The role your character plays for field work (the majority of what your character will be doing in-game is “field work”) will determine her or his primary strengths and weaknesses, how they advance, and abilities and spells they will have access to. This might be thought of as their job, profession, or class, used to differentiate character abilities. As a character continues throughout their career, they will advance in skill and ability in their Field Role. This is indicated by Achievements.
Once the character has earned 25 Achievements, there will be a mandatory training period. After this is complete, she or he can begin their more specialized career, referred to as a “Sub Role.” These will be referred to generally as “Subs.” The Sub you pick for your character will funnel them into a role that has potential in-game duties, Foibles, and access to new Abilities. Anyone can delay training for their Sub Role up to 12 months, after which the character is considered to have abandoned their Field Role and is no longer a PC. Characters cannot earn further XP while not yet trained into a sub with 25XP.
You can purchase buy-ins (excluding hit points) from a second Field Role at a cost of double. You can purchase buy-ins (excluding hit points) from a third Field Role after that at a cost of triple.
Within your primary Field Role, you can purchase buy-ins (excluding hit points) from one additional Subrole at a cost of double, but you are required to apply that Sub’s foible to your character. This does not change your base field role, subrole, nor does it confer any of the listed features of the new subrole you are buying into; you only get the purchased buy-in(s).
[#_FIELD_ROLE_EW]
Elite Warrior
Prerequisites
EM 16+
Field Role Die
Attack with Weapon(s) of Choice, Diplomacy, Etiquette, Leadership
Proficiency
Empathy
Standard Training
All Weapons, Heavy Armor
Common Strategic Role
Leadership
Field Role Hit Points
All Elite Warriors gain 12 Hit Points at inception.
There are regular people called to duty as a soldier, a town guard, an adventuring fighter and more—and then there are elite warriors. Each elite warrior has a different specialty and focus, which makes them unique and important in the overall strategy of their group/community/nation. But, when it comes to warriors, it is battlefield leadership as well as the will to prepare and think differently that defines an elite warrior and separates them from a career soldier.
Characteristics of an elite warrior:
-
An elite warrior’s primary stat is Empathy because elite warriors love their fellow teammates like their brothers and sisters, and respect (even love) their enemies; they will also be called upon later in their career to lead
-
Elite warriors learn to win in their minds before winning the battlefield
-
Elite warriors are the most powerful and hardy warriors of the civilized races
-
Elite warriors get the best weapons, armor, and fighting skills
-
Elite warriors are often bred/groomed/trained for leadership
-
Elite do not hesitate to take on leadership roles when necessity or duty dictate, and step back effortlessly when it is someone else’s turn
-
Elite warriors seek the severest training to hone their skills and hearts
-
Elite warriors never quit—training, missions, or most any other endeavor in life
-
Elite warriors are innovative, finding ways over or around literal or figurative obstacles that stand between them and their objective
-
Elite warriors are never truly Elite warriors, they are forever mere Elite warriors in training
This is not a code of conduct—rather, any person training to be an elite warrior already possesses this mindset before they start, and will maintain this mindset throughout their career.
[#_FIELD_ROLE_EW_CHEEVOS]
Elite Warrior Achievements |
|
Milestones |
Feats |
Code of Conduct |
Defeat any enemy in 1v1 single combat |
Refusal to collect wealth |
Publicly challenge an enemy (esp. on a mass battlefield) |
Strict adherence to one alignment |
Defeat an enemy after issuing a challenge or after they challenged you |
Absolute Honesty |
Diplomacy |
Demanding of mastery of a skill |
Personal Growth |
Lead an Army in Battle |
[#_FIELD_ROLE_EW_BUYINS]
Elite Warrior XP Buy-ins |
||||
Buy-in |
Cost |
Effect |
Special |
Prerequisite(s) |
Any Standard (non-sub) Warrior |
Normal |
Normal |
No extra cost |
As listed |
Hit Points |
1/e per each |
+10 Permanent Hit Points |
Cost is 1 for 1st Buy-In, 2 for 2nd, 3 for 3rd, etc... |
None |
Faster Attacks |
1/e/s per each |
Gain an additional attack each round |
Max 3; Cost is 1 for 1st Buy-In, 2 for 2nd, 3 for 3rd, etc... |
|
Better Hitting |
1/e/s per each |
Gain a +2 to your Base Action Bonus |
Cost is 1 for 1st Buy-In, 2 for 2nd, 3 for 3rd, etc... |
|
Weapon of Choice |
1/s |
+6 to attack when using these weapons |
Max 3; uses FRD |
None |
Weapon Finesse |
1/s |
Critical Hit on +18 |
-5 Enemy morale while using this weapon |
|
Weapon Specialty |
1 |
+4 Attack, Initiative, and Damage when using this weapon |
You can only specialize in one weapon |
|
Sweep |
1/s |
Attack all adjacent enemies in melee at -5 |
Cannot use on ranged weaponry |
Only usable with Weapons of Choice or Specialized Weapons |
Favored Enemy |
1/s |
Choose a category of enemies, +5 to attack those enemies |
Can change Favored Enemy at a cost of 1 xp. |
None |
Mounted Combat |
1/s |
Engage in combat while mounted |
Can use a shield with reach weapons (Wield great piercing weapon with 1/h + shield) |
Only usable with Specialized weapons |
Heavy Armor Master |
1/s |
|||
Attack of Opportunity |
1/s |
Free attack in certain circumstances |
Able to exploit openings in enemy defense opportunistically |
Only usable with Specialized weapons |
Elite Warrior Field Role Features
-
Can Purchase Standard (non-sub) Warrior Buy-Ins at no extra cost.
-
Can Purchase Standard Sub-Warrior Buy-Ins at 1.5x cost.
-
Warrior Role Buy-Ins do not count toward the Elite Warrior’s total extra FR purchases.
-
Elite Ability Training: Elite warriors will get one ability in which they can Elite Train. Other than time, this ability training does not require any of the normal training requirements: hiring a trainer, money, etc. Elite warriors can train certain abilities as 2nd Tier (no matter where they are in the process), and, they may pause elite training and hold their 2nd Tier place. If another, non-elite trained ability is being trained at 2nd Tier, it is unaffected by the elite training. Switching to train another ability, however, pushes the elite training progress back to the last full point gain when the Elite Warrior returns to continue the elite ability training. There is no limit to how far down the chart Elite warriors can go and return to continue this elite 2nd Tier training—even if they reach the end of the chart by training all 6 abilities.
Elite Warrior Subroles
Your subrole will determine your fighting specialty, lot in life, and daily duties. You can not pick more than one sub, and you have to pick one, your character cannot advance past 25xp without a subrole. You can pick any one of these subs once your PC reaches 25xp:
[#_FIELD_ROLE_EW_CENTURION]
Centurion
Elite Train: Empathy
Phalanx Warrior
Revenent
Lightning
Summon Legion
[#_FIELD_ROLE_EW_CHAMP]
Champion
Upon becoming a Champion, the PC gains the following features:
-
Armor Boost & Damage Reduction
-
Speed Boost
-
PF Elite training
-
Melee Only
-
Foible: Haughty, Arrogant, must keep armor clean at all times
-
Bonded Mount
This character is the epitome of human ambition and chivalry. These are the bold knights that ride bravely into glorious battle and die for the good of the kingdom. They favor competition above all else, to the point of combat to the death if necessary, particularly so with mass-battle.
Champion Adepti make excellent multiclass Paladins, and any character that is a Champion Adeptus can alternate their advancement in both Field Roles back & forth freely, although their weapon of choice has a restriction in this situation (see class features). Of course, Champion Adepti wishing to partake in this benefit must meet the alignment and ethos restrictions of a paladin.
Adventurers: As adventurers, these characters will always make the other characters' days more interesting at best, unbearable at worst. Champions believe themselves to be the pinnacle of what mankind can achieve, and being the prodigies that they are, they should naturally be the leaders of the group.
They have much in common with paladins, and look at them with some amount of grudging respect. It comes to the learned as no surprise that there are sects of paladinhood that fight more frequently with Champion Adepti than they do with evil. In these instances (which are not common mind you), fierce rivalries erupt as both ideologies are strict, and their differences are irreconcilable.
Class Features: At 1st level, Champion Adepti can choose a weapon of choice. It can be either longsword, lance, mace, or flail (not dire), but nothing else. This is the preferred weapon and they gain either a free Weapon Focus or Weapon Finesse feat in regards to this weapon. Furthermore, they gain a +1 bonus for every attack they have with the weapon of choice, and can hit creatures that require a +1 to hit with the preferred weapon. For purposes of overcoming damage reduction, the weapon of choice bonus is added to the weapon's magical bonus (if any), and if the damage reduction is still not overcome, then their basic preferred weapon bonus is subtracted from the target's damage reduction. When a Champion chooses to take levels in Paladin, his weapon of choice bonus ceases where it is, never again able to increase regardless of further levels gained as a Champion. Once a weapon of choice is chosen, they can never change their mind.
Upon reaching 3rd level, any fear-causing effects are completely negated by a Champion's haughty do or die attitude. This extends for a 10' radius to the Champion's allies. Mind-affecting effects have a 90% chance of being negated.
Through their hours upon hours of rigorous training, Champion Adepti can increase Empathy, Endurance, or Physical Fitness (their choice) by one point every 5th class level, as long as the ability has no magical enhancement bonus. They can increase an ability of their choice at every 4th character level just as any other character can. When a Champion chooses to take levels of Paladin, this special ability ceases where it is, regardless of later levels gained as a Champion.
Excellent skill with horses; free mounted combat feat at 4th level plus ability to determine value of any horse.
Starting at 5th level, Champions never enter the Dying/Bleeding to death state as defined in the PHB pg. 129. Instead they are always disabled and stable, regardless of how many negative hit points they have, until they are dead. They still lose 1 hp for taking any action in the disabled state.
Upon reaching 7th Level, Champions who chose to take a Physical Fitness bonus at 5th level can vault up to 10' into their mount's saddle as a bonus action. They gain a free Spring attack feat. Characters who have trained their Endurance gain a free Toughness feat and a free Great Fortitude feat. Those who trained their Physical Fitness gain a point of charisma, plus a free Power Attack feat, or if they already have it they can choose any one of Cleave, Improved Bull Rush, Sunder, or Great Cleave feats, again for free. Only champions who have not yet multiclassed into paladins gain this ability.
Because of their amazing will to live and compete, Champion Adepti have an innate refusal to die in any situation other than combat, including but not limited to disease damage, poisonings, traps, starvation, damage caused by nature, and so on. In any such situation where logic does not dictate otherwise as determined by the DM, they get a Fortitude save at base DC 18 to not die—this is only after any saving throw the situation would normally call for, if any, is failed. This second saving throw only applies to non-combat damaging effects that would normally kill. If the second saving throw is made, they still take the damage, but instant death is averted. If the damage causes them to drop below 0 hit points, their current hit points become 1. If there are other non-deadly but detrimental effects, the normal saving throw is all that can be rolled. Examples of possible situations where logic dictates otherwise are falls from extreme heights, crushes by a 14,000 ton slab of solid steel, or submersions in lava or acid for any length of time. This is not a supernatural ability.
Champion Adepti are haughty and arrogant, and must be roleplayed as such. Most of the details of this aspect of their personalities are up to the player, with one major exception: A Champion Adeptus' armor is a proud uniform, as much a badge of station as protection, and they judge themselves and each other by what armor they wear. They have a rigid armor hierarchy that dictates what armor they prefer. Preference for armor must be: 1st: Full Plate, 2nd: Half Plate, 3rd: Breastplate, 4th: Chainmail, 5th: Scale Mail, 6th: Banded Mail. Any time a suit of armor is found that is a higher rank than what the Champion Adeptus currently wears, he must drop his suit and re-equip himself with the new suit, even if, with magical bonuses, his armor class is worsened by the re-equip—even if the new suit of armor is CURSED! When distributing party treasure in such a situation, the Champion will insist that he get the higher suit of armor that was procured, even at the expense of other more beneficial items. They prefer decorative, extravagant armor bedecked with jewels, but this does not affect the hierarchy listed above, i.e. they will not take jeweled Breastplate over plain Half Plate. The Champion will make an effort to keep his armor as clean, undamaged, and generally pretty as possible.
Champions insist on close combat as opposed to ranged combat. They can never use ranged weapons, and will make an effort to get into close combat as soon as they possibly can. Their ethos does not require them to impose this belief on their inferior companions.
[#_FIELD_ROLE_EW_DISCIPLE]
Disciple of the Tiger's Way
Tiger Hybrid Only
Hit die: d10
These characters are the Special clan of tiger hybrids which travel around the world with their ongoing missions of ridding the world of rakshasae and convincing the world that they are entirely different than the evil Species of the tiger-spirit thugs. They originate in the eastern realms, and usually start there, but as stated previously are known to travel anywhere in the world.
Adventurers: They are the classic adventurers, outcasts, loners, but generally noble and decent. They often are compelled by the plights of the innocent and weak.
Skill Points: 2+Int Mod (x4 1st Level)
Class Features:
Monk unarmed strike
Monk stunning attack
Favored Enemy: Rakshasae (only) as per Rangers.
Fighter feats. Disciples of the Way of the Tiger gain bonus feats as a fighter. Also! They can choose to trade any fighter feat for a Martial Arts Maneuver out of a category they've already specifically received a maneuver from.
Martial Arts Special Maneuvers. See below.
At level 15, monk purity of body is attained
At level 17, monk diamond body is attained
Principal Maneuvers
Kick
Circle kick: The attacker builds up power by dramatically spinning one full circle before landing his kick. If successful, the kick does one more die of normal unarmed damage. If unsuccessful, the attacker loses his next attack he is normally allowed as he tries to recover his balance.
Flying kick: This spectacular kick requires at least 5 feet of running space. The character leaps high into the air and leads with a powerful kick to the head (or head-height for larger than medium-sized creatures). If the kick connects, the character does 3 more dice of normal unarmed damage. If unsuccessful, the character falls to the ground adjacent to the intended target and is prone for one round. He loses all remaining attacks for that round.
Backward kick: This seemingly innocuous kick is extremely difficult to master. The character attempts a normal attack at any creature directly behind him, either kicking his foot over and behind his own head or lashing out straight backward. He does not have to turn around and face his attacker. The kick does normal damage, but a failed attempt has no ill effects.
Strike
Iron Fist: Through various toughening exercises, the character has hardened his hands so much that they feel like steel. The character does an additional die of unarmed damage on each attack, if the principal body part used is the hands. If the principal body part is not the hands, the character does an additional die of unarmed damage for one attack.
Crushing Blow: The character is able to shatter or break hard objects with a blow of his hand. This includes wood, ceramics, and masonry but not metal. The character can break ½” of wood or 1/4” of brittle stone per level. The PF can modify this based on the shape, hardness, and age of the object. If used against a living target, the character causes normal damage plus points equal to his level. The Crushing Blow requires great concentration and is the only action the character can do in a round regardless of the number of attacks normally allowed. In all cases a normal to hit roll must be made. The PF must determine the number needed to hit a stationary object (based on its hardness). If the die roll is failed and the character is striking a hard object (such as a stone), he has seriously hurt his hand. He suffers damage equal to what he would do on a normal attack and the hand is unusable until 24 hours have passed and curative measures have been taking (Heal skill or magic).
Tiger Claw: Through physical exercise and concentration, the character can summon immense crushing strength into his hand. On a successful to hit roll he can shatter objects (snap spear shafts, crush stones, etc.), crush metal items, and cause an additional 3d10 points of unarmed damage on an attack. This requires great concentration and is the only action the character can take during the round.
Lock Maneuvers
Lock
Locking is the art of gripping an opponent in such a way that prevents him or her from acting—twisting an arm so the joint is locked, applying pressure to choke off breathing and blood flow, etc.
Choke Hold: This teaches the character the correct way of applying pressure to render an opponent unconscious. When using a choke hold, no attacks can be made in the next round as the attacker is entirely occupied in gripping and holding his opponent. If a successful to hit roll is made, the choke has been applied. Once applied, the hold must be maintained until the end of the next melee round (during which the character can take no other action). The victim can attempt to escape by making a successful opposed grapple check, modified by a -2 on the die roll. The escape attempt can be tried as many times as the victim has attacks. If the character fails to escape, he falls unconscious at the end of the round. He remains unconscious for 1d3 rounds.
Locking Block: This action can be attempted instead of a normal attack. It can be used against other unarmed fighters or melee weapon attacks. A normal to hit roll is made. If successful, the character has trapped his opponent's weapon, arm, or leg in a scissors arm-lock and it cannot be used to make attacks. In addition, so long as the victim is so trapped the character can make attacks (using the feet only) with a +4 on his attack roll. The victim can break the lock by expending an attack and making a normal to hit roll for success. The locking block does not cause damage.
When used against an unarmed fighter, an unsuccessful locking block causes no penalty other than the fact that the attack has been lost and no damage is done. However, when used against a weapon, an unsuccessful locking block results in the character taking damage from the weapon. In attempting to make the block, the character has only managed to get himself hit by the weapon.
Incapacitator: By gripping the opponent and twisting the joints, the character can render one limb or finger useless for 24 hours and cause double normal damage. The effects of incapacitating a limb are 3d6 points of damage, plus if an arm is incapacitated, the character can still fight, but cannot use a two handed weapon or a weapon and a shield. The chances of successfully casting spells with somatic components is reduced by 25%. If a leg is incapacitated, movement is reduced to ¼ normal. Fortitude saves are allowed. An unsuccessful attack, whether from a failed to hit or a successful saving throw, has no effect on the attacker on than a wasted attack and the lack of damage done. This maneuver is particularly useful to prevent opponents from escaping or making attacks.
Movement Maneuvers
Movements
This method relies on the training of the character in the control and positioning of his own body—his posture, stance, and reflexes. From it students learn the importance of speed, sudden changes of direction, and footwork. It is seldom very offensive, but when combined with other styles creates a dangerous and deadly fighter.
Feint: A feint is a trick where the character begins an attack in one direction and at the last minute changes it to another direction. When done successfully, the opponent is out of position to the new attack and cannot defend as effectively against it. A feint requires one melee attack to execute. A normal to hit roll is made and if successful the character's next attack gains a +2 on the chance to hit. The feint itself does no damage. If unsuccessful, the character suffers no penalty on than the loss of the attack.
Prone Fighting: Prepared for any circumstance, the character is able to fight effectively even when lying on the ground. This special maneuver is constant—it applies any time the character is knocked from his feet. The only limitation is that the character can perform no other special maneuver (except instant Stand) when prone.
Immovability: By carefully positioning his feet and learning to tense and relax various muscles, the character can avoid being knocked, lifted, or thrown off his feet. Any time these would occur, the character is automatically allowed a fortitude save. If the save is successful, the character remains where he is.
Missile Deflection: Relying on the speed of his reflexes and the nimbleness of his footwork, the character is sometimes able to avoid non-magical missile attacks (including magical arrows and bolts). This ability is constant although the character must be aware of the attack. The character is allowed a reflex saving throw against each attack. If the save is successful, the character has dodged the missile; if not, the missile hits normally.
Leap: The character is able to perform extraordinary feats of spring and leaping by channeling his inner power, mentally making himself as light as a feather. From a standing start the character can spring four feet into the air and three feet forward plus one foot for each level of the character. He can also flip in mid-air to automatically change his facing. Such springs do not take an entire melee round, costing instead only one attack allowed during the round. Thus a character could flip over an opponent, land behind and execute an attack from the rear with his next melee attack. From a running start, the character can spring eight feet upward and ten feet forward plus one foot for each level of the character. The character must have at least 10 feet of running space for springing. In both cases, the character must make a normal to hit roll to see if he lands safely. If the roll is made, the leap or spring is successful. If the roll is failed, the character makes the leap but falls to the ground upon landing.
Speed: The character has developed lightning-fast reflexes and powerful muscles mainly by concentrating and learning how his body controls its movements. The character gains twice the normal amount of melee attacks he is normally allowed (both with the martial arts and normal combat) and moves at double the normal combat movement rate (only). The increase in movement rate does not apply to normal movement nor can the movement speed be maintained for more than five rounds. This special maneuver is difficult and tiring. It can only be done once per day and can only be maintained for five rounds. At the end of this time, the character must rest for 1-3 rounds.
Slow Resistance: Having developed his body and disciplined his mind, the character is automatically immune to slow effects.
Throw Maneuvers
Throws
Fall: The first maneuver any student of this style learns is how to fall correctly. He learns to fall and roll, taking the impact of the fall on the safest areas of his body. Once learned this maneuver is constantly in effect. Thereafter he suffers only ½ the normal amount of damage from any fall.
Instant Stand: After learning to fall, the student learns how to gain his feet quickly either by rolling up to a standing position or using an acrobatic jump. Normally one round is required for a character to gain his feet, but a character knowing this maneuver can regain his feet automatically instead of making an attack. He may do other actions in the round if he has attacks available.
Hurl: This type of throw relies a great deal on Physical Fitness and less on leverage. The character can attempt to pick up an opponent and throw him to the ground 1d4 feet away. The victim suffers double damage from the throw. Characters with Immovability can resist this maneuver. A successful to hit roll must be made for the Hurl to work. If the roll is failed, the character loses all remaining attacks for the round and automatically loses initiative for the next round.
Great Throw: Using leverage and his opponent's momentum, the character is able to throw his enemy a great distance. A normal to hit roll must be made. If the victim is stationary, the character can throw him one foot per level. If the victim is charging the character, the distance thrown is six feet plus one foot per level. The victim suffers triple normal damage from the throw. If the to hit roll is unsuccessful, the opponent has countered the move and the character has been knocked off his feet, automatically losing initiative the next round.
Master Maneuvers
Maneuvers
These are the greatest martial arts maneuvers a disciple can achieve. They represent the most intense mastery, the purest mindset, the greatest oneness or wholeness that can be achieved in mortal life. To master these requires intense concentration, years of preparation and training, and a completely unclouded mind.
Distance Death: This is the ultimate skill and requires great practice and concentration. To learn it, the character must practice at a pool of water, driving his finger at it without touching it. As he does so, he concentrates on his own power, trying to extend it from his finger. When he can hear the echo of his thrust rebound from the water, he has mastered the maneuver.
Distance Death requires great concentration and is the only action the character can perform that round. It has a range of one foot per level of the character. With it the character can choose to apply the effects of pain, stunning, or paralyzing damage on the attack. If pain is chosen, the victim is not allowed a saving throw; for stunning the saving throw is -2 on the die roll. In all cases a normal to hit roll must be made.
Levitation: This is perhaps the rarest of all the martial arts maneuvers, since it requires the utmost of concentration and mental discipline. Daily the character practices at making his body feel lighter, using his mental power to negate his own weight. Finally, the character succeeds in overcoming all his weight. At this point he can levitate. This maneuver requires on turn of concentration before it can be done. Thereafter the character can move up, down, or sideways at five feet per round per 5 character levels. He can take no actions while levitating and if his concentration is broken, he falls to the ground. Upon completion of the levitation, the character must rest for one round before doing any other action.
Tiger Frenzy: In this stunning flurry of attacks, the character unleashes all his power in an awe-inspiring assault. He must spend one round preparing for this maneuver during which he can take no other action. On the next round, the Disciple releases each of his attacks plus one, all automatically hitting, and deals double maximum damage with each blow. The drawback is, the character is too lost in his frenzy to direct the assault toward anything specific; he has the choice of either one target or multiple targets. If he chooses multiple targets, the targets are randomized in some way that is deemed appropriate by the DM, not excluding allies. After this flurry is released, he must rest for one round.
[#_FIELD_ROLE_EW_IMMORTAL]
Immortal
Immortal
Elite Train: Endurance
Rebirth
[#_FIELD_ROLE_EW_KNIGHT]
Knight
Knight (This was Tyrusine’s Holy Warrior, should I change that or this?)
Charge (mounted)
WOC Lance
PF or spirit elite training─mandatory maybe?
Training mandatory maybe?
Death proof
The path of the righteous man is beset on all sides by the iniquities of the selfish and the tyranny of evil men. Blessed is he who, in the name of charity and good will, shepherds the weak through the valley of darkness, for he is truly his brother's keeper and the finder of lost children. And I will strike down upon thee with great vengeance and furious anger those who would attempt to poison and destroy My brothers. And you will know My name is the Lord when I lay My vengeance upon thee.
[#_FIELD_ROLE_EW_MYRMIDON]
Myrmidon
The path of the righteous man is beset on all sides by the iniquities of the selfish and the tyranny of evil men. Blessed is he who, in the name of charity and good will, shepherds the weak through the valley of darkness, for he is truly his brother's keeper and the finder of lost children. And I will strike down upon thee with great vengeance and furious anger those who would attempt to poison and destroy My brothers. And you will know My name is the Lord when I lay My vengeance upon thee.
[#_FIELD_ROLE_EW_PRAGA]
Praetorian Guard
Elite Train: Perception
Super Speed
Light Armor
Kill strike
[#_FIELD_ROLE_EW_SAMURAI]
Samurai
Samurai are members of an elite warrior class generally retained in the service of a lord. The samurai’s main purpose in life is to give theirs in service of their patron.
Prerequisites: EM 18+, PF 11+
Upon becoming a Samurai, the PC gains the following features:
-
PC gains +1 PF and +1 EM
-
SP Elite Training
-
2H Katana
-
PC may craft a bolt spell at this time, necrotic, fire, ice, or earth bolts are all acceptable
-
This bolt spell is cast through the Samurai’s weapon; it can be cast 1× per day per every 10 experience points the character has
Samurai XP Buy-ins |
||||
Buy-in |
Cost |
Effect |
Special |
Prerequisite(s) |
Fearsome visage |
1 |
-5 enemy morale |
Allies immune |
Item: Traditional Samurai Warrior Mask |
Dual Weapon Proficiency |
1 |
Can use two weapons of medium class or lighter simultaneously |
||
Spirit Aspect |
1/e |
Samurai can cast Spirit based spells |
Cost is 1 for 1st Buy-In, 2 for 2nd, 3 for 3rd, etc... |
|
Enlarge at will |
1 |
Duration: up to 1 second per XP total, 1×/day |
||
Levitate at will |
1 |
Duration: up to 1 second per XP total, 1×/day |
||
Samurai Foible
Samurai have an intense sense of, and desire for duty. Any samurai will be almost fanatically devoted to whatever cause, nation, or lord they are following or subject to as the case may be.
A Samurai gains an Honor stat, starting at 20. Each time any action is taken that is in line with their duties, advances their lord’s interests, or is generally honorable, they gain 1 honor point. Each action performed by the samurai that does not advance their duties costs a penalty of 1 honor point. When a samurai takes an action that goes against their duties or is generally dishonorable, they lose 2 honor points. Honor points have the following effect on the PC:
Honor System for Samurai |
|
Honor range |
Effect |
0 |
Character ceases to function as a samurai and is no longer a PC—hand over your character sheet to the PF and begin rolling up a new character |
1-10 |
RED ZONE. Character is in very serious danger of losing samurai status; -4 morale to Samurai and any allies |
11-15 |
YELLOW ZONE: Tread lightly and take immediate steps to improve your honor |
16-30 |
No problems; standard |
31-50 |
Well known as an honorable and trustworthy samurai—praised by her or his lord and feared by the enemy |
51-80 |
This is typically a high level samurai who by now is the lord of her or his own keep; +4 morale bonus to all characters working with this samurai |
81+ |
The gods take notice of the samurai; +10 morale bonus to her or his inner circle, the closest allies; +5 morale bonus to all other cohorts |
[#_CLASSES_ENGINEERS]
Engineer
Prerequisites
MA 14+
Field Role Die
Engineering
Proficiency
Mental Acuity; if species provides proficiency in Mental Acuity your second proficiency is in Perception
Standard Training
Light Melee Weapons, Light Projectile Weapons, Light Armor
Common Strategic Role
Problem Solving
Field Role Hit Points
All Engineers gain 6 Hit Points at inception.
The engineer is a master of mechanics and a genius. An engineer designs, invents, troubleshoots, repairs, sabotages, and/or fabricates machinery and inventions to accomplish a goal within a set of parameters and practical restrictions.
Characteristics of an Engineer:
-
She or he is an expert designer, and a creative inventor.
-
These skills are prized and renowned, and their designs are valuable and sought after.
-
The Engineer’s ability with tools and devices allows him the ability to remove traps, to find secret doors, and to open locks.
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His knowledge of engineering allows him to design sturdy bridges which last centuries, paved roads, siege engines, and to evaluate the structural integrity of an underground mine.
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Engineers place turrets, invent gadgets, bridge gaps, facilitate transportation, provide civil services through design and implementation of societal infrastructure, design and fabricate war machines, and are master architects. Engineers are also adept with creating, classifying, and disarming traps─though they have no specialized ability in locating traps.
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They can conquer the land, sea, and sky, one nut, bolt, plank, and beam at a time. When an Engineer puts pen to paper, shit happens.
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Engineers function well in adventuring parties, fulfilling a hybrid role that lives between the traditional rogue and wizard.
[#_FIELD_ROLE_ENG_CHEEVOS]
Engineer Achievements |
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Milestones |
Feats |
Overcome problem with engineering |
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Design & build |
[#_FIELD_ROLE_ENG_BUYINS]
Engineer XP Buy-ins |
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Buy-in |
Cost |
Effect |
Special |
Prerequisite(s) |
Hit Points |
1/e per each |
+6 Permanent Hit Points |
Cost is 1 for 1st Buy-In, 2 for 2nd, 3 for 3rd, etc... |
None |
Faster Attacks |
2/e/s per each |
Gain an additional attack each round |
Max 2; Cost is 2 for 1st Buy-In, 2 for 2nd, 4 for 3rd. |
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Better Hitting |
1/e/s per each |
Gain a +1 to your Base Action Bonus |
Cost is 1 for 1st Buy-In, 2 for 2nd, 3 for 3rd, etc... |
|
More Active Creations |
2/x/s per each |
Adds one more allowable simultaneously active device |
Cost is 2 for first Buy-in, 4 for second, 8 for third, etc... |
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Engineer Engine & creation table |
Engineer Engine & creation table |
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Improved Make EQ and Machines |
5/e |
Better Products, Faster Production Upgrade armor core +3-6 Resource conservation improves |
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Repair Machines |
Includes Automatons |
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Set Traps |
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Sabotage |
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Improvise Weapons |
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[Interpret] Technical Drawing |
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Deconstruct |
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Steady Hand |
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Signature Creation |
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Old World Technology |
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Camoflage |
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Siege |
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Spacefaring |
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Clockwork Creation |
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Advanced Signature Creation |
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Ultimate Signature Creation |
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Cannibalization & Spare Parts |
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Unlimited Spare Parts |
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Creation Tier 1 |
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Creation Tier 2 |
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Creation Tier 3 |
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Creation Tier 4 |
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Creation Tier 5 |
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Creation Tier 6 |
Engineer Field Role Features
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FRD: Engineering stuff
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Make specs
Subs:
Bio-Engineer
Physics Engineer
Energy Engineer
(maybe) tentatively information engineer
Maybe civic
Space
Air
sea
Machines and Technology
Engineers are masters of physics, machinery, and technology. They are able to turn theory and principles into practical applications. This requires years of training and study. Engineers are skilled in mathematics, physics, and science. Engineers are in some ways jacks of all trades in that they can invent a gadget for some or most situations. The engineer will choose an application path upon reaching 25XP. The application path will be one of three possible areas of expertise: Physics, Energy, or Biological.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Any simple melee weapon
A light crossbow & 20 bolts
(a) Scholar's Pack or (b) Explorer's Pack
(a) Set of mechanic's clothes or (b) Tinker's tools
No attunements─an engineer’s signature items and major creations preclude any possibility of attuned magical items.
Engine
Engine is the force power that drives the engineer's machinations, whatever that may be. Energy, kinetic force, mutagen, etc. It doesn’t matter specifically what it is, just that it is a resource pool for the engineer to use their abilities. You regain this resource every 24 hours. Many engineer features utilize engine, denoting costs in such abilities’ descriptions. The cost will be denoted as a base number followed by c, s, or p (e.g., 8e/c) which indicates both the one-time engine cost for the creation’s initial fabrication, as well as the cost to activate the item for the day, enabling a continuous effect typically lasting 24 hours. Others are indicated as a cost per shot (again, also indicating the engine cost for fabrication), which is denoted as a base number followed by a slash-s (e.g., 8e/s). This means the device uses 8 engine per one time use, shot, application, or activation. This is expended when the 8e/s device is activated, each time. Finally, the engine expense may produce something you pay engine for once, but its existence continues permanently [until consumed], which is denoted by 8e/p.
It is not uncommon for a permanent creation to incur a [one-time] engine cost at the time of fabrication, and then an engine cost per shot to use certain features on said creation. In any case, spell-like effects (noted in italics per normal styling), the Engine cost will be the same as the spell level (minimum 1). (Sometimes it is higher if the spell-like effect has additional features not available to casters of the standard spell). In other cases, the cost will be noted in the description.
Any exceptions to these rules will be noted in the creation’s description.
Cantrips─1e/s
The engineer may select one cantrip (not light, because you’ll get it later) that she or he can cast at will. This is facilitated by a small handheld device that will generate a few cantrip-like effects. This gadget functions identically to a wand. This gadget does not count towards the Engineer’s total discoveries or simultaneously active creations, and is completely free of material or engine cost to fabricate. If the player has an application path in mind, she or he should choose a cantrip that fits their intended character path well. If not yet, just pick any cantrip you wish.
Regardless of available Engine, the cantrip device cannot be fired more than 4 times before taking a long rest.
Creations
These are the inventions, infusions, brews, gadgets, contraptions, machines, etc. the engineer will be creating; creations may be referred to as any of these things, but they are simply anything the engineer creates. There will be different types of creations for the different engineer paths. The physics engineer creates mostly machines. The bio engineer creates mostly brews and body mods. The energy engineer creates gadgets that harness powerful energies. Some of these can be bought on the open market.
You gain access to creations from the creations list according to what you’ve bought into. Acquiring a creation costs money and time to craft, depending on the invention's tier, as seen on the table below. Some inventions are always in effect while on your person, others are activated, thrown, or shot. Some creations are sharable (can be used by others); this will be indicated in the descriptions below. A shared creation still counts toward the Engineer’s maximum simultaneous active creations. You can swap shareables back and forth anytime, but you may only change available inventions when you level up. At that time, you may choose to remove an invention you possess and replace it with one new invention for which you meet the requirements. The old invention is dismantled, and you must craft the new one.
If an invention becomes damaged, you must repair it with a skill check with a DC=12+Invention Tier, spending half of the cost and time to repair it. A gadget lost or destroyed must be replaced entirely. Some inventions have spell-like effects, but these are nonmagical, and therefore cannot be affected by spells such as dispel magic, counterspell, or antimagic field.
Many of these creations come with enhancements to ability scores, movement speed, and other effects. In almost all cases, these are not cumulative—you take the highest one per stat if you have multiple. If a device grants you a new movement type you didn’t have before, such as Swim 30’, you gain that movement type per normal, but if you already had it, it does not increase your swimming ability beyond 30’ (If you had Swim 30’ at the time of the infusion, you still have Swim 30’. If you had Swim 15’, it becomes Swim 30’. If you had Swim 45’, it stays Swim 45’. If you had no Swim movement, it becomes Swim 30’). In cases where the effect is in fact cumulative, it will be indicated as a footnote beneath the creation or gadget.
Standard Creations─0e/p; Shareable
On a short or long rest, any Engineer can fabricate the following basic gear at will: crossbows (hand and heavy), abacus, any case or container, hourglass, ladder, lantern, lamp, lock, magnifying glass, manacles, portable ram, merchant’s scale, tent, alchemist’s supplies, brewer’s supplies, calligrapher’s supplies, carpenter’s tools, cook’s utensils, jeweler’s tools, smith’s tools, tinker’s tools, navigator’s tools, poisoner’s kit, thieve’s tools, carriage, cart, wagon, rowboat. There is no cost.
On a long rest (only), any Engineer can fabricate the following at will: chariot, ballista, keelboat. There is no cost.
On one week of down time, any Engineer can fabricate the following at will: catapult, longship, sailing ship. There is no cost.
On one month of downtime, any Engineer can fabricate the following at will: trebuchet, siege tower, galley, warship (a physics engineer creating one of these vehicles for their signature creation will spend longer). There is no cost (a physics engineer creating one of these vehicles for their signature creation will spend the indicated solaurei on materials).
Any engineer can design and build buildings at a rate of 10 square feet per day on the first floor, and 5 square feet per day on the 2nd and subsequent floors. The cost is 20so/day.
Any engineer can bridge gaps of any depth, or dam waterflow of a maximum of 80’ depth, at a rate of 30’ per day. The cost is 10so/day.
Any engineer can build a road at a rate of 100 square feet per day. There is no material cost.
Any engineer can redirect a 100 gallon per day waterflow from anywhere to anywhere, at a rate of 100’ per day. This applies aboveground or underground. There is no material cost.
Any engineer can test, assess, and fortify existing structures, vehicles, roads, or infrastructure at a rate of 10 square feet per day. This leaves the existing structure in pristine condition, free of blemish or defect, as high in hit points and armor as its normal stat block will allow.
Any engineer can direct and supervise up to 100 workers to help with the above engineering creations.
Ingenious Creations
Invention is an inherently creative activity. There may be creations not on this list that the player wishes to fabricate. The player and GM should work together to decide the particulars of such inventions, but the GM should try to allow any reasonable and feasible invention the player can come up with. That's the name of the game here...
General Creations
Following is a list of general creations all Engineers can fabricate. This table shows the guidelines for time and cost on each device. There is also a list of creations for each application path that use this same table for cost and time to create.
Tier |
Cost & Time |
1 |
25so/24 hours |
2 |
40so/7 days |
3 |
75so/14 days |
4 |
150so/30 days |
5 |
500so/2 per level* |
6 |
1000so/1 per level* |
*When first attaining a level at which this tier becomes available, you are already considered to have fabricated one device or upgrade.
Tier 1
Cantrip─1e/s
Add a cantrip effect to your cantrip device.
Eagle Lens─1e/c; Shareable
(See Equipment section)
2e/s─Gain advantage on a weapon attack roll you make.
Medic Kit─0e/p; Shareable; Consumable
Create a medkit and add it to your inventory. (See Equipment section)
Parachute─1e/p; Shareable
(See Equipment section)
Power Boots─2e/p
4e/s─Increase your walking speed by 2 units for 10 minutes.
5e/c─Increases your walking speed by 1 unituntil your next long rest.
10e/c─Increases your walking speed by 10 feet until your next long rest.
5e/s─Jump distance and height are doubled and you can use your MA score and modifier instead of Str.
6e/s─Whenever you take fall damage, take half damage and you don't fall prone.
3e/s─You can ignore the prone effect of a critically failed attack roll.
Smokescreen─2e/s
As a bonus action, you exhaust a large cloud of smoke in a 20’ radius around the user. This cloud heavily obscures vision for all creatures, imposing disadvantage on anyone targeting any creature within the radius. This also functions as a stinking cloud. The user is immune to both effects, but not the user’s allies.
The smokescreen device must be integrated as an accessory with the Engineer’s Signature Device.
Tier 2
Scout Lens─5e/c; Shareable
(See Equipment section.)
Tinker's Master Gloves─6e/c
You only use half as much time on the construction of mechanical items, including your inventions and devices.
You gain unbeatable advantage on any crafting, construction, disabling, and sabotage related skill checks.
1e/s─Produce flame.
Tier 3
Finding Glasses─6e/c
Craft lenses to focus light and make spyglass patternweave glasses.
1e/s─Disguise self.
Soul Reader─6e/c
While equipped, you are proficient with Spirit.
4e/s─False life upcast to level 3. Can be applied to self or ally in touch range.
Autoresurrecting Elemental Device─8e/c
5e/s─When you take damage that would reduce you to 0HP, but not kill you outright, you can use your reaction to instead stay at 1 HP.
4e/s─Revive.
Tier 4
Excess Engine Storage Device─4e/p
(See equipment section.)
Omnitranslator─9e/c; Shareable
3e/s─Tongues.
Quantum Overdrive Trigger─10e/c
4e/s─You gain the benefits of Alter Temporal Viscosity for 4 rounds. This does not require concentration.
8e/s─You replicate the effects of Time Stop lasting until the end of your next turn. After this effect ends, you gain one exhaustion level.
Floating Shoes─8e/c
You can walk or run across any liquid as if it were solid stone. Any damaging liquids (lava, acid, ect.) cause you 2d6 damage of the appropriate type every round you spend on them.
Fine Optics─10e/c
Grant advantage on any ranged attack type action performed with the Engineer’s Signature Creation. Must be integrated with the Signature Creation.
Incendies─5e/s
Adds fire based splash damage to any attack action performed with the Engineer’s Signature Creation, giving it an additional 2d6 fire damage in a radius of 2 units centered on the target. If the primary shot misses, the incendiary blast still occurs in the targeted square.
This device must be integrated as an accessory with the Engineer’s Signature Device.
Holographic Cloak─10e/c
You gain a bonus to your Hiding and Invisibility skills equal to your MA modifier. You may perform these skills as if you were trained and proficient in PE while this cloak is donned and in effect.
7e/s─Greater invisibility, and, creates four illusory duplicates of you that engage in distracting behavior or do whatever you wish. This triggers automatically whenever you become incapacatitated or as part of a Disengage action. Your illusory duplicates last three rounds, but instantly disappear if they suffer any amount of damage.
4e/s─Greater invisibility.
Tier 5
Gravity Manipulator 5e/p
7e/s─Reverse gravity.
7e/s─Intensify gravity. You create a zone of greatly intensified gravity. Within this area, the weight of all objects is doubled, movement speed is halved, jump height and distance are halved, and creatures flying must make a Physical Fitness check every round it remains in it or fall to the ground. Fall damage within this area is doubled, and Encumbered creatures suffer 2d6 Bludgeoning damage every turn as they are crushed by the pressure.
This must be attached to the Engineer’s Signature Device as an accessory.
Every use of this gadget increases the Engine per shot cost by 1, restarting when you take any rest.
Spellshield─5e/c
(See equipment section.)
Freeze Ray 6e/p
(See equipment section.)
Disintegrator 6e/p
(See equipment section.)
Tier 6
Portable Blink Anklets 6e/p; Shareable
(See equipment section.)
Backup Engine Supply 6e/p
(See equipment section.)
Discoveries and Simultaneously Active Creations
This number indicates how many total schematics (see below) the Engineer has created. It does not imply any limitation on the number of schematics the Engineer may have collected. Simultaneously active creations indicates the maximum number of creations the Engineer may have in effect at one time. There are a few creations that are exempt from these caps (see below).
“Simultaneously active creations” is a phrase that means any creation donned, infused, equipped, or otherwise active with an ongoing effect, or, any creation that will be fired, activated, thrown, injected, or otherwise utilized that day. These must be chosen every 24 hours and the Engineer cannot change to others until the next 24 hour period. Bio Engineers may quaff their own potions [only] in multiples, the effects do stack, and as long as they remain in effect they count toward her or his simultaneously active creations─however, there is no ill effect from mixing potions. This consumption of multiple potions does not happen at the same time; the action economy remains unchanged (drinking a potion requires an action).
Many creations are instantaneous. Firing such a gadget does not count against the simultaneously active creations, however, if your simultaneously active creations are already at their maximum, you cannot fire a gadget that functions instantly.
[Interpret] Technical Drawing
This is both the ability to create and read schematics (often referred to as “recipes” in the case of Bio-Engineers). Schematics are needed for any given invention. When a new discovery is made, the engineer will draw up a schematic from which to fabricate her or his new creation. The creation cannot be fabricated until the instructions are known. This also confers the ability to exchange schematics or recipes with other engineers.
Improvised Weapons
Sometimes characters don’t have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin. The engineer can use this object as if it were a simple weapon and use her or his proficiency bonus. This does not confer the ability to pick up actual weapons and use them as if the engineer were proficient.
Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM's discretion, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.
An object that bears no resemblance to a weapon deals 1d4 damage (the PF assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
Set Traps
Using their engineering tools, any engineer can craft and set traps. These traps can be set to impede, immobilize, damage, kill, poison, sound alarms, or confuse the enemies─just like the traps the PC’s might typically face. The DC to disable the trap will be an opposed check by the enemy trying to disable it vs. the PC’s tool check to craft and set the trap. This is handled the same way whether the engineer crafts their own traps or buys prefabricated traps, the only difference in those scenarios is what happens before we get to this point.
Traps can include pits, spikes, snares, cages, pressure plates, and gas release. The difficulty class to successfully lay this trap will depend on its complexity. The baseline will be DC18 for a trap with one moving mechanism intended to affect one victim. The more moving parts, phases, and intended victims a trap has, the higher the DC to craft and set it. A good rule of thumb is to add 2 to the DC for each moving mechanism and intended victim. If the trap has a second phase (e.g. confine, then burn), multiply the DC by 1.5.
Sabotage
An engineer gains the ability to sabotage. First of all, this functions as proficiency in Disable Device. The engineer may disable traps and anything normally allowed by disable device. However, it also doesn’t have to be immediate. In other words, the engineer can disable the trap they have just encountered, but they can also sabotage a boat to sink 2 days from now, a building’s north wall to collapse as soon as it takes damage, or a chariot’s wheel to fall off after 5 miles of travel. The immediate disable device takes as much time as it would for any other character. A more elaborate sabotage takes 10-60 minutes to complete as deemed appropriate for its complexity by the GM. A good rule of thumb is DC18 as a baseline to disable a building or vehicle the next day or when a simple condition is met. For longer periods of time, more intricate conditions, and more epic results, the GM should add to the DC accordingly.
Deconstruct
Engineers gain the ability to deconstruct creations and learn how they work. During a long rest, you can choose to destroy an item, and from this create a schematic or recipe, which can be used to create more of the item with the necessary materials, or sold to other engineers. You may use this feature on common and uncommon items at level 1, rare items at level 5, very rare items at level 11, and legendary items at level 17.
Steady Hand
At 3rd Level, the engineer is skilled at manual control and possesses a surgical steadiness in her or his hands that most cannot attain. This confers a few benefits.
The first benefit is that several rolls can be rolled with advantage from here on out: any ranged weapon attack roll, any crafting roll, any tool, kit, or equipment proficiency, sleight of hand, any medicine roll, and any animal handling roll.
A steady hand enables any Engineer to cut gems if she or he possesses jeweler’s tools. Most gemstones found by the adventuring party will probably be cut already (per PF fiat), however, the value of uncut gems is increased by 15d6+10% when cut by an engineer. There should generally be no chance of failure, but in the odd event that the engineer is working under duress, a jeweler’s tools check should be made. Gems that are already cut require a check at a minimum DC of 12─the PF is well within her or his rights to bump that up accordingly. A passed check means the engineer’s cut has improved the value of the gem by 4d6%. A failed check renders the gem worthless. Gemstones will require 10 minutes each to cut, in either case. This can also be used in conjunction with the Empathy (Deception) skill to cut worthless materials into shapes that appear to be valuable gemstones. A successful Empathy (Deception) check vs. the NPC’s perception indicates that the NPC believes the value of the gem is 20d10x10so.
Next, it paves the way for future engineering abilities in that it enables the engineer to work with greater intricacy than would be attainable by most crafters, thus creating (as well as deconstructing) ever more high tech and functional gear. It enables energy engineers to reflow, channel, and harness various energy types safely. It enables bio-engineers to perform surgical healing and body modification.
Signature Creation
This will be a versatile, and later customizable and upgradable creation. The Signature Creation does not count towards the Engineer’s total discoveries, but it does count toward simultaneously active creations.
This is a custom made creation that you can configure to your liking, and it is different for each application path. The costs and times associated with this creation are detailed below. Repairing it requires a DC20 check, and half the money and time it takes to build it.
Old World Technology
Your engineer has gained some insight on technology left behind in ages past by beings who were here before The Dark Times. An Engineer will be able to fabricate, find, identify, and utilize this technology pending a successful Mental Acuity check, base DC18. The DC will go up according to how rare or intricate the technology is.
Camouflage
The engineer can camouflage objects or people. They can also camouflage themselves or their colleagues. A camouflaged object or person is more difficult to spot and imposes -5 Perception rolls. Camouflage takes 10 minutes to prepare per object or person per environment. To camouflage creatures (or equivalent sized objects) of size S takes 5 minutes, M takes 10 minutes, L takes 20 minutes, and H takes 40 minutes. Larger creatures or objects cannot possibly be camouflaged.
Terraforming & Pest Control
Upon attaining 8th level, an Engineer gains the ability to create livable, farmable, fertile land at a rate of 10,000 square acres (a bit more than 15 square miles) per year. This land will yield any crops the locals are able to cultivate. The base DC to accomplish this is 12, in Tundra it is 15, Arctic conditions are a DC18. Alien conditions are DC20 or higher. The ability check does not take one year, the Engineer will immediately know whether she or he can successfully terraform the land or not. If they fail this check, they cannot try again until attaining their next level, but they do not lose a year of downtime trying and failing to terraform the land. After a successful check, the process then takes a year. If an expansion in the same area is desired, the Engineer(s) need not make any further checks, success is automatic after the first. After a successful check, there is no penalty on the Engineer for waiting to begin the terraforming process, however, there can only be one 15 square mile plot of land being considered at a time. In other words if an Engineer spots another plot of land she or he is interested in terraforming, and performs the check to see if it can be successfully done, that Engineer loses the “held” success in regards to the previous plot of land.
Pest removal and control will be part of the process, so any crops, water, air, and soil in general will be free of any defects, diseases, or blemishes. The pest removal ability can also be used in any enclosed space to remove all vermin. Doing this takes one round per 5 square feet and success is automatic.
These abilities are both reversible, meaning that the engineer can cause blight on fertile land at a rate of 10,000sq acres per year, and infest the area with pests. The engineer can also infest any enclosed space with vermin at a rate of 5 square feet per round.
Siege
An engineer may facilitate and supervise a siege. For the purposes of this ability, a siege is any attack on any structure. The engineer can aquire, build, and repair siege vehicles and weapons, as well as maximize tactical advantages for attackers.
For defenders, the engineer can determine most probable attack patterns and reinforce accordingly.
Engineers specializing in different applications will handle this a bit differently.
A physics engineer will use her or his ability to bring down the structure’s walls the fastest, or fabricate special buttresses and buffers, set at optimum angles, to defend her or his walls optimally.
An energy engineer will just start blasting.
A bio-engineer will use chemical and biological warfare against the enemy, causing and spreading plague, pestilence, and toxins throughout the enemies’ fortress. If defending, they will provide the best defense against biological attacks from within or without.
Spacefaring
An engineer can operate a Spaceship proficiently, or, function onboard a more complex ship requiring a crew to operate. Physics and Energy Engineers can operate non-bio ships. Bio-Engineers will operate living ships, such as those in the Elven fleet and others.
Clockwork Creation─5e/c/Autonomous
An Engineer can create intricate mechanical devices with tiny moving parts. This confers the ability to fabricate more advanced creations as the Engineer moves forward in her or his career.
At this stage an Engineer can spend 500so and 5 days fabricating any familiar desired, per find familiar, or, a steel defender. The Engineer can have only one of these Clockwork Creations active at one time. She or he can see through its eyes, hear what it hears, and has a telepathic link with this creation up to a maximum range of 100’.
If this creation is destroyed, it is gone and must be rebuilt.
Advanced Signature Creation
The Engineer’s Signature Creation gains some abilities and complexity.
Ultimate Signature Creation
The Engineer’s Signature Creation gains the top level of abilities and complexity.
Cannibalization & Spare Parts
You can draw Engine from your inventions by rendering them temporarily inoperative. When you do so, you cannot use the chosen invention or cannibalize it again and lose all of its benefits until the next time you take a long rest, and gain an amount of Engine to its tier.
Unlimited Spare Parts
At this point in the Engineer’s Career, s/he has enough spare parts that they are no longer required to pay the material cost of any invention, they can simply fabricate it with what they have onhand.
Applications
Following are the details of each available engineering application. These will alter the course of the engineer's career drastically, so choose carefully. You must meet the minimum requirements to begin your application career path in these areas.
Energy Application Subrole
Ability Requirements: MA 16, SP 13
An engineer of energy harnesses the power of heat, light, electricity, and more to reshape and bend to their own purposes. Their engine is various forms of energy.
Primary Signature Invention
At the beginning of the Energy Engineer’s application career path, she or he will fabricate their Primary Signature Device. This is fabricated in 3 stages: the energy core (primary driver), interface (how the device is handled and activated) and tip (how the energy is ejected). This will ultimately become a 4 stage device, when the Energy Engineer adds accessories, but at first it will be these 3 main parts.
Stage |
Cost & Time |
Energy Core |
1000so/1 month |
Tip |
400so/1 week |
Interface |
50so/12 hours |
Accessories |
Varies |
Energy Core
The energy core condenses, compresses, and/or transduces various environmental energy in preparation for focusing this energy through the tip. As you can see, they can take many different possible forms. Transducers convert light or heat energy into electricity. Retarders reduce or compress energy into a more concentrated form. Condensers collect energy from the environment continuously and hold it for ejection.
The Energy Engineer will create the signature device beginning with one of these cores.
Core |
Engine |
Damage & Type |
Special |
Electron Transducer |
3/s |
1d6 Lightning |
Travels Between Conductors |
Graviton Accelerator |
4/s |
1d6 Gravity |
4d6 Force Damage on Crit |
Heat Transducer |
3/s |
1d6 Fire |
Ignites Combustibles |
Kinetic Compressor |
4/s |
1d8 Bludgeoning |
None |
Magnetic Transducer |
4/s |
1d8 |
Piercing, Slashing, and Bludgeoning |
Photon Retarder |
4/s |
1d6 Radiant |
Light Effects |
Quark Retarder |
5/s |
1d4 Necrotic |
Time Effects |
Neutrino Accelerator |
5/s |
1d4 Psychic |
Weird |
Core |
Tier 2 Damage |
Tier 3 Damage |
Tier 4 Damage |
Tier 5 Damage |
Tier 6 Damage |
Electron Transducer |
2d6 Lightning |
3d6 Lightning |
5d6 Lightning |
8d6 Lightning |
10d6 Lightning3 |
Graviton Accelerator |
2d6 Gravity |
3d6 Gravity |
5d6 Gravity |
8d6 Gravity |
10d6 Gravity4 |
Heat Transducer |
2d6 Fire |
3d6 Fire |
5d6 Fire |
8d6 Fire |
10d6 Fire5 |
Kinetic Compressor |
2d8 Bludgeoning |
3d8 Bludgeoning |
5d8 Bludgeoning |
8d8 Bludgeoning |
10d8 Bludgeoning |
Magnetic Transducer |
2d8* |
3d8* |
5d8* |
8d8* |
10d8* |
Photon Retarder |
2d6 Radiant |
3d6 Radiant |
5d6 Radiant |
8d6 Radiant |
10d6 Radiant6 |
Quark Retarder |
2d4 Necrotic |
3d4 Necrotic |
3d6 Necrotic |
5d6 Necrotic1 |
8d6 Necrotic7 |
Neutrino Accelerator |
2d4 Psychic |
3d4 Psychic |
3d6 Psychic |
5d6 Psychic2 |
8d6 Psychic8 |
*A Magnetic Transducer with any tip grabs all metallic objects and/or trace particles of metal in the area and throws them around the area per the tip’s description. The damage inflicted is ⅓ piercing, ⅓ slashing, and ⅓ bludgeoning damage. On a critical hit, all combatants in the affected area drop their weapon (if it’s metal).
1For an additional 4/s engine, one of these shots functions as hold monster.
2For an additional 4/s engine, one of these shots functions as awaken, and includes a wild surge.
3For an additional 6/s engine, one of these shots can create a 6 unit radius lightning cloud that lasts for 1 minute. Any creature entering this cloud, or beginning their turn in this cloud, will take 6d10 points of lightning damage, they must make a Physical Fitness saving throw for half damage.
4For an additional 7/s engine, one of these shots functions as dark star.
5For an additional 7/s engine, one of these shots functions as incendiary cloud.
6For an additional 7/s engine, one of these shots functions as an upcast dawn doing 6d10 damage.
7For an additional 8/s engine, one of these shots functions as time ravage. Once the user has advanced to Tier 6, s/he can no longer use hold monster.
8For an additional 8/s engine, one of these shots functions as antipathy, and includes a wild surge. Once the user has advanced to Tier 6, s/he can no longer use awaken.
The energy from the core will be directed through the device’s tip, which can come in several different types: Catapult, Diffusion Cone, Feedback Field Generator, Melee, Spray, Solenoid Focus Chamber, and Suspension Field. The Energy Engineer will choose one of these tips at first and fabricate this for her or his Signature Creation.
Tip |
Damage Multiplier |
Range |
Description & Special |
Catapult |
x1 |
80/240 |
Shot/Knockdown/Splash Damage |
Diffusion Cone |
x0.5 |
30’ Cone |
Shot/Knockdown, thunderwave 1d4 Force Damage |
Feedback Field Generator |
x0.5 |
20’ Radius |
Activate/Continuous Duration 3 rounds/Radius Moves With Device; no attack roll; allies immune |
Melee |
x1.5 |
n/a |
Hit/Swing it like a melee weapon |
Spray |
x1 |
30’ Narrow Cone |
Residual Damage Cone, 5’ wide at caster, 10’ wide at last two affected units 25’-30’ distant |
Solenoid Focus Chamber |
x1.25 |
120/600 |
Shot/Strong Concentrated Straight Beam |
Suspension Field |
x1 |
30/120 |
Dropped/energy bomb to trigger as trap |
There are several core & tip combinations that create special effects.
A Photon Retarder combined with a diffusion cone will cause Blindness on a critical hit. Combined with a Solenoid Focus Chamber it creates a powerful laser cutter.
A Quark Retarder combined with a Catapult, Melee, Solenoid Focus Chamber will Increase Temporal Viscosity on an enemy on a critical hit. The duration is a number of rounds equal to the amount of Engine expended to operate the signature device. For a Feedback Field Generator or a Diffusion Cone, the effect is the same on all creatures in the radius but at half duration (minimum 1 round). Otherwise the effect functions identically to the Increase Temporal Viscosity spell.
A Heat Transducer with a spray tip creates a flamethrower. With a Solenoid Focus Chamber, the flamethrower becomes more concentrated, but with no residual damage. A Catapult Tip launches it like greek fire.
A Neutrino Accelerator with a Feedback Field tip creates an alternate reality in which each individual (allies included) within the radius is affected by Is/Not. For those unaffected, the object remains. For those affected, the object ceases to exist. For example, a group is crossing a bridge with enemies in pursuit. The Energy Engineer falls back and activates the device. Each enemy within the radius must make a saving throw for the bridge. Those who fail fall to their death, as the bridge ceases to exist for them. Another example would be that the group runs through a door while in pursuit by a group of monsters, while the Energy Engineer hangs back at the door and slams it shut. She or he activates the field. Those enemies who are affected for this door see only a wall and cannot pass. Leaving the field’s radius causes all these objects to return to existence. This combination can only be mounted autonomously (see below) possibly at great risk to the construct, since only the owning Engineer is immune to its effect.
A Critical hit Neutrino Accelerator with a Melee, Catapult, or Solenoid Focus Chamber goes through armor─the attack roll is vs. the target’s natural AC only. On a critical hit, the armor is rendered ineffective (like an instant doff) for the duration of the combat, or until the affected target is able to don and reseat. With a Diffusion Cone or Suspension Field, a critical hit causes Confusion (per spell) to all creatures within the cone.
The Energy Engineer will use her or his Signature Device via one of these interfaces.
Interface |
Method |
Function |
Max. Accessories |
Arm or Appendage |
Strike |
As Unarmed Attack |
2 |
Free, Drone Mounted |
Autonomous |
As NPC |
1 |
Free, Construct Mount |
Autonomous |
As NPC |
1 |
Hand, Strike |
Strike |
As Simple Melee |
2 |
Two Hands, Strike |
Strike |
As Martial Melee |
3 |
Hand, Trigger |
Fire or Launch |
As Simple Ranged Attack |
2 |
Two Hands, Trigger |
Fire or Launch |
As Martial Ranged Attack |
3 |
Somatic, Arm Mounted |
Somatic |
Via Gesture |
2 |
Verbal, Shoulder Mounted |
Verbal |
Look and Shoot (requires targeter) |
3 (one must be optical targeting system) |
The Energy Engineer can now craft accessories for her or his Primary Signature Creation.
Accessory |
Engine Cost |
Crafting Cost & Time |
Effect |
Amplifier, Damage |
2 |
500so, 5 days |
+2 Damage |
Amplifier, Duration |
2/s |
500so, 5 days |
2x Duration of Effect |
Amplifier, Range |
1/s |
500so, 5 days |
2x Range |
Amplifier, Efficacy |
1/s |
500so, 5 days |
Disadvantage to Saves |
Core Ejector |
2/s |
1500so, 120 days |
Avoid Critical Failures1 |
Optical Targeting System |
1 |
250so, 5 days |
Unbeatable advantage to hit ranged2 |
Polarity Inverter |
2/s |
500so, 20 days |
Reverses most effects |
Power Converter |
* |
1500so, 120 days |
Cast spells to regain engine |
Quick Release Tip |
1 |
300so, 15 days |
You can change tips by using a full attack action |
Transmogrifier |
1/s |
1200so, 120 days |
Switches energy core at random + wild surge effect |
Other accessories Quick Charge Target lock +20 Plus 2 damage |
|||
General Accessories |
See Above |
See Above |
See Above |
1 In the event of a Critical Failure, you may make another Physical Fitness Saving throw to avoid the effects and eject the core in a random direction. It will move 1d4x5 feet in a random direction determined by rolling 1d8: 1=north, 2=northeast, 3=east, 4=southeast, 5=south, 6=southwest, 7=west, 8=northwest. If it lands in an occupied square, the square’s occupants must take the effects of the critical failure pending the appropriate saving throw.
2This advantage cannot be overcome with any amount of disadvantages, including but not limited to blindness, curse, darkness, or any other sight-affecting condition. (The one and only exclusion would be wish).
Overclock Invention—2 Engine/Continual
You can enhance the abilities of a number of inventions equal to your Mental Acuity modifier (min. 1) beyond standard. Choose two of the following enhancements:
All of the invention's Engine requirements are increased by 2.
Whenever you roll damage or healing with the creation, you can maximize the damage of the roll, you can use this feature a number of times equal to your MA modifier (min 1). Recharges every 24 hours.
Increase the DC of saving throws required by the creation by 2.
You may change which invention is overclocked every 24 hours.
Bonus Signature Creation Enhancement
You may choose an additional accessory to add to your Signature Creation.
Energy Application Exclusive Creations
Tier 1
Spectral Analyzer─2e/Duration 2 Minutes
(See equipment section.)
Tier 2
Thought capture
Frisky objects
Hypnosis
Sleep
Invisibility purge
Rigid thinking
Pyrotechnics and dancing lights
Cause fear
Alternate reality, Force One die reroll in the next round
Cause paralysis
Tier 3
Nanite Surge Beam─5 Engine/Shot
(See equipment section.)
Grid Shield─5 Engine/Duration 1 hr
(See equipment section.)
Engine Canteen─(Restores Engine)/Instant/Shareable
A Storage Canteen that restores 4d4 Engine as an action. It is refilled every 24 hours.
Tier 4
Engitech Offense System─8 Engine/Instant
3 Engine-As a bonus action you may enhance an ally’s weapon within 6 units with Engine from the system. Choose between acid, cold, fire, lightning, force, poison or thunder. The next attack from this weapon deals an additional 2d8 damage of the chosen type.
3 Engine-As an action you may shoot an energy beam at a target within 2 units. This causes force damage equal to 3d6+MA Modifier. On a critical hit, it is sent flying back 1 unit per 10 points of damage, taking additional falling damage if it collides with an obstacle. Huge or larger creatures are only pushed back half the distance.
Tier 5
Tier 6
Quantum Possibility Calculator/15 Engine/Continuous
Once per minute, you can gain the benefits of Guidance.
1 Engine- You nonmagically cast Find Traps.
4 Engine- You nonmagically cast Commune to contact the Matrix of the Possibility Calculator.
4 Engine- You nonmagically cast Find The Path, and you don't need to be familiar with the destination.
7 Engine- You gain the benefits of Foresight for ten minutes.
Physics Application Subrole
Requirements: Mental Acuity 15, Physical Fitness 14
The Physics engineer is an inventor who focuses all of her or his efforts into their mechanical prowess. Their versatility knows no equal.
Primary Signature Invention
At the beginning of the Physics Engineer’s specialized career, she or he will fabricate their Primary Signature Device. This is fabricated in parts: the object (what the invention will be), it’s properties (what it will do), and its mechanism(s) (how it will work). This will ultimately become a 4 stage device, when the Physics Engineer adds accessories, but at first it will be these 3 main parts.
Part |
Cost & Time |
Vessel |
400so/1 week (May Vary) |
Mechanism(s) |
1000so/1 month |
Properties |
250so/2 days |
Accessories |
Varies |
The Vessel
To begin the Signature Creation, a Physics Engineer will begin building a mechanical device such as a suit, turret, shield, auton, or vehicle. This determines what basic form it will take and how it will function with or without the Engineer’s input. Vehicles can be ridden like mounts and provide transport. A suit will provide both armor and environmental advantages to the Engineer. A turret is essentially a swiveling cylinder that can be placed in one spot and left to function autonomously or remotely controlled. A shield is a shield. An auton is a construct that will be able to function somewhat as another party member, such as a golem, or as a companion or familiar to the engineer, such as a steel defender.
Vessel |
Notes |
Base Properties |
Special |
Auton |
Functions as either Steel Defender or any Familiar |
See Stat Block <= 6HD |
See Stat Block <= 6HD |
Mount |
Functions as Mount |
See Stat Block <=6 HD |
Can ride, swim, or fly |
Shield |
Functions as a Shield |
+2 AC |
Shield Plant per Immovable Rod |
Suit |
Donned atop clothing like armor |
Base AC 15 |
50% air, food, and water consumption; advantage on Endurance saves vs. exposure |
Turret |
Leave in place to control an area |
See Stat Block |
Can rotate 180° but not move; no gain from movement mechanisms; replace with Sentinal Feat |
Vehicle |
Divide base cost by 5,000, then multiply that number with the craft cost and time |
See Stat Block |
Can ride, sail, or fly |
The mechanism used determines how the vessel will function. Note that these mechanisms and effects, spell-like or otherwise, apply to the vessel, not the user, unless the vessel is a suit or a shield.
Mechanism |
Engine |
Movement |
Special |
Atomic |
3/s |
No Change |
Sanctuary |
Clockwork |
2 |
+2 Units/+25% |
Enhance Ability (2/s) |
Electricity |
2/s |
No Change |
Simultaneous Bless & Guidance |
Hydro |
2 |
Swim 12 Units |
Free Charger Feat |
Kinematics |
3 |
No Change |
Free Athlete Feat |
Wind |
4 |
Fly 12 Units |
+2 DEX |
Volution |
4 |
+2 Units/+25% |
Free Psionic Reach Feat |
Mechanism |
Tier 2 |
Tier 3 |
Tier 4 |
Tier 5 |
Tier 6 |
Atomic |
Fly 12 Units Movement in Zero-G |
4 Units radius sickening radiance |
Fly 18 Units |
Holy Aura, Legendary Resistance 1x/day |
Mass Heal |
Clockwork |
Initiative +2 |
Movement +15’/+30% |
Double Base Movement |
||
Electricity |
Aid |
Beacon of Hope |
|||
Hydro |
Water Breathing |
Tidal wave |
Swim 90’ |
Swim 120’ |
|
Kinematics |
+1 STR |
Freedom of Movement |
Haste |
||
Wind |
Far Step |
Fly 18 Units |
Mirror Image |
Fly 24 Units |
Wind Walk |
Volution |
Shield of Faith |
Protection from Energy 2 Unit Radius |
Hold Monster |
Protection from Energy 4 Unit Radius |
Choose Future |
There are several vessel & mechanism combinations that create special effects.
Suit and clockwork
The Physics Engineer‘s Signature Device may have one or more of these properties.
Properties |
Mechanism |
Function |
Max. Accessories |
Animated |
Any |
Dancing |
1 |
Blinking |
Volution |
Per blink spell |
2 |
Containment |
Any |
Jump spell, Mobile Feat |
2 |
Defensive |
Any Except Wind & Hydro |
+4 AR |
3 |
Support |
Any |
2x support spell range/radius |
1 |
Tactical |
Any |
Gain 30’ minimum Fly, Swim, and Walk/Land movement rate (no benefit for any of those rates that are already 30’ or above) |
2 |
Zealot |
Electric or Atomic |
Resistance to Piercing, Slashing, and Bludgeoning damage |
3 |
The Physics Engineer can now craft accessories for her or his Primary Signature Creation.
Accessory |
Engine Cost |
Crafting Cost & Time |
Effect |
Amplifier, Damage |
1 |
500so, 5 days |
+2 Damage |
Amplifier, Duration |
2/s |
500so, 5 days |
2xDuration of Effect |
Amplifier, Range |
1/s |
500so, 5 days |
2x Range |
Amplifier, Efficacy |
1/s |
500so, 5 days |
Advantage to Friendly Saves/Disadvantage to Enemy Saves |
Arrow Suck |
2/c |
500so, 5 days |
Attracts projectiles |
Jitterbug |
3/s |
1200so, 14 days |
Per cloak of displacement |
Kinematic Grab & Torque |
2/s |
1000so, 10 days |
Powerful Mage Hand1 |
Optimize Resources (Suit Only) |
2 |
75so, 20 days |
25% Food/Water/Air Consumption |
Portable Wormhole |
6/s |
1500so, 15 days |
Per ethereal jaunt (see phase spider) |
Power Converter |
* |
1500so, 120 days |
Cast spells to regain engine |
Repel Pollutants |
1 |
250so, 2 days |
Impossible to stain, repels poisons etc. |
Target Lock |
2/s |
500so, 10 days |
Use 1 action to activate, on the next round attack with +20 |
1It works the same as the mage hand spell, except that the weight limit is 2 tons. This does not convey any ability to cause damage to creatures or objects in any way, including but not limited to picking them up and dropping them from any height, pushing or pulling them anywhere, trying to force/bludgeon damage or squeeze them, or throwing objects at them. The grab simply fails on unwilling creatures. Any attempt to damage willing creatures also automatically fails. This does convey the ability to snatch incoming boulders, flotsam, or other large hurled objects, out of the air, and drop them on the enemy or harmlessly to the side.
Bonus Signature Creation Enhancement
At level 15, you may choose an additional accessory to add to your Signature Creation.
Physics Engineer Exclusive Creations
Tier 1
Appendage Retractable Machine (A.R.M)/3e/Continual
You have a retractable (as an action) mechanical hand that can move up to 30 feet away from you, and otherwise functions and has restrictions similar to a mage hand spell with no duration limitation.
Portable Zip Line/3e/Shot
(See Equipment section)
Waypoint/1e/Continual
(See Equipment section)
Tier 2
Mechanical Helmet/5e/Continual
(See Equipment section)
Liquid Knuckles 3e/s
(See Equipment section)
Tier 3
Thanotic Reader 3e/s
You can detect the location of undead within 60ft of you.
You can identify how and when a corpse died.
3 Engine- As an action you can nonmagically cast speak with dead.
Tier 4
Jetpack 4e/s
(See Equipment Section)
Engitech Defense System
You gain temporary HP equal to one fifth your engineer level. You regain this HP at the start of your turn.
3 Engine- You can use your reaction to deflect a projectile, including spells. When you are hit by a ranged attack, you can reduce the damage by 4d8+Your Engineer Level. If you reduce the damage to 0, you can spend an additional 1 Engine to reflect the projectile back at the attacker, who must make a Physical Fitness saving throw. On a failure, the attacker takes the initial full damage and half on a success.
Tier 5
Lightweight Artillery Engine/Engine 10/Shot
This mortar must be carried in separate pieces. It can be partially assembled in a round and fully in a minute. It takes the same amount of time to disassemble, and you can't move or perform any other actions with your hands while it is assembled.
While partially assembled, you can spend 2 Engine as an action to replicate the effects of a fireball with a range of 300ft.
While fully assembled, you can spend 5 Engine as an action to replicate the effects of a single detonation from a Meteor Swarm. When you do so, attempt an Int check against DC18, poor visibility or weather conditions may cause disadvantage on this roll. Failure means that the detonation happens 1d20X10ft away from your target in a random direction. You can only shoot in this manner once every five rounds.
Tier 6
Replica Creation Paraphernalia
This set of specialized tools allows you to create replicas of creatures as per the spell Simulacrum. The resulting duplicate is actually a construct built from clockwork and fake flesh. This construct is nonmagical and cannot be dispelled. You can spend one Engine point to recover one hit point of the construct instead of the usual 100so. You can also allow it to recover a spell by spending an amount of Engine equal to the spell's level.
While the duplicate is active, your max Engine is decreased by 7, and you can only have one duplicate active at a time.
Turret
A deployable device with an AC of 12 and HP equal to 5+(6Xyour Engineer Level). As an action you can deploy the turret to a space adjacent to you. An undeployed turret is a 6-inch box. Turrets are automated firearms used to defend and support an engineer and their allies. Only one may be deployed at a time, unless otherwise stated. A turret can be undeployed while adjacent to it. A turret is immune to Poison and Psychic damage, cannot be feared or charmed, and is immune to poison and disease. As a bonus action on your turn you command the turret to move to an unoccupied space. The turret has a walking speed of 15 ft.
Automated Strike. Enemy creatures that enter a 25 ft radius around the turret, or start their turn there, must make a Dex save. On a failure they take 2d4 + int mod (min. 1) piercing damage. They take half damage on a success. This increases to 3d4 at level 5, 4d4 at level 11, and 6d4 at level 17.
Healing Mist. xEngine. As a bonus action, activate this feature. Create a restorative cloud centered on the turret with a range of 15ft. Ally creatures that start and (or) end their turn within heal an amount equal to your Int modifier. The cloud lasts a number of rounds equal to the amount of Engine spent. (Max Engine of 3).
Force Net. As a bonus action, and for 1 Engine, force a creature that you can see within 25 feet of the turret to make a Dex save, or be restrained until the beginning of your next turn.
Enhanced Turret (Level 5 - Choose One)
Sturdy Turret. The turret's AC is increased by your Mental Acuity Modifier, and its HP by 2Xyour Engineer Level. It becomes resistant to piercing, bludgeoning, and slashing damage.
Distant Turret. You can deploy and undeploy a turret up to 30 feet away. Automated Strike and Force Net have a range of 50 ft, and Healing Mist has a range of 30ft.
Second Turret. You may deploy a second turret at a time, and it takes 50% less time and money to rebuild one.
Advanced Turret (Level 13 - Choose One)
Empowered Strike. Automated Strike deals d6s of damage instead of d4s. Additionally, as a free action you can choose whether Automated Strike causes Piercing Damage or Force Damage.
Restorative Mist. Creatures healed by Healing Mist are healed for twice your INT mod, and are restored of 1 disease or condition every turn they remain inside (poison, blinded, deafened, or paralysis).
Electrified Net. When a target fails their Dex save against Force Net, they take 4d6 lightning damage, and cannot take reactions until free.
Ultimate Turret (Level 17 - Choose One)
Shield Generator. Friendly creatures (Including yourself) within 30ft of a turret gain the benefits of Shield. This effect persists until the destruction or deconstruction of the turret. You cannot stack the effects of Shield with two turrets in this way.
Fission Core. As an action, or upon destruction, a turret explodes. Creatures within 30 ft must succeed on a Dex save or take 12d6+20 bludgeoning damage and be knocked prone on a failure (half damage on a success).
Teleportation System. As a bonus action, you can make one of your turrets teleport to any unoccupied spot within 30ft of itself. Additionally, you can store your turrets in an extradimensional space from which you can retrieve them as a free action.
Drone
A small deployable flying device with an AC of 12 and HP equal to 5+(4*your Engineer Level). As an action you can deploy the drone to a space adjacent to you. An undeployed drone is a 6-inch sphere. A drone has a flying speed of 30 feet, can carry a weight of 10lbs and cannot move more than 300ft away from you. A drone moves on your initiative, has its own movement action, but uses your actions for its abilities. Only 1 may be deployed at a time, unless otherwise stated. A drone can be undeployed while adjacent to it.
A drone is immune to Poison and Psychic damage. It cannot be charmed or frightened, and is immune to poison and disease. It has a Str Save bonus of +0 and a Dex Save bonus of +2. It fails any other saving throw.
Drone Shot. As an action, your drone makes a shot at a target you can see. This attack has a range of 60 ft. On a hit, drone shot deals 1d8 + Int. Mod piercing damage.
Drone Mark. For 2 Engine, your drone marks a creature or object that you can see as an action. This functions as Faerie Fire, targeting a single creature or object and doesn't require Concentration.
Drone Camera. For 1 Engine, you can observe through your drone. This functions as Scrying targeting the Drone, and requires concentration, but no focus or casting time. As long as you continue observing your drone, it can move up to a mile away and be controlled from this distance. If Drone Camera ends while your Drone is out of range, it stays in the same spot until you enter its range again.
Enhanced Drone (Level 5 - Choose One)
System Leak. For 1 Engine, your Drone may as a bonus action create a pool of oil underneath itself that acts as a nonmagical Grease spell.
Second Drone. You may deploy a second drone at a time, and it takes 50% less time and money to rebuild one. You can command both drones on the same action or bonus action. (example: simultaneous Drone Shot). Engine is expended for both drones in doing so.
Chameleonic Plating. For 1 Engine, you can cloak your drone. As a bonus action, your drone becomes invisible and makes no noise for 1 minute, or until it takes damage or uses its Drone Shot or Drone Mark abilities.
Advanced Drone (Level 13 - Choose One)
Improved Shot. Drone Shot uses a bonus action, and now has a range of 120 feet.
Improved Mark. Creatures marked by Drone Mark take an extra 2d6 damage from you and your constructs.
Improved Senses. The Drone gains Blindsight 90ft. Additionally, Drone Camera requires no Engine to use.
Ultimate Drone (Level 17 - Choose One)
Shock Shot. Drone Shot gains a +2 Attack Bonus, and deals an additional 2d6 lightning damage.
Mark Tracking. You always know the direction towards a marked creature, so long as it is within the same plane. Additionally, the duration of Drone Mark is increased to a day.
Holographic Projector. Spending 1 Engine allows you to replicate the effects of Major Image within 120ft of a Drone. The Drone cannot take any actions until the illusion ends or is dismissed. This illusion is nonmagical, and thus is immune to effects like True Sight and a creature cannot see through it even if it's discerned as an illusion.
Bio-Engineering Application Subrole
Requirements: Mental Acuity 15, Endurance 16
The Bio-Engineer is adept at body modification, hybridization, brewing potions and poisons, and wielding chemicals and contagions to aid their allies and devastate their foes. While all engineers are able to brew, the Bio-Engineer is an expert.
Primary Signature Creation
At the beginning of the Bio-Engineer’s application path, she or he will fabricate their Primary Signature Creation. This is fabricated in parts: the core (their own heart), lungs, and endoskeletal structure. Later, when the Bio-Engineer is able to enhance their creation further, they can add effects to their appendages and internal organs. Please note that as with other engineers, a critical failure could mean that the device is damaged or destroyed─this does not destroy the user’s body part, only the apparatus of augmentation.
The Bio-Engineer will create their signature creation beginning with one of these cores. The first modification works automatically—after that, a successful body shock roll is required. Failure indicates 1d6 weeks of coma.
Heart |
Engine |
Effect |
Special |
Lifespan |
Platelet Infusion |
3 |
Regenerate 1hp/hour† |
Unbeatable Advantage on all Poison or Disease Saves |
×1.25 |
Blood Transfusion |
2 |
+2 EN |
Advantage on all Con Saves |
×1 |
Sarcoplasmic Augmentation |
2 |
50% exhaustion, 50% food and water consumption |
Feign Death (self only)/Stop Respiration for 1hr/lv |
×1 |
Myofibrillar Augmentation |
2 |
+2 PF |
Advantage on all Physical Fitness Saves |
×0.75 |
Blood Diffusion |
2 |
+5’ Speed‡; 50% exhaustion |
Haste (self only) 1 rd/level |
×0.5 |
Lymphatic Enlargement |
2 |
50% exhaustion |
Advantage on all saving throws vs. Diseases or Poisons |
×1 |
Leukocyte Infusion |
2 |
+1 EN |
Immune to non magical Disease |
×1 |
The Bio-Engineer’s signature creation continues by upgrading one of their organs or body parts. Later they may upgrade another body part.
Lungs |
Engine |
Effect |
Special |
Side Effects |
Gills |
2/c |
Fishy |
Breathe Underwater |
Translucent Skin |
Draconic |
3/s |
Dragon’s Breath |
Breath Weapon 30’ Cone 1d6 |
Mild Dementia |
Bear |
2/s |
Large Capacity |
Per thunderclap cantrip; shout1 |
Potential hearing damage |
Adrenal Gland |
Engine |
Effect |
Special |
Side Effects |
Stimulate |
3/s |
Barbarian Rage |
Works the same except the Bio-Engineer can cut it off at any moment. |
Develop tic(s) |
Suppress |
2/s |
Focus |
Unbeatable Advantage on Concentration, Perception, Investigate Checks |
Minor Insanity |
Limbs |
Engine |
Effect |
Special |
Side Effects |
2 Extra Arms |
5/p |
Double Attacks or any actions involving digital manipulation |
Requires three months of training to get used to |
|
2 Extra Legs |
5/p |
+5’ Speed |
Bonuses to climbing, jumping, and falling 2 |
|
Sticky pads |
Per sticky feet |
|||
Others |
Engine |
Effect |
Special |
Side Effects |
Improved Kidneys |
3/p |
Poison Immunity |
Frequent urination |
|
Improved Liver |
3/p |
Advantage on EmpathySaves |
2d4 Daily Temporary Hit Points |
Possible Skin Color Change |
Improved Muscle Tissues |
3/p |
Athlete Feat |
Involuntary Twitching |
|
1 size class up or down |
1You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of thunder damage. A successful Endurance save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of thunder damage per caster level (maximum 15d6). An affected creature is allowed a Endurance save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Physical Fitness save.
2When you make a high jump, you leap into the air a number of feet equal to 6 + twice your Physical Fitness modifier if you move at least 10 feet on foot immediately before the jump. When you make a Physical Fitness (Athletics) check to climb, you are considered proficient in Athletics and add twice your proficiency bonus instead of your normal proficiency bonus. You become resistant to bludgeoning damage from falling only and are immune to falling prone.
Finally, the Bio-Engineer’s signature creation will require a chassis. This will be either an endochassis (internal) or exochassis (external). Endoskeletons provide some different upgrades to the user’s biology; exoskeletons provide a weaponized attack mode.
Endochassis |
Armor Class |
Min. STR |
Effect |
Special |
Max. Accessories |
Adamantine |
15 |
9 |
+10’ Speed‡ |
Healer Feat |
3 |
Copper |
14 |
12 |
Advantage on Perception Checks |
Redirect Electric Damage |
2 |
Iron |
15 |
15 |
+2 CON |
Immutable Form |
1 |
Mithril |
15 |
10 |
+5’ Speed‡/+2 Init |
Advantage: Acrobatics |
3 |
Molybdenum |
12 |
3 |
+1 DEX |
Advantage on Saving Throws vs. Acid and Fire or Heat |
3 |
Platinum |
12 |
11 |
+1 WIS |
Resistance to Electric Damage |
2 |
Steel |
14 |
8 |
+1 STR |
Advantage: Athletics |
2 |
Exochassis |
Armor Class |
Damage |
Special |
Max. Accessories |
Adamantine |
16 |
2d4 S |
War Caster Feat |
2 |
Copper |
15 |
1d6 P |
Redirect Electric Damage |
2 |
Iron |
16 |
2d6 B |
Resistance to Fire Damage |
1 |
Mithril |
17 |
1d8 S |
50% encumbrance |
3 |
Molybdenum |
13 |
1d8 P |
Cloud Rune per Rune Knight |
2 |
Platinum |
12 |
1d4 B |
Magic Initiate Feat |
2 |
Steel |
15 |
1d8 S |
Resistance to Acid Damage |
2 |
Accessory |
Engine Cost |
Crafting Cost & Time |
Effect |
Side Effects |
Adamantium Veins |
7 |
1500so, 150 days |
Regenerate 1hp/hr†; Advantage on Perception checks; +2 Initiative; Age at 125% rate |
|
Bone Graft |
6 |
500so, 50 days |
Regenerate 1hp/hr† |
+/- 1d10% height & weight |
Modified Blood Infusion |
7 |
750so, 120 days |
Age at 50% rate |
Synesthesia |
Natural Weapons |
4 |
200so, 20 days |
1d6 Dmg; Proficient |
Visible weapons |
Optic Nerve Stimulant |
3/s |
600so, 100 days |
Darkvision |
Eye color change |
Skin Graft |
4 |
500so, 60 days |
Per tremorsense |
Skin Color Change |
Ultravision |
6/s |
1500so, 150 days |
Per truesight |
Glowing Eyes |
†Any component of the Bio-Engineer’s Primary Signature Creation that grants regeneration is cumulative.
‡All speed increases are cumulative.
Bonus Signature Creation Enhancement
At level 15, you may choose an additional accessory to add to your Signature Creation.
Alchemical Expertise
At the 4th level, you gain proficiency in your choice of the following: Alchemical Tools, Cook's Utensils, Poisoner's Tools, or Tinker's Tools. You will always roll with advantage when using this tool proficiency.
Perm mutagen or accessory
Assume animal form
Natural armor
Natural weapons
Gaze attack
Mind wipe. Deneuralizer maybbe diff sub
Conjure storm/control weather
18 hour Injections
Ability bonus
Speed boost
Pain reducer
Instant death
Resurrect
Energy resistance
10 minute infusions
Haste
Stoneskin
Damage reduction
Infuse Potion
At the 4th level, you gain the ability to create potions. Potions (or Poisons) require one action to apply, consume or throw. A successful check with the appropriate tools is required to make a brew. A failure results in a less potent or random failed concoction (DM's discretion). An exceptional or critical success may result in a more potent or duplicate brew, free of costs (also DM's discretion). Potions that use your statistics in their description use your statistics at the time of brewing. Keep track of the number upon brewing. Potions that have spell-like effects are unaffected by dispelling effects and anti-magic fields.
You may attempt to lessen or waive the monetary cost of a brew's ingredients with a Nature or Survival check to gather ingredients (at the DM's discretion). This would require more time.
* Variant: Alternatively to using a monetary cost to brew, your PF may impose an engine cost to brewing a potion.
The cost is 2 Engine for a Tier One Potion, 3 Engine for a Tier Two Potion, and 5 Engine for a Tier Three Potion.
Under this variation, the spent engine cannot be regained until the brew is used or lost.
The potions you can create at this level are "Tier One" Potions. Tier One Potions require 30so and 3 hours to create. The check DC for brewing a Tier One Potion is DC15.
Skilled Alchemist
At the 7th level, the amount of time and money it takes to brew a Tier One Potion is reduced by 1/3 (or 1 less energy under the variant rule). Applying, drinking, or throwing a brew costs you just a bonus action.
Infuse Greater Potion
At the 6th level, you can concoct Tier Two Potions. Such potions follow the same guidelines as Tier One Potions, except that they require 60so and 4 hours to create, and a successful DC 18 check.
Adept Alchemist
At the 11th level, the amount of the amount of time and money it takes to brew a Tier Two Potion is reduced by 1/4 (or 1 less energy under the variant rule). Healing potions you brew heal for an additional amount equal to your Mental Acuity modifier (min. 1). Poisons you brew deal an additional amount of damage equal to your Mental Acuity modifier (min. 1).
Infuse Superior Potion
At the 15th level, you can concoct Tier Three Potions. Such potions follow the same guidelines as Tier One and Tier Two Potions, except that they require 120so and 6 hours to create, and a successful DC 21 check.
Master Alchemist
At the 20th level, the amount of time and money it takes to brew a Tier Three Potion is reduced by 1/6 (or 1 less energy under the variant rule). While brewing a potion or poison, you may spend 3 Energy per tier to duplicate the brew, free of costs. This may be done after the brew check, and only one duplicate can be made doing this.
Healing Potions you brew cure any diseases and conditions afflicting the drinker.
Poisons you brew have an increased save DC of +2.
Biological Application Exclusive Creations
Tier 1
Sustenance Blood Infuser
You do not require food or water to survive. Your Hit Point maximum is increased by 1 for each engineer level you have.
You gain proficiency in Endurance Saving Throws.
2 Energy- You can cure one poison or disease you are afflicted with as a bonus action.
Potion of Lesser Healing.
Heals the drinker 2d4+Your Int mod.
Potion of Climbing.
Gain a climbing speed equal to your walking speed for 1 hour. You gain advantage on checks made to climb.
Potion of Enlarge/Reduce. Choose either the enlarge or reduce effect of the enlarge/reduce spell. The drinker is under that effect for 1 hour.
Potion of Swiftness. The drinker gains a bonus of 15ft to their walking speed for 1 hour.
Lesser Poison. Upon ingestion, wounding, or splashing, a creature must succeed on a Con save or take 1d6+Your Int mod poison damage.
Tier 2
Voice Changer and Amplifier─4 Engine/Continual
If you have spent a minute or more hearing a creature speak, you can mimic their voice unerringly. An Empathy(Insight) check is required to discern if that the voice is false. You can also change the pitch of any voice (including your own) spoken through this device.
1 Energy- You can increase the volume of your voice to 10 times as much.
SCUBA Equipment
You gain a swim speed equal to your walking speed.
2 Energy- As a bonus action, you can breathe underwater for an hour.
Potion of Greater Healing
Heals the drinker 3d6+Twice your Int mod HP.
Potion of Alter Self. Choose one possible effect of the alter self spell, and define it thoroughly upon brewing. Upon consumption, the creature possesses that effect for 1 hour.
Potion of Flight. The drinker gains a flying speed of 60 feet for 10 minutes.
Potion of Waterbreathing. The drinker can breathe underwater for 8 hours.
Potion of Haste. The drinker is under the effects of haste for 1 minute.
Potion of Resistance. Choose one type of damage (acid, cold, fire, lighting, force, necrotic, poison, psychic, radiant, and thunder) upon brewing. The drinker resists that damage type for 1 hour.
Potion of Firebreath. The drinker can breathe fire, as through the burning hands spell at the 1st level, as an action for 1 minute. The spell save DC is equal to your Engineer Save DC.
Greater Poison. Upon ingestion, wounding, or splashing, a creature must succeed on a Con save or suffer 2d8+Twice your Int mod Poison damage.
Tier 3
Creature Capture Device/Engine 8/Shot
You can hurl the Creature Capture Device at a creature of the beast type to attempt to capture it. Make an attack roll against a target creature within 20ft. On a success the creature is sucked into the device and you must make an Animal Handling skill check. You have advantage on the throw if the Creature is poisoned, restrained, unconscious, paralyzed, or frozen.
The DC to catch it is equal to 10 + CR of the creature. On a success the creature is captured within the invention and can thereafter be summoned or dismissed as an action. The creature acts positively towards you as if it had the charmed condition. If you fail the skill check, or the creature dies after being captured, the invention is destroyed. While a creature remains captured in this way, your max energy is decreased by 2.
Potion of Superior Healing. Heals the drinker 4d8+Engineer Level HP.
Potion of Stoneskin. The drinker resists nonmagical piercing, bludgeoning, and slashing damage for 8 hours.
Potion of Polymorph. Choose a creature (within the limits of the polymorph spell). The drinker turns into the creature, following the perimeters of the polymorph spell, for 1 hour upon ingestion. A creature this is splashed on, or an unwilling creature that who spits it out, must succeed on a Con save or be affected.
Potion of Invisibility. A creature who drinks this potion is invisible for 1 minute upon ingesting.
Potion of Massive Physical Fitness. The drinker's Physical Fitness score is 23 for 1 hour. This potion fails if their Physical Fitness score is already that high.
Potion of Swift Reflexes. The drinker's Perception score is 23 for 1 hour. This potion fails if their Perception score is already that high.
Potion of High Durability. The drinker's Endurance score is 23 for 1 hour. This potion fails if their Endurance score is already that high.
Potion of Glibness. The drinker's Charisma score is 19 for 1 hour. This potion fails if their Charisma score is already that high.
Potion of Brilliance. The drinker's Mental Acuity score is 19 for 1 hour. This potion fails if their Mental Acuity score is already that high.
Potion of Enlightenment. The drinker's Empathy score is 19 for 1 hour. This potion fails if their Empathy score is already that high.
Potion of Resurrection. The drinker is restored to life, as per the revivify spell.
Superior Poison. Upon ingestion, wounding, or splashing, a creature must succeed on a Con save or take 3d10+Engineer level poison damage. On a failure, a creature is also poisoned for 1 minute.
Plaguebringer's Poison. Upon ingestion, wounding or splashing, the target is affected as if by Contagion.
Paralytic Poison. Upon ingestion, wounding, or splashing, a creature must succeed on a Con save or be paralyzed for 1 minute.
Sweet Poison. Upon ingestion, a creature must succeed at a Wis save or permanently fall in love with the first creature it perceives. If it wouldn't normally be attracted to the creature, it instead feels a strong platonic adoration. Remove Curse or similar effects allow the creature to attempt a new Wis save.
Tier 4
Spectravision Goggles
1 Engine- You can see into the ethereal plane to a distance of 30 feet, as well as invisible creatures and objects for 10 minutes.
2 Engine- For a minute, you can see through any object or wall you spend six seconds observing.
Tier 5
Neuroadaptable Headgear/15 Engine/Continual
You gain proficiency in Empathy saving throws.
You resist Psychic Damage.
1 Engine- For the next hour, your thoughts cannot be read, and attempts to detect your presence through your consciousness fail.
3 Engine- You nonmagically cast Dominate Person with a duration of up to ten minutes.
Tier 6
Bionic Eye/17 Engine/Continual
6/s─As an action, your critical hit range increases by 4 for one minute. You must still beat the target's AC to hit unless you roll a natural 20. You can also see through all visual illusions during this time. When this minute ends, you become blinded for one minute.
[#_FIELD_ROLE_MAG]
Mage
Prerequisites
SP 16+
Field Role Die
Spirit Based Casting
Proficiency
Spirit
Standard Training
Light Weapons, Light Projectile Weapons, Light Armor
Common Strategic Role
Damage Output and/or Support
Field Role Hit Points
All Mages gain 4 Hit Points at inception.
Mages are spontaneous casters of Arcane magic. Mages have an innate inborn ability to manipulate the arcane powers of the Bloodstones. It is not learned, but rather it comes from within or through bestowment or pacts.
Characteristics of a mage:
-
An mage’s primary stat is Spirit because of their internal will to shape the arcane power of the bloodstones.
-
A mage has perhaps spent their life in or near a crystal harvest site, or a bloodstone mine, and their being and blood have become infused with magic.
Mages generally have a smaller repertoire, but are able to cast more of what they have available.
Mage XP Buy-ins |
||||
Buy-in |
Cost |
Effect |
Special |
Prerequisite(s) |
Hit Points |
1/e per each |
+3 Permanent Hit Points |
Cost is 1 for 1st Buy-In, 2 for 2nd, 3 for 3rd, etc... |
None |
Faster Attacks |
3/e/s per each |
Gain an additional attack each round |
Max 2; Cost is 3 for 1st Buy-In, and 6 for 2nd. |
|
Better Hitting |
1/e/s per each |
Gain a +1 to your Base Action Bonus |
Cost is 1 for 1st Buy-In, 2 for 2nd, 3 for 3rd, etc... |
|
Eschew Mat’l components |
||||
Mage Field Role Features
-
Spontaneous Spirit-Based Spellcasting
Mage Subroles
Your subrole will determine your specialty, lot in life, and daily duties. You can not pick more than one sub, and you have to pick one, your character cannot advance past 25xp without a subrole. You can pick any one of these subs once your PC reaches 25xp:
Bladeweaver blademage, something like that (bladesinger maybe)
foible: militant
Thaumaturge? (Worker of miracles)
Amazon (matriarchal society)
Wild Mage
Foible: Sterility
Oracle
[#_FIELD_ROLE_MAG_DRUID]
Druids
Now that there is the Tec-9, a crappy spray gun from South Miami. This gun is advertised as the most popular gun in American crime. Do you believe that shit? It actually says that in the little book that comes with it: the most popular gun in American crime. Like they're actually proud of that shit.
Do you see any Teletubbies in here? Do you see a slender plastic tag clipped to my shirt with my name printed on it? Do you see a little Asian child with a blank expression on his face sitting outside on a mechanical helicopter that shakes when you put quarters in it? No? Well, that's what you see at a toy store. And you must think you're in a toy store, because you're here shopping for an infant named Jeb.
The path of the righteous man is beset on all sides by the iniquities of the selfish and the tyranny of evil men. Blessed is he who, in the name of charity and good will, shepherds the weak through the valley of darkness, for he is truly his brother's keeper and the finder of lost children. And I will strike down upon thee with great vengeance and furious anger those who would attempt to poison and destroy My brothers. And you will know My name is the Lord when I lay My vengeance upon thee.
Well, the way they make shows is, they make one show. That show's called a pilot. Then they show that show to the people who make shows, and on the strength of that one show they decide if they're going to make more shows. Some pilots get picked and become television programs. Some don't, become nothing. She starred in one of the ones that became nothing.
You think water moves fast? You should see ice. It moves like it has a mind. Like it knows it killed the world once and got a taste for murder. After the avalanche, it took us a week to climb out. Now, I don't know exactly when we turned on each other, but I know that seven of us survived the slide... and only five made it out. Now we took an oath, that I'm breaking now. We said we'd say it was the snow that killed the other two, but it wasn't. Nature is lethal but it doesn't hold a candle to man.
[#_FIELD_ROLE_MAG_SORC]
Sorcerer
Upon becoming a Warlock, the PC gains the following features:
-
Foible: Hates Wizards; tics
[#_FIELD_ROLE_MAG_WAR]
Warlock
Upon becoming a Warlock, the PC gains the following features:
-
Foible: Lifespan extended at great cost
[#_FIELD_ROLE_MAG_WIT]
Witch
Upon becoming a Witch, the PC gains the following features:
-
Has a familiar that steals spells—spells are randomized, can be anything
-
Foible: Lifespan extended at great cost
[#_FIELD_ROLE_MAG_SLINGER]
Spellslinger
Some are especially ambitious and pragmatic about their magic use. The most extreme of these cases are spellslingers: humans who have traded off their longevity and often sanity for the ability to perform unparalleled feats of magic use. While very similar to other mages in many respects, they often dream of power beyond the belief of even the most dedicated spellcasters.
Foible: Mild Insanity
A spellslinger can never multiclass.
Class Features
Aspect
Your divine power is granted by one of the gods, through conduits facilitated by one of the nine major bloodstones, excluding magic. Your aspect will be determined by the God you worship. See Pantheon.
Unparallelled Magic Power
You will draw your arcane power from magic bloodstones (see Bloodstones above). Such raw power grants the spellslinger some legendary benefits in the short run, but in the long run causes rapid aging, psychoses, and death.
Ambitious Pursuit of Arcane Knowledge at Any Cost
Like all other practitioners of arcane arts, a Spellslinger seeks arcane knowledge as a means to gain power. But the spellslinger's search is much more energetic, urgent, and ambitious than the average wizard. All spellslingers seek the gain of power, though their motivations and intentions toward how to wield it can vary wildly.
Flexible Spellcasting
Spellslingers can alter preexisting spells on the fly, at the cost of a spell slot 1 level higher than the normal price of the spell for every aspect altered. They can make minor changes to damage types, area of effects, durations, ranges, and so on at will. For example, if they know an opponent could not be damaged by fire, they could change a fireball into an acid ball or a thunderball. They could change magic missiles into ice missiles or electric missiles, or turn an acid cloud into a wall of acid.
Spellslinging
At 7th level, a Spellslinger can cast at double speed, at a spell slot cost of 1 level higher than what the normal price of whatever spells they are slinging.
At 14th level, a Spellslinger can cast at triple speed, a spell slot cost of 2 levels higher than what the normal price of whatever spells they are slinging.
Accelerated Aging
As with all spellcasters, at 7th level the effects of the magical energies coursing through their veins accelerates their aging.
Spellslingers have a chance that they will gain insanities (psychoses). This chance goes cumulatively higher whenever they advance in power or Mental Acuity: Every time they gain a level, there is a cumulative 2% chance that they will gain a psychosis. Every time they gain a point of Mental Acuity, there is a cumulative 5% chance they will gain a psychosis. At 7th and 14th level, when they gain a spell per round, there is a cumulative 6% chance they will gain a psychosis. They must roll percentile to find out if they gain a psychosis every time their level or Mental Acuity goes up, twice if they are gaining a level and ability point (the level comes first, the Mental Acuity), and twice if they gain a level and a spell per round (level first, spell per round second).
[#_FIELD_ROLE_PSI]
Psion
Prerequisites
SP 16+
Field Role Die
Use of Psionics
Proficiency
Spirit
Standard Training
Light Weapons, Light Projectile Weapons, Light Armor
Common Strategic Role
Damage Output and/or Support
Field Role Hit Points
All Psions gain 5 Hit Points at inception.
Psions have psychic power within themselves. Their power comes entirely from within. They do not require any materials or Bloodstones to use their powers.
Characteristics of a psion:
-
Psions are generally regarded as enigmatic and mysterious, as their powers come from unseen and unknowable sources
-
Psions derive power from their internal spirit and power rather than learned resources, external or divine sources, materials, or magical items
Psions generally have a smaller repertoire, but they are not limited to a single aspect, they can use their powers faster, do not require movement or speech, and do not require use of any materials. A psion’s arcane power can be channeled through conduits facilitated by any of the nine major bloodstones, including magic.
[#_FIELD_ROLE_PSI_CHEEVOS]
Psion Achievements |
|
Milestones |
Feats |
Craft Magic Item |
|
[_FIELD_ROLE_PSI_BUYINS]
Psion XP Buy-ins |
||||
Buy-in |
Cost |
Effect |
Special |
Prerequisite(s) |
Hit Points |
1/e per each |
+3 Permanent Hit Points |
Cost is 1 for 1st Buy-In, 2 for 2nd, 3 for 3rd, etc... |
None |
Faster Attacks |
3/e/s per each |
Gain an additional attack each round |
Max 2; Cost is 3 for 1st Buy-In, and 6 for 2nd. |
|
Better Hitting |
1/e/s per each |
Gain a +1 to your Base Action Bonus |
Cost is 1 for 1st Buy-In, 2 for 2nd, 3 for 3rd, etc... |
|
Psionic Ego Whip |
||||
Patternweave Precognition |
Psion Field Role Features
-
FRD: Spellcasting
-
Be all psychic...
Psion Subroles
Your subrole will determine your specialty, lot in life, and daily duties. You can not pick more than one sub, and you have to pick one, your character cannot advance past 25xp without a subrole. You can pick any one of these subs once your PC reaches 25xp:
[#_FIELD_ROLE_PSI_AERO]
Aerokineticist
Aerokineticists control air flow, specializing in mobility and ranged combat.
Upon becoming an Aerokineticist, the PC gains the following features:
-
Foible: Hates Wizards; tics
[#_FIELD_ROLE_PSI_ASTRO]
Astrokineticist
Astrokineticists are bonded to the stars, specializing in spacefaring, cosmic manipulation, astral projection, and zero G combat.
Upon becoming an Astrokineticist, the PC gains the following features:
-
Foible: Hates Wizards; tics
[#_FIELD_ROLE_PSI_BIO]
Biokineticist
Psionics working with biology.
Upon becoming a Biokineticist, the PC gains the following features:
-
Foible: Haughty, Arrogant, must keep armor clean at all times
[#_FIELD_ROLE_PSI_ELE]
Electrokineticist
Psionics working with electricity.
Upon becoming a Electrokineticist, the PC gains the following features:
-
Foible: Haughty, Arrogant, must keep armor clean at all times
[#_FIELD_ROLE_PSI_HYDRO]
Hydrokineticist
Hydrokineticists have psychic powers allowing them to manipulate water and some water-based liquids.
Upon becoming a Hydrokineticist, the PC gains the following features:
Foible: Haughty, Arrogant, must keep armor clean at all times
[#_FIELD_ROLE_PSI_PSY]
Psychic
A Psychic has abilities of prescience, mindreading, and sometimes even mind control.
Upon becoming a Psychic, the PC gains the following features:
-
Foible: Haughty, Arrogant, must keep armor clean at all times
[#_FIELD_ROLE_PSI_PYRO]
Pyrokineticist
Pyrokineticists have psychic powers attuned to the properties of fire.
Upon becoming a Pyrokineticist, the PC gains the following features:
-
Foible: Haughty, Arrogant, must keep armor clean at all times
[#_FIELD_ROLE_PSI_TELE]
Telekineticist
Telekineticists have psychic powers allowing them to manipulate matter and physical objects.
Upon becoming a Telekineticist, the PC gains the following features:
-
Foible: Haughty, Arrogant, must keep armor clean at all times
[#_FIELD_ROLE_ROGUE]
Rogue
Prerequisites
PE 12+
Field Role Die
Rogue Skills and Sneak Attacks
Proficiency
Spirit
Standard Training
Light Melee Weapons, Light Projectile Weapons, Finesse Weapons, Light Armor
Common Strategic Role
Subterfuge
Field Role Hit Points
All Rogues gain 6 Hit Points at inception.
The rogue is a type of character that does her or his work in the shadows, out of sight of most people. Rogues can employ ambushing, sneak attacks, stealth, theft, and deception to accomplish their goals.
Characteristics of a Rogue:
-
Rogues do not fit tidily into one pigeonhole and can fulfill many different roles.
-
Rogues are stealthy and dexterous, and can sneak attack enemies who are off-guard.
-
Rogues are highly skilled at perception and difficult to ambush (and therefore any group they are accompanying are also difficult to ambush).
-
Rogues are versatile with a higher degree of access to proficiencies and sub proficiencies.
-
Rogues are versatile characters who can use sneaky combat and nimble tricks.
-
Rogues have a precise and deadly approach to combat.
-
Rogues often attack with a light projectile weapon, dagger, or shortsword.
-
Rogues come in different archetypes, which reflect their focus and preferred techniques.
Rogues can be many different things, vagabonds, nomads, spies, thieves, and more. They are generally characters who bend or break the rules to their own advantage. Although they don’t have qualms about contravening norms and by-laws, there is always the occasional Rogue with a heart of gold.
[#_FIELD_ROLE_ROGUE_CHEEVOS]
Rogue Achievements |
|
Milestones |
Feats |
Take Souvenir Lock |
Craft Magic Item |
Take Souvenir Trap |
|
Fail to Disarm Trap |
|
[#_FIELD_ROLE_ROGUE_BUYINS]
Rogue XP Buy-ins |
||||
Buy-in |
Cost |
Effect |
Special |
Prerequisite(s) |
Hit Points |
1/e per each |
+6 Permanent Hit Points |
Cost is 1 for 1st Buy-In, 2 for 2nd, 3 for 3rd, etc... |
None |
Faster Attacks |
1/e/s per each |
Gain an additional attack each round |
Max 3; Cost is 1 for 1st Buy-In, 2 for 2nd, 3 for 3rd, etc... |
|
Better Hitting |
1/e/s per each |
Gain a +2 to your Base Action Bonus |
Cost is 1 for 1st Buy-In, 2 for 2nd, 3 for 3rd, etc... |
|
Weapon Finesse |
1/s |
Critical Hit on +15 |
-5 Enemy morale while using this weapon |
|
Attack of Opportunity |
1/s |
Free attack in certain circumstances |
Able to exploit openings in enemy defense opportunistically |
Only usable with Specialized weapons |
Ambush |
1 |
If Rogue wins initiative, First attack with finesse Weapon uses FRD |
Miss becomes hit, hit becomes crit, crit becomes x4 damage |
Weapon Finesse |
Sneak Attack |
||||
Backstab |
||||
Assassinate |
||||
Guild Network |
||||
Medium Armor Proficiency |
||||
Favored Terrain |
||||
Light Armor Master |
||||
Finesse Fighting |
Increase chances of critical with rapier, ranged weapons, whip, dagger, scimitar, shortsword |
|||
Multishot |
Fire multiple projectiles with single attack |
Rogue Field Role Features
-
FRD: Ambush Attack, Perception and all Sub-Abilities,
-
Train sub proficiencies in half the listed time for the following abilities: Perception, Physical Fitness, Mental Acuity. If this benefit was not applied to the pre-adventure character design process, be sure to apply it upon beginning the adventure.
Pirate
Drifter foible no roots
Investigators foible obsessive
[#_FIELD_ROLE_ROGUE_ACROBAT]
Acrobat
Acrobats are entertainers whom perform stunning feats of dexterity, balance, and courage, often for a large audience.
Acrobat Foible
Acrobats are showboaters, content to hog the spotlight from others. This has the following effect on the PC:
Acrobat Spotlight |
|
Stuff |
Effect |
0 |
|
1-10 |
|
11-15 |
|
16-30 |
|
31-50 |
|
51-80 |
|
81+ |
[#_FIELD_ROLE_ROGUE_ASSASSIN]
Assassin
Assassins are paid to kill targets.
Assassin Foible
Evil.
[#_FIELD_ROLE_ROGUE_BARD]
Bard
Historically, a bard was a professional storyteller, verse-maker, music composer, oral historian and genealogist, employed by a patron (such as a monarch or chieftain) to commemorate one or more of the patron's ancestors and to praise the patron's own activities. This describes very well the role of Syserian bards.
Bard Foible
Muse?...
Looter
Looters are rogues with a burning desire to gather treasure, baubles, wealth, and items.
Adventurers: The Looter will work with an adventuring party, but his motives may be questionable. Personal gain is generally the underlying desire for a Looter.
They have much in common with rogues as stated previously, but do not necessarily fill a rogue function in a party. A Looter will gladly adventure and loot treasure (obviously), but will not necessarily scout, spy, or try to gather information, unless it leads them to treasure. Their element is a dungeon or ruin, as opposed to a town or urban center as a typical rogue. As a matter of fact, he may even keep his rogue skills a secret via “scouting” ahead and disarming traps while not in the party's line of sight.
Characteristics: Looters are not quite as highly skilled as some of the other rogues, but comparable. They are a little better at general fighting then rogues, but do not have the ability to hit where it hurts or sneak attack.
Their sixth sense differs from normal rogues too. Instead of gaining the ability to intuitively avoid danger, they instead gain the ability to smell solaurei and eventually magical treasure.
Alignment: Looters are greedy, and will generally have little regard towards morality and ethics. They must be non-lawful and will tend toward chaotic. Morally they can be any alignment, but in general will tend toward neutrality.
Abilities: Perception is just as important to Looters as rogues, as is Mental Acuity for skill points. Physical Fitness, however, is another area where the Looter differs from the rogue. They often get into fights, and without the ability to sneak attack, they need to hit hard and make it count.
Class Skills: Appraise (Int), Climb (Str), Craft (Int), Concentration (Con), Disable Device (Int), Hide (Dex), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)
Class Features: Weapon and Armor Proficiency: The Looter is proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light) and shields. Note that armor check penalties for armor heavier than leather apply to several skills.
At 1st level, Looters can smell solaurei. This ability does not confer the ability to determine the direction or path to get to the solaurei, they merely know it's nearby. In a dungeon or indoor setting, they must be on the same floor or level. They must be 60' of the solaurei to smell it. Less solaurei will result in a fainter smell, and needless to say more results in stronger scents. They cannot smell it if there are fewer than 100 so or the equivalent value. They cannot smell copper, silver, electrum, or any other precious metals. If the solaurei is stored in a completely airtight container, they cannot smell it.
At 2nd level, Looters can Appraise items with almost zero chance of failure. Most gems, art items, tapestries, and other such valuables can be appraised with no DC roll unless determined appropriate by the DM. Items that are alien, rare/unique, unusual, exotic, or unfamiliar will still require the normal DC roll, but with a +2 circumstance bonus.
Upon reaching 3rd level, Looters can smell platinum. This ability does not confer the ability to determine the direction or path to get to the platinum, they merely know it's nearby. In a dungeon or indoor setting, they must be on the same floor or level. Less platinum will result in a fainter smell, and needless to say more results in stronger scents. They cannot smell it if there are fewer than 100 pp or the equivalent value. They must be 60' of the platinum to smell it. If the platinum is stored in a completely airtight container, they cannot smell it.
At 4th level, Looters gain the Uncanny Lore ability. Once per week, they may inspect a magic item and detect its powers. This functions as the identify spell. They get an additional use of this ability at every 4 levels.
Upon reaching 5th level, Looters can smell gems. This ability does not confer the ability to determine the direction or path to get to the gems, they merely know it's nearby. In a dungeon or indoor setting, they must be on the same floor or level. They must be 60' of the gems to smell them. Fewer gems will result in a fainter smell, and needless to say more results in stronger scents. They cannot smell them if there are fewer than 50 gems or a good amount of raw stone. They can smell any precious stone or mineral whose per-ounce value exceeds that of solaurei. If the gems are stored in a completely airtight container, they cannot smell them.
Upon reaching 7th level, Looters can smell magical items. This ability does not confer the ability to determine the direction or path to get to the magic, they merely know it's nearby. In a dungeon or indoor setting, they must be on the same floor or level. They must be 60' of the magic to smell it. Weaker magic results in fainter smells, stronger results in more pungent odors. They cannot smell any disposable magic items, such as scrolls, potions, or other one-use magic items. They cannot smell a spell being cast or a magical being's presence. If the magic is stored in a completely airtight container, they cannot smell it. They can use this as an innate detect magic by picking the item up and smelling it closely, excepting for potions and scrolls, and other one-use magic items. A Looter can differentiate between all the valuables he can smell.
Upon reaching 9th level, Looters solaurei sense increases to a 120' radius.
Upon reaching 10th level, Looters gain the Special Opportunist ability. Once per round, the Looter can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Looter's attack of opportunity for that round. Even a Looter with the Combat Reflexes feat can't use the opportunist ability more than once per round.
Upon reaching 11th level, Looters platinum sense increases to a 120' radius.
Upon reaching 12th level, Looters gain Skill Mastery. The Looter selects a number of skills equal to 3+ his Mental Acuity modifier. When making a skill check with one of these skills, the looter may take 10 even if stress and distractions would normally prevent him from doing so. He becomes so certain in his skill that he can use his skill reliably even under adverse conditions. When he gets to this point, his Appraise skill gains 4 ranks for free—even if these 4 ranks push it over the maximum. From this point on, he may keep it over the maximum by continuing to add ranks as per normal to the skill. In other words, if he went up to 19 ranks at level 12, he can continue to 20 ranks at level 13, and so on.
Upon reaching 13th level, Looters gem/precious mineral sense increases to a 120' radius.
Upon reaching 15th level, Looters magic sense increases to a 120' radius.
Looter Foible
Greedy (duh).
[#_FIELD_ROLE_ROGUE_NINJA]
Ninja
Ninja are covert operatives who can fulfill functions that include theft, assassination, intelligence gathering, and sabotage. They are highly skilled in the art of invisibility.
Ninja Foible
They must not know my face—if ID is discovered they must alter self.
[#_FIELD_ROLE_ROGUE_SPY]
Spy
Spies are intelligence agents that attempt to covertly infiltrate enemy organizations to feed information about them to their allies.
Spy Foible
Trust no one.
[#_FIELD_ROLE_ROGUE_THIEF]
Thief
This character is the epitome of deftness, cleverness, trickery, and most of all, thieving skills.
Adventurers: Thieves are the greatest larcenists in the world. That is what they do best, and as a result are widely despised. They may organize into guilds, unless ego gets in the way of cooperating.
At 3rd level, Thieves gain the casing ability. This is the ability to establish the worth and quantities of valuables contained in a structure or room. When successfully cased, the PF hands the player a map of the location, and a detailed list of the worth and location of any jewelry, magic items, and valuables that are housed in the establishment the thief has cased.
Thieves are burglers and money grubbers first, adventurers second. When Burglars go for a period longer than 3 months without stealing their level x 500so of valuables, they begin to gain experience at a 20% experience penalty. At 6 months, they gain experience at a 30% penalty. At 1 year, they gain experience at a 40% penalty, and the penalties do not worsen beyond that.
Thief Foible
Ordinary street urchin/average joe.
[#_FIELD_ROLE_WAR]
Warrior
Prerequisites
PF 13+
Field Role Die
All Attack Rolls
Proficiency
Physical Fitness
Standard Training
All Weapons excluding exotic, Medium Armor
Common Strategic Role
Damage Output
Starting Hit Points
All Warriors gain 10 Hit Points at inception.
Throughout its storied history, Syseria has faced challenges and her people forced into life and death decisions. A warrior is a fighter or soldier, especially one in former times who was very brave. A warrior is always ready to make tough decisions. These characters may be conscripted or hired into an army, commissioned to function onboard navy vessels, town guard, or just adventuring fighters who come to bring the hurt. Warriors must come from a region that recognizes a separate warrior Field Role or caste (as opposed to, say, animals that fight).
Characteristics of a Warrior:
-
Warriors are skilled in the use of almost all weapons and basic armor
-
Warriors come in every size, shape, color, creed, and deity worshiped
-
Warriors are needed in every town, militia, and standing army and are therefore very common
-
Warriors may subscribe to a “might makes right” or “survival of the fittest” philosophy
-
Warriors are hardy and tough, maintaining peak physical condition at all times
-
Warriors have many different motivations to fight, such as money, principle, duty, honor, psychotic joy, and more
-
Warriors often hold great cultural influence, sometimes even fame, with people that celebrate their mighty deeds
-
There is no one single common behavior, worldview, or ethical alignment with warriors—they can be honorable soldiers, jack-booted thugs, tyrants, benevolent kings, barbarians, and more
-
All warriors must be ready for death to do their duty
This is not a code of conduct—rather, any person training to be an elite warrior already possesses this mindset before they start, and will maintain this mindset throughout their career.
[#_FIELD_ROLE_WA_CHEEVOS]
Warrior Achievements |
|
Milestones |
Feats |
Defeat Any Enemy in Single Combat |
|
[#_FIELD_ROLE_WA_BUYINS]
Warrior XP Buy-ins |
||||
Buy-in |
Cost |
Effect |
Special |
Prerequisite(s) |
Hit Points |
1/e |
+8 Permanent Hit Points |
Cost is 1 for 1st Buy-In, 2 for 2nd, 3 for 3rd, etc... |
None |
Faster Attacks |
1/e |
Gain an additional attack each round |
Max 2; Cost is 1 for 1st Buy-In, 2 for 2nd. |
None |
Better Hitting |
1/e |
Gain a +2 to Attack Rolls |
Cost is 1 for 1st Buy-In, 2 for 2nd, 3 for 3rd, etc... |
None |
Specialty Weapon |
1/e |
Attack at +2 with this weapon |
You can Buy-Into as many specialty weapons as you wish. |
None |
Weapon Finesse |
3 |
Critical Hit on natural 18+ |
-5 Enemy morale while using this weapon |
Specialty Weapon |
Weapon Specialization |
3 |
+4 Attack, Initiative, and Damage when using this weapon |
You can only specialize in one weapon |
Specialty Weapon |
Sweep |
3 |
Attack all adjacent enemies in melee at -5 |
Cannot use on ranged weaponry |
Only usable with Specialty Weapons |
Favored Enemy |
4 |
Choose a category of enemies, +5 to attack these enemies |
Can change Favored Enemy at a cost of 1 xp. |
None |
Mounted Combat |
2 |
Engage in combat while mounted |
Can use a shield with reach weapons |
Only usable with Specialty weapons |
Heavy Armor Master |
4 |
+2 PF, +2 EN While Wearing Heavy Armor |
||
All-around Attack |
3 |
sweep |
Only usable with Specialty weapons |
|
Attack of Opportunity |
2 |
Able to exploit lapses in enemy defense |
Only usable with Specialty weapons |
|
Multishot |
3/e |
Fire multiple projectiles with single attack |
Cost is 3 for first buy in (shoot 2 projectiles, 6 for second Buy-In (shoot 3 projectiles), 9 for third Buy-In (shoot 4 projectiles), and so on. |
Only usable with Specialty weapons |
Combat Tactics |
1 |
Change Combat Plan on the Fly |
Basic Defense; +AR / - Hit or Basic Offense +Hit / -AR |
|
Power attack: -2 to hit +4 to damage |
3 |
Exchange hit accuracy for additional damage |
Only usable with Specialty weapons |
|
Warrior Subs
Your subrole will determine your fighting specialty, lot in life, and daily duties. You can not pick more than one sub, and you have to pick one, your character cannot advance past 25xp without a subrole. You can pick any one of these subs once your PC reaches 25xp:
Fighter
A fairly standard warrior in most respects. These will most often be soldiers, town guards, and adventurers.
Fighter Features
Upon becoming a fighter, the PC gains the following features:
-
PC earns double XP for 1 game year
-
PC gains +3 PF and +2 EN
-
PC gains +1 attack per round and the new maximum becomes 3
-
A second weapon specialization is now available at a cost of 2xp
-
Medium armor proficiency becomes heavy armor—if an XP was already spent to do this, the warrior gains it back at this time
-
Buy x fighter buy-ins, get 1 free, or something...
-
Foible: ordinary, average joe plainfolks citizen (maybe)
[#_CLASSES_RCC_BRONZETAIL]
Bronzetail
Doodly doo
Hit die: d10
During The Dark Times, in a period lost to the annals of its confused history, there is a legend of a tribe who allied themselves with a dragon named Vexstirn Qul'Sting. Through a magical process, their blood was mixed with Vexstirn's, and these warriors became part bronze dragon. Vexstirn led them in a highly successful campaign against the marauding hordes of evil creatures that saturated the then intact planet at that time. Vexstirn had lordship over the lands in and around the Anvil Mountains. He put a mithal over this part of the world making any Bronzetails able to carry on an undiluted bloodline should they decide to reproduce outside of their own tribe. The hordes of demons and fell creatures that dared to venture there were systematically slain by the canny and stalwart Bronzetails. For centuries during the Dark Times this area of the world was secure.
At some point, a powerful sorcerer took notice of this, the evil Dorngoth. With his magic, he began creating evil dragons. He marched an army of goblins and ogres through the west edge of the Anvil mountains. Vexstirn reacted, organizing an army with the Bronzetails as the captains and commanders. Dorngoth and his dragon armies were routed and scattered but not wiped out. This left the bronzetails and Vexstirn weakened. The tribe from which the Bronzetails originated were forced to abandon their keep and their silver mines.
In their weakened state, a roving band of evil oni seeking to restore their honour managed to steal Vexstirn's brood of eggs and slay Vexstirn himself.
The remaining Bronzetails began to fall like dominos. Realizing they had no hope of continuing the fight, they fled deep within the mountains. Humiliated, shamed, and dishonored, they sought to kill themselves by getting into impossible fights with powerful evil beings. And make no mistake, many died.
But some survived.
And those who made it became among the most powerful warriors in the world. They cared nothing for their own safety, and had no qualms about fighting anything that was evil, powerful and peon alike. As time passed, those who had survived to this point decided that they were “cursed” with invincibility. They reproduced, and though rare, Bronzetails exist to this day. The mithal was never removed; the bloodline remains pure.
Bronzetails are fierce fighters who have lost their honor. For them, this is worse than death, so as far as a Bronzetail is concerned, he is already dead.
Adventurers: Bronzetails are adaptable and can work alone or with an adventuring party. Their only motivation is to destroy evil, they care nothing for their own lives. They do not necessarily impose their reckless attitude on others, and will generally regard innocent lives as worthy of preserving. They never operate as mercenaries, will not hire out their services, and swear allegiance to no liege but the spirit of Vexstirn.
As fighters, they are fierce. They also have some psychic ability. Their function in a party is invariably as a warrior, but with their psychic ability they can expect hatred and discrimination from the population at large. They are perpetually fish out of water unless they are locked in a battle to the death.
Characteristics: A Bronzetail is a fearsome fighter, aggressive, thick headed, and armed with psychic abilities. Their fall from grace has made them suicidal and reckless, making them even more dangerous. They sometimes suffer from psychoses. These can range from megalomania to suicidal tendencies to masochism to paranoid schizophrenia. Quite often, Bronzetails have an obsessive compulsive habit of some kind. They rarely suffer from chronic narcissism or sadism.
They have thick, sometimes scaly skin, with the occasional metallic sheen. They also sport a small stubby tail coming out of their tailbone. It has no biological function, but this is where they get their names. They have no wings or innate flying ability.
Abilities: Physical Fitness is highly important to Bronzetails, and all should have a Physical Fitness of no less than 14. Endurance is also highly recommended, as Bronzetails are unwilling to wear armor. Often a Bronzetail's attitude and philosophy towards life implicitly precludes a high Empathy score.
Weapon and Armor Proficiency: Bronzetails are proficient in all weapons. They are not willing to wear armor, and never bother to learn how. Not only is a Bronzetail not proficient in armor use, it is not allowable for a player to attempt to train or buy into any skills or abilities that would facilitate armor use.
Bronzetails gain the ability to breathe lightning as per bronze dragons. Damage starts at 1d6 and increases as they gain levels. The lightning goes in a straight line, starting at the Bronzetail, and is 60' long. They can use their breath weapon once every three rounds; otherwise there is no limitation.
At 1st level, Bronzetails gain the ability to speak Draconic as an absolutely free bonus language. This is in addition to any languages purchased with skill points and any bonus languages.
Every time a Bronzetail can increase an ability score (4th, 8th, 12th, 16th, and 20th level) they also gain a +1 bonus to their Armor Class for their naturally scaly skin.
Bronzetails may take as a standard feat Deep Impact, Rapid Metabolism, Scribe Tattoo, or Speed of Thought as detailed in the Psionics Handbook.
[#_CLASSES_RANGER]
Ranger
Ranger (Wild guy, wild one, hunter...) (Beastmaster)
Guard/Guardian
Soldier
Foible: Just a brick in the wall
Berzerker
Foible: No pain, mild insanity
Merc
Foible: Seeking payday
[#_CLASSES_BARBARIANS]
Barbarian
Barbarians are a bloody, savage society, and any PC barbarian not subscribing to their philosophy will find a dangerous mortal enemy in the barbarian tribes. They follow Brognor, god of murder and chaos. Any barbarian who does not follow this god is hunted down mercilessly. Brognor and his followers have a strong distaste for intellectual pursuits and civilized mannerisms. A PC planning to choose the path of Brognor should plan on disassociating with arcane spellcasters as much as possible, at least until level 3.
Field Role Features
As a barbarian, you gain the following Field Role Features.
Foible: Superstitious, generally distrustful of magic
Hit Points
Hit Dice: 1d12
Hit Points at 1st Level: 12 + your Endurance modifier
Hit Points at Higher Levels: 1d12 + your Endurance modifier per barbarian level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a greataxe or (b) any martial melee weapon
(a) two handaxes or (b) any simple weapon
An explorer’s pack and four javelins
Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
-
You have advantage on Physical Fitness checks and Physical Fitness saving throws.
-
When you make a melee weapon attack using Physical Fitness, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
-
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have used up your allotment of Rages you must finish a long rest before you can rage again.
Unarmored Defense
While you are not wearing any armor, your Armor Rating equals 15 + your Physical Fitness modifier + your Endurance modifier. You can use a shield and still gain this benefit.
Reckless Attack
You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Physical Fitness during this turn, but attack rolls against you have advantage until your next turn.
Any critical hit scored on a Reckless Attack while simultaneously Raging counts as a Brutal Critical, regardless of level (if below level 9, then it is a 1 die Brutal Critical). This feature gives no further benefit after level 9.
Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Endurance (Survival) checks, Empathy (Perception) checks, Perception saving throws against effects that you can see, such as traps and spells, and Mental Acuity saving throws against illusion magic (to disbelieve). Furthermore, the barbarian can attempt to detect magic with a 25% chance. To gain this benefit, you can’t be raging, blinded, deafened, or incapacitated. This benefit is also not available for the remainder of a round in which the barbarian Recklessly Attacked.
Survival/Natural Instincts/Ultimate Endurance I
Beginning at 4th level, you gain unbeatable advantage on Endurance (Survival) checks related to tracking and navigation, Empathy (Handle Animal) checks related to riding, training, or otherwise handling a horse, and you can run at double your rate of speed for 24 straight hours before needing a long rest. As long as you immediately take a long rest, you will not be exhausted, however, if there is any delay in taking a long rest, you gain a level of exhaustion after the run.
You have a sixth sense for incoming dangers. Any Perception checks made to avoid surprise are made with advantage, or, if passive, gain a +2. You enjoy a +2 bonus to initiative.
At 4th level, a Barbarian receives a +1 to her or his Endurance score (up to a maximum of 20).
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
Survival/Natural Instincts/Ultimate Endurance II
Beginning at 8th level, you gain unbeatable advantage on Endurance (Survival) checks checks related to weather sense and reading the landscape, Empathy (Handle Animal) checks related to riding, training, or otherwise handling any beast of burden or steed, and you can run at double your rate of speed for 36 straight hours before needing a long rest. As long as you immediately take a long rest, you will not be exhausted, however, if there is any delay in taking a long rest, you gain a level of exhaustion after the run.
You have a sixth sense for incoming dangers. Any Empathy (Perception) checks made to avoid surprise are made with advantage, or, if passive, gain a +3. You enjoy a +3 bonus to initiative. Unseen attackers and flankers do not gain advantage on attack rolls against you.
At 8th level, a Barbarian receives a +1 to her or his Endurance score (up to a maximum of 20). Any and all nonmagical healing restores 1.5× the normal hit points.
Brutal Critical
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.
Relentless Rage
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Endurance saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Survival/Natural Instincts/Ultimate Endurance III
Beginning at 12th level, you gain unbeatable advantage on all Endurance (Survival) checks, all Empathy (Handle Animal), and you can run at double your rate of speed for 48 straight hours before needing a long rest. As long as you immediately take a long rest, you will not be exhausted, however, if there is any delay in taking a long rest, you gain a level of exhaustion after the run.
You have a sixth sense for incoming dangers. Any Perception checks made to avoid surprise are made with advantage, or, if passive, gain a +5. You enjoy a +5 bonus to initiative.
A Barbarian receives a +1 to her or his Endurance score (up to a maximum of 20). Any and all nonmagical healing restores double the normal hit points.
Persistent Rage
Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Indomitable Might
Beginning at 18th level, if your modified total for a Physical Fitness check is less than your Physical Fitness score, you can use that score in place of the total.
Primal Champion
You embody the power of the wilds. Your Physical Fitness and Endurance scores increase by 4. Your maximum for those scores is now 34.
[#_FIELD_ROLE_WIZ]
Wizard
Prerequisites
MA 14+
Field Role Die
Use of Arcane Magic, Read Magic, Detect Magic
Proficiency
Mental Acuity
Standard Training
Simple Weapons, No Armor
Common Strategic Role
Arcane Expert
Starting Hit Points
All Wizards gain 4 Hit Points at inception.
Wizards are practitioners of Arcane Magic, and generally known for being intelligent, wise, and esoteric. Their abilities lie in the use of Arcane Magic and Academic expertise, as well as problem solving and generally creative thinking..
Cheesecake powder soufflé cake bear claw I love lollipop bonbon sweet. Shortbread tootsie roll apple pie pie I love sweet roll caramels sweet roll. Brownie I love I love cotton candy lollipop ice cream bonbon. Liquorice sesame snaps bonbon I love marzipan I love apple pie. Sweet I love I love chocolate bear claw cupcake. Dragée gingerbread oat cake cotton candy icing donut cookie tootsie roll. Topping shortbread icing I love bonbon. Dragée ice cream marshmallow soufflé sesame snaps marzipan shortbread chupa chups lollipop. Candy cotton candy carrot cake candy canes donut sugar plum fruitcake. Sugar plum dragée sesame snaps pastry chocolate bar lollipop pie. Topping pastry shortbread I love bear claw. Macaroon I love marshmallow I love bear claw fruitcake jelly beans sesame snaps. Sweet roll tart candy canes pie I love oat cake. Cotton candy I love halvah caramels I love carrot cake carrot cake muffin.
Characteristics of a Wizard:
-
Wizards are arcane experts with a great deal of power and knowledge in the realm of the arcane arts
-
Wizards frequently mentor others (especially, obviously, other wizards) in a teachership role
-
Although they are not faith casters, they nonetheless work closely with the gods more often than not to use their magic
-
Wizards jealously guard their recipes and do not share
-
Wizards’ recipe books are often magically bound to disintegrate under certain conditions, or teleport
-
Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
-
Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
-
Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
-
Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
-
Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
-
Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
Cheesecake powder soufflé cake bear claw I love lollipop bonbon sweet. Shortbread tootsie roll apple pie pie I love sweet roll caramels sweet roll. Brownie I love I love cotton candy lollipop ice cream bonbon. Liquorice sesame snaps bonbon I love marzipan I love apple pie. Sweet I love I love chocolate bear claw cupcake. Dragée gingerbread oat cake cotton candy icing donut cookie tootsie roll. Topping shortbread icing I love bonbon. Dragée ice cream marshmallow soufflé sesame snaps marzipan shortbread chupa chups lollipop. Candy cotton candy carrot cake candy canes donut sugar plum fruitcake. Sugar plum dragée sesame snaps pastry chocolate bar lollipop pie. Topping pastry shortbread I love bear claw. Macaroon I love marshmallow I love bear claw fruitcake jelly beans sesame snaps. Sweet roll tart candy canes pie I love oat cake. Cotton candy I love halvah caramels I love carrot cake carrot cake muffin.
[#_FIELD_ROLE_WZ_CHEEVOS]
Wizard Achievements |
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Milestones |
Feats |
Craft Magic Item |
|
[#_FIELD_ROLE_WZ_BUYINS]
Wizard XP Buy-ins |
||||
Buy-in |
Cost |
Effect |
Special |
Prerequisite(s) |
HP |
||||
Spell Table |
||||
Light Armor Proficiency |
||||
Increase Elasticity |
2/x |
+1 Elasticity |
||
Prestidigitation |
1 |
|||
Cantrip |
Wizard Field Role Features
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
Wizard Subroles
Your subrole will determine your fighting specialty, lot in life, and daily duties. You can not pick more than one sub, and you have to pick one, your character cannot advance past 25xp without a subrole. You can pick any one of these subs once your PC reaches 25xp:
[#_FIELD_ROLE_WIZ_VOID]
Astromancer
Upon becoming a Astromancer, the PC gains the following features:
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Aspect of Void
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
foible despair/manic depression
Bacon ipsum dolor amet pancetta brisket buffalo sausage. Shoulder tail alcatra frankfurter. Shoulder landjaeger chicken doner ham andouille meatloaf, t-bone pork chop ribeye porchetta pork. Beef ribs ground round beef turkey, pork loin flank ham hock kevin cupim sausage alcatra buffalo. Corned beef pork belly turkey cupim spare ribs burgdoggen sausage kevin capicola tail pork swine picanha.
Pork loin rump ground round, cow kielbasa venison corned beef jowl tongue. T-bone ham sirloin pork loin porchetta turducken fatback buffalo cow pork belly boudin ribeye sausage. Shoulder short ribs frankfurter filet mignon. Strip steak leberkas picanha meatball biltong ribeye sausage jowl ball tip. Biltong shankle kielbasa boudin, rump burgdoggen jowl short loin corned beef. Beef tri-tip pork belly, bacon pork chop alcatra pastrami turducken cupim.
[#_FIELD_ROLE_WIZ_TIME]
Chronomancer
Upon becoming a Chronomancer, the PC gains the following features:
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Aspect of Time
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
Bacon ipsum dolor amet pancetta brisket buffalo sausage. Shoulder tail alcatra frankfurter. Shoulder landjaeger chicken doner ham andouille meatloaf, t-bone pork chop ribeye porchetta pork. Beef ribs ground round beef turkey, pork loin flank ham hock kevin cupim sausage alcatra buffalo. Corned beef pork belly turkey cupim spare ribs burgdoggen sausage kevin capicola tail pork swine picanha.
Pork loin rump ground round, cow kielbasa venison corned beef jowl tongue. T-bone ham sirloin pork loin porchetta turducken fatback buffalo cow pork belly boudin ribeye sausage. Shoulder short ribs frankfurter filet mignon. Strip steak leberkas picanha meatball biltong ribeye sausage jowl ball tip. Biltong shankle kielbasa boudin, rump burgdoggen jowl short loin corned beef. Beef tri-tip pork belly, bacon pork chop alcatra pastrami turducken cupim.
[#_FIELD_ROLE_WIZ_WEIRD]
Enigmancer
Upon becoming an Enigmancer, the PC gains the following features:
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Aspect of Weird
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
Bacon ipsum dolor amet pancetta brisket buffalo sausage. Shoulder tail alcatra frankfurter. Shoulder landjaeger chicken doner ham andouille meatloaf, t-bone pork chop ribeye porchetta pork. Beef ribs ground round beef turkey, pork loin flank ham hock kevin cupim sausage alcatra buffalo. Corned beef pork belly turkey cupim spare ribs burgdoggen sausage kevin capicola tail pork swine picanha.
Pork loin rump ground round, cow kielbasa venison corned beef jowl tongue. T-bone ham sirloin pork loin porchetta turducken fatback buffalo cow pork belly boudin ribeye sausage. Shoulder short ribs frankfurter filet mignon. Strip steak leberkas picanha meatball biltong ribeye sausage jowl ball tip. Biltong shankle kielbasa boudin, rump burgdoggen jowl short loin corned beef. Beef tri-tip pork belly, bacon pork chop alcatra pastrami turducken cupim.
[#_FIELD_ROLE_WIZ_SPIRIT]
Kamancer
Upon becoming a Kamancer, the PC gains the following features:
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Aspect of Spirit
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
Bacon ipsum dolor amet pancetta brisket buffalo sausage. Shoulder tail alcatra frankfurter. Shoulder landjaeger chicken doner ham andouille meatloaf, t-bone pork chop ribeye porchetta pork. Beef ribs ground round beef turkey, pork loin flank ham hock kevin cupim sausage alcatra buffalo. Corned beef pork belly turkey cupim spare ribs burgdoggen sausage kevin capicola tail pork swine picanha.
Pork loin rump ground round, cow kielbasa venison corned beef jowl tongue. T-bone ham sirloin pork loin porchetta turducken fatback buffalo cow pork belly boudin ribeye sausage. Shoulder short ribs frankfurter filet mignon. Strip steak leberkas picanha meatball biltong ribeye sausage jowl ball tip. Biltong shankle kielbasa boudin, rump burgdoggen jowl short loin corned beef. Beef tri-tip pork belly, bacon pork chop alcatra pastrami turducken cupim.
[#_FIELD_ROLE_WIZ_CHAOS]
Pandemoniomancer
Upon becoming a Pandemoniomancer, the PC gains the following features:
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Aspect of Chaos
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
Bacon ipsum dolor amet pancetta brisket buffalo sausage. Shoulder tail alcatra frankfurter. Shoulder landjaeger chicken doner ham andouille meatloaf, t-bone pork chop ribeye porchetta pork. Beef ribs ground round beef turkey, pork loin flank ham hock kevin cupim sausage alcatra buffalo. Corned beef pork belly turkey cupim spare ribs burgdoggen sausage kevin capicola tail pork swine picanha.
Pork loin rump ground round, cow kielbasa venison corned beef jowl tongue. T-bone ham sirloin pork loin porchetta turducken fatback buffalo cow pork belly boudin ribeye sausage. Shoulder short ribs frankfurter filet mignon. Strip steak leberkas picanha meatball biltong ribeye sausage jowl ball tip. Biltong shankle kielbasa boudin, rump burgdoggen jowl short loin corned beef. Beef tri-tip pork belly, bacon pork chop alcatra pastrami turducken cupim.
[#_FIELD_ROLE_WIZ_THOUGHT]
Phantasmopsychemancer
Upon becoming a Phantasmopsychemancer, the PC gains the following features:
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Aspect of Thought
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
Bacon ipsum dolor amet pancetta brisket buffalo sausage. Shoulder tail alcatra frankfurter. Shoulder landjaeger chicken doner ham andouille meatloaf, t-bone pork chop ribeye porchetta pork. Beef ribs ground round beef turkey, pork loin flank ham hock kevin cupim sausage alcatra buffalo. Corned beef pork belly turkey cupim spare ribs burgdoggen sausage kevin capicola tail pork swine picanha.
Pork loin rump ground round, cow kielbasa venison corned beef jowl tongue. T-bone ham sirloin pork loin porchetta turducken fatback buffalo cow pork belly boudin ribeye sausage. Shoulder short ribs frankfurter filet mignon. Strip steak leberkas picanha meatball biltong ribeye sausage jowl ball tip. Biltong shankle kielbasa boudin, rump burgdoggen jowl short loin corned beef. Beef tri-tip pork belly, bacon pork chop alcatra pastrami turducken cupim.
[#_FIELD_ROLE_WIZ_SUN]
Solarimancer
Upon becoming a Solarimancer, the PC gains the following features:
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Aspect of Sun
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
foible: aloof
Bacon ipsum dolor amet pancetta brisket buffalo sausage. Shoulder tail alcatra frankfurter. Shoulder landjaeger chicken doner ham andouille meatloaf, t-bone pork chop ribeye porchetta pork. Beef ribs ground round beef turkey, pork loin flank ham hock kevin cupim sausage alcatra buffalo. Corned beef pork belly turkey cupim spare ribs burgdoggen sausage kevin capicola tail pork swine picanha.
Pork loin rump ground round, cow kielbasa venison corned beef jowl tongue. T-bone ham sirloin pork loin porchetta turducken fatback buffalo cow pork belly boudin ribeye sausage. Shoulder short ribs frankfurter filet mignon. Strip steak leberkas picanha meatball biltong ribeye sausage jowl ball tip. Biltong shankle kielbasa boudin, rump burgdoggen jowl short loin corned beef. Beef tri-tip pork belly, bacon pork chop alcatra pastrami turducken cupim.
[#_FIELD_ROLE_WIZ_SUN]
Solarimancer
Upon becoming a Solarimancer, the PC gains the following features:
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Aspect of Sun
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
-
Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
Bacon ipsum dolor amet pancetta brisket buffalo sausage. Shoulder tail alcatra frankfurter. Shoulder landjaeger chicken doner ham andouille meatloaf, t-bone pork chop ribeye porchetta pork. Beef ribs ground round beef turkey, pork loin flank ham hock kevin cupim sausage alcatra buffalo. Corned beef pork belly turkey cupim spare ribs burgdoggen sausage kevin capicola tail pork swine picanha.
Pork loin rump ground round, cow kielbasa venison corned beef jowl tongue. T-bone ham sirloin pork loin porchetta turducken fatback buffalo cow pork belly boudin ribeye sausage. Shoulder short ribs frankfurter filet mignon. Strip steak leberkas picanha meatball biltong ribeye sausage jowl ball tip. Biltong shankle kielbasa boudin, rump burgdoggen jowl short loin corned beef. Beef tri-tip pork belly, bacon pork chop alcatra pastrami turducken cupim.
[#_FIELD_ROLE_WIZ_VOL]
Transmutomancer
Upon becoming a Solarimancer, the PC gains the following features:
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Aspect of Volution
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
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Cotton candy I love halvah caramels I love carrot cake carrot cake muffin
foible hubris
Bacon ipsum dolor amet pancetta brisket buffalo sausage. Shoulder tail alcatra frankfurter. Shoulder landjaeger chicken doner ham andouille meatloaf, t-bone pork chop ribeye porchetta pork. Beef ribs ground round beef turkey, pork loin flank ham hock kevin cupim sausage alcatra buffalo. Corned beef pork belly turkey cupim spare ribs burgdoggen sausage kevin capicola tail pork swine picanha.
Pork loin rump ground round, cow kielbasa venison corned beef jowl tongue. T-bone ham sirloin pork loin porchetta turducken fatback buffalo cow pork belly boudin ribeye sausage. Shoulder short ribs frankfurter filet mignon. Strip steak leberkas picanha meatball biltong ribeye sausage jowl ball tip. Biltong shankle kielbasa boudin, rump burgdoggen jowl short loin corned beef. Beef tri-tip pork belly, bacon pork chop alcatra pastrami turducken cupim.
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