Visum Techs

Unveiling or (Uv) is Wisdom based Statistics (St) (Wis/Dex), Preemption (Pe) (Dex)

Tier I
 Boost Sight (Uv):  One creature gains a +4 bonus to perception to locate stealthed or invisible creatures and objects for as long as this tech is running in their console.    

 Detect Maliciousness (Uv):   For as long as you concentrate this tech detects the presence of evil creatures and poisons in a 60ft cone.

 False Pretense (Uv):   When this tech is executed you adopt the mannerisms and accents of a particular culture granting you a +2 bonus to Bluff and Disguise checks made to appear to be from the area, and a +2 bonus to diplomacy to influence the natives.

Low-Light Vision (Uv):  One creature gains low-light vision for as long as this tech is running in their console.

 Perfect Strike (Uv):   This tech attempts to mimic the true strike spell, but only grants a +16 bonus.

 Assessment (St):   When this tech is executed it tells you how badly wounded a creature is.

Gamble: Garbledjay (St): When this tech is executed choose any number of enemy targets and roll a d6, if you roll a 6 all creatures you selected become silenced for 1 minute, If you roll a 1 an equal number of allies instead become silenced. Any other result causes a single creature amongst those you targeted to make a will save or become silenced. The save DC for this tech is Dexterity-based.

 Gamble: Illstag (St):   When this tech is executed  roll a d4 and select a target, If you roll a 4 you are cured of all poisons and the target becomes subject to them instead (Though a saving throw is permitted based on the DC of the poison you are suffering). If you roll a 1, your own poison effects are advanced one stage.

Gamble: Speedroll (St): When this tech is executed roll a d4, if you get a 4 you gain an additional standard action this round. If you get a 1 you lose your next turn. If the result is a 3 it refunds your tech-use spend on this tech and if the result is a 2 you become staggered for 1 round. This is a swift action.

 Prediction of Failure (St):   When this tech is executed one creature takes a -16 penalty on their next attack roll.

 Anticipation I (Pe):   This tech lasts until the end of the next battle. If executed before battle the user gains a +2 bonus to initiative, and a +1 bonus to AC against ranged attacks. Anticipation takes 1 minute to execute.

 Counter, Lesser (Pe):   When this tech is executed it last until the next time the user is attacked, at which point they may make an attack of opportunity against the creature who is attacking them.

Prism Score (Pe): When this tech is executed as an immediate action, your next d20 has the same result as the last one made before using this tech. However any bonuses applied are replaced with your own bonuses depending on the roll. If it was an attack roll, and your next roll is a saving throw, your bonus would be whatever bonus you have to that saving throw regardless of the creatures attack bonus.

 Subtle Movement (Pe):   When this tech is excuted select a single creature, for as long as this tech is running if that particular creature attacks you it does so with a -4 penalty.

 Trick Dice (Pe):   When this tech is executed, one creature takes a -1 to all d20 rolls for 1 minute. If they successfully make a will save it instead only lasts for 1 round. The save DC for this tech is Dexterity-based.

Tier II
 Detect Insecurity (Uv):   For as long as you concentrate this tech detects the presence of chaotic creatures and traps with a CR equal to your caster level and lower in a 60ft cone.

 Grave Whispers (Uv):   Make a ranged touch attack against a single creature, for one minute they take a -4 penalty on saves against any Death effects.

Marking Touch (Uv): Make a melee touch attack against a single creature. For 1 round per caster level that creature takes a -8 penalty to all stealth and disguise checks to hide from you.

 Mist Sight (Uv):   One creature gains the ability to see through obscuring mists and clouds for as far as 30 feet for as long as this tech is running in their console.

 Gamble: Desperatedino (St)  :   When this tech is executed select a single creature and roll a d4, if you roll a 4 you gain a bonus to saving throws against effects used by them for the next 1 minute equal to their Hit Dice, If you roll a 1 you instead take a penalty. This is an immediate action.

 Gamble: Gazerdice (St):   When this tech is executed select a creature, make a ranged touch attack and roll a d4. If the result is a 1 the target is subject to Ray of Enfeeblement if the result is a 2 the target is subject to a Searing Light spell, if the result is a 3 the target is subject to a Scorching Ray attack, and if the result is 4 the target is subject to ''Inflict Serious Wounds. ''The caster level for any of these spells is equal to your caster level with statistics, and the save DC is based on this tech's tier, and your Wisdom modifier.

 Accuracy Calculation Zero (St):  ''' Calculation techs require twice the normal capacity of other techs of their tier. For as long as this tech is running in your console add a bonus to your attack rolls equal to your HD (max 5). '''

Power Calculation Zero (St):  ' Calculation techs require twice the normal capacity of other techs of their tier . '   For as long as this tech is running in your console add an amount of damage to your melee damage rolls equal to your HD (max 5).

 Anticipation II (Pe):   This tech lasts until the end of the next battle. If executed before battle the user gains a +2 insight bonus to initiative, a +2 insight bonus to AC against ranged and melee attacks, and a +1 insight bonus to reflex saves. Anticipation takes 1 minute to execute.

 Chaotic Dice I (Pe):   When this tech is executed any damage dice rolled on the targets next turn are reduced by 1, D6's become D5's and so forth.

 Sidestep (Pe):   When this tech is executed you ready a 5-foot step for the next time you are attacked in melee. This is an immediate action.

 Sign of Seeing (Pe):   Sign techs require twice the normal capacity of other techs of their tier. For as long as this tech is running in your console you and any adjacent allies are considered to have Uncanny Dodge (Ex).

Tier III
Gamble: Coldcobra (St):  When this tech is executed choose a target and roll a d6, if you roll a 1 or a 2, the target gains a burrow speed of 40 feet for 10 minutes per caster level. If you roll a 5 or a 6, the target loses all burrow speeds including earthglide for 10 minutes per caster level. If you roll anything else, nothing happens.

Gamble: Pegapig (St): When this tech is executed choose a target and roll a d6, if you roll a 1, the target gains a fly speed of 40 feet with good maneuverability for 10 minutes per caster level. If you roll a 6, the target loses all fly speeds for 10 minutes per caster level. If you roll anything else, you gain a fly speed of 40 ft. with good maneuverability for 1 round per caster level.

Hostage (St): When executed, one creature must make a Will save. If they fail they lose the ability to activate techs for 1 minute per caster level. If they succeed they lose the ability to activate techs for 1 round. The DC for this tech is Wisdom-based.

Nanohack I (St): When executed, select one creature with a console. You gain the ability to execute the techs of the target of tiers 1 and 2 unless they succeed in making a Will save. the DC for this tech is Wisdom-based.

Anticipation, Mass (Pe): This tech lasts until the end of the next battle. If executed before battle the user and and additional number of creatures up to his caster level gains a +2 bonus to initiative, and a +1 bonus to AC against ranged attacks. Mass Anticipation takes 1 minute to execute.

Disrupt (Pe): When executed one creature's ongoing techs are canceled immediately and their capacity is halved for 1 round per four caster levels.

See Invisibility (Pe): As long as this tech is running in the user's console the user gains a +30 bonus to perception checks made to notice invisible creatures.

Sign of Evasion (Pe): Sign techs require twice the normal capacity of other techs of their tier. For as long as this tech is running in your console you and any adjacent allies are considered to have Evasion (Ex).

Detect Humanoid (Uv): As long as this tech is running in the user's console they gain the ability to see a shimmering aura around any Humanoid creatures they see in a 60-foot cone. This can detect humanoids through barriers such as walls and doors so long as the thickness of the barriers does not exceed a number of inches equal to the user's caster level.

Entrance (Uv): When executed, one creature must make a Will save or become Dazed for 1 round per caster level. If they take any damage during the time they are dazed however, the daze effect immediately ends. The DC for this tech is Wisdom-based.

Ray of Reversal (Uv): When executed, one creature must make a Will save or have all bonuses other than Armor, Natural Armor and Ability bonuses that they have to their AC and Saving throws turned into penalties for 1 round per two caster levels.

Shade (Uv): As long as this tech is running in the user's console. The user gains a natural armor bonus to their AC equal to 1/2 of their Hit Dice.

Tier IV
Balance Assault (St): When this tech is executed, one creature no longer rolls dice for their damage rolls with successful melee and ranged attack rolls for 1 round per caster level and instead take the average of any dice they would roll. Bonuses to damage are unaffected unless they involve a damage roll. In which case it also becomes the average result for the dice. If used on an unwilling target they are entitled to a Will save to resist. The DC for this tech is Wisdom-based.

Defense Calculation Zero (St): Calculation techs require twice the normal capacity of other techs of their tier. For as long as this tech is running in your console gain a Misc. bonus to AC equal to their HD. (max 5).

Discordant Rays (St): When executed, swirling rays of energy strike a creature. The user makes a ranged attack roll, and if successful, 1 ray per caster level strikes the creature for 1d6+1 points of electricity damage each. Each ray has a 50% chance of hitting creatures adjacent to the target as well.

Gamble: Killerkoala (St): When this tech is executed select a single creature and roll a d4, if the result is a 4 you gain an additional attack. If the result is a 1 you instead lose an attack. This is a swift action.

Chaotic Dice II (Pe): When this tech is executed any damage dice rolled on the targets next turn are reduced by 2, D6's become D4's and so forth.

Purge Invisibility (Pe): As long as this tech is running in the user's console, all invisibility effects within 10 feet of the user immediately end.

Sign of Tongues(Pe): Sign techs require twice the normal capacity of other techs of their tier. For as long as this tech is running in your console you and any adjacent allies are considered to have Comprehend Languages (Ex).

Windsight (Pe): As long as this tech is running in the user's console. The user's vision is no longer hampered by fog effects.

Detect Animal (Uv): As long as this tech is running in the user's console they gain the ability to see a shimmering aura around any Animal and Magical beast creatures they see in a 60-foot cone. This can detect animals and magical beasts through barriers such as walls and doors so long as the thickness of the barriers does not exceed a number of inches equal to the user's caster level.

Divinity's Illusion (Uv): As long as this tech is running in the user's console, the user gains immunity Negative and Positive energy effects.

Three Eyes (Uv): When executed, one target creature cannot be flanked for 1 minute.

Vehemence (Uv): When executed, one target creature gains an Insight bonus to their Strength and Constitution equal to 1/5 of the user's caster level (Min. 1). This effect lasts for 1 minute per caster level.

Tier V
Balance Lifeforce (St): When executed, target any number of creatures within 30 feet, and add their Current Total Hitpoints into a single pool and then divide the pool by the number of targets. All targeted creatures then have their current Hit Points set to the quotient. This cannot exceed the target's maximum Hit Points and if it does any extra Hit Points that would exceed this in the respective creature's share are lost. Unwilling creatures are allowed to make a Fortitude save. If successful, instead of adding their Hit Points to the pool, the pool gains a penalty equal to their maximum Hit Points. The DC for this tech is Wisdom-based.

Gamble: Gungull (St): When executed target one creature and roll a D4, If the user's result is a 1 they misfire on their next attack. If the result is a 4, the target creatures Touch AC becomes 1 until the end of the user's next round.

Precision (St): When executed, one target creature is considered to have the Improved Critical feat of a weapon of their choice for 1 minute.

Counter (Pe): When this tech is executed target one creature, this tech lasts for 1 round per caster level, any time the target is attacked in melee they may an attack of opportunity against the creature who is attacking them.

Dragonsight (Pe): As long as this tech is running in the user's console they have Trueseeing.

Sign of Sight (Pe): Sign techs require twice the normal capacity of other techs of their tier. For as long as this tech is running in your console you and any adjacent allies are considered to have Improved Uncanny Dodge (Ex).

Detect Mishap (Uv): As long as this tech is running in the user's console they gain the ability to see a shimmering aura around any Aberration or Ooze creatures they see in a 60-foot cone. This can detect Aberrations and Oozes through barriers such as walls and doors so long as the thickness of the barriers does not exceed a number of inches equal to the user's caster level.

Disenchant: Acid (Uv): When executed target one creature. The creature then is entitled to a Fortitude save to resist this effect. If they fail, any spells, abilities or weapons that they use have all acid energy damage negated for 1 minute.

Disenchant: Sonic  (Uv):  When executed target one creature. The creature then is entitled to a Fortitude save to resist this effect. If they fail, any spells, abilities or weapons that they use have all sonic energy damage negated for 1 minute.

Tier VI
Detect Planar Anomaly (Uv): As long as this tech is running in the user's console they gain the ability to see a shimmering aura around any Outsider within in a 60-foot cone. This can detect outsiders through barriers such as walls and doors so long as the thickness of the barriers does not exceed a number of inches equal to the user's caster level. It can also detect these creatures if they are on the astral or ethereal plane in your general vicinity.

Disenchant: Frost (Uv): When executed target one creature. The creature then is entitled to a Fortitude save to resist this effect. If they fail, any spells, abilities or weapons that they use have all cold energy damage negated for 1 minute.

Disenchant: Shock (Uv): When executed target one creature. The creature then is entitled to a Fortitude save to resist this effect. If they fail, any spells, abilities or weapons that they use have all electricity energy damage negated for 1 minute.

Gamble: Heartbreaker (St): When executed, target one creature; roll a d4; if the result is a 1, you are sickened; if the result is a 2 you are demoralized; if the result is a 3, the target is charmed for 1 minute; if the result is a 4 the target is dominated for 1 minute. This tech has no save. Creatures immune to charm and domination effects are immune to this tech; creatures must have an intelligence score greater than 6 to be affected by this tech.

Nanohack II (St): When executed, select one creature with a console. You gain the ability to execute the techs of the target of tiers 3, 4 and 5 unless they succeed in making a Will save. the DC for this tech is Wisdom-based.

 Survival Chance: Zero  (St):  When this tech is executed one creature must make a successful saving throw or be immediately reduced to zero hit points. The save DC for this tech is Wisdom-based. This is a death effect.

Degadias (Pe): When executed this tech mimics the effects of a deeper darkness spell. This is a swift action.

Precognition (Pe): As long as this tech is running in the user's console; whenever a creature uses an attack against them they are entitled to make an attack roll as well up to once per round per five levels. If the user's attack surpasses the attack roll made by the original attacker, the original attacker's attack result is reduced by 1 per four caster levels.

Sign of Seclusion (Pe): Sign techs require twice the normal capacity to run. As long as this tech is running in the user's console, the user is granted total concealment as long as they are in areas of Dim or Darker light; including against creatures with Darkvision.

Tier VII
Disenchant: Fire (Uv): When executed target one creature. The creature then is entitled to a Fortitude save to resist this effect. If they fail, any spells, abilities or weapons that they use have all fire energy damage negated for 1 minute.

Disenchant: Evil (Uv): When executed target one creature. The creature then is entitled to a Fortitude save to resist this effect. If they fail, any spells, abilities or weapons that they use have all negative energy damage negated for 1 minute.

Incognito (Uv): When executed, target one creature; That creature is entitled to a Will Save to negate this effect. If they fail they completely and unconditionally believe you to be their most trusted ally, as well as affecting all Diplomacy checks made, they will do anything to protect you, they will not however follow your commands, as this is not a domination effect. This lasts for 10 minutes per caster level.

Gamble: Gravemaw (St): When executed select a target and roll a d4; if you roll a 1, all equipment you are currently wearing gains the broken condition (including attended vehicles and similar objects); if the result is a 4, your target's gear is broken and if your target is a Construct or has the Constructed ability, they take d10 damage per caster level. This is a swift action.

Loaded Dice (St): This tech requires twice the normal capacity to run. As long as this tech is running in the user's console, the result of all dice rolls made to determine the effects of Gamble techs is increased by 1; The result however cannot exceed the maximum number allowed by the called upon dice. For example if your result is a 4 on the dice roll and the tech calls for a d4 this tech does nothing.

Midas' Guarantee (St): Midas' techs require twice the normal capacity to run. As long as this tech is running in the user's console, all gold found as treasure is dramatically increased.

 Anticipation III  (Pe):  This tech lasts until the end of the next battle. If executed before battle the user gains a +8 insight bonus to initiative, a +4 insight bonus to AC against ranged and melee attacks, and a +2 insight bonus to reflex saves. Anticipation techs take 1 minute to execute.

Libra's Exploit (Pe): When executed, target one creature. Immediately know all weaknesses the creature has. Including lowest save, lowest AC type and any vulnerabilities. This is a free action.

Perfect Counter (Pe): When this tech is executed target one creature, this tech lasts for 1 round per caster level, any time the target is attacked in melee, they may take an attack of opportunity that cannot miss back at the attacker; If they have a ranged weapon that they can swap to as a swift action, they may do so as an immediate action instead in order to counter ranged attacks as well. While this attack cannot miss, attack rolls must be made to determine if the attack threatens a critical hit or not.

Tier VIII
Disenchant: Life (Uv): When executed target one creature. The creature then is entitled to a Fortitude save to resist this effect. If they fail, any spells, abilities or weapons that they use have all positive energy effects negated for 1 rd per two caster levels.

Disenchant: Physica (Uv): When executed target one creature. The creature then is entitled to a Fortitude save to resist this effect. If they fail, any spells, abilities or weapons that they use have all Slashing, Piercing and Bludgeoning damage negated for 1 rd per two caster levels.

Chaotic Rays (St): When executed, swirling rays of energy strike a target square and envelop the field in a 15-foot radius. The user makes a ranged attack roll, and if successful, 1 ray per caster level strikes the creature for 1d6+1 points of electricity damage each. Each ray has a 50% chance of hitting creatures adjacent to the target as well. If a creature within the radius has multiple adjacent creatures they can be hit multiple times.

Midas' Luck (St): Mida's techs require twice the normal capacity to run. As long as this tech is running in the user's console, rare item drops other than gold are dramatically increased.

Eyes of the Assassin (Pe): When executed, target one creature; As long as that creature is located within a 30-foot radius of the user, that creature cannot escape them. If they attempt to hide or obscure themselves they emit a red aura that is visible only to the caster. Until the target creature is killed or incapacitated or another creature is targeted with this tech or the user decides to dismiss this effect; the user's critical threat range is increased by 1 against the target.

Vigilance (Pe): When executed, target one creature within 10 feet. As long as that creature stays within 1 mile per caster level of the user, the user is alerted of every change of status in the creature's health, emotions, and location. This tech lasts for 1 day per caster levels but can be dismissed. Additionally, multiple creatures can be under the effects of multiple Vigilance techs executed by the same user.

Tier IX
Detect Mythical Beast (Uv): As long as this tech is running in the user's console they gain the ability to see a shimmering aura around any Dragon or Magical Beast within in a 60-foot cone. This can detect these creatures through barriers such as walls and doors so long as the thickness of the barriers does not exceed a number of inches equal to the user's caster level.

Deactivation (Uv): When executed target one creature. The creature then is entitled to a Fortitude save to resist this effect. If they fail any technological equipment they have ceases to function for 1 minute. Including firearms, computer systems and other gizmos. Computerized or Constructed creatures must also make a Will save or be dazed for 1 round per caster level.

 Divinity's Roulette  (St):  When this tech is executed select one creature and then roll a d10. Results cause various effects.

Midas' Ancient Unsealing (St): When this tech is executed, target one eternal seal on a target container, and roll a d6; if the result is a 6, the seal is broken, if the result is a 1, the seal is eternally locked and the coffer banished into the quasi-plane of minerals. If the result is anything between 2-5 an additional seal is formed on the container.

Gaol of the Garuda (Pe): As long as this tech is running in the user's console, any creature attacked by the user must make a fortitude save or become vulnerable to critical hits. Additionally as long as this tech is running the user's critical multiplier is increased by 1.

Overwhelm (Pe): When executed, target one creature. All allies within reach (melee) or range (ranged) are granted an Attack of Opportunity against the target creature.