Impertio Techs

Impertio focuses on tyrannical dictation of the minds and mainframes of enemies, whether to gain information, cause them mental distress or to control their very actions.

Tier I
Delusion of Drowning (Ih) One creature experiences drowning, a will save to disbelieve negates this effect, otherwise the creature takes 1d3 non-lethal damage per hit dice of the creature affected. Creatures whose hit dice exceed the inhibitor's caster level by more than 4 are not affected by this tech. The Save DC for his tech is Charisma based.

Dispensation (Ih) Removes a single movement-inhibiting effect from a creature including staggered, entangled, and grappled.

Distracted Gaze (Ih): Removes the inhibitor and one target from initiative for 1 round, a will save negates this, however on a successful will save the inhibitor is still removed from initiative for that round. The Save DC for his tech is Charisma based.

Figment of the Apocalypse (Ih): Gives one creature the image of the end times, causing them to have a 50% chance of going unconscious out of the sudden panic. This is a fear affect, and a Will save to disbelieve negates this, and this tech cannot affect a creature with more than four hit dice. It can also only affect living creatures. The Save DC for his tech is Charisma based.

Sudden Scare (Ih): As cause fear. The Save DC for his tech is Charisma based.

Bend Will (Mp): As charm person. The Save DC for his tech is Charisma based.

Forced Bartering (Mp): This tech forces one creature to look on you more favorably, Unfriendly becomes Indifferent, Indifferent becomes Friendly, and so forth. The target cannot be aware of this tech when it is cast or it will fail. A will save negates this but does not make the target become aware that anything has happened. The Save DC for his tech is Charisma based.

Illusory Paralysis, Lesser (Mp): One creatures movement speed becomes 0-feet for 1 round. The Save DC for his tech is Charisma based.

Least Hologram (Mp): As ''silent image. ''The Save DC for his tech is Charisma based.

Enhanced Receptors I (Mp): One creature gains Damage Enlargement 1. Causing them to take 1 extra point of damage from all physical sources. A Fortitude save negates this, Otherwise it persists for 1d4 rounds. The Save DC for his tech is Charisma based.

Burst of Light (Pm): This tech causes one target square to burst into a cloud of photon nanites with a radius of 10 feet. Any construct caught in this cloud must make a will save or become Dazed for 1 round. The Save DC for his tech is Intelligence based.

Determine Unit (Pm): This tech grants the puppetmaster a +10 circumstance bonus on all Knowledge (engineering) checks to identify constructs, and allows them to make such check untrained. This lasts for 10 minutes per caster level.

Nanite Slur (Pm): This tech when executed causes bladed nanites to collide with a single creature inflicting 1d4 points of slashing damage per caster level. (max 5d4)

Reprogram, Lesser (Pm): As suggestion but affecting constructs only. The Save DC for his tech is Intelligence based.

Reverse Kinesis, Lesser (Pm): One construct is compulsed to retrace their last movement action back to the original step unless they make a Will save, this is not a compulsion effect. The Save DC for his tech is Intelligence based.

Tier II
Aquatic Gems of Confession (Ih): Executing this tech requires a small container of water to be used as a material component. When executed the water begins to float around a target creature. Forcing them to make a Will save in order to lie. Body Binding (Ih): When this tech is executed, the target creature must make a Will save or be assimilated by body-numbing nanites for 1 day per caster level. If they fail to save against the initial execution of this tech, whenever they make a Constitution check they take 1d8 damage. The Save DC for his tech is Charisma based.

Glorified Haunting (Ih): When executed one creature must make a Will save or they become so obsessed with the thought that they are being chased by ghosts that they have a 25% chance to become panicked each round for 1 round per caster level. If they become panicked it only lasts for that round. The DC for this tech is Charisma-based.

Invocation of Heaven's Corruption (Ih): When executed, one creature with DR -/Alignment loses this damage reduction for 24 hours unless they make a successful Will save. The DC for this tech is Charisma-based.

Charisma of the Nomad (Mp): As long as this tech is running in the user's console the DC to for diplomacy, bluff and intimidate checks made against them is increased by 5.

Display of Glamor (Mp): When executed all invisible creatures within 30-feet glow bright yellow, this yellow is not hidden by the invisibility effect.

Dust Control (Mp): When executed one 5-foot x 5-foot x 5-foot cube of loose earth (sand, dust, loose soil) can be controlled as per a control earth spell.

Mirror of Romance (Mp): When executed, one creature falls in love with themselves and will do everything in their power to get away from harming their corporeal being unless they make a successful Will-save. The DC for this tech is Charisma-based.

Canlo's Virus (Pm): When this tech is executed, a construct must make a Fortitude save that bypasses their normal Fortitude Save immunity, if they are unsuccessful in this save they become infected with canlo's virus and gain an attack penalty of -2. Viruses are permanent. The Save DC for his tech is Intelligence based.

Ion Chain (Pm): When executed one construct becomes entangled.

Scrambled Navigation (Pm): When executed one construct must make a Will save or move erratically. This is not a mind-affecting effect. The DC for this tech is Intelligence based.

Visual Summary (Pm): When executed anything the target construct viewed within the last hour is replayed on your wrist console. Hostile constructs are entitled to a Will save against this effect (Intelligence-based DC). A.I.'s and V.I.'s are unaffected.

Tier III
Desperate Attacks (Ih): When executed, one creature must make a Will save or take a cumulative -1 penalty to attack whenever they miss. (Max -5). The DC for this tech is Charisma-based.

Otherworldy Glitter Cloud (Ih): As glitterdust but confusion instead of blindness. Sinew Binding (Ih): When this tech is executed, the target creature must make a Will save or be assimilated by muscle-numbing nanites for 1 day per caster level. If they fail to save against the initial execution of this tech, whenever they make a Strength check or when using any Strength-based skill to make a skill check they take 1d8 damage. The Save DC for his tech is Charisma based.

Sunder Illusion (Ih): If you successfully disbelieve an illusion effect you may execute this as an immediate action to end the illusion effect on all creatures it is affecting.

Enhanced Receptors II (Mp): One creature gains Damage Enlargement 10. Causing them to take 10 extra point of damage from all physical sources. A Fortitude save negates this, Otherwise it persists for 1d4 rounds. The Save DC for his tech is Charisma based.

Failure (Mp): As bungle but no maximum hit dice.

Illusory Paralysis (Mp): One creatures movement speed becomes 0-feet for 1d4 rounds. The Save DC for his tech is Charisma based.

Hologram (Mp): As ''minor image. ''The Save DC for his tech is Charisma based.

Enchanted Motor (Pm): One construct gains an enhancement bonus of +1 per four caster levels for 10 minutes.

Mervin's Virus (Pm): When this tech is executed, a construct must make a Fortitude save that bypasses their normal Fortitude Save immunity, if they are unsuccessful in this save they become infected with mervin's virus and have their strength decreased by 4 points (to a minimum of 10). Viruses are permanent. The Save DC for his tech is Intelligence based.

Overheat (Pm): As heat metal but constructs only.

Sigil Resonator (Pm): When executed, one creature exuded a symbol spell of 4th level or lower.

Tier IV
Fear of Death (Ih): Will Binding (Ih): When this tech is executed, the target creature must make a Will save or be assimilated by will-numbing nanites for 1 day per caster level. If they fail to save against the initial execution of this tech, whenever they make a Wisdom check or when using any Wisdom-based skill to make a skill check they take 1d8 damage. The Save DC for his tech is Charisma based.

Ih

Ih

Illusory Clone (Mp): When this tech is executed, the manipulator transforms their brain waves into a copy of themselves that is 50% real, if hit in either melee, ranged or with a spell it instantly dissipates, however if it is not hit, it persists for 1 round per caster level. This copy has the same ability scores, armor class, base attack bonus, feats, and weapons/armor as the manipulator, but cannot use any spells or techs or charged/usable items that the manipulator has. However a will save can be made to disbelieve the illusion whenever it makes a hostile action, negating the attack. The Save DC for his tech is Charisma based.

Mp

Mp

Mp

Dorian's Virus (Pm): When this tech is executed, a construct must make a Fortitude save that bypasses their normal Fortitude Save immunity, if they are unsuccessful in this save they become infected with dorian's virus and have 50% failure when using spell-like abilities they possess. Viruses are permanent. The Save DC for his tech is Intelligence based.

Pm

Pm

Pm

Tier V
Facial Binding (Ih): When this tech is executed, the target creature must make a Will save or be assimilated by face-numbing nanites for 1 day per caster level. If they fail to save against the initial execution of this tech, whenever they make a Charisma check or when using any Charisma-based skill to make a skill check they take 1d8 damage. The Save DC for his tech is Charisma based.

Ih

Ih

Sensory Hologram (Mp): As ''major image. ''The Save DC for his tech is Charisma based.

Mp

Mp

Apache Virus (Pm): When this tech is executed, a construct must make a Fortitude save that bypasses their normal Fortitude Save immunity, if they are unsuccessful in this save they become infected with the apache virus and are permantly rendered confused even if they are normally immune to confusion effects. Viruses are permanent. The Save DC for his tech is Intelligence based.

Pm

Pm

Tier VI
Brain Binding (Ih): When this tech is executed, the target creature must make a Will save or be assimilated by brain-numbing nanites for 1 day per caster level. If they fail to save against the initial execution of this tech, whenever they make an Intelligence check or when using any Intelligence-based skill to make a skill check they take 1d8 damage. The Save DC for his tech is Charisma based.

Ih

Ih

Enhanced Receptors III (Mp): One creature gains Damage Enlargement 20. Causing them to take 20 extra point of damage from all physical sources. A Fortitude save negates this, Otherwise it persists for 1d4 rounds. The Save DC for his tech is Charisma based.

Illusory Paralysis, Greater (Mp): One creatures movement speed becomes 0-feet for 1d4+6 rounds. The Save DC for his tech is Charisma based.

Mp

Pm

Reverse Kinesis, Greater (Pm): One construct is compulsed to retrace their last movement action back to the original step for their last 4 turns unless they make a Will save. On a successful Will save they are still forced to retrace their last two turns on their following two turns. The Save DC for his tech is Intelligence based.

Self Destruction (Pm): When this tech is executed one construct is forced to initiate a self-destruct protocol. This protocol takes 1 round per four hit dice of the construct. While they are on the countdown, they can act normally. A will save negates this. The Save DC for his tech is Intelligence based.

Tier VII
Joint Binding (Ih): When this tech is executed, the target creature must make a Will save or be assimilated by bone-numbing nanites for 1 day per caster level. If they fail to save against the initial execution of this tech, whenever they make a Dexterity check or when using any Dexterity-based skill to make a skill check they take 1d8 damage. The Save DC for his tech is Charisma based.

Ih

Ih

Greater Hologram (Mp): As ''persistent image. ''The Save DC for his tech is Charisma based.

Mp

Mp

Leprachaun Virus (Pm): When this tech is executed, a construct must make a Fortitude save that bypasses their normal Fortitude Save immunity, if they are unsuccessful in this save they become infected with the leprachaun virus and take a -4 penalty on any kind of critical confirmation roll. Viruses are permanent. The Save DC for his tech is Intelligence based.

Pm

Pm

Tier VIII
Dreadful Binding (Ih): When this tech is executed, the target creature must make a Will save or be assimilated by soul-numbing nanites for 1 day per caster level. If they fail to save against the initial execution of this tech, whenever they make an ability check or when using any ability-score-based skill to make a skill check they take 10d4 damage. The Save DC for his tech is Charisma based.

Ih

Enhanced Receptors IV (Mp): One creature gains Damage Enlargement 30. Causing them to take 30 extra point of damage from all physical sources. A Fortitude save negates this, Otherwise it persists for 1d4 rounds. The Save DC for his tech is Charisma based.

Mp

Stringent Virus (Pm): When this tech is executed, a construct must make a Fortitude save that bypasses their normal Fortitude Save immunity, if they are unsuccessful in this save they take 1d4 damage per hit dice they have per round for a number of rounds equal to the puppetmaster's Intelligence modifer. Viruses are permanent. The Save DC for his tech is Intelligence based.

Pm

Tier IX
Complete Lockdown (Ih): When this tech is executed, one living creature must make a will save or permanently enter a comatose state or until healed. The Save DC for his tech is Charisma based.

Mind-Body Reversal (Ih): When this tech is executed, one creature must make a Will save or have their Physical and Mental ability scores switched for 1 day per caster level. Only base ability scores, inherent bonuses from tomes, supernatural bonuses from wishes and similar phenomena, and ability score bonuses granted by gaining levels are switched. Bonuses granted by equipped items of any kind continue to affect their proper ability score. Strength is switched with Intelligence, Dexterity with Wisdom, and Constitution with Charisma.

Enslave (Mp): When this tech is executed, one living creature with an intelligence score higher than 3 must make a will save or permanently fall under the manipulator's control until healed. Additional creatures can be controlled this way, however the DC is decreased by 2 for each additional slave the manipulator has. This tech is dismissable should the manipulator grow weary of their minions and want new ones. The Save DC for his tech is Charisma based.

Mind Replacement (Mp): When this tech is executed, the target must make a will save or lose immunity to charm and compulsion effects for 1d6+4 rounds. If they do not have these immunities or any immunities that cover these, they instead take a penalty to these saves equal to the manipulator's Charisma modifier. The Save DC for his tech is Charisma based.

Scythe Zeta Virus (Pm): When this tech is executed, a construct must make a Fortitude save that bypasses their normal Fortitude Save immunity, if they are unsuccessful in this save they become infected with the scythe zeta virus and must reroll any d20 roll they make and take the lowest result. If the construct ever rolls a natural 1 on any of these rerolls they become deactivated. Viruses are permanent. The Save DC for his tech is Intelligence based.

Self Destruction, Mass (Pm): When this tech is executed one construct per two caster levels is forced to initiate a self-destruct protocol. This protocol takes 1 round per four hit dice of the construct. While they are on the countdown, they can act normally. A will save negates this. The Save DC for his tech is Intelligence based.