Crystal-Linked

Crystal Linked is a variant of Factotum:
Crystal Linked are people who have a piece of crystal Teck fused into their body. Granting them vision of the crystal teck network and ways of hacking that network for temporary bonuses. This hacking later allows them to hack and disable enemy crystal teck.

in the description replace all mentions of “Cunning” with “Crystal” and all abilities that reference Intelligence now reference Charisma.
Inspiration Points are now Hack Points
Remove the Trap-finding class feature
the good save is chosen at first level of Crystal linked(example is reflex)
Remove the martial weapon proficiency
Gain the Crystal Vision, imp Crystal vision, crystal hack and Imp Crystal hack class features
Remove the cunning strike class feature
Arcane dilettante becomes Arcane Hack
Opportunistic piety becomes Holy Hack


Factotum(Crystal Linked)
Base
d8 hd

Level Attack Bonus Fort Save Ref Save Will Save Spell Level Hack Points Special
1st +0 +0 +2 +0 2 Hacking, Crystal insight, Crystal knowledge, Crystal Vision
2nd +1 +0 +3 +0 0 3 Arcane Hack (1 spell)
3rd +2 +1 +3 +1 1 3 Brawn Hack, Crystal Defence
4th +3 +1 +4 +1 1 3 Arcane Hack (2 spells),
5th +3 +1 +4 +1 2 4 Holy Hack
6th +4 +2 +5 +2 2 4 Crystal Hack
7th +5 +2 +5 +2 2 4 Arcane Hack (3 spells)
8th +6/ +1 +2 +6 +2 3 5 Crystal surge
9th +6/ +1 +3 +6 +3 3 5 Arcane Hack(4 spells)
10th +7/ +2 +3 +7 +3 4 5 Improved Crystal Vision, Holy Hack ( +1use)
11th +8/ +3 +3 +7 +3 4 6 Crystal breach
12th +9/ +4 +4 +8 +4 4 6 Arcane Hack (5 spells)
13th +9/ +4 +4 +8 +4 5 6 Crystal dodge
14th +10/ +5 +4 +9 +4 5 7 Arcane Hack (6 spells)
15th +11/ +6/ +1 +5 +9 +5 6 7 Holy Hack ( +1 use)
16th +12/ +7/ +2 +5 +10 +5 6 7 Improved Crystal defense
17th +12/ +7/ +2 +5 +10 +5 6 8 Arcane Hack (7 spells)
18th +13/ +8/ +3 +6 +11 +6 7 8 Imp Crystal Hack
19th +14/ +9/ +4 +6 +11 +6 7 8 Crystal brilliance
20th +15/ +10/ +5 +6 +12 +6 7 10 Arcane Hack (8 spells), Holy Hack ( +1 use)
Class Skills (6 + Int modifier per level): All. Crystal linked have a huge repository of knowledge, allowing them to treat any skill as a class skill.

Weapon and Armor Proficiency:
A Crystal linked is proficient with all simple weapons and with light armour and shields (except tower shields). Because he uses spells as if they were spelllike abilities, a Crystal linked can wear armor without incurring the normal arcane spell failure chance. A multiclass Crystal linked still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Hacking:
At the beginning of every encounter the Crystal linked gains a number of Hack points determined by his level (see Table 1–1).

Crystal Insight (Ex):
Before making an attack roll, damage roll, or saving throw, you can spend 1 Hack point to gain a competence bonus on the roll equal to your Charisma modifier. Cunning insight does not require an action, and you can use it as often as you wish during your turn or others’ turns—provided that you have the Hack points to spend. Because this ability provides a competence bonus, it does not stack with itself.

Crystal Knowledge (Ex):
When making a check involving a skill in which you have at least 1 rank, you can spend 1 Hack Point point to gain a bonus on the check equal to your Crystal linked level. You can use this ability once per day for a particular skill. For example, if you use Crystal knowledge to gain a bonus on a Hide check, you cannot use the ability to improve other Hide checks for the rest of the day, though you can use it on different skills.

Crystal Vision:
This ability functions like detect magic except it does not require concentration to gather more data on a magic source. This ability also allows you to detect the square a piece of crystal teck is in within 30 feet after 3 rounds. Alternatively you can find crystal teck on a person(not visible) within 3 rounds. Crystal Vision cannot be turned off, and may cause problems in areas of extreme magic(dm discretion). Crystal teck stored in an extra dimensional space cannot be discovered this way.

Arcane Hack (Sp):
At 2nd level, you acquire a vague understanding of magic. You know that with a few weird hand gestures and an array of grunts and bizarre words, you can conjure up something that looks like a spell. By spending 1 Hack point, you can mimic a spell as a spell-like ability.
At the start of each day, choose a number of spells from the sorcerer/ wizard spell list based on your Crystal linked level. You can choose one spell at 2nd level, and you gain additional
spells as shown on Table 1–1. The maximum level of spell you can use, according to your class level, is also shown on the table. You can select any sorcerer/wizard spell up to that level, but you can prepare only one spell of your maximum level. Your caster level equals your level in this character class. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Cha modifier.
Once you have used a spell, you cannot use it again until you have rested for 8 hours. After resting for this time, you choose new spells and lose any unused spells from the previous day, though you can select the same spell on consecutive days. You cannot prepare the same spell multiple times to use it more than once during the same day.
You cannot use spells that require an XP cost. You must otherwise provide the necessary material components as normal.
If you wish to enhance a spell with a metamagic feat, you must apply the feat when you prepare the spell. In addition, you must be capable of using a spell of the modified spell’s level.

Brawn Hack (Ex):
At 3rd level, you gain your Charisma bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.

Crystal Defense (Ex):
You study your opponents and learn to anticipate their attacks. Starting at 3rd level, you can spend 1 Hack point to gain your Charisma bonus as a dodge bonus to Armor Class against one opponent for 1 round. Using this ability is a free action. You gain this benefit even while wearing medium or heavy armor. You can use this ability multiple times to gain a bonus against different opponents, but you cannot use it more than once during your turn against a single foe.

Holy Hack (Su):
Starting at 5th level, you can spend 1 Hack point to channel divine energy as a standard action. You can use this energy to heal injuries, harm undead, or turn undead. At 5th level, you can use this ability a number of times per day equal to 3 + your Wisdom bonus (if any). You gain one extra daily use of this ability at 10th level, 15th level, and 20th level. You cannot use opportunistic piety if you have exhausted your daily uses, even if you have Hack points left to spend.
If you use this ability to heal injuries, you channel positive energy to heal a living creature of a number of points of damage equal to twice your Crystal linked level + your Cha modifier. The energy will also deal the same amount of damage to undead targets.
If you use this ability to turn undead, you act as a cleric of a level equal to your Crystal linked level. No matter what your
alignment, you cannot control undead—your understanding of divine magic is too rudimentary.

Crystal Hack:
Starting at 6th level as a standard action, you may Spend 1 hack point to hack Crystal teck you at least know the square of. This functions as a caster level check DC 11+targets caster level or the caster level of the Crystal if it is unattended or higher then the owners caster level. If you succeed you gain control of the targets crystal teck for 1 round per level+1d4 rounds, or if they get 100 feet away they regain control in 1d4 rounds. If you slay a crystals owner while you control it you may keep the crystal instead of it burning out.
Feed back:
As a standard action you may spend a hack point to cause a crystal you control to deal 1d6 (max 10d6)force damage per 2 Crystal Linked levels to everything in 5 feet of the crystal(reflex dc 10+1/2 Crystal linked level + cha modifier)
A creature touching a crystal does not get a save against feedback from that crystal
Shut down:
As a move action you may shut down a crystal you control for 3d4 round. You lose control and may not re-gain control until the crystal is re-booted.
Deleting specific data takes 1 full round action to locate and a full round action to remove.

Cunning Surge (Ex):
Starting at 8th level, you learn to push yourself when needed. By spending 3 Hack points, you can take an extra standard action during your turn.

Improved Crystal Vision:
Starting at 10th level This ability functions like Crystal Vision except it only requires 1 round to locate crystal teck instead of 3, and it functions at 60 feet instead of 30.

Cunning Breach (Su):
Starting at 11th level, your broad knowledge allows you to study an opponent and gain a brief flash of insight to breach her defenses. By spending 2 Hack points as a free action, you can ignore a single target’s spell resistance and damage reduction for 1 round. The target automatically fails any spell resistance check that she attempts to avoid your spell.

Cunning Dodge (Ex):
Starting at 13th level, your luck, reflexes, and intuition allow you to avoid an attack or spell that would otherwise defeat you. If you take damage that would reduce you to 0 or fewer hit points, you can spend 4 Hack points as an immediate action to ignore the damage. You dodge out of the way, take cover from a spell, or otherwise escape. You can use this ability once per day.

Improved Cunning Defense (Ex):
At 16th level, you gain your Charisma bonus as a dodge bonus to Armor Class. You no longer need to spend an Hack point to gain this benefit. Unlike the standard cunning defense ability, you do not gain this benefit when wearing medium or heavy armor.

Improved Crystal Hack:
Starting at 18h level as a standard action, you may Spend 2 hack points to hack Crystal teck you at least know the square of. This functions as a caster level check(your Crystal Linked level 5) DC 11targets caster level or the caster level of the Crystal if it is unattended or higher then the owners caster level. If you succeed you gain control of the targets crystal teck for 1 round per level+2d4 rounds, or if they get 200 feet away they regain control in 2d4 rounds. If you slay a crystals owner while you control it you may keep the crystal instead of it burning out.
Improved Feed back:
As a standard action you may spend 3 hack points to cause a crystal you control to deal 1d6 (max 20d6)force damage per Crystal Linked levels to everything in 10 feet of the crystal(reflex dc 10+1/2 Crystal linked level + cha modifier). A creature touching a crystal does not get a save against feedback from that crystal
Improved Shut down:
As a move action you may shut down a crystal you control for 6d4 rounds. You do not lose control and may re-boot the crystal as a standard action, you may not feed back or delete data from an inactive crystal.
Deleting specific data takes 1 full round action to locate and a full round action to remove, except any data deleted may be added to any other crystal you control.

Cunning Brilliance (Ex):
At 19th level, you become the ultimate jack of all trades. Your sharp mind and keen sense of your surroundings allow you to duplicate almost any ability you witness. At the start of each day, choose three extraordinary class abilities. Each ability must be available to a standard character class at 15th level or lower, and must appear on the advancement table or in the text description for that class. By spending 4 Hack points as a free action, you gain the benefi ts and drawbacks of one chosen ability for 1 minute. You use the ability as if your level in the relevant class equaled your Crystal linked level. You can use each chosen class ability once per day. For example, if you use a monk’s fl urry of blows ability, you gain all the benefi ts and drawbacks described under Flurry of Blows (PH 40). You do not gain the benefi ts of unarmed strike, because that is a separate ability in the monk’s class description.

Crystal-Linked

Nexus UltimaTiger