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== Electro-Mancer Techniques ==
== Electro-Mancer Techniques ==
These Techniques are primary used by the [[Advance_Classes#Electro-Mancer|Electro-Mancer]] Advanced Class. These Techniques are associated with a Character's Intelligence ability.


'''<u>Level 0</u>''':
'''<u>Level 0</u>''':
* Magnetic Left:
* Magnetic Left
:: Allows a Electro-Mancer the ability to lift light weight objects (5bls + 5bls odd level of Electro-Mancer) up to 10ft in front of them.
* Sense Electronics
* Sense Electronics
:: When used this ability allows the Electro-Mancer heightened senses of the electromagnetic field. Anything the produces an electromagnetic field can be more easily sensed and located. The range is roughly 30ft and the Character gets a +10 to perception  for 20 minutes.
:: GM Note: Almost all things produce at least some electromagnetic disturbance. The only things immune to the perception bonus would be specially shielded equipment. Most technology and biology will still be sensed by a Electro-Mancers temporarily heightened senses.
* Electric Drain
* Electric Drain
:: An Electro-Mancer can drain the power of an electronic device. If the device is battery powered it will not work again until charged. If the device has an active power source then the device will function normally once the Electro-Mancer stops. The Electro-Mancer has to be able to touch the device's internal components in order to preform this action.
* Power Surge
* Power Surge
:: The opposite of a Electric Drain the Electro-Mancer can induce higher then recommended amounts of voltage into an electronic device. The damage is considered extremely minor but enough to stop the device from working until repaired. The Electro-Mancer has to be able to touch the device's internal components. The system must also not have any type of backups. Most robots and cybernetic implants, and ship equipment have redundant systems to protect against surges.


'''<u>Level 1</u>''':
'''<u>Level 1</u>''':
* Shocking Grasp
* Shocking Grasp
:: A touch attack. The Electro-Mancer reaches out with sparks flying from there hand. This causes a shock in the target that deals 1d6 + Intelligence Mode. Ever 4 character levels this adds another 1d6.
* Static Shock
* Static Shock
:: A touch attack. The Electro-Mancer attacks the target with a shock that attempts to paralyze the opponent. The opponent rolls a Constitution Check against the technique. If the check fails the opponent is Entangled for 1d4 turns.
* Static Armor
* Static Armor
:: A full round action. The Electro-Mancer can imbue himself or an ally with a field of electricity that helps shield from damage by using electromagnetic forces to repel attacks. At level 1 this provides a +2 to AC for up to 1 hour. At level 7 this provides +4 to AC for up to 4 hours.
* Grounded Body
* Grounded Body
:: A full round action. The Electro-Mancer can ground himself. This provides 10 + Int Mod of DR against Electric based attacks.
* Imbue Weapon
* Imbue Weapon
:: The Electro-Mancer can imbue any weapon with electricity. For 1d4 + Int Mod of rounds the weapon has an added 1d6 Electric Based damage added to its damage dice. At level 5 this goes up to 2d6 and at level 10 it goes up to 3d6.


'''<u>Level 2</u>''':
'''<u>Level 2</u>''':
* Electro Shield
* Electro Shield
:: The Electro-Mancer can produce a 5ft by 5ft wall where damage is partially absorbed when going through it in one direction. The wall has a DR of 0 + Electro-Mancer lvl + Int Mod and can last for 1d4 turns.
* Improved Power Surge
* Improved Power Surge
:: This is now considered a ranged touch attack. It has a range of 10ft. It now can also do damage. 2d8 + Int Mod. At level 6 2d8, lvl 9 3d8. This only works on electronics such as robots or biology that has Cybernetic implants.
* Thunder Wave
* Thunder Wave
:: This allows an Electro-Mancer the ability to project a sudden concentration of magnetic force toward an enemy or group of enemies. The magnetic field shoots out in every direction acting similar to a grenade. The effect is a similar to a Bull Rush Combat Technique on all who are caught in its wave. A Successful Dexterity Check again the technique can allow the target too ignore its effects but still takes damage. The damage is 2d8 + Int Mod. The effect is that the target is pushed back 5ft and is considered prone. The Area Type is Circle and the Range Increment is (2)10ft. The Range Increment goes up by 1 at level 6 and again at level 9.
* Electric Burst
* Electric Burst
:: The Electro-Mancer concentrates on the target and suddenly they are hit by a massive burst of electricity. The opponent can roll a Constitution check for half damage. The damage is 1d10 and at level 6 2d10 and at level 9 3d10.


'''<u>Level 3</u>''':
'''<u>Level 3</u>''':
* Thunder Ball
* Thunder Ball
:: This is a full round action. The Electro-Mancer concentrates a large ball of electric energy in his hands and then lunches it at an opponent. The Electro-Mancer does not need to target the opponent right away. Instead instead taking only a Standard Action the Electro-Mancer can hold the ball in a free hand. At 7th level the Electro-Mancer can take another turn to produce a second ball of electricity in another free hand. The Electro-Mancer can hurl a Thunder Ball the way a Character would toss a grenade. If the Electro-Mancer has an 'Extra-Attack' special then he can throw both balls in a single turn. The damage is 3d6 + Int Mod. Anything adjacent to the target (friend or foe) will take 1/2 damage. At 10th level this damage goes up to 5d6 + Int Mod.
* Speed Of Light
* Speed Of Light
:: The Electro-Mancer can infuse his muscles or any other Electro-Mancer's muscles with extra power. For 1d6 + Int Mod turns the target has triple speed and a +2 moderate bonus to Dexterity.
* Thunder Strike
* Thunder Strike
:: The Electro-Mancer jesters at the target and a thunder bolt shots out an hits the target. The opponent can take a Dexterity check to attempt to avoid the direction of the jester to completely avoid damage. The damage is 2d8 + Int Mod. An extra 1d8 for every other level after 5th level.


'''<u>Level 4</u>''':
'''<u>Level 4</u>''':
* Energize Body
* Energize Body
:: The Electro-Mancer can target himself or any other ally and simply needs to touch the person. The target gets +2 moderate bonus to all accuracy, ability, and skill checks. This also makes the target temporarily immune to the follow conditions. Dazed, Exhausted, Fatigued, Nauseated, Shaken. This effect latest for 1d4 + Int Mod turns.
* Lightening Blade
* Lightening Blade
:: The Electro-Mancer summons electricity to a free hand and shapes it into a blade. This blade can do 1d8 + Int Mod damage and negates DR. This also latest for 1d6 + Int Mod turns. At 10th level the Electro-Mancer can consume the blade for a free lower level technique if the blade hasn't be used for more turns then the Characters Ind Mod.


'''<u>Level 5</u>''':
'''<u>Level 5</u>''':
* Improved Electro Shield
* Improved Electro Shield
:: This is a different version of the Electro Shield. The shield is now larger and can change shape. The shield has a DR of 7 + Int mod and is 5ft + 5ft for ever 2 levels of Electro-Mancer. The wall also can do damage to any Character walking through it in the wrong direction. The damage can be halved with a successful Constitution check. The damage is 1d8.
* Lightening Bolt
* Lightening Bolt
:: The Electro-Mancer merrily points at a target and a bolt of lightening springs from his hand. This lighten can bounce of the target and onto any adjacent enemy targets within 5ft. (This means that there can be a 5ft empty square in between them. Simply a 5ft reach) The lightening can hit up to an additional 3 enemy targets. Each time doing 1/2 the damage as the previous target. The initial damage is 4d10 + Int Mod. Each victim of the Lightening bolt can attempt a Dexterity check to jump out of range. If target is successful the lightening bolt may still attempt to hit another target that is within 5ft reach. If there are no other targets then this stops.


== Field Officer Techniques ==
== Field Officer Techniques ==

Revision as of 08:21, 10 January 2016

THIS PAGE IS STILL UNDER CONSTRUCTION!

Techniques are special combat moves that a Character can preform. They can cause damage like a normal attack but often are used to give an enemy a condition or effect them in some other way besides damage. For example they can immobilize an enemy or cause them to be distracted for a time. Techniques can also be used to assist ally characters by providing buffs to there stats.

The techniques below are separated out by each Advance Class they are associated with. First however is the 'Combat Techniques' these are generic techniques that any character can preform at level 0 and beyond.

Combat Techniques

All combat techniques are considered Level 0 techniques. And each Character has access to all of them. To roll for a Combat Technique a Character uses a D20 and adds there Combat Technique Offense score or CTO for short. The DC is the targets Combat Technique Defense or CTD. If the target doesn't have a CTD then the roll is simply to check if its a 1 which would imply instant failure. However most things that do not have a CTD are not considered a valid target for a Combat Technique.

To read more about Combat and actions that can be done in Combat please go here.

Bull Rush:

You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver.
If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent's CTD you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target.
An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your bull rush, you must immediately make a Combat Technique check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue to push the creatures a distance equal to the lesser result. For example, if a fighter bull rushes a goblin for a total of 15 feet, but there is another goblin 5 feet behind the first, he must make another Combat Technique check against the second goblin after having pushed the first 5 feet. If his check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet).

Disarm:

You can attempt to disarm your opponent in place of a melee attack. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack.
If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If your attack exceeds the CTD of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm.

Grapple:

As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the Combat Technique roll. If successful, both you and the target gain the grappled condition. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).
  • Move
You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.
  • Damage
You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.
  • Pin
You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.
  • Tie Up
If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Technique Bonus (instead of your CTD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a Combat Technique check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CTO, the target cannot escape from the bonds, even with a natural 20 on the check.
  • If You Are Grappled
If you are grappled, you can attempt to break the grapple as a standard action by making a Combat Technique check (DC equal to your opponent's CTD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CTD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a Combat Technique check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn’t require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.
  • Multiple Creatures
Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's Combat Technique check.

Overrun:

As a standard action, or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your technique. If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space.
When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a Combat Technique check as normal. If your maneuver is successful, you move through the target's space. If your attack exceeds your opponent's CTD by 5 or more, you move through the target's space and the target is knocked prone. If the target has more than two legs, add +2 to the DC of the Combat Technique attack roll for each additional leg it has.

Sunder:

You can attempt to sunder an item held or worn by your opponent as part of the standard action. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver.
If your attack is successful, you deal damage to the item normally. Damage that exceeds the object's Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it gains the broken condition. If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition.

Trip:

You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size category larger than you. If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of opportunity from the target of your maneuver.
If your attack exceeds the target's CTD, the target is knocked prone. If your attack fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the Combat Technique attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.

Feint:

NOTE: Feint doesn't use a Character's CTO/CTD. And thus it may seam to not be a technique. However this is the most logical location for it and besides the not using the CTO/CTA for rolls all other rules associated with Combat Techniques apply.
Feinting is a standard action. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent's affinity bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.
When feinting against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a creature lacking an Intelligence score, it's impossible. Feinting in combat does not provoke attacks of opportunity.

Charge:

Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. Charging, however, carries tight restrictions on how you can move.
  • Movement During a Charge
You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your affinity bonus is at least +1.
You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge.
If you don't have line of sight to the opponent at the start of your turn, you can't charge that opponent.
You can't take a 5-foot step in the same round as a charge or any other free action except for Speak.
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.
  • Attacking on a Charge
After moving, you may make a single melee attack. You get a +2 bonus on the accuracy roll and take a –2 penalty to your AC until the start of your next turn.
A charging character gets a +2 bonus on CTO rolls made to bull rush an opponent.
Even if you have extra attacks, from 'Extra Attack' special or multiple weapons, you only get to make one attack during a charge.
Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a charge.
Weapons Readied against a Charge: Spears, tridents, and other weapons with the brace feature deal double damage when readied (set) and used against a charging character.
  • Swinging Charge from Ropes or Vines
As a full-round action, you can swing using a rope, vine, or similar aid within reach toward an opponent and make a single melee attack. You must move at least 20 feet (4 squares) and you must start on elevation that is equal or higher than that of your opponent. Your movement provokes attacks of opportunity as normal.
This action is otherwise treated as a charge attack.

Advanced Combat Techniques

These are combat techniques that any player can learn using the Advanced Combat Technique Feat. These feats are also available for the Helix Warrior.

Throw:

You can attempt to throw a foe as a standard action. You can only throw an opponent that is no larger than you (size category wise). A throw technique attempts to grab and toss another character to a new location without doing any harm. If you do not have the Improved Advanced Combat Techniques feat or a similar ability, attempting to throw a foe provokes an attack of opportunity from the target of your maneuver. If your attack is successful, you may move your target 5 feet to a new location. For every 5 by which your attack exceeds your opponent’s CTD, you can move the target an additional 5 feet.
An enemy being throw does not provoke an attack of opportunity because of the movement. You cannot move a creature into a square that is occupied by a solid object or obstacle.

Pin:

You can attempt to directly Pin a foe as a full around action. You can only directly Pin an opponent that is no larger then one size category. This technique is similar to grapple except it goes directly into a pin state giving the opponent the Pinned condition immediately. This move provokes an attack of opportunity unless the attacker has Improved Advanced Combat Techniques feat or similar ability.

Combination Melee Attack:

You can attempt a weapon free melee attack as a full round action. This technique allows the player to roll twice for an accuracy check for a Melee Attack using only physical combat and then take the highest roll. If a hit is confirmed the damage dice follows the same rules as a single melee punch noted in Melee & Martial Arts Combat except it is 1 damage dice higher.

Melee Kick:

You can attempt a kicking attack move as a full round action. The same rules noted in the Melee & Martial Arts Combat apply except that if the CTO role is 5 or higher then the opponent CTD the attack also auto trips the enemy.
Note that the enemy may have a bonus again trip moves. This bonus is added on top of the +5 and the roll must beat the CTD + 5 + extra trip bonus.

Electro-Mancer Techniques

These Techniques are primary used by the Electro-Mancer Advanced Class. These Techniques are associated with a Character's Intelligence ability.

Level 0:

  • Magnetic Left
Allows a Electro-Mancer the ability to lift light weight objects (5bls + 5bls odd level of Electro-Mancer) up to 10ft in front of them.
  • Sense Electronics
When used this ability allows the Electro-Mancer heightened senses of the electromagnetic field. Anything the produces an electromagnetic field can be more easily sensed and located. The range is roughly 30ft and the Character gets a +10 to perception for 20 minutes.
GM Note: Almost all things produce at least some electromagnetic disturbance. The only things immune to the perception bonus would be specially shielded equipment. Most technology and biology will still be sensed by a Electro-Mancers temporarily heightened senses.
  • Electric Drain
An Electro-Mancer can drain the power of an electronic device. If the device is battery powered it will not work again until charged. If the device has an active power source then the device will function normally once the Electro-Mancer stops. The Electro-Mancer has to be able to touch the device's internal components in order to preform this action.
  • Power Surge
The opposite of a Electric Drain the Electro-Mancer can induce higher then recommended amounts of voltage into an electronic device. The damage is considered extremely minor but enough to stop the device from working until repaired. The Electro-Mancer has to be able to touch the device's internal components. The system must also not have any type of backups. Most robots and cybernetic implants, and ship equipment have redundant systems to protect against surges.

Level 1:

  • Shocking Grasp
A touch attack. The Electro-Mancer reaches out with sparks flying from there hand. This causes a shock in the target that deals 1d6 + Intelligence Mode. Ever 4 character levels this adds another 1d6.
  • Static Shock
A touch attack. The Electro-Mancer attacks the target with a shock that attempts to paralyze the opponent. The opponent rolls a Constitution Check against the technique. If the check fails the opponent is Entangled for 1d4 turns.
  • Static Armor
A full round action. The Electro-Mancer can imbue himself or an ally with a field of electricity that helps shield from damage by using electromagnetic forces to repel attacks. At level 1 this provides a +2 to AC for up to 1 hour. At level 7 this provides +4 to AC for up to 4 hours.
  • Grounded Body
A full round action. The Electro-Mancer can ground himself. This provides 10 + Int Mod of DR against Electric based attacks.
  • Imbue Weapon
The Electro-Mancer can imbue any weapon with electricity. For 1d4 + Int Mod of rounds the weapon has an added 1d6 Electric Based damage added to its damage dice. At level 5 this goes up to 2d6 and at level 10 it goes up to 3d6.

Level 2:

  • Electro Shield
The Electro-Mancer can produce a 5ft by 5ft wall where damage is partially absorbed when going through it in one direction. The wall has a DR of 0 + Electro-Mancer lvl + Int Mod and can last for 1d4 turns.
  • Improved Power Surge
This is now considered a ranged touch attack. It has a range of 10ft. It now can also do damage. 2d8 + Int Mod. At level 6 2d8, lvl 9 3d8. This only works on electronics such as robots or biology that has Cybernetic implants.
  • Thunder Wave
This allows an Electro-Mancer the ability to project a sudden concentration of magnetic force toward an enemy or group of enemies. The magnetic field shoots out in every direction acting similar to a grenade. The effect is a similar to a Bull Rush Combat Technique on all who are caught in its wave. A Successful Dexterity Check again the technique can allow the target too ignore its effects but still takes damage. The damage is 2d8 + Int Mod. The effect is that the target is pushed back 5ft and is considered prone. The Area Type is Circle and the Range Increment is (2)10ft. The Range Increment goes up by 1 at level 6 and again at level 9.
  • Electric Burst
The Electro-Mancer concentrates on the target and suddenly they are hit by a massive burst of electricity. The opponent can roll a Constitution check for half damage. The damage is 1d10 and at level 6 2d10 and at level 9 3d10.

Level 3:

  • Thunder Ball
This is a full round action. The Electro-Mancer concentrates a large ball of electric energy in his hands and then lunches it at an opponent. The Electro-Mancer does not need to target the opponent right away. Instead instead taking only a Standard Action the Electro-Mancer can hold the ball in a free hand. At 7th level the Electro-Mancer can take another turn to produce a second ball of electricity in another free hand. The Electro-Mancer can hurl a Thunder Ball the way a Character would toss a grenade. If the Electro-Mancer has an 'Extra-Attack' special then he can throw both balls in a single turn. The damage is 3d6 + Int Mod. Anything adjacent to the target (friend or foe) will take 1/2 damage. At 10th level this damage goes up to 5d6 + Int Mod.
  • Speed Of Light
The Electro-Mancer can infuse his muscles or any other Electro-Mancer's muscles with extra power. For 1d6 + Int Mod turns the target has triple speed and a +2 moderate bonus to Dexterity.
  • Thunder Strike
The Electro-Mancer jesters at the target and a thunder bolt shots out an hits the target. The opponent can take a Dexterity check to attempt to avoid the direction of the jester to completely avoid damage. The damage is 2d8 + Int Mod. An extra 1d8 for every other level after 5th level.

Level 4:

  • Energize Body
The Electro-Mancer can target himself or any other ally and simply needs to touch the person. The target gets +2 moderate bonus to all accuracy, ability, and skill checks. This also makes the target temporarily immune to the follow conditions. Dazed, Exhausted, Fatigued, Nauseated, Shaken. This effect latest for 1d4 + Int Mod turns.
  • Lightening Blade
The Electro-Mancer summons electricity to a free hand and shapes it into a blade. This blade can do 1d8 + Int Mod damage and negates DR. This also latest for 1d6 + Int Mod turns. At 10th level the Electro-Mancer can consume the blade for a free lower level technique if the blade hasn't be used for more turns then the Characters Ind Mod.

Level 5:

  • Improved Electro Shield
This is a different version of the Electro Shield. The shield is now larger and can change shape. The shield has a DR of 7 + Int mod and is 5ft + 5ft for ever 2 levels of Electro-Mancer. The wall also can do damage to any Character walking through it in the wrong direction. The damage can be halved with a successful Constitution check. The damage is 1d8.
  • Lightening Bolt
The Electro-Mancer merrily points at a target and a bolt of lightening springs from his hand. This lighten can bounce of the target and onto any adjacent enemy targets within 5ft. (This means that there can be a 5ft empty square in between them. Simply a 5ft reach) The lightening can hit up to an additional 3 enemy targets. Each time doing 1/2 the damage as the previous target. The initial damage is 4d10 + Int Mod. Each victim of the Lightening bolt can attempt a Dexterity check to jump out of range. If target is successful the lightening bolt may still attempt to hit another target that is within 5ft reach. If there are no other targets then this stops.

Field Officer Techniques

Level 0:

  • Leadership
  • Display Courage
  • Stead Fast

Level 1:

  • Commanding Presence
  • Direct Allies
  • Invoke Enemy

Level 2:

  • Weaken Resolve
  • Imbue Strength

Level 3:

  • Action Trust
  • Deadly Gaze
Leadership
By providing supervision and guidance, a Field Officer can improve an ally’s chances of succeeding at a skill check. Instead of making a skill check to aid another, the Field Officer makes a Diplomacy check (DC 10). He cannot take 10 or take 20 on the check. Success grants a competence bonus on the ally’s skill check equal to the Field Officer’s Charisma bonus or Reputation bonus, :whichever is greater. The ally must be within sight and hearing distance of the Field Officer and must be able to understand him.
A Field Officer cannot use this ability on himself.
Commanding Presence
At 8th level and beyond, a Field Officer can use an attack action and his commanding presence to enable an ally or weaken a single foe’s resolve.

Enabling an ally requires an attack action and a successful Diplomacy check (DC 20). If the check succeeds, the Field Officer can negate any one of the following harmful conditions affecting a single ally: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned. The ally to be affected must be within sight and hearing distance of the Field Officer and must be able to understand him.

The Field Officer cannot use this ability on himself.
Weakening a foe’s resolve requires an attack action and a successful Intimidate check (DC = target’s level check) . If the check succeeds, the target is shaken for a number of rounds equal to 1d6 + one-half the Field Officer’s class level + the Field Officer’s Charisma modifier. The target must be within sight and hearing distance of the Field Officer and must be able to understand him. A target that resists the Field Officer’s attempt to weaken its resolve is immune to the Field Officer’s use of this ability for 24 hours.
Action Trust
At 10th level, the Field Officer’s mere presence inspires, safeguards, and motivates his allies.
As a free action, a Field Officer may spend one of his action points to modify an ally’s attack roll, skill check, ability check, level check, or saving throw result by +2d6 (applying a bonus of +2 to +12).
The ally to be affected must be within sight and hearing distance of the Field Officer to gain the benefits of the Field Officer’s spent action point. A Field Officer may use this ability once per round, and not on himself (he gains the normal benefits for spending an action point on himself).
Any character may transfer some or all of her action points to the Field Officer as a free action. The Field Officer must consent to the transfer, and these action points become the Field Officer’s to spend as he sees fit.

Helix Warrior Techniques

Level 0:

  • Detect Danger:
  • Endure Pain:
  • Endure Hunger:
  • Internal Fire:

Level 1:

  • Combo Punch
  • Staff Stance
  • Double Bladed Stance
  • Running Kick
  • The Correct Mind:

Level 2:

  • Combo Kick
  • Blinding Strike
  • Scorpion Style

Level 3:

  • Empty Fist
  • Deadly Strike

Shield Splicer Techniques

Level 0:

  • Sixth Sense
  • Telekinetic
  • Sense Fields
  • Shape Shield

Level 1:

  • Force Push
  • Sense Motion
  • Force Wall
  • Reflection
  • Shield Imbue Weapon

Level 2:

  • Cloak
  • Force Punch
  • Boost Shield
  • Force Trip

Level 3:

  • Force Smash
  • Shield Crash
  • Hold Person


Level 4:

  • Force Crush
  • Overload

Level 5:

  • Force Charge
  • Splintered Shield

Swindler's Techniques

Level 0:

  • Determine Fate
  • Cheaters Eye
  • The Right Time
  • Warp Ahoy

Level 1:

  • Back Stab
  • Luckiest
  • Good Graces
  • Rewind

Level 2:

  • Ill Will
  • Bestow Luck
  • Double Take

Level 3:

  • Master of Fortune
  • Distort Time
Fortune’s Favour

Starting at 4th level, the Swindler learns to subtly manipulate the fortunes of his adversaries, making him harder to strike in combat. He can spend an action point to gain a +2 luck bonus to Defense against all attacks for 1 round. The Swindler must use this ability on his turn, and the bonus lasts until just before the Swindler’s next turn. A Swindler uses this ability instead of Dodge on his turn.

The luck bonus to Defense increases to +4 at 7th level and +6 at 10th level.

Warp Probability

At 5th level, the Swindler can affect another creature’s attack roll, skill check, ability check, level check, or saving throw. As a free action during another creature’s turn, the Swindler can spend an action point to alter the target’s d20 roll result. The Swindler must be within 30 feet of the target, must be able to see the target, and must declare that he’s spending the action point before the the result of the target’s roll is revealed. The Swindler’s action-point die result counts either as a bonus or penalty to the target’s roll, at the Swindler’s discretion.

At 8th level, the range of this ability increases to 60 feet