Role: The ethermagus combines martial competence with mastery over voidmeld ethermagic. Never without a weapon, ethermagi can create custom weaponry made of compressed ether at will.
Alignment: Any. The ether chooses its wielders, and those who are chosen rarely shun it.
Hit Die: d8.
Starting Wealth: 4d6 x 10 gp (average 140gp). In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: The ethermagus’s class skills are Bluff (Cha), Craft (Int), Climb (Str), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Perception (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Maximum Manifestation Level||Ether Point Regeneration Rate|
|1st||+0||+2||+0||+2||Ethermagic, void blade, voidmeld etherheart||1||1|
|2nd||+1||+3||+0||+3||Etherstrike, lesser blast etherheart||1||1|
|4th||+3||+4||+1||+4||+1 void blade||1||2|
|5th||+3||+4||+1||+4||Alteration etherheart, ether combat||2||2|
|8th||+6/+1||+6||+2||+6||+2 void blade, improved ether combat||2||3|
|9th||+6/+1||+6||+3||+6||The pressing void||3||3|
|10th||+7/+2||+7||+3||+7||Lesser blast mastery||3||4|
|11th||+8/+3||+7||+3||+7||Improved ether surge||3||4|
|12th||+9/+4||+8||+4||+8||+3 void blade, bonus feat||3||4|
|14th||+10/+5||+9||+4||+9||Greater ether combat||4||5|
|15th||+11/+6/+1||+9||+5||+9||Weight of the void||4||5|
|16th||+12/+7/+2||+10||+5||+10||+4 void blade||4||6|
|20th||+15/+10/+5||+12||+6||+12||+5 void blade, void bringer||5||7|
All of the following are class features of the ethermagus.
Ethermagi are proficient with all simple weapons, as well as with their void blades.
Ethermagi are proficient with light armor, but not with shields. An ethermagus can cast etherspells while wearing light armor without incurring a spell failure chance. Like an arcane spellcaster, an ethermagus wearing medium or heavy armor incurs a chance of arcane spell failure if the etherspell in question has a somatic component (they all do). A multiclass ethermagus still incurs the normal arcane spell failure chance for arcane spells and etherspells received from other classes.
The gift of the ethermagus can be thought of as a knife that extends through the whole of the universe and penetrates into the void beyond. Spilling ether like blood, he draws upon it, fueling wild evocations and protections with the power of the restless gyrations of the multiverse itself. This is the ethermagic of some truly deadly individuals.
An ethermagus’s access to the ether is measured in ether points, or EP. His maximum EP is equal to his level plus his Charisma modifier. At the beginning of the ethermagus’s turn, he gains EP equal to 1/3 his class level, rounded up. This represents energy from elsewhere in the ether diffusing back into the vicinity of the vicious laceration inflicted upon the fabric of reality.
Ethermagic is made up of two components: the etherheart and its manifestations. Etherheart selection dictates how the ethermagus can shape an etherspell with manifestations. Ethermagi can manipulate three varieties of etherheart that encompass the various practical applications of the ether: protection, enhancement, and destruction.
Voidmeld – Ethermagi are uniquely able to produce shortlived weaponry from condensed extrauniversal energy. Known as void blades, these weapons can be further customized by an enterprising individual in order to overcome most any challenge.
Lesser Blast – The easiest etherheart to control, blast etherspells are simply the application of raw ether toward a destructive end. Given their simple nature, an ethermagus can apply a larger number manifestations to blasts.
Alteration – The alteration etherheart is the use of raw ether to produce shifts in the state of the universe directly around the ethermancer himself. This allows the ethermancer to change the way he interacts with the world for short periods of time.
Manifestations are the various ways an ethermagus can shape the raw energy of the ether. Though any aficionado of blast etherspells will attest to raw ether’s ability to melt faces particularly well on its own, there comes a need for a little finesse every now and then. Depending on the etherheart, anywhere from zero to three manifestations can be added to it. An ethermagus’s repertoire of manifestations is rather explicitly segregated among the various etherhearts he knows. For example, an ethermagus’s voidblade-compatible manifestations are totally distinct from his alteration-compatible manifestations. Only manifestations that are compatible with a particular etherheart may be used in an etherspell built around that etherheart.
To use a manifestation, an ethermagus must have a Charisma score equal to at least 10 + the manifestation level. The Difficulty Class for a saving throw against an etherspell is 10 + the highest manifestation level used in the etherspell + the ethermagus’s Charisma modifier unless stated otherwise in a manifestation’s entry.
The ethermagus begins play with two voidmeld manifestations. Each time the ethermagus gains a level, he learns more manifestations in at least one etherheart as detailed by Table: Ethermagus Manifestations Known. This new manifestation must be of a level he is able to cast. Further, whenever the ethermagus gains a new manifestation in a particular etherheart, he may exchange an existing manifestation in that etherheart for another compatible manifestation of a level he is able to cast. Note that for each etherheart an ethermagus knows, he may never have more known manifestations in a particular manifestation level than in the previous manifestation level. In other words, if the ethermagus has two 1st-level alteration manifestations, he cannot have more than two 2nd-level alteration manifestations. This does not stop the ethermagus from having three 2nd-level lesser blast manifestations or three 2nd-level voidmeld manifestations.
|Level||Number of Voidmeld Manifestations Known||Number of Lesser Blast Manifestations Known||Number of Alteration Manifestations Known|
Etherhearts are the core of ethermagic, tangles of emotions and urges that shape raw ether as it is drawn out of the void. Without the power of an etherheart to stabilize the various manifestations woven by the ethermagus, ethermagic would be completely impossible. Specific manifestations are compatible with specific etherhearts, which are listed in the entry for each manifestation. The total ether point, or EP, cost of an etherspell is equal to the EP cost of the etherheart plus the EP cost of each manifestation added to the etherheart. The casting time of an alteration or lesser blast etherspell is a standard action unless modified by a manifestation. The casting time of a voidblade etherspell is a swift action. All etherhearts have both somantic and verbal components. If two or more manifestations alter the casting time of an etherspell, the manifestation with the longer casting time takes precedence. It is impossible to dismiss an etherspell. Once cast, they run out their duration unless dispelled or otherwise forced to stop.
An ethermagus’ caster level is equal to his class level.
Duration 1 round/level
Saving Throw as manifestation? Spell Resistance no
EP Cost 1 + 1/4 class level, rounded down
An etherspell with this etherheart affects the ethermagus’ void blade directly and cannot be cast if the void blade is not being actively wielded by the caster. If a void blade is dismissed, all voidmeld etherspells affecting it are also dismissed. Similarly, if the void blade is ever outside the range of this spell, an etherspell with this etherheart ends immediately. Unlike most etherspells, casting an etherspell with the voidmeld etherheart is a swift action.
For the duration of the etherspell, the ethermagus’ maximum EP is reduced by the etherspell’s EP cost. Any number of manifestations can be added to this etherheart, so long as the sum of their manifestation levels are less than or equal to the highest manifestation level the ethermagus knows. (For example, an ethermagus who knows 4th-level manifestations can add four 1st-level manifestations, a 2nd-level manifestation and two 1st-level manifestations, or a single 4thlevel manifestation to a voidmeld etherheart, among other valid combinations.) Only one voidmeld etherspell can be active at a time.
An ethermagus begins play with the voidmeld etherheart.
Range close (25 ft. + 5 ft./2 levels)
Target creature touched
Saving Throw as manifestation? Spell Resistance yes
EP Cost 1 + 1/4 class level, rounded down
An etherspell with this etherheart is a ranged touch attack that deals 1d3 + the caster’s Charisma modifier points of bludgeoning damage, plus an additional 1d3 points of bludgeoning damage for every two caster levels beyond 1st. A maximum of two manifestations can be added to this etherheart, and if two manifestations are added, then one of them must be a shape manifestation. There is no minimum number of manifestations that can be added.
An ethermagus gains the lesser blast etherheart at 2nd level.
Duration 1 minute / level
Saving Throw as manifestation? Spell Resistance yes
EP Cost 1 + 1/4 class level, rounded down
An etherspell with this etherheart affects the ethermagus directly. Exactly one manifestation must be added to this etherheart. Only one alteration etherspell can be active at a time.
An ethermagus gains the alteration etherheart at 5th level.
Void Blade (Su)
Starting at 1st level, an ethermagus can reach into the ether as a standard action and pull out a weapon condensed from the vast pressures exerted by the multiverse. When the ethermagus creates a void blade, he selects whether or not the weapon is a light weapon and whether the weapon deals piercing or slashing damage. All void blades are one-handed weapons. A void blade has hardness 10 and 10 hit points, modified by its enhancement bonus in the same manner as a magic weapon. A void blade has a duration of 1 minute per ethermagus level and may be dismissed as a move action. An ethermagus cannot have more than one void blade at any one time.
At 11th and 20th level, the base damage die of a void blade increases by one step as though it had increases in size. Starting at 4th level, all void blades made by the ethermagus have a +1 enhancement bonus. Every four levels beyond 4th, this enhancement bonus increases by +1, to a maximum of +5 at 20th level.
|Void Blade||Dmg (S)||Dmg (M)||Critical||Range||Weight||Type (chosen when created)|
|Light||1d4||1d6||19-20/x2||–||2 lbs.||P or S|
|One-Handed||1d6||1d8||19-20/x2||–||4 lbs.||P or S|
At 2nd level, whenever an ethermagus casts a lesser blast etherspell, he can deliver the etherspell through his void blade as part of a melee attack. Instead of the ranged touch attack normally made to deliver the spell, the ethermagus can make one free melee attack with his weapon (at his highest base attack bonus) as part of the etherspell. If successful, this melee attack deals its normal damage as well as the effects of the blast etherspell. If the ethermagus makes this attack in concert with ether combat, this melee attack takes all the penalties accrued by ether combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the etherspell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. An ethermagus may hold the charge after a miss with an etherstrike as though the etherspell were a spell delivered via a melee touch.
At 3rd level, when the ethermagus reduces a creature to 0 or fewer hit points with an etherspell or with an attack with his void blade while in the heat of combat, he regains 1 ether point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the ethermagus’s character level to 0 or fewer hit points does not restore any ether points.
Ether Combat (Ex)
At 5th level, an ethermagus learns to cast and wield his weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is an etherspell that is being cast. To use this ability, the ethermagus must have one hand free (even if the etherspell being cast does not have somatic components), while wielding a light or onehanded melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any etherspell known with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this etherspell defensively, he can decide to take an additional penalty on his melee and etherspell attack rolls, up to his Charisma bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the etherspell is wasted, but the attacks still take the penalty. An ethermagus can choose to cast the etherspell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
At 6th level and every six levels thereafter, the ethermagus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat or ethermagic feats. The ethermagus must meet the prerequisites for these feats as normal.
Void Shield (Su)
Starting at 7th level, the ethermagus’s void blades carry some of the malleability of the ether. Void blades created by the ethermagus have the defending weapon special ability.
Improved Ether Combat (Ex)
At 8th level, the ethermagus’s ability to cast etherspells and make melee attacks improves. When using the ether combat ability, the ethermagus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.
The Pressing Void (Su)
At 9th level, whenever the ethermagus hits and deals damage with his void blade, he may spend 3 EP as an immediate action to subject the creature struck to the horrible pressures used to create that void blade in the first place. The target is entangled for 1 round with a DC 10 + 1/2 the ethermagus’s level + his Charisma modifier Fortitude save to negate.
Lesser Blast Mastery (Ex)
Starting at 10th level, an ethermagus deals additional damage equal to half his ethermagus level, rounded down, when casting lesser blast etherspells in conjunction with the ether combat or etherstrike class features.
Improved Ether Surge (Su)
At 11th level, in addition to regaining 1 EP from ether surge when reducing an opponent to 0 or fewer hit points, the maximum number of nonshape manifestations the ethermagus can add to his next lesser blast etherspell cast within the next 1 minute increases by +1. He must still pay for the manifestation as normal. This ability does not stack.
Aberrant Musculature (Su)
The use of ethermagic has altered the ethermagus’s muscles in form and function. At 13th level, select Strength, Dexterity, or Constitution. The ethermagus gains a +2 inherent bonus to the chosen ability score. At 17th level, select one of the two ability scores that were not chosen at 13th level. The ethermagus gains a +2 inherent bonus to the chosen ability score.
Greater Ether Combat (Ex)
At 14th level, the ethermagus gains the ability to seamlessly cast etherspells and make melee attacks. Whenever he uses the ether combat ability, her concentration check bonus equals double the amount of the attack penalty taken.
Weight of the Void (Su)
At 15th level, whenever the ethermagus hits and deals damage with his void blade, he may spend 4 EP as an immediate action in order to subject the creature struck to extreme gravity. The target is knocked prone and pinned for rounds equal to the ethermagus’s Charisma modifier with a DC 10 + ½ the ethermagus’s level + his Charisma modifier Fortitude save to negate. Each round, the target may attempt a new saving throw to end the effect immediately. This ability may be used once per day.
Void Collapse (Su)
Starting at 19th level, the ethermagus may spend 5 EP as a swift action to dismiss his weight of the void, shocking the target with localized explosive decompression. The target takes 3d6 points of damage for each round it was pinned by the weight of the void class feature, max 20d6. If this damage reduces the target below 0 hp, the ethermagus regains his daily use of the weight of the void class feature.
Void Bringer (Ex)
At 20th level, the ethermagus may create or dismiss his void blade as a swift action. He may also use the weight of the void class feature one additional time per day. Finally, the pressing void and weight of the void class features can now have a single nonshape manifestation that is compatible with the lesser blast etherheart added to them.
Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have ethermagi as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.
- Aasimar Whenever the ethersurge class feature class feature causes the ethermagus to regain an ether point, he is also healed for 1/2 of a point of damage (1 point of damage for every two times this favored class bonus has been taken.)
- Drow Newly-created void blades are coated in a dose of void toxin. This is an injury poison that deals 1 point of Constitution damage with a DC 10 + the number of times this favored class bonus has been selected Fortitude save to negate. Once this favored class bonus has been selected 11 times, void toxin deals 1 point of Strength damage and 1 point of Constitution damage instead.
- Dwarf Whenever the ethersurge class feature class feature causes the ethermagus to regain an ether point, he also gains DR 1/3/for 1 round. (DR 1/for every three times this favored class bonus has been taken.)
- Elf Add +1/3 to the number of ether points in the ethermagus’s ether pool.
- Gnome Every 6 times this favored class bonus is selected, choose a 1st-level voidmeld manifestation. When casting a voidmeld etherspell, the ethermagus may select one of the manifestations chosen for this favored class bonus. The selected manifestation is applied to the etherspell without paying its ether point cost. Further, the manifestation is treated as though it were a 0th-level manifestation for the purpose of determining how many manifestations can be added to a single voidmeld etherspell.
- Half-elf Add +1/3 to the number of ether points in the ethermagus’s ether pool.
- Halfling Add +1/4 to initiative rolls made while wielding a void blade.
- Half-orc Add +1/2 of a round to the duration of void blades and voidmeld etherspells.
- Hobgoblin Add +1/2 of a round to the duration of void blades and voidmeld etherspells.
- Human Add +1/3 to the number of ether points in the ethermagus’s ether pool.
- Kitsune Once per day as a full-round action, the kitsune increases her ether point regeneration rate by +1/2 for 1 round.
- Kobold Add a +1/3 bonus to the first attack roll made with a newly-created void blade.
- Orc Add a +1/2 bonus to the first weapon damage roll made with a newly-created void blade.
- Puddling Every 6 times this favored class bonus is selected, choose a 1st-level voidmeld manifestation. When casting a voidmeld etherspell, the ethermagus may select one of the manifestations chosen for this favored class bonus. The selected manifestation is applied to the etherspell without paying its ether point cost. Further, the manifestation is treated as though it were a 0th-level manifestation for the purpose of determining how many manifestations can be added to a single voidmeld etherspell.
- Tiefling Add a +1/2 bonus to the first weapon damage roll made with a newly-created void blade.
- Vanara Add +1/4 to initiative rolls made while wielding a void blade.
- Vishkanya Newly-created void blades are coated in a dose of void toxin. This is an injury poison that deals 1 point of Constitution damage with a DC 10 + the number of times this favored class bonus has been selected Fortitude save to negate. Once this favored class bonus has been selected 11 times, void toxin deals 1 point of Strength damage and 1 point of Constitution damage instead.
More from Interjection Games!The Assassin - The Sanguinity Hot Technique Tree
Vendor: Interjection Games
Learn to manipulate the very blood of your enemies with the sanguinity tree for the Assassin base class! Assassins spend one of their two "hot"- or aggressive - tree specialization slots to take sanguinity, which itself is focused on bleeding enemies out and repurposing their blood to generate temporary hit points and heal allies. This makes sanguinity the assassin's go-to choice when sneaking and skulking just won't do and a heavy battlefield presence with equally-heavy sustainability is the way to go.
Many of the sanguinity tree's nastier tricks- such as area-of-effect ability bleed- and all of its sustainability effects make use of the blood pool, which replenishes itself as the assassin deals bleed damage to various targets. This forces an assassin to play the long game of bleed damage while simultaneously awarding the assassin with the means to stay alive long enough for that bleed to end any encounter that isn't stuffed to the gills with opposing healers.
The sanguinity tree combines well with the following technique trees:
The fabrication cold tree grants the assassin tactical flexibility, and its ability to enhance sustainability with a plethora of tiny stimpacks segues nicely into the sanguinity tree's gameplan.
The execution hot tree contains several bleeds, and since bleeds already existed in the assassin's repertoire, the sanguinity tree was built to assume that you'll either specialize in the other tree that'll help fill the blood pool, or that you'll spend your very few flexible technique choices on out-of-tree bleed effects.
The magehunting hot tree helps you shut down enemy healers so your bleed effects stick, while the sustainability of sanguinity makes it so you're a persistent thorn in the side of anyone with any spells to their name.
The sanguinity hot tree for the assassin base class, detailing 15 new techniques and the blood pool autogrant ability
Three new feats for those who wish to specialize in this new tree
Vendor: Interjection Games
Expand your resident spirit speaker with a collection of brand new magic items!
Following Interjection Games' design traditions, Onmyodo Magic Items features heavily modular/tactical options, such as the following:
Blessed Chochin - Pick haiku, petitions, or talismans, and then increase the effective range of abilities from the chosen onmyodic magic system by placing this magical lantern in a choke point or other strategic position. If your target is within both double the ability's normal range and 15 feet of the chochin, then your target is in range of the ability. This also applies to areas of effect. Reach out and hurt somebody.
Thread of the Gods - Talismans act like spontaneous spellcasting for onmyodo classes. By sacrificing this flexibility and "preparing" a portion of your talismans like a wizard, you add one of ten bonus effects to each of your prepared talismans. These effects include talismans that move on their own, the ability to generate a single lightning bolt over the course of the talisman's duration, or the spontaneous generation of Jurojin's famous healing plums.
Trickster's Tail - Turn anyone into a spellcaster with this kitsune-tail belt that holds the knowledge and ability to cast a single 1st-level enchantment or illusion spell.
Ward Token - Combine up to three of the nine variants of this item into a single ring, and activate one variant's effects each time you do something particularly onmyodic.
Vendor: Interjection Games
What is Momentum?
Momentum is a system that hearkens back to the combo point engines that you find in various video games. In its simplest form, you execute various techniques to build focus, which can then be spent on other techniques. Unlike the rather binary nature of the- admittedly simplistic- video game combo point engines, momentum has techniques with variable points costs, a point cost of 0, alternate versions that cost more, and fixed cost techniques ranging from -1 to -4. This makes each of your actions a choice. Do you build up for another round, sacrifice power from a separate pool to build up faster this combat, or let loose with a big- but not huge- effect right now?
The end goal of momentum is to give the martial classes that use it a heaping dose of freedom, choice, and agency in their turn-to-turn minutiae. Who cares if a class is competitive if all it does is make a full attack each round? We are gamers, and being able to do cool stuff is half the draw of a class.
Momentum and Moxie: The Triggerman's Special Mechanic
All of Interjection Games' momentum classes take the core momentum engine and do something unique with it. For the triggerman, whenever you spend 2 or more focus on a single technique, you generate moxie points, which themselves are a currency that can let you weave small effects in between your momentum builders and finishers. Some moxie techniques grant a passive bonus based on the number of moxie points you're holding, while others simply add energy damage to an attack, increase the reach of that one shot that really matters, or assist with a skill check.
Moreover, the triggerman's guns build momentum, not the triggerman himself, allowing him to build up points for multiple finishers simply by swapping out guns frequently. Other class features allow for easily pumping a point of focus into a gun with no focus, thus making the triggerman more about cranking out -1s "mini-finishers" than any other momentum class in the series so far. As a result of the necessary waiting baked into the momentum engine this time around, the triggerman's -2 techniques are generally a heavy power spike over the -1s, and the moxie engine further pushes patience for more power.
The triggerman base class
4 technique trees with 20 techniques each: dragoon, gun fu, marksmanship, and munitions
Technique tree specialization bakes build variety right into the class; no archetypes!
2 feats for each technique tree, and a smattering of tree-agnostic feats
Favored class bonuses for over 20 races
Generic favored class bonuses! Not on the race list? Don't like your race's bonus? Take one of these instead.
Vendor: Interjection Games
Interjection Game's gadgeteer base class revels in modularity. A well-balanced gadgeteer spends her gadget slots to slap gizmos and thingamabobs onto a custom weapon or two, then spends the rest on fanciful gadgets with loads of options each! The latter of these- whale oil cannons, spy cigars, and more- have always been the sexier topic, for they are evocative where a toolbox of creation is more of a sandbox tool, and so it was that custom weapons never got an expansion until now.
Pile on brand new combat bonuses for your gadgeteer's custom weapons with options ranging from emergency combat drugs and means to protect yourself from ability damage to self-damaging swift action nonsense!
Vendor: Interjection Games
The Interjection Games Assassin base class makes use of the Momentum Engine, in which performing certain maneuvers builds up a counter that enables the use of point-consuming "hot" techniques at break points of 1, 2, 3, and 4. In addition to this combo counter mechanic, assassins have a pool of technique points that power "cold" techniques that are generally used out of combat, as well as a small selection of "lukewarm" techniques that can draw from either counter or pool for added flexibility.
An assassin chooses two "hot" technique trees and two "cold" technique trees upon character creation, thus giving the assassin inherent modularity that utterly eliminates the need for archetypes.
It is into this environment- one in which each new option multiplies the number of available builds- that Interjection Games presents the new Fabrication "cold" technique tree!
1. Each morning, gain a number of fabrication points.
2. Choose one of four gadgets for each of your gadget slots:
a. Hidden Blade - a wrist-mounted blade that gets past security
b. Smoke Bombs - consumable area effects with five variants available
c. Springknives - autotrigger attacks that are installed before use
d. Utility Belt - built with your choice of two of eight components
3. Apply up to two addons to each gadget by spending fabrication points.
4. Apply the effects of any techniques that spend fabrication points to modify construction.
5. Go make an enemy miserable.