| Tyrantherus |
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As some of you may know, I have been working on a pathfinder mass effect conversion. I have finally completed the classes, and while some races are still in progress, a good number of them are done.
The spell system for this Mass Effect conversion is more similar to the ki or magus pool system than anything else. Generally, each level within a class that has biotic or tech powers grants additional pool points. You expend these points to perform that action. Additionally, these classes may have the opportunity to gain biotic add-ons or tech add-ons, which function similarly to metamagic feats, typically increasing the casting time or point cost for certain benefits.
1 point in each pool is regenerated every 30 seconds (or every 5 rounds of combat).
Considering that all biotic classes share the same biotic pool, it is the combined levels of these classes that determines caster level for biotic abilities. The same applies for tech.
Now, with rulings in how tech and biotic powers differ from normal casting, I have already devised some tech powers. The issue is I am starting to run out of ideas for the tech pool. So far this is what I have.
Tech Powers
Surge Detection
Prerequisites: None
Subtype - Detection
Casting time: Standard, Cost 1 tech point
Save: None; Duration: 1 round per caster level
Area: Cone; Range: 30 ft
Description: The tech user is able to detect any currently operational technology more adeptly for a short duration. When determining if a technological object is currently on or not, add +10 to your knowledge (Arcana).
Tech Armor
Prerequisites: 1st level Sentinel
Subtype - Armor
Casting time: Standard, Cost: 2 tech points
Save: Will negates (Harmless); Duration: 1 round per caster level plus 1 round
Range: Personal
Description: This power generates an energy armor suit that boosts the user’s shields, adding +3 AC as long as the character‘s shields are up or up to the maximum duration. When the users shields are downed while Tech Armor is active, it sends out a pulse of energy, dealing 1d6 gravity damage, and knocking back all targets within 5 feet of the user back 5 feet if able, unless they roll a Reflex save. A successful Reflex save does not negate the damage, just the knock back effect. Having this effect trigger cancels the effects of Tech Armor.
Tactical Cloak
Prerequisites: 2nd level Infiltrator
Subtype - Illusion
Casting time: Standard, Cost: 2 tech points
Save: Will negates (Harmless); Duration: 1 round per caster level
Range: Personal
Description: When activated, it instantly renders the Infiltrator invisible to all enemies. However it also halts shield regeneration for the duration of the cloak. For all intents and purposes, acts similarly to the Pathfinder spell Invisibility.
Cryo Blast
Prerequisites: 2nd level Engineer or 3rd level Sentinel
Subtype - Ice
Casting time: Full-round, Cost: 3 tech points
Save: Fortitude (half); Duration: Instantaneous
Area: Ranged Touch; Range: Short (30 ft +5 per two caster level)
Description: Firing off a mass of super-cooled subatomic particles, Cryo Blast deals 1d6 per two caster levels (Max 10d6). Additionally, if the foe fails their fortitude save, the target is also staggered for 1 round. The caster may choose to spend an additional 3 tech points to cause the target to be Stunned for 1 round instead.
Incinerate
Prerequisites: 2nd level Engineer or 2nd level Infiltrator
Subtype - Fire
Casting time: Full-round, Cost: 3 tech points
Save: Reflex (half); Duration: Instantaneous
Area: Ranged Touch; Range: Short (30 ft +5 per two caster level)
Description: A high-explosive plasma round fired from the user, it inflicts 1d6 damage per caster level (Max 10d6). Those who fail their Reflex save cannot heal from regeneration abilities for 1 minute. The caster may choose to spend an additional 3 tech points to cause the spells duration to become 2 rounds, causing damage on the following round as well.
Neural Shock
Prerequisites: 1st level Sentinel
Subtype - Electric
Casting Time: Standard, Cost 2 tech points
Save: Fortitude negates; Duration 2 rounds
Area: Melee Touch
Description: Sending electrical signals directly into the body, the target must perform a fortitude save or else the target is rendered paralyzed. By spending two additional tech points, the target range is increased to Ranged Touch; Distance: Short (30 ft +5 per two caster level).
Geth Shield Boost
Prerequisites: Geth
Subtype - Armor
Casting Time: Full-round, Cost 1 tech point
Save: Will negates (harmless); Duration 3 rounds
Area: Personal
Description: Providing a strong layer of defense to ones defenses, the user of this tech gains +4 AC for its duration.
Disruptor Ammo
Prerequisites: 6th level Infiltrator
Subtype - Electric
Casting Time: Swift, Cost 1 tech point
Save: Reflex (half, special, read below); Duration 1 round
Area: Melee touch
Description: You may imbue a gun that you are wielding with Disruptor Ammo for 1 round. Shots from that gun deal an additional 1d6 points of electrical damage per three caster levels. Robotic targets may not make a Saving throw against this damage.
Cryo Ammo
Prerequisites: 6th level Infiltrator
Subtype - Ice
Casting Time: Swift, Cost 1 tech point
Save: Fortitude (half); Duration 1 round
Area: Melee touch
Description: You may imbue a gun you are wielding with Cryo Ammo for 1 round. Shots from that gun deal an additional 1d4 points of ice damage per three caster levels. Additionally, if all shots were at the same target and that target failed its saving throw, that target is staggered for 1 round.
Acidic Ammo
Prerequisites: 6th level Infiltrator
Subtype - Acid
Casting Time: Swift, Cost 1 tech point
Save: Fortitude (half); Duration 1 round
Area: Melee touch
Description: You may imbue a gun you are wielding with Acidic Ammo for 1 round. Shots from that gun deal an additional 1d4 points of acid damage per three caster levels. Additionally, if all shots were at the same target and that target failed its saving throw, that target’s AC is reduced by 3 for 1 round.
Overload
Prerequisites: 2nd level Engineer or 1st level Sentinel
Subtype - Electric
Casting Time: full-round, Cost 2 tech points
Save: Reflex negates; Duration instantaneous
Area: Ranged touch; Range: Short (30 ft +5 per two caster level)
Description: Used to render shields useless or to damage robotic targets, Overload deals 1d12 per caster level damage to shields. If a robotic targets shields are down or did not have shields, all excess damage is reduced by half rounded up and dealt to their life. Overload will not reduce the health of non-robotic targets, but can damage their shields normally.
Submission Net
Prerequisites: 5th level Sentinel or 5th level Engineer
Subtype - Electric
Casting Time: Standard, Cost 4 tech points
Save: Reflex negates; Duration 3 rounds
Area: 10 ft -radius spread; Range: Short (30 ft +5 per two caster level)
Description: Shooting out an electrified net created via hyper-electronic resonated molecules, anything caught within it is entangled for the duration and is dealt 1d4 points of electrical damage per two caster levels each round within the Submission net. If the target becomes unconscious as a result from this electrical damage, it will not continue to damage them unless they awaken once more.
Decoy
Prerequisites: None
Subtype - Illusion
Casting Time: Standard, Cost 1 tech point
Save: Will (Disbelief)
Area: Special; Range: Short (30 ft + 5 ft per two caster level)
Description: You may choose a target within range and create an illusionary copy of that person at another location within clear sight. This illusionary copy will attempt to copy all actions that the real target does. This copy, however, cannot replicate actual damage, nor can projectiles be shot out of a 5 foot radius from this decoy (such as illusionary gunfire). This illusionary copy does not count as a threat for the purposes of flanking.
Shadow Strike
Tactical Cloak, 4th level Infiltrator
Subtype - Illusion
Casting Time: Full-round, Cost 4 tech points
Save: None
Area: Personal; Duration: 2 rounds
Description: Combining the usefulness of Tactical Cloak, this tech user is able to enhance his movement while stealthed by +30 feet for the duration. Shadow Strike for all intents and purposes acts similarly to the invisibility spell from Pathfinder. Additionally, if the tech user performs a melee attack within the duration, that attack gains +2 attack per four caster levels and +1 damage per four caster levels.
I have enough tech powers for the infiltrator, and since the sentinel has both biotic and tech, is fine with the number of powers available. Where I am lacking, however, is powers available for the engineer or more generic powers that are available to all tech classes.
In case you are wondering, the prerequisites, while looking more like feats, kind of are. Upon reaching certain levels with biotic or tech characters, they gain a new biotic or tech power. It is at this point that they choose from the list, and if they meet the requirements, may choose said power.
Feel free to toss out ideas. The one thing though is that there CANNOT be a power that completely nullifies the usefulness of another in all ways. This is why there is the biotic and tech add-ons, to further enhance these biotics. A good example of this is Tech Armor and Geth Shield Boost. While Geth Shield boosts duration can be shorter, and has a longer casting time, its pool cost is lower, provides +1 more AC, and lasts even if the players shields are destroyed. (shields are like rechargeable health before health is actually damaged). Additionally, Tech Armor has the utility of potentially being used for damage and enemy displacement.
Currently, the Engineer has 6 options for powers (excluding Geth Shield Boost). I'm hoping to aim for at least 10 options. It should also be noted that the Engineer class has innate abilities that are similar to override and Combat Drone.