Aethernaut
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The City of 7 Seraphs
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Travel enough planes of existence, and you can learn to read the ripples in reality that precede some events. Knowing what's coming gives you the chance to influence what comes next, so long as you're prepared. Aethernauts are explorers, planar travelers, and meddlers with magic items. These warriors glimpse the future and unleash unpredictable primordial forces from planar essence or from carried magic items. They rip reality with their weapons, harness planar phenomena, and navigate ley lines. All aethernauts are natural survivors in strange universes, skilled handlers of magic items, and experts on the planes.

Many aethernauts are famous guides, cartographers, or daring pilots. Others are influential engineers or researchers in between harrowing outings to dangerous places linked to other planes of existence or in other dimensions entirely. Most are handy with vehicles, although they tend to prefer in times of danger to fight enemies up close and personal.

To facilitate their voyages into the Astral, Ethereal, and stranger dimensions, aethernauts build and maintain elaborate magical devices. These devices respond to and channel the cosmic vibrations of the planes of existence. All eventually help the aethernaut transfer himself from one plane to another, but they can also detect and impede threats. They do this faster than seems possible, often operating on the principles of chaos magic or chronomancy. All also feature other means to help the aethernaut when trouble is detected, although the cosmic forces they channel can be hard to control.

Role: Aethernauts excel at keeping themselves and their allies alive in the face of powerful planar hazards and magical attacks. They can slip past barriers with relative impunity and unlock the secrets of even the most stubborn magic items. With the aid of magical phenomena unleashed from magic items or the planes of existence themselves, these warriors always have a trick up their sleeve to get the edge in hand-to-hand combat.

Alignment: Any.

Hit Dice: d10.

Starting Wealth: 5d6 x 10 (average 175 gp)

Class Skills: The aethernaut's class skills are Appraise (Int), Climb (Str), Craft (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier.

Class Features

Table: The Aethernaut
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 Aethernaut's device, detect magic, occult navigator, planar voyager, precision
2nd +2 +3 +3 +0 Magic item skill, 1st mastered plane, planar precision
3rd +3 +3 +3 +1 Discovery, rift edge (faint)
4th +4 +4 +4 +1 Jury-rig item, rift ward (faint)
5th +5 +4 +4 +1 Device power, 2nd mastered plane, rapid rebuild
6th +6/+1 +5 +5 +2 Discovery, improved jury-rig item
7th +7/+2 +5 +5 +2 Planar stride, rift edge (moderate)
8th +8/+3 +6 +6 +2 3rd mastered plane, rift ward (moderate)
9th +9/+4 +6 +6 +3 Discovery, rift step 1/day (dimension door)
10th +10/+5 +7 +7 +3 Device power, stalwart, planar guide
11th +11/+6/+1 +7 +7 +3 4th mastered plane, rift edge (strong)
12th +12/+7/+2 +8 +8 +4 Discovery, greater discovery, rift step 2/day (planar excursion)
13th +13/+8/+3 +8 +8 +4 Rapid rebuild (1 hour, 1/3 wealth by level), rift ward (strong)
14th +14/+9/+4 +9 +9 +4 5th mastered plane, rift edge (two of different strengths)
15th +15/+10/+5 +9 +9 +5 Discovery, rift step 3/day
16th +16/+11/+6/+1 +10 +10 +5 Device power, rift ward (two of different strengths)
17th +17/+12/+7/+2 +10 +10 +5 6th mastered plane, improved stalwart
18th +18/+13/+8/+3 +11 +11 +6 Discovery, rift step 4/day (precise shift)
19th +19/+14/+9/+4 +11 +11 +6 Rapid rebuild (full-round action), rift edge (two of the same strength), rift ward (three)
20th +20/+15/+10/+5 +12 +12 +6 Device power, 7th mastered plane

Weapon and Armor Proficiencies

An aethernaut is proficient with all simple and martial weapons and with light armor, medium armor, and shields. If the aethernaut has an armor or weapon device, he is proficient with it.

Aethernaut's Device

An aethernaut builds and maintains a unique device combining magical, alchemical, and mundane engineering into a unique whole that only he can operate. The aethernaut begins play with a nonmagical, masterwork version of his chosen device at no cost, but it must have a market value of 400 gp or less. It must fall into one of the device categories below. A hand-held device (such as a rod or weapon) must be wielded for the aethernaut to use an ability that requires it; a slotted device must be worn and occupies that item slot.

An aethernaut can add additional abilities to his device as if he had the required item creation feats, if he has the prerequisite level; he treats his aethernaut levels as spellcaster levels for this purpose. He need not meet any spell or psionic power requirements of the item as long as he can use rift edges or rift wards of the same aura type and strength as the item. If he accidentally curses his device while crafting, he can remove the curse with remove curse. The aethernaut can improve a slotted magic item device to function as any item of the same slot regardless of material.

An aethernaut can restore a broken or damaged device to full hit points with 1 hour of work and materials that can be found in any material component pouch or alchemist's lab. If the device is extremely large, some trivially expensive but bulky materials might also be required, at the GM's discretion. The aethernaut can replace a destroyed device after 1 week in a special ritual that costs 200 gp per aethernaut level (plus the cost of the replacement item, which must be masterwork). The ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enhancements of the lost device. An aethernaut can willingly replace a device by dismantling it; the dismantled item's cost to create can be reused toward the cost to create the new device or to improve its abilities after the ritual.

At 5th level, 10th level, 16th level, and 20th level, the aethernaut gains a device power according to the type of device he chose.

Detect Magic (Sp)

An aethernaut can use detect magic as a spell-like ability at will, using his aethernaut level as his caster level.

Precision (Su)

An aethernaut can use his device to control the effects of his actions more precisely a number of times per day equal to 1/2 his aethernaut level + his Intelligence modifier (minimum 1). Whenever the aethernaut rolls any dice, he can use an immediate action to roll again before the effects are applied. If he does, he must use the new result even if it is worse than the old result. You can't use precision to modify a die roll if you already rolled twice and took the better result or rerolled it.

Because the aethernaut constantly tinkers with the device and it can do countless minor things, this ability often looks different every time it is used. For example, when the aethernaut rerolls an attack roll, it might be because his device weapon fires a jet of plasma to correct its course or because his armor device moves his arm for him. When he rerolls a saving throw, his amulet device might have warned him to ready himself by responding to occult energy readings picked up from the immediate future or by releasing a bit of aetheric gas that fortifies his faculties for a moment.

Occult Navigator (Su)

An aethernaut can sense the psychic resonance of ley lines, planar portals, and certain objects. He can use the dowsing occult skill unlock for Survival and the psychometry occult skill unlock for Appraise (as long as he has ranks in those skills). (The Survival check DC is 30 to locate the nearest ley line or planar portal within 400 feet + 40 feet per rank of Survival the aethernaut has).

In addition, the aethernaut can attune a magic item to a ley line (see the Running an Occult Game chapter in Pathfinder Roleplaying Game: Occult Adventures). This takes 10 minutes of work per 2 caster levels of the ley line and a successful Spellcraft or Use Magic Device check against DC 20 + ley line's caster level. When he does so, the item gains the ley line's bonus to its caster level (+1 plus an additional 1 per 5 caster levels) while within 100 feet of the ley line and the item's wielder or wearer can access any special properties of the ley line.

Planar Voyager (Ex)

An aethernaut gains a +2 bonus on Knowledge (planes), Survival, and driving checks. He can use Survival to track creatures via traces they leave in the substance of reality itself. Tracking movement without a surface (such as flight or swimming) has a base DC of 25. An aethernaut can make all driving checks untrained. In areas like the Plane of Air with subjective directional gravity, an aethernaut piloting a vehicle can control the gravity direction for the vehicle and all occupants and propulsion creatures (such as horses).

Magic Item Skill (Ex)

At 2nd level, an aethernaut relies on natural cunning to get the most out of magic items. He gains a bonus on Use Magic Device checks equal to half his aethernaut level.

Mastered Plane

At 2nd level, the aethernaut learns to harness the energies of one plane of existence. He can roll twice and take the better result on weapon damage rolls against natives of that plane and extraplanar visitors on that plane. In addition, the plane grants him another use for precision and one other benefit that varies from plane to plane.

Starting at 3rd level, the chosen plane also determines what effects can result when the aethernaut uses his rift edge and rift ward abilities with the unleash magic item or jury-rig magic item abilities. An aethernaut's mastered plane benefit also applies to a vehicle and any creature on or attached to it as long as he pilots it.

The aethernaut can choose another mastered plane at 5th level and every three levels thereafter.

Planar Precision (Su)

At 2nd level, an aethernaut can use his precision ability in new ways according to the current plane of existence he occupies. See the list of planes listed below.

Discovery

At 3rd level and every third level thereafter, an aethernaut gains the discovery of his choice from the following list. If a discovery allows a saving throw, the DC is 10 + 1/2 aethernaut level + aethernaut's Intelligence modifier. Unless stated otherwise, an aethernaut can't choose the same discovery more than once.

Aegis Customization (Su)

You gain the ability to customize your armor using aegis astral suit customizations. You have a pool of 2 customization points to spend this way, adding your aethernaut levels to your aegis levels. You can choose this discovery twice if you have the armor device.

Bonus Feat

You gain a bonus feat you qualify for from the following list: Athletic, aspect feats, any conduitPA, Covenant SupplicantCME, Dimensional AgilityUC, Equipment Trick, Endurance, any item mastery feat, Nimble Moves, node feats, Self-Sufficient, Siege EngineerUC, Signature SkillPU (Use Magic Device), Skill Focus (Knowledge [engineering or planes] or Use Magic Device), or Skilled DriverUC, or any feat that has a feat on this list as a prerequisite. The GM is encouraged to add equipment- or plane-related feats from other sources to this list.

Cantor Hymn Verse (Su)

You gain a cantorACS verse from a hymn matching any of your mastered planes. You add your aethernaut level to your cantor level for the purpose of this verse. You can affect any given target no more than once per day with the verse. The aethernaut can choose this discovery multiple times, choosing a different hymn each time.

Deflection Field (Su)

Your device deflects attacks from approaching you. You gain a +1 deflection bonus to AC as long as you wear your device, or +2 if you are at least 10th level. Your device must occupy a magic item slot to select this discovery. You can gain this discovery a second time; when you do, the bonus increases to one-quarter your level.

Gauntlet Mastery (Su)

When you wear armor with gauntlets, your armor's enhancement bonus to AC also applies as a weapon enhancement bonus to your gauntlets. Your gauntlets' base damage is equal to the unarmed strike of a monk of your aethernaut level – 4.

Illuminatus Attainment (Su)

You gain an illuminatus attainment (Legendary Classes: Illuminatus, the Chaos Mage). You add your aethernaut level -5 to your illuminatus level for this purpose. You must have your device to use the attainment. You must be at least 6th level to choose this discovery.

Improved Uncanny Dodge (Ex)

You have improved uncanny dodge as the barbarian ability as long as you have your device. You add your aethernaut levels to your barbarian levels for this purpose. You must have uncanny dodge to select this discovery. You must be 6th level to select this discovery.

Item Inventor

You gain Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, or Forge Ring as a bonus feat. You treat your aethernaut levels as spellcaster levels for the purpose of this feat. You need not provide spell or psionic power construction requirements when creating an item whose aura matches one of your mastered planes with this feat.

Lasting Edge (Su)

As part of a full-round action you can apply the effects of a rift edge you know to each attack you make this round (rolling effects as normal). This rift edge or edges (starting at 14th level) must be one table lower than the highest level the aethernaut is capable of. You must be at least 9th level to choose this discovery.

Nexus Veil (Su)

You gain the ability to shape a single veil from the nexus list. You add your aethernaut level to your veilweaver level and use Intelligence as your veilweaving ability score. You can change the veil chosen whenever you rest for 8 hours. You gain 1 point of essence, or 2 if you are at least 10th level. You may select akashic feats with the bonus feat discovery.

Occult Spell Item

You can use your device to channel occult energy into a spell with a command word as a standard action. You choose any spell from the occultistOA spell list of a spell level no higher than one-quarter your aethernaut level. It must not have a material or focus component costing more than 1 gp and its casting time must be 1 standard action. You can cast the chosen spell three times per day from your device at caster level equal to your aethernaut level. Your device's aura matches that spell in addition to any aura it has as a magic item. You can change the chosen spell when you replace or rebuild your device.

Pocket Dimension (Su)

You create a personal extradimensional space that you can access by opening any pocket carried on your person. The pocket dimension can hold up to 10 pounds per aethernaut level with a total volume of up to 1 cubic foot per aethernaut level. You can retrieve any item from within or put a carried item inside as a move action.

Rift Spell (Ex)

As a standard action, you can jury-rig a magic item that produces a spell so that its effect is modified the next time within 24 hours that it would produce a spell of a spell level no higher than half your level. Instead of producing its normal effect, the user rolls 1d8 on the wonder table (Legendary Classes: Illuminatus, the Chaos Mage) matching the original spell's school and spell level. A result of 1 to 6 produces the indicated spell. A result of 7 indicates the original spell takes effect normally. A result of 8 indicates the user picks any of the above 7 options. Once you have jury-rigged an item, you can't jury-rig it again for 1 day. You can modify a magic trap this way with the Use Magic Device skill (DC equals the trap's Disable Device DC).

Slice Space (Su)

You can deliver an attack that slices through reality to reach farther than normally possible. For one attack each round, you can treat the target as a number of feet closer equal to your aethernaut level (rounded down to the nearest 5 feet). This attack ignores cover but not concealment. You must be at least 6th level to select this discovery.

Steam Cloud (Ex)

As a swift action, you can use your device to produce a 5-foot-radius plume of steam centered on yourself. The steam grants all creatures in the area partial concealment for 1 round or until it is dispersed by strong or stronger winds.

Threaten Precision (Su)

You can use your precision ability to affect the rolls of any creature you threaten. Your device must be a weapon, ring, or worn item in the wrist or hands slot to select this discovery.

Uncanny Dodge (Ex)

Thanks to warnings from sensors in your device, you have improved uncanny dodge as the barbarian ability as long as you have it.

Wild Talent (Su)

You can use your device to guide any element for which you have mastered a plane of existence. You gain a kineticistOA wild talent for any element matching that plane's aura, provided you meet its prerequisites. Instead of taking burn to use this wild talent, you can expend a use of precision for every 2 points of burn it would normally cost above 1 (free talents remain free). You add your aethernaut level to your kineticist level for the purpose of this wild talent and use your Intelligence modifier in place of your Constitution modifier for its purposes. You can choose this discovery multiple times, choosing from a different element each time.

Rift Edge (Su)

At 3rd level, an aethernaut gains the ability to create a planar rift around any weapon he wields as a standard action by making an attack with the weapon. The rift must match one of his mastered planes. Unless the aethernaut chooses the plane he is currently on, he must expend a use of precision (or use the power of a magic item via the jury-rig item ability described below) to use rift edge. The attack deals damage normally and adds an effect determined randomly by rolling 1d4 on the faint rift edge table for the chosen plane listed below. A result of 4 indicates that the aethernaut can choose the effect. If the aethernaut confirms a critical hit with a rift edge that deals damage, the edge's damage is doubled (regardless of the weapon's critical multiplier). Unless noted otherwise, a rift edge lasts for 1 round.

If it resembles a spell, use the aethernaut's level as the caster level. If it allows a saving throw, the save DC is 10 + 1/2 aethernaut level + aethernaut's Intelligence modifier. A rift edge must target the creature struck by the aethernaut's attack or include that target (if it affects multiple targets or an area).

At 7th level, he can choose to roll on the moderate rift edge table.

At 11th level, he can roll on the strong rift edge table.

At 14th level, he can roll on two different tables of his choice for the same plane.

At 19th level, he can roll twice on the same table and get both effects.

Jury-Rig Item (Su)

At 4th level, an aethernaut can coax unexpected effects from a magic item if its aura matches one of his mastered planes. He can use a rift edge for that plane without spending a use of precision if the item is worn or wielded as appropriate for its normal use and it doesn't have a limited number of uses (items like staves with uses that can be replenished work). Once the aethernaut has jury-rigged an item, he can't do so with that item again for one day.

Rift Ward (Su)

At 4th level, an aethernaut can adjust the resonance of his device to excite the energy of a plane of existence. He can produce the faint ward for his current plane or for any plane he has mastered (see page 401) as a swift action. It lasts until he changes it as a swift action. Unless noted otherwise, a targeted rift ward targets only the aethernaut and an area rift ward is centered on the aethernaut.

At 8th level, the aethernaut can produce a moderate ward.

At 13th level, the aethernaut can produce a strong ward.

At 16th level, the aethernaut can produce a weak ward combined with another ward from the same plane.

At 19th level, the aethernaut can produce all three wards from the chosen plane.

Rapid Rebuild (Ex)

At 5th level, the aethernaut can rebuild his device once per day with 8 hours of work. This can change the device to be any item of the same device category (and item slot, if it has one) and equal or lower market price as the device, to a maximum of one-quarter the wealth by levelCRB for a character of his aethernaut level. He must succeed at the Craft or Spellcraft check to create the new item; if he fails, the device is not modified.

At 13th level, using this ability takes only 1 hour and the maximum value is one-third the wealth by level for a character of the aethernaut's level.

At 19th level, the aethernaut can use this ability as a full-round action once per day.

Improved Jury-Rig Item (Su)

At 6th level, the aethernaut can jury-rig a magic item for 10 minutes per level as a full-round action by spending a use of precision. He can choose to grant it a rift edge or a rift ward, depending on what sort of item it is. Any character who knows a command word chosen by the aethernaut can use this item. (The aethernaut can still use any ability he grants).

To give it the rift edge ability, the item must be one normally wielded in hand. The aethernaut rolls for his rift edge ability on a mastered plane matching the item's aura (with a maximum strength according to the item's aura) and the item gains the ability to create the rift edge with that effect once on command. Once used, the jury-rig effect ends. The rift edge can be delivered with another weapon.

Finally, if the item occupies a magic item slot or is a vehicle (or part of a vehicle), it can be imbued with a rift ward matching an appropriate plane he has mastered; when he does so, he chooses among that plane's rift ward options as normal (to a maximum of the item's aura strength). The item's wearer (if a slotted item) or the vehicle (if a vehicle or attached to one) gains that rift ward constantly, but can turn it on or off with a command word. A rift ward on a vehicle also applies to any creatures on it, in it, or propelling it. A character that already has two or more rift wards gains no benefit from an item jury-rigged to grant a rift ward.

Planar Stride (Ex)

At 7th level, an aethernaut is unimpaired and unharmed by natural difficult terrain and the planar traits of his current plane of existence. For example, this protects him from the normal heat of the Plane of Fire but not hot areas on other planes. It prevents his light spells from being impeded on the Shadow Plane and prevents him from suffocating on the Plane of Earth or Plane of Water, but not elsewhere. It does not protect him from the vacuum of space.

Rift Step (Su)

At 9th level, an aethernaut can use his device to find gaps in reality to slip between spaces in seemingly impossible ways once per day as a standard action. At 12th level and every three levels thereafter, he can use this ability an additional time per day.

Dimension Door (Sp)

The aethernaut casts dimension door, treating his aethernaut level as his caster level. He can bring along one vehicle as if it were part of its pilot's body (effectively increasing the pilot's size to match the vehicle).

Planar Excursion (Sp)

At 12th level, the aethernaut can use rift step to cast plane shift, shadow walk, or ethereal jaunt. He can bring along one vehicle as if it were part of its pilot's body.

Precise Shift (Sp)

At 18th level, the distance the aethernaut arrives off-target with plane shift or shadow walk is reduced by nine tenths. He can also use etherealness as a rift step.

Planar Guide (Su)

At 10th level, the aethernaut's planar stride ability protects all allies within 30 feet and any vehicle he pilots (as well as any creatures in, on, or propelling such a vehicle).

Stalwart (Ex)

At 10th level, an aethernaut can use mental and physical resiliency to avoid certain attacks. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. This ability does not function while the aethernaut is helpless or wearing heavy armor.

Greater Discovery (Ex)

At 12th level, when the aethernaut gains a new discovery, he can choose from the following list.

Blinking Contraption (Sp)

As a standard action that doesn't provoke attacks of opportunity, you can rig your device to randomly shunt you between planes of existence as the spell blink for 1 round per level each day. (You can normally use precision to affect the miss chance of attacks against you but not your own attacks.) You can end the duration early as a swift action to save any remaining whole rounds for later.

Dual Rift Ward

You can have rift wards from two planes active at once, but both function as if your aethernaut level were 5 lower than it is (which limits which wards you can choose from for each plane).

Extended Rift Edge

When you inflict a rift edge with a limited duration on a target, it lasts twice as long. Planar Discovery: You gain an additional mastered plane.

Rift Fork (Su)

When you hit with a rift edge, you can make a ranged touch attack against another target within 30 feet. If you hit, apply the same rift edge to the new target.

Shred Space (Su)

You can apply slice space to a number of attacks each round equal to one-quarter your aethernaut level. You must have the slice space discovery to select this discovery.

Thinking Machine

You discover how to impart your device with intelligence (see Intelligent Magic Items in the Pathfinder Roleplaing Game Core Rulebook). It gains Ego 4 + modifier for its base magic item value, Intelligence 14, Wisdom 10, Charisma 10, 5 ranks in Knowledge (planes) (total modifier +7), 5 ranks in one other skill, darkvision 60 feet, and the ability to speak Common. The device can't activate its own aethernaut device powers or magic item powers unless you use a swift action to grant it that ability for 1 round. When activating its own device powers, but it uses its own ability scores and your aethernaut level -5. When activating its own magic item powers, its caster level is reduced by 5 and any
save DC is reduced by 2.

Improved Stalwart (Ex)

At 17th level, when the aethernaut fails at a Will or Fortitude saving throw for a partial effect, he nonetheless suffers only the partial effect. This ability does not function while the aethernaut is helpless or wearing heavy armor.


Aethernaut Devices

An aethernaut chooses one of the following devices at 1st level. The choice can't be changed. The following are the most well-established of aethernaut devices, but others are known.

Armor Device

You augment armor with springs, dynamos, and plating to protect you from the strange energies of distant planes.

Device Powers: You gain either proficiency with heavy armor or the armor customization discovery even if you don't meet the prerequisites. Once you make this choice, it can't be changed. If you choose heavy armor, at 11th level you can use stalwart only for Will saving throws while wearing heavy armor and at 17th level you can use stalwart normally in heavy armor.

Armor Boost (Su): At 5th level, you can boost the power of your armor as a move action. If you do, its enhancement bonus increases by +1. This enhancement bonus is added to the armor's, to a maximum of +5. You can also imbue the armor with any one armor special ability with an equivalent enhancement bonus of +1 instead of this bonus. The armor must have an enhancement bonus of at least +1 (from the item itself or from armor boost) to gain an armor special ability. This boost lasts for 1 minute per level each day, but can be dismissed as a swift action to save any remaining whole minutes for later.

Armor Conversion (Su): At 10th level, when you use armor boost, you can also subtract any number of points from the armor's innate enhancement bonus for the duration of the armor boost in order to add more or more potent armor special abilities; you must leave the armor with at least a +1 bonus. You can add one or two armor special abilities that are in total equivalent to the number you subtracted + 1 (this benefit is instead of increasing the armor's enhancement bonus). You can add an armor special ability worth up to 7,000 gp as if it were equivalent to a +1 bonus, one up to 16,000 gp as if it were equivalent to a +2 bonus, one up to 27,000 gp as if it were equivalent to a +3 bonus, 40,000 gp as if it were equivalent to a +4 bonus, and up to 55,000 gp as if it were equivalent to a +5 bonus.

Energy Conduction (Su): At 15th level, your armor can channel dangerous energy in combat. Whenever you reduce or negate acid, cold, electricity, fire, force, or sonic damage with a successful saving throw, energy resistance, or immunity, you can make a melee or ranged touch attack against a target within 30 feet as an immediate action. If you hit, the damage you avoided is dealt to that creature.

Perfect Armor (Su): At 20th level, your boost can raise your armor's enhancement bonus to a maximum of +6. While your armor's enhancement bonus is at least +6, it also grants you damage reduction 5/epic.

Rod Device

You use a rod to detect and channel cosmic energy along its length. Your rod can be used as a mace or quarterstaff or be embedded into the haft of a polearm.

Device Powers: Your rod device helps you read the vibrations around you. You gain the threaten precision discovery. If improve your rod to function as a metamagic rod, you can apply its effects to spells you cast from items.

Rhabdomancy (Sp): At 5th level, you can use your rod to cast locate object or locate creature with a duration of 1 round per aethernaut level each day with a command word; if you dismiss the effect as a swift action, any remaining whole rounds are saved for later. You can spend 5 of these rounds concentrating as a standard action on a future action instead of a creature or object to cast augury.

Extended Rhabdomancy: At 10th level, your rhabdomancy power has duration 1 minute per level (partial minutes are wasted) and you can spend 10 minutes of rhabdomancy to cast divination. In addition, you can use precision on a creature you are locating with rhabdomancy, and know instinctively what roll is being made in time to influence it (but not why).

Far Influence: At 15th level, your precision range increases to 30 feet, your rhabdomancy's range is 1 mile, and you can spend 15 minutes of rhabdomancy to cast prognosticationUI.

Vast Influence: At 20th level, your precision range increases to 60 feet, your rhabdomancy's range is 20 miles, and you can spend 20 minutes of rhabdomancy to cast true prognosticationUI.

Weapon Device

A weapon device generally incorporates exotic crystals tuned to vibrate according to nearby planar energies and to pierce planar boundaries.

Device Powers: You are automatically proficient with your weapon device. If you were already proficient with it, you gain the threaten precision discovery.

Weapon Boost (Su): At 5th level, you can give your device weapon a +1 enhancement bonus as a standard action. This enhancement bonus is added to the weapon's, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with a +1 equivalent enhancement bonus. The item must have an enhancement bonus of at least +1 to gain a weapon special ability. This boost lasts for 1 minute per level each day, but can be dismissed as a swift action to save any remaining whole minutes for later.

Enhancement Conversion (Su): At 10th level, when you activate your weapon boost, you can subtract any number of points of the weapon's innate enhancement bonus for the duration of the weapon boost in order to add that amount to the number of points you can convert into a weapon special ability. You must leave the weapon with at least a +1 bonus.

Greater Weapon Focus: Also at 10th level, you gain Greater Weapon Focus with your weapon device as a bonus feat even if you don't meet the prerequisites.

Parallel Weapon Boost (Su): At 15th level, you can divide up the total you subtracted from your weapon boost and the weapon's innate enhancement to add two different weapon special abilities that add up to that total.

Perfect Weapon (Su): At 20th level, the maximum enhancement bonus your weapon boost can result in becomes +6. While your weapon's enhancement bonus is at least +6, it bypasses all damage reduction.

Worn Device

Worn devices help detect and utilize planar energy more precisely than other devices. A worn device can be any item normally worn when in use. When improved, a worn device can become magic armor, a magic shield, a slotted wondrous item, or a ring, as appropriate for its form. You must replace the device to change which slot it occupies.

Device Powers: Your worn device allows you to use your sense of touch to pick up subtle interdimensional vibrations and manipulate the planar energy around your body more easily. You can use precision once per round on your turn as a free action.

Item Boost (Su): At 5th level, you can boost the power of your wondrous device as a standard action. If you do, any bonus it grants increases by 1, up to the maximum for that type of item. If the item grants more than one bonus, choose one. If the item doesn't grant a bonus, you gain one of the following: +2 enhancement bonus to one ability score, +1 natural armor bonus to AC, or +1 resistance bonus on saving throws. This ability lasts for 1 minute per level each day, but can be dismissed as a swift action to save any remaining whole minutes for later.

Extra Rift Ward (Su): At 10th level, you can activate a rift ward in addition to any you already have active as part of activating your item boost. It must be for a different plane than any you already have active. It lasts until your item boost ends. This rift ward functions as if your aethernaut level was 5 lower (which limits which kinds of rift wards you can choose from).

Improved Item Boost: At 15th level, your item boost increases the bonus granted by 2 (instead of 1) and lasts for 1 hour per level each day (partial hours are wasted).

Superior Item Boost (Su): At 20th level, your item boost can exceed the item's maximum bonus. While your item boost is active, your extra rift ward functions at your full aethernaut level.


Aethernaut Planar Masteries

The following are the most well-known planes mastered by aethernauts, but infinitely many are speculated to exist.

Air

Aura evocation or any that manipulates air or electricity

Planar Precision: If you have mastered this plane or are on this plane, you can use precision to affect the ranged attacks of any creature he can see or hear within 60 feet.

Rift Edges: Air phenomena blast with chilling or scorching winds and crackle with electricity.

Faint Rift edges (Roll 1d4, on a 4 choose the result)
1 5 points of electricity damage
2 trip combat maneuver with bonus equal to aethernaut level
3 deafened
Moderate Rift edges (Roll 1d4, on a 4 choose the result)
1 15 points of electricity damage
2 treats all foes as having concealment
3 gust of wind
Strong Rift edges (Roll 1d4, on a 4 choose the result)
1 45 points of electricity damage
2 air geyserACG
3 shout (20-foot cone)

Rift Wards

  • Faint Rift Ward: resist acid 10 (20 at 9th level or 30 at 15th level)
  • Moderate Rift Ward: entropic shield and air bubbleAPG
  • Strong Rift Ward: Any creature that attacks you in melee takes 1d6 + your aethernaut level points of electricity damage

Mastery Benefit: You also gain resist electricity 10 (20 at 9th level, 30 at 15th level).

Astral

Aura divination or any that teleports

Planar Precision: If you have mastered this plane or are on this plane, you can use precision to affect the skill check of any creature you can see within 60 feet.

Rift Edges: Astral phenomena are accompanied with vivid thoughts and unfamiliar memories.

Faint Rift edges (Roll 1d4, on a 4 choose the result)
1 4 points of mind-affecting damage
2 staggered (Will negates)
3 extend the duration of an ongoing effect by half its remaining duration (minimum 1 round)
Moderate Rift edges (Roll 1d4, on a 4 choose the result)
1 12 points of mind-affecting damage
2 hostile levitationUC
3 temporal stasis for 1 round
Strong Rift edges (Roll 1d4, on a 4 choose the result)
1 36 points of mind-affecting damage
2 confusion on target only
3 jester's jauntAPG

Rift Wards:

  • Faint Rift Ward: +1/2 level resistance bonus on saving throws against divinations, time manipulation, and emotionUM effects
  • Moderate Rift Ward: You gain a fly speed of 30 feet (average maneuverability)
  • Strong Rift Ward: You can can cast dimension door as a spell-like ability to travel up to 60 feet at will

Mastery Benefit: You also gain a +10 feet enhancement bonus to all speeds.

Chaotic

Aura evocation or chaotic

Planar Precision: If you have mastered this plane or are on this plane, you can use precision to affect the ranged attack roll of any creature you can hear within 60 feet. If you cause an attack to miss this way, apply the new attack roll against another random target within range.

Rift Edges: Chaotic phenomena are roiling, unformed proto-matter.

Faint Rift edges (Roll 1d4, on a 4 choose the result)
1 4 points of anarchic damage (none to chaotic creatures, double to lawful creatures)
2 the next attack roll against the target is rolled twice, taking the higher result, and counts as chaotic for DR and regeneration
3 ill omenAPG
Moderate Rift edges (Roll 1d4, on a 4 choose the result)
1 12 points of anarchic damage (none to chaotic creatures, double to lawful creatures)
2 target rolls twice for damage and takes the lower result
3 twisted spaceUC
Strong Rift edges (Roll 1d4, on a 4 choose the result)
1 36 points of anarchic damage (none to chaotic creatures, double to lawful creatures)
2 confusion on target only
3 whenever the target rolls d20, it rolls twice and takes the lower result

Rift Wards:

  • Faint Rift Ward: protection from law; if you have magic circle against law, its radius is 20 feet
  • Moderate Rift Ward: the first time you make a saving throw each round, you roll twice and take the better result
  • Strong Rift Ward: magic circle against law

Mastery Benefit: In addition to accessing the above outside this plane, for the purpose of bypassing damage reduction, your manufactured and natural weapons count as lawful or one special material appropriate for harming natives of the plane (your choice when you master this plane).

Dream

Aura illusion

Planar Precision: If you have mastered this plane or are on this plane, you can use precision to affect the Will saving throws of any creature you can see or hear within 30 feet and their Bluff, Disguise, Perception, and Sense Motive checks.

Rift Edges: Dream phenomena seem different to different observers simultaneously.

Faint Rift edges (Roll 1d4, on a 4 choose the result)
1 4 points of mind-affecting damage
2 fatigued 1 hour (Will negates)
3 shaken (Will negates)
Moderate Rift edges (Roll 1d4, on a 4 choose the result)
1 12 points of mind-affecting damage
2 touch of idiocy
3 oneiric horrorOA
Strong Rift edges (Roll 1d4, on a 4 choose the result)
1 36 points of mind-affecting damage
2 phantasmal afflictionUI
3 exhausted 1 hour (Will save to be fatigued instead)

Rift Wards:

  • Faint Rift Ward: Disguise self (veil at 8th level)
  • Moderate Rift Ward: Chameleon strideAPG
  • Strong Rift Ward: Mirror image

Mastery Benefit: You also gain darkvision 30 feet or your existing darkvision extends 30 feet farther. At 12th level, the range increases by 30 feet.

Earth

Aura transmutation or any that manipulates acid or earth

Planar Precision: If you have mastered this plane or are on this plane, you can use precision to affect the melee attacks of any creature you can hear or touch within 60 feet.

Rift Edges: Earth phenomena are slurries of acidic mud and tumbling stone.

Faint Rift edges (Roll 1d4, on a 4 choose the result)
1 5 points of acid damage
2 bull rush combat maneuver with bonus equal to aethernaut level
3 expeditious excavationAPG
Moderate Rift edges (Roll 1d4, on a 4 choose the result)
1 15 points of acid damage
2 10 points of acid damage immediately and 1 round later
3 soften earth and stone in target's space and adjacent squares only
Strong Rift edges (Roll 1d4, on a 4 choose the result)
1 45 points of acid damage
2 calcific touchAPG
3 earth tremorUW

Rift Wards:

  • Faint Rift Ward: resist electricity 10 (20 at 9th level or 30 at 15th level)
  • Moderate Rift Ward: DR 1/adamantine (3 at 12th level or 5 at 18th level)
  • Strong Rift Ward: tremorsense 15 feet (30 feet at 15th)

Mastery Benefit: You also gain a burrow speed of 5 feet (10 feet at 9th level, 20 feet at 15th level).

Ether

Aura conjuration

Planar Precision: If you have mastered this plane or are on it, you can use precision to affect percentile dice for any target anywhere you are aware of within 60 feet. If you are aware of a creature but do not know its location, you can spend a use of precision to learn its location if it is within 60 feet.

Rift Edges: Ethereal phenomena are mostly rooted in aether, the raw proto-matter that suffuses the Ethereal Plane.

Faint Rift edges (Roll 1d4, on a 4 choose the result)
1 4 points of force damage
2 lose Dexterity bonus to AC
3 obscuring mist in target's space and adjacent squares only
Moderate Rift edges (Roll 1d4, on a 4 choose the result)
1 12 points of force damage
2 4 points of force damage and push target 5 feet per 2 aethernaut levels (Fortitude negates push)
3 ectoplasmic snareOA
Strong Rift edges (Roll 1d4, on a 4 choose the result)
1 36 points of force damage
2 condensed etherOA in target's space and adjacent squares only
3 etheric shardsOA in target's space and adjacent squares only

Rift Wards:

  • Faint Rift Ward: +1/4 level deflection bonus to AC
  • Moderate Rift Ward: See invisibility
  • Strong Rift Ward: Haste

Mastery Benefit: You also gain Blind-Fight as a bonus feat. If you already have Blind-Fight, you instead gain Improved Blind-Fight even if you don't meet the prerequisites.

Evil

Aura enchantment, evil, or any that you know to be cursed

Planar Precision: If you have mastered this plane or are on this plane, you can use precision to affect the Fortitude or Will saving throw of any enemy you can see within 40 feet.

Rift Edges: Evil phenomena seem to manifest in ways that cause the maximum amount of suffering.

Faint Rift edges (Roll 1d4, on a 4 choose the result)
1 4 points of unholy damage (none to evil creatures, double to good creatures)
2 the next damage roll against the target is rolled twice, taking the higher result, and counts as evil for DR and regeneration
3 paranoiaOA for 1 round
Moderate Rift edges (Roll 1d4, on a 4 choose the result)
1 12 points of unholy damage (none to evil creatures, double to good creatures)
2 murderous commandUM and deafened (Fortitude negates)
3 nauseated with pain (Fortitude negates)
Strong Rift edges (Roll 1d4, on a 4 choose the result)
1 36 points of unholy damage (none to evil creatures, double to good creatures)
2 disfiguring touchUM
3 pain strikeAPG

Rift Wards:

  • Faint Rift Ward: protection from good; if you have magic circle against good, its radius is 20 feet
  • Moderate Rift Ward: Any creature that attacks you in melee becomes sickened with pain for 1 round.
  • Strong Rift Ward: magic circle against good

Mastery Benefit: In addition to accessing the above outside this plane, for the purpose of bypassing damage reduction, your manufactured and natural weapons count as good or one special material appropriate for harming natives of the plane (your choice when you master this plane).

Fey

Aura abjuration

Planar Precision: If you have mastered this plane or are on this plane, you can use precision to affect the skill check of any creature you can see or hear within 40 feet.

Rift Edges: Faerie phenomena evoke the resplendent life and whimsical magic of the fey realms.

Faint Rift edges (Roll 1d4, on a 4 choose the result)
1 5 points of piercing damage
2 entangle in target's space only
3 faerie fire and dazzled
Moderate Rift edges (Roll 1d4, on a 4 choose the result)
1 15 points of piercing damage
2 fatigued for 1 hour
3 sickening entanglementACG
Strong Rift edges (Roll 1d4, on a 4 choose the result)
1 45 points of piercing damage
2 synesthesiaOA
3 thorny entanglementACG in target's space only

Rift Wards:

  • Faint Rift Ward: +1/2 level resistance bonus on saving throws against mind-affecting effects and negative energy
  • Moderate Rift Ward: Fast healing 5 (to a maximum of half; 10 at 18th level)
  • Strong Rift Ward: Spell resistance 5 + level; this interferes with allies' spells, but not your own. If you already have equal or higher spell resistance, instead increase it by 2

Mastery Benefit: You also gain spell resistance 5 + aethernaut level against unwanted spells.

Fire

Aura evocation or any that manipulates fire

Planar Precision: If you have mastered this plane or are on this plane, you can use precision to affect the Reflex saving throws of any creature you can see or hear within 60 feet.

Rift Edges: Fire phenomena have to do with endless heat.

Faint Rift edges (Roll 1d4, on a 4 choose the result)
1 5 points of fire damage
2 catch on fire (1d6 a turn)
3 fascinated and dazzled
Moderate Rift edges (Roll 1d4, on a 4 choose the result)
1 15 points of fire damage
2 catch on fire (3d6 a turn)
3 smoke mode of pyrotechnics (target's space doesn't require a source)
Strong Rift edges (Roll 1d4, on a 4 choose the result)
1 45 points of fire damage
2 catch on fire (7d6 a turn)
3 firefallAPG (target's space doesn't require a source)

Rift Wards:

  • Faint Rift Ward: resist cold 10 (20 at 9th level or 30 at 15th level)
  • Moderate Rift Ward: a veil of smoke functions as blur for you
  • Strong Rift Ward: any creature that attacks you in melee takes 1d6 + your aethernaut level points of fire damage

Mastery Benefit: You also gain fire resistance 10. At 9th level and 15th level, the resistance increases by 10.

Good

Aura abjuration or good

Planar Precision: If you have mastered this plane or are on this plane, you can use precision to affect the Fortitude or Will saving throw of any ally you can see within 40 feet.

Rift Edges: Good phenomena manifest in ways that stymie with minimal pain.

Faint Rift edges (Roll 1d4, on a 4 choose the result)
1 4 points of holy damage (none to good creatures, double to evil creatures)
2 target must succeed on a Will save to attack or be forced to choose a different action
3 The next attack against the target counts as good for DR and regeneration. If the attack is to deal nonlethal damage, the attack roll takes no penalty and the damage is increased by 1d6
Moderate Rift edges (Roll 1d4, on a 4 choose the result)
1 12 points of holy damage (none to good creatures, double to evil creatures)
2 compassionate allyUM and deafened (Fortitude negates)
3 reckless infatuationUM
Strong Rift edges (Roll 1d4, on a 4 choose the result)
1 36 points of holy damage (none to good creatures, double to evil creatures)
2 blinded permanently (Fortitude reduces duration to 1 round)
3 terrible remorseUM

Rift Wards:

  • Faint Rift Ward: protection from evil; if you have magic circle against evil, its radius is 20 feet
  • Moderate Rift Ward: sanctuary
  • Strong Rift Ward: magic circle against evil

Mastery Benefit: In addition to accessing the above outside this plane, for the purpose of bypassing damage reduction, your manufactured and natural weapons count as evil or one special material appropriate for harming natives of the plane (your choice when you master this plane).

Lawful

Aura transmutation or lawful

Planar Precision: If you have mastered this plane or are on this plane, you can use precision on your d20 roll to treat it as if you had rolled 11 instead of rolling.

Rift Edges: Lawful phenomena create precise bolts of energy.

Faint Rift edges (Roll 1d4, on a 4 choose the result)
1 4 points of axiomatic damage (none to lawful creatures, double to chaotic creatures)
2 The next attack roll against the target can take 11 instead of rolling and counts as lawful for DR and regeneration
3 The next time the creature would roll an attack roll, it treats the result as if it had rolled a 9 instead of rolling
Moderate Rift edges (Roll 1d4, on a 4 choose the result)
1 12 points of axiomatic damage (none to lawful creatures, double to chaotic creatures)
2 command and deafened (Fortitude negates)
3 slow on target only
Strong Rift edges (Roll 1d4, on a 4 choose the result)
1 36 points of axiomatic damage (none to lawful creatures, double to chaotic creatures)
2 hold monster for 1 round
3 mark of justice (Will negates)

Rift Wards:

  • Faint Rift Ward: protection from chaos; if you have magic circle against chaos, its radius is 20 feet
  • Moderate Rift Ward: You can take 10 on any skill check even if you are distracted or in combat.
  • Strong Rift Ward: magic circle against chaos

Mastery Benefit: In addition to accessing the above outside this plane, for the purpose of bypassing damage reduction, your manufactured and natural weapons count as chaotic or one special material appropriate for harming natives of the plane (your choice when you master this plane).

Material

Aura transmutation

Planar Precision: If you have mastered this plane or are on this plane, you can use precision to affect the attack roll of any creature you can see within 30 feet.

Rift Edges: Material phenomena seem like accidents.

Faint Rift edges (Roll 1d4, on a 4 choose the result)
1 5 points of weapon's damage
2 dirty trickAPG combat maneuver with a bonus equal to aethernaut level
3 entangle in target's space only
**Moderate Rift edges// (Roll 1d4, on a 4 choose the result)
1 15 points of weapon's damage
2 sleet storm in target's space and adjacent squares only for 1 round
3 vomit swarmAPG
Strong Rift edges (Roll 1d4, on a 4 choose the result)
1 45 points of weapon's damage
2 dispel magic
3 thorny entanglementACG

Rift Wards:

  • Faint Rift Ward: +1/2 level resistance bonus on saving throws against acid, electricity, and sonic effects
  • Moderate Rift Ward: You gain a climb speed equal to your base land speed (and a +8 bonus on Climb checks)
  • Strong Rift Ward: blindsight 5 ft. (10 ft. at 15th level)

Mastery Benefit: You also gain a +2 bonus on Acrobatics, Perception, Survival, Stealth, and initiative checks.

Negative Energy Plane

Aura necromancy

Planar Precision: If you have mastered this plane or are on this plane, you can use precision to affect the Fortitude or Reflex saving throw of any enemy you can hear within 40 feet.

Rift Edges: Negative phenomena are painful flares of clutching darkness.

Faint Rift edges (Roll 1d4, on a 4 choose the result)
1 4 points of negative energy damage (only affects living)
2 sickened by pain (Fortitude negates)
3 fatigued
Moderate Rift edges (Roll 1d4, on a 4 choose the result)
1 12 points of negative energy damage (only affects living)
2 1 temporary negative level (until removed)
3 ghoul touch for 1 round
Strong Rift edges (Roll 1d4, on a 4 choose the result)
1 36 points of negative energy damage (only affects living)
2 2 temporary negative levels (until removed)
3 exhausted for 1 hour (Fortitude to be fatigued instead)

Rift Wards:

  • Faint Rift Ward: +1/2 level resistance bonus on saving throws against disease, light, and positive energy
  • Moderate Rift Ward: deathwatch (range 60 feet)
  • Strong Rift Ward: Whenever a living creature attacks you in melee, it takes 1d4 + your aethernaut level points of negative energy damage

Mastery Benefit: You also gain a +4 bonus on saving throws against death and negative energy effects and ignore the penalties from negative levels (although they can still kill you).

Neutrality

Aura abjuration or any that grants a bonus to saving throws

Planar Precision: If you have mastered this plane or are on this plane, you can use precision to affect any opposed rolls made by any creature he can see or hear within 60 feet.

Rift Edges: Arcs of symmetrical energies oscillate and pulse in prismatic coronas around you.

Faint Rift edges (Roll 1d4, on a 4 choose the result)
1 1 point each of acid, cold, electricity, fire, and sonic damage
2 reduce highest energy resistance (not immunity) by ½ aethernaut level
3 color spray
Moderate Rift edges (Roll 1d4, on a 4 choose the result)
1 3 points each of acid, cold, electricity, fire, and sonic damage
2 reduce highest energy resistance (not immunity) by aethernaut level
3 rainbow burst
Strong Rift edges (Roll 1d4, on a 4 choose the result)
1 9 points each of acid, cold, electricity, fire, and sonic damage
2 rainbow pattern
3 reduce all energy resistance by aethernaut level

Rift Wards:

  • Faint Rift Ward: resist energy (all) 2 (5 at 9th level or 10 at 15th level)
  • Moderate Rift Ward: Gain effects of both shield and bear’s endurance
  • Strong Rift Ward: Any creature that attacks you in melee takes 1d6 each of acid, cold, electricity, fire, and sonic damage.

Mastery Benefit: You may suppress your alignment for purposes of game effects, not taking penalties for wielding counter alignment weapons and similar spells or effects. You gain a +4 bonus on your CMD and to Acrobatics checks made to keep balance.

Positive Energy Plane

Aura conjuration or any that heals

Planar Precision: If you have mastered this plane or are on this plane, you can use precision to affect the Fortitude or Reflex saving throw of any ally you can hear within 40 feet.

Rift Edges: Positive phenomena are blinding displays of energetic light.

Faint Rift edges (Roll 1d4, on a 4 choose the result)
1 8 points of positive energy damage (only affects undead)
2 dazzled and fascinated
3 sickened by euphoria (Fortitude negates)
Moderate Rift edges (Roll 1d4, on a 4 choose the result)
1 24 points of positive energy damage (only affects undead)
2 blinded permanently (Reflex to be dazzled 1 round instead)
3 entangle in target's space and adjacent squares that can manipulate any nonmagical objects
Strong Rift edges (Roll 1d4, on a 4 choose the result)
1 72 points of positive energy damage (only affects undead)
2 staggered by euphoria
3 daylight and dazzled

Rift Wards:

  • Faint Rift Ward: +1/2 level resistance bonus on saving throws against death effects, negative energy, and poison
  • Moderate Rift Ward: 10 temporary hit points (15 at 12th level)
  • Strong Rift Ward: Fast healing 20 (to a maximum of half; 30 at 15th)

Mastery Benefit: You also gain fast healing 1 as long as you have fewer than half your maximum hit points. At 12th level, it improves to fast healing 5.

Shadow

Aura illusion

Planar Precision: If you have mastered this plane or are on this plane, you can use precision to affect the Will saving throws of any creature you can touch or see within 60 feet and to affect the percentile roll to determine whether the non-damaging effects of shadow illusions apply to it.

Rift Edges: Shadow phenomena have to do with the constantly shifting balance between darkness and light, life and death, and other dualistic forces.

Faint Rift edges (Roll 1d4, on a 4 choose the result)
1 4 points of negative energy damage (only affects living)
2 sickened with pain (Fortitude negates)
3 shaken (Will negates)
Moderate Rift edges (Roll 1d4, on a 4 choose the result)
1 12 points of negative energy damage (only affects living)
2 5 points of negative energy damage and you gain 5 temporary hit points for 1 hour (only affects living)
3 darkness
Strong Rift edges (Roll 1d4, on a 4 choose the result)
1 36 points of negative energy damage (only affects living)
2 shadow conjuration (glitterdust, sleet storm, spiked pitAPG, or stinking cloud only)
3 deeper darkness

Rift Wards:

  • Faint Rift Ward: +1/2 level resistance bonus on saving throws against blindness and light effects
  • Moderate Rift Ward: Chameleon strideAPG
  • Strong Rift Ward: You can use shadow stepUM to travel up to 30 feet as a spell-like ability at will

Mastery Benefit: You also gain darkvision 30 feet or your existing darkvision extends 30 feet farther. At 12th level, the range increases by 30 feet.

Water

Aura conjuration or any that manipulates cold or water

Planar Precision: If you have mastered this plane or are on this plane, you can use precision to affect the Fortitude saving throw of any creature you can see or hear within 60 feet.

Rift Edges: Water phenomena splash or form ice crystals whenever they manifest.

Faint Rift edges (Roll 1d4, on a 4 choose the result)
1 5 points of cold damage
2 obscuring mist
3 bull rush combat maneuver with bonus equal to aethernaut level
Moderate Rift edges (Roll 1d4, on a 4 choose the result)
1 15 points of cold damage
2 entangled by ice
3 aqueous orbAPG for 1 round
Strong Rift edges (Roll 1d4, on a 4 choose the result)
1 45 points of cold damage
2 wall of ice
3 ice storm

Rift Wards:

  • Faint Rift Ward: resist fire 10 (20 at 9th level or 30 at 15th level)
  • Moderate Rift Ward: swim speed 30 feet (40 feet at 12th level, 60 feet at 18th level)
  • Strong Rift Ward: blindsense 15 feet (30 feet at 15th)

Mastery Benefit: You also can breathe water and ignore all penalties for acting underwater. At 12th level, you can't slip on slippery surfaces.


Favored Class Options

An aethernaut belonging to an indicated species below can gain the listed benefit in place of gaining a hit point or skill point from gaining a level of aethernaut (if it is that character's favored class).

  • AasimarARG: +1/3 level for the effectiveness of one mastered plane's benefit (maximum +3 to each).
  • Ceptu: +1/6 of a discovery.
  • ChangelingARG: +1/4 use of precision.
  • DhampirARG: +1/2 bonus on Perception and Survival checks.
  • DrowARG: +1/2 damage on damage modified by precision or rift edge.
  • DuergarARG: +1/4 level for the effectiveness of one rift ward (maximum +2 to each; each strength of the one plane is a different rift ward).
  • Dwarf: +1/4 level for the effectiveness of the aethernaut's device or rapid rebuild ability (maximum +2 to each ability).
  • Elf: +1/3 level for the effectiveness of one mastered plane's benefit (maximum +3 to each).
  • FetchlingARG: +1/3 level for the effectiveness of one mastered plane's benefit (maximum +3 to each).
  • GillmenARG: +1/2 bonus on driving checks and Swim checks.
  • Gnome: +1/6 of a discovery.
  • GoblinARG: +1/2 damage on damage modified by precision or rift edge.
  • GrippliARG: +1/6 of a mastered plane.
  • Halfling: +1/6 of a mastered plane.
  • Half-Elf: +1/4 use of precision.
  • Half-Orc: +1/4 use of precision.
  • HobgoblinARG: +1/2 damage on damage modified by precision or rift edge.
  • Human: +1/4 use of precision.
  • IfritARG: +1/3 level for the effectiveness of one mastered plane's benefit (maximum +3 to each).
  • Judow: +1/3 level for the effectiveness of one mastered plane's benefit (maximum +3 to each).
  • KitsuneARG: +1/4 use of precision.
  • KoboldARG: +1/6 of a discovery.
  • MerfolkARG: +1/3 level for the effectiveness of one mastered plane's benefit (maximum +3 to each).
  • Mirrorkin: +1/6 of a mastered plane.
  • NagajiARG: +1/2 damage on damage modified by precision or rift edge.
  • OrcARG: +1/2 damage on damage modified by precision or rift edge.
  • OreadARG: +1/3 level for the effectiveness of one mastered plane's benefit (maximum +3 to each).
  • RatfolkARG: +1/6 of a discovery.
  • Rhyzala: +1/4 use of precision.
  • SamsaranARG: +1/4 use of precision.
  • StrixARG: +1 foot all speeds and the speed of any driven vehicle. (In combat, round down to the nearest 5 feet).
  • SuliARG: +1/3 level for the effectiveness of one mastered plane's benefit (maximum +3 to each).
  • SvirfneblinARG: +1/6 of a mastered plane.
  • SylphARG: +1/3 level for the effectiveness of one mastered plane's benefit (maximum +3 to each).
  • Shadow Fey: +1/6 of a mastered plane.
  • TenguARG: +1/4 use of precision.
  • TieflingARG: +1/2 damage on damage modified by precision or rift edge.
  • UndineARG: +1/3 level for the effectiveness of one mastered plane's benefit (maximum +3 to each).
  • VanaraARG: +1/4 use of precision.
  • Veryx: +1/4 use of precision.
  • VishkanyaARG: +1/2 bonus on Acrobatics and Escape Artist checks.
  • WayangARG: +1/6 of a mastered plane.
  • Xodai: +1/4 level for the effectiveness of the aethernaut's device or rapid rebuild ability (maximum +2 to each ability).

Aethernaut Archetypes

-Chrononaut

-Juggernaut

-Occult Troubleshooter

-Oneironaut


City of 7 Seraphs by Lost Spheres Publishing
Classes
Aegis Aethernaut Echo
Eclipse Nexus Radiant
Shadow Weaver Theurge
Races
Ceptu Judow Mirrorkin Rhyzala Shadow Fey Veryx
Xodai
Luminous Organizations
Ashlords Children of Dreams Everlasting Dawn Foreseers House of Prominence Steamstriders
Neutral Organizations
Cocoon Pact Descendants of Thunder
Umbral Organizations
Blackswords Booksealers Church of Coin Frozen Graves Hands of Burden Scarlet Sovereignty
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