Spheres of Power

Taskmaster

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Ultimate Engineering
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A soldier, inventor, master at arms, or battle savant, the taskmaster has developed advanced programming that assists them in combat.

This archetype is for the armiger class (Spheres of Might).

Task Center (Ex): At 1st level, the taskmaster gains the Tinker sphere, selecting the (computation) package, and gains the Tinker sphere Cognitive Set talent as a bonus talent.

The taskmaster may craft a unique routine known as a “task center”; the taskmaster’s task center is a personal gizmo and does not count against the taskmaster’s gizmo limit and always uses the taskmaster as the host gizmo (rather than being installed into one of the taskmaster’s gizmos). A task center routine functions similarly to mental augmentation gizmo modified by the Cognitive Set brain jack ability (functioning as a storage routine that can store memories for the taskmaster), and grants its competence bonus based on the active task-set (see below).

Task Sets: The taskmaster customizes their task center by creating “task-sets'' instead of customizing a weapon. Each task-set is assigned to a mental ability score (Intelligence, Wisdom, or Charisma) and while active, grants its bonuses as a mental augmentation to that assigned ability score. Each task-set is assigned 1 combat talent, +1 combat talent at 3rd level and every 4 levels thereafter. The taskmaster can customize 3 task-sets, +1 task-set at 11th and 19th levels. The taskmaster may re-customize any number of their task centers as part of 8 hours of rest. A task-set is otherwise treated as an armiger’s customized weapon; the taskmaster passively retains "access" to talents granted by their task-sets (even while inactive or unusable) for the purposes of bonus skill ranks, Beastmastery tamed creatures, crafted Alchemy formulae, Tinker gizmos maintained and gizmo limit, etc. (even while the task-set is inactive).

Further Modifying the Task Center: If the taskmaster possesses abilities that could alter or add to a physical or mental augmentation’s effects, they may individually alter each task-set to have those effects provided that the task-set is assigned to the appropriate ability score (for example, the taskmaster may modify a Strength-assigned task-set with the Pressure Jack load bearer ability).

Switching between active task-sets may be done as a free action during the taskmaster’s turn.

This alters customized weapons.

Special - (Augmentation) Package: If the taskmaster possesses the (augmentation) package, the taskmaster’s task center may be assigned either physical or mental ability scores (as though it were a physical or mental augmentation), granting bonuses as appropriate for the active task-set. The task center is only ever assigned to a single ability score at a time (and is not “both” a physical and mental augmentation).

Config. Expertise (Ex): At 1st level, the taskmaster gains the Equipment sphere as a bonus sphere, selecting a talent of their choice. The taskmaster may spend 1 minute observing, handling, or practicing with a piece of equipment to change this Equipment sphere talent, losing the previously selected Equipment sphere talent and gaining a new one in its place. This talent may be either a (discipline) talent or other talent related to the equipment’s use (such as Expert Reloading if studying a crossbow or firearm, or Throw Bash with a throwable shield, and so on). The taskmaster may deplete 1 battery gizmo in their possession as a free action to use this ability immediately (rather than spending 1 minute).

This ability may be used with a non-weapon to suffer no penalties when using that specific object as an improvised weapon (in place of gaining a new Equipment talent).

This replaces quick change.

Note: At GM discretion, truly unusual weapons or equipment (i.e. advanced technological weapons for a caveman, alien weapons for a medieval knight) may be excluded if the taskmaster would have no frame of reference about how to use the equipment.

Charged Focus (Ex): At 3rd level, as an immediate action, the taskmaster may deplete a battery gizmo to regain martial focus. Whenever the taskmaster succeeds at a combat maneuver, confirms a critical hit, or reduces a foe to 0 or fewer hit points, the taskmaster may instead use this ability as a free action (that can be taken even when it is not the taskmaster’s turn).

This alters focusing switch.

Config. Engage (Ex): At 5th level, the taskmaster may designate an opponent to gain heightened combat prowess against. Once per round as a free action, the taskmaster may designate a single creature that they can see. The taskmaster gains a +2 untyped bonus on attack rolls and damage rolls against the target; this bonus increases by +1 per 4 levels after 5. This effect lasts until the taskmaster designates a new creature; the taskmaster may designate a new opponent whenever they reduce a foe to 0 or fewer hit points as free action that can be taken even when it is not the taskmaster’s turn.

This alters enhanced customization; the taskmaster's config. engage otherwise counts as the armiger’s enhanced customization bonus for the purposes of armiger prowesses and other effects.

Config. Overclock (Ex): At 5th level, the taskmaster may overclock their active task-set to perform a number of effects. Overclocking a task-set renders it inactive and unusable for a number of rounds indicated on the overclock (becoming available at the start of the taskmaster’s turn). If an overclock would have a listed duration, the task-set remains unusable until the overclock ends (although the taskmaster may choose to end the overclock’s effects early as a free action). Whenever the taskmaster overclocks a task-set, the taskmaster may immediately switch to another task-set (provided one is still usable).

At 5th level, the taskmaster can use the following overclock abilities:

  • Overdrive (1 round): After successfully performing an attack action or combat maneuver as a standard action, as a swift action the taskmaster expends martial focus and overclocks 1 task-set. The taskmaster performs an additional attack at a -2 penalty. At 10th level and every 5 levels thereafter, if the taskmaster’s additional attack is successful, the taskmaster may overclock 1 additional task-set to perform 1 additional attack at a cumulative -2 penalty (-2, -4, etc.), as long as each additional attack is successful. The taskmaster may spend a move action to move at any point during this overclock between the triggering action and additional attacks. Overdrive is treated as the rapid assault ability for the purposes of other effects.
  • Rerouting (1 round): When targeted by an attack or included in the area of effect of an ability, as an immediate action the taskmaster overclocks 1 task-set. The taskmaster immediately moves up to half their speed (this provokes attacks of opportunity as normal, except for the first square exited) and gains a dodge bonus to their AC and saving throws against the effect equal to their config. engage bonus in addition to the evasion ability (suffering no secondary effects on a successful Reflex save).

At 10th level, the taskmaster can use the following overclock abilities:

  • Exploit Vulnerabilities (1 round): As part of making one or more attacks as part of a standard or full attack action (including additional attacks as part of an attack action), the taskmaster overclocks 1 task-set. The taskmaster’s attacks made as part of this action treat the target’s damage reduction, hardness, and energy resistance (if any) as 1 point lower per armiger level (to a minimum of 1/2 the original value).
  • Full Dive (1+ rounds): As a move action, the taskmaster may overclock 1 task-set. For this overclock’s duration (rounds equal to 1 + the taskmaster’s practitioner modifier), the taskmaster gains one of the following benefits, chosen when first activating this overclock, plus 1 additional benefit each round at the start of the taskmaster’s turn:
    • The taskmaster may make 1 additional 5-foot step each turn; this 5-foot step may be taken even if the taskmaster has spent a move action or greater to move.
    • The taskmaster may move up to 10 feet as a free action whenever they make a successful attack; this movement does not provoke attacks of opportunity from the struck target. Each round, the taskmaster cannot move more than their highest movement speed this way.
    • The taskmaster may make an attack as a swift action.
    • The taskmaster may stand up from prone as a free action without provoking attacks of opportunity.
    • The taskmaster’s movement modes each increase by +30 feet.
    • The taskmaster reduces the actions required to reload a weapon by 1 step.
    • The taskmaster may make a number of additional attacks of opportunity each round equal to their practitioner modifier (this stacks with the Combat Reflexes feat and similar effects).
    • The taskmaster gains a number of temporary hit points equal to their taskmaster level + their practitioner modifier; these temporary hit points last until they are lost or the overclock ends (this only occurs once, when first selected).
    • The taskmaster immediately regains martial focus (this only occurs once when first selected).
    • The taskmaster may expend their martial focus as a free action to select an additional benefit (in addition to those selected when the overclock first begins, and each round after).

      Note: If the taskmaster has already selected each full dive option, the taskmaster does not select a new full dive option at the start of their turn. The overclock’s ability does not end if they have selected each option, and continues its duration as normal.

At 15th level, the taskmaster can use the following overclock abilities:

  • Dual Threading (2 rounds): As a full-round action, the taskmaster may expend martial focus and overclock 1 task-set. The taskmaster performs 2 attack actions, each at a -2 penalty (this penalty applies to any additional attacks performed by the attack action). The taskmaster may not use the overdrive overclock with this ability. Dual threading is treated as the lightning assault ability for the purposes of other effects.
  • End Unresponsive Task (2 rounds): As an immediate action, the taskmaster overclocks 1 task-set. The taskmaster chooses 1 non-permanent condition they are under and reduces its remaining duration by a number of rounds equal to 1 + the taskmaster’s practitioner modifier. This overclock may be used even if the taskmaster would be prevented from taking actions (i.e. dazed, stunned, etc.); if the chosen condition would be one that prevents the taskmaster from taking actions, the taskmaster must attempt a saving throw against that condition’s original DC (or a Will save DC 10 + 1/2 the condition’s source’s challenge rating, if the condition did not originally have a saving throw) to reduce that condition’s remaining duration. Effects that can worsen on a failed saving throw do not progress if this saving throw attempt is a failure.

This replaces rapid assault and lightning assault.

Lightning Reprogram (Ex): At 7th level, once per round, the taskmaster may switch their active task as free action that can be taken even when it is not the taskmaster’s turn.

This alters lightning change.

Instant Memorization (Ex): The taskmaster has seen all, and can immediately adapt.

At 20th level, the taskmaster may deplete 1 battery as a standard action to fully re-customize one of their task-sets. The taskmaster loses the benefits of any talents known through this task-set (Alchemy sphere formulae immediately degrade, Beastmastery sphere tamed animal allies immediately become untamed, Tinker sphere gizmos immediately become nonfunctional).

In addition, the taskmaster gains an insight bonus to the task-set’s assigned ability score equal to 1/2 the task center’s competence bonus to skill checks and ability checks.

This replaces unlimited assault.


Taskmaster Armiger Prowesses

Note: The taskmaster armiger does not possess weapons to customize; many armiger prowess options that allow the armiger to customize a new type of weapon may not function normally for the taskmaster.

The taskmaster armiger gains exclusive access to the following prowess options:

Artificial Assistance: The taskmaster gains the Tinker sphere Multifunctional Gizmos talent as a bonus talent. In addition, the taskmaster’s task center may be a host gizmo for the taskmaster’s other routines, including Artificial Intelligence (despite being a routine itself).

An AI installed in the taskmaster’s task center treats the taskmaster as its host gizmo for all purposes (sharing the taskmaster’s senses, etc.), may communicate with the taskmaster telepathically, and may activate or use any gizmo in the taskmaster’s possession (as though it were also their host gizmo). Installed AI cannot compete with the taskmaster for control of their body, and may only control the taskmaster’s body if the taskmaster allows it (treated as the AI piloting the taskmaster, as though the taskmaster were a mechanoid). The AI cannot take physical actions that the taskmaster has already taken (i.e. a move action to move if the taskmaster already moved, standard action to attack if the taskmaster already used their standard action, and so on), but may use and operate gizmos in the taskmaster’s possession. While piloting the taskmaster, an AI is subject to any effects (bonuses, penalties, conditions, etc.) the taskmaster is under; if the taskmaster is dead, the AI treats the taskmaster as a deactivated gizmo.

The taskmaster’s AI counts as possessing the currently active task-set’s talents for all purposes. If the AI is not installed in the taskmaster’s task center (and instead in a mechanoid or other host), the AI must be able to hear and see the taskmaster to benefit from the taskmaster’s active task-set.

Special - (Transmission) Package: If the taskmaster possesses the (transmission) package, the task center now also functions as a transmitter which transmits a signal to share its active task-set talents to the taskmaster’s AI (no longer requiring hearing and sight).

High-Complexity Pathways (requires Config. Overclock): The taskmaster gains their choice of either the Tinker sphere Disruption Set or Technological Weapons talent as a bonus talent. The taskmaster gains the following overclock:

  • Magitech Properties (1+ rounds): As a swift action, the taskmaster overclocks 1 or more task-sets. The taskmaster grants one weapon, shield, or armor in their possession a single special ability whose total enhancement value is equal to or less than 1 + 1 per 5 levels after 5th. The chosen special ability must be from the list of special abilities available to an armorist (Ultimate Spheres of Power). This overclock lasts a number of rounds equal to 1 + the taskmaster’s practitioner modifier.

Renewable Energy (requires Config. Overclock): The taskmaster gains the Tinker sphere Energy Set talent as a bonus talent. In addition, whenever the taskmaster uses charged focus, in addition to the normal benefits of charged focus, the taskmaster may reduce the inactive duration of each overclocked task-set by 1 round (this may restore an overclocked task-set to being usable).