Nanoha:IncGame:Gear Options And Class Mods

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(Melee Weapon Form)
(Known Device Power Options)
 
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This list does ''not'' include inherent utilities.
This list does ''not'' include inherent utilities.
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A rule of thumb is that Device Powers get stronger the more Device Powers you've activated.
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=== Beam Shot ===
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''Prerequisite'': Ranged Weapon Form
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''Effect'': As a Swift action on a turn where you have not yet moved moved, you may select an element from Cold, Fire, Electricity, or Sonic, then begin charging a Beam Shot. Once you start charging a Beam Shot, you may not move until the shot is fired. If you are forced to move by any means, the charge action is wasted. (You may take standard actions, as well as move actions that do not involve moving to other squares).
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On your next turn, you may hold the shot as a free action, or fire it (either as one shot of a full attack, or as a standard action). If the shot hits, it deals an additional number of d4s of damage equal to half your number of Device Powers.
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Further, if you selected Cold or Fire, add an amount of damage equal to your number of Device Powers. If you selected Electricity, you get a +3 bonus on your attack roll if the target is wearing metal armor. If you selected Sonic, your damage ignores an amount of hardness equal to twice your number of Device Powers.
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=== Charismatic Shapeshift System ===
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''Prerequisite'': 3 Device Powers, CHA 15
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''Lore'': This component was originally a separate group of Devices known as Transformation Devices, developed in legal-gray-area research, then taken by Sarah Sprite's former label to supplement their illegal Artificial Mage research. While there are several Transformation and Shapeshift systems available (Tome Dragons often use a simple one to keep to a human form or at least a human ''size''), the Charismatic Shapeshift System is currently the most advanced.
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''Effect'': The user of the Charismatic Shapeshift system can take any small or medium humanoid form as a standard action, as the spell ''alter self'', with an unlimited duration. Unlike ''alter self'', it is powered significantly by the wearer's force of personality, so it can only take forms of their own gender that they would find attractive on a non-trivial level. This is a Mid-Childan magic effect, and so is not subject to Wild Magic or Null Magic zones.
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Minor changes can be made as a move action; however, these changes only last for a minute unless 'locked in' with a standard action, and provide no bonus to disguise checks.
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While the system is active, the user gains a competence bonus to Charisma checks and Charisma-based skill checks equal to their number of Device Powers, limit their character level.
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=== Enhanced Storage Functionality ===
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''Prerequisite'': Any three Device Powers
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''Effect'': Your Device's Storage function is upgraded, storing bonus points as if it were a Wizard with an INT score equal to 10+your number of Device Powers, with a maximum spell level as if it were a wizard of your character level. (See '''Table: Bonus Spell Points''' On the Spell Points rule page.)
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=== Environmental Scanning System ===
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''Prerequisite'': None
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''Effect'': Your Device can use your Search check to locate traps, including magical ones, allowing you to find and disable traps whose DCs exceed 20 (usually magical traps). Further, it can allow for ''placement'' of traps made with the Craft(trapmaking) skill. Finally, you may treat your number of device powers as your number of ranks in Disable Device and Open Lock.
=== Iron Heart Focus ===
=== Iron Heart Focus ===
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''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.
''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.
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=== Locational Analysis Upgrade ===
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''Prerequisite'': None
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''Effect'': Your device is capable of locating traps; when you make a Search check, it can provide additional information, as the Trapfinding class feature. In addition, add Disable Device to your list of class skills.
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You gain Trap Sense +1 for every three Device Powers you have, while your Barrier Jacket is active.
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((Further upgrades to be scripted in for adding more Device Powers in the future.))
=== Melee Weapon Form ===
=== Melee Weapon Form ===
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''Prerequisite'': Barrier Jacket
''Prerequisite'': Barrier Jacket
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''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.
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''Effect'': Choose either one melee weapon, or a pair of melee 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.  
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.  
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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.
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.
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=== Melee Guidance Component ===
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''Prerequisite'': Melee Weapon Form
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''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.
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=== Melee Guidance Mastery ===
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''Prerequisite'':  Melee Guidance Component at 5d6 damage.
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''Effect'': Your Device's Melee Guidance Component no longer has a maximum number of dice.
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=== Ranged Weapon Form ===
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AKA: Probably the ''other'' most basic power after the Barrier Jacket
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''Prerequisite'': Barrier Jacket
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''Effect'': Choose one ranged weapon. Your Device transforms into the corresponding weapon upon activating your Barrier Jacket. If you have taken Melee Weapon Form and have ''not'' chosen to take two weapons through it, you may instead have your Melee Weapon Form 'double' as a chosen ranged weapon for mechanical purposes. Otherwise, you may shift your Device between the forms as a Move Action.
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The weapon generates its own ammo at the point of firing; fluff-wise, this is energy bolts, but it deals damage per the normal weapon of its type. You may choose to have it deal Non-Lethal damage at no penalty.
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If your weapon serves as both a melee and ranged form, you may mix both melee and ranged attacks in the actions of one turn; however, doing so incurs a -2 penalty to all attacks after each switch, due to needing to adjust your grip (giving your opponent time to react).
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For every two Device Powers you have, the Ranged 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.
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You are always considered proficient with your Device's Ranged 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 Ranged 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.
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=== Speaker System ===
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''Prerequisite'': Bardic Music class feature (or similar).
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''Effect'': As a Standard Action, you may summon two large speakers onto the battlefield. Both must be summoned within 25 feet of you, into an otherwise empty square. These speakers may be summoned a number of times per day equal to your number of Device Powers, and remain in play for five minutes or until unsummoned.
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While active, the speakers provide three functions:
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* They occupy one 5'*5'*5' square each.
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* You may use Bardic Music abilities without it counting against your Bardic Music uses per day while the Speaker System is active. This is ''only'' usable for Bardic Music abilities, not feats that consume Bardic Music uses.
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* The speakers can fire a concentrated sound blast, which deals Xd3 Sonic damage to creatures and objects within 25' of them, where X is your number of device powers, once per minute. The speakers must have line of sight and line of effect to the target.
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=== Spin Attack ===
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''Prerequisite'': Melee Weapon Form
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''Effect'': As a Full round action, you may choose to perform a Spin Attack. A spin attack hits all threatened squares with an AoE attack; enemies creatures in this area take Xd6 damage, where X is equal to half your number of Device Powers, and are treated as though they had been bullrushed to the nearest edge of the AoE. A successful reflex save halves the damage but does not prevent the forced movement.
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As an additional bonus, gain one Fighter bonus feat.
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=== Strike Optimization Component ===
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''Prerequisite'': Improved Unarmed Strike
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''Effect'': Your Unarmed Strikes and grapple checks work as if you were one size larger.
== Known Inherent Skill/Equipment Options ==
== Known Inherent Skill/Equipment Options ==
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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.
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.
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A rule of thumb is that Inherent Skills develop based on class level, rather than your number of powers.
=== Energy Blade System ===
=== Energy Blade System ===
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''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.)
''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.)
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=== Damage Absorption Modification ===
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''Prerequisite'': Energy Blade System
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''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.
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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.
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=== Locational Analysis System ===
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AKA: Trapfinding!
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''Prerequsite'': None
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''Effect'': You have received an inherent environmental sense that allows you to spot more advanced traps than most. Gain Trapfinding, as the Rogue class feature. In addition, add Disable Device to your list of class skills.
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At 3rd level, you gain Trap Sense +1. It increases by an additional +1 at 7th level, and every 4 levels after that.
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=== Strike Guidance System ===
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''Prerequisite'': Two levels in a class with Good or Full Base Attack Bonus progression.
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''Effect'': Your Base Attack Bonus becomes equal to your character level.
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=== Temporal Acceleration ===
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''Prerequisite'': None
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''Effect'': As a swift action, the user may temporarily accelerate themselves for a number of rounds equal to the ability score modifier of their Primary Mental Stat (Either their highest mental stat or the stat used for any casting ability) plus their Constitution modifier, granting them a +10 enhancement bonus to their movement speeds and a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. At the end of this duration (which may be ended early as a free action) the user is Fatigued for a number of rounds equal to half of those spent accelerated.
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Starting at 5th level, the user may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
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The enhancement bonus to their movement speed is increased by 10 per 3 levels past level 1, to a maximum of +30 at level 7.
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''Special'': The duration may be augmented by expending Spell/Power points; each point spent increases the duration by one round without increasing the time fatigued.
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=== Evasive Alacrity ===
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''Prerequisite'': Temporal Acceleration
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''Effect'': While under the affects of Temporal Acceleration, the user has a 10% miss chance against attacks and individually targeted spells, even those that do not require attack rolls.
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This miss chance increases by 10% for every 3 character levels past 1st level, to a maximum of 50% at character level 13.
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=== Passive Temporal Acceleration ===
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''Prerequisite'': Temporal Acceleration.
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''Effect'': Even when not under the effects of Temporal Acceleration, the user gains a +1 bonus to attack rolls and a +1 dodge bonus to AC and reflex saves; this bonus increases by 1 for every 5 character levels. They also gain a competence bonus to Initiative checks equal to one half the bonus on attack rolls plus the modifier for their primary mental stat.
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=== Enhanced Temporal Acceleration ===
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''Prerequisite'': Temporal Acceleration, Character level 12th.
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''Effect'': While under the effect of Temporal Acceleration, the user can move and attack normally, even under the influence of magic that usually impedes movement, as the freedom of movement spell.
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As an additional effect, the user can also move across the surface of placid or flowing water, but not whitewater rapids or stormy water, by making two move actions in a round. The user immediately sinks any time they make a single move action in a round or come to a complete stop while traversing water.
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Additionally, instead of making one extra attack at their highest base attack bonus while under the effect of Temporal Acceleration, the user now has the choice of making one extra move action or one extra standard action.
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=== Hyper Temporal Acceleration ===
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''Prerequisite'': Enhanced Temporal Acceleration, Character level 12th.
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''Effect'': As an Immediate Action, may execute a ''Time Stop'' effect, as the spell, for a number of rounds equal to half the user's Primary Mental Stat modifier. After the Time Stop expires, the user is Dazed until the end of my next turn and Exhausted for 1 rounds per round spent in Time Stop.
== Known Class Modifications And Adjustments ==
== Known Class Modifications And Adjustments ==
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* ''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 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.
* ''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.
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* The Elocater does not gain the Mobility feat at 5th level (but must take it as a Barely Feat at or before 7th level). At 7th level, they gain ''Haste'' as a bonus power. Haste works as the Wizard spell, except that it costs 5 PP, and targets one creature. As an augmentation, the caster may increase the cost by 1 PP to target another creature within 20' of each other creature affected.
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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.

Current revision as of 02:36, 5 April 2013

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