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== Known Device Power Options == This list does ''not'' include inherent utilities. A rule of thumb is that Device Powers get stronger the more Device Powers you've activated. === Iron Heart Focus === AKA: Hot Blooded Barrier Jacket ''Prerequisite'': Barrier Jacket ''Effect'': You may learn Iron Heart stances and maneuvers as a Crusader or Swordsage; you may only initiate Iron Heart maneuvers while your Barrier Jacket is active. === Kinetic Delay System === AKA: Steely Resolve That Talks To You ''Prerequisite'': Barrier Jacket ''Effect'': You gain Steely Resolve (as the Crusader class feature), with a pool size equal to twice your levels in Swordsage or Warblade, limit 20. In addition, you gain Furious Counterstrike (as the Crusader class feature). These advantages only apply while your Barrier Jacket is active. === Melee Weapon Form === AKA: Probably the most basic power after the Barrier Jacket ''Prerequisite'': Barrier Jacket ''Effect'': Choose either one weapon, or a pair of weapons that deal the same damage type. If you choose a pair of weapons, one must be light, and the other at most one-handed. Your Device transforms into the corresponding weapon upon activating your Barrier Jacket. For every two Device Powers you have, the Melee Weapon Form gains a +1 bonus. When you unlock a Device Power (even if it's not one that would give you a bonus), you can choose whether or not to spend one or more points of bonus to unlock a weapon ability, as long as doing so would keep its bonus at or above +1 and at or below +5. You can also remove specific enhancements, returning their bonus to the general bonus, as long as the bonus remains in the range of +1 to +5. If you have two weapons, you instead gain +1 to ''both'' of them for every three Device Powers you have. You may modify their enhancements separately. You are always considered proficient with your Device's Melee Weapon Form; if you meet the character level or base attack bonus requirements, you are treated as having Weapon Focus, Weapon Specialization, and/or their Greater Forms for the purposes of attacks with your Device's Melee Weapon Form. Further, if you have a two-handed weapon set and meet the character level or base attack bonus requirements, you are treated as having Two-Weapon Fighting, Improved Two-Weapon Fighting, and/or Greater Two-Weapon Fighting. === Melee Guidance Component === ''Prerequisite'': Melee Weapon Form ''Effect'': Your Device's weapon form becomes capable of analyzing where best to hit some types of opponent, and shifting slightly when it has an opportunity to maximize such hits. You gain Sneak Attack, as the rogue class feature, with a number of dice equal to half your number of Device Powers (round down), max 5d6. This does not stack with Rogue levels, and only works with your Device's Melee Weapon Form. === Melee Guidance Mastery === ''Prerequisite'': Melee Guidance Component at 5d6 damage. ''Effect'': Your Device's Melee Guidance Component no longer has a maximum number of dice. == Known Inherent Skill/Equipment Options == This list only includes options that cost Readjustment Points; class abilties that are refluffed as Inherent Skills/Equipment are not listed here. Inherent Skills are essentially class features; many but not all Inherent Equipment abilities can also replicate class features. Inherent Equipment is designed for a specific Combat Cyborg and will not work for anyone else. A rule of thumb is that Inherent Skills develop based on class level, rather than your number of powers. === Energy Blade System === AKA: Half-obviating a class ''Prerequisite'': Must be able to establish psionic focus (i.e. Wild Talent feat, a level in a psionic class, etc.) ''Effect'': You gain the Form Mind Blade and Shape Mind Blade features, as the [http://www.d20pfsrd.com/psionics-unleashed/classes/soulknife Dreamscarred Press Soulknife]. These are generated from energy projectors in the arm of the Cyborg. Shaping your mind blade represents adjusting the settings - a time-consuming and detailed process, but one performable in the field with a few screwdrivers and some BIOS configurations. (Your Intelligent Device can help.) ''Special'': This does not include the Throw Mind Blade ability or any other class features of the Soulknife. === Energy Blade Enhancement === AKA: Finishing obviating a class ''Prerequisite'': Energy Blade System, Character level 3rd. ''Effect'': You gain the Enhanced Mind Blade feature, as the [http://www.d20pfsrd.com/psionics-unleashed/classes/soulknife Dreamscarred Press Soulknife], at a value of +1. This value upgrades every two character levels above the minimum (5th, 7th, etc.), up to a max of +5. ''Special'': Weapon Special Abilities must be added to the system's capabilities before they may be added via Shape Mind Blade. (Your ship has the essential supplies, though you may need to bring it a few scrolls or wands.) === Energy Blade Output Optimization === ''Prerequisite'': Energy Blade Enhancement +5 ''Effect'': The limit on Energy Blade Enhancement is removed, allowing you to go up got +9 (at 19th level). Note that you must use enough special weapon abilities to make the blade's base bonus be between +1 and +5. (Exception: Once you're at Epic Level, you may go up to +6 at 21st, and one higher every 5 levels after that.) === Damage Absorption Modification === ''Prerequisite'': Energy Blade System ''Effect'': Each time the Energy Blade deals damage in combat, its wielder regains one power point (which can be shifted to their Storage Device if and only if their personal stock is full). The target of the attack must pose a legitimate threat to the wielder in order for them to gain power points from it. Additionally, as a swift action, the Energy Blade can be charged using a number of power points equal to or less than the wielder's manifester level. These must come from the Storage Device. Doing so causes all strikes made with the Energy Blade to inflict the number of points spent as additional, untyped damage until the end of the wielder's next turn. This ability may be reactivated after a number of rounds equal to the points spent have passed. === Locational Analysis System === AKA: Trapfinding! ''Prerequsite'': None ''Effect'': You have received an inherent envionmental sense that allows you to spot more advanced traps than most. Gain Trapfinding, as the Rogue class feature. == Known Class Modifications And Adjustments == === Elocater === Elocater is available as a 20-level class via [[http://www.giantitp.com/forums/showthread.php?t=192374 a GiantITP forum homebrew]]. It has been adjusted for the campaign to represent a high-mobility Combat Cyborg ability set that is supplemented using locally-learned psionics; many of the abilities are refluffed as being borne from Inherent Equipment and Inherent Skills as a result. * ''Scorn Earth'' represents the use of [[http://nanoha.wikia.com/wiki/Jet_Edge Jet Edge]], allowing the character to maneuver through difficult terrain with ease, rather than their floating over the ground. * ''Scorn Gravity'' is replaced with a special Inherent Skill, [[http://nanoha.wikia.com/wiki/Air_Liner Air Liner]]. During their turn, as a free action once per round, the Elocater may designate two points that are both within 100' of the Elocater, and within 100' of each other. These points are connected by a yellow glowing 'road' of energy. The Elocater's Jet Edge allows them to move from any point within 5' of a square the 'road' is on to any point the road is on in one move action; this provokes attacks of opportunity as regular combat movement. The road can also be traversed (but at normal speeds) by any creature with a land speed (''not'' only allies, note). The road disappears two rounds after creation; the Elocater can maintain it as their free action during their turn. Also, because when I looked at the numbers and compared to the original Elocater and Nomad it felt right, 4+INT Skill points per level instead of 2+INT.
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