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<blockquote data-quote="Nifft" data-source="post: 2470700" data-attributes="member: 6562"><p>I'm such a liar -- clearly I'm not done for the night. After all, what environment would be complete without a Feat and Template for those attuned to it?</p><p></p><p></p><p><strong>Tachyon Adaptation</strong> [General]</p><p>You are acclimated to tachyon corrupted time-space loci.</p><p>Prereq: Concentration 8+ ranks, Iron Will</p><p>Benefit: You gain a +4 bonus on Wisdom checks to get Good Stuff effects out of your accumulated TCPs, and on Concentration checks to "manifest" defensively. You only need to make a Concentration check to avoid a mishap when your opponent scores a critical hit (not whenever you take damage).</p><p><em>This is probably best for NPCs.</em></p><p></p><p></p><p><strong>Tachyon Infused</strong> [Acquired Template]</p><p>This template can be applied to any critter with an Intelligence above 3 who hangs around temporally unstable time-space loci.</p><p>Initiative: You gain a +10 Insight bonus to Initiative checks.</p><p>Movement: You gain a +10 ft. Insight bonus to <em>all</em> modes of movement.</p><p>AC: You gain an Insight bonus to AC equal to +1/4 your HD (minimum +1).</p><p>Special Attacks: Phase strike, chain master</p><p>Special Qualities: Defensive hop, tachyon capacity, SR</p><p>Abilities: +2 Wisdom</p><p>Skills: You gain a +4 circumstance bonus to sleight of hand, tumble, and jump checks.</p><p>CR: +1 (1-7 HD), +2 (8-15 HD), +3 (15+ HD)</p><p>LA: +3</p><p></p><p><strong>Phase Strike</strong> (Su): When charging a foe, a tachyon infused critter can teleport through rough terrain, solid objects, or even other critters. Nothing short of a Force effect can prevent a TI-critter from charging.</p><p></p><p><strong>Chain Master</strong> (Sp): You gain access to one Tachyon Chain per 4 HD you possess (minimum one). You may burn TCPs to power the abilities in your Chain. You must make Wisdom checks as usual.</p><p></p><p><strong>Defensive Hop</strong> (Sp): 3/day when you would take damage, you may instead <em>time hop</em> 1d6 rounds into the future. This is an Immediate action.</p><p></p><p><strong>Tachyon Capacity</strong> (Su): You may safely store TCPs equal to 1/2 your HD. ("Safely" means no need to make Concentration checks when you take damage, and no mishaps when you fail Concentration checks.)</p><p></p><p><strong>Spell Resistance</strong> (Su): You gain SR equal to 12 + HD.</p><p></p><p> -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 2470700, member: 6562"] I'm such a liar -- clearly I'm not done for the night. After all, what environment would be complete without a Feat and Template for those attuned to it? [b]Tachyon Adaptation[/b] [General] You are acclimated to tachyon corrupted time-space loci. Prereq: Concentration 8+ ranks, Iron Will Benefit: You gain a +4 bonus on Wisdom checks to get Good Stuff effects out of your accumulated TCPs, and on Concentration checks to "manifest" defensively. You only need to make a Concentration check to avoid a mishap when your opponent scores a critical hit (not whenever you take damage). [i]This is probably best for NPCs.[/i] [b]Tachyon Infused[/b] [Acquired Template] This template can be applied to any critter with an Intelligence above 3 who hangs around temporally unstable time-space loci. Initiative: You gain a +10 Insight bonus to Initiative checks. Movement: You gain a +10 ft. Insight bonus to [i]all[/i] modes of movement. AC: You gain an Insight bonus to AC equal to +1/4 your HD (minimum +1). Special Attacks: Phase strike, chain master Special Qualities: Defensive hop, tachyon capacity, SR Abilities: +2 Wisdom Skills: You gain a +4 circumstance bonus to sleight of hand, tumble, and jump checks. CR: +1 (1-7 HD), +2 (8-15 HD), +3 (15+ HD) LA: +3 [b]Phase Strike[/b] (Su): When charging a foe, a tachyon infused critter can teleport through rough terrain, solid objects, or even other critters. Nothing short of a Force effect can prevent a TI-critter from charging. [b]Chain Master[/b] (Sp): You gain access to one Tachyon Chain per 4 HD you possess (minimum one). You may burn TCPs to power the abilities in your Chain. You must make Wisdom checks as usual. [b]Defensive Hop[/b] (Sp): 3/day when you would take damage, you may instead [i]time hop[/i] 1d6 rounds into the future. This is an Immediate action. [b]Tachyon Capacity[/b] (Su): You may safely store TCPs equal to 1/2 your HD. ("Safely" means no need to make Concentration checks when you take damage, and no mishaps when you fail Concentration checks.) [b]Spell Resistance[/b] (Su): You gain SR equal to 12 + HD. -- N [/QUOTE]
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