Priest of Desna

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DM Malleus wrote:


Yes you can use your 3000 to but magic items but please try and pick something it would make sense for your character to have.

Johnny Panic, interesting submission.

Thanks I try my best, making a criminal, Thug or thief would be the norm, but a Lady who is seeking to regain her family future my means of wit and gifts alone seemed like a more challenging idea.


withdrawing guys going to GM my own game.


withdrawing guys going to GM my own game.


1d6 ⇒ 4


Lady Isabela De-Caprino

LN Pison [Telepath]

Description: :

Isabela is a small, slim woman seems attractive but well.. normal, her skin has a slight red tint, her Jet Black Hair and Black orb eyes. She has no weapons and no armour, she could be any typical 20 year old. Perfectly normal looking woman who seems not danger at all. Ok her skin seems a little cold, her are eyes always watching, always observing, but all very normal.

Personality::
Isabela can be kind or she can be cruel, she is not a simple woman, Evil or good are to simple a terms for her for what she is. Talk to her and you will find a complex, Highly intelligent, Highly disciplined, well educated and sophisticated woman. Spend time with her and you may start to think that Isabela is always thinking, meticulously calculating and assessing.

Numbers:

20 point spend

Str=10 [+0] [Raw10] [0PP][race][Item][other]
Dex=16 [+3] [Raw16] [5PP][+2race][Item][other]
Con=10 [+0] [Raw10] [PP][race][Item][other]
Int=18 [+4] [Raw18] [10PP][+2race][Item][other]
Wis=10 [+0] [Raw10] [2PP][-2race][Item][other]
Cha=13 [+1] [Raw13] [3PP][race][Item][other]

Offence:

Movement"
Land 30'
Init+2 Perception +3
Dark Vision 60'
Unarmed strike TH+1 DMG1d3 x2 B+NL
Fangs TH+1 DMG1d3 x2 P [retractable + Special attack]
Mind thrust 1d6 DC14 Range 40'
Energy Splash RTA+1 1DMG Range 40'

CMB +4

Defence:

Senses perception +3
HP [9/9]

AC17 T13 FF10 [10+3Dex]

power-Internal Armor 2 Hours
AC17 T17 FF14 [10+3Dex+4Power]

CMD =14 [10+3+0+1]

Saves:
F=0 [+0class+0Con]
R=3 [+0Class+3Dex]
W=3 [+3class+0Wis]

+2 racial bonus on saving throws against disease and mind-affecting effects.
--Focused--
+4 bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind probe).
+10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive.

A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.


Feats and Traits:

Feats:
1: Blood-Drinker Dhampir

Class:
1:Access Psionic Talents

Proficiency Weapon's

Weapon: club, Dagger, heavy crossbow, light crossbow, Quarterstaff, and ShortSpear.

Proficiency Armor:
None
Armor does not, however, interfere with the manifestation of powers.

Traits:
1:Focused Mind [Psionic Trait]
Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.

2:‎ Bruising Intellect [Social Trait]
Your sharp intellect and rapier-like wit bruise egos.
Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

3:Soaring Sprinter [Combat Trait]
As a youth, you often leaped and ran at treacherous heights, either because it was the only place with enough freedom for you to play or because it was not a good idea to play any lower.
Benefit(s): You gain a +2 trait bonus on Acrobatics checks to keep your balance or jump, and Acrobatics becomes a class skill for you.

2: Faiths Weakness:
Ajibachanas take a -1 penalty to their caster/ Manafest level whenever they are in an area affected by consecrate, hallow, or a similar spell that makes an area holy.

3:Negative Energy Affinity: [Race]
Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.


Special Abilities:

Blood Drinker (Dhampir) [Human Blood]
Consuming blood reinvigorates you.
Prerequisite: Dhampir.
Benefit: Choose one humanoid subtype, such as “Human” (this subtype cannot be “dhampir”). You have acquired a taste for the blood of creatures with this subtype. Whenever you drink fresh blood from such a creature, you gain 5 temporary hit points and a +1 bonus on checks and saves based on Constitution. The effects last 1 hour. If you feed multiple times, you continue to gain hit points to a maximum of 5 temporary hit points for every three Hit Dice you have, but the +1 bonus on Constitution-based skill checks and saving throws does not stack. Can drink blood automatically as part of her bite attack; can drink from its wound as a standard action. Drinking blood deals 2 points of Constitution damage to the creature you feed upon. The blood must come from a living creature of the specified humanoid subtype. It cannot come from a dead or summoned creature. Feeding on unwilling intelligent creatures is an evil act.
Mental Intrusion (Ex)
Increase the save DC of any mind-affecting power by 1 for every 2 power points spent. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.

Resist Level Drain (Ex):
Fangs: (Ex) [Retractable]

Skills:

((((((NEED to BE DONE)))))

Skill Points [2+4]x2+2=[14] == unspent
+18 Acrobatics(+5dex, +1rank +3Class +2Trait)<
+6 Appraise(+6int, 0rank)
+12 Autohypnosis (+0Wis +9Rank +3Class)<
+10 Bluff (+1Cha +6Rank +3class)<
+0 Climb(+0str, 0rank)
+6 Craft[All](+6int, 0rank)<
-- Fly (+5dex, 0rank)
+7 Disable Device (+1int, +1rank)
+10 Diplomacy (+1Cha +6Rank +3Class)<
+8 Disguise(+1cha, +2rank +3class +2Race)<
+11 Escape Artist(+5dex, +1rank +3class +2Race)
+0 Heal (0wis 0rank)
+17 Intimidate (+6Int+1Cha 8Rank +3class)<
+10 Knowledge (Dungeoneering) (+6int, +1rank +3class)<
+10 Knowledge (Engineering) (+6int, 1rank +3class)<
+10 Knowledge (Geography) (+6int, 1rank +3class)<
+10 Knowledge (History) (+6int, 1rank +3class)<
+10 Knowledge (Local) (+6int, 1rank +3class)<
+10 Knowledge (Nature) (+6int, 1rank +3class)<
+10 Knowledge (Nobility) (+6int, 1rank +3class)<
+10 Knowledge (Planes) (+6int, 1rank +3class)<
+10 Knowledge (Psionics/Arcana) (+6int, +1rank +3class)<
+10 Knowledge (Religion) (+6int, +1rank +3class)<
+10 Knowledge (Mathematics) (+6int, 1rank +3class)<
+10 Knowledge (Science) (+6int, 1rank +3class)<
+10 Knowledge (Technology) (+6int, 1rank +3class)<
+8 Linguistics(+6int +2rank)
+2/+4 Perception(+0wis, +2rank +2Item)
+0 Ride (+0Str 0ranks)
+1 Perform (+1Cha 0Rank)
+10 Sense Motive(+0wis, +6rank +2class +2Item)<
+6 Sleight of Hand(+3dex, +1rank)
+10 Spell/Psionic craft(+6int, +1rank +3class)<
+5 Stealth(+5dex, 0rank)
+0 Survival(+0Wis 0rank)
+0 Swim (+0Str 0rank)
+8 Use Magic/Psionic Device(+1cha, +2rank +3class +2race)<

Concentration +15 (4ML+6INT+3Item+2trait)

Taking 15 -

< = Classfeat other Skill

Race Dhampirs Vetala-Born (Ajibachana):

With skin like faded brass, ajibachanas reveal Their undead taint through their unnatural agility and childlike trains of thought.

More often the result of curiosity or experimentation Than mating, the dhampir offspring of vetalas are born with sharp minds and are inclined to ask questions. Known as ajibachanas, they are forceful and precocious, but their progenitors' distaste for the devout is mirrored in their weakness around holy or unholy sites.

Just like their vampire parents, ajibachanas yearn for knowledge and often engage in scholarly pursuits, but their mortality drives them to work harder and learn faster. In a few short decades, they might gain a better understanding of themselves and their accumulated knowledge than Their eternally childish parents ever could have.

Unable to change bodies like vetalas, ajibachanas lack The variation of their vampire parents, but many excel at dance or contortion, turning their lithe forms into works of art, and possibly earning money through performance. Ajibachanas understand how avaricious vetalas and mortals can be, and thus many of the wiser ones become ascetics, preferring knowledge over gold and ever fearful of becoming as covetous as their ancestors.

Ability Score Racial Traits: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor.

They gain +2 Dex, +2 Int, –2 Wis

Type: Dhampirs are humanoids with the dhampir subtype.

Size: Dhampirs are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Dhampirs have a base speed of 30 feet.

Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

Feat and Skill Racial Traits

Manipulative Dhampire gain a +2 racial bonus on Escape Artist, Use Magic Device checks.

Magical Racial Traits

Spell-Like Abilities Fangs [Retractable] (Su):
On occasion, a dhampir may inherit his father's lengthy canines. Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself.

Darkvision: Dhampir see perfectly in the dark up to 60 feet.
Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Weakness Racial Traits

Holy Weakness: -1 penalty to their caster level whenever they are in an area affected by consecrate, hallow, or a similar spell that makes an area holy.

Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Psion -> Telepath:

psion
telepath

Hit Die: d6.

2th
BAB+1
SAVES +0/+0/+3
Bonus feats,x1
Detect Psionics,
Discipline Talentsx2

Skill Ranks at Each Level: 2 + Int modifier.

Skills
The psion's class skills are Autohypnosis* (Wis), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Spellcraft (Int). Telepath (Telepathy): Bluff (Cha), Diplomacy (Cha), and Sense Motive (Wis).

Weapon and Armor Proficiency:
Psions are proficient with the club/sap, Dagger, heavy crossbow Rifle, light crossbow Pistol, quarterstaff, and shortspear. They are not proficient with any type of armor or shield.
Armor does not, however, interfere with the manifestation of powers.

Dhampir Add +1/4 to the psion’s manifester level when manifesting powers of the charm subdiscipline.

Telepathy Discipline:
A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.

Discipline Talents (Ps)
Choose two powers from the following list: conceal thoughts, mind link, mind thrust, telepathic lash.

As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. The damage of mind thrust is reduced to 1d6. You may only use conceal thoughts on yourself if used as one of your discipline talents.

Mental Intrusion (Ex)
At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.

Powers:

6+4 [10] PP/day
Powers known 5
Power level 1th
Max power spend 2pp
DC16 [ML2+10+4int]
Powers Known

A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.

Choose the powers known from the psion power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level.

The number of times a psion can manifest powers in a day is limited only by his daily power points. A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier.

Maximum Power Level Known: A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.

To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power's level.

Dhampir Add +1/4 to the psion’s manifester level when manifesting powers of the charm/Mind control sub-discipline.

Psion Discipline ability x2+1
1:Detect Psionics [no pp cost]
2:Mind Thrust 1d6 DC16 [no pp cost]
3:Conceal Thoughts 2Hours [Self Only no pp cost]

Talents: 5 DC14 1pp or focus
1:Empathy DC16 2mins
2:Far Hand 2rounds
3:psionic-repair
4:Energy Splash 40'
5:Slut

1st level powers 1pp DC15
1:Attraction 2 hours
2:Inertial Armor +4AC 2 Hours
3: Mind thrust 2d10 1pp
4:
5:


Did you say Psion, I am in, cool

I have an Idea humm


Thinking now Technomage


Going to change the name to Cybermancer or Technomage as there already is a Techomancer Class.

I am doing some work on it now covering what you said.
Virtual skills is a pool.


Cool thanks

Lattice mage or Cybermancer then
Thanks


Thanks for the feed back
PRC? sorry I don't know what that is,

But if there is a copyright problem I will change the name. "Cybermancer" sounds good but a little more 90's than I wanted, hehe Tecki-mancer may work,


1 person marked this as a favorite.

This is a work in Progress, and there is bad spelling and grammar.
If you have any suggestions that are constructive please post thanks.

Techomancer class.

A Techomancer uses Meta-technology to program skills, powers, spells and ability into there bodys and minds. The core of a Techomancer, is a Meta-technology device that is integrated into the body and mind of a Techomancer. This device is call the "Techomancer Lattice" and once it place will stay in place for life. Should the "Techomancer be killed the "Techomancer Lattice" just as inert and dead. The secret of of a "Techomancer Lattice" construction is held by the 'Uplifted Ones' and outsider race that must be contacted to gain access to its powers. This is done by a number of means, a dream, a incantation over a number of days, finding an object, each is particular to that Techomancer. But once chosen by the "Uplifted ones" a seed starts to grow with in the chosen, becoming over a number of weeks part of them. As it grows a Techomancer starts to learn intuitively how to use it.

Hit Die: d6.

Starting Wealth: 3d4 × 10 (average 75gp)

Class Skills
Skills 6+int
The psion's class skills are Autohypnosis* (Wis), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Spellcraft (Int), Use Magic Device (Cha).

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +2 +0 +2 Lattice,+2NA, Bonus feat, Skill Pool, Reprogramming.
2 +1 +3 +0 +3 Resistance Pool +1
3 +1 +3 +1 +3 Reprogramming +1
4 +2 +4 +1 +4 Virtual feat
5 +2 +5 +1 +4 Reprogramming +1
6 +3 +5 +2 +5 Resistance Pool +1
7 +3 +5 +2 +5 Virtual feat
8 +4 +6 +2 +6 Reprogramming +1
9 +4 +6 +3 +6 Resistance Pool +1
10 +5 +7 +3 +7 Virtual feat
11 +5 +7 +3 +7 Reprogramming +1
12 +6/+1 +8 +4 +8 Resistance Pool +1
13 +6/+1 +8 +4 +8 Virtual feat
14 +7/+2 +9 +4 +9 Reprogramming +2
15 +7/+2 +9 +5 +9 Resistance Pool +1
16 +8/+3 +10 +5 +10 Virtual feat
17 +8/+3 +10 +5 +10 Reprogramming +4
18 +9/+4 +11 +6 +11 Resistance Pool +1
19 +9/+4 +11 +6 +11 Virtual feat
20 +10/+5 +12 +6 +12 Virtual Stat +2 Resistance Pool +4 Reprogramming +8

Weapon and Armor Proficiency: Techomancer are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff and Fire Arms. They are not proficient with any type of armor or shield and can never use Armor or shields, as doing so interferes with their Techomancer Lattice and renders it useless.

"Techomancer Lattice" [Ex] [Item]
This item grows from a seed to the body of a Techomacer, linking body and mind as one with it. This device take all ALL Magic item slots on a Techomancer. It is by means of this device that a Techomacer can manifest powers, use skills and Abilitys, cast spells embedded as Virtual resources. It is powered by the Techomancer's soul and so when this leaves the Techomancers body so the Lattice losses all power and becomes dead. Techomancer Lattice is keyed to that Techomancer only and can never be use by another being.

Natural Armour
At 1st level a Techomancer gains by means of their lattice a +2 bonus to natural armour.

Item Intergeneration.
Techomancers do not use items like a normal PC, their Techomancer Lattice take up all their item slots. To use a magic Item a Techomancer must strip it off its ability's and place them in that Item location on its Techomancer Lattice. This destroys the item in the process. [Artefacts can't be Integrated in this way] If a new item is integrated the powers of the old one is lost and the new ones taking there place in that lattice slot. Combined items must be crafted 1st and then integrated into the Techomancer Lattice.

Reprogramming [Ex]
At 1st level the Techomancer gains the ability to reprogram themselves. They can alter feats, skills and Stats they have, they can do this a fixed number of times each day. This action takes 10 mins to complete, any disturbance to this proses brakes and and the daily use is lost. The reprogramming processes can be rushed but every minute taken off the time, there is a 10% risk of failure, if this happens the Techomancer suffers -5 HP, -1 to all skill rolls and saves, as this fail overloads their lattice.
Reprogramming Uses per day, 1+Int mod,
Techomancer again more uses as they progress in levels. Each reprogramming area has its own rules see below.

Virtual Feats.
A technomacer can alter and change any Level Bonus or class Virtual feat by means of their Reprogramming ability, they must mean all the prerequisites of any feat taken. Once Altered a Feat is locked until changed once more by means of reprogramming.

Virtual Skills
A techomancer has two Skill sets, One is fixed, 2+int per level and is used in the normal way. The second is Virtual and can be added and subtracted to a roll as per the technomacers reprogramming ability.
This Virtual Skills is 2x techomancer level +Int mod. One daily use of reprogram can be used to move a number of Virtual Skill ranks to any skill, once done the skill points are locked in place for 24 hours. After which they revert back to the Virtual skill pool and can be reassigned. Resting makes no difference to the skill ranks location.

Resistance Pool
At 3ed level a techomancer gains a number of Resistance points they can place into save's, they can be moved with a dally use of reprogramming, once moved they are fixed in place for 24 hours.

Virtual stats
At 4th level a techomancer again their 1st level stat bonus, This then becomes a vurtal stat bonus that can be moved my means of a daily use of reprogramming. Once moved the stat is fixed for 24 hours. After which it can once more be moved with another use of reprogramming.

Virtual Slots:
Technomancers do not have a separate table for spells and psionic powers; they use one table to cover both. The technomancer may use either an arcane spell or a psionic power with the expenditure of a slot of the appropriate level. The combined number of arcane spells and psionic powers my not exceed the number of slots listed above. They again extra slots based on their intelligence score as per mage spells per day. In all other ways A technomacer acts as a Mage or Psion depending on if they use a spell in a slot or power in a slot.
They may use any Maga/magic/power feat they have if they have any, as per the feats description.

Spell Selection: A technomancer casts arcane spells. She is limited to a certain number of spells of each spell level per day, according to her class level. To learn, prepare, or cast a spell, a technomancer must have an Intelligence score of at least 10 + the spell's level. The Difficulty Class for saving throws against technomancer spells is 10 + the spell's level + the technomancer's Intelligence modifier. As with sorcerers, Technomancers may cast any arcane spell they choose without memorizing or declaring their spell selection first. They must be of sufficient level to cast the desired spell, and must have sufficient spell levels available. They must make a normal casting roll to successfully cast the desired spell just as other mages. The only difference in this case is primarily special effects. A mage may stop bullets by forming a sphere of silver fire around her while a Technomancer may simply hold out his hand and halt the bullets in their flight, but both are using the same protection from arrows spell.

Power Selection: Technomancers can choose their powers from either the Psion or Psionic Warrior list. To learn, prepare, or use a power, a technomancer must have Intelligence and Wisdom scores of at least 10 + the power's level. The Difficulty Class for saving throws against technomancer powers is 6 + the power's level + the technomancer's Intelligence modifier + the technomancer's Wisdom modifier. Bonus Power Points, Technomancers do not use power points as a psion does and therefore does not gain bonus power points due to high attributes.

Technomancer Slots Per Day
Level

[1]6 1 — — — — — — — —
[2]6 2 — — — — — — — —
[3]6 2 1 — — — — — — —
[4]6 3 2 — — — — — — —
[5]6 3 2 1 — — — — — —
[6]6 3 3 2 — — — — — —
[7]6 4 3 2 1 — — — — —
[8]6 4 3 3 2 — — — — —
[9]6 4 4 3 2 1 — — — —
[10]6 4 4 3 3 2 — — — —
[11]6 4 4 4 3 2 1 — — —
[12]6 4 4 4 3 3 2 — — —
[13]6 4 4 4 4 3 2 1 — —
[14]6 4 4 4 4 3 3 2 — —
[15]6 4 4 4 4 4 3 2 1 —
[16]6 4 4 4 4 4 3 3 2 —
[17]6 4 4 4 4 4 4 3 2 1
[18]6 4 4 4 4 4 4 3 3 2
[19]6 4 4 4 4 4 4 4 3 3
[20]6 4 4 4 4 4 4 4 4 4

All Technomancer feats are LOCKED feats, once taken they can not be changed as per the Reprogramming ability unless stated.

Feats:
Extra Reprogramming:
Prerequisite: Technomancer class.
Gain 2 more daily uses of Reprogramming,
This feat may be take once per 5 Technomancers levels.

Rapid Reprogramming:
You have leaned to reduce the risk of Reprogramming, the % chance of failure is reduced by 10%. This feat can be taken multiple times each time reducing the risk by 10% of the raw risk before any adjustments. Such as this feat.

Intelligent lattice.
A Technomancer can place a copy of their own mind in their lattice, Giving it the intelligence item quality with base stat score. With the Purpose of Defeat itself and its Technomancer and attack any one who would attack its Technomancer or tamper with the lattice if not its Technomancer. +4 Ego All other rules apply as in Intelligent items, ability's costs and Ego scores. With one change a Technomancer intelligent lattice can add new ability's if the Technomancer uses skills and feats and pays the cost as a crafter to do so. Should the lattice gain an ego core of 20+ then it takes over from the Technomancer running both body and lattice.


I understand GM, I may rethink it a little, hiding what she dos by portending its magic with a high bluff skill. I am now thinking Snow Elf Nomad, her powers are to manipulate others an uncover things.


GM Calvus wrote:


psionisisit are yes if you give a good backstory, but please understand common people may not be comfortable around your character.

O yes I will give a good background, I always give good background hehe.

Thanks GM will get on this asap.


Techomancer class.

A Techomancer uses Meta-technology to program skills, powers, spells and ability into there bodys and minds. The core of a Techomancer, is a Meta-technology device that is integrated into the body and mind of a Techomancer. This device is call the "Techomancer Lattice" and once it place will stay in place for life. Should the "Techomancer be killed the "Techomancer Lattice" just as inert and dead. The secret of of a "Techomancer Lattice" construction is held by the 'Uplifted Ones' and outsider race that must be contacted to gain access to its powers. This is done by a number of means, a dream, a incantation over a number of days, finding an object, each is particular to that Techomancer. But once chosen by the "Uplifted ones" a seed starts to grow with in the chosen, becoming over a number of weeks part of them. As it grows a Techomancer starts to learn intuitively how to use it.

Hit Die: d6.

Starting Wealth: 3d4 × 10 (average 75gp)

Class Skills
Skills 6+int
The psion's class skills are Autohypnosis* (Wis), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Spellcraft (Int), Use Magic Device (Cha).

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +2 +0 +2 Lattice,+2NA, Bonus feat, Skill Pool, Reprogramming.
2 +1 +3 +0 +3 Resistance Pool +1
3 +1 +3 +1 +3 Reprogramming +1
4 +2 +4 +1 +4 Virtual feat
5 +2 +5 +1 +4 Reprogramming +1
6 +3 +5 +2 +5 Resistance Pool +1
7 +3 +5 +2 +5 Virtual feat
8 +4 +6 +2 +6 Reprogramming +1
9 +4 +6 +3 +6 Resistance Pool +1
10 +5 +7 +3 +7 Virtual feat
11 +5 +7 +3 +7 Reprogramming +1
12 +6/+1 +8 +4 +8 Resistance Pool +1
13 +6/+1 +8 +4 +8 Virtual feat
14 +7/+2 +9 +4 +9 Reprogramming +2
15 +7/+2 +9 +5 +9 Resistance Pool +1
16 +8/+3 +10 +5 +10 Virtual feat
17 +8/+3 +10 +5 +10 Reprogramming +4
18 +9/+4 +11 +6 +11 Resistance Pool +1
19 +9/+4 +11 +6 +11 Virtual feat
20 +10/+5 +12 +6 +12 Virtual Stat +2 Resistance Pool +4 Reprogramming +8

Weapon and Armor Proficiency: Techomancer are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff and Fire Arms. They are not proficient with any type of armor or shield and can never use Armor or shields, as doing so interferes with their Techomancer Lattice and renders it useless.

"Techomancer Lattice" [Ex] [Item]
This item grows from a seed to the body of a Techomacer, linking body and mind as one with it. This device take all ALL Magic item slots on a Techomancer. It is by means of this device that a Techomacer can manifest powers, use skills and Abilitys, cast spells embedded as Virtual resources. It is powered by the Techomancer's soul and so when this leaves the Techomancers body so the Lattice losses all power and becomes dead. Techomancer Lattice is keyed to that Techomancer only and can never be use by another being.

Natural Armour
At 1st level a Techomancer gains by means of their lattice a +2 bonus to natural armour.

Item Intergeneration.
Techomancers do not use items like a normal PC, their Techomancer Lattice take up all their item slots. To use a magic Item a Techomancer must strip it off its ability's and place them in that Item location on its Techomancer Lattice. This destroys the item in the process. [Artefacts can't be Integrated in this way] If a new item is integrated the powers of the old one is lost and the new ones taking there place in that lattice slot. Combined items must be crafted 1st and then integrated into the Techomancer Lattice.

Reprogramming [Ex]
At 1st level the Techomancer gains the ability to reprogram themselves. They can alter feats, skills and Stats they have, they can do this a fixed number of times each day. This action takes 10 mins to complete, any disturbance to this proses brakes and and the daily use is lost. The reprogramming processes can be rushed but every minute taken off the time, there is a 10% risk of failure, if this happens the Techomancer suffers -5 HP, -1 to all skill rolls and saves, as this fail overloads their lattice.
Reprogramming Uses per day, 1+Int mod,
Techomancer again more uses as they progress in levels. Each reprogramming area has its own rules see below.

Virtual Feats.
A technomacer can alter and change any Level Bonus or class Virtual feat by means of their Reprogramming ability, they must mean all the prerequisites of any feat taken. Once Altered a Feat is locked until changed once more by means of reprogramming.

Virtual Skills
A techomancer has two Skill sets, One is fixed, 2+int per level and is used in the normal way. The second is Virtual and can be added and subtracted to a roll as per the technomacers reprogramming ability.
This Virtual Skills is 2x techomancer level +Int mod. One daily use of reprogram can be used to move a number of Virtual Skill ranks to any skill, once done the skill points are locked in place for 24 hours. After which they revert back to the Virtual skill pool and can be reassigned. Resting makes no difference to the skill ranks location.

Resistance Pool
At 3ed level a techomancer gains a number of Resistance points they can place into save's, they can be moved with a dally use of reprogramming, once moved they are fixed in place for 24 hours.

Virtual stats
At 4th level a techomancer again their 1st level stat bonus, This then becomes a vurtal stat bonus that can be moved my means of a daily use of reprogramming. Once moved the stat is fixed for 24 hours. After which it can once more be moved with another use of reprogramming.

Virtual Slots:
Technomancers do not have a separate table for spells and psionic powers; they use one table to cover both. The technomancer may use either an arcane spell or a psionic power with the expenditure of a slot of the appropriate level. The combined number of arcane spells and psionic powers my not exceed the number of slots listed above. They again extra slots based on their intelligence score as per mage spells per day. In all other ways A technomacer acts as a Mage or Psion depending on if they use a spell in a slot or power in a slot.
They may use any Maga/magic/power feat they have if they have any, as per the feats description.

Spell Selection: A technomancer casts arcane spells. She is limited to a certain number of spells of each spell level per day, according to her class level. To learn, prepare, or cast a spell, a technomancer must have an Intelligence score of at least 10 + the spell's level. The Difficulty Class for saving throws against technomancer spells is 10 + the spell's level + the technomancer's Intelligence modifier. As with sorcerers, Technomancers may cast any arcane spell they choose without memorizing or declaring their spell selection first. They must be of sufficient level to cast the desired spell, and must have sufficient spell levels available. They must make a normal casting roll to successfully cast the desired spell just as other mages. The only difference in this case is primarily special effects. A mage may stop bullets by forming a sphere of silver fire around her while a Technomancer may simply hold out his hand and halt the bullets in their flight, but both are using the same protection from arrows spell.

Power Selection: Technomancers can choose their powers from either the Psion or Psionic Warrior list. To learn, prepare, or use a power, a technomancer must have Intelligence and Wisdom scores of at least 10 + the power's level. The Difficulty Class for saving throws against technomancer powers is 6 + the power's level + the technomancer's Intelligence modifier + the technomancer's Wisdom modifier. Bonus Power Points, Technomancers do not use power points as a psion does and therefore does not gain bonus power points due to high attributes.

Technomancer Slots Per Day
Level

[1]6 1 — — — — — — — —
[2]6 2 — — — — — — — —
[3]6 2 1 — — — — — — —
[4]6 3 2 — — — — — — —
[5]6 3 2 1 — — — — — —
[6]6 3 3 2 — — — — — —
[7]6 4 3 2 1 — — — — —
[8]6 4 3 3 2 — — — — —
[9]6 4 4 3 2 1 — — — —
[10]6 4 4 3 3 2 — — — —
[11]6 4 4 4 3 2 1 — — —
[12]6 4 4 4 3 3 2 — — —
[13]6 4 4 4 4 3 2 1 — —
[14]6 4 4 4 4 3 3 2 — —
[15]6 4 4 4 4 4 3 2 1 —
[16]6 4 4 4 4 4 3 3 2 —
[17]6 4 4 4 4 4 4 3 2 1
[18]6 4 4 4 4 4 4 3 3 2
[19]6 4 4 4 4 4 4 4 3 3
[20]6 4 4 4 4 4 4 4 4 4

All Technomancer feats are LOCKED feats, once taken they can not be changed as per the Reprogramming ability unless stated.

Feats:
Extra Reprogramming:
Prerequisite: Technomancer class.
Gain 2 more daily uses of Reprogramming,
This feat may be take once per 5 Technomancers levels.

Rapid Reprogramming:
You have leaned to reduce the risk of Reprogramming, the % chance of failure is reduced by 10%. This feat can be taken multiple times each time reducing the risk by 10% of the raw risk before any adjustments. Such as this feat.

Intelligent lattice.
A Technomancer can place a copy of their own mind in their lattice, Giving it the intelligence item quality with base stat score. With the Purpose of Defeat itself and its Technomancer and attack any one who would attack its Technomancer or tamper with the lattice if not its Technomancer. +4 Ego All other rules apply as in Intelligent items, ability's costs and Ego scores. With one change a Technomancer intelligent lattice can add new ability's if the Technomancer uses skills and feats and pays the cost as a crafter to do so. Should the lattice gain an ego core of 20+ then it takes over from the Technomancer running both body and lattice.


27 Point Buy, I GM I will take that puppy any day over rolls.

Q: Psionics Classes??
If "yes" thinking, dhampir Vetala-Born (Ajibachana), Psion Kineticist (Psychokinesis).

Str [12][Mod+1] [Base 13] [+2] [2Points] [Race] [Item]
Dex [16][Mod+3] [Base 16] [+4] [5Points] [+2Race] [Item]
Con [12][Mod+1] [Base 12] [+2] [2Points] [Race] [Item]
Int [22][Mod+6] [Base 22] [+7] [13Points] [+2Race] [+2Item] [+1Level]
Wis [12][Mod+1] [Base 10] [+4] [5Points] [-2Race] [Item]
Cha [10][Mod+0] [Base 10] [+0] [0Points] [Race] [Item]

If "No" Thinking Elf Slayer Sniper, [Comp Long Bow]

Str [13][Mod+3] [Base 13] [+3] [3Points] [Race] [Item]
Dex [22][Mod+6] [Base 22] [+7] [13Points] [+2Race] [+2Item] [+1Level]
Con [10][Mod+0] [Base 10] [+2] [2Points] [-2Race] [Item]
Int [16][Mod+3] [Base 16] [+4] [5Points] [+2Race] [Item]
Wis [12][Mod+1] [Base 10] [+2] [2Points] [Race] [Item]
Cha [12][Mod+1] [Base 10] [+2] [2Points] [Race] [Item]


Well the other game I was hoping to get I just could not get to grips with, all about undead, yikes!!, so I am back if I may, going to rethink my offering. want something new, so a race build my be fun.


I'm going to drop from this, its seems this game will have two GMs, been in games like that before and they, note fun, yes I missed some stuff but I am fully aware of Androids, there was no need for that, so. so by all means carry on, but I am out.


I don't have a PC of that level shame


Yep I fully understand that, just highlighting what I have learned while playing PbP on here. After, thanks giving I fully expect the post rate to pick up. I am hoping there will be some getting to know you posts. Just feels odd right now, that a bunch of strangers show up at a crime scene look around and the local cops say, yep have a good snoop guys.

Haha


Ok I have a rule of thum about games, I call it the speed rule. Or the 1post a day rule, it's simple, if the players on average are posting one post a day, the GM needs to be posting one or more game posts a day to keep up, it's the same for players, if you have a fast posting GM, then the players need to keep up. The why both sides need to be in syinic is simple.. I found this rule because I started playing on here 3 years ago, I've got more than a few alts, gmed a more than a few games and in that time this rule has come to light. What the rule products is a failed or soon to fail game. If eather the GM or players can't keep up with each other's playing speed, or over post the game stalls then players drop or GM says he has not got the time. Game fails, I have seen it time and time again. I have seen GMs on her, wax on about how players will over time become epic level or some such, only to see them then post once every three days. That's 120 post a YEAR real time, your not even going to finish the 1st fight at that speed let alone get a sniff of a level. Same was I have seen players after fighting to get a place in a game, then slow that gMe down posting once a week and saying to the GM Play my pc can't post at moment, then go on to have a long chat in the forum.

Right now I am seeing 1st week in a distinct lack of GM feed back, now this Could be a real world problem, life dos get in the way, but communication is key, letting players and the GM know your unable to post allows others to move things along. Even if that means placing a game on hold.

Now some of you where will come in defending the GM or player, it's early days, not had time, getting things ready. Yes I will agree with most of them. But also agree with me, it's a bad sign from the get go, if a player OR GM can only post ounce every 3 days +

I am more than willing to hear out any comments or views, on this,
Yours Johnny


Going to drop, just dont have the time sorry guys/girls


I have been working for some time on the idea for a Techomancer class.
They use a slightly changed form of

Reprograming:

Psychic Reformation
Discipline
[body-mind-affecting]
Level 1st

MANIFESTING
Manifesting Time 1 full round

EFFECT
Range
Target Self
Duration Instantaneous
Saving Throw None; Power Resistance No
Uses per day, Class level +Int mod

DESCRIPTION
When this Ability is manifested, the subject can choose to reprogram its mind and body. Making templates of new ability, skills, feats

Skills
The subject can move Class level+Int mode skill ranks (picking two or new skills and abandoning old ones or changing values up-to skill points spent if it chooses) It must have a temple of a skill to use this.

or
Change feat/s to ones it has a Template of.
1 at 1st level 2 at 5th and one more every 5 levels after that.
Max 5 at 20th.

or
The subject can choose to forget powers or spells it has replacing them with new ones it has a template for.

The subject must abide by the standard rules for selecting skills and feats, and so it cannot change feats for ones it doesn’t qualify for. Any change made must have been available at the level selected. For example, a 7th level subject who uses this ability to change a 2nd spell/power gained at 3rd level cannot select a 4th level power to replace it – he must choose a 1st or 2nd level power.

Reprograming is risky every time a Techomance dos it there is a 3% change of failer per use per day. 3% 1st use 6% second and so on. And so on, with a fail, the use is lost and suffers a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks for each [Accumulative]. In addition, the creature reduces its current and total hit points by 5 for each fail. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting or manifesting) for reprogramming fail in the same day. These penalties last for 24 hours.

With a number of uses each day, with it they allocated skill and feat pools, they can re-/program themselves.

Techomancer Android


Personally I am a BIG! fan of Gestalt period and Psionics.


Thanks I much have had a brain Dizz

Ill just do points its simpler

Str [14] [+2] Raw[14] [5points] [ race][ ]
Dex [16] [+3] Raw[16] [5points] [+2race][ ]
Con [12] [+1] Raw[12] [2points] [ race][ ]
Int [20] [+5] Raw[10] [18] [+2race][ ]
Wis [14] [+2] Raw[14] [5points] [ race][ ]
Cha [6] [-2] Raw[6] [8] [-2race][ ]


Ability Score: 4d6 ⇒ (4, 6, 4, 3) = 17
1: 14

Ability Score: 4d6 ⇒ (1, 1, 1, 4) = 7 -> 3d6 ⇒ (3, 1, 5) = 9 -> 1d6 ⇒ 1 -> 1d6 ⇒ 5
2: 13

Ability Score: 4d6 ⇒ (4, 2, 6, 4) = 16
3: 14

Ability Score: 4d6 ⇒ (4, 6, 5, 3) = 18
4: 15

Ability Score: 4d6 ⇒ (5, 4, 2, 3) = 14
5: 12

Ability Score: 4d6 ⇒ (4, 4, 5, 3) = 16
6: 13

5+3+5+7+2+3= 25 Point Buy - Not bad


Ok thanks for letting me know, I think then I have another idea.
I would like to play an android race machinesmith class

As the android standed is 16Rp I will take away

Nanite Surge: An android's body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android's character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round (3 RP.)

This then gets it to Tiefling (13 RP). Drow (14RP) level.

The idea is that to fight the undead in the war a regiment of android where made, they could not be made into undead and where like the undead as they would fight all day and all night. How ever the cost to make them and skills needed where so high they the plan was abandoned. Now only a few are left they know only war.

Unit leader ZEN 5 has been standing guard all this time, now the darkness is coming again, it has become active once more, there is light again in its eyes. This is its 3ed soul so its forgot a lot of what it learned form the war.


are you full if not i would like to play a psinic telepath elf if i may


Hellooooo humm