adding kore abilites to my thingy, to make it more flexible/make ava happier with very large weapons...
Modsoul abilities: Modsoul abilities are the modifications made to a modsoul's gaigai to enable her to be a much more effective combatant. All modsoul abilities are
extraordinary abilities, even if they cost SEP to active.
Reitsu DrainingPrerequisites: level 6
The Modsoul is fitted with an attachment that drains the spiritual power of those they touch, draining them until nothing is left but an empty husk. As a standard action, the modsoul can make a touch attack that drains 1d3 sep per level. The victim is entitled to a will save for half damage,
The modsoul may use this ability as a swift action against a creature they are grappling
Eternal Energy BatteryPrerequisites: None
The modsoul is fitted with an experimental spiritual energy battery that regenerates their power in exchange for a smaller limit. The modsoul receives 2 less SEP per level, which applies retroactively. In exchange, they regenerates 1 SEP per round.
This ability can be taken multiple times. Each time increases the amount of SEP regenerated by 1 point. They do not loose any more from their maximum limit.
Apprehension ProtocolPrerequisites: Hunter modsoul design or level 5
The modsoul is designed to track down and capture their chosen quarry, bringing them back to soul society to pay for their crimes.
The modsoul suffers no penalties for using non-lethal damage, and can make any attack non-lethal. They deal and extra 1d6 non-lethal damage, which is increased to 2d6 against their favoured enemies.
Special: A modsoul with this ability that takes the Spiritual Energy Cannon ability, or has that ability, automatically gains the Net ammo type for free.
Spiritual Energy FieldPrerequisites: spiritcaster or level 5
The modsoul gains the ability to surround themselves in a crackling field of spiritual energy, which serves as both a form of protection and a means of attack. Activating this ability is a free action that costs 3 SEP, and lasts a number of rounds equal to the modsoul's reitsu modifier + 1 (to a minimum of 1 round).
The field provides the modsoul with a deflection bonus to AC equal to their reitsu modifier (minimum +1), which is increased by a further +1 at level 4 and for every 4 levels thereafter the modsoul possesses.
The energy field also damages those that touch it. It deals 1d6 force damage to every creature that attacks or otherwise touches the modsoul. Attacks made with reach or a ranged weapon are two far away to suffer this damage. The energy field also produces light, as the spell
Daylight with an assumed caster level of ½ character level.
Hyper Impact Buffering SystemPrerequisites: Level 5 or combat point (body)
The modsoul is built to withstand extreme impacts with hard objects without damage. Kind of like a crash test dummy, but built for hurting things instead of getting hurt. The modsoul is capable of slamming their chosen target with incredible force. Anyone they bull-rush suffers 2d6 + strength bludgeoning damage, which is doubled if they slam the foe into a solid object.
Improved Hyper Impact Buffering SystemPrerequisites: Hyper Impact Buffering System, Level 10 or Combat Point (Body) and Level 5
The modsoul is capable of creating much more force by slamming into a foe. The damage from their bull-rush is increased to 4d6 + 2 x strength bludgeoning damage, and 8d6 + 3 x strength damage when they crash into solid objects.
Overclocked Temporal Processorprerequisites: level 6
The modsoul is fitted with a processor running much faster than is normally recommended. This allows them to act much swifter than a normal modsoul, but this also has a habit of making them twitchy and prone to missing little details...
The modsoul is permanently under the benefits of
haste. This tires them out very quickly, however, and thus the modsoul looses 2 SEP each round if they perform any action. They cannot shut this ability off.
Phoenix Self Repair ImplantPrerequisites: Level 5
The modsoul is fitted with a series of nanobots that constantly work to repair and maintain their body from any damage. The nanobots also function to save a blue print of the Modsoul's design in case of emergencies.
The modsoul's fast healing is doubled, as is any fast healing they receive after they take this ability. The modsoul also gains the ability to regenerate limbs at the rate of 1 hour per limb.
In addition, if the modsoul's combat gaigai is ever destroyed, the nanobots will begin building them a new one. This reduces the craft DC to recreate the previous Gaigai by 10, and the crafting cost by 25%.
Spiritual Energy ShieldPrerequisites: Level 9
The modsoul has an inbuilt shield projector, allowing them to protect themselves with a field of spiritual energy when threatened. As a swift or immediate action, the modsoul can activate or deactivate their shield. The shield grants DR equal to Character Level and spell resistance equal to 10+character level so long as it is active.
However, whilst the shield is active and the modsoul is dealt damage, they loose an amount of SEP equal to ½ the damage done before damage reduction is applied. If their spell resistance stops a spell, they loose an amount of SEP equal to the save DC of the spell.
This cost is not paid if the spell would be stopped/attack dealt no damage before the bonuses from the shield are applied.
A reworked cannon with two new firing modes...
Spiritual-energy cannonPrerequisites: none
The modsoul has an inbuilt projectile weapon that can be used to turn their spiritual energy into an effective ranged attack. The modsoul gains a ranged weapon that can fire one of the below ammo types. All ammo types deal force damage
- A line attack with a range equal to character level * 10 ft. it deals 1d6 damage per SEP expanded to fire the shot. The target is entitled to a reflex save (dc 10 + ½ character level + reistsu stat modifier) for half damage.
- A cone with a length equal to 5ft per character level that deals 1d6 damage per sep expended to fire the shot. The target is entitled to a reflex save (dc 10 + ½ character level + reistsu stat modifier) for half damage
- A precision ray. This is a ranged touch attack with a range of 30 ft + 10 ft per level. it deals 2d6 damage per sep expended to fire it. The victim is entitled to a reflex save for half damage.
- A heavy-bore cannon that fires an exploding orb of spiritual energy. This is a ranged touch attack with a range of 30 ft + 10ft per level. If the attack hits, it deals 1d6 damage per sep expended to fire it. This damage is in a 20ft burst
- A rapid-firing projectile weapon. This is a ranged weapon with a range increment of 90 ft, that deals damage 1 step lower than the modsoul's current damage. Damage dealt is increased by the modsoul's strength/dexterity (whichever is higher) This costs no sep to fire. The weapon has one of the quincy bow constructions. othereise, it behaves the same as the modsoul's unarmed attacks
- An arcing projectile. This is a ranged touch attack with a range of 30ft + 10 per character level that deals 1d6 damage per sep expended to fire it. The target is allowed a reflex save (dc 10 + ½ character level + reitsu modifier) for half damage. If the first shot hits, then it can arc to another valid target within 10 ft. the arced shot deals ½ the normal damage. The shot can arc as many times as the SEP expended to fire it.
- An Entangling Net. This is a ranged touch attack with a range equal to 30 ft + 10 per character level. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). The net is useful only against creatures within one size category of you.
the modsoul can select this ability multiple times. Each time adds two new ammo types to their repertoire. The modsoul can only have one ammo type loaded at a time, and switching between them is a swift action that does not provoke an attack of opportunity.
And because Ava seemed dissatisfied with the sensibly sized weapons and a gentleman always gives a lady what they want:
Heavy Spiritual Energy Cannon MK IIPrerequisites: Spiritual Energy Cannon
For most cases, the regular spiritual energy cannon attachment is enough to handle almost any foe the modsoul will encounter. However, for the more dangerous tasks, or because some designers have a penchant for overkill, Soul Society have developed a slightly larger version
When firing their Spiritual Energy Cannon, the modsoul can instead choose to fire it as a full round action, which changes how it fires as follows.
- Rapid Fire: The modsoul may take a number of -1 penalties to hit to fire an additional shot per penalty at their highest base attack bonus. The ammount of extra shots fired cannot exceed the Modsoul's base attack bonus. Due to the difficulty of moving this weapon whilst firing, all shots must be aimed at targets adjacent to each other, rather than any in range. Unlike the normal rapid fire shot, this ability costs 1 SEP per 2 extra shots fired.
- Cone: The cones length is increased by ½, and the damage caused is empowered (thus resulting in 3 dice per 2 SEP spent). The kickback from this shot means that the modsoul must pass a DC 10 fortitude save, or DC 15 balance test or be knocked back 5 ft directly away from their target
- Line: The lines length and width are increased by ½, and the damage caused is empowered (thus resulting in 3 dice per 2 SEP spent). The kickback from this shot means that the modsoul must pass a dc 10 fortitude save, or 15 balance test or be knocked back 5 ft directly away from their target
- Explosion: The range of the touch attack is doubled, the size of the burst increases by ½ and the damage caused is empowered (thus resulting in 3 dice per 2 SEP spent). The kickback from this shot means that the modsoul must pass a dc 10 fortitude save, or 15 balance test or be knocked back 5 ft directly away from their target.
- Ray: The range of the touch attack is doubled, and the damage caused is empowered.
- Arc: The range of the shot is increased by ½. Each of the arcing bolts causes the full damage to the second target, as opposed to ½. The kickback from this shot means that the modsoul must pass a dc 10 fortitude save, or 15 balance test or be knocked back 5 ft directly away from their target.
- Net: Your net becomes a burst effect centred on the initial target with a radius of 20 ft. The net can effect any creature within 2 size categories of the user, instead of just one. the DC to escape the net is increased by 5
Hyperfire Attachmentprerequisites: rapid fire spiritual energy cannon and one other ammo type
The modsoul's cannon is fitted with improved barrel, loading mechanisms and targeting mechanisms that allows the modsoul to unleash a blistering hail of high-potency shots at a chosen target.
As a full round action that provokes an attack of opportunity, the modsoul may fire any one of their ammo types other than rapid fire up to a number of times equal to the maximum number of shots they could fire using the rapid fire ammo type (including feats, weapon construction, haste etc). Firing in this way costs enough SEP to determine the power of the shot, +2 per shot fired. Each shot after the first counts as having 2 less SEP spent on it to determine the power, and the save dc is lessened by 2. any attack with an attack roll suffers the normal bonuses and penalties to hit from abilities used with the rapid fire ammo type, though they all use the modsoul's highest attack bonus. Firing any ability other than the net this way requires the modsoul to pass a DC 10 fortitude save or a DC 15 balance test or be knocked back 5 feet away from their target. Failure by more than 5 means the modsoul falls prone. The DC is increased by 1 per 2 shots fired.
To use this ability, the modsoul must have had either the rapid fire ammo, or the chosen ammo type loaded
This can be used with the heavy cannon, but doing so requires a full round action to prepare before firing. You can probably guess what happens to what you decide to point that at
Improved Spiritual Energy Cannonprerequisite: Spiritual Energy Cannon
The modsoul's spiritual energy cannon is fitted with an energy condenser that imbues the shot with increased power.
The modsoul's spiritual energy cannon deals an extra 2d6 energy damage. The type of energy is chosen when this ability is taken. When firing the net, the target of the net suffers the 2d6 damage if the first attack hits, and then 1d6 damage each round they remain entangled.
Greater Spiritual Energy CannonPerquisites: Improved Spiritual Energy Cannon, Hunter modsoul design
Choose two abilities from either the ranged zanpakuto type, or the quincy bow design. These abilities are applied to your spiritual energy cannon (and upgrades). If an ability has a cost in spirit charges, it instead costs an equal ammount of SEP.
Destructive BladePrerequisites: Improved combat blade, strength 15 or combat point (arms)
the modsoul's combat blade is designed to cleave through their foes defences and shatter walls and barriers. It ignores 3 points of hardness/damage reduction.
This ability can be taken multiple times. It's effects stack.
Greater Combat BladePrerequisites: Improved Combat blade, level 5 or spiritcaster design
The modsoul's blade is imbued with abilities designed to duplicate those of a zanpakuto, to help her better overcome her foes
Choose 2 shikai abilities that can apply to melee attacks. In regards to prerequisites, you can ignore the minimum number of abilities needed, though all other prerequisites stand. Your combat blade gains these abilities. Treat Internal arsenal as weapon of the gods, and Composite armour as Armour of the gods for the purposes of prerequisites.
If the modsoul is a spirit caster, it can choose it's abilities from the Kido type as well, even if they do not apply to melee attacks.
If the modsoul is a supersoldier, it can choose it's abilities from a single elemental type of it's choice (chosen when this ability is first obtained), even if they do not apply to melee attacks.
If the modsoul is a Hunter, it can choose it's abilities from the assassination type, even if they do not apply to melee attacks.
If the modsoul is a Defender, it can choose it's abilities from the protection type, even if they do not apply to melee attacks.
This ability can be taken multiple times. It's effects stack.
and this one because I feel mean...
Suicide Strike UpgradePrerequisites: a rather callous designer
Usually only installed by those that see modsouls as nothing but weapons, this upgrade causes the modsoul to create small explosions of spiritual energy when in contact with other objects, vastly increasing their offensive capabilities but also damaging the modsoul in the process. Variations include drawing out the Modsoul's life force as well as their spiritual energy and the like.
All of the modsoul's weapons and abilities gain the Vicious weapon property, even if they normally would be unable to benefit from this property (such as a ranged weapon). This does not count against the maximum enchantments of their weapons, nor does it count as a prerequisite for anything that requires a specific enhancement bonus.
Special: the modsoul's weapon can still be enchanted with the Vicious ability. In this case, it is applied twice. This is an exception to the normal rules.
And a few class feature for levels 11/19 so they're not so much dead levels (still mostly dead but
)
Detonation: At 11th level, the modsoul is fitted with a fail-safe detonator, should they find themselves in a situation where such a tool would be handy. Activating the detonator is a full round action that provokes an attack of opportunity. Once the detonator is activated, the modsoul's gaigai is immediately destroyed, and it's soul candy is ejected by the blast. Everything adjacent to the gaigai when it explodes suffers force damage equal to the Modsoul's hit dice + 1d6 per modificaton + it's (constitution modifier * level). A modsoul can never be compelled into exploding.
Contingency Detonation: At 19th level, the modsoul is capable of setting a few parameters to remotely engage their detonator systems. This is a move equivalent action. If these parameters are ever met (and the gaigai knows about them), the gaigai will explode automatically. The modsoul's soul candy need not be in the gaigai for this to work.