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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. For example a Technique can immobilize an enemy, cause them to be distracted for a time, or provide buffs to ally 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 perform at level 1 and beyond. They are followed by Advanced Combat Techniques which any Character with the Advanced Combat Technique Feat can perform.
There are also certain Feats that can be taken to improve the use and power of Techniques and they are listed under the 'Techniques' category.
All Characters have access to Combat Techniques and if they take the Advanced Combat Technique Feat they can learn to use an Advance Combat Technique. All other Techniques are only available for there specific Advance Class.
Most Techniques are used in Combat but some can be declared outside of Combat. In non-combat situations, Techniques are considered automatic successes unless their result starts combat. Inside of Combat, however, most Techniques require an opposing check. The Target rolls an Ability Saving Throw. This is against the Techniques DC which is determined by the Character performing the Technique. The DC is 10 + Technique Die + Misc Modifiers. The Technique Die is similar to Skill Die Levels. Technique Die = Ability Modifier + Technique Level. All Techniques are associated with one of the 6 Character Ability Scores. This is usually specified at the top of the Technique category or if there is an exception in the Technique description itself. Techniques can also have Advantage under certain circumstances this is added to the DC role.
|Ability Scores (+ Modifier)||Bonus Technique Uses (By Techinque Level)|
|10 - 11 (+0)||-||-||-||-||-||-|
|12 - 13 (+1)||1||-||-||-||-||-|
|14 - 15 (+2)||1||1||-||-||-||-|
|16 - 17 (+3)||1||1||1||-||-||-|
|18 - 19 (+4)||2||1||1||1||-||-|
|20 - 21 (+5)||2||2||1||1||1||-|
|22 - 23 (+6)||2||2||1||1||1||1|
|24 - 25 (+7)||3||2||2||1||1||1|
|26 - 27 (+8)||3||2||2||1||1||1|
|28 - 29 (+9)||3||3||2||1||1||1|
|30 - 31 (+10)||4||3||2||2||1||1|
|*Level 0 Techniques can be preformed at will infinity with the Technique Novice Feat.|
Techniques by default take a Full Round action and are the declaration of the end of the Characters turn. Techniques are resolved last in combat order, however, the effect happens in that round. This means if there is a Technique that boasts a friendly ally's speed and they declare they are going to move 60ft instead of 30ft because of the Technique the Character starts their movement and if the Technique is successful then they end up the full 60ft of movement if the Technique was to fail for some reason then the Character would end up only 30ft. The Character is still stuck with there decision.
Characters can only perform Techniques a certain number of times per day with the exception of Combat/Advanced Combat Techniques. This is determined by that Character's Advanced Class level. The table shows the number of Techniques learned by the Character as well as the number that can be performed in a day. Characters do not need to prepare for using Techniques only rest up. However, Characters that can use special Techniques because of their Advance Class get Bonus Uses based on that Advance Classes primary Ability. For example the Enoy's Technique Ability is Charisma. So the Enoy gets bonus uses of Techniques in levels they can perform based on their Charisma Modifier using the table to the right. These bonus Technique uses do not count as newly learned Techniques but only more uses.
Full Rest is needed for all Technique uses to become available again. However, a Half Rest will return half of the uses per level round down and excluding Bonus Uses of any kind.
All Combat Techniques are considered Level 0 Techniques. The Ability associated with a Combat Technique is usually Strength. But some may specify a different Ability, the second most common being Dexterity. The target of the attack must roll an Ability Saving throw against whatever Ability the Combat Technique is associated with. Again this is usually Strength. The DC is: 10 + Technique Die + Misc Mods.
Advanced Combat Techniques require the Advance Combat Technique Feat to learn and are all considered Level 1 Techniques. Each time this Feat is taken the Character can learn 1 new Advance Combat Technique. Some Classes allow the Character to learn Advance Combat Techniques in place of learning a new Level 0 Technique from there class.
To read more about Combat and actions that can be done in Combat please go here.
Push: As a full round action a Character can physically push an opponent 5ft back from them.
Or if done in conjunction with an Overrun can move threw the target and possibly knock them prone. The Technique uses the Strength Ability score. If the target fails the check by more then 5 and it is used with Overrun then the target is Knocked Prone. If the target passes the Saving throw then they are not pushed backed and if it was used with Overrun the Character stops moving. The improved version of the Technique is the Throw Advanced Combat Technique.
- Use Cases: This can be useful to push a melee character back from you. Taking a 5ft step in the declaration of the end of a Character's turn, or it is a Move action. However, this is considered a Full Round attack action which means that a Character may then be able to attack with a single Bonus Attack using the 'Bonus Attack' simple action if they have a weapon that supports it.
Disarm: You can attempt to disarm your opponent in place of a melee attack.
The Character is also considered at a disadvantage when attempting to Disarm. If the item is held by two hands then that also accounts as an additional Disadvantage. The Technique uses the Dexterity Ability score. If the target succeeds against the Saving throw then not only do they not drop the weapon but they gain Advantage against you on their next round. If they fail the Saving throw then they drop the weapon.
Grapple: As a standard action, you can attempt to grapple a foe, hindering his combat options.
Humanoid creatures without two free hands attempting to grapple a foe take a disadvantage penalty on the Combat Technique roll. (This means that you do not roll Advantage Die as the Advantage and the Disadvantage cancels each other out.) This uses the Strength Ability score. 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. After a successful grapple on the next round you can choose to continue grappling the foe which and also allows you to perform additional actions on the target. If you choose to continue and not release the grapple, before you can preform additional actions on the target you must make a new Grapple action, as a Standard Action, to determine the new DC of the hold. The Target can attempt to break the Grapple each round by rolling a Strength Saving throw against your Grapple DC. If your target does not break the grapple, you get an advantage circumstance bonus on grapple checks made against the same target in subsequent rounds.
Below are the different actions you can do too the target. Theses act like there own Combat Techniques with there own associated Ability and Saving throws. Remember that before this can be done another Grapple check to determine the next rounds DC must be done first. If one of these actions are chosen besides simply maintaining the Grapple then the action is the Declaration of the End of Your Turn. Otherwise simply keeping the Grapple going is a Standard Action.
- 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. This uses the Strength Ability Score. The target does a Strength Saving throw against the Strength technique. If successful you fail to move the target. 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 both the Saving throw to stop the movement and a free attempt to break your grapple with an advantage bonus to the Strength Saving Throw during your turn.
- 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. Instead of rolling an accuracy check this is considered a Strength Ability Score Technique. If the Target succeeds at the Saving Throw they gain a free attempt to break your grapple with an advantage bonus to the Strength Saving Throw during your turn.
- You can give your opponent the pinned condition (see Pinned ). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC. This is a Strength based Technique. If the Target succeeds the saving throw then the Target gains a free attempt to break your grapple with an advantage bonus to the Strength Saving Throw during your turn.
- Tie Up
- If you have your target has either the Pinned, or the Helpless Conditions, you can use rope or other restraints to tie him/her up. This works like a pin effect. The Character no longer needs to make a check every round to maintain the pin and can be free to move onto another opponent/task. This is a Strength based Technique. The target however gains nothing if they succeed the saving throw except that they are not Tied up.
- If You Are Grappled
- There are only 3 options for a person that is the Target of a Grapple.
- Break Free: You can attempt to Break Free of a grapple with a Strength Saving Throw against the grappler's Grapple Technique DC. This is considered a Standard Action attack action. If free the Character can make a Simple action like a Bonus Attack and/or a free action like a 5ft step.
- Reverse Grapple: You can attempt to Reverse the Grapple and now be the one Grappling the grappler. This requires a Full Round action. You simply preform the Grapple Technique as you normally would against the Target. However the Target gains advantage to there Saving throw.
- Damage Grappler: You can attempt to preform the Damage action as if you where the Grappler. Except you have not advantage and take 1 disadvantage when preforming the Technique This is considered a Full Round action. If the target's Saving throw is a critical failure (ie: rolled a natural 1) then you immediately gain a Free action to attempt to escape with advantage too your Strength check.
- Multiple Peoples
- Allies assisting on Grappling a Single Target: The creature that first initiates the grapple is the only one that makes a check, with an advantage bonus for each creature that assists in the grapple (using the Aid Another action). If they continue to gain assistance from another they gain advantage and/or the Target gains disadvantage for each person assisting. Advantage and Disadvantage only stack 3 high and no higher.
- A single Person Grappling more then one Target: If a Person has more then 2 hands they can attempt to Grapple more the one target. It requires 2 free hands to preform a Grapple. However if the person preforming the Grapple only has 1 free hand they can still attempt the action at a disadvantage. It also only requires the same number of hands to maintain a grapple that where used to start it. The person cannot preform more then 1 grapple at a time. However they can choose to maintain as many Grapples as the number of Number of Hands/2 round up. The action to maintain a Grapple is a standard action and only needs to be rolled once for each turn and that roll counts for all Grapples the person has active. If one of the grappled targets is successful at reversing the grapple then all other grappled persons are instantly freed. If any Grappled target gains a free chance to escape ALL other grappled targets also gain a chance to escape.
- Multiple persons can help free a grappled ally: There are multiple ways to free a grappled ally.
- You can attempt to damage the grappler. If you succeeded with a critical hit the grappled person gains an instant free attempt to flee. The risk however if that you may hit the ally instead. You gain disadvantage when targeting an enemy who is grappled regardless if they are the ones doing the grappling or the ones being grappled. If you miss the accuracy check by more then 5 then you accidentally hit the wrong person.
- You can attempt to assist in freeing the ally with the Aid Another action. This gives them double advantage to escaping the grapple.
Overrun: As a standard action, or as part of a push, 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 your overrun attempt fails, you stop in the space directly in front of the opponent, and that opponent gains advantage when attacking you next round.
When you attempt to overrun a target, the target can simply choose to avoid you, allowing you to pass through its square. This is a Dexterity Ability Technique. If your target does not avoid you, the target must make a Dexterity Saving throw. If your maneuver is successful, you move through the target's space and can keep moving your normal distance. If successful you can also choose to do a Push technique. However this means the action is now the Declaration of the End of Your Turn.
Trip: You can attempt to trip your opponent in place of a melee attack.
Unlike other Combat Techniques this is a Standard Attack action instead of a Full Round attack action. You can only trip an opponent who is no more than one size category larger than you. This is considered a Strength Ability Technique. If you fail to preform this Technique the target gains advantage to attacking you next round.
- If the target has more than two legs, add +4 as a Misc Modifier to the Target's Saving throw for each extra leg. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.
Feint: Fake out your opponent making them drop there guard for one round.
Unlike all other Combat Techniques this is not a Strength or even an Ability check but a Bluff. Instead of using the Character's Strength Modifier use there Bluff Skill Die roll. (This doesn't include a D20 as it is not a true Bluff check but a Bluff Technique,. IE: 10 + Advantage Die + Bluff Skill Die + Misc Mods)
If successful the next attack or any roll against the Target you can an advantage. The Target also gains disadvantage when they attempt a attack against you during there next round.If you fail there is simply no effect. This is considered a Standard Action.
- NOTE: Against a creature lacking with an Intelligence score below 3, it's impossible to Feint.
Charge: Charging is a special full-round action that allows you to move up to twice your speed and do a melee attack during the same action.
Charging, however, carries tight restrictions on when you can do it and how you can move.
Use Cases: This is very good for doing melee attacks on targets that are attempting to run away. This can also be a useful way to 'bridge the gap' if you are a melee fighter. This also deals with the problem of not being able to attack and move at the same time under normal circumstances.
- Line of Sight: You must have direct line of sight of the target. There cannot be any last minute guessing where the target is while sprint full speed. If the target is under 100% concealment or has ran around a corner then You cannot preform a Charge. You will have to simply chase the person.
- Movement During a Charge: You must move at least 10 feet (2 squares) between you and the Target. You may move up to double your speed. You do not need to move in a straight line except for the last 10ft. However you cannot zigzag your way any obstacles bigger then 5ft make it impossible to do a charge. You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles bigger then 5ft). 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 enemy targets are between you and the target you may attempt an Overrun however they block not only there 5ft range but there melee attack reach as well (which is default 5ft). Helpless creatures don't stop a charge.
- Drawing your Weapon: If you move a distance equal to your normal speed or less, you can also draw a weapon during a charge attack if your Advantage Die is at least 1d6.
- Special Full Round Attack Action: You can't take a 5-foot step in the same round as a charge or any other free action except for Speak. You also do not gain your Bonus Attack action unless a Talent or Feat provides you with it. After moving, you may make a Single Melee Attack. You get an Advantage Bonus on the accuracy roll and gain double Strength Mod as Bonus Damage. take a –2 penalty to your AC until the start of your next turn.
- Special Forms of Movement: There are times when you can slide down a slippery slop or swing from a rope or be thrown/blasted at the target. All of these movements count as a Charge except without the Movement restrictions. All other restrictions apply which means if you do not have line of sight then the action doesn't count as a Charge. The GM may also require that the Players roll an Acrobatics check before attempting the Melee 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). You must be within reach of the target. This Technique can be used inside of a Grapple as well as outside of one. A Throw Technique attempts to grab and toss another character to a new location without doing any harm. This is a Strength Ability based Technique. If you attempt to Throw the target to a location that would certainly cause harm to the Target and the Target is aware of the presence of this danger then you take disadvantage (this means you do not get to use your Advantage Die for the Strength Technique DC) and the Target gains advantage when preforming the Strength Saving throw. If your attack is successful, you may move your target 5ft + 5ft per (1/2 Strength Mod round up) to a new location. If you fail then the Target gains advantage against you next around.
- You cannot move a creature into a square that is occupied by a solid object or obstacle.
Combination Melee Attack: You can attempt a weapon free combination 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. The draw back is that if both rolls fail then the Target gains advantage against you next round and this move negates your ability to preform a Bonus Attack.
Melee Kick: You can attempt to do a swiping kick attack as a Full Round attack action.
This is a Strength Ability based Technique. If successful the target not only takes unarmed damage based on the rules noted in the Melee & Martial Arts Combat but the Target is also knocked prone. If the Target succeeds at the Saving throw then nothing happens and the Target gains advantage against you on there next round.
Tackle: The Character attempts to run into the enemy target knocking them down and instantly entering a Grappled state.
This is effectively a Charge Technique except the attack action is a Grapple instead of a Melee attack. All the same rules apply. The bonus provided is to the Grapple Technique in the form on a single advantage bonus. If successful you gain a free Damage or Move Grapple action before ending your turn. The -2 AC still applies. If the Target succeeds at resisting the Tackle then you gain disadvantage until then end of your next round and the Target gains advantage against you on there next round.
These are Techniques that are treated like Talents for the Dimension Knight. There are 4 main categories. Prime, Unity, Divergent, Nature. The Prime tricks are accessable by any Knight. However there are some Tricks that are specific to just a particular Order.
The Tricks are not restricted by level and each have there own explanation on how often they may be used.
Bend SpaceTime: Using there advanced gifts the Dimension Knight can bend Spacetime slightly to help get gain accuracy.
The Player rolls twice for whatever dice rolls are associated with the combat action and then takes the highest roll. If the Dimension Knight can attack multiple times in that round this only counts for the first action.
Dimensional Jump: A Dimension Knight can preform a jump as a simple action up to 30ft + 5ft per Dimension Knight level.
This 'jump' instantly teleports the Character to the location which doesn't have to be in line of site. Once a Character has 5 or more Dimension Knight levels they can take along additional people as long as they are touching her. At 10th level the Dimension Knight can even take large and in motion objects such as a vehicle as long as its touching and the Dimension Knight no longer needs to go with.
Disruption: The Dimension Knight can disrupt space to make it unstable or dangerous for FTL (Faster Then Light) travel.
This can cause spaceships that fly through this disruption to fall out of stability and slow down to sub-light speeds until the engines can be repaired. This also can cause certain types of power systems that depend on gravity or anti-matter to fail to run or not run at max efficiency. In combat this is a full round action. The Knight can generate a 15ft radius field of disrupted space for 1d6 turns. People within that space will be unable to use anything evolving force fields or anti-gravity. And any Psionic Talents or Techniques will have to roll a Wisdom check against a DC15 or be unable to preform. All other Characters will have to take a Wisdom check of DC12 + 1/2 Divergent Knight's lvl round up. If failed they gain the condition Nauseated for one round. This is a Mind Affecting talent.
Warp Bubble: This generates a protective bubble around a target for 1d6 turns.
The person will experience no time passing by and the bubble cannot be moved. This requires Full Round action however at 10th Dimension Knight level this can be done as a Simple Action. No roll is necessary.
Travel Safely: Dimension Knight can peer into a gate with a Perception check against a DC15 to determine what conditions await her on the other side.
With a successful survival check when traveling through a Gate the Knight can actually change the course of the Gate slightly to avoid danger. How far can be determined by how far the survival check beat the DC and up to the GM. This doesn't change the location as much as it causes the gate to move by 5ft or 20ft or so. If it would require shifting it by miles then this is considered impossible.
Blink: This allows a Knight to simply disappear from reality.
They can super rapidly blink in and out to gain 50% concealment for 1d4 + Wisdom rounds. Making all targets have to take disadvantage when attacking. The Nature Knight can also choose to simply disappear for 1d4 + Wisdom rounds. To them no time has changed and thus any effects on them act as if no time has passed. At level 10 this changes to 1d6 + Wisdom rounds and targets take double disadvantage.
Warped Wall: This allows a Dimension Knight to shape a wall that is 5ft by 5ft for every 1 Wisdom Mod of warped spacetime.
Anything that goes in comes right back out again almost instantly in the same direction it went in. It is like looking into a warped mirror but you do not see yourself until you are already in it. The wall can only last 1 turn and it requires a Simple action to do.
Warped Shield: This allows the Dimension Knight to cloth themselves in a shield of warped spacetime.
his requires a Full Round action. However for 1 + 1d4 rounds afterward the Knight has +2 AC against Ranged Weapons. At Character Level 10 it becomes +3 AC and at Character Level 20 it becomes +4 AC.
Bend SpaceTime: Using there advanced gifts the Dimension Knight can bend Spacetime slightly to help get gain accuracy.
The Player rolls twice for whatever dice rolls are associated with the combat action and then takes the highest roll. If the Dimension Knight can attack multiple times in that round this only counts for the first action.
The Cosmos's Judgement: The Knight can use their ability to warp spacetime to produce terrible amounts of damage onto a target.
The attack is a Touch Attack and the damage is: 4d10 + 1d10 per Extra Damage + Wisdom Mod gravity damage (negate any and all DR). (The 1d10 per Extra Damage is for whenever a Character gains the Extra Damage ability from their Path of choice. Each Extra Damage counts towards an additional 1d10 damage in the Cosmo's Judgment)
If the target is another Knight then the Knight can perform a Survival Check as a saving throw against the DC of 5 + Knight Level + Str Mod to only receive half damage.
Invisible Grip: This is a powerful invisible force that wraps around a target and grapples them.
This talent acts like the Grapple Technique. The Technique ability is Wisdom. The Save DC is 10 + Wisdom Mod + 1/2 Divergent Knight level. The range is 30ft + 5ft per Dimension Knight level.
Shatter Dimension: Divergent Knight can with a Full Round action cause a sudden a deadly shock of sub-space energy that creates a small temporary rift into nothingness.
Like a micro black hole that latest for less then a micro second the devastation it wrecks within a 30ft radius is intense. A Dexterity saving through of DC20 reduces the damage too half. The range is 30ft + 5ft per Strength Mod. The Damage is: 1d8 per Strength Mod max 7. (negate any and all DR)
Time Shift: (Requirement must be at least a level 4 Knight) With a Touch Attack the Dimension Knight can 'push' a target self back in time.
The Person doesn't travel time from the perspective of the Knight or any other combatant. However there body shifts back in time. The Dimension Knight can choose how far to push them back with the limit being there Wisdom Mod number of turns. The target stays still in a Warp Bubble for the number of turns they travel back into. So if the Dimension Knight wants to send a target's body back 2 rounds they perform a Touch attack and if successful for the next two rounds the Target is stuck in a Warp Bubble. Then on the 3rd round, the Bubble collapse and the body of the target is now in whatever condition they were in 2 rounds before.
This can be performed on both ally and enemy targets. This can even work on a dead ally to revive them back to whatever state they were in. So long as they have not been dead for longer then the amount of time the Knight can push them back too. If not in combat it is 3 seconds for each 1 Wisdom Mob.
Slow Down Time: As as simple action the Nature Knight preforms a Wisdom check of DC15.
If successful the Knight speeds up time for just themselves over so slightly giving themselves an Extra Damage to use to attack with there melee weapon. This effect lasts for 1 + 1d4 turns.
Hurdle Thru Chaos: With a Full Round action a Dimension Knight can concentrate on a target and attempt to preform a Touch Attack against it.
If successful they can 'hurdle' them through multiple Dimensions of mind numbing chaos beyond description. The target disappears and doesn't reappear until the start of there next turn. The damage is considered a Mind Effecting Pscionic power that deals 3d6 + 2d6 per each Extra Damage. The target must do a Wisdom save DC15 or else be Frightened. If they failed by 10 or more then they are Cowering.
These Techniques are primary used by the Electro-Mancer Advanced Class. These Techniques are associated with a Character's Intelligence ability unless specified otherwise. Level Zero Techniques cannot be Expanded into higher level Techniques or effected by the Technique, Master Feat. These all require a Full Round action unless they specify otherwise.
Magnetic Left: Allows a Electro-Mancer the ability to lift light weight objects (5lbs + 5lbs per odd level of Electro-Mancer) up to 10ft + (5ft per Int Mod) 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 30ft and the Character gets a +10 to perception for 20 minutes.
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. This only effects Large or smaller equipment. It cannot effect space ships and so forth.
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 minor but enough to stop the device from working until repaired or reset. The Electro-Mancer has to be able to touch the device's internal components. The system will be unaffected if it has any type of backups. Most robots and cybernetic implants, and ship equipment have redundant systems to protect against surges.
Adsorb Power: If the Electro Mancer can access the large power source such as a 'Huge' or bigger generator or a Spaceship and so on they can consume a portion of the actively generated power to empower themselves.
This is a Full Round action and cannot be shorted. It requires an Intelligence check of DC20. If successful the Electro-Mancer gains temporary +1 to the use of one of the higher Techniques. If the check results are 20-24 then they gain a Level 1 Technique use. 25-29 Level 2, 30-34 Level 3, 35-39 Level 4 and finally if the result is a 40+ they gain a +1 use of Level 5. If they cannot yet preform the Level that the roll is associated with then they gain the highest level they can preform. If they fail the roll they take 1d6 Electric Damage (Ignore DR) for ever 5 below 20. This can only be done once per day.
Electrified Trap: An Electro-Mancer can use a random conductive material as a small weaponized trap.
By touching the conductive material the Electro-Mancer imbues the object with a high voltage charge. The Electro-Mancer can then place the object anywhere that is not wet. If any person, friend or foe, occupies the same 5ft square as the object then it discharges shocking the person. The shock does 1d6 + Electro-Mancer Lvl Electric Damage. The object can also be something simple like a door handle. Once Electrified the object doesn't stay that way for ever. Only up to 12 hours. The Electro-Mancer can deiced how long but the max is 12 hours. To detect the trap is a DC10 + Int Mod.
Electric Nade: An Electro-Mancer can form a small ball of electricity into his hands and throw it at the enemy.
This acts like a Gernade. The accuracy check and range is based on rules for throwing an item. The damage is 1d8 electric damage, 3rd Electro-Mancer level it is 2d6, 6th level it is 2d8 and at 9th level it is 2d10. No modifiers. Preforming this Technique is considered a Full Round action.
Shocking Grasp: The Electro-Mancer reaches out with sparks flying from there hand. This acts like a Touch Attack. This causes a shock in the target and deals 1d6 + Int Mod Electric Damage. At 4th Character level and every 4th level after that add another 1d6.
Static Shock: The Electro-Mancer attacks the target with a shock that attempts to paralyze the opponent. The range is Touch. The opponent rolls a Constitution Check against the Technique. If the check fails the opponent is Entangled for 1 + Int Mod turns (Max 5). The DC is 5. If successful the target is Paralyzed for one less turn. For every 4 for the target beats the DC they are Paralyzed for another 1 less turn.
Static Armor: 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.
This provides a +1 AC bonus for up to 4 hours. However at 7th Electro-Mancer level this goes up to +2 AC.
Grounded Body: The Electro-Mancer can ground himself. This provides 2 + Int Mod of DR against Electric based attacks for 1 hour per level.
Imbue Weapon: The Electro-Mancer can imbue any weapon with electricity. For 1 + Int Mod of rounds the weapon has an added 1d6 Electric Based damage added to its damage dice. At 9th Electro-Mancer level it is 2d6.
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 Electro-Mancer lvl + Int Mod and can last for 1 + Int Mod turns.
Amped Power Surge: The Technique has a range of 10ft + 5ft per Int Mod. It now can also do damage. 1d8 + Int Mod per Attack/Extra Damage. This only works on electronics such as robots or biology that has Cybernetic implants. This ignores DR.
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 like an area of effect at 15ft range. The range can be lowered to help avoid allies. The effect is a similar to the Push Combat Technique. A successful Dexterity Check the Technique can allow the target too ignore its effects but still takes damage. The damage is 2d8 + Int Mod (An additional 1d8 for each Extra Damage). The effect is that the target is pushed back 5ft and is knocked prone.
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 against the Technique DC for half damage. The damage is 1d10 per Attack/Extra Damage. (This means 1d10 plus another 1d10 for every Extra Damage the Character has, to determine this review the Character's Path and Level.)
Amp Up: The Electro-Mancer can target himself or an ally and provide a +2 to either Strength or Dexterity for their Intelligence Mod number of rounds.
Thunder Ball: The Electro-Mancer concentrates a large ball of electric energy in his hands and then can choose to lunch it at an opponent.
The Electro-Mancer does not need to target the opponent right away. Instead the Electro-Mancer can choose to simply hold onto the Ball. This takes up the use of one hand. Or for each round he can take a Standard Action and improve the Balls power. The Electro-Mancer can also generate as many Thunder Balls as they have free hands. Each one takes a use of the level 3 Technique. For a Full Round action the Electro-Mancer can improve all active Thunder Balls instead of just one. The starting damage for a Thunder Ball is 3d6 + Int Mod. Each round the Electro-Mancer chooses too improve the power of the Thunder Ball the damage goes up another 1d6.
Too attack an opponent with a Thunder Ball it is considered a Grenade Throw. However, unlike a normal Grenade this deals the damage instantly. The Electro-Mancer can throw as many as he has Extra Damage. Any adjacent person (friend or foe) will take 1/2 damage. At 5th' level the base damage goes up to 4d6 and at 10th level it goes up to 5d6.
Speed Of Light: The Electro-Mancer can infuse his muscles or any other Electro-Mancer's muscles with extra power. For Intelligence 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 2d8 for Extra Damage the Character has.
Stunning Blast: An Electro-Mancer attempts to stun a target with a short blast of high voltage energy.
The range of this Technique is 30ft + 10ft per Electro-Mancer level. The Target can attempt a Constitution Saving throw against the Technique's DC. If the Target fails the throw they are Stunned for 1 round. If they fail by more then 5 they are stunned for 2 rounds.
Energize Body: An Electro-Mancer embues the target, which can be himself, with focused energy in a special way to improve specific abilities.
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 Intelligence Mod turns.
Lightening Blade: The Electro-Mancer summons electricity to a free hand and shapes it into a blade.
This blade can do 2AP + 1d8 + Int Mod damage and has as Accuracy bonus equal too the Electro-Mancer's Int Mod. This also latest for Intelligence Mod number of turns. The Electro-Mancer can consume the blade as a Free action to gain lower level Technique if the blade hasn't be used for more turns then the Characters Ind Mod. The Electro-Mancer doesn't need to hold the blade to keep it near his person. However, he will need a free hand to summon it or to grasp it in order to attack with it. The blade is also considered a light weapon.
Amped Imbue Weapon: An Electro-Mancer is able to at range add Electrical Damage to an allies weapon. The range is 60ft. The effect adds the following to any melee weapon. +2AP, 1d8 Electric Damage, +2 Accuracy. For 3 rounds.
Amped 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 2 + Electro-Mancer Level + Int mod. The size is 15ft. It lasts for Intelligence Mod number of turns. The wall also can do damage to any Character walking through it in the wrong direction. The damage is 2AP + 1d8 + Int Mod Electric Damage.
Arc Bolt: The Electro-Mancer merrily points at a target and a bolt of lightening springs from his hand.
This charge can arch across 5ft gaps so any enemy target within 10ft. The Electro-Mancer can choose which target it bounces too next. The bolt can hit up to an additional 3 enemy targets. Each time doing 1/2 the damage as the previous target + Int Mod of the Electro-Mancer. The initial damage is 4d10 + Int Mod. With an additional 1d10 for each Extra Damage the Character has. Each victim of the Lightening bolt can attempt a Dexterity check to jump out of range. However, the Bolt can still keep jumping although it still looses 1/2 its damage. The next target can be the previous target if the previous target has not be hit by the arc yet. If there are no other targets then this stops.
Electrified Defense: An Electro-Mancer can form a powerful force of energy around himself making attacking him a dangerous decision.
This requires a Full Round action and cannot be sped up. Once activated if an enemy gets a successful Melee attack against you, once per target and per round, the Electrified Defense can damage the target for 2AP, 2d8 Electric Damage. This effect lasts for Intelligence Mod number of rounds.
Field Officer & Envoy Techniques
Guidance: By providing supervision and guidance, a Hero can improve an ally’s chances of succeeding at a skill check.
Instead of making a skill check to aid another, the Hero can simply declare they are using this Technique. This requires that they do nothing else for the same amount of time as the person preforming the actual task. This grants a competence bonus on the ally’s skill check equal to the Heroes Charisma Modifier. The ally must be within sight and hearing distance of the Hero and must be able to understand him. This cannot be done during combat. This cannot be done on oneself.
Stead Fast: Your leadership and guidance helps other focus on the tasks ahead. This removed the following conditions from your allies. Fatigued, Dazed, Shaken, Panicked for 12 hours. However not from yourself. Also cannot be used in combat.
Stirring Speech: The Hero can stir up his comrades with a stirring speech that helps motivate them.
This cannot be done in combat. And requires at least 2 minutes. For the next 1 hour or through the first round of combat, whichever comes first, all the allies that listen to the speech gain an advantage to Saving Throws and Opposing checks.
Internalize Fear: A Leader must not let his men see him afraid or weak. The Hero learns to hide there true emotions in the heat of combat.
While in combat this requires a Full Round action. However this can completely remove any 'Fear' based Condition from the Hero. This can only be used once per combat.
Leader of Men: The Hero uses there natural leadership skills to help 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. An Ally can only benefit from this ability once per day.
Direct Allies: The Hero provides direction and focus too his allies by helping to deal with a particular enemy target.
For 1 + Cha Mod turns any player within 30ft gains an advantage to Accuracy checks and +2 too AC when dealing with the target enemy. During this time the Hero cannot redirect his attention to another enemy. This means he cannot attack or preform Techniques on any other target other then the one that he has targeted. The Hero cannot preform this Technique on any other target while this Technique is still active. The Hero can choose to deactivate this Technique as a Free Action but only as the first action of a round.
An enemy cannot be the Target of the this Technique more then once per combat.
Invoke Enemy: The Hero preforms an attack and/or taunt in an attempt of getting an enemy to focus on them instead of others.
The target can roll a Wisdom save against the Technique DC. This Technique uses the default Charisma ability. If the target is successful this Technique has no effect. However if the target fails the save then they choose redirect there attention to the Hero for at least the next turn. This also can interrupt any task the target is doing that requires concentration.
Calming Command Aura : The Hero uses there calming leadership to provide a bonus to his allies.
Once declared for the next 1d4 + Cha Mod number of rounds the Hero tries to use there presence on the battlefield to provide a calm and focus to the troops. The allies have to be within 60ft + 10ft per Charisma Mod to gain the effects. The effect is an advantage bonus against saving throws and opposing checks associated with Mind Effecting and Fear based attacks. Any Talent, Technique, Feat or other sort of attack that can in any way possibly lead to a Fear based Condition or do Psionics or Mind Effecting damage.
To declare still requires a Full Round action like all Techniques by default require. However all the rounds there after the Hero can preform actions without having to worry about keeping up the Aura. A Hero cannot have more then one Command Aura active at a time.
Personal Leadership: The Hero sometimes prefers a more 'hands on' approach and attempts to work directly with an ally assisting them in there combat.
The Hero chooses an ally target to directly associated with. They have to be within 5ft of the target friendly for this to work. This can be declared as a Simple Action. Once declared the Hero must do what the ally does with the exception of special Talents/Techniques. If the ally preforms a Melee attack or Ranged attack the Hero will also do the same. If the Hero rolls first and if successful the ally gains an advantage to there accuracy check and deals extra damage in the form of the Hero's Charisma Modifier.
Once declared this lasts until the end of combat, one of the Characters dies or becomes Unconscious, Grappled, Pinned. Or if just the Hero looses there ability to preform actions for a round. Or if the Hero chooses to simply stop adding them.
Weaken Resolve: The Hero berates, demeans and insults the enemy group.
The group must be an sentient species to be a valid target. The targets may roll a Wisdom check against the Technique DC to avoid any effects. If the check fails the result is a disadvantage for Accuracy, Saving Throws, and Opposing checks for 1d4 + Cha Mod turns. If they critically fail it is two disadvantage.
Imbue Strength: The Hero can target an ally and give them encouragement. This provides a +2 to both the Strength and Dexterity ability scores of that Character for 1d4 + Cha Mod turns.
Aggressive Command Aura: The Hero takes a stern stance on the battlefield using their leadership to provide a bonus to his allies.
Once declared for the next 1d4 + Cha Mod number of rounds. The allies have to be within 60ft + 10ft per Charisma Mod to gain the effects. The effect is if an ally gets a critical they gain an Extra Damage instantly for free. The target has to be the same as the ally got critical on. The first roll there critical damage and then get to attempt extra damage.
To declare still requires a Full Round action like all Techniques by default require. However all the rounds thereafter the Hero can perform actions without having to worry about keeping up the Aura. A Hero cannot have more than one Command Aura active at a time.
Defensive Command Aura: The Hero takes a cautious view of the battlefield using their leadership to provide a bonus to his allies.
Once declared for the next 1d4 + Cha Mod number of rounds. The allies have to be within 60ft + 10ft per Charisma Mod to gain the effects. The effect is that enemies gain an additional disadvantage when firing on allies within the Aura that have concealment. Allies also gain advantage on all Dexterity Saving throws.
To declare still requires a Full Round action like all Techniques by default require. However, all the rounds thereafter the Hero can perform actions without having to worry about keeping up the Aura. A Hero cannot have more than one Command Aura active at a time.
Proactive Leadership: The Hero can jump in to help there ally in a time of need.
The ally must be within 30ft + 10ft per Cha Mod. This Technique can be used out of turn or already have there actions are done in a round. However if done so this negates the Heroes next turn. It can be used to allow an ally to re-roll an attack roll, skill check, ability check, or saving throw.
Terrifying Gaze: The Hero gives a steady harsh stare into an target eyes. Conveying the will to fight and desire for victory in a way words cannot do.
This can be used to terrify and possibly panicked the target. The target can roll a Wisdom save against the Technique DC. If the check fails the target is Frightened for 1d4 turns. If they fail by more then 5 then they are Cowering. If if they fail by more then 10 then they are Panicked.
The target can only be a successful victim of this Technique once per combat.
Push Through: The Hero attempts to push against a powerful force in hopes too encourage his men to do the same and overwhelm them in a single dash.
The Hero puts themselves in a direct person danger by preforming a Charge Combat Technique against a target. If successful all the allies that can see the action are moved by your selfless and powerful act and gain bonus to attack. They must follow suit and either preform a Charge a Full Round Melee or Ranged attack, or a pure damage focused Full Round action Talent/Technique. The target of there attack must be either the target of the Charge done by the Hero or any enemy within 30ftof the target.
If they do follow in the Heroes example they gain double advantage. Extra Damage equal to the Heroes Charisma Mod. And if they preform a critical they gain instant max damage.
Helix Warrior Techniques
Detect Danger: For the next 4 hours the Helix Warrior has an extra +2 to Perception when confronted with a Perception check against a hidden enemy. However this takes 20 minutes of meditation to use and the Character must not be Fatigued or Exhausted.
Endure Pain: If declared a Helix Warrior can temporarily (20 minutes) negate a negative condition that she has because of pain.
Endure Hunger: If declared a Helix Warrior can temporarily (4 hours) negate a negative condition that she has because of hunger.
Internal Fire: The Helix Warrior can travel greater distances on foot over the stretch of a day.
If given time to mediate for 20 minutes before going on the journey and if the Character is not Exhausted the Helix Warrior can travel twice the distance on foot then normal even through difficult terrain. However the Character becomes Exhausted after 12 hours of traveling at this pace.
Inner Stamina: The Helix Warrior will hang onto life with every last breath.
If declared the Helix Warrior while the Helix Warrior is dying they can roll 1d4 twice and take the lowest for Conn Damage. If they are 'stabilized' during the turn that this Technique is declared the Helix Warrior instantly gains 1 Hit Die of health back.
Combo Punch: The Helix Warrior can provide a powerful and damaging combo of punches that adds extra damage to a normal attack.
Similar to the Combination Melee Attack Advance Combat Technique except this provides a bonus to accuracy and damage using the Characters Wisdom and not Strength, there is no negative effect if you fail, and also this does not take full round action. Instead, this takes the place of an Attack action and if the Character has Extra Damage then they can take a Full Round and replace one Attack/Damage with this move. This does not interfere with there ability to do a Bonus Attack.
Also this can be used in combination with a Melee Weapon. Although the Combo Punch is still an unarmed punch the other Damage can still be from a Melee weapon the Character is holding. However, the weapon cannot require Two Hands.
Internal Fire: The Helix Warrior positions themselves in a stance and state of mind specifically suited for Staff combat.
Usable only if the Character is using a staff like a melee weapon (The weapon has to be a Medium sized two-handed only melee weapon). This grants the Character a moderate +2 circumstance bonus to AC against melee attacks as well as a moderate +2 to accuracy checks while using the staff. This lasts until the end of combat or the character is grapples, knocked prone, or is given any negative conditions. In this form, if attacking with a Full Round action the Helix Warrior can attempt to Disarm the target in replace of an Extra Damage. The Helix Warrior can only be in one stance at a time and can leave a stance as a free action.
Niten Ichi Stance: The Helix Warrior positions themselves in a stance and state of mind specifically suited for Staff combat.
Usable only if the Character is using two melee weapons at once and has proficiency with both of them. This grants the Character a moderate +2 circumstance bonus to AC against melee attacks as well as a moderate +2 to accuracy checks while using the two weapons at once. This lasts until the end of combat or the character is grappled, knocked prone, or is given any negative conditions. In this form if attacking with a Full Round action the Helix Warrior can attempt to preform a second Bonus Attack action if the following requirements are meet. The first Bonus Attack fails and at least 1 of the previous attacks where successful. The Helix Warrior can only been in one stance at a time and can leave a stance as a free action.
Running Kick: The Helix Warrior charges at the enemy and with a feat of acrobatics does a flying kick into the enemy.
This is similar in nature too a Charge. But the Melee attack at the end of the Charge is considered a Kick and allows the Helix Warrior the ability to do unarmed melee attack for that Character except the damage die is one level higher and the Helix Warrior gets to add both her Strength *AND* Wisdom Modifiers to the accuracy and damage. If successful the target is also knocked prone. The -2 AC at the end of the Charge still applies, however.
The Correct Mind: The Helix Warrior meditates on the battlefield, the enemy, there movements and motivations seeing all the subtleties of the fight. Thru this she gains 1 + 1 Per Extra Damage the Character towards accuracy checks, saving throws, and damage for 1d4 + Wisdom Mod Rounds.
Uncanny Doge: The Helix Warrior can attempt to dodge weapons fire.
The Helix Warrior can declare this out of there turn if an enemy that the Helix Warrior is aware of, and not flanking, attempts to perform a Ranged attack. If declared they roll an opposing Initiative check against the shooter. If successful the shooter misses completely. However, during the next turn, the Helix Warrior cannot perform any action that requires a Full Round.
Combo Kick: The Helix Warrior attempts to add a kick to a flurry of punches that can possibly trip up the target.
This is similar to the Combo Punch. Except this is required to be the final attack in a Full Round action and therefore negates the Bonus Attack. If successful the target rolls a Dexterity check against the Techniques DC to see if they are knocked prone.
Blinding Strike: This is a precise streak designed not to do damage but to cause the target to become Blinded for 1d4 + Str Mod rounds. The target can roll an opposed check against the Technique DC.
Scorpion Style: The Helix warrior uses nothing but her fists and kicks with this style. Here you have to watch out for the leg which can appear to come out of nowhere and hit for extra damage.
This stance can only work if the Helix Warrior is not using a weapon. In this stance, the Helix Warrior is immune to grapples and doing unarmed strikes for a Full Round action gets an extra Bonus Attack action in the form of a kick. So this allows for two Bonus Attacks in the form of an unarmed Melee Attack.
Empty Fist Stance: The Helix Warrior focuses on being defensive and reactive.
The Empty Fist Technique provides the Helix Warrior with +4 AC until the start of next round. However while in this stance for all rounds any melee attack or Combat Technique, Advanced or otherwise used against the Helix Warrior that fails during this time allows for a free instant (out of turn) melee attack by the Helix Warrior. This negates any Feats that the attacker may have.
Deadly Strike: A series of aggressive strikes that heavily damages the target but leaves the Helix Warriors defenses down
The Helix Warrior gets -4 AC until next round, however, deals massive damage if hit. Each strike does Xd6 + (Str Mod per Strike) and the number of strikes possible is 1 + Wisdom Mod, 7th level 2 + Wisdom Mod, 10th level 3 + Wisdom Mod. Max Number of strikes is 10. If the first strike lands all other hits are considered successful. If the first strike fails then continue to roll for each strike until one succeeds then all proceeding strikes after that is successful. The Helix Warrior is considered Fatigued after this. If done again then the Helix Warrior is considered Exhausted. The Helix Warrior can attempt this again however the Helix Warrior will collapse afterward being unable to fight until 8 hours of rest.
The Critical Modifier for this move is x3(ff already x3 then it is x4) and has a 19-20 range (if already 19-20 then 18-20).
Nerve Pinch: The Helix Warrior users there strength of grip to deal a blow against a target's known week spot in such a way that it delivers mental damage and can cause the person to be paralyzed with pain.
As a Full Round action the Helix Warrior attempts to directly target an overly sensitive area of a target to knock them out. The enemy rolls a Constitution check against the Technique DC. If they fail they are Paralyzed. If they fail critically they are knocked Conditions#Helpless.2FIncapacitated.2FUnconscious. However if they succeeded by less then 5 against the Technique they are still Dazed. The length of the effect 1/2 (rounded down) of the Helix Warrior's Strength Mod in rounds.
Shield Splicer Techniques
This is the list of Techniques for the Shield Splicer. These Techniques are associated with a Character's Intelligence ability unless specified otherwise. Level Zero Techniques cannot be expanded into higher level Techniques or affected by the Technique, Master Feat.
Sixth Sense: The Shield Splicer sends out small shield particulars into the air that floats harmlessly around him. Any movement or sounds that pass through that air is sent directly into there minds and felt like a sixth sense to the Shield Splicer.
Once activated this lasts for 1 hour. This must be declared before a request from the GM to do a Perception check. This provides a +2 to both Passive Perception and the Perception skill check. A Player can use this and take 20 for an automatic 22 perception to the surroundings.
Telekinetic: The Shield Splicer can warp a small shield around any object no heavier than 5lbs and move it around a roughly 10ft reach of there person. This is increased by 5lbs and 5ft every odd level.
Integrated Senses: The Shield Splicer can layer the ground around him in an invisibly thin layer of shield particles. The Shield splicer becomes aware of anything that moves in this space.
The range is 60ft and last as long as the Shield Splicer doesn't move. The partials can move around most obstacles and only stopped by solid objects and sealed spaces.
Shape Shield: This allows a Shield Splicer to shape a small (1ft by 1ft) nearly invisible shield with no effect.
It slowly dissipates over a period of 1 hour per Shield Splicer level. If something disrupts the shield in any way a signal is raised in the Shield Splicer's mind informing him of the disturbance. The range on this is massive and can span many miles.
Shield Bullet: The Shield Splice forms and shoots a small amount of shield out in a straight line toward a target.
This small concentration of force dissipates quickly the further away it is from the shield splicer. The range is 30ft + 5ft per level. The damage is equal to a Constitution Mod + Advantage Die. (This doesn't give advantage it just assumes that the Character has an advantage with the Constitution Ability). This provides an additional Con Mod worth of damage for every Extra Damage the Character has.
Force Push: The Shield Splice shots out a direct wave of shield energy to knock an opponent over.
This is considered a ranged Push Combat Technique. The range of this is 20ft + (5ft x 1/2 Shield Splicer level). Instead of using Strength Modifier for the Push Technique use Constitution Modifier. The Shield Splicer doesn't need to move.
Force Wall: A force wall that can be up to 15ft by 5ft long. The Force wall can be shaped by the Shield Splicer upon casting.
This shield has a Total DR of 1 + (1/2 Shield Splicer level) and can last 1d4 + 1 turns. This cannot be reshaped once it is made. Enemies can move through the shield unharmed.
Reflection: A bright, highly reflective, a shield is summoned. It is no larger than 1ft by 1ft and shines both visible lights as well as multi over energy wavelengths. It overs over the target which can be the Shield Splicer himself or any other target within 60ft.
This shield stays up for 1d4 turns. Confusing eyes as well as sensors. Any enemy targeting the person under the Reflection shield has to roll a Wisdom check or get the Blinded condition until the start of there next turn. Also weather the check was successful or not all if an Enemy target is attempting to hit someone on the other side of this light they take disadvantage.
Imbue Weapon: The Shield Splicer can Imbue any target weapon with a high-frequency vibrating shield that provides an extra kick to weapon damage. This shield lasts for 1d4 + 1 turns. And does 1d6 extra kinetic damage.
Mass Push: The Shield Splice forms and shoots energy ball that when it explodes causes all within a 15ft radius to have to roll a Dexterity check or be pushed back 5ft and knocked prone. This acts like the 'Force Push' Technique except with an area of effect.
Concussive Blast: The Shield Splice forms and shoots energy ball that when it explodes causes all within a 15ft radius to have to roll a Constitution check against the Technique's DC or become Stunned for 1 round.
Cloak: This can only affect the Shield Splicer and provides him partial concealment. It lasts for 1d4 + (1/4 Splicer lvl). The cloak can be negated if a tracking device or other targeting assist is used to help enemy players see the Shield Splicer.
Force Punch: The Shield Splice forms a small shield roughly the shape of his fist and shots it directly at a target.
This is considered a Ranged attack and the target is not able to see it coming so they are considered Flat Footed. Following the rules for Melee/Martial Art Combat expect to replace the Strength bonus with Constitution. The range of this is 5ft + (5ft Splicer lvl) Other than that it is the same as a normal punch and thus can be performed as many times in a single turn as the Character has Extra Damages. However, this Technique only uses one slot upper turn.
Boost Shield: This is a Technique that brings back some HP to the shield used by the 'Self Shielded' or 'Selfless Shield' Talent. This brings 5HP + (1HP per Shield Splicer Level).
Shield Snare: The Shield Splicer touches the floor and projects a 30ft circle where nearly invisible pockets of energy are generated to act as a temporary trap.
The epicenter of the circle does not need to be the Shield Splicer. Instead, the Shield Splice can project the center up to 30ft + 5ft per Shield Splicer level. Any enemy that attempts or is forced to move within this circle have to roll a Dexterity check against the Technique DC. If they fail they instantly stop and become Entangled for 1d4 turns. The ground is now considered difficult terrain to any enemy.
Force Smash: A nearly invisible hardened block of shield smashing into a target by a swift motion of the Shield Splicer.
The range is 15ft + 5ft per Splicer level. This does 1d8 + Conn Mod worth of damage. An additional 1d8 damage per Extra Damage of Character. The target can attempt to partially evade with a Dexterity Check. A successful check allows for only 1/2 damage and to avoid being knocked prone. A failure forces the target prone.
Shattered Ground: The Shield Splice touches the ground and projects a 30ft circle of nearly invisible pockets of energy much like the 'Shield Snare' ability. In fact, they can overlap.
The epicenter of the circle does not need to be the Shield Splicer. Instead, the Shield Splice can project the center up to 30ft + 5ft per Shield Splicer level. Any enemy that attempts or is forced to move within this circle have to roll a Dexterity check against the Technique DC. If they fail they take 1d8 + Conn in damage however they can keep moving. This only counts for one movement per turn.
Improved Imbue Weapon: The Shield Splice as learned more about putting their shields onto melee weapons and have improved there craft.
This now lasts for 2d4 turns. This also now provides the following to the Melee Weapon. +4AP, +1d12 Kinetic Damage.
Shield Crash: By negating any of his own active shields the Shield Splicer can also force other shields within a 30ft + (10ft per Splicer lvl) to 'crash'.
This includes ally shields. This stays in effect for 1d4 + Conn mod turns. If an enemy is a Shield Splicer or otherwise using a Shield Connected through Cybernetic implants that must roll a Constitution save against the Techniques DC or be Shaken for 1 round.
Hold Person: Considered a ranged Grapple. This is much like Force Trip or Force Push. It substitutes Strength of Constitution. The range is 5ft + (5ft for every 1/4 Splicer lvl). And otherwise follows the same rules for Grapple. Except this cannot be turned into a 'Pin'. Must have a free hand.
Spliced Bullet: The Shield Splicer has improved there Shield Bullet technique and now it produces a shower of bullets that do area of effect damage with limited range.
The range is 15ft + 5ft per 1/4 level. There is no accuracy check instead the move is simply declared and the Technique DC is determined. The damage is the same as Shield Bullet however now it has as a cone area of effect of 15ft. A Dexterity Save against the Technique DC can be attempted by the targets for half damage.
Raining Force: The Shield Splice spends around concentrating on putting tiny inactive shield particles in the air. On the next turn or on any round after that, the Shield Splicer can activate the particles as a Free action to preform different tasks.
The particles affect a 60ft range circle around the Shield Splicer and move with the Splicer. They can only perform one action before being spent but that action is a Free action that can be done at any round for the next 10 minutes.
Force Crush: he Shield Splicer envelops a shield around an enemy and uses it to crush the enemy to bits.
The range is 10ft + (5ft per Splicer lvl) The damage is 2d10 + Conn Mod. And an additional 1d10 for every Extra Damage the Character has. The enemy target can perform a Strength check to attempt to fight back against the shield the DC is Technique DC. If successful the target only takes 1/2 damage.
This can be used against an already Grappled person for an additional advantage die roll when determining the Technique DC.
Directed Overload: The shield splicer focuses a massive amount of shield energy and concentrates it at a single target.
This is considered a Touch Attack and can be done as many times in a turn as the Shield Splicer has Extra Damages. However, this only counts as one use per round. The Splicer has to roll a Constitution check (include any advantages). The damage is the check score and ignores all DR. If the player rolls a 5 or below the attack does no damage. If the player rolls a 1 the Splicer gets damaged for 1d6 damage (ignore DR). This is considered a Touch Attack.
Mash Smash: Acts like 'Force Smash'. Except the range is 120ft and it is an area of effect Technique with an area of 30ft.
Force Infused Tackle: The Shield Splice warps a spiked chain and hurdles it toward the target.
This is a Shield Splicer version of the Tackle Advanced Combat Technique. The two main differences are that the shield splicer doesn't need to move and that like Hold Person and Force Push this Technique switches out the Strength Modifier for Constitution Modifier. The range is 10ft + (5ft per 1/2 Splicer lvl). If successful the Shield Splicer can also do damage. 2d8 + Conn Mod. The target is then grappled as if they were affected by Hold Person.
Splintered Shield: The Shield Splicer concentrates shield particulates into a fine area and then lets go of it at the same time he energizes it with a massive amount of energy.
The resulting nearly invisible explosion causes an area of effect of Type Circle, dimensions (6)30ft. The damage is 4d10 + Conn Mod. The targets can attempt to reduce the effect of the blast by doing a Dexterity Check against the Technique DC for 1/2 damage.