Vinculum Techs

Vinculum techs have an emphasis on gravity and entrapping forces of pure energy and crippling forces of darkness.

(Note: Penalties caused by Vinculum Techs do not stack with additional executions of the same tech or with other vinculum techs with identical abilities, such as Invasive Flames and Fornicating Flames)

Tier I
Guard against Good and Resolve (Dg): As protection from good and protection from law, but self only.

Guard against Evil and Entropy (Dg): As protection from evil and protection from chaos, but self only.

Incompetence, Lesser (Dg): One creature must make a Will save or take one point of Dexterity Drain damage and Intelligence Drain damage. The DC for this save is Charisma Based.

Inhumanity, Lesser (Dg): One creature must make a Will save or take one point of Constituion Drain damage and Charisma Drain damage. The DC for this save is Charisma Based.

Shadow Manacles (Dg): When this tech is activated, one creature can make a will save to disbelieve as shadowy manacles grab their feet, changing their weight to a medium load and giving them all penalties associated with it until they successfully save. A new save can be made on each of the demogorgon's rounds.

Detect Outsider (Eg): Using this tech, the elemental gaoler can detect outsiders in their vicinity for up to 50 feet, plus 10 feet per caster level, activating and dismissing this tech is a swift action.

Displace Outsider (Eg): One outsider or extraplanar creature takes 2d6 points +1 per caster level of untyped damage (Max +5). A will save halves this damage. Creatures with the elemental subtypes Fire, Water, Air or Earth take a -2 penalty against this save. The DC for this save is Charisma Based.

Invasive Flames (Eg): One creature takes a -1 penalty to all saves against fire effects.

Spark Cage (Eg): When this tech is executed, one creature is enclosed in a small electrical cage. Whenever they move more than 5 feet or make an attack action, a full-round attack action, uses a tech or casts a spell, they take 2 points of electrical damage and 1 point of non-lethal damage. This tech lasts for 1 round per caster level.

Winter's Touch (Eg): When this tech is executed, the elemental gaoler has 1d4 rounds to make a melee touch against a single creature for 1d6 points of cold damage per caster level (Max 5d6)

Aura of Burden (Gm): When this tech is activated the gravimancer gains an aura that increases the weight of any items or equipment within 10 feet of the gravimancer by 50%, except for the items and equipment carried by the gravimancer plus an additional +0.5 lbs per caster level.

Freedom from Forces, Lesser (Gm): When this tech is activated the Gravimancer gains a +2 bonus to their Dexterity Modifier for 1 minute per caster level.

Painful Recourse (Gm): This tech advances any poison the target is suffering by 1 stage. However the target gets a +1 to saves against the poison this round.

Press (Gm): When this tech is activated, one creature takes damage equal to their Constitution modifier. A fort save negates this. The Save DC for this tech is Dexterity Based.

Touch of Dragos (Gm): When this tech is activated, the gravimancer must make a touch attack against a single creature, if successful the creature gains +2 Constitution, and takes damage equal to the amount of HP they would gain from this increased Consitution, typically an amount equal to their Hit Dice. A fort save negates this secondary damage. The Save DC for this tech is Dexterity Based.

Tier II
Garbled Tongues (Dg): When executed, one creature must make a Will save. If they fail, select one language that you know. For 1 hour per caster level, they are unable to speak, or understand any language except for the language you selected regardless of their known languages. If anyone attempts to cast a spell or execute a tech or otherwise use any ability that would allow the targeted creature to speak or understand languages such as comprehend languages etc. They must make a Will save to resist that effect and do so with a bonus equal to your Charisma modifier. The Save DC for this tech is Charisma-Based.

Guard against Alignment, Communal (Dg): This tech allows the demogorgon to choose the effects of two ''protection from ... ''spells and apply the effects them to 1 additional creature per two caster levels in addition to themself. The same protection from ... spell cannot be chosen twice.

Touch of Inconceivable Destiny (Dg): When this tech is executed, the user must make a touch attack roll against a single creature. If successful all luck, competence, and circumstance bonuses are turned into penalties for 1 round.

Touch of Ravenous Withering (Dg): When this tech is executed, the user must make a touch attack roll against a single creature. If successful all enhancement, alchemical, and tech bonuses are turned into penalties for 1 round.

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Hyper Shot (Gm): When executed the next bullet fired by the user has it's speed doubled. Multiplying the damage of the shot by 2.5.

Magnetic Wall (Gm): When executed a 5 ft x 5ft wall of polaric energy is created per caster level. This wall is invisible, and only about 1 inch thick and it does not prevent people or objects from passing through, unless they are of metallic nature. If someone in metalic armor, or of metallic origin does come into contact with this wall, they must make a DC 20 strength check in order to move again. Creatures in armor can likewise make a DC 35 escape artist check to remove their armor. Creatures whose height is twice as high as the wall created or higher, are not affected.

Reverse Restraint (gm) For as long as this tech is running in the user's console, their armor check penalty is reduced by an amount equal to their Dexterity Modifier.

Zone of Pressure (Gm): When executed, a 5-foot radius area per two caster levels is created centered on the square the gravimancer is standing in upon execution. Everything within this zone except for the user is considered to be staggered. Creatures whose Hit Die exceed the Hit Die of the caster are unaffected.

Tier III
Chaos in the Ranks (Dg): When executed one creature must make a Will save or become confused for 1 round per caster level. The DC for this tech is Charisma-Based.

Forced Acceptance (Dg): When this tech is executed, one creature must make a Will save or become unable to make attacks of opportunity, or use Immediate actions for 1 round per two caster levels. The DC for this tech is Charisma-based.

Incompetence  (Dg): One creature must make a Will save or take 1d4 points of Dexterity Drain and Intelligence Drain. The DC for this tech is Charisma Based.

Inhumanity  (Dg): One creature must make a Will save or take 1d4 points of Constituion Drain and Charisma Drain. The DC for this tech is Charisma Based.

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Fafnir's Fist (Gm): When executed, one square and a 5-foot radius around it has weight within it multiplied by the caster level of the user +5 rather suddenly crushing the creature under it's own weight. Creatures who fail to make a fortitude save against this tech take a percent of their current health in damage equal to twice the amount the weight is multiplied by. For example, a 5th level user would do 20% of the creatures health if the tech is successful. The DC for this tech is Charisma-based.

Fate of Popylon (Gm): This tech can only be used against objects, creatures who are targetted by it are unaffected. One object is destroyed. Magic items are allowed to make a fortitude save (object) to prevent this. Artifacts and Relics cannot be destroyed by this. Targets must be the same size category as the user or smaller or they too are not affected. The save DC of this tech is

Foregone Forces (Gm): For as long as this tech is running in the user's console. Any creature who the user successfully makes a CMB check against takes 1d6 force damage.

Heavy Maneuver  (Gm): For as long as this tech is running in the user's console they add 1/2 of their caster level to their CMB.

Tier IV
Encompassing Ward of Morality (Dg) When executed this tech grants protection from all alignments except for neutral to all creatures you select within 30 feet of the tech user, as if a protection from ... spell had been cast on them for as long as this is running in the user's console. This bonus is doubled against creatures with two alignment parts that are not neutral. Encompassing Ward techs require twice the amount of capacity to run as normal techs of their level.

Failure of Comprehension (Dg): When executed, a single creature's Intelligence effectively becomes 8 unless they make a successful Will save. This removes any benefit of any feat requiring a minimum Intelligence of 9 or higher, any bonuses to Spell or Tech DC, Skill bonuses or other factors dependent on Intelligence, but does not remove skill ranks. This lasts until it is removed by a 5th level or higher spell, tech or ability. The DC for this tech is Charisma-based. Creatures who have an Intelligence score of 8 or lower are unaffected by this tech.

Ill Fortune (Dg): When this tech is executed, one creature must make a Will save or become unable to be affected by Luck bonuses for 1 hour per caster level.

Styx's Dreary Calling (Dg): When executed, one creature loses all Immunity and Bonuses to resist Death Effects. And takes a -4 penalty on all Saving Throws pertaining to Death Effects. This penalty can only affect a creature once at any given time. While there is no Save for this tech, Nano Resistance applies.

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Circle of Suffocation (Gm): When executed a 10-foot radius circle is created centered on the target square, creatures who end their turn in the circle must make a Fortitude Save or be subject to the suffocation spell. The DC for this tech is Charisma-based.

Force Vice (Gm): When executed, one creature has it's CMD reduced by 1/2 of the user's caster level for 1 minute. A successful Reflex save negates this. The DC for this tech is Charisma-based.

Freedom from Forces  (Gm): When this tech is activated the Gravimancer gains a +4 bonus to their Dexterity Modifier for as long as this tech is running in their console.

White Chains of Darkness (Gm): When executed one creature must make a Reflex save or become immobilized for 1 minute, unable to move. The chains can be broken with a ghost touch or other ethereal attack, and have 10 ac, and 35 HP. The DC for this tech is Charisma-based.

Tier V
Disable (Dg): When this tech is executed, one creature must make a Will save or be limited to a single move action each round for 1 round per two caster levels. The DC for this tech is Charisma-based.

Encompassing Ward of Agartha (Dg):  Encompassing Ward techs require twice the amount of capacity to run as normal techs of their level. As long as this tech is running in the user's console creatures within 30-feet of the tech user are immune to dismissal and banishment effects. Creatures whose HD exceed the HD of the tech user are not subject to this protection.

Immobilize (Dg): When this tech is executed, one creature must make a Will save or be limited to a single Standard action each round for 1 round per two caster levels. This standard action cannot be exchanged for a move action. The DC for this tech is Charisma-Based.

Fornicating Flames (Eg): One creature takes a -4 penalty to all saves against fire effects.

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Fafnir's Vanity (Gm): As long as this tech is running in the user's console, the DC for all gravimancer techs is increased by 4.

Gravibolt I  (Gm): When executed, a burst of intense gravity strikes a single creature unless they successfully make a Reflex Save. If they fail they are crushed for 1d8 points of force damage per caster level.

Restraintless Rhapsody (Gm): For as long as this tech is running in the user's console, all creatures within 15 feet of the user have their armor check penalty reduced by an amount equal to the user's Charisma modifier.

Tier VI
Encompassing Ward of the Planes  (Dg):  Encompassing Ward techs require twice the amount of capacity to run as normal techs of their level. As long as this tech is running in the user's console creatures within 30-feet of the tech user gain resistance of 25 to Fire, Electricity, Cold, Acid, Sonic, and Negative Energy.

Shattered Confidence (Dg): When this tech is executed, one creature must make a Will Save or have their confidence shattered for 1 minute per caster level. Creatures who fail in the saving throw are unable to benefit from morale bonuses or competence bonuses, and lose all immunity or resistance bonuses to fear effects. Immunity granted by a creatures type or subtype, such as the undead, is sustained. The DC for the saving throw is Charisma-Based.

Winds of Hellwrought Weakness (Dg): When this tech is executed, one creature per two caster levels must make a Will Save or take a -6 penalty to Strength, Dexterity, and Constitution for 1 round per caster level. This penalty can only apply once to a single creature at any given time. The Save DC for this tech is Charisma-Based.

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Boughs of Heaving Force (Gm): When executed, a wave of gravity is shot out in a 30-foot cone. Creatures hit by this must make a Reflex Save, or have their encumberance set to heavy for 1 round per caster level

Call of the Grey Man (Gm): When executed, summon 1d4 medium gravity elementals. There is a 2% chance per caster level that instead two greater gravity elementals are called instead.

Releasure of the Laws (Gm): As long as this tech is running in the user's console. They are considered to have 30 Strength when determining encumberance. And have all Armor Check penalties reduced by 1 per four caster levels.

Tier VII
Cameo of Fright (Dg): When this tech is executed, one creature must make a Will save or be panicked. Creatures who succeed in this saving throw are frightened instead. The DC for this tech is Charisma-Based.

Encompassing Ward of the Spellbound  (Dg):  Encompassing Ward techs require twice the amount of capacity to run as normal techs of their level. As long as this tech is running in the user's console creatures within 30-feet of the tech user gain Spell Resistance of 25.

Shattered Faith (Dg): When this tech is executed, one creature must make a Will save or be unable to cast Divine spells, or channel energy for 1 round per three caster levels. The DC for this tech is Charisma-based.

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Fafnir's Echoing Force (Gm): As fafnir's fist but one additional target square per two caster levels.

Force Reversal (Gm): As ''reverse gravity. ''

Perfect Maneuver (Gm):  When executed the next combat maneuver used by the user gains a +20 bonus to it's CMB check, and the CMB check can be rerolled once if the user wishes.

Tier VIII
Encompassing Ward of the Twilit  (Dg):  Encompassing Ward techs require twice the amount of capacity to run as normal techs of their level. As long as this tech is running in the user's console creatures within 30-feet of the tech user gain a +4 tech bonus to AC, Fortitude and Reflex Saves, Damage reduction of 20 and +4 to CMD during the day; At night they instead gain a +4 bonus to Will Saves, Caster Level Checks, and Spell and Nano resistance of 20.

Utter Pause (Dg): When this tech is executed, one creature must make a Will save or be limited to a single Swift or Immediate action per turn and cannot take any Move Actions, Standard Actions or Full-Round actions for 1 round per two caster levels.

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Fafnir's Sacrifice  (Gm): When executed, the user takes 90% of their maximum Hit Points in damage, creatures within 5-feet take an amount equal to this damage unless they make a successful Fortitude Save. Creatures within 10-feet also take an amount of damage equal to this damage unless they successfully make a Fortitude save. Finally, creatures within 15-feet also take the same amount of damage unless they too make a Fortitude saves. Creatures within 5-feet are also within 10-feet and within 15-feet and thus take 3x this damage. And creatures within 10-feet are also within 15-feet and thus take twice this damage. Only one save is made per creature, regardless of how close they are to the user.

Gravibolt II (Gm): When executed, a burst of intense gravity strikes a single creature unless they successfully make a Reflex Save. If they fail they are crushed for 1d8 points of force damage per caster level and take additional damage equal to 20% of their Maximum Hit Points.

Tier IX
Encompassing Ward of the Demogorgon  (Dg):  Encompassing Ward techs require twice the amount of capacity to run as normal techs of their level. As long as this tech is running in the user's console creatures within 30-feet of the tech user gain immunity to Energy Drain, Ability Score Damage, Ability Score Drain, as well as Immunity to all Techs of the Demogorgon Subschool with the exception of Encompassing Wards.

Lasting Inability (Dg): When this tech is executed, one creature must make a Will save or be unable to be affected by bonuses of any kind with the exception Ability Bonuses, Armor Bonuses, Circumstance Bonuses, Natural Armor Bonuses and Shield Bonuses for 1 day per two caster levels. Executing this tech takes 2 rounds. The Save DC for this tech is Charisma-based.

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Black Hole (Gm): When executed, target a square, creatures within 100-feet of the target square must make a Reflex Save or be slammed together as close to the center of the circle that they can. For each 5-foot distance they travel they take 1d6 points of bludgeoning damage upon impact in the center of the effect. Creatures who fail to make the save are also stunned for 1 round.

Meteor Call (Gm): When executed, the user sends a powerful force into the sky that calls down a meteor 1d3 rounds later on the target square. Roll a d% and reference the % roll below. A Reflex save can be made by creatures who would be affected to instead take splash damage. This is a swift action.

Small Meteor (50%): deals 6d10 points of bludgeoning damage.

Medium Meteor (30%): Affects a 5-foot radius around the target square, and deals 14d8 points of bludgeoning damage.

Large Meteor (15%); Affects a 10-foot radius around the target square, and deals 24d6 points of bludgeoning damage.

Huge Meteor (10%): Affects a 15-foot radius around the target square, and deals 32d6 points of  bludgeoning   damage.

Fallen Star (5%): Affects a 5-foot square hitting for 10d10 points of slashing damage, and then explodes in 20-feet dealing 20d8 points of radiation damage. Tier X DG

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Neutron Star (Gm): When executed, the gravatic field in a 25-foot radius around the caster collapses at an incredible rate, each round, any number of creatures within range take damage equal to their Hit Dice. (I.E. a creature with 4d12 HD takes 4d12 damage.) At the beginning of each of the user's round this field's radius shrinks by 5-feet and the damage is inflicted again to any creature still remaining within the area of effect.

At the point in which the star has a radius of 0-feet (on the 6th round after the initial execution (unless widened or altered some way)) - the field becomes a small, black ball, about 1 inch in diameter. This ball will burst after 2 rounds if it is not thrown with a ranged touch attack. If thrown it inflict the total amount of dice it inflicted during its shrinking phase to the creature it is thrown at or to the user if it is not thrown in time. ( I.E. if the orb hit four goblins with 2d8 hit dice each, the target of the thrown projectile is entitled to 8d8 damage).

A successful reflex save negates the damage caused by the thrown projectile, and a successful fortitude save halves any damage dealt during its shrinking phase. All damage dealt by this tech is Bludgeoning Damage. The DC for this tech is Charisma-based.