's subconscious prevents him or herfrom doing so.


ArcaneAcceleration
Transmutation [Starship]
Level: Mage 1;
Components: V, M;
Casting Time: Attack action;
Range: Touch;
Target: Starship touched;
Duration: Concentration, up to 1 round/level;
Saving Throw: Will negates (harmless) (object);
Spell Resistance: Yes (harmless) (object)
The targeted starship’s tactical speed is increased by 1,000 ft. (2 squares)for the spell’s duration. The caster must remain in contact with the starship –seated at a crew station

counts – for thespell’s duration.
Material Component: A small vial of pure water harvested from a comet.

Arcane Acceleration,Greater
Transmutation [Starship]
Level: Mage 3;
Components: V, S;
Casting Time: Attack action;
Range: Touch;
Target: Starship touched;
Duration: Concentration, up to 1 round/level;
Saving Throw: Will negates (harmless) (object);
Spell Resistance: Yes (harmless) (object)
This spell functions like arcane acceleration, except that the starship’stactical speed is increased by 1,500 ft. (3 squares) for the spell’sduration.


ArcaneMissile
Transmutation [Starship]
Level: Mage 1;
Components: V, M;
Casting Time: Attack action;
Range: Touch;
Target: Missile touched;
Duration: 1 minute/level;
Saving Throw: Will negates (harmless) (object);
Spell Resistance: Yes (harmless) (object)
This spell imbues one missile with a +2d10 bonus to damage per two casterlevels (round down) of the spellcaster. A single missile may only be affectedonce by this spell and the spell loses this enhancement bonus if it is notfired before the spell expires.

EldritchFeedback
Evocation [Starship]
Level: Mage 3;
Components: V, S;
Casting Time: Attack action;
Range: Starship Tactical (1,000 ft. + 500 ft./level);
Target: One starship and its crew;
Duration: Instantaneous;
Saving Throw: Will half;
Spell Resistance: Yes
The energy systems aboard the targeted starship surge with eldritch power thatreleases through headsets, keypads, and other ship’s instruments. All crewmembers at their stations suffer 1d8 points of damage +1 point per caster level(maximum +5).
Each affected crew member may make a Will save and, on a successful save, thedamage is reduced to one-half. If this save fails, in addition to the damage,the crew member is

stunned. A stunnedcrew member loses his Dexterity bonus, drops whatever he was holding, can takeno attack or move actions, and takes a –2 penalty to Defense. The starship’sautopilot system kicks in if the pilot is stunned.

GravitationalDominance
Evocation [Starship]
Level: Mage 4;
Components: S;
Casting Time: Attack action;
Range: Starship Tactical (1,000 ft. + 500 ft./level);
Target: One starship;
Duration: Instantaneous;
Saving Throw: Will negates (object);
Spell Resistance: Yes (object)
The targeted starship is flung through a short section of space by this spell.The caster may move the targeted starship in any direction 1d4+1 squares,including flinging the targeted starshipinto nearby objects: a starship directed by this spell into an occupied squareautomatically makes a ramming attempt (caster makes a Spellcraft check DC 10 +target’s Defense) and, on a successful attempt, the flung starship ramswhatever object was in the occupied square. See the SRD for rules on starshipsand ramming.

StealthAura
Illusion [Starship]
Level: Mage 3;
Components: S;
Casting Time: Attack action;
Range: Starship Tactical (1,000 ft. + 500 ft./level);
Target: One starship of Mediumweight size or smaller;
Duration: Concentration, up to 1 round/level;
Saving Throw: Will negates (harmless) (object);
Spell Resistance: Yes (harmless) (object)
The targeted starship has total concealment for the duration of the spell. Toattack a starship under the effects of this spell, an attacker must guess inwhich square the starship currently is (or determine its position based onwhere it attacked last), and even if the guess is accurate, there is a 50%chance that the attack misses.
This spell supersedes the effects of a sensor jammer, stealth screen, orcloaking screen that may already be activated on the targeted starship.


Stealth Aura, Greater
Illusion [Starship]
Level: Mage 5;
Components: S;
Casting Time: Attack action;
Range: Starship Tactical (1,000 ft. + 500 ft./level);
Target: One starship;
Duration: Concentration, up to 1 round/level;
Saving Throw: Will negates (harmless) (object);
Spell Resistance: Yes (harmless) (object)
This spell functions like stealth aura, except that it affects any size ofstarship.

Stealth Aura,Mass
Illusion [Starship]
Level: Mage 4;
Components: V, S;
Casting Time: 1 minute;
Range: Starship Tactical (1,000 ft. + 500 ft./level);
Target: All starships of Mediumweight size or smaller within range;
Duration: Concentration, up to 1 round/level;
Saving Throw: Will negates (harmless) (object);
Spell Resistance: Yes (harmless) (object)
This spell functions like stealth aura, except that it affects multiplestarships.


Cranial Hard Drive
Enchantment
Level: Arcane 4;
Components: S, F;
Casting Time: One minute;
Range: Touch;
Target: One personal computer or data storage device;
Duration: 30 minutes/level;
Saving Throw: None;
Spell Resistance: Yes
This spell allows the caster to copy all the data from a personal computer,external hard drive, or other data storage device (up to 1 GB), store it in herown brain, and then transfer that data onto another computer or storage device.

While stored in herhead, the data is inaccessible and the caster temporarily loses 1 point ofIntelligence (as it takes up valuable mental circuitry), which may be restoredat the cost of losing the data. When the spell ends, the caster purges anyremaining data, losing all memory of its contents and instantly restoring thelost Intelligence.
Focus: Networkingcable compatible with targeted computer or device.


Download Skill
Enchantment[Mind-Affecting]
Level: Arcane 1;
Components: V, S, M;
Casting Time: Attack action;
Range: Personal;
Target: You;
Duration: 5 minutes
This spell provides you with a +5 insight bonus to a single chosen skill, evenone that normally cannot be used untrained. While download skill provides youwith a rudimentary understanding of a skill, you may not take 10 or take 20 onany skill checks unless you actually have ranks in that skill and time permits.

Material Component:A computer chip.


FireBolt
Evocation (Fire)
Level: 1
Components: V, S
Casting Time: Attack action
Range: 100 ft +25 ft/level
Target: 1 target
Duration: Instantaneous/special
Saving Throw: None
Spell Resistance: Yes

A missile of magical fire darts forth from your hand, similar to magic missile,however it doesn't strike unerringly, dealing 1d4 points of fire damage.Although the spell duration is unique, the caster is able to fire 1 fire boltplus an additional fire bolt for every 3 character levels, up to a maximum of 5bolts at level 13. Each bolt can be fired as a standard attack, thus characterswith multiple attacks from high levels can fire as many bolts as they haveattacks after the spell is cast. The unfired bolts will remain available for 1round / character level or until the character casts another spell.
 

kronos182

Adventurer
PsionicPowers

Claws of the Cat
Strength or Dexterity
Level: Battle Mind 1
Display: Visual, Material
Manifestation Time: Attack action
Range Personal
Target: You
Duration: 1 hour/level
Power Points: 2

This power is similar to the Claws of the Bear power, only slightly weaker.Your hands and fingers lengthen slightly, and you grow claws on your fingers ofboth hands. The power grants you a claw attack (which does not provoke attacksof opportunity) that deals 1d6 points of slashing damage (plus Strengthmodifier). You are considered armed. Unlike the claws of the bear, you cangrasp and manipulate objects, but suffer a -2 penalty to all checks and rolls(including weapons) as long as this power remains in effect. You can use thispower in conjunction with feats (including weapon finesse), powers, or spellsallowing additional attacks on your turn, and it can be used with multipleattacks gained through level advancement.



Bio-Regeneration
Constitution
Level: Battle Mind 3, Telepath 4
Display: Visual, Material
Manifestation Time: 1 full round
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 15

This ability allows oneself to will themselves free of disease or poison andback to health, and heal physical damage and injury. Although this ability doesnot regenerate limbs, it does cure the user of one disease or poison (can onlycure and heal one, so if the user is inflicted by 2 different poisons ordiseases, must pick one to cure and heal) and heals any ability damage done bythem, or can heal 3d6 points of damage, or can heal 1d4 points of abilitydamage from any other source. The user can only select one of these choices, sothey user can not heal 3d6 points of damage and also cure a poison or disease,must select one or the other. While this power is manifesting, the user can notpartake in any strenuous actions, such as attacking, running, or full defenseactions, only simple actions like dodging, walking at normal speed, or hiding,nor manifesting other psionic powers.



HealingTouch
Constitution
Level: Battle Mind 2, Telepath 2
Display: Visual, Material
Manifestation Time: Standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Power Points: 4

By touching a creature and channeling your psychic powers through your hand,you can heal physical injuries of the target. You can heal a creature willing,or unconscious target without making a touch attack, but an unwilling or one inthe middle of combat requires a touch attack. You can only heal organiccreatures, those made of metal, such as robots, or minerals or other inorganicmaterial can not be healed. You heal the touch target 2d4 points of damage, anda successful Treat Injury check (DC 15)can heal an extra +2 points of damage.



IncreasedHealing
Constitution
Level: 1
Display: Material
Manifestation Time: Standard action
Range: Personal
Target: You
Duration: 1 round / level
Power Points: 3

By channeling your psychic energies into your body's healing ability, you cangreatly improve it for short periods of time. You gain fast heal 1 for as longas the power is manifested, or unless you are knocked unconscious before theduration is up.



PsychicDiagnosis
Intelligence
Level: 1 Telepath
Display: Visual, Material
Manifestation Time: Move equivalent action
Range: Touch or 1 foot per level
Target: 1 creature
Duration: Varies
Power Points: 2

Your eyes glow a soft green as you use your psychic powers to sense what iswrong with a person. You are able to, with a Concentration check (DC 13), andone round of concentration, determine if the target is poisoned, diseased, orhow badly injured (know current hit points compared to normal), or affected bydrugs, or magic, or other ailment, but only determine one of these (GM choicefor which is most potent or damaging to the target). A second full round ofconcentration will allow the user to discover another ailment, or know exactlywhat the previously known ailment is (Concentration check is the same eachround), and so on for further rounds. Each round the user concentrates grants a+1 bonus to any Treat Injury checks they, or someone they inform, for curing orhealing the target, up to a maximum of +5. For example, Joe falls unconscious,then Bob the psychic uses psychic diagnosis. In the first round he discoversJoe is poisoned, a second round of concentration will reveal Bob was poisonedwith arsenic.
Completely unknown, alien or new poisons, diseases or ailments will increasethe Concentration DC by +1 or more, up to a maximum of +5, GMdetermination.


Resist Cold
Constitution
Level: 2
Display: Visual, Material
Manifestation Time: Standard action
Range: Personal or touch
Target: You or 1 target
Duration: 1 minute / level
Power Points: 3

You are able to create a barely noticeable field of psychic energy around youthat glows softly, to protect you or one target you touch from the cold. You orthe touched target is immune to extreme cold temperatures, gaining coldresistance 5 and immune to cold exposure until the duration ends. When struckby a cold attack, there is a brief flash of blue light as the field protectsagainst the attack.


Resist Heat
Constitution
Level: 2
Display: Visual
Manifestation Time: Standard action
Range: Personal or touch
Target: You or 1 target
Duration: 1 minute / level
Power Points: 3

You are able to create a barely noticeable field of psychic energy around youthat glows softly, to protect you or one target you touch from the heat. You orthe touched target is immune to extreme hot temperatures, gaining fireresistance 5, and heat exposure until the duration ends. When struck by a fireattack, there is a brief flash of red light as the field protects against theattack.


AdaptBody
Constitution
Level: 4
Display: Visual, Material
Manifestation Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 9

Your body automatically adapts to hostile environments. You can adapt tounderwater, extremely cold, or airless environments, allowing you to survive asif you were a creature native to that environment. You can breathe and move(though penalties to movement and attacks, if any for a particular environment,if any for a particular environment, remain), and you take no damage simplyfrom being in that environment. You need not specify what environment you areadapting to when you manifest this power; simply activate it, and your bodywill instantly adapt to any hostile environment as needed throughout theduration.
You can somewhat adapt to extreme environment features such as acid, lava,fire, and electricity. Any environmental feature that normally directly deals 1or more dice of damage per round (such as lava, which deals 20d6 points ofdamage per round of immersion) deals you only half the usual amount ofdamage.
An attack form is not treated as an environment. For example, even if you'readapted to extremely cold conditions, you are still vulnerable to attacks thatdeal cold damage.


AffinityField
Constitution
Level: 4
Display: Visual, material
Manifestation Time: 1 full round
Range: 20 ft radius emanation, centered on you
Saving Throw: Fortitude negates (potentially harmless)
Duration: 1 round/level
Power Points: 17

You create an affinity feedback loop with all creatures within the area. Whilethe duration lasts, affected creatures take damage (including ability damage)as you do and heal all wounds as you do. For instance, if you take 8 points ofdamage from a gun shot, all creatures within the area also take 8 points ofdamage. On the other hand, if you are healed, all creatures in the affinityfield are also healed. Hit points gained or lost persist after this power ends.
Creatures in range are also subject to magical and psionic effects of 3rd levelor lower. Creatures that have an affinity to you gain a saving throw againsteach new power transferred through the affinity field as if the power weremanifested upon them normally. All magical and psionic effects transferred tosubjects fade at the end of this power's duration, although instantaneouseffects remain, such as the effects of curing powers. If you suddenly becomeimmune to a particular effect or power, the effect or power to which you areimmune cannot be transferred to creatures that have affinity toyou.

Aposi
Intelligence
Level: Telepath 5
Display: Visual
Manifestation Time: 1 full round
Range: 25 ft +5 ft/2 levels
Target: One living psionic creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Power Points: 15, XP

By using this power, you delete 1d4 powers permanently from the subject's mind.You specify the level of each power, and the GM randomly determines which ofthe subject's powers is actually deleted.
XP Cost: 50 XP per level of the deleted powers.


Astral Construct
Intelligence
Level: 2
Display: Visual; see text
Manifestation Time: 1 full round
Range: 25 ft +5 ft /level
Effect: One created astral construct
Duration: 1 round/level
Power Points: 3

This power creates one 1st level astral construct of solidified ectoplasm thatattacks your enemies. It appears where you designate and acts immediately, onyour turn. It attacks your opponents to the best of its ability. As a freeaction, you can mentally direct it not to attack, to attack particular enemies,or perform other actions. The astral construct acts normally on the last roundof the power's duration and dissipates at the end of its turn.
Astral constructs are not summoned; they are created on the plane you inhabit(using ectoplasm drawn from the Astral Plane). Thus they are not subject toeffects that hedge out or otherwise affect outsiders; they are constructs, notoutsiders.
Augment: For every 2 additional power points you spend, the level of the astralconstruct increases by one.


Bite of the Wolf
Strength
Level: 2
Display: Visual
Manifestation Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level
Power Points: 3

Bite of the Wolf is a weaker version of Bite of the Tiger, and can be learnedby other psionics besides the Battle Mind. Your posture becomes stoopedforward, and you grow a muzzle complete with fangs. You gain one bite attackeach round, instead of or in addition to any other attacks you have, that deals1d8 points of damage. Your bite attack is a natural weapon, so you areconsidered armed when attacking with it, and can be affected by powers, spellsor other effects that enhance or improve natural weapons. You can choose todeal nonlethal damage with your bite, taking the standard -4 penalty on yourattack roll.


Bullet
Wisdom
Level: 1
Display: Material
Manifestation Time: 1 standard action
Range: 0 ft
Effect: Normal bolts, arrow, sling bullet, bullets, etc
Duration: 1 min/level
Power Points: 2

You create 2d4 ectoplasmic pieces of ammunition of a type you hold for aweapon, appropriate to your size, which dissipate into their constituentectoplasmic particles when the duration ends or after being fired. Ammunitionyou create has a +1 enhancement bonus on attack and damage rolls, and can beused for overcoming magical damage reduction. This ammunition otherwisefunctions like normal ammunition for the selected weapon, and must beloaded.
Augment: For every 3 additional power points you spend, this power improves theammunition's enhancement bonus on attack and damage rolls by one up to amaximum of +4.


PsychicDervish
Dexterity
Level: Battle Mind 3
Display: Material
Manifestation Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/2 levels or until cancelled by movement
Power Points: 5

As long as you do not move while this ability is activated, you may add halfagain your Dexterity bonus to all attacks and damage rolls you make. This bonusis in addition to any other bonuses applied to your attack and damage rolls,including other bonuses from Strength or Dexterity. Your psychic power spinsyou wildly and you must rely on the focus of your mind and your naturaltraining to strike at your opponents. On the other hand, your rapid motionallows you to strike with much greater force than would otherwise be possiblein melee. This ability only affects melee attacks.


RangedAccuracy
Dexterity
Level: Battle Mind 3
Display: Visual
Manifestation Time: 1 standard action
Range: Touch
Target: 3 pieces of ammunition/level
Duration: 1 minute/level
Power Points: 5

While this power is active, you are able to hit targets at great range withmuch more accuracy. When firing a ranged weapon, the penalty for every rangeincrement after the fifth is -1, rather than -2. This power does not increasethe range of the weapon, only decreases the penalties for extreme ranges.Ammunition affected by this power do not have reduced penalties when fired byanyone other than you - the connection between ammunition and yourself isneeded to guide them to their target.


Psychic Evacuation
Wisdom
Level: Battle Mind 4
Display: Aura
Manifestation Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level
Saving Throw: Will negates (see text)
Power Points: 9

To combat other psychics, especially Telepaths with their larger reserves ofpsionic power, battle minds have mastered the art of bleeding away psionicenergy. When this ability is manifested, the battle mind's aura becometurbulent and filled with strange motion. Any creature that can manifestpsionic powers is struck in melee by an unarmed, natural or tiny weapon wieldedby the battle mind suffers normal damage but also suffers the loss of 1d4 powerpoints as the battle mind's aura causes the sudden evacuation of power from thetarget. A successful Will save, or Power Resistance prevents the lose of powerpoints from the attack.



MindTracer
Dexterity
Level: Battle Mind 1
Display: Visual
Manifestation Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 1

This power forges a bond between your ranged weapon and the target of yourchoice. While the power is active, your shots are much more accurate and moredamaging against this target. After this power is activated, you mustimmediately make a ranged attack against one target within range of yourcurrently-equipped ranged weapon. If this attack hits, you receive a +1circumstance bonus to both attack and damage rolls which applies only to yournext ranged attack against this target and only if that attack is the very nextnon-moment action you make. This bonus increases by 1 to both attack and damageafter every successful ranged attack you make against the target and remains ineffect until the power expires.
When the target dies, or you take a non-movement action which is not a rangedattack against your target, this power ends immediately.


Telekinetic Shield
Constitution
Level: 3
Display: Visual, Material
Manifestation Time: Attack action
Range Personal
Target: You
Duration: 1 round per level
Power Points: 6

This power creates an invisible shield around the manifester that deflectsattacks, especially physical ones. The shield grants a +2 Deflection bonus toDefense, and provides DR 3 against all energy attacks except ones that arelight (any laser or maser) or electrical (electricity) based weapons, and DR 10against all physical attacks (slashing, piercing, bludgeon, ballistic, etc).Opponents attempting to strike the manifester in melee combat must make aReflex save (DC 10 + half manifester level + Con modifier) or be knocked back1d4 x half manifester level feet, requiring another Reflex save DC 15 or beknocked prone, dropping anything held. The telekinetic shield also grants a +2save against psychic based attacks made against the manifester.
However, while the telekinetic shield is up, the manifester is unable to useany powers that project energy or telekinesis and similar powers.


TelekineticParry
You are able to use your telekinetic powers to defendyourself.
Prerequisite: Telekinesis power, minimum 3 power points in reserve, CombatReflexes, Cha 18+

Benefit: Anytime youare attacked, and have at least 3 power points available, and are aware of theattack, you may use your telekinesis in an attempt to parry the attack, usingup one of your attacks of opportunity granted by Combat Reflexes. When you areattacked, you make an attack roll at your Base Attack Bonus plus your Chamodifer, using up 3 power points, you release a short burst of telekineticenergy and deflect the attack if your roll is higher than the attackers,dealing no damage. Against an area attack, you must beat a DC of 15 and halfthe difference of what your roll beats the DC by is added to your Reflex saveroll. A failed parry still uses up 3 power points.
You can not parry more attacks than you have available attacks of opportunitygranted by Combat Reflexes plus the normal one per round.

Normal: You only usetelekinesis power as normal.
 

kronos182

Adventurer
Amplifier Helm (PL7)
The Amplifier Helmis a lightly armoured helm, modeled after ancient Roman helms, with crystallinevisor. It is a boon to any psionic person, enhancing their powers. This helmetis made from special and rare metals and crystals which resonate and amplifythe parameters of the psionic powers a psionic manifests. The manifestercharges the amplifier helm by storing five power points in it, which areconsumed on a daily basis. As long as it is charged, the helm adds 2 to hismanifester level for the purpose of calculating range, duration, damage and anyother variables that are depended on manifester level.
Weight: 1 lb
PDC: 27
Restriction: Mil +2






Psychodisruptive(Psionic Weapon Gadget PL6+)
A psychodisruptiveweapon is devastating to anyone with psionic talent. Used by those who huntmanifesters, any weapon with this ability feels anathema to creatures withpsionic talent. When used against an opponent with a power point reserve, thisweapon, upon a successful attack, temporarily disrupts the opponent’s abilityto use anything requiring a power point reserve. This includes denying the useof psionic feats or powers. This effect also disrupts creatures who utilizepsi-like abilities. The creature may attempt a Will saving throw (DC 16) toignore the effect. Once affected, the disruption lasts for one minute. Theaffected creature’s items are unaffected.
If usingpsionics-magic transparency, this effect prevents spellcasters from castingspells or expending prepared spells or spell slots on feats or abilities. Italso prevents creatures from utilizing any spell-like abilities.
Strongmetacreativity; ML 13th; Craft Psionic Arms and Armor, null psionics field;Price +2 bonus.






Power Rebounding(Psionic Armour Gadget PL6+)
A suit of armor withthis special ability is specifically designed to rebound damage-dealing psionicpowers back upon their sources. The armor can reflect powers manifested with acertain number of power points based upon the amount defined when the armor wascreated.
Strongpsychokinesis; ML 13th; Craft Psionic Arms and Armor, reddopsi; Price +1 bonus(1 power points); +2 bonus (5 power points); +3 bonus (9 power points); +4bonus (13 power points); or +5 bonus (17 power points).





PsychicBullets
These bullets are made of crystals that are able to hold psionic energy. Thesebullets can only be fired by weapons designed to channel psionic energy. Whenloaded, a psionic user can manifest a power with a limited range or a range oftouch, into the bullets through the gun, to strike a target farther away.However the psychic must also pump an additional 2 power points beyond what thepower requires to successfully activate the bullets.
PDC: 15 for 20 rounds
Restriction: Restricted (+2)

Psi Weapons(Psicraft Gadget)
Psi weapons are ballistic weapons designed to channel psychic energy intopsychic bullets. These weapons have special crystals built into the handle andreceivers which channel the psionic powers into the bullets. These weapons canstill fire normal bullets for their caliber, which makes them versatile andquite useful when the psychic is out of the expensive psychicbullets.
PDC: +2
Restriction: Restricted (+2)





PsionicFeats

Shape Psi-Blade (Metapsionic)
The battle mind is able to alter their psi-blade so that it deals differenttypes of damage.
Prerequisite: Psi-Blade ability, at least 2 power points inreserve
Benefit: By spending one power point while activating the psi-blade, the battlemind is able to change the damage type to either bludgeoning or slashing. Thebattle mind can alter the damage type again once a round as a move equivalentaction costing 1 power point, but must maintain at least 2 power points inreserve.

Latent Psychic (Psionic)
You have discovered that you have limited psionic abilities.
Prerequisite: Wild Talent (d20 Core pg 362.)
Benefit: Select up to two 0-level psionic powers and one 1-level psionic power,and have a power point reserve of 5, plus any bonus power points from highCharisma score.
Special: If you pick a psionic advanced class after selecting this feat, thesepower points are added to your power point reserve, and the psionic powers arenot counted against the powers discovered for that class.

Greater Reserves (Psionic)
You possess a greater reserve of power to power your psionic powers in aday.
Prerequisite: Must be able to manifest psionic powers and have powerpoints.
Benefit: Your power points per day increases by 10.

Psionic Blade (Psionic)
You can manifest a blade made of psychic energy, without being a battlemind.
Prerequisite: Wild Talent
Benefit: For 1 power point, you can manifest a blade of psychic energy fromyour fist that deals 1d4 points of piercing damage, and lasts for half yourlevel in rounds before dissipating or dismissed, as a move equivalent action.You can reactivate it again for another 1 power point.
 

kronos182

Adventurer
A.N.I.M.L. PantherPower Armour

The Panther is afeline styled micro-assist power armour released by A.N.I.M.L. as aninfiltration/commando unit, with enhanced speed, stealth systems and severalweapon systems. The helmet is designedto look like a cat's head, with the air filters fitted into the nose, as wellas a single use smoke dispenser that vents from the cheeks. The armour is covered in dark material thatabsorbs/reflects sensors including radar, thermal and motion detectors, withthe soles of the boots and joints designed to greatly reduce any noise duringmovement. A distortion field generator aids in both stealth and aiding inpreventing enemies from getting a solid lock on the user. It mounts many of thesensors of the Rabbit, but are not as powerful, and all run in lowemission/passive mode to reduce energy signatures.
The hands and feetare equipped with retractable climbing claws with retractable high frequencyblades on each arm. A light plasma blaster is fitted to one arm, while theother mounts a projectile weapon similar to a shotgun that can use a variety ofammunition from solid slugs, explosive to tranquilizers, in 16ga rounds.
The back mounts aconformal pack that houses the power and life support systems as well asstorage for up to 50 lbs in a standard sized backpack space. The hips and legseach have two (total of 6) pouches for holding up to a single small sizedobject, such as magazines, grenades or a back up pistol. These pouches are madeof the same material as the armour, concealing the items within. The rightshoulder mounts a grapple tag launcher with 50 ft of duracable and winch, andthe left shoulder has a concealed light that can change area from 1 foot out to100 ft or 50 foot cone.

A.N.I.M.L. PantherArmour (PL6/7 Armour Proficiency (Powered))
Type: Powered, Light Micro-Assist
Equipment Bonus: +4
Nonprof. Bonus: +1
Str Bonus: +3
Nonprof Str Bonus: +1
Max Dex: +3
Armour Penalty: -2
Speed (30 ft): 40 ft
Weight: 40 lbs
Purchase DC: 28
Restriction: Mil (+3)
Accessories: Heads Up Display (HUD), Nanobeacon, Hud Sensor-Link with MotionSensor (100 ft), Hud Ammunition Tracker, HUD Targeting System, EnvironmentallySealed with air filters & 3 hour supply, Oxygen Collector, DistortionField, Integrated blackout goggles, Wrist-Comp, Satellite datalink, GPS,Military radio, Audio/visual and sensor recorders, stealth design, grapple taglauncher w/50 ft duracable, climbing claws, 2 HF blades, plasma carbine, 16gashotgun w/20 rounds, selectable ammunition of up to 5 types. Battery providesenough power for 24 hours of continuous use of all systems, quick recharge withuniversal adaptor. All systems are activated by voice, manual input viawrist-comp or eye movement tracking as part of the HUD, or combination of allthree. Smoke dispenser 1 use.

Notes: +4 Fort savesagainst airborne toxins, poisons when oxygen supply empty, automaticallyswitches to oxygen tank when detects poisons or toxins, +4 Fort save vsradiation, motion sensor 100 ft, 20% miss chance with distortion field,darkvision 60 ft, +4 Climb, +1 attack rolls, +4 Hide and Move Silently.

Oxygen Collector
The life supportsystems of the Panther incorporates a new system that helps to replenish theoxygen tank. When the oxygen tank is empty, the system will start to collectand compress oxygen, but takes some time. The system recharges 5 minutes of airevery 30 minutes, but the user must not be engaged in combat, and either remainstill or moving no faster than 20 ft/round. Must be in an environment that hasoxygen, such as on Earth or Earth-like planets. Planets with lower oxygencontent take twice as long, while oxygen rich planets take half as long.

Quick Recharge
The Panther armourhas a universal adaptor that can connect to any electrical source or powergenerator that can recharge the armour in 4 hours.

Stealth Design
The dark coating andthe material the armour is made of is maximized for stealth, absorbing orreflecting most types of sensors, granting +4 to Hide and Move Silently checks.Anyone using Radar, Thermal or Motion sensors suffer -5 to Computer Use/Search andSpot checks using those types of sensors to detect the wearer.

Distortion Field
The Panther isequipped with a distortion field, granting the wearer a form of concealment,blurring the outline and shape of the wearer (20% miss chance). The system canoperate for 5 minutes with only a 30 minute recharge time due to extracapacitors and advances in the system.

Smoke Dispenser
The muzzle area ofthe helmet contains a single use smoke dispenser. When used, it fills a 30 footarea with smoke, which lingers for 5 minutes depending on wind conditions. Thisis similar to a smoke grenade, granting complete concealment (50% miss chance)and must guess location within the cloud.

16ga Shotgun
This weapon uses16ga rounds, which are similar to 12ga rounds due to advances of ballistics.Any 12ga round available is available in 16ga, including tranquilizers, solidslugs, explosive, buckshot, riot, taser, etc. The ammunition has a selectorthat can allow up to 5 different types that can be loaded.

Weapons
Plasma Carbine 3d8,20, x2, fire, 50 ft, unlimited
16ga Shotgun 2d8*,20, x2, ballistic*, 50 ft, 20 rds internal
HF Blades (2) 2d4,19-20, x2, slashing or piercing, melee



Black Cat Armour

While ANIML seems tospecialize in animal themed power armours, robots and mechs, they do have moremundane armours, such as the Fire Ant helmet, and now the Black Cat armour. Theblack cat is built for stealth, clad in sensor deflecting and light absorbingmaterials, thermal shielded and the joints and soles of hands and boots linedwith noise dampening material. While the Black Cat lacks powered systems suchas enhanced speed, strength or other defensive systems, it does include a radiojammer, encrypted radio, claws in the hands and feet that also aid in climbingand combat. A climbing cable with grapple in one arm and garrote wire in theother. Several pouches on the waist and upper legs for carrying small weaponsor equipment. Although production is limited, the Black Cat sells very well inblack ops forces, saboteurs and cat burglars.

Black Cat Armour(PL6)
Type: Light
Equipment Bonus: +2
Nonprof. Bonus: +1
Str Bonus: 0
Nonprof Str Bonus: 0
Max Dex: +5
Armour Penalty: -1
Speed (30 ft): 30 ft
Weight: 6 lbs
Purchase DC: 24
Restriction: Mil (+3)
Notes: HUD, grappler tag launcher with 100 ft duracable in left arm, 60 ftdarkvision, +5 Hide (+10 in dark environments), +4 Move Silently, +2 Climb,claws 1d4 slashing or piercing, thermal and radar suffer -5 to detect user,communications within 100 ft suffer from jammer (-5 Computer Use tosend/receive clear signal)

Accessories: HUD, grappler tag launcher with 100 ft duracable, integratedblackout goggles, thermal and radar deflective material, sound dampeningmaterial, retractable claws in gloves and boots, garrote wire, 4 pouches thatcan hold up to small items, 2 that can hold up to medium sized items allprotected by stealth material, radio jammer, encrypted military radio.




Lagomorph Ears(PL6-7)

A set of long earsbased on Lagomorph, or rabbit, are implanted in the recipient's head, oftenreplacing their original ears. These can be purely robotic in looks, but ANIMLoffers faux skin and fur coverings. The ears are possible, able to bend, turnand lay flat along the back or sides of the head. The ears contain powerfulaudio pickups, parabolic audio, a short range motion detector, built in GPS,built in radio and the ears can act as a type of heat dissipaters to help keepthe recipient cooler in warm environments.

Benefit: Acts asparabolic audio implant, lessening the range penalty for Listen checks to -1for every 30 feet of distance (instead of -1 for every 10 feet), 50 foot motiondetector as long as the recipient is not moving, built in GPS and radio, +3 toListen checks. In hot environments, the time between Fort saves to ward offexhaustion from heat increases by 50%, and gain +2 to those Fortsaves.
Type: External
Location: Head
Hardness/Hit Points: 1/3 hp
Base Purchase DC: 20

Restriction: None




Mole Hands (PL6-7)

These cybernetichands are designed for digging, although they can also deal significant damagein melee combat. The hands are larger than normal but still fully functional,but not quite suited for fine details. The fingers can extend thick broad clawsmeant for digging, able to penetrate dirt, rock and concrete. The reinforcedstructure of the hands makes them quite strong and good for demolition and cando significant damage with an unarmed strike.

Benefit: The handsallow the user to dig through the ground, such as hard packed soil, rock andeven concrete, granting a speed of 10 ft digging. The tunnel will collapseshortly behind the user, and the use will need their own air supply whiledigging. In combat, the recipient can use them as weapons dealing 1d6 damage,half slashing and half bludgeoning.
Type: External
Location: Hands
Hardness/Hit Points: 5/ 10 hp
Base Purchase DC: 19

Restriction: None
 

kronos182

Adventurer
HeavyWeapon Proficiency
You aresemi proficient in the use of most heavy weapons, such as heavy machineguns,cannons, grenade launchers, rocket launchers and even energy weapons such aslaser cannons. You have the basic training to use them without seriouslydamaging the weapon or any of your allies.
Prerequisites:Base Attack Bonus +2, Personal Firearms Proficiency.
Benefit:You can use any type of heavy weapon that normally requires Exotic Weapon Feat,such as grenade launchers, at only a -2 penalty instead of -4 without theExotic Weapon feat.
Normal:Characters without this feat or Exotic Weapon feat take a -4 penalty on attackrolls made with heavy weapons.



ShieldSpecialization
You areespecially good at using a shield for defense.
Prerequisites:Shield Proficiency, base attack bonus +4 or higher.
Benefit:The character knows just how to angle a shield against incoming attacks to moreeasily deflect the force of the blow or to encourage a ranged weapon to slideoff the shield rather than strike it directly. Adds +1 to the shield's bonusfor melee attacks and +2 ranged attacks. The character must be aware of theincoming attack and not be flat footed.

Stomp
Using yourgreat size and mass, you can cause the ground to shudder.
Prerequisites:Size Large, Strength 19+
Benefits:The character can stomp their foot or slame fist on the ground (as a standardaction), causing it to shake. All creatures smaller than the character within10 feet must make a Balance check (DC 10 + stomping character's strengthmodifier) or fall prone.


Improved Darkvision(General)
You have highly sensitive eyes that not only allow you to pick out details butalso give you better clarity when using your darkvision. Not only can you seein the dark but you can use your darkvision to peer into shadows. Even whenyou're standing in a sunny glade, your darkvision combines with your normalsight to allow you to pick out details others miss.
Prerequisite: Alertness, Darkvision, Wis 13+
Benefit: Your darkvision is extremely refined and powerful, increasing itsrange by 50%. When using your Spot skill to oppose someone else's Hide check,you gain a +4 competence bonus.
Normal: Normally you can not use darkvision to peer into shadows or pick upnon-visual environmental factors.
Special: This feat never allows you to automatically notice anyone who tries tohide from your view. While darkvision lets you see in the dark, the Hide skillrelies on more than simply lurking in shadows to evade detection.


Last Ditch [General]
You can pull off onelast shot as your enemies rush in to fight you.
Prerequisites: PointBlank Shot, Rapid Shot, Combat Reflexes, Quick Draw
Benefit: You cantake a single attack with your in-hand ranged or thrown weapon against acharging opponent when he comes within ten feet of you. If you take thisattack, it counts against you normal number of attacks of opportunity thatround, and you lose your Dexterity bonus to Defense for the rest of theround.


Threaten Zone[General]
Your speed and accuracy with a ranged weapon is great enough to threaten anarea around you.

Prerequisites: BaseAttack Bonus +9 or higher, Last Ditch
Benefit: Whenwielding a ranged weapon, you threaten an area up to 20 feet away as if you hadreach, being able to flank and deal attacks of opportunity to opponents withinthat area with a ranged weapon.

Acrobatic Strike (General)
You may use your acrobatic skill to put your enemy off his guard and strike athis vulnerable points. You flip through the air and land behind him, bounce offa wall and attack him from the side, or otherwise launch an attack from anunexpected direction.
Prerequisite: Dex 13+, 2 ranks Tumble skill.
Benefit: As a full-round action, you may make a Tumble check (DC 25). If yousucceed, you may make a single melee attack at your highest bonus against anopponent who loses his Dexterity bonus to Defense. If you fail your Tumblecheck, you stumble to the ground, fall prone, and may not attack.
Normal: You may use the Tumble skill to move through threatened areas, movethrough areas occupied by your opponents, or to gain a better Defense bonus withthe full defense or fight defensively actions.
Special: You remain in the same spot when using this skill, whether you succeedat your skill check or fall prone. Using this feat is a full-round action, youmay not normally combine this feat with anything more than a five-footstep.

ActiveDefense
When the bullets fill the air, you know how to effectively protectyourself.
Prerequisites: Dexterity 13, Dodge.
Benefit: You can spend an action point to add the result of the action die toyour Defense. This increase lasts for a number of rounds equal to one-half yourcharacter level (rounded up).

Advanced Critical
Choose a specific melee or ranged weapon, such as a Colt Python. You aredevastation when wielding this weapon. You must select a weapon which has athreat range.
Prerequisites: Proficient with weapon, Weapon Focus (selected weapon), ImprovedCritical (with selected weapon), Weapon Specialization (with selected weapon),Base Attack Bonus +10.
Benefit: The critical multiplier for the weapon is increased by one. Forexample, a revolver does x3 damage on a critical hit instead ofx2.
Special: You can gain this feat multiple times. Each time you take the feat youmust select a different weapon.

Advanced Power Attack
You make unbelievably powerful melee attacks.
Prerequisites: Strength 17, Power Attack, Improved Power Attack, Base AttackBonus +10.
Benefit: When using the Power Attack feat, your damage is multiplied by 2. Forexample, if you take -4 to attack, you gain +8 todamage.

Headshot
Rivaling the best professional snipers, you consider yourself a failure if youhit a body part other than the head.
Prerequisites: Far Shot, Sniper, Improved Sniper, One Shot One Kill, BaseAttack Bonus +10.
Benefit: You can expend an action point in order to turn a successful singleshot attack (not burst fire or autofire) with a longarm into a headshot. Theaction point can be expended after an attack roll, but before the damage rollis made. A headshot is automatically a critical hit and the target doesn'treceive any protection from his armour unless he's wearing a helmet. You areunable to use this ability in cases where it would be impossible to hit thetarget's head and the feat is useless against anything other than livingcreatures.

Improved Critical
Choose a specific melee or range weapon, such as a Colt Python. You arefrighteningly effective when wielding this weapon. You must select a weaponwhich has a threat range.
Prerequisites: Proficient with selected weapon, Weapon Focus (with selectedweapon), Weapon Specialization (with selected weapon), Base Attack Bonus+8.
Benefit: Your threat range with the weapon increases by one. For example, arevolver threatens a critical hit on a 20 now threatens it on a19-20.
Special: You can gain this feat multiple times. Each time you take the feat youmust select a different weapon.

Improved Power Attack
You make extremely powerful melee attacks.
Prerequisites: Strength 15, Power Attack, Base Attack Bonus +5.
Benefit: When using the Power Attack feat, your damage bonus is multiplied by1.5. For example if you take a -4 to attack, you gain a +6 todamage.

Improved Sniper
You are extremely accurate when firing single shots fromlongarms.
Prerequisites: Far Shot, Sniper, Base Attack Bonus +6.
Benefit: The reduction in range penalties provided by the Sniper feat increasesto 4 points.

Long Burst
You can fire bursts of longer duration that do more damage.
Prerequisites: Wisdom 13, Personal Firearms Proficiency, Advanced FirearmsProficiency, Burst Fire, Base Attack Bonus +4.
Benefit: When using an automatic firearm, you may fire a long burst as a singleattack against a single target. Your attack deals +3 dice of damage, butreceive a -6 penalty on the attack roll. For example, a firearm that deals 2d6points of damage deals 5d6 instead.
Firing a long burst expends ten bullets and can only be done if the weapon hasten bullets in it.
Special: If the firearm has a 3-round burst setting, firing a long burstexpends six bullets instead of ten and can be used if the weapon only has sixbullets in it.

One Shot, One Kill
When using a high-powered, accurate longarm, you usually don't need more thanone shot to bring your target down.
Prerequisites: Far Shot, Sniper, Improved Sniper, Base Attack Bonus+8.
Benefit: Once per round, you can improve the threat range of an attack you makewith a longarm by one (eg 19-20 becomes 18-20). The use of this ability must bedeclared before the attack roll is made and cannot augment a burst fire or anautofire attack.

Sniper
You are very accurate when firing single shots fromlongarms.
Prerequisites: Far Shot.
Benefit: When using a longarm, you can reduce the range penalties by 2 points.This ability may be used once per round and its use must be declared before theattack roll is made. It cannot be used along with a burst fire or an autofireattack.


Underwater Combat
You`ve learned howto fight more effectively underwater, making you a dangerous combatant both inand out of water.
Benefit: Penalties for fighting under water (see table 3-22 page 92 of DMG v3.5or SRD of chapter 3: Adventures in the Environment/Terrain section) are halved.Character can move at half speed as a move action and full speed as a fullround action. Ranged combat suffers only -1 to attack rolls for every 10 feetof water passed through, and can throw a weapon such as a spear.
Normal: Normal combat underwater suffers -2 to attacks for slashing andbludgeoning melee weapons and suffer half damage, while movement is onlyone-quarter as move action and half speed as a full round action. Thrownweapons are ineffective, and ranged weapons take a -2 penalty to attack rollsfor every 5 feet of water it passes through.
 

kronos182

Adventurer
Bluff(Cha)
New Use: Pass the Buck
With a successful Bluff check opposed by a superior's Sense Motive check, youcan convince someone who has authority over you that some disaster or problemwas not your fault by someone else's. Your victim must then beat your Bluffcheck with a Diplomacy or Bluff check of his own. Should he fail, he receivesblame for your shortcomings. The victim of this skill can attempt to pass thebuck again, but he receives a -2 circumstance penalty to his Bluff check.

Disguise (Cha)
New Use: Warpaint
You can make yourself look terrifying to the enemy, such as by hanging bodyparts of your armour, painting fearsome patterns on your face with makeup, oradding spikes and the skulls of fallen foes to your armour. Make a Disguisecheck (DC 15). If you succeed, you gain a +2 synergy bonus to all Intimidatechecks for the next 24 hours. Test again after 24 hours to maintain yourappearance.



STRONG HERO

Brute Talent Tree

Heroes with thesetalents are remarkably forceful and powerful when grappling.
Rough: The Strong hero receives a +1 bonus toall Grapple and Trip checks.
Rowdy: The Strong hero receives an additional+1 bonus to all Grapple and Trip checks (+2 total).
Prerequisite: Rough.
Brutal: The Strong hero receives an additional+1 bonus to all Grapple and Trip checks (+3 total).
Prerequisites:Rough, Rowdy.

Heavy Load Talent Tree

Heroes with thistalent tree are capable of carrying excessively heavy loads on their backs.
Heavy Load: The character’s carrying capacityis calculated as if his Strength score were one point higher than it actuallyis.
Greater Heavy Load: The character’s carryingcapacity is calculated as if his Strength score were two points higher than itactually is.
Prerequisite: HeavyLoad.
Improved Heavy Load: The character’s carryingcapacity is calculated as if his Strength score were three points higher thanit actually is.
Prerequisite: HeavyLoad, Greater Heavy Load.
Maximum Heavy Load: The character’s carryingcapacity is calculated as if his Strength score were four points higher than itactually is.
Prerequisite: HeavyLoad, Greater Heavy Load, Improved Heavy Load

Hurling Talent Tree
Heroes with talentsfrom this tree are skilled at utilizing their immense upper body strength tothrow objects much farther than other characters can.
Hurl: The maximum range at which the charactercan throw objects is increased to seven range increments.
Great Hurl: The maximum range at which thecharacter can throw objects is increased to ten range increments.
Prerequisite: Hurl.
Mighty Hurl: The maximum range at which thecharacter can throw objects is increased to twelve range increments.
Prerequisites: Hurl,Great Hurl.

Like A Rock Talent Tree

Strong heroes withthese talents have toned their bodies into rock hard specimens of physicalfitness. This strengthening grants the character a natural armor bonus to hisDefense.
Strengthened Body: The hero gains a +1 naturalarmor bonus to his Defense.
Hardened Body: The hero gains an additional +1natural armor bonus to his Defense (+2 total).
Prerequisite:Strengthened Body.
Solid as a Rock: The hero gains an additional+1 natural armor bonus to his Defense (+3 total).
Prerequisites:Strengthened Body, Hardened Body.

Mighty Talent Tree

Strong heroes withthis talent tree are capable of drawing upon their immense strength to resistadverse situations and conditions.
Might: Once per day, the Strong hero with thistalent can add his Strength modifier as a morale bonus to any one saving throw.
Mighty Fortitude: With this talent, the Stronghero adds his Strength modifier as a morale bonus to all of his Fortitudesaving throws. This effect is not cumulative with the bonus
gained from theMight talent unless the hero also has the Incredible Might talent.
Prerequisite: Might.
Mighty Reflexes: Strong heroes with this talentadd their Strength modifier as a morale bonus to all Reflex saving throws. Thiseffect is not cumulative with the bonus gained
from the Mighttalent unless the hero also has the Incredible Might talent.
Prerequisite: Might.
Mighty Will: With this talent, the Strong heroadds his Strength modifier as a morale bonus to all of his Will saving throws.This effect is not cumulative with the bonus gained
from the Mighttalent unless the hero also has the Incredible Might talent.
Prerequisite: Might.
Incredible Might: With this talent, the Stronghero can add the benefits from his Might talent to the bonus gained from any ofhis other talents in this tree, effectively adding
double his Strengthmodifier to his saving throw. He may do this only one time per day.
Prerequisites:Might, Mighty Fortitude, Mighty Reflexes, Mighty Will.

FAST HERO

Elusive Talent Tree

Fast heroes withthis talent tree are known for their uncanny ability to avoid attacks and towriggle free of bonds or grapples.
Slippery: A Fast hero with this talent gains a+3 bonus to all Escape Artist checks, including those made to escape a grapple.
Fancy Footwork: The Fast hero gains a +1 Dodgebonus to his Defense against all attacks directed at him, provided he is notflat footed or otherwise denied his Dexterity bonus
to Defense.
Creeping Reflexes: The Fast hero has remarkablykeen reactions, enabling him to excel at certain skills. The hero with thistalent adds his base Reflex saving throw bonus to
all Hide and MoveSilently checks.
Prerequisite:Slippery.
Improved Fancy Footwork: The Fast hero gains a+2 dodge bonus against all attacks directed at him, provided he is not flatfooted or otherwise denied his Dexterity bonus to
Defense.
Prerequisite: FancyFootwork.
Celeritous Skulking: The fast hero with thistalent can move at normal speed without suffering the –5 penalty to his Hidecheck.
Prerequisites:Slippery, Creeping Reflexes.

Finesse Talent Tree
Fast heroes withthese talents are skilled at using small, light weapons with deadly speed andprecision. Although rapiers and chains are not light weapons, they can also beused with these talents.
Weapon Finesse: Fast heroes with this talentcan use their Dexterity bonus instead of Strength bonus for all attack rollsmade with one specific light melee weapon. The type of
weapon must beselected at the time this talent is taken and cannot be changed.
Masterful Finesse: Fast heroes with this talentcan use their Dexterity bonus instead of Strength bonus for all attack rollsmade with any light melee weapon with which they are
proficient. The typeof weapon must be selected at the time this talent is taken and cannot bechanged.
Prerequisite: Weapon Finesse.

Rapid Precision: The swift melee blows of theFast hero strike with such speed and accuracy that the damage is increased bythe hero’s Dexterity modifier in addition to his Strength modifier.
Prerequisites:Weapon Finesse, Masterful Finesse.

Need For Speed Talent Tree
Fast heroes withthis talent tree possess exceptional driving skill and can perform high-speedstunts that other characters can only dream about.
Driven to Drive: Fast heroes with this talentare so comfortable behind the wheel that driving is second nature to them. As aresult, their innate reflexes enhance their driving
skills allowing theFast hero to add his base Reflex saving throw bonus to all of his Drive checks.
Prerequisites:Surface Vehicle Operation, Drive 4 ranks.
Speed Racer: When driving at All-Out speed, theFast hero with this talent gains a +2 bonus to all Drive checks.
Prerequisites:Surface Vehicle Operation, Drive 4 ranks, Driven to Drive.
Offensive Driving: All attacks made from avehicle driven by a character with this talent gain a +2 bonus to their attackrolls.
Prerequisites:Surface Vehicle Operation, Drive 4 ranks, Driven to Drive.
Speed Demon: With this talent, the Fast herobecomes skilled at pushing a surface vehicle he is driving to extreme limits ofspeed. This ability increases the vehicle’s top speed
5 spaces on thevehicle scale.
Prerequisites:Surface Vehicle Operation, Drive 4 ranks, Driven to Drive.

Quicker Than the Eye Talent Tree
Fast heroes withthis talent tree can spend an Action Point to begin moving so rapidly that theyare actually quicker than the eye, appearing as blurring streaks of color. Thiseffect causes them to gain a concealment based miss chance against all attacksdirected at them.
Quick: By spending one Action Point, the Fasthero begins moving so rapidly that all attacks against him suffer a miss chanceof 20%. This miss chance persists for 3 rounds plus 1 round per Fast herolevel.
Quicker: When the hero spends an Action Pointto gain a miss chance, that chance is increased by 10% (total 30%).
Prerequisite: Quick.
Quickest: When the hero spends an Action Pointto gain a miss chance, that chance is increased by 10% (total 40%).
Prerequisites:Quick, Quicker.
Quickest of Them All: When the hero spends anAction Point to gain a miss chance, that chance is increased by 10% (total50%).
Prerequisites:Quick, Quicker, Quickest.


TOUGH HERO


FX Resistance Talent Tree

The Tough hero isespecially resistant to the effects of mysticism, magic, and FX powers.
FX Resistance: Heroes with this talent gainspell resistance equal to their Tough hero class level +8.
Improved FX Resistance: Heroes with this talentgain spell resistance equal to their Tough hero class level +10.
Prerequisite: FXresistance.
Greater FX Resistance: Heroes with this talentgain spell resistance equal to their Tough hero class level +12.
Prerequisites: FXResistance, Improved FX Resistance.
Maximum FX Resistance: Heroes with this talentgain spell resistance equal to their Tough hero class level +14.
Prerequisites: FXResistance, Improved FX Resistance, Greater FX Resistance.

Toxin Resistance Talent Tree

Tough heroes withthis talent tree are remarkably capable of enduring harmful chemicals andinfectious diseases.
Apocrustic Resistance: Tough heroes with thistalent tree gain a +4 bonus to all saving throws made against strong odors suchas those produced by a troglodyte or a sewer.
Toxin Resistance: Tough heroes with this talenttree gain a +4 bonus to all saving throws made against poison.
Prerequisite:Apocrustic Resistance.
Disease Resistance: Tough heroes with thistalent tree gain a +4 bonus to all saving throws made against disease.
Prerequisite:Apocrustic Resistance.


SMART HERO

Fast Learner Talent Tree
Smart heroes notonly think faster than others, they absorb information much faster too.
Fast Learner: When the character takes thisfeat and every time he gains a level as a Smart hero thereafter, he gains 2additional skill points to divide up among his various skills
as he sees fit.
Improved Learning: Characters with this talentare always one step ahead of their peers when it comes to education. Themaximum ranks they can have in any Smart hero class skill is 4 + totalcharacter level rather than 3 + total character level, as is normal forcharacters without this talent.
Prerequisite: FastLearner.
Broad Knowledge: Heroes with this talent arefamiliar with a wide range of topics, making them capable of greaterproficiency in unfamiliar areas. This talent allows their
maximum ranks in allcross class skills to increase to a number that is equal to 75% of their classlevel +3, rounded down.
Prerequisite: FastLearner.
Cross Training: The Smart hero may pick anythree cross class skills, such as Hide, or Sense Motive. These skillsthereafter become class skills for the Smart hero.
This talent can betaken multiple times. Each time it applies to three new skills.
Prerequisites: FastLearner, Broad Knowledge.

Quick Thinking Talent Tree

Smart heroes withthis talent tree are capable of such rapid extrapolations of logic that theygain bonuses on various checks and rolls, thanks to their sharp minds.
Keen Reflex: Smart heroes with this talent addtheir Intelligence modifier in addition to any other modifiers that normallyapply to all Reflex saving throws.
Keenly Skilled: Select one of the skills listedin the following paragraph. The Smart hero adds a bonus equal to hisIntelligence modifier in addition to his normal modifiers
when making a checkwith that skill. A smart Hero can take this talent multiple times; each time itapplies to a different skill.
Bluff, Climb,Diplomacy, Disguise, Drive, Handle Animal, Jump, Perform (any single skill),Pilot, Profession (any single skill), Ride, Sense Motive, Survival, andSwim.
Perspicacious Response: Smart heroes with this talent add their Intelligencebonus to their Initiative checks in addition to their Dexterity modifier andany other modifiers that

normally apply toInitiative checks.
Greater Perspicacious Response: Smartheroes with this talent add their base Will saving bonus to their Initiativechecks in addition to their Intelligence modifier, Dexterity

modifier and anyother modifiers that normally apply to Initiative checks.
Prerequisites:perspicacious Response, Keen Reflex.

Tactical Talent Tree

Smart heroes aremasters at outwitting their foes. These talents represent the hero’s ability tothink faster and utilize better tactics than other characters.
Outsmart: This talent may be used against asingle selected opponent that the Smart hero has witnessed acting in combat forat least 1 round. By spending an Action Point and making an Intelligence check(DC 15) with a bonus equal to his Smart level, the hero is able to analyze,extrapolate and anticipate his opponent’s actions. This insight allows theSmart hero to make a Reflex save with a bonus equal to his Smart level (DCequal to the attack roll) to avoid every successful attack from the particularselected foe. This effect lasts for 3 rounds plus 1 round per level of Smarthero the character has.
Tactician: One time per class level each day,the Smart hero with this talent can add his Intelligence modifier to a singleattack roll in addition to his Strength or Dexterity
modifier (asappropriate).
Greater Outsmarting: This talent functions justas the Outsmart talent (see above). It also allows the Smart hero to add hisbase Will saving throw bonus to all attacks he makes
against the selectedfoe. This effect lasts for 3 rounds plus 1 round per level of Smart hero thecharacter has.
Prerequisite:Outsmart.
Keen Attacks: Smart heroes with this talent canspend an Action Point to increase the critical threat range of their attacks by2. Regardless of what weapon the hero uses (as
long he isproficient with it), the threat range for striking a critical hit is increasedby 2 points. For example, most weapons threaten a critical hit on the roll of anatural 20. With this talent, that threat range is increased to 18, 19, and 20.
Once the hero spendsthe Action Point to increase a particular weapon’s critical threat range, hecannot switch the Keen Attacks effect to another weapon without spending
another ActionPoint.
This effect persistsfor 3 rounds plus 1 round per class level of the Smart hero.
Prerequisite:Outsmart.
Greater Keen Attacks: Smart heroes withthis talent can spend an Action Point to increase the critical threat range oftheir attacks an additional 2 points (total 4). Regardless of

what weapon the herouses (as long he is proficient with it), the threat range for striking acritical hit is increased by 2 more points. For example, most weapons threatena critical hit on the roll of a natural 20. With this talent (and theprerequisite Keen Attacks), that threat range is increased to 16, 17, 18, 19,and 20.
Once the hero spendsthe Action Point to increase a particular weapon’s critical threat range, hecannot switch the Keen Attacks effect to another weapon without spending
another ActionPoint.
Prerequisites:Outsmart, Keen Attacks.


DEDICATED HERO

Oracle Talent Tree
Dedicated heroeswith this talent are endowed with an ability to sense the approach of futureevents and react appropriately.
Hunch: The Dedicated hero has an innate abilityto sense trouble in the air. The Dedicated hero can make a Will saving throw(DC 15). On a successful save, the hero gets a hunch
that everything isall right, or the hero gets a bad feeling about a specific situation, based onthe GM’s best guess relating to the circumstances. This talent is usable anumber
of times per dayequal to the character’s Dedicated level.
Prerequisite:Empathy (SRD).
Foretell: When the Dedicated hero is in asituation where she must select between two or more options or courses ofaction, she can spend 1 Action Point to attempt a Will saving throw (DC 10 +the EL of the encounter). If the save succeeds, the Dedicated hero candetermine which option or course of action is potentially the least dangerous.In this case, “dangerous” is defined as being likely to cause personal injuryto the Dedicated hero. It does not mean the option having the greatest chanceof success. If two or more of the options are equally safe, the GM shouldinform the hero that the possible outcomes are equally dangerous (or equallysafe).
Prerequisites:Empathy (SRD), Hunch.
Prophetic Vision: With this talent, theDedicated hero can spend an Action Point to gain insight into the immediatefuture. Although this glimpse is not enough for complete
understanding offuture events, it does grant the Dedicated hero significant bonuses. Theseprophetic visions allow the Dedicated hero to add his Wisdom modifier to hisDefense (as a dodge bonus), Reflex saves, Initiative checks, and attack rollsfor 1 round per level of his Dedicated hero class.
Prerequisites:Empathy (SRD), Hunch, Foretell.

Selfless Talent Tree
Dedicated heroeswith this talent tree are devoted to helping others, even to the point ofsacrificing their own resources and health.
Moral Support: Dedicated heroes with thistalent can invest their own mental resolve in another intelligent creature byoffering words of encouragement and support. By bearing some of the burdens ofanother character, the Dedicated hero helps them through their difficult timesof sickness, pain or temptation. Using this talent causes the Dedicated hero tosuffer a –2 penalty to all Will saves, but imparts a +4 bonus to all Will savesmade by the character that is being comforted by the Dedicated hero. TheDedicated hero can maintain this assistance for 1 minute per Dedicated herolevel and may use this talent a number of times per day equal to his Wisdommodifier. Assisting another creature in this manner is considered a standardaction.
Financial Support: By pulling some strings andengaging in some creative accounting, the dedicated hero is able to scrimp somemoney together and make a loan to a friend in
need. This amountsto a –2 to the Dedicated hero’s Wealth score, but a +4 bonus to the recipient’sWealth score.
Prerequisite: Moralsupport.
Life Support: When the Dedicated hero undergoessurgery to donate blood, plasma, skin grafts, bone marrow, and evennonessential organs such as a single kidney to another
character in need,the recipient of the hero’s good will gains an amount of Hit Points equal totwice the damage suffered by the Dedicated hero (if the surgeon has theTransplant Surgery feat). If the surgeon does not have the Transplant Surgeryfeat, the recipient gains 1 HP for every 1 HP of damage the Dedicated herosuffers.
Prerequisites: MoralSupport, Financial Support.

Virtuous Talent Tree
The dedicated herois impeccably true to his ideals and gains certain benefits from histruehearted idealism.
Virtue: The Dedicated hero gains a +1 bonus toseveral skill checks. These skills include Diplomacy, Handle Animal,Intimidate, Knowledge (arcane lore and theology/philosophy),
Perform, and TreatInjury.
The Dedicated herocan select this talent multiple times. Each time it increases the bonus tothose skills by 1 point.
Aura of Virtue: By spending an Action Point,the Dedicated hero can imbue himself and his allies with the powerful force ofhis faith and dedication. Using this ability is a standard action. When theDedicated hero activates this ability, all allies within 30 feet (includinghimself, up to a maximum number of creatures equal to his Dedicated hero classlevel) gain a +1 morale bonus to all attack rolls and saving throws againstfear effects. This bonus lasts for 1 minute per Dedicated hero level.
Prerequisite:Virtue.
Greater Aura of Virtue: By spending an ActionPoint, the Dedicated hero can imbue himself and his allies with the powerfulforce of his faith and dedication. Using this ability
is a standardaction. When the Dedicated hero activates this ability, all allies within 30feet (including himself, up to a maximum number of creatures equal to hisDedicated hero
class level) gain a+1 morale bonus to all attack rolls and saving throws against fear effects (perthe Aura of Virtue talent). The Dedicated hero’s allies also gain a number of
temporary Hit Pointsequal to 1d8 + the Dedicated hero’s class level. This bonus lasts for 1 minuteper Dedicated hero level.
Prerequisites:Virtue, Aura of Virtue.
Aura of Righteousness: Dedicated heroes withthis talent can spend an Action Point to begin radiating an aura that unnervesthose that oppose them. This aura persists for one
minute per classlevel of the Dedicated hero. Any creature within 30 feet of the Dedicated heroand with an Allegiance opposed to one of the Dedicated hero’s Allegiances (suchas Evil opposes Good) must make a Will save (DC 10 + the Dedicated hero’s Charismamodifier + the Dedicated heroes class level) or become shaken. These creaturesremain shaken until the effect ends or they escape the area.
A shaken creature suffers a –2 on attack rolls, saving throws, and skillchecks.

Prerequisites:Virtue, Aura of Virtue.
Clean Living: Dedicated heroes with this talentadd their Wisdom modifier to their Fortitude saving throws in addition to anyother modifiers that normally apply to the hero’s
Fortitude save.
Prerequisites:Virtue.


CHARISMATIC HERO

Efficacious Talent Tree
Charismatic heroeswith these talents are skilled at manipulating the behavior of others, even tothe point of being able to issue direct commands.
Disarm: The Charismatic hero gets a bonus onall Charisma-based skill checks made to influence members of his chosen gender.(Some characters are charming to members
of the oppositegender, others to members of the same gender.)
The bonus is equalto the character’s Charismatic level.
A Charismatic herocan only disarm Gamemaster characters with attitudes of unfriendly or hostile.The disarm bonus can not be used against characters who are indifferent orbetter.
Charm: The Charismatic hero gets a bonus on allCharisma-based skill checks made to influence members of his chosen gender.(Some characters are charming to members
of the oppositegender, others to members of the same gender.)
The bonus is equalto the character’s Charismatic level.
A Charismatic herocan only charm Gamemaster characters with attitudes of indifferent or better.The charm bonus can not be used against characters who are unfriendly orhostile.
Favor: The Charismatic hero has the ability toacquire minor aid from anyone he or she meets. By making a favor check, aCharismatic hero can gain important information
without goingthrough the time and trouble of doing a lot of research. Favors can also beused to acquire the loan of equipment or documents, or to receive other minorassistance in the course of an adventure.
A Charismatic herospends 1 Action Point to activate this talent. To make a favor check, roll ad20 and add the character’s favor bonus, equal to the character’s Charismatic
level. The GM setsthe DC based on the scope of the favor being requested. The DC ranges from 10for a simple favor to as high as 30 for formidable and highly dangerous,expensive, or illegal favors. A Charismatic hero can not take 10 or 20 on thischeck, nor can the hero retry the check for the same (or virtually the same)favor. Favors should help advance the plot of an adventure. A favor that wouldenable a character to avoid an adventure altogether should always beunavailable, regardless of the result of a favor check.
The GM shouldcarefully monitor a Charismatic hero’s use of favors to ensure that thisability is not abused. The success or failure of a mission should not hinge onthe use of a favor, and getting a favor should not replace good roleplaying orthe use of other skills. The GM may disallow any favor deemed to be disruptiveto the game.
Prerequisite: Charmor Disarm
Domination: The incredible force of theCharismatic hero’s presence can force others into a state of mentalsubservience, blunting their ability to resist the hero’s commands.
The target must havean Intelligence score of 3 or higher, must be within 30 feet of the hero, andmust be able to see, hear, and understand the hero to be susceptible to adomination attempt.
To dominate atarget, the hero must spend an Action Point and use an attack action. Thetarget can try to resist the domination attempt by making a Will saving throw(DC 10 +
Charismatic hero’sclass level + Charismatic hero’s Cha bonus). If the saving throw fails, thesubject obeys the hero for a number of minutes equal to his Charismatic heroclass
level. Thisobedience is not total, however. An affected creature never obeys suicidal orobviously harmful orders, but it might be convinced that something verydangerous is worth doing. Any act by the hero or his apparent allies thatthreatens the dominated person breaks the effect.
Prerequisites: Charmor Disarm, Favor

Facetious Talent Tree
Heroes with thistalent tree are proficient with humorous entertainment. They have quick witsand sharp tongues and can bring an audience to rollicking, helpless laughter.
Clowning: The charismatic hero can engage incomical antics and silly gesticulations either as an attempt to mock anotherperson or even to mock himself.
The targets musthave an Intelligence score of 3 or higher, must be within 30 feet of the hero,and must be able to see the hero to be susceptible to a clowning attempt.
To engage in a boutof clowning, the hero must use a full attack action and make a perform check(DC 15). The target can try to resist the influence of the clowning attempt by
making a Will savingthrow (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus).If the saving throw fails, the targets (a number of creatures less than or
equal to the hero’sCharismatic class level) become filled with mirth and find it difficult to takethe hero seriously. This causes them to underestimate the hero and fail toreact appropriately against his attacks. They suffer a penalty to AC that is equalto the Charismatic hero’s Charisma modifier and they take an equal amount ofextra damage from all of his attacks.
This conditionpersists for a number of rounds equal to the hero’s Charismatic class level.Whether the target’s saving throw fails or succeeds, they cannot be affectedagain by the same hero’s clowning for 24 hours.
Prerequisite:perform 4 ranks.
Razor Tongue: Heroes with this talent areskilled at hurling scathing, bitter insults and humiliating jeers. This barrageof vituperation causes that target creature to become unsure of himself, overlyself-conscious, and more prone to making mistakes.
To use this talent,the hero must use an attack action and make a Charisma check (DC 15). Thetarget must have an Intelligence score of 3 or higher, must be within 30 feetof the
hero, and must beable to hear and understand the hero to be susceptible to this ability.
The target can tryto resist the attempt by making a Will saving throw (DC 10 + Charismatic hero’sclass level + Charismatic hero’s Cha bonus). If the save fails, the target
suffers –2 moralepenalties to all attacks, weapon damage rolls, saves and skill checks for anumber of rounds equal to the Charismatic hero’s class level.
Prerequisites:Intimidate 4 ranks.
Hysterics: The hero can utter such surprisingand hilarious quips that those who hear him collapse into fits of laughter. Thehero can affect a number of targets equal to his
Charismatic herolevel. The targets must have an Intelligence score of 3 or higher, must bewithin 30 feet of the hero, and must be able to hear and understand the hero tobe susceptible to this ability. A creature whose type (such as humanoid ordragon) is different from the hero’s receives a +4 bonus on its saving throw,because the humor doesn’t “translate” well.
To use this talent,the hero must spend an Action Point, make a Perform check (DC 15), and use anattack action. The targets can try to resist the attempt by making a Will
saving throw (DC 10+ Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the savingthrow fails, the subjects are overcome with fits of laughter. They fall prone
and can take noactions for a number of rounds equal to the hero’s Charisma modifier. Adefender who is prone gains a +4 bonus to Armor Class against ranged attacks,but takes a –4 penalty to AC against melee attacks. Standing up is amove-equivalent action that provokes an attack of opportunity.Whether thetarget’s saving throw fails or succeeds, they cannot be affected again by thesame hero’s hysterical comments for 24 hours.
Prerequisites:perform 4 ranks, Clowning, Razor Tongue.

Intimidating Talent Tree
The Charismatic herocan develop a powerful force of character, becoming highly skilled atintimidating others.
IntimidatingPresence: With this talent the Charismatic hero applies his Charismatic levelas a bonus on any Intimidate, Gamble, or Gather Information checks whenattempting to bully or cow others into a state of unease and submission.
Shake: Charismatic heroes can spend an ActionPoint to attempt to shake their opponents. A single use of this ability canaffect a number of creatures equal to the Charismatic
hero’s class level.Those targeted by the Charismatic hero must make a Will save (DC 10 +Charismatic hero’s class level + Charismatic hero’s Cha bonus) or becomeshaken. A
shaken creaturesuffers a –2 morale penalty on all attack rolls, saving throws, skill checks,and ability checks.
Prerequisite:Intimidating Presence.
Terrify: Charismatic heroes can spend an ActionPoint to attempt to terrify their opponents. A single use of this ability canaffect a number of creatures equal to the Charismatic
hero’s class level.Those targeted by the Charismatic hero must make a Will save (DC 10 +Charismatic hero’s class level + Charismatic hero’s Cha bonus) or becometerrified. A
terrified creaturesuffers a –3 morale penalty on all attack rolls, saving throws, skill checks,and ability checks.
Prerequisites:Intimidating Presence, Shake.
Game Face: Charismatic heroes can take on anappearance and manner of extreme gravity. Opponents who see this fearsome glaremust make a Will save or suffer an additional
2 points of subdualdamage every time the Charismatic hero inflicts Hit Point damage upon them.
The Charismatic heromust spend a move action to “get his game face on.” After that time the effectcontinues for 3 rounds plus 1 round per level of Charismatic hero. The hero mayuse this talent a number of times per day equal to his level in Charismatichero, but never more than one time per encounter.
Prerequisites:Intimidating Presence, Shake.

Pulchritudinous Talent Tree

Heroes with thesetalents are blessed with incredible physical beauty and glowing personalmagnetism.
Good Impression: The Charismatic hero’sremarkable beauty influences the judgments that other characters make abouthim. Charismatic heroes with this talent gain a +3
circumstance bonusto all Diplomacy, Bluff, and Perform checks.
Charm: The Charismatic hero gets a bonus on allCharisma-based skill checks made to influence members of his chosen gender.(Some characters are charming to members
of the oppositegender, others to members of the same gender.) The bonus is equal to thecharacter’s Charismatic level. A Charismatic hero can only charm Gamemastercharacters with attitudes of indifferent or better. The charm bonus can not beused against characters who are unfriendly or hostile.
Stunning Beauty: The hero possesses suchamazing physical beauty that opponents can be stunned with a mere smile.
The targets musthave an Intelligence score of 3 or higher, must be within 30 feet of the hero,and must be able to see the hero to be susceptible to this ability.
To stun a target,the hero must spend an Action Point and use an attack action. The target cantry to resist the stunning attempt by making a Will saving throw (DC 10 +Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the savingthrow fails, the subject is stunned for a number of rounds equal to the hero’sCharismatic hero class level. A stunned creature drops everything held, cantake no actions, takes a –2 penalty to AC, and loses his Dexterity bonus to AC(if any).
Prerequisites: GoodImpression, Charm.
 

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