E Pluribus Unum

**6th Level**

**E Pluribus Unum**

**Level:** Genesis 6, Adam Illuminatus 6, Valhalla 6

**Spell Resistance:** no

Meaning "Out of Many-One". E Pluribus Unum is a powerful technique that allows the user to gather the strengths of everyone else who knows it and use their power for their own with each member working like a single star and the power being that to connect them into a constellation to ignite their powers and let them explode through you. After reigniting it’s flame and reconnecting it’s power to Valhalla, it’s power and capability has increased above far past what it once was, allowing the user to even further beyond.

This Technique can be used in the following ways. You cannot effect this technique with metamagic feats or quicken it's activation in any way other than what's listed below.

*50% Mode:* The most basic of the technique's uses, the 10% mode allows you to gain great power from your allies and heighten your physical capabilities. As a full round action, This grants you a +12 bonus to Strength, Dexterity, and Constitution and +4 to Intelligence, Wisdom, and Charisma. In addition your move speed increases by 90 feet and you gain a +60 bonus to your acrobatics checks. All damage you deal in this form is increased by +4d6, and you gain the feats Vital Strike, Improved Vital Strike, Hell Strike, and Power Attack while this is active. In addition, while this technique is active you can make up to 3 turns in any direction while making a full run or charge. This lasts for 1 round per level. Regardless, when this technique ends, you are fatigued for 1 hour.

Whenever you make a jump check while in this form, Adjacent creatures must make a reflex saving throw DC: 16+Strength modifier or be knocked prone and take your base damage. The area in which you initiated and ended your jump are rough terrain. When you successfully land a vital strike, devastating blow, or critical hit while in this form, the enemy must make a fortitude saving throw of the same DC as above or be knocked back a number of feet equal to the damage dealt.

You can choose to end all instances of this technique when you deal damage from a melee attack, thrown attack, or use a melee based technique. Doing so increases the damage dealt by 2d6 per level (Max 40d6).

This lasts for 1 round per level. Regardless, when this technique ends, you are fatigued for 1 hour.

*100% Mode:* This mode can only be activated if 50% mode is active. It takes a Standard action to activate. Upon activating it, you gain a further +4 bonus to Strength, Dexterity, and Constitution.  As well as a further +4 bonus to Intelligence, Wisdom, and Charisma as your mind explodes with more power as well. In addition, your move speed increases by an additional +60 feet and your bonus to acrobatics increases by another +40. You gain a +20 to all other skills based on a physical ability score. All damage you deal in this form is increased by an additional +2d6, and you gain the feats Greater Vital Strike and Absolute Violence while this is active.

The damage you deal when jumping is now to every creature within 30 feet of your beginning area and ending area. In addition, all ground you touch while in this form becomes rough terrain. The fortitude saving throw the enemy needs to make to be knocked back happens at the end of your turn now, with all instances of it being triggered happening at once.

When you end all instances of this technique to deal more damage, it deals d8's instead of d6's.

Activating this technique shortens 50% mode's duration by 1 round. You can spend a full round action to immediately jump to this mode without activating 50% mode first. This effectively activates both parts of this technique as one full round action, , and costs the normal amount of techniques for activating this technique each time, however doing so causes you to take 4 constitution damage when the technique ends that you cannot recover through magic, only through natural rest. Regardless, when this technique ends, you are fatigued for 24 hours.

*500% Mode:* This mode can only be activated if 100% mode is active. It takes a Standard action to activate. Upon activating it, you gain a further +4 bonus to Strength, Dexterity, and Constitution.  As well as a further +4 bonus to Intelligence, Wisdom, and Charisma as your mind explodes with more power as well. In addition, your move speed increases by an additional +60 feet and your bonus to acrobatics increases by another +40. You gain another +20 to all other skills based on a physical ability score. All damage you deal in this form is increased by an additional +2d6, and you gain the feats Buddha, and Parinirvana while this is active.

The damage you deal when jumping is now to every creature within 60 feet of your beginning area and ending area. In addition, all ground you touch while in this form becomes rough terrain. The fortitude saving throw the enemy needs to make to be knocked back happens at the end of your turn now, with all instances of it being triggered happening at once.

When you end all instances of this technique to deal more damage, it deals d10's instead of d8's.

Alternatively you can choose to end the technique in a different method. As an instant action you can move up to your move speed into the area of an attack, and end the technique to immediately make an attack against a single effect. This can be an attack roll, a full attack, or an area effect. If this attack is equal to or greater than the attack roll or saving throw DC of the attack you are within, you can choose to take ½ of the damage the attack should deal, and reflect the full damage back on the user.

Activating this technique shortens 50% mode's duration by 1 round, stacking with the round decrease from activating 100%. You can spend a full round action to immediately jump to this mode without activating 50% or 100% mode first. This effectively activates both parts of this technique as one full round action, , and costs the normal amount of techniques for activating this technique each time, however doing so causes you to take 8 Strength, Dexterity, and Constitution damage when the technique ends. This is on top of the damage you take from 100% mode. This damage you cannot recover through magic, only through natural rest.

Regardless, when this technique ends, you are Exhausted for 1 hour and fatigued for 24 hours afterward.

*1000% Mode:* This mode can only be activated if 200% mode is active.

Upon reaching 1,000% mode, All of the damage that the user does can be divine if they would like it to be. Their critical range is increased by 2 and their critical multiplier increased by 1. Creatures immune to critical hits now only have 75% fortification, and creatures with fortification have it lowered by 25%. If a creature cancels a critical hit that you land on them they are able to successfully cancel it, however they lose the ability to use that method to cancel or avoid attacks for 24 hours afterward. If they are immune to that effect you instead deal ½ damage to that creature still. You gain an additional swift action every round. Finally you gain the feats Oaths of the Hero and Mahaparinirvana.

Regardless of the method you use, when ending this technique abruptly to use a specific ability, you can choose to take 20 on the attack.

When you end all instances of this technique to deal more damage, it deals d20's instead of d10's, and bypasses all damage reduction.

Alternatively you can choose to end the technique in a different method. As an instant action you can move up to your move speed into the area of an attack, and end the technique to immediately make an attack against a single effect. This can be an attack roll, a full attack, or an area effect. If this attack is equal to or greater than the attack roll or saving throw DC of the attack you are within, you can choose to take none of the damage the attack should deal, and reflect the full damage back on the user as well as an additional 50% more.

Activating this technique shortens 50% mode's duration by 4 rounds, stacking with the round decrease from activating 100 and 200%. You can spend a full round action to immediately jump to this mode without activating 50%, 100%, or 200% mode first. This effectively activates all parts of this technique as one full round action, and costs the normal amount of techniques for activating this technique each time, however doing so causes you to take 16 Strength, Dexterity, and Constitution damage when the technique ends. This is on top of the damage you take from 100% and 200% mode. This damage you cannot recover through magic, only through natural rest.

Regardless, when this technique ends, you are Exhausted for 24 hours and fatigued for 48 hours afterward.