Ethermancer

Role: The ethermancer fills the role of an arcane spellcaster and brings to bear both more flexibility than a wizard and less variety than a sorcerer. Specializing in energy blasts, short-term conjuration and transmutation, and the creation of objects from the shapeless ether, a smart ethermancer always has a tool for the job, but always does best when everything looks like a nail.

Alignment: Any

Hit Die: d6

Starting Wealth: 2d4 x 10 gp (average 50 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The ethermancer’s class skills are Bluff (Cha), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier

Table: The Ethermancer
Level Base Attack Bonus Fort Save Ref Save Will Save Special Maximum Manifestation Level Ether Point Regeneration Rate
1st +0 +0 +0 +2 Ethermagic, alteration etherheart, lesser blast etherheart 1 1
2nd +1 +0 +0 +3 Multiuniversal philosophy 1 1
3rd +1 +1 +1 +3 1 2
4th +2 +1 +1 +4 Bestow etherheart 2 2
5th +2 +1 +1 +4 Aberrant form 2 3
6th +3 +2 +2 +5 Multiuniversal philosophy 2 3
7th +3 +2 +2 +5 Greater blast etherheart 3 4
8th +4 +2 +2 +6 Genesis etherheart 3 4
9th +4 +3 +3 +6 Aberrant form 3 5
10th +5 +3 +3 +7 Multiuniversal philosophy 4 5
11th +5 +3 +3 +7 4 6
12th +6/+1 +4 +4 +8 Aberrant physiology 4 6
13th +6/+1 +4 +4 +8 Aberrant form 5 7
14th +7/+2 +4 +4 +9 Multiuniversal philosophy 5 7
15th +7/+2 +5 +5 +9 5 8
16th +8/+3 +5 +5 +10 6 8
17th +8/+3 +5 +5 +10 Aberrant form 5 9
18th +9/+4 +6 +6 +11 Multiuniversal philosophy 6 9
19th +9/+4 +6 +6 +11 6 10
20th +10/+5 +6 +6 +12 Multiuniversal apotheosis 6 10

Class Features

Weapon Proficiency

Ethermancers are proficient with simple weapons and the starknife.

Armor and Shield Proficiency

Ethermancers are proficient with light armor. Armor interferes with an ethermancer’s gestures, which can cause his etherspells with somantic components (all of them) to fail.

Ethermagic

The gift of the ethermancer can be thought of as a thin syringe that extends through the whole of the universe and penetrates into the void beyond. Thus tapped into the ether, an ethermancer can draw upon it, fueling wild evocations and protections with the power of the restless gyrations of the multiverse itself. This is known as ethermagic.

An ethermancer’s access to the ether is measured in ether points, or EP. His maximum EP is equal to twice his level plus his Charisma modifier. At the beginning of the ethermancer’s turn, he gains EP equal to half his class level, rounded up. This represents energy from elsewhere in the ether diffusing back into the vicinity of the tiny pinhole that the ethermancer can access. Ethermagic is made up of two components: the etherheart and its manifestations. Ethermancers learn five etherhearts that encompass the various philosophies to which a spell of any sort can be aligned. Etherheart selection dictates how the ethermancer can shape an etherspell with manifestations.

Lesser and Greater Blast: The easiest etherhearts to control, blast ethespells are simply the application of raw ether toward a destructive end. Given their simple nature, an ethermancer 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.

Bestow: The bestow etherheart is, in effect, an alteration etherheart cast upon a creature other than the ethermancer. Given this target moves in relation to the ethermancer, the various manifestations used with this etherheart generally aren’t as impressive as those used with the alteration etherheart. Further, ethermancers will find their powers diminished by the energy necessary to maintain a remote connection to the ether.

Genesis: Easily the most difficult etherheart for an ethermancer to manage, genesis actually creates something. From swords and shields composed of the stuff of the void itself to platforms and ethereal staircases that hover in the air, the genesis etherheart can create it.

Manifestations are the various ways an ethermancer 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 ethermancer’s repertoire of manifestations is rather explicitly segregated among the various etherhearts he knows. For example, an ethermancer’s genesis-compatible manifestations are totally distinct from his lesser and greater blast-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 ethermancer 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 ethermancer’s Charisma modifier unless stated otherwise in a manifestation’s entry. The ethermancer begins play with five lesser blast manifestations, as well as two alteration manifestations.

Each time the ethermancer gains a level, he learns more manifestations in at least one etherheart as detailed by Table: Ethermancer Manifestations Known. This new manifestation must be of a level he is able to cast. Further, whenever the ethermancer gains a new manifestation in a particular etherheart, he may exchange an existing manifestation compatible with that etherheart for another compatible manifestation of a level he is able to cast. Note that for each etherheart an ethermancer knows, he may never have more known manifestations in a particular manifestation level than in the previous manifestation level. In other words, if the ethermancer has two level 1 alteration manifestations, he cannot have more than two level 2 alteration manifestations. This does not stop the ethermancer from having three level 2 blast manifestations or three level 2 bestow manifestations.

Table: Ethermancer Manifestations Known
Level Number of Lesser/Greater Blast Manifestations Known Number of Alteration Manifestations Known Number of Bestow Manifestations Known Number of Genesis Manifestations Known
1st 5 2
2nd 5 3
3rd 6 3
4th 6 4 2
5th 7 4 2
6th 7 5 2
7th 8 5 3
8th 8 6 3 1
9th 9 6 3 1
10th 9 7 4 2
11th 10 7 4 2
12th 10 8 4 2
13th 11 8 5 3
14th 11 9 5 3
15th 12 9 5 3
16th 12 10 6 4
17th 13 10 6 4
18th 13 11 6 4
19th 14 11 7 5
20th 14 12 7 5

Etherhearts (Sp)

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 ethermancer, ethermagic would be completely impossible. As stated earlier, 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 etherspell is a standard action unless modified by a manifestation. 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. With the exception of genesis etherhearts, it is impossible to simply dismiss an etherspell. Once cast, they run out their durations unless dispelled or otherwise forced to stop.

An ethermancer’s caster level is equal to his ethermancer class level.

Alteration

Range personal
Target you
Duration 1 minute/level
Saving Throw as manifestation? Spell Resistance yes
EP Cost 1 + 1/4 level, rounded down
An etherspell with this etherheart affects the ethermancer directly. Exactly one manifestation must be added to this etherheart. Only one alteration etherspell can be active at a time.

An ethermancer begins play with the alteration etherheart.

Lesser Blast

Range close (25 ft. + 5 ft./2 levels)
Target creature touched
Duration instantaneous
Saving Throw as manifestation? Spell Resistance yes
EP Cost 1 + 1/4 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 caster level beyond 1st. A maximum of three manifestations can be added to this etherheart. There is no minimum number of manifestations that can be added.

An ethermancer begins play with the lesser blast etherheart.

Bestow

Range touch
Target creature touched
Duration 1 round / level
Saving Throw as manifestation? Spell Resistance yes
EP Cost 1/4 level, rounded down
An etherspell with the bestow etherheart is delivered as a melee touch. The ethermancer may not touch himself. If the ethermancer fails to touch a creature upon casting a bestow etherspell, the charge is not lost? however, the duration of the etherspell begins as soon as it is cast and will begin to count down accordingly. For the duration of the etherspell, the ethermancer’s maximum EP is reduced by an amount equal to the etherspell’s EP cost. Exactly one manifestation must be added to this etherheart.

An ethermancer learns the bestow etherheart at 4th level.

Greater Blast

Range close (25 ft. + 5 ft./2 levels)
Target creature touched
Duration instantaneous
Saving Throw as manifestation? Spell Resistance yes
EP Cost 1 + 1/2 level, rounded down
An etherspell with this etherheart is a ranged touch attack that deals 1d10 + the caster’s Charisma modifier points of bludgeoning damage, plus an additional 1d10 points of bludgeoning damage for every 2 caster levels beyond 1st. A maximum of three manifestations can be added to this etherheart. There is no minimum number of manifestations that can be added.

An ethermancer learns the greater blast etherheart at 7th level.

Genesis

Range see individual manifestations
Target/Area see individual manifestations
Duration permanent until dismissed
Saving Throw as manifestation? Spell Resistance yes
EP Cost 1/2 level, rounded down
An etherspell with this etherheart creates an object out of pure ether energy. The lifespan of such an object is permanent until dismissed by the ethermancer, until dispelled, or until the object itself is no longer within range of the caster. For as long as this object persists and for one minute thereafter, the caster’s maximum EP is reduced by an amount equal to the EP cost of the etherspell that created it. An object created with the genesis etherheart can be dismissed as a move action. Exactly one manifestation must be added to this etherheart.

An ethermancer learns the genesis etherheart at 8th level.

Multiuniversal Philosophy

The way an ethermancer looks at his great gift dictates how it is he intends to use it. At 2nd level and every four levels thereafter, the ethermancer selects one of the philosophies detailed below. An ethermancer need not dip exclusively into a single philosophy and may select a different philosophy each time he is eligible to do so.

Multiuniversal Conservator (Su)

Some ethermancers believe that the energy within the ether may not be infinite, even though it is an infinite realm encompassing infinite universes that are themselves infinite in size. Sure, it’s a long shot, but you never know. As a move action, an ethermancer with this philosophy can enter a trance of sorts. The next etherspell with the bestow etherheart cast this round reduces the caster’s maximum EP by an amount equal to the EP cost of the etherspell – the ethermancer’s Charisma modifier. For example, a bestow etherspell that costs 9 EP cast by an ethermancer with 20 Charisma reduces that ethermancer’s maximum EP by 4 rather than by 9. This ability may be used once per day for each time the multiuniversal conservator philosophy has been selected. An ethermancer must know the bestow etherheart to select this philosophy.

Multiuniversal Demolisher (Ex)

The ether is fed by the universes in its grasp, and those universes are each infinite. What difference does a city, a planet, or even a plane make when compared to the whole? Etherspells with the greater blast etherheart deal an additional +1 damage if one manifestation slot is unfilled, +2 damage if two manifestation slots are unfilled, or +3 damage if all three manifestation slots are unfilled. These bonuses increase by +1 for each time the multiuniversal demolisher philosophy has been selected beyond the first. (For example, taken twice, etherspells with the greater blast etherheart deal an additional +2 damage if one manifestation slot is unfilled, +3 damage if two manifestation slots are unfilled, or +4 damage if all three manifestation slots are unfilled.) An ethermancer must know the greater blast etherheart in order to select this philosophy.

Multiuniversal Equalizer (Ex)

Many ethermancers believe that everything in the universe is made of the same materials in different configurations. Some seek to discover the essential oneness in all things. Others force that oneness on others. Whenever a creature takes damage from a blast etherspell cast by an ethermancer with this philosophy, all of its resistances are reduced by 3 for 1 round for each time the multiuniversal equalizer philosophy has been selected.

Multiuniversal Hedonist (Ex)

Some ethermancers relish the warmth of the ether flowing over themselves. It simply feels good! Whenever the ethermancer is currently benefiting from an etherspell with the alteration etherheart, he receives +1 insight bonus to Fortitude saves. Further, weapons he wield enjoy a +1 enhancement bonus to hit. These bonuses increase by +1 for each time the multiuniversal hedonist philosophy has been selected beyond the first, to a maximum of +5.

Multiuniversal Illuminator (Su)

Many ethermancers seek to share the blessings of the multiverse with others, but tend to be rebuffed, or worse, killed, when they try. Some few are persistent enough to make this sharing their primary directive. As a move action, an ethermancer with this philosophy can enter a trance of sorts. The next etherspell with the bestow etherheart cast this round has a range of short (25 ft. + 5 ft./2 levels) instead of its normal range, and is now delivered via a ranged touch attack. This ability may be used once per day for each time the multiuniversal illuminator philosophy has been selected. An ethermancer must know the bestow etherheart in order to select this philosophy.

Multiuniversal Megalomaniac (Su)

Some ethermancers come to think of the ether as a focus for their own vast power and nothing more. The ethermancer’s maximum EP is increased by 3 for each time the multiuniversal megalomaniac philosophy has been selected.

Multiuniversal Nomad (Su)

Believing the ether to be an impossibly vast and wondrous thing, some ethermancers are overcome with the desire to experience as much of it as possible. As a move action, an ethermancer with this philosophy can almost imperceptibly move the location of his pinpoint access to the ether, thus moving his influence to a location that has not had its energy consumed. The ethermancer immediately gains EP equal to his Charisma modifier. This ability may be used once per day for each time the multiuniversal nomad philosophy has been selected.

Multiuniversal Parader (Ex)

The best way to describe the behavior of many brand-new ethermancers is to compare them to strutting peacocks. Some individuals never grow out of this phase and openly mock those who don’t have the gift of ethermagic for the rest of their natural lives. At least all of this hooting and hollering helps to keep an ethermancer healthy. The ethermancer’s maximum hit points increases by +4 for each time the multiuniversal parader philosophy has been selected.

Multiuniversal Scholar (Ex)

Despite the fact that ethermancers do not have to work for their power, many approach it with enough scholarly vigor to make a wizard blush. Each time this philosophy is selected, the ethermancer learns a feat with the ethermagic descriptor as a bonus feat. He must meet all of the prerequisites of the chosen feat.

Multiuniversal Tinker (Su)

Believing the craft of ethermancy to be of supreme importance, some ethermancers neglect to give the void between universes much thought at all and instead focus on what can be done with the energy. As a move action, an ethermancer with this philosophy can enter a trance of sorts. The next etherspell with either the lesser blast or the greater blast etherheart can include an additional manifestation with an EP cost equal to 1/3 the ethermancer’s Charisma modifier or less, minimum 1, without paying for it. This bonus manifestation is in addition to the 3 that can normally be added, for a maximum of 4 manifestations allowed. This ability may be used once per day for each time the multiuniversal tinker philosophy has been selected.

Aberrant Form (Su)

Oddly enough, being exposed to the energetic leavings of an infinite number of universes with vastly different laws of physics tends to… alter those so exposed after a long enough period of time. The changes are initially quite subtle, perhaps a yellowing of the fingernails or a rash on the right leg that simply won’t go away, but the slight aberrations accumulate until the merest of glances is enough to be quite sure that something isn’t right. At 5th level, the slight shifting of the ethermancer’s form as compared to that of standard creatures of his race grants him a 10% chance to ignore sneak attack and other precision damage. At 9th level and every four levels thereafter, this chance increases by an additional 10%, to a maximum of 40% at 17th level. Unlike other abilities that negate precision damage, aberrant form does absolutely nothing to hinder critical hits. Weird still bisects.

Aberrant Physiology (Su)

At 12th level, the ethermancer’s body has been sufficiently altered to make him immune to his choice of disease, fear, or poison. He becomes vulnerable to the two selections he did not choose, taking a -2 penalty to saving throws against spells and abilities involving them.

Multiuniversal Apotheosis

At 20th level, the ethermancer becomes one with his dominant multiuniversal philosophy. The multiuniversal philosophy that has been taken the greatest number of times is modified as detailed below. If the ethermancer has two philosophies that tie for dominance, he chooses which one is dominant. This decision cannot be changed.

Multiuniversal Conservator

This philosophy’s ability may be used as a swift action instead of as a move action. It can be used an additional time per day.

Multiuniversal Demolisher

Whenever the ethermancer critically hits with a greater blast etherspell, he deals an additional 1d4 damage for each time the ethermancer has taken this philosophy.

Multiuniversal Equalizer

The target’s resistances are now reduced after being hit by a blast etherspell, but before damage is rolled for that blast.

Multiuniversal Hedonist

Whenever the ethermancer is currently benefiting from an etherspell with the alteration etherheart, weapons he wields receive an enhancement bonus to damage equal to the number of times the ethermancer has taken this philosophy.

Multiuniversal Illuminator

This philosophy’s ability may be used as a swift action instead of as a move action. It can be used an additional time per day.

Multiuniversal Megalomaniac

The ethermancer’s maximum EP increases by +1 for each time the ethermancer has taken this philosophy.

Multiuniversal Nomad

This philosophy’s ability may be used as a swift action instead of as a move action. It can be used an additional time per day.

Multiuniversal Parader

The ethermancer’s maximum hit points increase by +2 for each time the ethermancer has taken this philosophy.

Multiuniversal Scholar

Once per day, the ethermancer may meditate on the concept of the ether for 1 minute. At the termination of this meditation, the ethermancer temporarily learns any one feat with the ethermagic descriptor. If the chosen feat has other feats as prerequisites, he must have at least one of those prerequisite feats. In all other respects, he does not need to meet any of the prerequisites of the chosen feat. After minutes equal to the number of times the multiuniversal scholar philosophy has been taken, he loses the feat learned in this manner.

Multiuniversal Tinker

This philosophy’s ability may be used as a swift action instead of as a move action. It can be used an additional time per day.

Ethermancers and Prestige Classes

Although the ethermancer has a particularly odd magic system, he is, in essence, an arcane caster. As such, for the purpose of qualifying for prestige classes, the ethermancer’s manifestations count as spells of the same spell level. For example, an ethermancer who can cast 2nd-level manifestations qualifies for a prestige class that requires the ability to cast 2nd-level arcane spells. By extension, as all magic the ethermancer performs equates to evocation, the Etherheart Focus (any) and Greater Etherheart Focus (any) feats correspond to the Spell Focus (evocation) and Greater Spell Focus (evocation) feats for the purpose of qualifying for a prestige class, respectively. An ethermancer may not qualify for anything other than prestige classes in this manner, and only ethermancers (not ethermagi or etherslingers) may qualify for prestige classes in this manner.

As the ethermancer has no actual spell slots, any prestige class features that grant or consume spell slots are totally useless and the class feature grants no benefit. To that end, even though an ethermancer may qualify, he may not receive much benefit from his life decision.

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 ethermancers as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.

  • Aasimar The duration of bestow etherspells that must be cast on an ally is increased as though the caster’s caster level were +1/3 higher.
  • Drow Add +1/6 to the Difficulty Class of bestow etherspells.
  • Dwarf Reduce the EP cost of the genesis etherheart by 1/4.
  • Elf Add +1/2 to the Spellcraft DC needed to identify etherspells being cast.
  • Fetchling Add 1/6 of an alteration manifestation.
  • Gnome Add +1/4 to caster level checks made to overcome spell resistance when casting a blast etherspell.
  • Goblin Add +1/6 to the caster level of blast etherspells.
  • Half-elf Add 1/6 of an alteration manifestation.
  • Halfling Add 1/6 of a bestow manifestation.
  • Half-orc Reduce the arcane spell failure chance incurred by wearing light armor by 1%.
  • Hobgoblin Reduce the arcane spell failure chance incurred by wearing light armor by 1%.
  • Human Add 1/5 of a blast manifestation.
  • Kitsune The duration of non-damage-dealing bestow etherspells cast on foes is increased as though the caster’s caster level were +1/2 higher.
  • Kobold Add +1/6 to the Difficulty Class of lesser blast etherspells.
  • Orc Add +1/3 to damage rolls made with a weapon created by a genesis etherspell.
  • Puddling The duration of alteration etherspells is increased as though the caster’s caster level were +1/3 higher.
  • Sylph Add 1/5 of a blast manifestation.
  • Tengu Add 1/7 of a genesis manifestation. This grants early access to the genesis etherheart.
  • Tiefling The duration of bestow etherspells that allow a saving throw is increased as though the caster’s caster level were +1/3 higher.
  • Vanara Add +1 foot to base land speed until the end of the vanar’s turn whenever a blast etherspell is cast (+5 feet to base land speed for every five times this bonus is taken.)
  • Vishkanya Whenever an etherspell deals ability score damage, deal an additional +1/8 damage to that ability score.

More from Interjection Games!

The Master of Forms Expanded - The Wood Element

Vendor: Interjection Games
Type: Book
Price: 1.75

The Wood element, for when describing a fight with the undead simply has to violate somebody else's intellectual property.

What is Momentum?

Momentum is effectively a combo point system typically used in rogue-like characters on MMORPGs, but with increased granularity. Working on a scale from 0-4, some momentum techniques, known as builders, grant 1 point of momentum when used, and others expend between 1 and 4 momentum as part of their activation cost. Managing this momentum pool becomes a game of moving the needle, allowing players to make plans that matter in the round-to-round, which is a far sight better than full attacking the nearest goblin every round.

What is the Wood element?

The Wood element is a new core element for the Master of Forms base class. That is to say it is available to all Masters of Forms without the need to take a restrictive archetype or feat chain. With the Earth element already focusing very heavily on defense and survivability, the Wood element focuses on growth and regrowth.

How Wood Works

Tactically plant up to one copy of each of three floral allies: the buried wildthorn (damage), the shieldroot (defense), and the tilling broadleaf (disruption)

Manage the growth of your floral allies, increasing their power as they rapidly mature.

Accelerate their growth by mulching your enemies, mimicking the power of your floral allies, or even sacrificially maxing out their growth for one round of floral chaos before they wither and die.

Product Features

15 new techniques, comprising the Wood element

The Sow the Seeds ability, given to all practitioners of Wood and detailing the powers of each floral ally in a full-page spread for each of the three plants

2 new feats: Miracle Grower and Vengeful gardener

Ethermagic Expanded - The Etherknight

Vendor: Interjection Games
Type: Book
Price: 8.49

This is it! The etherknight - an unholy mashup of Interjection Games' technique-spamming momentum system and critically-acclaimed ethermagic - is our final big class release for 1st edition.

Situated to play out like an "alien paladin with sword lasers", the etherknight's ethermagic selection has all of its direct damage capability removed and replaced with alteration (self-buff), voidmeld (weapon buff), and the healing package first shown off with the etherfuser archetype in Strange Magic 1. The aforementioned sword laser techniques form the offensive core of the class.

Product Features

  • The etherknight base class
  • A reprint of all relevant alteration manifestations, and a selection of new ones
  • A reprint of all relevant voidmeld manifestations
  • A selection of new and classic feats
  • Over 50 etherknight techniques, including a mutable finisher in which you combine multiple sword lasers to make a BIG sword laser
The Assassin - The Sanguinity Hot Technique Tree

Vendor: Interjection Games
Type: Book
Price: 1.75

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.

Product Features

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

Ultimate Onmyodo - Onmyodo Magic Items

Vendor: Interjection Games
Type: Book
Price: 1.50

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.

The Triggerman - Momentum-Based Gunslinging

Vendor: Interjection Games
Type: Book
Price: 5.99

Momentum Classes

  • The Master of Forms (momentum monk) - Endzeitgeist top 10 of 2015 nominee
  • The Assassin (momentum rogue) - Endzeitgeist #6 of 2016!
  • The Triggerman (momentum gunslinger)

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.

Product Features

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.

scroll to top