MMX CAMPAIGN CLASS WIP

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MEGAMAN X:

THE REIGN OF SIGMA

D&D CAMPAIGN

TABLE OF CONTENTS

SYNOPSIS .....................Page 3

TERMINOLOGY ..................Page 4

RULES ........................Page 6

DM POLICIES ..................Page 8

FACTIONS .....................Page 9

RACES ........................Page 15

ELEMENTS .....................Page 18

CLASSES ......................Page 19

CUSTOM FEATS .................Page 49

SYNOPSIS

21XX...

Robots with the ability to think and act for themselves have been created. They are dubbed Reploids.The age of humankind and robots working and living together had begun.

However, as robot society spread and prospered, there was in increase in criminal incidents involving Reploids. To combat this new wave of crime, a special investigation and security organization consisting entirely of Reploids was founded. They are known as the Maverick Hunters.

In addition, a separate organization had come into power in regards to the mayhem. Political and militant, the Repliforce made sure to protect the humans while maintaining peace with them.

These are the stories of the brave Reploids whom had risked their lives for the sake of the future.

TERMINOLOGY

REPLOID:Robots with the ability to think and act for themselves, the first robots to have free will.

MAVERICK: Reploids whom have rebelled against society and betrayed the humans. They are universally feared and hated.

MAVERICK HUNTER: Reploids whom have joined the cause against the Mavericks. They hunt down and bring as many Mavericks as they can to justice.

ABEL CITY: The main city and location of the Maverick Hunter's HQ. It was recently attacked by Mavericks, and nearly half of the metropolis is destroyed.

TERMINOLOGY:

REPLIFORCE:A Military and Political Organization who's main mission is to protect the humans and maintain planetary stability between Reploids and Humans.

MECHANOLOID: Robots who function at a very simple level. These robots are the most prone to the Maverick Virus.

MAVERICK VIRUS:A brutal and code scrambling virus that transforms the victim into a ruthless killing machine. While some Reploids go Maverick on their own, others succumb to the virus. It is unknown where this Virus came from or who created it, but it is known that it is the cause of all the trouble in the Reploid/Human world.

RULES

RULE #1: THE DM IS IN CHARGE.

While this is not a dictatorship, only a game, the DM is the one who has the ultimate say in things. You can discuss with the DM, but you cannot argue with the DM if you are unhappy with a concrete decision That is the way it goes. I want you to have fun, but I don't want there to be mass chaos.

RULE #2: DO NOT TALK WHEN THE DM IS PROGRESSING THE GAME.

All in all, this is an incredibly social experience, and we all want to have a great time. Of course we can all talk and have fun, that's the whole point. However, when the DM makes it clear that it's time to move along, he would appreciate it if you gave him your respect. Now of course, a few jokes here and there are welcome, but do not be obnoxious with it or your character will be punished.

RULE #3: PAY ATTENTION.

Of course, you have seen me listen and work and stuff while I waited for my turn, that's fine. As long as your are not COMPLETELY lost, I don't care if you fiddle with your iPod or what not, just be sure to listen and make sure you know what is going on. You can ask for questions and refreshes on the story, just be sure to understand why we are all here.

RULE #4: NO META-GAMING!!

Seriously by now this should not be an issue, but just make sure to pretend your character doesn't know what you know. Otherwise boots will be thrown to heads. -_-

RULE #5: NO WHINING.

For crying out loud guys we are in college or have jobs, or both. There really is no reason to whine if something happens that you don't like, and frankly I will take less pity on you overall. Stay humble and take it like an adult if something unlucky happens or if another character beats you on a skill check. It's annoying and childish to whine.

RULES

RULE #6: STAY TRUE TO YOUR CHARACTER.

It's understandable that sometimes we can act a teeny bit out of character. It happens. However, do not make it a habit. It's annoying and defeats the whole purpose of making one in the first place. And as this campaign is heavily story influenced and your actions make a huge impact on it, you might want to reconsider what you do, and if it is something that your own character would do. I can give you help with being In-Character.

RULE #7: DO NOT CHEAT.

Seriously guys, if you want to cheat, you really have no business playing this game. All dice rolls must be visible to the DM, and if you are rolling with an electronic roller, you must first place the device on the table and then roll. That's my rule as a DM.

RULE #8: ENJOY!

I put a lot of work into this campaign, and I really hope you guys enjoy playing it as much as I did making it.

DM POLICIES

POLICY #1: CRITICAL FAILURES. (BOTCHES)

The way I see critical botches, is that if you role a 1 (excluding any modifier), it's an instant failure, no matter what. To me, anything above isn't considered a botch. I don't want you guys to botch, and you should not have to. If you do botch, you will role for percentage, the highest being the worst.

POLICY #2: CRITICAL SUCCESSES.

Now, where there is failure, there is always success. If you roll a 20/20, let's just say great things will come to you. Even a single 20 will do you much good. Stay lucky!

POLICY #3: DUBS. (DOUBLES)

I will only count Dubs if they are of significant value, preferably 15 and above. Whatever happens during a Dub, is mostly up to my discretion.

POLICY #4: SKILL CHECKS.

Some skill checks I will not count as a major action, depending on how I see them. Sometimes I may forget and say one thing another time, and then something completely different. It just depends. I will also be asking you to do random skill checks in game, so be ready.

FACTIONS

CHOOSE YOUR ALLEGIANCE.

MAVERICK HUNTERS

Strong and unified, the Maverick Hunters are a small, but efficient group of Reploids who pursue the Maverick rebellion with a just cause, destroying as many of them as possible. They are very welcoming with their ranks, bringing in anyone who has the will to fight for the sake of stopping the Mavericks. Each mission is similar to a bounty, and their members are not bound to any strict rules or codes. They are seen mainly as a group of Freedom Fighters who fight the good fight. Their leader is known as Signas, a new, but formidable commander with a strong sense of righteousness and exceptional leadership skills.

SIGNAS

MAVERICK HUNTERS

A brilliant scientist on Reploids and machines, Dr. Cain handles all of the R&D in the Maverick Hunter HQ, repairing and creating whatever he has to to support the cause.

Reploids, created by humanity, yet possessing abilities far beyond our own.

DR.CAIN

X, standing for limitless potential, is a unique robot found years ago, and his design was used to create the Reploids today. He fights with a strong sense of justice and purity.

X

I used to hesitate, I used to worry, I can no longer let those burdens prevent me from protecting the people I care about!

A former Maverick whom was found by Sigma, Zero now fights for the Maverick Hunters, a strong spirited leader with a confident attitude. His past however, remains a mystery to him.

Whatever the circumstances, I will not back down.

ZERO

X

ALIA

A humble and informative Reploid, Alia works tirelessly to provide her Maverick Hunters with quality information and guidance. She is often seen day and night in front of the computer, guiding whomever she can to make sure they come home.

No, I am not going to let my comrades down!

REPLIFORCE

Political and loyal, the Repliforce stands as a banner of humanity among the new world of Reploids. They themselves are composed of Reploids, but their main purpose is to keep the human's best interests strong and loud in these troubling times. The Repliforce soldiers operate on a very strong military agenda. There are many ranks to progress before reaching the rank of officer, and everyone had to earn their rank with seasoned experience and leadership. They see the Maverick Hunters as an ally, but not a true organization. Their leader is simply known as The General, a strong and dedicated Reploid who's will matches his strength. His ultimate loyalty is to the Repliforce and Humans. Powerful, yet respected.

GENERAL

REPLIFORCE

An incredibly skilled and honor bound soldier, the Colonel's honor and pride make him one of the most capable Reploid's in the the Repliforce. Strong spirited, yet somewhat cold, he makes sure that all mission objectives are executed with precise accuracy. He will not tolerate anyone who disobeys an order, as they are a liability and can compromise everything the Repliforce stands for.

We are the Repliforce, the most powerful army in history.

Innocent and pure, Iris is the little sister of Colonel, whom are almost the polar opposites of each other. She acts as a navigator and mechanic, guiding her troops but also performing maintenance. She tends to be a little nave, but always strives to get the job done.

There is no gain in senseless fighting, but I know my brother always fights for the right cause.

MAVERICKS

Corrupt and evil, The Mavericks are a rebellion that wishes to destroy all human life to make a new world where only Reploids exist. Some choose to go Maverick on their own, while others succumb to a forceful virus that makes Reploid's go Maverick against their will. They are responsible for launching nuclear missiles to Abel City, destroying half of the gigantic city. Their leader is Sigma, a zealous and egotistical tyrant who wishes to dictate his new world. He used to be the commander of the Maverick Hunters, but soon betrayed them all. He is a wanted criminal and feared by all.

SIGMA

CURRENTLY UNPLAYABLE

RACES

HUMANOID

HYBRID

HUMANOID

Humanoid Reploids are among the most common of Reploids, however they resemble the humans the most, and have an easier time getting along with them due to their similar natures. While not retaining any extra features like Hybrid Reploids, humanoids generally tend to be the Reploid's in charge of various organizations. These are the closest creations to artificial humans known to man.

BONUSES:

1 Extra feat.

+1 Bonus in Appraise and Diplomacy

HYBRID

When the first Reploids were created, they were built to resemble humans, however, after many advances in Reploid engineering, they began to create anthropomorphic creations that they dubbed, Hybrids. Hybrids were generally built to excel in one specific skill, but they have been known to live full and normal lives among the humans and Humanoids.

BONUSES:

2 +2's in skills related to which animal your Hybrid resembles.

-1 In Diplomacy

ELEMENTS

Elements are a distinguishing factor for a Reploid. Some are attuned to one, while others are not. It's just how they were designed. Mavericks who do have an element can use it against an element who is weak against their element, but they will have their own weakness as well. Reploids with no elements do not have to worry about this.

KEY:

An element that is Super Effective to another element; Add on extra dice to damage roll.

An element that is not very effective to another element; Remove a damage dice.

AVAILABLE ELEMENTS:

FIRE: WEAK AGAINST WATER, STRONG AGAINST ICE

WATER: WEAK AGAINST LIGHTNING, STRONG AGAINST FIRE

ICE: WEAK AGAINST FIRE, STRONG AGAINST AIR

LIGHTNING: WEAK AGAINST ROCK, STRONG AGAINST WATER

WOOD: WEAK AGAINST METAL, STRONG AGAINST ROCK

AIR: WEAK AGAINST ICE, STRONG AGAINST METAL

ROCK: WEAK AGAINST WOOD, STRONG AGAINST LIGHTNING

METAL: WEAK AGAINST AIR, STRONG AGAINST WOOD

PLASMA (NO ELEMENT): WEAK AGAINST NOTHING, STRONG AGAINST NOTHING.

CLASSES

GIGA BURSTER

Giga Bursters are masters of unarmed combat, which utilize close range and brutal martial tactics against their foes. They are fast, powerful, and most of all, ruthless. They even have the unique ability to channel all the damage they have received into one attack, making them a devastating DPS, while also having the ability to Tank. If you are playing a Giga Burster, A Harmonizer is recommended in your party.

BONUSES:

Starts with both the Unarmed Strike and Dual Wielding feats.

-2 To Total Armor Class

+5 To Speed

REQUIREMENTS:

Light Armor only.

Only can use fists or fist weapons.

RECCOMENDED ELEMENT(S):

FIRE, LIGHTNING, ROCK

GIGA BURSTER

LevelBase Atk. Bns.Fort. SaveReflex SaveWill SaveSpecial

1+2+0+2+1Giga Attk., Pulse Punch (1)

2+3+0+3+1Blitz (1)

3+4+1+3+2Roar

4+5+2+4+2Cross Counter

5+6/+1+2+4+3Recuperate

6+7/+2+3+5+3Pulse Punch (2)

7+8/+3+3+5+4Blitz (2)

8+9/+4+4+6+4Recuperate (2)

9+10/+5+4+6+4Sabotage

10+12/+6+5+7+5Blitz (3)

GIGA BURSTER

SPECIAL ABILITIES:

GIGA ATTACK: A Giga Burster can take all of the damage they had received so far and unleash all of it in one colossal punch.

PULSE PUNCH: The Giga Burster takes a turn to charge energy into a fist, afterward they can send a punch that stuns the opponent for 1d4 turns and deals 1d4 damage. Can hold the charge for 5 turns before it fades. When it hits level 2, Pulse Punch deals 1d6 damage and 1d4 stun, level 3 1d6 damage and 1d6 stun.

BLITZ: The Giga Burster dives headstrong towards an enemy, dealing 5 damage, and receiving 5 damage in recoil. Every time this skill levels, it deals 5 extra damage.

ROAR: The Giga Burster yells with bestial vigor towards it's opponents, bringing their attention towards it.

CROSS COUNTER: The Giga Burster enters a ready stance, and it's armor class reverts to zero. The first opponent that hits it will deal full damage to the Giga Burster. However, the Giga Burster will in return deal the exact amount of damage in return instantly.

GIGA BURSTER

SPECIAL ABILITIES:

RECUPERATE: The Giga Burster leaves combat for a moment and rests, healing it. 1d6 for the amount healed and another 1d6 for the amount of turns. They cannot attack or cast any other spells, but are able to dodge and move.

SABOTAGE: The Giga Burster lowers their own Armor Class to raise the chances of them being hit, lasts for 1d6 turns.

ZET WARRIOR

Masters of melee weapon combat, Zet Warriors utilize expert and precise attacks to swiftly bring down their foes. Versatile and agile, they are among some of the most skilled Reploids in existence. Zet warriors are superb damage dealers, usually dealing multiple strikes in one turn. However, what really makes them stand out is how they can handle almost any situation with ease. They work excellent in groups and work well with other Zet Warriors too.

BONUSES:

Can use any melee weapon.

Starts with Dual Wield feat.

+2 To Strength

REQUIREMENTS:

Can only use melee weapons.

RECCOMMENDED ELEMENT(S):

ANY

ZET WARRIOR

LevelBase Atk. Bns.Fort. SaveReflex SaveWill SaveSpecial

1+1+1+1+0Rekkouha, Shipuu(1)

2+2+2+1+0Kuuenbu,

3+3+2+1+1Double Strike

4+4+3+2+2Tenkuuha

5+5/+1+3+3+2Sougenmu

6+6/+2+4+4+2Shipuu(2)

7+7/+3+4+4+3Triple Strike

8+8/+4+5+5+3Combo

9+9/+5+5+5+4Dark Hold

10+10/+6+6+6+4Shipuu (3)

ZET WARRIOR

SPECIAL ABILITIES:

REKKOUHA: A fearsome AoE attack that deals 5d6 Damage to everything around the Zet Warrior. Can only use once per day.

SHIPUU: An evasive stance that raises the Zet Warrior's AC by +2 for a time. Rank 1, 1d3. Rank 2, 1d4, Rank 3, 1d6. Takes a turn to charge.

KUUENBU: The Zet Warrior gets a +6 Bonus to the Jump skill.

DOUBLE STRIKE: The Zet Warrior can attack an extra time with each weapon he has equipped, but it takes off an extra damage dice for the weapon on the extra hit.

TENKUUHA: The Zet Warrior can charge energy into it's weapon for a turn, and then have the option to block with it to reflect a projectile on another turn if they win the dodge roll. Another hit dice must be rolled then for the reflected attack.

ZET WARRIOR

SPECIAL ABILITIES:

SOUGENMU: While being caught Flat-footed, a Zet Warrior may make a Reflex save and prevent the damage. If successful, the enemy attacking the Zet Warrior will only be hitting an afterimage.

TRIPLE STRIKE: The same concept as double strike, except the Zet Warrior can hit two more times after the first strike with their weapons.

COMBO: The Zet Warrior can now charge or use a Special Ability after an attack, excluding Triple Strike.

DARK HOLD: The Zet Warrior targets a victim and freezes them with it's gaze for 1d4 turns. Takes a turn to charge.

BUSTER

Intuitive and balanced, Busters are natural leaders and can take on any battle situation with their medium to close range tactics. They can fulfill and roll in combat, besides healing and long range. Tanking or DPS, a Buster will excel in the right group, and perform well even on their own. What's unique to them is that they can charge their bodies with their own energies and deal extra damage. Armed with their trusty Arm Cannon, the Buster will do whatever it takes to lead their group to victory.

BONUSES:

Starts with the Aim feat.

+1 AC

+5 to HP

+2 To Diplomacy and Intimidate

REQUIREMENTS:

Can only use Arm Cannon Weapons

RECOMMENDED ELEMENT(S): ANY

BUSTER

LevelBase Atk. Bns.Fort. SaveReflex SaveWill SaveSpecial

1+0+1+1+1Charge Shot, Heroic Will

2+1+2+2+2Enduring Spirit (1)

3+2+3+2+3Rescue

4+3+3+3+3Motivate (1)

5+4+4+3+4Double Buster

6+5/+1+4+4+4Enduring Spirit (2)

7+6/+2+5+4+5Motivate (2)

8+7/+3+5+5+5Enduring Spirit (3)

9+8/+4+6+5+6Charge Shot EX

10+9/+6+6+6+6Motivate (3)

BUSTER

SPECIAL ABILITIES:

CHARGE SHOT: The Buster takes a turn to gather energy in its body, afterward, the next attack roll performed by the Buster will deal an extra damage dice and add a temporary +2 to Attack Bonus.

HEROIC WILL: The Buster's will is strong and fierce, granting it a +2 boost to Will Saves.

ENDURING SPIRIT: The Buster's spirit is durable and tenacious, cutting 2 Damage from receiving any hit, and increasing by 2 every time the ability is leveled up.

RESCUE: The Buster can throw themselves into harm's way to save a party member from receiving damage if their AC failed them. The Buster will instead receive the full amount of damage, but gains a temporary +5 to Crit for 1d3 turns.

MOTIVATE: The Buster rallies their party to boost their spirits and encourage their victory. Everyone in The Buster's party gains a temporary +2 to hit for 1d4 turns. Takes 1 turn to charge. Cannot be reapplied until the Motivate runs it's course. Adds +2 for every time the ability is leveled.

BUSTER

SPECIAL ABILITIES:

DOUBLE BUSTER: The Buster takes a turn to gather his energies, applying an equal amount of power into it's other arm, allowing it to duplicate it's initial Arm Cannon for 1d6 turns. The Charge Shot and Charge Shot EX Abilities apply to both Arm Cannons, allowing you to fire multiple charged shots in one turn. Can only be used once per day, as it takes a great deal of stress on the user.

CHARGE SHOT EX: This Charge Shot replaces the older one. The Charge Shot is now much more powerful and easier land hits with, now granting 2 extra dice to the damage roll and increasing hit chance by 5. When combined with Double Buster, Motivate, and a Rescue, The Buster can deal and extraordinary amount of damage in one instant.

HARMONIZER

Harmonizers are a unique form of Reploid, born with a nearly limitless source of unknown power. The energy literally emanates from their body whenever they access their pool of mysterious power. What is known of it however, is that it can replenish a weary Reploid completely and also grant them extraordinary battle prowess for a certain amount of time. Harmonizers are the sole Healer and Buff/Debuff Class, and are extremely important as the play an irreplaceable role on any group.

BONUSES:

Starts with the Double Charge feat.

+10 to HP

+2 To Total Armor Class

+5 To Heal and Survival Skills

REQUIREMENTS:

Cannot use weapons.

Barrier Device mandatory.

UNABLE TO HAVE AN ELEMENT

HARMONIZER

LevelBase Atk. Bns.Fort. SaveReflex SaveWill SaveSpells

1+0+3+1+3Restore (1), Fortify, (1) Blind (1) Seraph Form, Paradise Lost

2+1+4+2+4Wave of Light (1)

3+2+4+3+5Cleanse, Stun (1)

4+3+5+3+5Emancipate, Restore (2)

5+3+6+4+5Fortify (2)

6+4+7+4+6Blind (2) Stun (2)

7+5+7+5+6Wave of Light (2)

8+6/+1+8+5+7Restore (3)

9+6/+1+8+5+7Ascension, Fortify (3), Blind (3)

10+7/+2+8+6+8Stun (3), Wave of Light (3)

HARMONIZER

SPELLS:

RESTORE: The Harmonizer focuses it's energies onto a single friendly target, healing them for 3d6 life gain. Each time this spell levels, the amount healed increases by an extra dice.

FORTIFY: The Harmonizer encases a friendly target with a mystic aura that strengthens their endurance. AC is increased by 2 for 1d6 turns. With each time this spell levels up, the AC bonus is boosted by 2.

BLIND: The Harmonizer's eyes shine brightly as they stare at an enemy target. If it hits, the victim has a -2 hit chance for 1d6 turns. Each time this spell levels up, the negative hit chance increases by 2.

CLEANSE: The Harmonizer unburdens a friendly target of a single status ailment, including stuns.

STUN: The Harmonizer fires a bolt of their own raw energy directly into a enemy foe. If it hits, the enemy's body struggles to process the power, causing their body to lock up. They are stunned for 1d3 turns. As the spell levels up, it increases to 1d4, and the third level it increases to 1d5.

HARMONIZER

SPELLS:

SERAPH FORM: The energies inside of the Harmonizer transform the being, changing their appearance to match an Seraph. The Seraph is indestructible and can use spells without charging them. All healing is doubled and they are able to fly. The transformation lasts for 1d6 turns. Can only be used once per day at level 1-4, twice per day at level 5-9, three times 10-14 etc.

PARADISE LOST: One could not even classify this as an attack. The Seraph Harmonizer begins to pulse with unknown energy, their eyes shining a bright red. Afterwards, a massive wave of energy is expelled from their body, targeting all enemies, except bosses. They are not destroyed, they simply erased from existence. Regardless how many turns are left in Seraph Form, they will revert back to their normal state.

WAVE OF LIGHT: The Harmonizer releases a wave of energy that heals the entire party for 2d6. This spell takes 2 charges to use. Each time this spell levels, it adds an extra 1d6 to the roll.

ASCENSION: A passive ability that grants an extra turn to Seraph Form.

MASSIMO

Warriors of pure might and guts, the Massimo is always a fearful sight whenever one is seen on the battlefield. Donning heavy armor and massive two handed weapons, they prefer to cleave their way through any situation they possibly can. While commonly seen as mindless brutes, Massimos are fighting geniuses and wise beyond their years. They are excellent tanks, but can DPS if needed.

BONUSES:

+2 to Wisdom

+2 to Strength

+2 to Constitution

+2 to Intelligence

-4 to Dexterity

REQUIREMENTS:

Must use a two handed melee weapon

Must wear heavy armor

Cannot move at a speed faster than 20 feet per turn.

MASSIMO

LevelBase Atk. Bns.Fort. SaveReflex SaveWill SaveSpecial

1+1+2+1+1Kaboom

2+2+3+1+2Brace (1)

3+3+3+2+3Iron Grip (1)

4+4+4+2+3Pulverize (1)

5+5+5+3+4Intimidate (1) Brace (2)

6+6/+1+5+3+4Iron Grip (2)

7+7/+2+6+4+4Pulverize (2)

8+8/+3+6+4+5Intimidate (2)

9+9/+4+7+5+5Brace (3) Iron Grip (3)

10+10/+6+8+5+5Pulverize (3) Intimidate (3)

MASSIMO

SPECIAL ABILITIES:

KABOOM: The Massimo slams it's weapon fiercely against the victim's armor, sundering it temporarily. 1D6 for ammount of AC lost and 1d4 for the ammount of turns it lasts.

BRACE: The Massimo braces itslef, increasing his AC by 2 for 1d6 turns. Each level for this ability increases AC gained by 2.

IRON GRIP: The Massimo Gains a +2 Bonus to Grabs, with each time this ability levels increasing the bonus by 2.

PULVERIZE: The Massimo smashes it's victim with it's weapon, Dealing 1d4 damage per turn and Decreasing their hit by 2 for 1d4 turns. Level 2: 1d5 damage per turn, -4 Hit chance for 1d4 turns. Level 3: 1d6 Damage per turn, -6 Hit Chance for 1d4 turns.

INTIMIDATE: The Massimo stares a victim down, causing it to be feared for 1d4 turns. 1d5 lvl 2, 1d6 lvl3. `

MANCER

Highly intelligent and master of their own energy, the Mancer fights using various mage-like attacks using energy or their own element. Depending on what type of energy the use, depends on what type of mancer they are called. Superb DPS. (Fire = PyroMancer, Ice = CryoMancer, Energy= PowerMancer etc.)

BONUSES:

+4 to Intelligence

Starts with Double Charge Feat

Starts with Dual Cast Feat

+2 to 1 Intelligence Based Skill.

REQUIREMENTS:

Can only wear light armor.

Can only use 1 handed weapons

MANCER

LevelBase Atk. Bns.Fort. SaveReflex SaveWill SaveSpecial

1+1+0+1+2Surge, Create, SymbiosisBolt (1), Wave (1)

2+2+1+1+3Armor (1)

3+3+1+2+3Chain (1) Shock (1)

4+4+2+2+4Ailment (1)

5+5+2+3+4Unleash , Bolt (2)

6+6/+1+3+4+5Wave (2) Armor (2)

7+7/+2+3+4+6Chain (2) Shock (2)

8+8/+3+4+5+7Ailment (2) Bolt (3)

9+9/+4+4+6+8Wave (3) Armor (3) Chain (3)

10+10/+6+5+6+9Shock (3) Ailment (3)

MANCER

SPELLS:

SURGE: Whenever a Mancer deals Super Effective damage, add on extra damage dice roll to it. However, this also backfires for the weakness as well.

CREATE: The Mancer can create the raw form of his or her element for practical use.

SYMBIOSIS: The Mancer gains a +2 Bonus to hit whenever they are in an environment that caters to their element.

BOLT: The Mancer fires a bolt of his or her element, dealing 1d8 damage for level one, 2d8 for level two, and 3d8 for level three.

WAVE: The Mancer creates a AoE wave of their element, dealing 1d6 damage to everyone within 20 feet of the Mancer. 2d6 for level 2, 2d6 for level 3.

ARMOR: The Mancer coats itself in an armor of their element, increasing AC by 2 for 1d4 turns. +4 for 1d4 turns, and +6 for 1d4 turns.

MANCER

SPELLS:

CHAIN: The Mancer fires a blast of their element that deals 1d6 damage, then it chains to two more people nearby dealing 1d4 damage. Level 2, 2d6 + 3 1d4s, Level 3 3d6 + 4 1d6s.

SHOCK: The Mancer shoots a corroding bolt of their element at a target, dealing 1d6 damage for 1d6 turns.In addition, any attack that is the same element as the Shock deals an extra mini-crit damage. Level 2, 1d8 damage for 1d4 turns, Level 3 2d6 Damage for 1d4 turns.

AILMENT: The Mancer hinders a target with their element. Lasts for 1d4 turns level 1, 1d6 turns level 2, and 2d4 turns level 3.

UNLEASH: The Mancer bursts with elemental power, increasing hit by 4 for 1d6 turns.

PHANTOM

Deceptive and sneaky, the Phantoms prefer to attack their enemies when their back is turned. They have no honor and only wish to end the fight as quick as they possibly can. They are fast and very dexterous, and their cunning is unmatched on the battlefield. An almost unmatched dealer of DPS.

BONUSES:

+2 To Move Silently and Hide

+2 To Bluff

-2 To Constition and Strength

-4 To Diplomacy

Requirements: Light Armor, Melee Weapoms.

PHANTOM

LevelBase Atk. Bns.Fort. SaveReflex SaveWill SaveSpecial

1+2+0+2+1Cloak, Backstab, Gouge

2+3+1+3+1Eviscerate

3+4+1+3+2Prey

4+5+2+4+3Hamstring

5+6+2+4+3Execute

6+7/+1+3+5+4Gouge (2) Eviscerate (2)

7+8/+2+3+6+4Prey (2) Hamstring (2)

8+9/+3+4+7+5Gouge (3)

9+10/+4+4+8+5Eviscerate (3) Prey (3)

10+11/+6+5+9+6Hamstring (3)

PHANTOM

SPECIAL ABILITIES:

CLOAK: A Phantom can cloak in the middle of the battle, using a Move Silently and Hide Skill at the same time to fool enemies and sneak behind them. Takes a turn to charge.

BACKSTAB: The Phantom when dealing Flat-Footed damage, automatically activates backstab, which deals an extra 20 damage to the attack.

GOUGE: The Phantom stabs their victim, causing 1d6 bleed damage for 1d4 turns, 1d8 damage for 1d4 turns level 2, 1d10 damage for 1d4 turns level 3. Takes a turn to prepare.

EVISCERATE: The Phantom causes the target to bleed and lose focus, lowering the Hit chance by 2 for 1d4 turns, by 4 for 1d4 turns level 2, and by 6 for 1d4 turns level 3.

PREY: The Phantom gains an extra +5 to to crit when they choose their target in Cloak mode.

HAMSTRING: The Phantom slashes the victims legs, decreasing their movement temporaily by 10 feet for 2 turns, 20 feet for 2 turns, and 30 feet for 3 turns.

EXECUTE: The Phantom can instantly kill any target that has less than 10% health if hit. Does not work on Players.

RANGER

Marksmen of the finest caliber, Rangers prefer to deal their damage from a safe distance away, using precise aiming and proper positioning. They are proficient with almost any firearm and even bows. They are Superior DPS dealers and can deal damage most of the time without even worrying about the possibility of even being hit.

BONUSES:

+2 to Dexterity

Starts with Call Shot Feat.

Starts with Aim Feat

Can Dual Wield Pistols

Can Use Sniper Rifle

Can Use Bow

REQUIREMENTS:

Can only wear Light Armor

Cannot use Melee Weapons

RANGER

LevelBase Atk. Bns.Fort. SaveReflex SaveWill SaveSpecial

1+1+1+2+1Target, Hold Breath (1), Dash

2+2+1+3+1Focus (1)

3+3+2+3+2Examine

4+4+2+4+3Hold Breath (2)

5+5+3+4+3Focus (2)

6+6/+1+3+5+4Crippling Shot (1)

7+7/+2+4+6+4Focus (3)

8+8/+3+4+6+5Crippling Shot (2)

9+9/+4+5+7+5Hold Breath (3)

10+10/+6+5+8+6Crippling Shot (3)

RANGER

SPECIAL ABILITIES:

TARGET: The Ranger Takes a turn to choose his target carefully, giving it a +4 Chance to Hit for the Next turn.

HOLD BREATH: The Ranger holds it's breath for 1d4 turns to get a steadier shot, increasing crit chance by +3. When this ability reaches lvl 2, 1d6 turns, lvl 3 2d4 turns.

DASH: The Ranger can instantly move 20 feet for a quick escape from harm. Cannot use next turn.

FOCUS: The Ranger enters a state of Focus, in which it's armor class increases by 2 for 1d4 turns, 4 for 1d4 turns, 6 for 1d4 turns.

EXAMINE: The Ranger locates a weak spot on a target.

CRIPPLING SHOT: The Ranger Takes it's time to fire at a leg joint, hindering their movement by 10 feet at level 1, 20 feet at level 2, and 35 feet at level 3. Lasts for 1d6 turns.

CUSTOM FEATS

Feats that were made for this Campaign.

AIM: Grants a +1 to Ranged Attack Bonus.

DOUBLE CHARGE: Charges 2 Spells everyime you charge a spell.

DOUBLE CAST: Can cast 2 Spells now per turn.