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    Class Features

    Each character gains the main class feature and two additionalfeatures of their choosing from the list of their given profession. Generally,adventurers will somehow fall under the classic D&D classes. For instance, a

    merchant who takes up adventuring may fall under fighter if he has everreceived any extensive combat training, or perhaps he'd fall under roguewere he a quick, sneaky, plotting type.

    "Multiclassing"

    You may still multi-class. You begin play as one class, and gain the main classfeature and two additional ones. If you have reasonable means to attainexperience in another class (such as joining a theives guild to take the pathof the rogue, or becoming a psion's apprentice to learn The Way), you maygain the main class feature of that additional class after an equallyreasonable amount of time.

    Earning additional class features works nearly the same way as learning anew class entirely; you must earn them. If you're a barbarian and would liketo earn the damage reduction feature, you would likely need to play a "meatshield" for awhile. As you become accustomed to taking hits to the flesh,you'd likely get used to it. Earning new class features is very arbitrary andunstructured. Your character will likely not earn more than three or fouradditional features in his or her adventuring career, just for reference.

    Summary of class features by general profession:

    Barbarian (Berserkers, warriors, nomads, thugs, gladiators, savages,etc.)Automatic: RageAdditional: Cleave, Damage Reduction, Fast Movement, Heat Adaption,Keen Eyes, Power Attack, Pugilist, Quick Reflexes, Sixth Sense, TrapSense, Uncanny Dodge

    Bard (Performers, assassins, spies, artists, courtiers, orators, etc.)Automatic: CharmAdditional: Bardic Knowledge, Communication Pro, Dirge of Doom, Jackof All Trades, Inspire, Legend and Lore, Poison Use, Read Magic, Quick

    Reflexes, Uncanny Dodge

    Cleric (Elemental priests, templars, cult demagogues, acolytes, etc.)Automatic: PactAdditional: Aura, Domains

    Druid (Restorers, preservers, hermits, tribalists, etc.)Automatic: Nature's Bond

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    Additional: Druidic Language, Wild Empathy

    Fighter (Trained warriors, gladiators, mercenaries, guards, etc.)Automatic: Weapon TrainingAdditional: Armor Training, Bravery, Cleave, Combat Insight, Defensive

    Training, Mirror Move, Power Attack, Precise Aim, Pugilist, Trick Shot

    Monk(Martial artists, ki disciples, gladiators, etc.)Automatic: Ki AdeptAdditional: Deflect Projectiles, Diamond Body, Diamond Soul, FastMovement, Ghost Strike, High Jump, Ki Strike, Purity of Body, Slow Fall,Still Mind, Stunning Fist, Wholeness of Body

    Paladin (Templar overseers, elemental champions, cult knights,blackguards, etc.)Automatic: Pact

    Additional: Aura of Courage, Aura of Dread, Cruelty, Lay on Hands,Mercy

    Psion (Telepaths, egoists, seers, psychic warriors, wilders etc.)Automatic: PsicrystalAdditional: Diamond Soul, Elude Touch, Ghost Strike, High Jump,Improved Psicrystal, Mind Over Body, Soul Drain, Still Mind, VolatileMind

    Ranger (Survivalists, bounty hunters, tribe masters, navigators, etc.)Automatic: Favored Enemy

    Additional: Camouflage, Defensive Archery, Endurance, Expert Climber,Fast Movement, Quick Reflexes, Sixth Sense, Track, Unhindered Stride,Wild Empathy

    Rogue (Thieves, wanderers, bandits, thugs, merchant-houseassociates, etc.)Automatic: Sneak AttackAdditional: Camouflage, Minor Magic, Poison Use, Quick Reflexes,Resiliency, Silent Steps, Snap Shot, Streetwise, Trapfinding, TrapSense, Tumble, Uncanny Dodge

    Sorcerer (Innate arcanists)Automatic: BloodlineAdditional: Force of Mana, Soul Drain

    Wizard (Learned arcanists)Automatic: Arcane SchoolAdditional: Grimoire, Magian Bond

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    Class Feature Descriptions

    Arcane SchoolYou specialize in a particular area or 'school' of magic and disregard another.The school you pick grants you +20% to casting all spells within that school,

    and you may pick one additional spell from that area to know.

    Abjuration: Spells that protect, block, or banish. An abjuration specialist is called anabjurer.

    Conjuration: Spells that bring creatures or materials to the caster. A conjurationspecialist is called a conjurer.

    Divination: Spells that reveal information. A divination specialist is called a diviner.

    Enchantment: Spells that imbue the recipient with some property or grant the casterpower over another being. An enchantment specialist is called an enchanter.

    Evocation: Spells that manipulate energy or create something from nothing. Anevocation specialist is called an evoker.

    Illusion: Spells that alter perception or create false images. An illusion specialist iscalled an illusionist.

    Necromancy: Spells that manipulate, create, or destroy life or life force. Anecromancy specialist is called a necromancer.

    Transmutation: Spells that transform the recipient physically or change its propertiesin a more subtle way. A transmutation specialist is called a transmuter.

    Armor Training

    Reduce ENC of all armor by 25%. You also gain an additional +1 to APanytime you wear any type of armor. You can also detect the quality ofcraftsmanship of armor, as well as the AP bonuses of magical/psionic armor

    just as you can with weapons.

    AuraYou are always carrying an aura about you, due to the pact you have madewith your chosen entity. Powers and abilities that can detect auras mayreveal your own, unless you learn to reveal it (conceal aura).

    Aura of CourageYou are immune to fear and fear-effects. Allies within 20 ft. of you gain +20%

    to Will rolls against fear-effects. This aura is only present while you are aliveand conscious. Typically, this ability is more commonly used by good andneutral paladins. You cannot possess both Aura of Courage and Aura ofDread.

    Aura of DreadYou are immune to fear and fear-effects. Enemies within 20 ft. of you mustmake a Will roll or take -10% to all skill and characteristic rolls while theyremain within your aura. This aura is only present while you are alive and

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    conscious. Typically, this ability is more commonly used by evil paladins. Youcannot possess both Aura of Courage and Aura of Dread.

    Bardic KnowledgeIdea rolls made to recall any piece of common knowledge or folklore aremade at +25%.

    Bloodline Your magic literally runs through your veins. You do not require materialcomponents for your spells. Select a bloodline:

    Aberrant: Your blood is tainted, you are alien and bizarre. You tend to think in oddways, approaching problems from an angle that most would not expect. Over time,this taint manifests itself in your physical form.Benefits: You can grow longer limbs to extend your reach 5 ft. as a free action;typically these are tentacles or claws. +25% dungeoneering. 25% chance critical hitdoesn't affect you.

    Abyssal: Generations ago, a demon spread its filth into your heritage. While it doesnot manifest in all of your kin, for you it is particularly strong. You might sometimeshave urges to chaos or evil, but your destiny (and alignment) is up to you.Benefits: You can grow demonic claws as a free action (deals 1d4+1). Gain electricityresistance 5 and +25% stamina to resist poisons. When you summon one demoniccreature, another spawns as well.

    Arcane: Your family has always been skilled in the eldritch art of magic. While manyof your relatives were accomplished wizards, your powers developed without theneed for study and practice.Benefits: You can develop a magian bond (as a wizard). You may spend 2x the MP ofa spell so that it deals maximum damage OR doubles its range/area/duration.

    Destined: You are destined for greatness in some way. Your birth could have beenforetold in prophecy, or perhaps it occurred during an especially auspicious event,such as a solar eclipse. Regardless of your bloodline's origin, you have a bright futureahead.Benefits: Add your CHA to Agility, Stamina, Will, and Luck rolls. You may spend abenny to turn fumbles into a critical success. Once per rest, you may make a difficultluck roll to procure an additional benny.

    Elemental: The power of the elements resides in you, and at times you can hardlycontrol its fury. This influence comes from an elemental outsider in your familyhistory or a time when you or your relatives were exposed to a powerful elementalforce.Benefits: Gain resistance 10 of your chosen element. You may cast a ray of your

    element; this ray has a range of POW in meters, costs 1 MP to activate, and deals 1d6damage of that elemental subtype (Air/electricity, earth/acid, fire/fire, water/cold).Whenever you summon an elemental of your subtype, another spawns as well.

    Infernal: Somewhere in your family's history, a relative made a deal with a devil,and that pact has influenced your family line ever since. In you, it manifests in directand obvious ways, granting you powers and abilities. While your fate is still your own,you can't help but wonder if your ultimate reward is bound to the Pit.Benefits: You can use profane touch, a touch attack that curses the target, making allskill rolls take a -20% penalty (this costs a number of MP = the amount of rounds

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    you wish the victim to suffer). You gain fire resistance 5 and +25% to stamina rollsmade against poison. Add your CHA score in % to all mind-affecting spells.

    Reptilian: For reasons vague, the cold blood of ancient and powerful reptilianscourses through you. Your cunning and manipulative nature is guided by your arcanegift. While deception and a mesmeric charm are your birthright, you may struggle for

    truth in spite of your heritage.Benefits: You can grow fangs as a free action. These fangs deal 1d3 damage pluspoison (1 CON damage per round for 4+1d3 rounds; successful stamina roll endseffect). You may 'speak' with reptilian animals. Your skin is faintly scale-like; you gain1 AP natural armor. Whenever you summon a reptilian creature, an additionalreptilian creature spawns as well.

    Undead: The essence of the grave runs through your family. Perhaps one of yourancestors became a powerful lich or vampire, or maybe you were born dead beforesuddenly returning to life. Either way, the forces of death move through you andtouch your every action.Benefits: You can use grave touch, a touch attack that causes a living target tobecome shaken (this costs 1 MP per round shaken). All formerly-humanoid corporeal

    undead are affected by your mind-affecting spells. You gain cold resistance 5 andDR/5 against non-lethal damage. You receive a +50% bonus to avoid paralysis andsleep affects.

    BraveryYou receive +50% to Will rolls made to resist fear, retain morale, and makeguts checks.

    CamouflageYou may hide in an environment that normally wouldn't grant you enoughcover to perform a stealth check. When your Stealth skill reaches 80%, youmay hide in plain sight, even while being observed.

    CharmPerformers can capture the interests of others with the Perform skill. As longas your performance has an audible component (instrument, poetry, story-telling, etc.), you have a chance at capturing the hearts and minds of thosearound you. If you succeed on a difficult Performance roll, and succeed aPOW vs. POW resistance roll vs. the subject(s), you charm the subject(s) asper the spell of the same name for 1/2 CHA hours.

    CleaveWhen you drop a foe in melee combat, you may make an immediate attackon an adjacent foe. This attack roll is difficult.

    Combat Insight You receive a +10% to Strategy. Whenever your Strategy skill roll issuccessful enough to entitle your allies to a bonus in combat, this bonus lasts1d8 rounds instead of 1d4. Strategy also now advances with a 1d8% insteadof 1d6%.

    Communication ProficiencyMost bards learn that a silver tongue is at times far more valuable than a

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    sharp blade. All Communication skills are +10%. Communication skillincreases are 1d8 instead of 1d6.

    CrueltyYou may cause an affliction in a creature just by touching them. Any time thePaladin uses Lay on Hands, he may inflict a cruelty instead of harmful

    damage. Cruelties are arranged by severity, depending on how powerful thelay on hands is. You must select one cruelty per level of severity uponbecoming a paladin. After a cruelty is selected, it cannot be changed.

    1d3 cruelties: Fatigued (10%), Shaken and Sickened.2d3 cruelties: Dazed, Diseased and Staggered.3d3 cruelties: Cursed, Languish (difficult), Frightened, Nauseated andPoisoned4d3 cruelties: Blinded, Deafened, Paralyzed (1 round) and Stunned

    Each last a number of rounds equal to 1/4 the paladin's CHA. The target getsa Stamina roll to avoid the cruelty altogether.

    Damage Reduction You're able to shrug off some damage from attacks. Even if you aren'twearing armor, reduce 2 points of damage from all successful attacks againstyou (reducing damage to a minimum of 1). This damage reduction cannot bebypassed.

    Defensive ArcheryYou are skilled in using certain ranged weapons in close combat. Attackingwith a bow no longer provokes an attack of opportunity, nor does reloading anormal, light, or hand crossbow.

    Defensive TrainingYou may make two additional parry/dodge attempts in a round before takingthe cumulative -30% penalty. Attackers who attempt to perform grapplingcombat maneuvers take a -20% penalty.

    Deflect ProjectilesCertain kinds of thrown and projectile weapons are able to be parried as adifficult brawl check. A success indicates that you intercept the projectilebefore it hits you. If this check fails, the projectile deals damage normally.Generally, this ability only covers smaller projectiles, like bolts, arrows,throwing knives/axes/hammers, and so on. If your DEX score is 16+, you mayattempt to catch the projectile instead. In addition to the brawl check, youmust also make a difficult agility roll. If you succeed, you may throw theprojectile as a swift action.

    Diamond BodyYou receive +50% on saves vs. poisons and toxins.

    Diamond SoulYou gain DR/2 from all spells/powers that damage you.

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    Dirge of Doom You can cause those who hear your harrowing performance to becomeshaken. When you make a Performance check, creatures within 20 + CHA ft.of you must overcome a POW vs. POW resistance roll. If your performancesucceeds and your targets fail, they are shaken (all rolls are difficult) for (1d3

    + CHA/2- 5) rounds (rounded down).

    DomainsGranted to you through your fealty to your higher power, you are granted twodomains that agree with that power's portfolio. Each domain is essentially areserve power, that doesn't use power points. You may use each domainpower once per rest. Although you may spend a benny to reuse a domainspell that you've already expended for the day. Like your other spells, thedomain powers always work, provided the channel to your higher power isn'tbroken or lost.

    Druidic Language

    You know and speak the druidic language, a secret and complex languageknown only to druids and ex-druids. This language involves verbal and bodycomponents.

    Elude TouchYour wisdom alerts you to touch attacks and rays, and you gain an AP equalto 1/4 your WIS against these attacks.

    EnduranceYou gain +20% to the following: Stamina checks vs. starvation/thirst, holdingyour breath, withstanding hot/cold environments, exhaustion and fatigue, tocontinue running, and suffocation damage. You may also sleep in light and

    medium suits of armor without being fatigued the next day.

    Expert ClimberYou may climb at your full speed when scaling non-difficult surfaces. You mayclimb difficult surfaces (ie slopes that are nearly vertical) with difficultclimbchecks. You need not have climbing equipment. You cannot fumble climbingchecks.

    Fast MovementYou move quickly. When encumbered at a level no greater than Unloaded,you receive +2 MOV.

    Favored EnemyChoose a type/subtype of creature. You gain +20% to attack and +2 todamage rolls vs. that family of creatures. You also gain +20% to allcommunication and perception skills vs. those creatures. Options: Aberration,animal, construct, dragon, fey, humanoid (aquatic), humanoid (dwarf),humanoid (elf), humanoid (giant), humanoid (gnoll), humanoid (halfling),humanoid (human), humanoid (reptilian), humanoid (other subtype) magicalbeast, monstrous humanoid, humanoid (ooze), outsider (air), outsider

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    (chaotic), outsider (earth), outsider (evil), outsider (fire), outsider (good),outsider (lawful), outsider (native), outsider (water), plant, undead, vermin.

    Force of ManaSorcerers recover MP at 2x the normal rate.

    Ghost StrikeYou're capable of synergizing your physical energy with that of the Gray, andincorporeal energy. You may expend 1 MP to make any normal unarmed ormelee attack against any incorporeal creature or object.

    GrimoireStudying cryptic arcane lore, you have written or borrowed spells upon sometwo-dimensional surface (typically scrolls or a spellbook). All of your spellsare written down, thus enabling you to add and subtract them as you please.Begin play with five spells instead of four. When you come across new magic,you may copy them into your collection with a successful Idea roll (assumingyou can read the script), and time. Spells can take up multiple threads and

    pages.

    Heat AdaptionYou're better suited in dealing with the thick Athasian heat. Add +50% to allstamina rolls made to avoid any negative effects from the heat/sun.

    High JumpYou're always considered as having a running start when you jump, even ifit's just vertical. Also, you may spend 1 MP as a swift action to add +100% toa jump attempt.

    Improved PsicrystalYou may 'see' through your crystal, as a floating eye with spherical vision.Your psicrystal may also store and deliver psionic powers for you.

    InspireYou're capable of boosting the confidence of your companions significantlythrough the Perform skill. Whether through reciting a heroic poem/tale,playing an instrument to lift spirits, or giving a motivational speech, youempower your allies. If you succeed your performance roll, all allies who canhear you gain +10% to all rolls for a number of combat rounds = 1/2 yourCHA. This aptitude can be negated with certain powers (like doom).

    Jack of All TradesAdd 5% to all skills that have a base chance of 05% or less (includingknowledge skills).

    Keen EyesYour eyes have crystal clear vision, and significantly better night-vision. Yougain +10% to all visual perception checks. You also possess Low-light visionand Darkvision +30 ft.

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    Ki AdeptYour discipline has taught you how to use your body's internal energy toacheive seemingly supernatural things. You may use your mana points to fuelthese aptitudes.

    In addition, your unarmed strikes deal lethal damage if desired. Whileunarmed, you're also always treated as having an armor protection value

    versus melee weapons and unarmed attacks, regardless of whether you'rewearing armor or not. This scales with your Brawl skill. 01-25% grants AP 1,26-50% grants AP 2, 51-75% grants AP 3, and 76-100% grants AP 4. Thisvalue increases by 1 every 25% thereafter.

    Ki Strike Your unarmed strikes are always treated as magic weapons in terms orovercoming certain types of damage reduction. You may spend 1-3 MP to add+1-3 damage to an unarmed strike. This bonus is not lost if the attack rollfails, and carries through the next time you hit something. You may dismissthis bonus, however.

    Lay on HandsYou may heal/harm creatures you touch (including yourself) 1d3 HP a numberof times per rest equal to 1/2 your POW. You may stack lay on hands toheal/harm the appropriate amount of HP, but this expends the same amountof uses per rest (ex: a lay on hands that heals/harms 4d3 damage costs 4uses, etc.). Generally, good and neutral paladins heal, and evil paladins harm,although this is not always the case. This is a decision that must be madeupon becoming a paladin, and it can not be changed.

    Legend and LoreBards pick up obscure knowledge in their travels. Add +20% to Knowledge(Academic Lore), Knowledge (Streetwise), and Knowledge (Arcana) and

    (Religion).

    Magian BondA mage can 'bond' with an item or familiar. When a wizard bonds with anobject or familiar, he must spend 1 POW point (this is permanent), and 30 -INT days to imbue power within it. This may require spending variousamounts of money on the animal or item.

    Once bonded, an item has a POW equal to yours (after the 1 pt.reduction). And regenerates MP at the same rate a creature with an equalPOW would. You may use this object to power your own spells and transferMP to and from the object. You can bond with seemingly any object, butcommon implements include staves, wands, orbs, scepters, amulets, urns,rings, circlets, weapons, etc. Some wizards enchant these items to be moreprotected and/or do other things as well.

    You can bond an animal that's no more than 1/4 your INT in SIZ (roundup). To bond a creature, you must make a successful POW vs. POW roll afterthe time it takes to bond with it. A bonded animal becomes magical andempowered. Add +1/4 your natural INT (round up) to the bonded familiar's.Its POW equals yours. Its HP equals CON+SIZ. You may allocate a set of skillpoints to the creature based on its INT x 10. This familiar is extremely loyal

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    and will not willingly betray you.

    Mercy You may lift a creature's affliction just by touching them. Any time thePaladin uses Lay on Hands, he may grant a mercy instead of healing damage.Mercies are arranged by severity, depending on how powerful the lay on

    hands is. You must select one mercy per level of severity upon becoming apaladin. After a mercy is selected, it cannot be changed.

    1d3 mercies: Fatigued (10%), Shaken and Sickened.2d3 mercies: Dazed, Diseased and Staggered.3d3 mercies: Cursed, Languish (difficult), Frightened, Nauseated andPoisoned4d3 mercies: Blinded, Deafened, Paralyzed and Stunned

    The mercy automatically affects the target unless it doesn't wish to begranted a mercy (at that point it can make a Will roll to resist.

    Mind over Body You heal afflictions by willing them away. If you take temporary abilitydamage, it heals at a rate of 1/4 your WIS per rest. You may also expend 1-4MP to attempt to rid yourself of an affliction. The amount of MP depends onthe level of affliction. Use the paladin's 'mercy' feature to reference theafflictions and their corresponding levels. Once you have spent the MP, youmust succeed a Will roll to dissolve the affliction from you. This takes anumber of rounds equal to the level of the affliction. This requiresconcentration.

    Minor MagicYou learned a spell without fully pursuing the arcane arts (derived from the

    wiz/sor spell list). This spell's base % works as normal.

    Mirror MoveYou may make an opposed DEX check to match a creature in melee or closerange. If successful, the target cannot move past you unless it can make asuccessful opposed STR or DEX check next combat round, or incapacitatesyou (target chooses check). If the creature you're matching does manage toescape your mirror move to move past you, the target still provokes anattack of opportunity. During this time, you gain a +10% circumstance bonusto parry attempts if you're using a weapon from one of your specializedweapon groups.

    Nature's BondUnlike a cleric, who forms a bond with a sentient entity, a druid forms a directconnection to nature itself. Druidic rituals are extremely ancient, and theyhave been preserved methodically for thousands of years. A druid uses thesorcery power-set rules (not magic or psionics). Their spells always work,given their connection to nature hasn't been broken or severed.

    In addition, a druid may select an animal companion no more than 1/2your WIS in SIZ to form a bond with. This is a ritual that takes 30 - WIS hours

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    to complete, and costs the druid 1 permanent POW point. That selectedanimal becomes semi-intelligent (INT 3) and the druid can communicate backand forth with that animal (although it cannot speak, but it understands basiccommands and gestures). This animal's HP is CON+SIZ, it receives AP +2,and 100 extra skill points that the druid can assign. Otherwise it functionsidentically to its normal counterpart.

    A druid who doesn't select an animal companion may instead select twodomains, as a cleric does. These domains must be elemental.

    PactClerics and Paladins must form some sort of pact with either the elements, aprimordial, or a sorcerer-king in order to use their powers. Clerics andPaladins both must abide by that entity's particular code or instructions (ifany) in order to keep receiving powers. A cleric always uses the sorcerypower-set (not magic or psionics). The particular elemental/primordial/SKentries are in the house rules.

    Clerics may use their pact to channel energy and receive and castspells. Channel Energy [(1-4) Range = radius of 1/2 POW in meters] is an

    instantaneous release of damning energy that affects creatures of opposedelements/AL of their pact entity. This power deals 1d6 damage per level(creatures in area get a Will roll for half damage). This energy canalternatively be used to heal creatures of the same element/AL, but costs 3MP per level. A cleric using channel energycannot heal and harm at the sametime.

    Paladins receive spells, albeit only two starting powers (instead offour). Paladins also receive the ability to smite one chosen creature. Smitefunctions identically to the sharpen spell (magic), except Smite only affectscreatures of opposing elements OR alignment (typically moral alignment, andtrue neutral non-elemental paladins can select either an opposed ethical ormoral AL). In addition, smite is active until the chosen target is slain or the

    paladin rests. For purposes of MP level cap, use 1/2 CHA instead of 1/2 INT.Alignment-paladins may also use the insight skill to detect a target

    with their opposing AL. This costs 1 MP and about a minute of focus on thesubject. Fumbles indicate the paladin gets misleading information. Successindicates the paladin determines if the target is of their opposed AL. Specialsuccess indicates roughly how strong their AL is. Critical success determinesexactly how strong the AL score is. The DM rolls this in secret.

    Pervading GraceYou may add your CHA score to all agility, stamina, and will rolls.

    Poison UseYou may apply poison to a surface without any risk of poisoning yourself.

    Power AttackYou may sacrifice accuracy for power. You may penalize your attack roll 20%to gain +2 to damage. 40% for +4, or 60% for +6.

    Precise AimYou take no penalties or risks when firing into melee. Also, you receive a

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    +10% chance to hit on all aimed attacks (including called shots).

    Psicrystal You bind a psion's crystal to your mind, which grants you numerousadvantages. To bind a psicrystal, you must spend 1 permanent POW pointand 30 - WIS days to imbue that power within it. Once completed, it

    possesses a POW score equal to yours. You may not use the crystal totransfer mana points, as a wizard can do with a bonded implement.

    A psicrystal has immunity to poison, sleep, paralysis, stunning, disease,death effects, necromancy effects, mind-affecting effects (charms,compulsions, phantasms, patterns, and morale effects), and any effect thatrequires a Stamina roll unless it also works on objects or is harmless. It is notsubject to critical hits, nonlethal damage, ability damage, ability drain,fatigue, exhaustion, or energy drain. It cannot heal damage, but it can berepaired. Psicrystals do not have the usual construct traits of darkvision andlow-light vision.

    A psicrystal possesses the following beginning characteristics: STR 1,DEX 15, CON 0, INT 6, WIS 10, CHA 10. It possesses a number of HP equal to

    1/2 its master's HP. A psicrystal is self-propelled and has a MOV of 6 (3vertical). You may invest 150 skill points in any Perception and Physical skillsexceptSurvival, Research, Climb, Jump, Ride, Swim, and Throw.

    You share a telepathic link to your crystal, which can relay informationto you based on its own perceptions. This link is always active unless thecrystal is out of range (POW in miles). Your psicrystal glows like a candlewhen in use, and is hard to conceal when it's active.

    PugilistYou are trained in the attack and defense of unarmed martial combat. Youmay use martial arts (pugilism). Martial arts is usually restricted to monks.

    Your ability to parry and dodge in unarmed combat increases by 20%, and

    your unarmed damage increases from 1d3 to 1d4+1. This damage is notlethal.

    Purity of BodyYou are immune to all diseases, including supernatural diseases (like mummyrot).

    Quick ReflexesYour character is adept in dodging and parrying attacks in the chaos ofbattle. When encumbered at a level no greater than Unloaded, your characterreceives +10% to his or her Dodge skill, as well as receiving two additionaldefense rolls before suffering the multiple defense roll penalty. His or herDodge skill improves at a rate of 1d8, instead of 1d6.

    RageThrough fury or adrenaline, you are able to transform into a death-dealingmachine. Rage is considered a martial art for the purposes of this aptitudeonly. When raging, add a bonus to STR and CON for a number of combatrounds equal to 1/2 your rage CON score. Bonuses for STR and CON rangedepending on your rage skill. 01-50% = +4. 51-75% = +6. 76+% = +8. This

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    skill starts off at a base % equal to your normal STR+CON.You also receive a number of temporary HP equal to 1/2 your rage CON

    score. These temp. HP disappear once the rage subsides. Your Will rollsreceive a +20% bonus during rage.

    However, all defense rolls (Parry, Dodge) become Difficult, due to thechaotic nature of the rage. After the rage has subsided, the character is

    automatically Tired (-10%). If your character was already tired or worse, heor she moves to the next fatigue level up. This lasts until the barbarian cancatch a 15-minute rest.

    Each additional time your character attempts to rage in between rests,he or she must make a Stamina roll at a cumulative -25% per each timeraged beforehand.

    Read MagicYou may interpret magic/psionic written languages with a difficult Idea roll.Failure indicates you cannot attempt to interpret the arcane code again untilyou've studied relevant information or find a missing piece of informationsomehow.

    ResiliencyA rogue with this ability can spend a benny to gain a number of temporary hitpoints equal to his DEX score. Activating this ability is an immediate actionthat can only be performed when he is brought below 2 HP. This ability canbe used to prevent him from dying. These temporary hit points last for 1minute. If the rogue's hit points drop below 2 due to the loss of thesetemporary hit points, she falls unconscious and is dying as normal.

    Silent StepsYou're capable of making stealth checks while moving at normal speed (3meters per MOV) with no penalty (usually doing so is difficult). You may also

    run stealthily (5 meters per MOV). However, doing so is difficult.

    Sixth Sense You possess a heightened awareness. So high that it almost seemssupernatural. You may spend a benny to make a Will roll to detect anintuitive hunch of anything out of the ordinary in your environment. If yousucceed, the GM reveals a bit of information you couldn't otherwise infer fromordinary skill checks. You may also use this aptitude in social situations toclue in on something that is otherwise obscured.

    Slow FallIf you fall, the distance fell is always considered 20 feet less than it actuallyis. If you have a wall or vertical surface to slow your fall, the fall is considered50 feet less than it actually is.

    Snap ShotOnce per rest, you may automatically begin combat at initiative rank10+DEX. Those with later initiative counts are consider surprised (and thusvulnerable to sneak attacks).

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    Sneak AttackYou can use and advance in the Martial Arts (sneak attack) skill; a skill that'sexclusive to rogues. To use this skill, the target must be somehow unaware orunprepared for the attack. If both the attack and martial arts skills succeed,roll your base weapon die twice (ex: a dagger would be 2d4). Never doubleyour damage bonus or any weapon damage bonuses, whether normal or

    psionic/magical. Only weapons of short or medium length can be used, andranged weapons you can aim (bows & crossbows). If you are using a rangedweapon, you must be within 20 ft. of the target.

    Soul DrainYou are able to draw upon your own life force to increase your mana. At anytime, you make make a Stamina roll to gain MP in expense of HP. Successindicates you gain 1d4 MP and lose the same amount of HP. Special successindicates you gain 1d4 MP and lose 1/2 that amount in HP (round down).Critical success indicates you gain 4 MP and lose no HP. Fumbles mean thatyou lose 1d4 HP and gain no MP.

    Still MindWhen making Will rolls vs. mind-affecting powers and affects, add +20% toyour base chance. If this fails, you may spend a benny to avoid the affect all-together.

    StreetwiseYou can read an urban environment like a book. An easyidea roll can tell youwhere or how to find certain people or places in a city/town/village (even ifyou've never been there before). This also includes illegal activities. You alsogain +20% to survival checks made in such an environment.

    Stunning FistYou may channel 1-3 MP into an unarmed strike to stun your target. Thetarget makes a stamina roll. If failed, it is stunned for a number of roundsequal to MP spent. During this time, the target cannot make terrainmovement/attack/speak/etc. and is flat-footed (attacks on that target areeasy). The target recovers just before your turn on the given round.Constructs, oozes, plants, undead, incorporeal creatures, and creaturesimmune to critical hits cannot be stunned.

    Note: When a monk's Martial Arts (x) skill reaches 90%, he may usequivering palm instead of stunning fist. This costs 4 MP. If the attacksucceeds, the monk has set up deadly vibrations within the body of thetarget. Within a number of days equal to the monk's WIS, he may will thetarget to die. The target must then make a stamina roll and add the monk'sWIS to the roll. If the target fails, it is immediately slain. If the roll succeeds,the target takes 2d3 damage instead. This doesn't affect the creatures listedabove.

    TrackAdd 25% to Survival checks, and any related knowledge skills used whennavigating. If you have a map, you never misinterpret it, unless it's a faultymap. If you come across tracks, you can identify what creature left them with

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    an Easyknowledge (wilderness lore/nature) roll.

    TrapfindingYou can detect traps more readily than others. Perception checks made tolocate and assess traps are made at +20%, this bonus is also added toDisable Trap. You may also disable psionic/magical traps (unless there is a

    specific component/power needed).

    Trap SenseYou're adept at avoiding traps. Reflex rolls made to avoid traps are made at+20%. In addition, you also gain an AP 1 when hit by a trap (even if you'renot wearing armor).

    Trick Shot You may disarm, grapple, sunder, trip and feint when using a projectileweapon. Doing any of these is difficult, except feinting. Feinting assumes youare appearing as though you're not able to hit the target, or are focusing onsomething else, to catch the target off guard. This is a persuade check.

    TumbleYou are slippery when moving past foes. You may move through opponents,and make agility checks to avoid provoking attacks of opportunity from them.

    Uncanny DodgeIf your character succeeds a Listen or Sense roll vs. a creature attempting toattack your character unaware (or flank him), he may make a normal dodgeor parry attempt. Normally this action would be Difficult. Also, you are nevercaught flat-footed.

    Unhindered StrideYou may tread through terrain that would slow you down normally. Thisincludes: quicksand/silt, knee to waist-high water, uneven terrain, and thelike.

    Volatile MindWhenever another creature or thing attempts to read your thoughts or attackyour mind, it must make a Will roll (minus your WIS) or take 1d6 points ofpsychic damage.

    Weapon TrainingYou gain a +10% base percentage in all weapons (not natural weapons). Youmay select three groups of weapons in which you receive an additional bonusof +10%. You also know a good quality weapon from a shoddy one withoutmaking any skill checks (thus, you can detect when a weapon is masterworkor shoddy). You can also detect a magical/psionic weapon's bonuses to hitand damage just by wielding it in real combat. You can't relay these bonusesto your allies, but you can say that a weapon is enchanted. You cannot detectspecial properties of these weapons however (like a weapon ofdisruption, forinstance).

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    Wholeness of BodyYou gain the heal power, which is normally restricted to clerics and druids.The healing only affects you, however.

    Wild EmpathyYou understand the emotions and body language of animals, and can "speak"

    with them if you succeed a reaction roll. Communicating in such a way is at avery basic level, as animals cannot comprehend complex communication.Simple messages, like "follow me", "run", "attack", and so on are understood.Getting an animal to risk its life requires a difficultpersuade roll.