Techniques
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Techniques are special combat moves that a Character can perform. 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, causing 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.
Using Techniques
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) | |||||
|---|---|---|---|---|---|---|
| 0* | 1st | 2nd | 3rd | 4th | 5th | |
| 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 performed at will infinitely with the Technique Novice Feat. | ||||||
Techniques by default take a Full Round action and are the declaration of the end of the Character's 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 their 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 Profession get Bonus Uses based on that Character's Profession's primary Ability. For example, the Enoy's Technique Ability is Charisma. So the Envoy 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, rounded down, excluding Bonus Uses of any kind.
Combat Techniques
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 Advanced Combat Technique. Some professions allow the Character to learn Advanced Combat Techniques in place of learning a new Level 0 Technique from their 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 through the target and possibly knock them prone. The Technique uses the Strength Ability score. If the target fails the check by more than 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 back, 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 at 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.
- 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. 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.
- 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. 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.
- Pin
- 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 their 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 their 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 one roll against the Target grants the Character advantage. The Target also gains disadvantage on any attack against the Character during their next round. If the Character fails, there is simply no effect. This is considered a Standard Action.
- NOTE: Against a creature lacking 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.
Dimensional Tricks
Dimensional Tricks are specialized Techniques utilized by the Dimension Knight. Unlike standard Techniques, these do not consume daily slots from a pool. Instead, each Trick has its own individual frequency limit (e.g., "1 + 1 every 5 levels per day").
Technique DC: Unless otherwise stated, any Saving Throw required by a Trick is against your Dimensional DC:
- DC 10 + Wisdom Modifier + 1/2 Dimension Knight Level
Bend Spacetime: Slightly warp reality to ensure a favorable outcome on a single roll. When making an accuracy check or skill check, you may roll twice and take the highest result. If you have multiple attacks in a round, this only applies to the first.
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Dimensional Jump: Fold space to instantly teleport to a visible or known location. Instantly teleport to a location within 30ft + 5ft per DK level. You do not need Line of Sight, but if you attempt to jump into an occupied or solid space, the jump fails and you are Dazed for 1 round.
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Disruption: Generate a field of unstable space that hinders technology and psionics. You generate a 15ft radius field of unstable space for 1d6 turns. Within this field, FTL drives fail, force fields collapse, and anti-gravity systems malfunction. Any creature attempting to use a Psionic Talent or Technique within the field must succeed on a Wisdom save (DC 15) or the action fails.
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Warp Bubble: Create a protective stasis field around a single target. You generate a protective bubble around a target (including yourself) for 1d6 turns. The target is suspended in stasis; no time passes for them, they cannot be moved, and they are immune to all external damage or effects.
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Travel Safely: Peer into gates and rifts to detect hazards and adjust your exit point. Peer into a dimensional gate or rift. With a Perception check (DC 15), you determine the environmental conditions on the other side. If you traverse the gate, you may roll a Survival check to "shift" your exit point by up to 20ft + 5ft per WIS mod to avoid immediate hazards.
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Blink: Rapidly flicker through space to become harder to hit. For 1d4 + Wisdom Mod rounds, you gain partial concealment; all enemies take a Disadvantage Die on accuracy checks against you. At DK level 10, this duration increases to 1d6 + Wisdom Mod and enemies take double Disadvantage.
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Warped Wall: Shape a wall of space that reflects incoming matter and energy. You shape a 5ft x 5ft wall (per Wisdom Mod) of warped space that lasts for 1 round. Any projectile or creature entering the wall is instantly reflected back in the direction it came.
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Warped Shield: Clothe yourself in a field of spatial distortion to deflect ranged fire. For 1 + 1d4 rounds, you gain a +2 AC bonus against Ranged Weapons. This increases to +3 AC at Character Level 10 and +4 AC at Character Level 20.
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The Cosmos's Judgment: Deliver a devastating strike that ignores all conventional armor. A melee touch attack that channels the weight of the universe.
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Quantum Entanglement: Bind your physical coordinates to an ally and instantly swap places. You instantly swap physical locations with a willing ally within 30ft + 5ft per DK level. This movement is instantaneous and does not trigger tactical opportunities.
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Unified Aegis: Fold space to intercept an attack meant for an ally. As a Standard Action the space around you can instantly bend from objects of your choice towards you. When an ally within 30ft + 5ft per DK level is targeted by a ranged attack, you may optionally bend space to redirect the trajectory of the attack to yourself instead.
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Invisible Grip: Wrap a target in a crushing force of focused gravity. A target within 30ft + 5ft per DK level is caught in a crushing grip.
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Shatter Dimension: Create a sub-space shockwave that tears at everything in the vicinity. Generate a temporary rift that wreaks havoc within 120ft. All targets in a 25ft radius must succeed on a Dexterity save (DC 20) or take 1d8 damage per Strength Modifier (Max 10d8). This damage ignores all DR.
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Spatial Rend: Slice through the fabric of space to bypass conventional defenses. Make a ranged touch attack with a range of 30ft + 5ft per WIS/STR Mod. A localized tear in space slashes the target, dealing 2d8 + Wisdom Mod damage. This attack completely ignores Armor bonuses, Hardness, and Damage Reduction. At DK 5th level damage increases to 3d8, and at 10th level it goes up to 4d8.
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Gravity Well: Fracture gravity in a localized area to slow and pull enemies. Pick a point within 60ft. A 20ft radius area becomes a gravity sink for 1d4 + Wisdom Mod rounds. The area is Difficult Terrain. Any creature starting its turn there must make a Strength save or be pulled 10ft toward the center and have its speed reduced to 0 for that turn.
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Time Shift: Force a target's body to revert to a state from moments ago. (Requirement: DK Level 4) You "push" a target's body back in time. You choose a number of rounds (up to your Wisdom Modifier). The target is encased in a Warp Bubble for that many rounds; when the bubble collapses, the target's HP, conditions, and position are restored to what they were at the start of the chosen round. You can choose yourself. If the target is unwilling they can make an Dex or Acrobatics savingn throw DC12 + DK Level.
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Slow Down Time: Accelerate your own personal timeline to increase combat speed. If you succeed on a Wisdom check (DC 15), you gain Extra Damage +1 for 1 + 1d4 rounds as your perception of time slows relative to your body. The first Extra Damage threshold is reduced by one.
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Hurdle Thru Chaos: Hurl a target's mind through descriptions of pure multiversal madness. The target disappears and does not reappear until the start of its next turn.
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Glimpse the Flow: Peer seconds into the future to anticipate and dodge incoming strikes. For 1 + (STR or WIS Mod) rounds, if an enemy's accuracy check beats your AC, you may roll a Dexterity Saving Throw (DC 10 + amount the attack beat your AC by) to force the attack to miss.
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Accelerated Entropy: Force an object or creature to rapidly age through temporal contact.
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Electro-Mancer Techniques
These Techniques are used by the Electro-Mancer, and involve the manipulation of electromagnetic fields and the manifestation of raw electrical energy. 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.
Standard Rules: All Techniques require a Standard Action unless specified otherwise.
Technique DC: Unless otherwise stated, any Saving Throw required is against your Electromancy DC:
- DC 10 + Intelligence Modifier + 1/2 Electro-Mancer Level
Magnetic Lift: Manipulate light metal objects with your mind. You can lift and move metallic objects weighing up to 5lbs + 5lbs per odd level of Electro-Mancer. Range is 10ft + 5ft per Intelligence Modifier. |
Sense Electronics: Heighten your senses to detect active electromagnetic fields. For 20 minutes, you gain a +10 bonus to Perception checks made to locate active electronics, power sources, or hidden sensors within 30ft. |
Electric Drain: Siphon the power from a small electronic device. You drain the battery of a Large or smaller device. If the device has no internal battery, it ceases to function only as long as you maintain contact.
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Power Surge: Overload an electronic device with a spike of voltage. You induce a minor surge in a device you are touching, causing it to shut down until reset or repaired. Robots and high-tech gear with redundant systems are immune. |
Adsorb Power: Draw energy from a massive power source to replenish yourself. You tap into a Large or bigger generator. Roll an Intelligence check (DC 15). On success, you regain a use of 1 or more of a technique slot (Level 1–5 based on the result). Failure deals 1d6 Electric damage to you for every 5 points below the DC. If you beat the DC by 4 or less then regain a Zero level slot. For every 5 you beat the DC gain the ability to either gain a use of a 1 higher level slot or gain another use of the current level slot. For example: a roll of 25 would imply the Electro-Mancer could regain the use of 3 level zero techniques, or 1 level two, or 2 level ones.
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Electrified Trap: Imbue a conductive object with a high-voltage charge. You charge a metallic object (like a door handle). The first creature to touch it takes 1d6 + Electro-Mancer Level Electric damage. The trap lasts for 12 hours or until triggered.
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Static Spark: Release a small arc of electricity from your fingertips. A reliable low-power jolt with a range of 30ft. You gain an Advantage Die on the accuracy check if the target is a robot, cyborg, or wearing metal armor.
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Electric Nade: Form and hurl a ball of condensed lightning. Acts like an explosive with a range based on throwing rules. Deals 1d8 Electric damage (increases to 2d6 at level 3, 2d8 at level 6, and 2d10 at level 9). |
Shocking Grasp: Deliver a powerful shock through physical contact. A melee touch attack dealing 1d6 + Intelligence Modifier Electric damage. Damage increases by an additional 1d6 every 3 Electro-Mancer levels. |
Static Shock: Paralyze an opponent with a continuous arc. A melee touch attack. The target must succeed on a Constitution save or be Entangled for 1 + Intelligence Modifier rounds (Max 5).
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Static Armor: Envelop yourself or an ally in a repelling field. Provides a +1 AC bonus for 4 hours. Bonus increases to +2 AC at level 7. |
Grounded Body: Align your internal charge to resist electricity. You gain 2 + Intelligence Modifier DR against Electric attacks for 1 hour per level. This changes to 4 + Intelligence Modifier at level 7. (The Max any DR can be is 10) |
Imbue Weapon: Electrify a weapon to deal extra damage. A weapon deals an additional 1d6 Electric damage for 1 + Intelligence Modifier rounds. Damage increases to 1d8 + Int Mod at level 9. |
Signal Ghost: Eavesdrop on and manipulate local wireless frequencies. You tune your implants to catch stray signals. For 1 hour, you can listen to any non-encrypted radio or wireless communication within 100ft. You can also project your own voice into these frequencies. |
Electro Shield: Create a shimmering wall of electrical resistance. Manifests a 5ft x 5ft wall. The wall has DR equal to your Level + Intelligence Modifier and lasts for 1 + Intelligence Modifier turns. |
Amped Power Surge: Overload devices or cybernetics at range. Range 10ft + 5ft per Intelligence Modifier. Deals 1d8 + Intelligence Modifier damage per + 1d8 per 3 level to robots or creatures with cybernetics (ignoring DR). |
Thunder Wave: Release a pulse of magnetic force in all directions. Area of Effect: 15ft radius. Targets take 2d8 + Intelligence Modifier damage (plus 1d8 per 1/3rd level round down) and are pushed back 5ft and knocked Prone. Dexterity save for half damage and no push. |
Electric Burst: Target a foe with a sudden, massive discharge. Target takes 1d10 + Int Modifier plus 1d10 damage per every 3 Electro-Mancer levels. Constitution save for half damage. |
Amp Up: Supercharge an ally's nervous system. Target gains a +2 bonus to Strength or Dexterity for Intelligence Modifier rounds. At 7th level this goes up to +3 to either Strength or Dexterity and +1 to the other. |
Remote Interface: Wirelessly interact with computers and keypads from a distance. As long as you have line of sight, you can use your Computer Use or Disable Device skill on an electronic target up to 30ft + 5ft per Intelligence Modifier away. |
Thunder Ball: Create a growing sphere of devastating voltage. Initial damage is 3d6 + Intelligence Modifier (increasing by 1d6 each round you spend a Standard Action to concentrate). You can create and throw as many balls as 1 + 1/3 your Electro-Mancer level (round down). When thrown, it deals damage to the target and half damage to all adjacent units.
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Speed of Light: Move with the velocity of a lightning strike. For Intelligence Modifier turns, the target has triple movement speed and a +2 bonus to Dexterity. Gain Advantage on Charge and Tackle for both Accuracy but also Damage. |
Thunder Strike: Call down a bolt of pure energy. Target takes 2d8 + Intelligence Modifier gain a bolt per every 4 levels of Electro-Mancer. Each bolt can target any viable enemy. Dexterity halves damage. A Dexterity save can be performed per Bolt. |
Stunning Blast: Release a high-voltage flash to disable foes. Range 50ft + 10ft per level. Target must succeed on a Constitution save or be Stunned for 1 round (2 rounds if they fail by 5 or more). |
Hardware Override: Directly command a simple machine's hardware. You force your will into a machine's physical circuitry. You can temporarily command a simple, non-sentient machine (security turret, cargo crane, automated vehicle) to perform one basic task. This does not require a hacking roll, but the machine returns to normal after the task is done. This cannot be done while in combat. |
Bio-Electrical Dampener: Mask your squad's electrical presence from sensors. For 1 hour, you and all allies within 30ft gain an Advantage Die on Stealth checks against electronic sensors, thermal cameras, and robotic observers. |
Energize Body: Focus energy into your own cells to peak performance. Target gains a +2 bonus to all accuracy, ability, and skill checks, and becomes immune to: Dazed, Exhausted, Fatigued, Nauseated, and Shaken. Lasts for Intelligence Modifier turns. If the Target already has one of these conditions the effect is just temporarily removed until this Technique wears off. |
Lightning Blade: Shape raw electricity into a lethal melee weapon. A blade that deals 1d8 + Intelligence Modifier damage and has AP 2. Lasts for Intelligence Modifier turns. It is considered a single handed Light weapon. This wweapon cannot be targeted, damaged, or otherwise removed from the Character. The Character can choose to disable this weapon at will before the number of turns is up. If so they can activate it again for its remaining turns up too 4 hours after the Technique was used.
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Amped Imbue Weapon: Grant a weapon massive destructive electrical power. Range 60ft. Ally or your own weapon deals an additional 1d8 Electric damage, gains AP 2, and has a +2 Accuracy bonus for 1 + Intelligence Modifier turns. |
Total Blackout: Emit a specialized wave to "freeze" all nearby electronics. While not in combat. For 1 minute, you emit a field with a 100ft radius. All non-shielded electronic devices within this area are completely non-functional. |
Amped Electro Shield: Manifest a massive, lethal barrier. Size 15ft. Wall has DR [K,C,E] 2 + 1/2 Level + Intelligence Modifier, max DR is always 10 for any weapon firing through it in one direction, determined and controlled by the Electro-Mancer. Any creature attempting to pass through takes 1d8 + Intelligence Modifier Electric damage (AP 2). Lasts for Intelligence Modifier turns. |
Arc Bolt: Release a chain of lightning that leaps between foes. Initial damage 4d10 + Intelligence Modifier (plus 1d10 per 1/3 Electro-Mancer level, round down). The bolt leaps up to 3 times at enemies within 10ft, dealing half damage each time. Dexterity save to avoid. |
Electrified Defense: Become a living circuit that punishes attackers. For Intelligence Modifier rounds, any enemy that hits you with a melee attack takes 2d8 Electric damage (AP 2). This can trigger once per target, per round.
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Field Officer & Envoy Techniques
These Techniques are for both the Field Officer and the Envoy character professions. These Techniques use the Charisma Ability by default, and all require a Standard Action unless they specify otherwise. They represent the specialized training in leadership, psychology, and tactical coordination.
Technique DC: Unless otherwise stated, any Saving Throw required is against your Leadership DC:
- DC 10 + (Wisdom or Charisma Modifier) + 1/2 Class Level
Guidance: Provide expert supervision to ensure an ally's success. Instead of making a skill check to aid another, you may provide guidance. This grants a competence bonus on the ally’s skill check equal to your Charisma or Wisdom Modifier. The ally must be within sight and hearing distance and able to understand you.
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Steadfast: Help allies maintain their focus and composure. Your calm presence stabilizes your team. This removes the following conditions from all allies within visual range: Fatigued, Dazed, Shaken, or Panicked.
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Stirring Speech: Motivate your comrades before a dangerous undertaking. You provide a speech that bolsters the squad's nerves. For the next 1 hour (or until the end of the first combat encounter), all affected allies gain an Advantage Die on Saving Throws and Opposing checks.
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Internalize Fear: Master your own emotions to lead by example. You hide your true emotions in the heat of battle. This removes any Fear-based condition currently affecting you.
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Spotter: Track an enemy's movement to guide an ally's aim. You spend your action to focus on a specific target. One designated ally ignores all range penalties and concealment against that target for 1 round.
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Leader of Men: Negate harmful mental effects on a single ally. You use your leadership to snap an ally out of a harmful state. Removes one of the following: Cowering, Dazed, Fatigued, Nauseated, Panicked, Shaken, or Stunned. Ally must be within sight or hearing.
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Direct Allies: Point out a target to focus the squad's efforts. For 1 + (CHA or WIS Mod) turns, any ally within 30ft + 5ft per WIS Mod gains an Advantage Die on accuracy checks and a +2 Moral bonus to AC when dealing with the specific target. While active, you cannot attack or use techniques on any other target.
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Invoke Enemy: Taunt or challenge an enemy to draw their attention. The target must succeed on a Wisdom save or be forced to redirect their attention to you for their next turn. This interrupts any task the target is currently performing that requires concentration.
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Calming Command Aura: project a field of focus to protect allies' minds. For 1d4 + (CHA or WIS Mod) rounds, all allies within 60ft gain an Advantage Die on saving throws and opposing checks against Mind-Affecting and Fear-based attacks.
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Personal Leadership: Work directly alongside an ally to boost their impact. You coordinate your movements perfectly with an ally within 5ft. When the ally performs an attack, you must perform an attack on the same target. If successful, before determining the ally's success or damage, they can roll an Advantage Die for their attack and if successful gain bonus damage equal to your CHA or WIS Modifier.
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Suppressing Command: Coordinate heavy fire to pin down the opposition. You direct an ally's fire to maximize disruption. One ally within visual range may perform the Suppressing Fire action as a Bonus Action this turn. Additionally, the penalty to the ally performing the Bonus Supperssing Fire Action is removed.
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Triage Priority: Instantly assess the tactical health of the battlefield. You analyze the vital signs and combat readiness of all combatants. You instantly learn the exact HP and current Conditions of one target within visual range. One dying ally within range, is prevented from taking Constitution Damage for one round. Any Medical Skill check done by an ally in visual range that is in your same group also gain advantage to the check. The use of a Pharmacuitial is automaticully successful with max possible bonus.
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Watch Your Six: Shout a warning to prevent an ally from being blindsided. For 1 + Wisdom Modifier number of rounds. When an ally is targeted by an attack from an enemy who is flanking them or attacking from stealth, you provide an immediate warning. The ally is not considered Flat-Footed and gains a +1 bonus to AC against that specific attack. This can happen once per turn, and is a Free Reaction.
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Weaken Resolve: Demean and insult the enemy group to break their spirit. Targets within 60ft + 10ft per WIS or CHA Mod must succeed on a Wisdom save or suffer a Disadvantage Die on Accuracy, Saving Throws, and Opposing checks for 1d4 + (CHA or WIS Mod) turns. A critical failure on the save results in two Disadvantage Dice.
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Imbue Strength: Provide the tactical encouragement needed to push harder. All allies within 30ft gain a +2 bonus to both Strength and Dexterity scores for 1d4 + (CHA or WIS Mod) turns.
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Aggressive Command Aura: Drive your allies toward high-impact strikes. For 1d4 + (CHA or WIS Mod) rounds, all allies within visual range gain a bonus: if they score a Critical Hit, they gain an bonus Extra Damage. Extra Damage threshold is shifted down by 1.
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Defensive Command Aura: Instruct allies on using cover and maintaining evasion. For 1d4 + (CHA or WIS Mod) rounds, all allies within 30ft + 5ft per WIS Mod if attacked by melee have their attacker take disadvantage (-1AD). If the ally is being fired upon while in concealment or Fighting Defensively they gain +2 to their AC. Allies also gain an Advantage Die on all Dexterity Saving throws and Stealth checks.
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Tactical Withdrawal: Orchestrate a perfectly timed squad retreat. You coordinate a synchronized repositioning. All allies within your group gain a Move Action to Withdrawl, as long as they are moving away from the combat they do not gain Tactical Advantage against them. Up to 2 additional allies within 30ft that are not in your Group can immediately perform a Bonus Move Action as a Withdrawl as well. If they have not moved this turn then, following the Move rules, considered the Bonus Move Action as if they performed Standard Move Action of 0ft.
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Chink in the Armor: Expose a critical structural flaw in an enemy's equipment. You identify a weakness in an enemy's posture or gear. For 1d4 rounds, the target's Damage Reduction (DR) is reduced by your Wisdom or Charisma Modifier (Minimum 1). This counts against all damage recieved directly by you or your allies.
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Coordinated Barricade: Fortify your squad's position behind cover. You direct your squad to maximize their environmental advantages. All allies within 60ft currently utilizing cover gain an additional +2 bonus to AC and an Advantage Die on Stealth checks for as long as they remain behind that specific cover.
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Proactive Leadership: Intervene out of turn to save an ally from failure. All Standard Actions including Techniques can for 1d4 + (CHA or WIS Mod) rounds gain the effect that if you earn a Bonus Action but choose not to use it gain a 'Bonus Proactive Leadership Reaction' until the start of your next turn. With this Bonus Reaction you can jump in to help an ally within Run Distance in a moment of crisis. This allows the ally to re-roll one attack, skill check, or saving throw.
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Terrifying Gaze: Paralyze a single target with your sheer force of will. The target must succeed on a Wisdom save or be Frightened for 1d4 turns. If they fail by 5 or more, they are Cowering; if they fail by 10 or more, they are Panicked.
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Push Through: Lead a desperate charge to inspire a total squad breakthrough. You perform a Charge action. If successful, all allies who can see you gain double Advantage and bonus damage equal to your CHA and WIS Modifier combined on their next attack this round. If an ally scores a critical hit, it deals maximum damage. All Allies also gain a Bonus Move Action that they can perform on their off-group.
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Controlled Chaos: Disrupt the enemy's command and control. You manipulate the enemy's coordination. One enemy combatant must succeed on a Wisdom save or be forced into the opposite initiative group (e.g., if they are in the Vanguard, they act in the Rearguard next round).
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Perfect Sync: Command your squad to act as a single, unstoppable unit. For 1d4 rounds, you enter a state of total concentration. Whenever an ally in your combat group (Vanguard or Rearguard) successfully performs a Bonus Action, then the opposite group immediately gains a free Bonus Action of the same type in a pool that one of the Character's in that group can choose to use immediately. The Players on the other team have to choose who gets the action. If a Character utilizes this action when they start their turn they act as if they have already used a Simple Action.
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Helix Strains
Helix Strains represent specific genetic pathways unlocked through rigorous training or mutagenic triggers for the Helix Warrior. Unlike standard Techniques, these do not consume slots from a daily pool. Instead, each Strain has its own individual frequency limit.
Genetic Enhancement: At odd levels (1st, 3rd, 5th, 7th, 9th), a Helix Warrior chooses either to learn one Strain from this list OR gain 2 Mutation Points (MP).
Strain DC: Unless otherwise stated, any Saving Throw required by a Strain is against your Helix DC ie: DC 10 + Wisdom Modifier + 1/2 Helix Warrior Level
Stance: If any of the Strains has Stance in the title it cannot done at the same time as another Strain. Only one Stance at a time and during a Stace no other Strain can be used.
Sensory Overload: Sharpen your senses to detect the undetectable. You temporarily hyper-tune your eyes and ears. You gain a +2 Misc bonus to Passive Perception and active Perception checks for 10 minutes * WIS Mod (min 10).
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Neural Suppression: Temporarily ignore the body's pain signals. You dampen your pain receptors. You ignore all penalties from being Shaken or Sickened for 1 minute. This does not remove the conditions, only the penalties.
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Biological Anchor: Lock your joints and muscles into a reinforced stance. You become incredibly difficult to move. You gain an Advantage Die on all checks or saving throws made to resist being tripped, pushed, or moved against your will. Lasts for 1 + Str Mod rounds.
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Second Wind: Force your body to recover from the brink of death. If you are at 0 HP or stabilized, you can force your cells to regenerate. You instantly recover 1 Hit Die + Wisdom Modifier in HP.
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Focused Strike: Infuse your strikes with tactical precision. You use your enhanced mind to guide your limbs. For your next attack this turn, you may add your Wisdom Modifier along with your Strength Modifier for accuracy and damage.
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Crane Stance: A fluid stance designed for staff-like weapons. Requires a two-handed melee weapon. You gain a +2 bonus to AC and accuracy checks. Additionally, you may attempt a Disarm technique as a Bonus Action following a successful Standard Attack. Lasts until the end of combat or until you are Prone/Grappled.
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Hydra Stance: A rapid, multi-limbed defensive posture. Requires two melee weapons or unarmed strikes. You gain a +2 bonus to AC. If you perform a Standard Attack Action and miss, you may instantly make a second attempt. This doesn't conflict with Simple/Bonus actions. Lasts until the end of combat.
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Comet Dash: Convert your momentum into an explosive impact. You perform a Charge melee attack. The impact is so great that the damage die for the attack is increased by one level (e.g., 1d8 becomes 1d10) and add double Strength Modifier to the total. If successful, the target is automatically knocked Prone.
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Synaptic Dodge: Move before the trigger is even pulled. When targeted by a ranged attack from an enemy you can see, you may roll an Opposing Initiative Check against the attacker. If you win, the attack automatically misses.
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Shatter-Point Kick: Target a weak joint during a flurry of blows. Following a successful Standard Attack, were damage is rolled normally and no negatives effects have been done back to you, you deliver a precise kick. The target must succeed on a Dexterity save or be Prone and Dazed for 1 round.
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Synaptic Flash: Strike a cluster of nerves to blind the opponent. You make a melee touch attack. The target must succeed on a Wisdom save or be Blinded for 1d4 + Wisdom Mod rounds as their visual cortex is overloaded.
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Iron Mirror Stance: A perfect counter-offensive state. You gain a +4 AC bonus for 1 round. During this time, every time an enemy misses you with a melee attack, you may immediately make a Standard Melee Attack against them as a Free Action.
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Genesis Strike: Push your muscles to their absolute structural limit. Must have at least Character level 5. You unleash a series of strikes dealing Xd10 + Strength Mod damage per hit (X = 1 + Wisdom Mod). After using this technique, you become Exhausted and cannot use any further Strains until you no longer Exhausted.
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System Shutdown: A precise blow to the brainstem. You make a melee touch attack. The target must succeed on a Constitution save or be rendered Unconscious for 1d4 rounds. If they succeed, they are still Paralyzed for 1 round.
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Shield Splicer Techniques
This is the list of Techniques for the Shield Splicer. Shield Splicer Techniques involve the direct mental control of force fields, often at a molecular level. These techniques primarily use Constitution as their governing authority. All Techniques require a Standard Action unless specified otherwise. Level Zero Techniques cannot be expanded into higher-level Techniques or affected by the Technique, Master Feat.
Technique DC: Unless otherwise stated, any Saving Throw required is against your Splicer DC:
- DC 10 + Constitution Modifier + 1/2 Shield Splicer Level
Sixth Sense: Project a cloud of shield particles to detect movement. Once activated, this lasts for 1 hour. You gain a +2 bonus to both Passive Perception and the Perception skill for anything within 30ft. You may take 20 on this check outside of combat. |
Telekinetic: Warp a small shield around a light object to move it. You can manipulate an object weighing up to 5lbs within a 15ft reach. Range and weight limit increase by 5ft and 5lbs every odd level. |
Integrated Senses: Layer the ground with particles to track hidden units. You become aware of anything walking within a 60ft radius. This allows you to pinpoint the location of stealth or cloaked units. This is only on unbroken terrain. Doors, walls, large rubble, a raven, a river can block the effect. This lasts for every round you do not move up to your Constitution Modifier number of rounds.
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Shape Shield: Create a low-impact sensory alarm. You shape a tiny (1ft x 1ft) nearly invisible shield. It lasts for 1 hour per Shield Splicer level. If the shield is disrupted, you are instantly mentally alerted, regardless of distance. |
Shield Bullet: Shoot a small concentration of force at a target. A Ranged Touch Attack with a range of 30ft + 5ft per level.
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Force Push: Shoot a wave of shield energy to knock an opponent back. This is a ranged Push technique (Range: 20ft + 5ft per 1/2 level). You use Constitution instead of Strength for the check. |
Kinetic Stabilizer: Fire a counter-burst of force to keep an ally upright. When you or an ally within 15ft is about to be knocked Prone or moved by a Push/Tackle technique, you fire a stabilizing pulse. The target gains an Advantage Die to resist the effect.
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Friction Field: Increase local gravity to hinder movement. You target a single 5ft square within 60ft. That square is considered Difficult Terrain for 1 minute. |
Force Wall: Construct a static vertical barrier of energy. You create a wall up to 15ft by 5ft. The wall has DR 1 + (1/2 Shield Splicer level) and lasts for 1d4 + 1 turns. Enemies can move through the shield and take no damage from doing so. |
Reflection: Summon a blindingly bright shield to confuse attackers. Target (Range 60ft) is surrounded by a shifting wavelength shield for 1 + Conn Mod turns. Any enemy targeting them must succeed on a Wisdom save or be Blinded until their next turn. Even if they succeed, they take a Disadvantage Die on the attack. |
Imbue Weapon: Coat a weapon in a high-frequency vibrating field. A target weapon deals an additional 1d6 Kinetic damage for 1 + Conn Mod turns. If the Weapon is held by a friendly instead of the Shield Splicer themselves they must stay within 30ft + 5ft per Con mod or loose the affect. |
Mass Push: Release a burst of energy to clear the area. All creatures within a 15ft radius must succeed on a Dexterity save or be pushed 5ft and knocked Prone. Gases in the air or effects or damage caused by lingering gases are removed. |
Concussive Blast: Trigger a sonic-kinetic boom within a group. Targets within a 15ft radius must succeed on a Constitution save or become Stunned for 1 round. |
Burst Leap: Fire a pulse of force to launch yourself or an ally. You fire a blast at the feet of a target within 10ft. The target may immediately move 15ft in any direction (including vertically). This movement does not trigger Tactical Opportunities. |
Distortion Screen: Create a shimmering screen to deflect ranged fire. You project a screen around an ally within 60ft. For 1d4 rounds, all ranged attacks against that ally take a Disadvantage Die. |
Cloak: Warp light around yourself to disappear. You gain partial concealment for 1d4 + (1/4 Splicer level) rounds. This is negated by advanced tracking or thermal sensors. |
Force Punch: Launch a fists-sized kinetic strike at range. A ranged attack (Range: 10ft + 5ft per Splicer level). Target is considered Flat-Footed for this attack. This is considered an unarmed strick that deals leathal damage. You use Constitution in place of Strength and Wisdom in place of Dextarity for Weapon Die rules. Gain 1 punch/Attack plus an additional seperate punch/Atack for each Extra Damage the Character has. Divid up the punchs againstn as many or as little targets as the Player chooses. |
Boost Shield: Pump extra power into an active barrier. Restore 5 HP + 1 per Splicer level to a shield generated by the Self Shielded or Selfless Shield or any other Item or Technique that generates a Shield with 'HP'. This can stack on top of the maximum provided but cannot stack on top of itself. |
Shield Snare: project a field of low-intensity traps on the ground. You project a 30ft circle (Range 30ft + 5ft per level). Enemies entering or moving within this space must succeed on a Dexterity save or be Entangled for 1d4 turns. The area is considered Difficult Terrain. |
Force Smash: Slam a target down with a massive block of energy. Range 15ft + 5ft per level. Target takes 1d8 + CON Mod damage (plus an extra 1d8 + Con Mod per Extra Damage). A successful Dexterity save results in half damage and prevents being knocked Prone. |
Massive Lift: Warp a heavy object and move it through the air. You target a Large or smaller object (up to 500lbs) within 30ft. You can move the object up to 30ft in any direction. This can be used to create cover or drop objects on enemies (dealing damage equal to your Shield Bullet). |
Shield Link: Synchronize your energy field with an ally. You connect your shield from whatever source to an ally within 30ft. For 1d4 rounds, you both share the benefit of the shield. |
Shattered Ground: Generate dangerous pockets of static energy. You project a 30ft circle (Range 30ft + 5ft per level). Enemies moving within this space must succeed on a Dexterity save or take 1d10 + CON Mod damage. |
Improved Imbue Weapon: Coat a weapon in a reinforced kinetic field. A melee weapon deals an additional 1d12 Kinetic damage and gains AP 4 for 2d4 + Con Mod turns. The other same rules applie from Imbue Weapon. |
Shield Crash: Purge your own fields to collapse those around you. You negate all your active shields to force all shields within 30ft + 10ft per level to crash. If an enemy combatant has a shield they must succeed on a Constitution save or be Shaken for 1 round. |
Hold Person: Wrap a target in a localized, non-moving force bubble. This is a ranged Grapple (Range 15ft + 5ft per 1/4 level) using Constitution instead of Strength. You must have a free hand. All other grapple rules still apply. |
Spliced Bullet: Shower an area with force-projectiles. A 15ft cone area effect (starting point range 15ft + 5ft per 1/4 level). Deals damage equal to Xd10 + Advantage Die + Con Mod. Targets may roll a Dexterity save for half damage. X = 1 + the total number of Extra Damage the Character has. |
Kinetic Wave: Release a focused cone of physical pressure. You release a 30ft cone of pure kinetic energy. Targets take 3d10 + CON Mod + 1d10 per Extra Damage, damage and are pushed back 15ft. A successful Dexterity save results in half damage and no push. |
Signal Dampener: Generate a field that jams communications and sensors. You create a 15ft radius sphere within 60ft. Electronic devices and robots within the sphere must succeed on a Wisdom save or be Dazed for 1 round as their internal sensors are jammed. Wireless communication is impossible through the sphere. |
Raining Force: Saturate the air with dormant shield particles. For 2 + 1/4 Shield Splicer Level (round up) rounds, you are surrounded by a 60ft +5ft per Con Mod field. Each round once per round as a Free Action the Character can activate one of the following:
If the Shield Splicer chooses to withhold there action they gain a single Reaction they can choose instead.
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Force Crush: Completely envelop and compress a target. Range 15ft + 5ft per level. Target takes 2d10 + CON Mod damage (plus 1d10 per Extra Damage). A successful Strength save results in half damage. Gain an Advantage Die on the DC if the target is already Grappled. |
Directed Overload: Concentrate massive energy into a single target. A Melee Touch Attack. Roll a Constitution check; the result is the damage dealt (ignoring all DR). If you roll a 1, you take 1d6 damage yourself. You may perform this attack as many times as you have Extra Damage. The target can roll an opposing Strength check. If successful they take half damage. This save is done once for all attacks. |
Crushing Singularity: Generate a point of extreme gravitational pressure. You create a point within 60ft. All creatures within 25ft are pulled 10ft toward the center. Any creature within 5ft of the center takes 5d10 + CON Mod damage plus an additional 2d10 per Extra Damage. A successful Strength save results in half damage and prevents the pull. |
De-Phase Shielding: Desynchronize your body with solid matter. For 1 + 1/2 Shield Splicer Level (round up) rounds, your body and equipment become partially ethereal. You can move through solid walls or obstacles (up to 10ft thick) as if they weren't there. If you end your turn inside an object, you are shunted to the nearest open space and take 3d6 damage. All attackers now have to role a percental check on top of an accuracy check. If the Accuracy Check was successful then role a Percentile Check. 25 or lower the hit just misses. 26-75% the damage does half. 76 or higher and take damage as normal. |
Supernova Discharge: Overload your personal shield into a devastating blast. Requires an active Self Shielded or Selfless Shield barrier. You violently collapse the field, dealing damage equal to the remaining HP of the shield to all creatures in a 30ft radius ignoring all DR. The shield is instantly depleted and enters its normal cooldown. |
Extended Mass Smash: A massive aerial bombardment of kinetic energy. Acts like Force Smash, but has a range of 120ft and hits all targets in a 30ft radius. |
Force Infused Tackle: Hurl a spiked chain of force to snare a target. A ranged Tackle (Range 20ft + 5ft per 1/2 level) using Constitution instead of Strength. If successful, you deal Xd8 + CON damage and the target is Grappled. X = 1 plus total Character Extra Damage. |
Splintered Shield: Overload a fine point in space to trigger an explosion. Creates a massive explosion in a 30ft radius. Within 20ft + 5ft per 1/2 level. This deals 2d10 + Constitution Modifier plus an additional 2d10 + Constitution Modifier per Character Extra Damage. Targets may roll a Dexterity save for half damage. |
Force Prison: Manifest solid plates of energy to trap a foe. You trap a target within 30ft in a 10ft cube of solid force. The box is airtight and opaque, has 100 HP and DR 10, and lasts for 1 + 1/2 Shield Splicer levels rounds or until destroyed. The Target if unwilling can make a Dexterity save to jump out of the box. If this is the case the box dissipates instantly and the target resumes their orginial position. |