Meta Thermal Techs

Tier I
Acknowledge Elements (TP): One creature gains a +2 bonus to all Knowledge (Planes) checks for a number of rounds equal to the Thermophagist's Caster level. Additionally, the target gains a +1 thermal bonus to Armor Class for the same duration.

Chillskin (TP): The Thermophagist's skin grows cold for a number of rounds equal to his Charisma modifier. Any creature that strikes the Themophagist with unarmed strikes, natural attacks and melee weapons takes 1d4 cold damage.

Prespire (TP): The next Fire-based attack that would damage the Thermophagist after using this tech will be negated.

Transport Water (TP) As create water, but a viable source must be within 50 feet per caster level.

Second Wind (TP) Removes fatigue in one target per two caster levels.

Ice Fletchette (CP) Fires a blade of ice in a 20-foot line dealing 1 cold damage per caster level (max. 10). An additional blade of ice can be created for every 3 caster levels the Cryophysicist has and each additional blade of ice can be fired in a separate direction from the first. A reflex save halves this damage.

Ice Shapes (CP) This tech allows the Cryophysicist to shape 1 square foot of ice per caster level. This can be used to make a weapon, or shield or other object, but anything made by it has the fragile trait. Larger objects made from this such as small walls and so forth have a hardness equal to the cryophysicist's Intelligence Modifier and hit points per square inch equal to the Cryophysicist's Wisdom Modifier.

Mild Halon Infusion (CP) This tech allows the Cryophysicist to summon a cloud of halon gas around a target that lasts for a number of rounds equal to the Cryophysicist's Int. Modifier, and deals 2 point of cold damage per turn and increases radiation exposure of the creature by 1 per turn. The halon tends to cling to the target so if they move the cloud follows them. This tech has no saving throw.

Rimebite (CP) When this tech is used, the Cryophysicist makes a CMB check against a single creature as crystals of ice erupt around its feet. The Cryophysicist gains a bonus to this CMB check equal to his Intelligence Modifier. If successful, the targeted creature becomes entangled for a number of rounds equal to the Cryophysicist's Wisdom modifier (Min. 1 round).

White Bullet (CP) This tech coats 10 rounds of ammo per two caster levels in frost and instead of dealing slashing, blunt, or piercing damage, they deal Cold damage, effectively bypassing damage reduction but not cold resistance, However, bullets enchanted in this way have a -2 to attack.

Accelerate Molecules (VC) When using this tech, the Vulcanist selects one creature. This creature gains a bonus to movement speed equal to 5 feet multiplied by the Vulcanist's Intelligence modifier for a number of rounds equal to the caster level of the Vulcanist. However after the effect expires or is discharged, the target becomes fatigued and takes 1d6 points of fire damage plus 1 points of fire damage per caster level.

Burning Desire (VC) The target must make a will save or finds themselves with the overwhelming urge to attack no other creature other than the Vulcanist, and it will stop at nothing to do so unless it is unable to get to the Vulcanist in which case it will attack any creature posing as the most immediate obstacle between the target and the Vulcanist. If the creature takes damage this effect is discharged, otherwise it lasts for 1d4 turns plus an additional amount of turns equal to the Vulcanist's Intelligence modifer

Cauterize (VC) Inflicts1d6 non-lethal damage and restores 1d4 + 1 per caster level (max. 10) of the same target's hit points. This is a tricky form of healing and is not considered a positive energy effect. However, this particular kind of healing cannot remove non-lethal damage. Creatures immune to non-lethal damage cannot be healed by this.

Heat Spike (VC) The Vulcanist makes a ranged touch attack to fire a bolt of flame at a target, this bolt of flame inflicts 1d4 points of fire damage per caster level. (Max 10d4).

Lesser Magmatic Pulse (VC) When using this tech, the Vulcanist selects a target construct, and attempts to superheat the magmatic core of the creature to intense levels. The construct must make a Will save or become dazed for 1 round, and take a -2 penalty to all d20 rolls for a number of rounds equal to the Vulcanist's Intelligence modifier.

Tier II
Malaise, Lesser  (TP): One creature's resistances to cold and fire are reduced by 5 for 10 minutes. There is no save for this tech.

Run-Time Recompiler (TP):  Run-time techs require twice the normal amount of capacity as normal techs of their level. As long as this tech is running in the user's console, it regulates the flow of nanites by repressing their thermal energy, granting a 10% chance to return the slot used while executing a tech.

Thermal Conditioning (TP): For as long as this tech is running in the user's console all allies within 10-feet are considered to have the effects of the endure elements spell.

Thermal Shock (TP): When this tech is executed, one creature takes 1d4 points of cold damage and 1d4 points of fire damage per caster level (Max 5d4 on each). A successful Fortitude save halves this damage. The save DC for this tech is Intelligence-based.

Circle of Winter (CP): When this tech is executed, one creature is enshrouded with a circle of frigid air dealing 2d6 points of cold damage per caster level (Max 10d6) to the target and to any other creatures within 60-feet. A Fortitude save made by the primary target negates this tech completely. However, if the primary target fails the save, the secondary targets are also entitled to a Fortitude save to negate their individual damage. The save DC for this tech is Wisdom-based.

Freeze Feet (CP): When this tech is executed one creature is immobilized. A Reflex save can be made to avoid the initial execution. If successful, the creature is merely entangled. This lasts for 3 rounds plus an amount of rounds equal to the user's Wisdom modifier. The save DC for this tech is Wisdom-based.

Frostiron (CP): When this tech is executed, one weapon permanently gains the fragile tag unless it successfully makes a Fortitude save (object). Magic weapons gain a bonus to their save equal to their caster level. The save DC for this tech is Wisdom-based.

Layers of Ice (CP): When executed, a single creature is protected by 1d8+2 layers of ice; each layer is able to absorb a single damage type before dispersing, preventing all damage to the creature who is subject to this tech. For example if attacked with a flaming weapon that deals slashing and fire it would break two of the layers, etc.

Fire Stream (VC): When this tech is executed a stream of fire engulfs a single target. Upon execution the user must roll a d4 and then deal a number of d8's in damage equal to the result of the d4 to their target. A reflex save halves this damage, the save DC for this tech is Intelligence-based

Hellwire (VC): Summons a flaming whip that deals lethal damage for 1 round per level.

Sunburn (VC): Increases the radiation exposure of a single creature by 150%. There is no saving throw for this tech and it is not affected by Nano Resistance.

Tri-Flare  (VC): When this tech is executed one creature takes 3d6 points of fire damage, this is a swift action; There is no saving throw for this tech but it is affected by Nano Resistance.

Tier III
Elemental Aspect: Flame  (TP): Only one aspect tech can run in a console at any given time. While this tech runs in the user's console he gains a +1 caster level bonus to the effects of techs and spells activated or cast so long as they are fire-based, and gains a resistance to cold of 15. However he also gains a -1 penalty to caster level on techs and spells that are cold-based.

Elemental Aspect: Frost  (TP):  Only one aspect tech can run in a console at any given time. While this tech runs in the user's console he gains a +1 caster level bonus to the effects of techs and spells activated or cast so long as they are cold-based, and gains a resistance to fire of 15. However he also gains a -1 penalty to caster level on techs and spells that are fire-based.

Elemental Aspect: Temperance (TP):  Only one aspect tech can run in a console at any given time. While this tech runs in the user's console he gains cold and fire resistance of 15, but a -1 penalty to the caster level of spells and techs that are either fire-based or cold-based.

Steamcloud (TP): Like the obscuring mist spell this tech summons a fog on a small area that obscures vision. However, magi-tek in this fog are also confused for as long as they remain in it.

Boon of the Silvery Spires (CP): Only one boon tech can run in a console at any given time. Activating a new one deactivates any old ones. Based on the powers of the winter elves, as long as this tech is running in the user's console the user gains a +2 Tech bonus to initiative, a +2 Tech bonus to AC, and the benefits of the evasion ability.

Chilling Presence (CP): When this tech is executed it grants the user a chilling aura of frost that lasts for as long as this tech is running in the user's console. Creatures within 20-feet of the Cryophagist are considered to be staggered for as long as they remain in the aura unless they make a Fortitude save.

Condensed Halon Jet (CP): When this tech is executed the user makes a ranged touch attack and fires a concentrated ray of halon gas that freezes the target's flesh and burrows into it, painfully dealing 1d6 points of cold damage per caster level (max. 15d6). There is no save but Nano Resistance applies.

Ice Blades (CP): When this tech is activated the user gains two claw attacks that deal 1d6 points of slashing damage and 1d6 points of cold damage for as long as the tech is running in the user's console.

Blood of Hephaestos (VC): When this tech is executed, the battlefield is splashed with 1d4 pools of magma that deal 2d8 fire damage within 10-feet of their initial squares. These pools of magma deal 2d8 more fire damage to any creature who starts their turn in one of these pools as well. After four rounds, the magma hardens. A Reflex save can be made to halve the initial damage, but damage dealt at the beginning of the turn of each creature still standing in a pool offers no save. The save DC for this tech is Intelligence-based.

Phoenix Swarm (VC): When this tech is executed the user fires two bolts of flame per caster level. Each bolt can be targeted individually and deals 1d4 points of fire damage. A Reflex save can be made to negate the damage of each bolt. The save DC for this tech is Intelligence-based.

Rudimentary Magmatic Armor (VC): This tech takes a full-round action to activate, and does not harden until a second full-round has resolved. Upon execution, boiling magma forms around the user. This magma does not hurt the user but anyone adjacent to the user before it hardens takes 1d12+10 points of fire damage. After it has hardened it grants a +8 Armor bonus to AC for as long as it is running in the user's console.

Wrap of Flames (VC): As long as this tech is running in the user's console, any creature who strikes the user takes 1d6 points of fire damage +1 per caster level..

Tier IV
Cool Down (Tp): As long as this tech is running in the user's console all ice-based spells and techs that they use are empowered as if they had the empower spell meta-magic feat. Cool Down does not increase the spell or tech's level or tier but cannot be used in conjunction with any feats that increase the damage of the spell or tech such as empower spell. This tech only affects spells and techs up to 5th level or tier. However while under the effects of this tech, the user is vulnerable to fire damage and has their damage that would be dealt with any spell, tech or ability that deals fire damage, including weapons enchantments, by half.

Heat Up (Tp):  As long as this tech is running in the user's console all fire-based spells and techs that they use are  empowered  as if they had the  empower spell  meta-magic feat. Heat Up does not increase the spell or tech's level or tier but cannot be used in conjunction with any feats that increase the damage of the spell or tech such as  empower spell. This tech only affects spells and techs up to 5th level or tier. However while under the effects of this tech, the user is vulnerable to cold damage and has their damage that would be dealt with any spell, tech or ability that deals cold damage, including weapons enchantments, decreased by half. Part Flames and Frost (Tp): When executed this tech immediately dispels the effects of fire wall, ice wall and similar spells, techs and abilities. This is a swift action. Spells and techs affected by this must be either fire or cold-based.

Regulate Temperature (Tp): As long as this tech is running in the user's console the user gains resistance to cold and fire equal to their caster level.

Chapter of Ragnarok (Cp): Chapter techs have their tech tier doubled when concerning their capacity requirement. As long as this tech is running in the user's console the user gains a +2 bonus to their caster level with all Cryophysicist techs, and is treated as if they had the Elemental Focus (cold) and Greater Elemental Focus (cold) feats. If the user has these feats already the bonus granted by that feat is instead doubled as long as this tech is running in the user's console.

Chilling Stream (Cp): When executed this tech sends a freezing cloud of frost in a 20-foot line. This frost remains for 1 round per four caster levels. Creatures who make contact with this cloud must make a Fortitude save or take 1d6 points of cold damage per caster level (max. 15d6) A successful fortitude save halves this damage. The DC for this tech is Wisdom-based.

Decelerating Crystals (Cp): As long as this tech is running in the user's they gain a 15-foot aura of freezing crystals. Any creature that moves into this aura must make a Fortitude save. If they fail they are slowed for as long as they remain within the aura or until the aura is dimissed. Creatures that succeed in this save are instead staggered. If the creature succeeds in the save they do not need to save again until they exit and reenter the aura. The DC for this tech is Wisdom-based.

Glacial Encasement (Cp): When executed one creature must make a Reflex save or be trapped in a cage of frost similar to the cage of force created by a forcecage spell. The DC for this tech is Wisdom-based.

Abyssal Flames (Vc):  When executed this tech sends a molten haze of flames in a 20-foot line. This flame remains for 1 round per four caster levels. Creatures who make contact with this flame must make a Reflex save or take 1d6 points of fire damage per caster level (max. 15d6) A successful reflex save halves this damage. The DC for this tech is Intelligence-based.

Barrage of Fire (Vc): When executed the user throws a ball of flames into a square that then explodes in a 15-foot area dealing 1d6 points of fire damage per caster level (max 15d6). A reflex save halves this damage. The DC for this tech is Intelligence-based.

Chapter of Oblivion (Vc):  Chapter techs have their tech tier doubled when concerning their capacity requirement. As long as this tech is running in the user's console the user gains a +2 bonus to their caster level with all Vulcanist techs, and is treated as if they had the Elemental Focus (fire) and Greater Elemental Focus (fire) feats. If the user has these feats already the bonus granted by that feat is instead doubled as long as this tech is running in the user's console.

Searing Agony (Vc): When executed a creature must make a Reflex save or be grasped by a sticky green flame that ignites their flesh dealing 1d6 points of fire damage per caster level (max 5d6) per round for 1 round per four caster levels. The DC for this tech is Intelligence-based.

Tier V
Chapter of Elements (Tp): Chapter techs have their tech tier doubled when concerning their capacity requirement. As long as this tech is running in the user's console, whenever they are struck by an energy type they gain elemental focus of that energy type and resistance to it equal to 1/2 of their caster level for 1 round. Positive and Negative energy are not affected by this tech.

Exodus (Tp): While exodus is running in the user's console it is considered to be a first tier tech where concerning the capacity requirement for running it. If you would be in range of any of your harmful vulcanist or cryophysicist techs, you may, as an immediate action, teleport up to 10 feet to escape the effects of the tech. You cannot teleport to any location that would still be affected by your tech, and if there is no such location within 10 feet, this tech does nothing.

Skin of Discordant Elements (Tp): As long as this tech is running in the user's console, the user is surrounded by a shifting field of elemental energy. This field of energy gives you a 20% chance of being unaffected by any harmful spell, tech or ability that inflicts cold or fire damage.

Freeze Blood (Cp): When executed any number of creatures immediately becomes slowed and vulnerable to frost damage for 1 round. Creatures may make a Will save to instead be staggered. The DC for this tech is Wisdom-based.

Hoary Seep (Cp): When executed a single target is surrounded by a frozen haze that follows them for 1d4 rounds. At the end of these rounds the creature immediately takes 4d8 points of frost damage for each round that passed. A successful fortitude save halves this damage. The DC for this tech is Wisdom-based.

Pillar of Frost (Cp): When executed, a cylindrical wall of ice erupts from the ground in a 10-foot by 10-foot area chosen by the caster. This pillar is 1d6 times 5-foot in height. Creatures can be caught between the pillar and a ceiling or other obstacle unless they make a successful Reflex save to move out of the area of the pillar. If they are caught by the pillar they take 1d6 points of bludgeoning damage per foot high the pillar is, but only if there is such an obstacle that would come into contact with the pillar. Regardless of whether or not there is such an obstacle however, any creatures caught on the top of the pillar become stunned for 1 round and fall prone if they fail the Reflex save due to the sudden upward jolt.This is not a trip effect and creatures that are normally immune or resistant to trip effects are affected as normal. The DC for this tech is Wisdom-based.

Blaze of Hephaestos (Vc): When executed a single creatures takes 1d8 points of flame damage per caster level (max 15d8). A successful reflex save halves this damage. The DC for this tech is Intelligence-based

Burning Orb (Vc): Similar to flaming sphere except the sphere is 10-foot in diameter. The DC for this tech is Intelligence-based

Defilement of Flames (Vc): When executed this tech strikes a creature with hellish flames that bypass 30 points of fire resistance. This tech inflicts 1d6 points of fire damage per caster level (Max 15d6). A reflex save can be made to halve this damage. The DC for this tech is Intelligence-based

Tier VI
Abscond (Tp): Like exodus except that it effects the user's allies as long as it is running in the user's console allowing the user to teleport allies up to 10 feet to avoid the effects of their techs. While running in the user's console Abscond counts as a third-tier tech when determining capacity.

Reflect Elements (Tp): As spell turning except only affects ice and fire-based spells. Sonic Shackles (Tp): When executed all creatures within a 20-foot radius centered on the target square halve their movement speed halved for 1 round. There is no save for this tech.

Guard of Iceskin (Cp): When executed, the user is given 1d6+1 icy layers of frost that cover their skin and absorb physical damage that the user would take. These layers grant 20 points of absorption per caster level (in total, not each). One layer of frost melts away per round. If the full amount of damage is not absorbed before all these layers melt away the remaining absorption is lost.

Kiss of Darkness (Cp): When executed two (or more) barbs of ice are launched into the eyes of a single target. The target is allowed to make a Reflex save to avoid these barbs, but if they fail they are blinded (permanently untless cured) and take 1d6 points of piercing damage and 1d6 points of cold damage per four caster levels. The DC for this tech is Wisdom-based

Tears of Ice (Cp): When executed 1d4 bolts of frost rain onto the battlefield at locations chosen by the user. Each bolt of ice explodes dealing 1d6 points of cold damage per caster level in a 15-foot radius (max 10d6). The DC for this tech is Wisdom-based

Chapter of the Inferno (Vc): Chapter techs have their tech tier doubled when concerning their capacity requirement. As long as this tech is running in the user's console vulcanist techs of tiers 1-2 are quickened.

Mark of the Inferno (Vc): When executed this tech places a mark on one 5-foot square per four caster levels. These marks last until they are discharged or dismissed by the user. Any creature who comes in contact with one of these marks must make a Reflex save or be stunned for 1 round and take 6d6 points of fire damage. The DC for this tech is Intelligence-based.

Vampiric Flames (Vc): When executed a foul black flame engulfs a target inflicting 1d6 points of fire damage per caster level (Max. 20d6) The user is then healed for 1/2 of the damage that is dealt by these flames. A successful Reflex save halves this damage, and in turn halves the amount of healing the user would recieve from this tech. The DC for this tech is Intelligence-based.

Tier VII
Dragon Scale (Tp): As long as this tech is running in the user's console the user adds their Intelligence or Wisdom modifier (whichever is higher) to all saving throws against Cold, Fire or Sonic effects.

Rend (Tp): When executed the user makes a Melee Touch attack against one creature. If successful the creature takes 15d6 points of slashing damage. <p style="font-weight:normal;">Tri-Penta Exodus (Tp): When executed the user can teleport to any location within their visual range. Upon leaving they leave in their wake shards of frost enveloped by flames. Creatures within 10-feet of the user's original location take 1d6 points of cold, 1d6 points of fire, and 1d4 points of piercing damage per five caster levels. There is no save for this tech.

<p style="font-weight:normal;">Freezing Surge (Cp): When executed a crescent of ice hones in on the target inflicting 10 points of cold damage per caster level. a successful Fortitude save causes the target to take 10d6 cold damage instead. The DC for this tech is Wisdom-based.

<p style="font-weight:normal;">Iceblock (Cp): When executed the user is encased in a block of ice making them immune to all physical attacks. However while in this block of ice they cannot move and cannot use techs or spells with somatic components. This ice block has 30 hit points per caster level and hardness of 10. It can be dismissed by the user at will.

<p style="font-weight:normal;">Void Warmth (Cp): When executed one creature loses all resistance to cold for 1d6+4 rounds. Creatures who are immune to cold are immune to this.

<p style="font-weight:normal;">Burn From Within (Vc): When executed on creature takes 1d6 points of fire damage per caster level, radiation exposure effects this tech as if it was radiation damage. No save is allowed for this tech.

<p style="font-weight:normal;">Concussion (Vc): When executed one creature and any creatures adjacent to the target must make a Fortitude save. If they fail they are stunned for 1d4 rounds. The DC for this tech is Intelligence-based.

<p style="font-weight:normal;">Sundering Flames (Vc): When executed all equipment worn by the target creature takes 2 points of damage per caster level. A single Reflex save can be made to halve the damage to all equipment. Intelligent items are allowed an individual save. The DC for this tech is Intelligence-based.

Tier VIII
<p style="font-weight:normal;">Bulwark of Argus (Tp): As long as this tech is running in the user's console the user takes 1/2 damage from all energy types (except for Positive, Negative, and Divine). <p style="font-weight:normal;">Shield of the Chrism (Tp): As long as this tech is running in the user's console the user gains 4 hit points per caster level as temporary HP and gains a Shield bonus to AC of +6. This tech also makes the user immune to cold.

<p style="font-weight:normal;">Cold Snap (Cp): When executed one creature takes 20 points of cold damage per caster level. A successful Reflex save made with a +4 bonus negates this damage and stuns the user for 1 round. The DC for this tech is Wisdom-Based.

<p style="font-weight:normal;">Reflective Ice (Cp): When executed all single-target spells cast at the user are reflected back to their original caster for 1d4+2 rounds.

<p style="font-weight:normal;">Flame March (Cp): When executed any number of target creatures have their physical bodies transformed into an ethereal flame-ghost. All creatures affected by this are considered to be incorporeal and to have an active flame shield spell. All equipment they are wearing is granted the ghost touch ability for the duration of the tech. This tech lasts for a number of rounds equal to 1/2 of the user's caster level. Creatures affected by this tech can dismiss it at will.

<p style="font-weight:normal;">Intertwining Blade of Flame (Vc): When executed this tech summons a +6 flaming burst Zweihander into the user's hands. The user is granted proficiency with this weapon and weapon focus (Zweihander) for as long as they wield it. The blade disappears after 10 minutes or until dismissed.

Tier IX
<p style="font-weight:normal;">Laminae (Tp): As long as this tech is running in the user's console. All physical damage dealt to them is changed into fire or cold damage (the user's choice).

<p style="font-weight:normal;">Nethersnap (Tp): When executed the user and any number of willing targets are expunged from the ethereal and astral plane for 10 minutes per caster level. This makes them invisible to and unable to be affected by ethereal or formless creatures such as ghosts. Another effect of this is that it removes all thermal traces of the targets making them invisible to those who depend on low-light vision. Creatures who have Low-light vision in addition to another source of vision such as darkvision can still see the targets (but not if it is simply normal vision such as that of humans).

<p style="font-weight:normal;">Circle of Crystallization  (Cp): This tech requires 1 round to execute. When executed a 15-foot circle of crystalline formations encompasses an area. Any creatures caught within must make a Fortitude save or be ''petrified. ''If they succeed in their save they are instead stunned for 1d2 rounds.

Thoughtfreeze (Cp): When executed on creature takes 1d8 points of cold damage per caster level. Creatures affected must then make a Will save or lose the ability to cast arcane or psychic spells with a cast time of 1 action or more for 1 minute per caster level. The DC for this tech is Wisdom-based.

<p style="font-weight:normal;">Maeldiction of the Farplane (Vc): When executed, the user makes a ranged touch attack against one creature. If successful the creature must make a Reflex save, On a successful save they take 4d4 points of fire damage per caster level. If they fail however they are incinerated and have their entire body and all of their belongings reduced to ash.

<p style="font-weight:normal;">Verse of Annihilation (Vc): When executed a burst of hellish flames engulfs a creature inflicting 4d6 points of fire damage per caster level. This damage ignores all fire resistance (but not immunity). Likewise it bypasses the effects of any spell or tech that would reflect or negate it. A successful Reflex save negates all damage however.

Tier X
<p style="font-weight:normal;">Neutronium Plaything (Tp): When executed, this tech engulfs the battlefield in nuclear energy, doubling the negative rad. tolerance of any creature within 100-feet of the target square and then inflicting 400 points of radiation damage to those targets.

<p style="font-weight:normal;">Glacial Gridspace Inversion (Cp): This tech when executed removes all heat from a single 15-foot by 15-foot by 15-foot cube. Any creatures within this space must make a Forititude save or freeze and become completely desiccated and mummified as all the moisture is forced out of their body. Any creature who fails to save against this tech is killed instantly. Creatures with the Plant or Ooze type or creatures with the Aquatic or Water Subtype do not get a save against this tech.

<p style="font-weight:normal;">Internal Combustion (Vc): When executed one creature is incinerated taking 2d10+5 points of fire damage plus 25 points of fire damage per caster level. There is no save for this tech.