
Tecnomante

Classe base per Pathfinder
Yggdratecture
"But there's a world beyond what we can see and touch, and that world lives by its own laws. What may be impossible in this very ordinary world is very possible there, and sometimes the boundaries between the two worlds disappear, and then who can say what is possible and impossible?"
The simple knowledge that there are infinite Planes and spaces beyond the world we perceive has massive ramifications on almost every field of study. From the philosophical implications to the simple physical construction of the cosmos, planar cosmology has a very tangible impact on those within it. Yggdratecture is, broadly speaking, the study of space and time. And in true dungeoneering spirit, what can be studied can be twisted to your advantage. This discipline teaches how to shape and reshape space-time into an image you find more suitable.
Yggdratecture is a non-linear discipline, and is often one of the most difficult to wrap one's mind around. It's almost a requirement to have at hand at least one mathematical textbook on multi-dimensional space-time. Abstruse physical objects can also be a great aid to capturing the essence of warped space, such as 6-dimensional möbius strips, or boxes which only have a single surface. Any reference like the counts as a masterwork piece of equipment, and provides a +2 circumstance bonus on the Forgery check made to prepare an yggdratectural principle. Gabriel's Horn is a legendary multidimensional device purportedly created by an archangel to combat the planar incursions of the forces of Baator.
Key Skill: Forgery
YGGD 101: Intro to Yggdratecture
Grade: Baccalaureate
Prerequisites: None
Target: Spatial reference
Preparation Time: 1 hour
This principle creates an extradimensional bulge, which is a small space that is bigger on the inside than the outside. This is known as a semi-space. A semi-space is tethered to the Plane on which it is created, and can only be accessed from there. A semi-space connects to its home Plane through a portal with a radius no smaller than 1/16" and no larger than the width of the space itself. This decision is made when the semi-space is first prepared, and can be changed by anyone touching the portal from the inside. A semi-space cannot be completely closed, or it disappears permanently. Material inside of the space at the time is ejected into its home Plane.
A semi-space requires a spatial reference as to its location on the home Plane. This can either be a fixed point in space, or an object or creature. For example, it could be tied to a bag such that the opening of the bag is the same as the opening of the portal, and moving the bag moves the entrance to the semi-space. Alternatively, the portal could be fixed in space in a chosen orientation. Weight inside of a semi-space is not counted, but anything that protrudes from the portal has weight. This weight is applied to whatever the portal is tethered to (a creature or an object), adding to its own encumbrance. If a portal is instead fixed to a point in space, it supports protruding weight like an immovable rod. Every further preparation of this principle can add 2,000 lbs of carrying capacity to a portal fixed in space. If it is torn from its reference with a Strength check or from overburden, a semi-space collapses permanently.
A semi-space can be at most 2ft. by 2ft. by 2ft. Unlike most principles, you cannot prepare this principle multiple times in order to create larger spaces. As part of this principle you make a Forgery check, which determines the DC for Spot checks to notice the portal in space.
A semi-space portal is opaque from the back-end (it looks like a sheet of static), and the opening can be used to provide concealment based on its size. It provides partial concealment (20% miss chance) to a creature the size of the portal or up to one size category larger. Creatures smaller than the portal can use it for total concealment (50% miss chance). Depending on the orientation in space, a portal can also provide basic cover. However, any effect which misses a target because of an open portal instead deals damage to the space itself. A semi-space also takes damage from area effects such as a fireball when there is an open portal in the area of effect. A semi-space is always treated as failing Reflex saves against area effects. A space has effective hit points equal to the Forgery check made to create it, and collapses permanently when it sustains this much damage. A semi-space can be repaired by preparing this principle again on it, in which case the new Forgery check sets the amount of effective hit points it has.
A semi-space which collapses closes from access and shunts all matter inside of it into the nearest space to its opening on the Plane on which it was tethered. Bubbles and other area effects which are created on one side of a portal do not pass through the portal to the space on the other side. In order to affect the area on the other side of the portal, whatever is causing that effect must be inside the other space. This effectively means that the area effect from, for example, an arcanodynamic transformer, doesn't pass beyond the boundaries of the portal, and the transformer must be more than 50% on whatever side of the portal the bubble is going to take effect on.
If you try to tether a space to an unwilling target, they are allowed a Will saving throw to resist it at the end of the preparation. The Will DC is 10 + 5 for every YGGD principle you know.
YGGD 212: Polarcane Geometry
Grade: Magisterial
Prerequisites: YGGD 101, Forgery 8 ranks
Target: Spatial reference
Preparation Time: 1 hour
This principle works like YGGD 101, but with some special exceptions. First of all, instead of creating a semi-space, it creates a bulge in the home Plane known as a flux. This takes the form of a bubble-shaped field of radius 5ft. that has different rules than the normal space on the Plane. Unlike YGGD 101, you can prepare this principle multiple times as normal for a bubble in order to make a larger flux. A flux is tethered, like a semi-space, either to a physical object which is at the centre of the flux (and thus can be moved around) or to an arbitrary point in space from which the flux permanently radiates. This decision must be made when the principle is first prepared.
Polarcane fluxes have special properties. You can choose one of the following flux properties to occur inside of the space:
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Gravity: This kind of polarcane flux has different gravity than normal. Inside of the bubble, gravity moves in a different direction than normal. You can set the direction of gravity when you first prepare the principle, and it can also be changed by anyone touching the center of the flux or the object to which it is tethered as a standard action. If you prefer, you can lock the gravity when you first prepare the flux, so that it cannot be changed later. Otherwise, treat this like a reverse gravity effect, except with gravity pointing in the relevant direction. The Reflex save DC to grab something is equal to the Forgery check of the flux.
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Magnetic: This kind of polarcane flux has special magnetic properties associated with it. As part of this principle you make a Forgery check, like with YGGD 101. This check determines how powerful the push or pull of the special magnetic forces in the flux are. When you prepare the flux, you can decide whether it is an attractive flux or a repellent flux. Whenever magnetic or ferrous metal objects (or creatures) enter into the flux, they are immediately subject to the magnetic force. This effect is equivalent to a bull rush, either directly towards or away from the centre of the flux. The effective attack roll for the bull rush is equal to the Forgery check of the flux. Objects and creatures which start their turn inside of the flux are immediately subject to another magnetic bull rush. If obstacles prevent them from completing the forced movement, they take damage as if from falling the same distance. Unattended objects are treated as taking 10 on their 'opposed' Strength checks for a magnetic bull rush, and the flux is treated as being Medium in size, although it can affect any sized object or creature. Anyone touching the center of the flux or the object to which it is tethered can change the direction of the magnetic force as a standard action. If you prefer, you can lock the direction of the magnetism when you first prepare the flux, so that it cannot be changed later.
YGGD 241: Incongruous Pathways [Specialist Only]
Grade: Magisterial
Prerequisites: YGGD 101, Forgery 8 ranks
Target: Spatial reference
Preparation Time: 1 hour
This principle works like YGGD 101, but with some special exceptions. The semi-spaces you create with this principle can be closed from the inside, causing the portal to disappear from sight on the home Plane. In addition, you can prepare this principle successively up to eight times on a single space, allowing for a semi-space with a maximum volume of 64 cubic ft. (eight 2ft. x 2ft. x 2ft. cubes). Finally, whenever you prepare this principle you can choose to join the semi-space you are creating with another semi-space you've made in the past. This creates a second, connecting portal inside of each semi-space which exits into the other semi-space. Any particular semi-space can only be connected to two other semi-spaces, and you cannot remove a connection once it has been made.
If you have the ability to create a flux, you can choose to have a special flux property occur inside of semi-spaces you create, at your option when you first prepare it.
YGGD 353: Uncanny Cosmology
Grade: Doctorate
Prerequisites: Any two YGGD principles, Forgery 15 ranks
Target: Spatial reference
Preparation Time: 1 hour
This principle works like YGGD 101, but with some special exceptions. You can successively prepare this principle as many times as you like, allowing you to make spaces which are as large as you have time to build. When you prepare this principle, you can also choose to separate it from its tethered Plane, turning it into a true demiplane. If you're building a demiplane instead of a semi-space, every preparation of this principle requires twice the normal time. However, you get to set the planar traits of the demiplane, including the morphic (excluding sentient morphic), elemental and energy, alignment, and magic traits. You cannot change the time trait of your demiplane. Any relevant decisions about the traits of your demiplane are made with the first preparation of this principle, and cannot be changed afterwards. A demiplane continues to exist if it is closed off from the Plane it is tethered to; the portal can be reopened, but only to the same Plane it is tethered to. Otherwise, the demiplane can be accessed with normal planar travel.
A demiplane's fabric is not as fragile as that of a semi-space, and it cannot be destroyed from damage.
If you know YGGD 212, you can apply a special flux property to your demi-plane when you prepare it. You can also choose to shape your demiplane like a bubble. Instead of a flux property, you can choose to set a gravity trait on a demiplane you create.
If you know YGGD 241, you can also connect semi-spaces to a demiplane. Unlike a normal semi-space, any number of semi-spaces can be connected to a single demiplane. You can also connect multiple demiplanes together.
YGGD 371: Abstruse Causality [Specialist Only]
Grade: Doctorate
Prerequisites: Any three YGGD principles including YGGD 353, Forgery 15 ranks
Target: Spatial reference
Preparation Time: 1 hour
This principle works like YGGD 353, except it allows you to set the time trait of any demiplane you create. If you have already created a demiplane before learning this principle, you can retroactively set a time trait with a single preparation. Time traits that you can set include:
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Double Time: For every round that passes on the Material Plane, two rounds pass on this demiplane.
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Erratic Time: Time randomly slows down and speeds up on this demiplane, as described here.
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Normal Time: Time on this demiplane flows the same way as on the Material Plane.
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Slow Time: For every round that passes on this demiplane, two rounds pass on the Material Plane.
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Timeless Magic: This demiplane is timeless with respect to magic. All spells cast with noninstantaneous duration are permanent until dispelled.