
Tecnomante

Classe base per Pathfinder
Apoingeneer
Prerequisite:
Geoccultism Specialist

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Cyclic Stylings (Su): Apogineers are privy to the secret tactics of the seasons in their constant cycle across the landscape of the world. As you advance, you learn to incorporate these cyclic stylings into your martial prowess. You gain the benefit of a cyclic styling when you are aligned with the appropriate season. This can be a special strike, a boon, a perk, a skill trick, or really anything. If a cyclic styling allows a saving throw, the DC is 10 + your class level + your Wisdom modifier.
You also have a fifth styling, the precipitous styling, which is only available when you are perfectly aligned in the middle of both of your axes. The power of many of the effects of your stylings depends on the magnitude of your alignment with the season. At 1st level, fourth and every four levels thereafter, you unlock a new talent related to your cyclic style.
Initiate Stylings: Initiate stylings are your first taste of the power of the elements. These are special combat techniques that are 'always on'. You become privy to initiate stylings at 1st level.
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A Thousand Drops of Rain (Precipitous): When you strike a target they are battered from every direction by the uncatchable rain. Until your next turn, you count as if you were flanking the target for the benefit of your allies, no matter what direction their attack comes from. If a successful flanking attack from an ally strikes the target later in the same round, the enemy is dazed (Will negates). The flanking bonus you grant to your allies increases from +2 to the magnitude of your alignment with Spring.
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Change in the Winds (Autumn): Fall is in the air, and with it the change of the seasons. You can choose to reroll initiative for yourself or an adjacent ally or enemy as a swift action (Reflex negates). You can apply a modifier to this initiative roll either positive or negative, equal to your alignment with Autumn.
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Flowers in Bloom (Spring): Flowers and trees spring to life and blossom in your presence. Any dead vegetation within 50 feet of you while in this styling return to life. Undead plants are destroyed, because you know there are a lot of those around (Will negates).
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Instant Spark (Summer): While in this styling you can respond as fast as a flame to any attack. You gain a number of additional attacks of opportunity every round equal to your alignment with Summer, and can make attacks of opportunity against people that enter your threatened squares as well as those who leave them.
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Stone Shattering Ice (Winter): Your weapon swings with the weight of winter behind it. Objects explode into ice fragments as if they were nothing but frozen water. You deal double damage to objects, and gain a circumstance bonus on sunder attempts equal to your alignment with Winter.
Maneuvers Known: You progress your martial study as an apogineer; you qualify for from the Equinox, Revolution, or Solstice disciplines. Otherwise these maneuvers work exactly like they do for a normal cycle warden.
Maneuvers Readied: At 3rd level and again whenever indicated on your class table, you can ready another simultaneous maneuver.
Whenever the apongineer initiates a maneuver from the Solstice or Equinox disciplines, she may recover a single expended Revolution maneuver, and whenever she initiates a Revolution maneuver, she may recover a single expended Solstice or Equinox maneuver. An apongineer can recover a maximum of 1 manuever per round this way, and she cannot initiate a maneuver in the same round she recovers it; nor can she recover an expended maneuver in the same round she initiates it.
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Sword of the Seasons (Ex): An apogineer is less of a warden of the seasons and more of a tactical engineer on their behalf. You gain a bonus on Survival, Heal, and Martial Lore checks equal to 1/4 your class level.
Earthlore (Ex): The forces of nature have many secrets for you. Some of them relate to killing things, but others teach you how to build. At 4th level, and every four levels thereafter, you learn a special discovery about geoccultism.
Track Ley Lines (Ex): Beginning at 4th level, you can see and trace the magical ley lines that lie beneath the mortal world. When tracking someone you gain a +1 luck bonus on your Survival check for every caster level the quarry possesses. You gain a +5 bonus on Survival checks made to locate a geoccult pole and to identify specific details of its biome.
Advanced Stylings: At 6th level, you become privy to the advanced cyclic stylings. Advanced stylings activate automatically whenever you are in an appropriate weather condition as well as the appropriate seasonal alignment.
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Bonfire Charge (Summer): This styling requires a heat wave. Whenever you make a charge attack in this styling, you can move twice as far as you would normally be able to. Every square you pass through is lit on fire until the start of your next turn and deals 1d6 fire damage to anybody moving through the space, as well as lighting them on fire. With a successful attack at the end of the charge, the target explodes in a ball of flame, dealing 1d6 fire damage per for every stage of your alignment to Summer to everything within 50 feet (including you).
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Leaf on the Wind (Spring): This styling requires winds of at least 50 mph. You gain a fly speed equal to twice your land speed (good maneuverability). If you leave this styling while in the air, you enter a feather fall effect.
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Leaves In Frost (Winter): This styling requires that it be snowing. While in this styling, all damage you deal (including other energy damage) becomes cold damage. If you strike an enemy with cold resistance, the resistance is removed for a number of rounds equal to your alignment with Winter (although it still in place for the intial attack; Fort negates).
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Rain Through Roof (Precipitous): This styling requires that it be raining. You can transform your body (including possessions) into liquid, allowing you to move through spaces of Fine size or larger without having to make an Escape Artist check and without having to spend additional movement or actions. While in this stance you are immune to critical hits and precision damage, and do not need to breathe. You gain a swim speed equal to your land speed, a +8 bonus on Swim checks, and can always take 10 on Swim checks even if stress or distraction would normally prevent you from doing so.
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Stone Smoothed By Sand (Autumn): This styling requires a sandstorm to be raging. Whenever striking an enemy with damage reduction, you deal an additional amount of damage equal to the damage reduction +1 (Fort negates).
Touch of Green (Ex): Your connection to the tireless cycle of nature draws you into its inexorable rhythm. At 6th level you no longer requires food or drink, subsisting instead on an inner connection to nature. At 12th level you no longer have the mortal need for sleep, becoming wakeful and alert at all times. At 18th level your natural lifespan triples as you become as ageless as the world. You lose these benefits if you are not exposed to sunlight at least once over a 24 hour period.
Weather Warden (Su): At 8th level You can call the forces of nature to your aid. As a standard action, you can marshal the weather in an area to your aid; you make a Survival check while inside of a biome. If your check matches or exceeds the check of the pole, you can immediately activate the normal climate condition for the biome as if with GEOC 323. The climate change goes into effect everywhere in the biome. No extra metal needs to be paid for this weather, but this ability can only be used once per pole per hour. If you beat the check by 20 or more, you can activate any climate condition, not necessarily the one the metal of the pole is keyed to.
Expert Stylings: At 10th level, you become privy to the expert cycle stylings. Expert stylings represent a further advance in the power of nature. To activate one of these stylings, you must expend a maneuver from either the Equinox discipline (for a Spring or Autumn styling), the Solstice discipline (for a Summer or Winter styling) or the Revolution discipline (for a Precipitous styling). This expenditure doesn't change your seasonal alignment, and the styling's effect lasts for five minutes.
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Dance of Innumerable Petals (Spring): You move with a flurry of lilac petals whipping through the air around you. With every successful attack the cloud of petals bombards your target, befuddling their senses. The enemy is confused for a number of rounds equal to your alignment with Spring (Will negates).
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Leaves Underfoot (Autumn): Any successful strike you make while standing on natural ground causes leaves to sweep up, catching onto the enemy. The enemy is immobilized (Ref negates) until the start of the your next turn.
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Sudden Storm (Precipitous): You can very suddenly become very dangerous, like a sudden storm out of the blue. You can draw your weapon and attack an enemy as a swift action, delivering a martial strike which normally has an initiation time of a standard action. This ability cannot be used if your weapon is already drawn. This uses an attack of opportunity.
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Walk Through Fire (Summer): You understand that all fires are one fire. Your movements can enter a fire of Small size or larger and exit another fire of Small size or larger within a distance of 50ft. for every alignment rating with Summer. You must be able to see the target fire, and this does now expend any additional movement for your turn. You can do this as many times as you like within any given movement.
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Weight of Winter (Winter): Your blows carry the full weight of the winter snow behind them, and a successful attack soaks the target with freezing water. Any successful strike soaks your enemy to the bone, doubling their weight, dealing an additional amount of cold damage equal to your rating in Winter in d6's, and affecting them as if by an entangle effect until the start of the your next turn (Fort negates).
Masterful Stylings: At 14th level you become privy to the masterful cycle stylings. Masterful stylings are powerful talents that only activate when you are in the appropriate biome and also have the appropriate seasonal alignment.
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Blossoming Body (Spring): This styling requires that you be in a grasslands biome. You gain fast healing equal to your Spring rating.
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Leaves in Motion (Autumn): This styling requires that you be in a forest biome. While in this styling, you gain a bonus to Armour Class against attacks of opportunity equal to twice your Autumn rating. If an attack of opportunity fails to hit you, you can use an attack of opportunity to make an immediate trip, disarm, or sunder attempt against the attacker.
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Only Smoke Within (Summer): This styling requires that you be in a desert biome. You can see and move normally through smoke, fog and fire. As a swift action you can whip up a fog cloud effect around yourself made of smoke. If you spend a standard action at it, he can create a solid fog effect instead. This smoke cloud lasts for a number of rounds equal to your rating with Summer.
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Unstoppable Torrent (Precipitous): This styling requires that you be in an ocean biome. With every successful strike an enemy is pushed back five feet and you can move forward five feet. If you choose, you can repeat this multiple times, although every attack takes a cumulative -4 penalty. You can initiate a martial strike maneuver which has an activation time of one standard action or less with each attack. Activating this styling consumes the rest of your turn after this initial strike.
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Winds of Winter (Winter): This styling requires that you be in an arctic biome. When you make an attack roll, the attack is targetted against every adjacent enemy simultaneously. If an adjacent square is empty, it's filled with a gust of wind effect until the start of your next turn, blowing away from you (Ref negates).
Forecast Strike (Ex): At 16th level, you achieve an important milestone in your training, and learn to forecast your attacks in tune with the seasons. Whenever you make an attack roll of any kind, you can expend a readied maneuver of at least 6th level from the Revolution discipline as a swift action. You roll two dice for the attack (hopefully of different colours), and the target may only select one of them to defend against. Prior to making the attack you should write down in secret which die is actually the real attack. If the target picks the wrong attack to defend against, the attack is resolved as a touch attack instead. Prior to forecasting a strike, you choose a season; success on the attack moves you one stage closer to that season on the appropriate axis. Failure moves you in the opposite direction by one stage. On a successful strike you can choose to switch your current axis.
Grandmaster Stylings: At 18th level you learn the final combat tactics of the seasons, the grandmaster stylings. Grandmaster stylings are only active while in the appropriate extreme weather condition.
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Burning Blood (Summer): This styling requires you to be in a wildfire. Whenever you receive fire damage, he recover that amount of damage instead. You radiate intense fire, and any enemy that touches you, grapples you, or strikes you with a melee weapon lights on fire.
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Only Dirt and Dust (Autumn): This styling requires an earthquake to be going on within 500ft. of you. You become one with the ground around you. You can swim through dirt, stone, masonry and metal as if they were water. You gains a +8 bonus to Swim checks for this purpose, and can take 10 on Swim checks through such materials even if stress or distraction would normally prevent you from doing so. You are under a perpetual stoneskin effect.
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Perfect Storm (Precipitous): This styling require an ongoing thunderstorm. With every successful attack you make, the target is struck by a sudden wave of water, throwing them back 1d10 x 20 feet, dealing 1d6 damage per 10 feet (dealing the full damage even if their movement is blocked), knocking them prone, and weakening them against lightning. If they are hit by electricity before your next turn, it automatically bypasses electricity resistance (although not immunity) and deals double damage.
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Smell of Spring (Spring): This styling requires a flood to be in the area or to have passed through in the previous minute. You gain regeneration equal to your Spring rating, which is only bypassed by cold iron. You automatically recover an expended maneuver at the start of every round.
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The Wind Held His Hand (Winter): This styling requires both a tornado to be within striking distance (250ft.) of you and also temperatures of at least -40 Centigrade. You can strike any enemy you have line of sight to with your melee attacks, even if they are flying.
Only Revolutions (Ex): At 20th level: All of this has happened before, and all of it will happen again. You are as inevitable and implacable as the turn of the seasons. You can store your lore and knowledge in a geoccult pole you have established. If you die, at the turn of the season you are reborn as an intelligence controlling the pole. If the pole has mental access to a body, you can take it for your own as if with a permanent magic jar effect (Will save negates, DC 10 + your class level + your Wisdom modifier). Otherwise, you can remain in the pole, and control it and the circuit it might be hooked up to as if you were an Exotic Intelligence. The pole, once it houses your soul, can be used as a focus to bring you back to life with no level loss.