I really like the Breaker chain and the Exotic Style feat. As for classes, I am definitely interested in the Archivist, Dervish, and Evangelist, if that is alright with you! I rather enjoyed the Primer; one of my friends is playing one in a game, actually.
Looking through Archivist, it uses a lot more variant rules than I was thinking- but Archivist and Evangelist should be simple enough:Evangelist
Evangelists are the spokespeople for their faith- they preach and proselytize and spread the word and influence of their god-
though the means of doing so vary from one church to another. More than any of the devoted, Evangelists share their faith-
whether it bolsters their allies or befuddles their foes.
Depending on your character, an Evangelist could be:
-A beautiful paragon with a message that isn't easily forgotten
-A fearsome conduit of divine power, wielding magic more capably than any mage
-A skilled tactician with the gods' hand at their back, guiding their way
-A peaceful, wandering priest, spreading benevolence and generosity with both action and word
-A sinister noble with a dark secret, seeding tentacles of power and control into every facet of their world.Party Role:
Wildcard/Talker. You're at your best outside of combat- manipulating conversations and investigations with the
ease of a swashbuckler dancing around the battlefield. But with a hand from your god, there isn't likely much you can't doVitality:
Impress, Intimidate, Medicine, Notice, Resolve, Sense Motive, Alignment SkillsSkill Points:
AverageCore Ability –Affirming Words:
While holding a Holy Book of your Alignment, you gain a bonus to Action Die results equal to your Wisdom modifier and to Defense when you spend Action Dice to boost Defense.Class Abilities –Proselytizer:
At Level 1, you take the first Step along any 1 of your Alignment's Paths and you gain a Holy Book of your faith; this book may not be sold and when it's lost or destroyed it's replaced at no cost at the end of the next Downtime lasting 1 day or more. While holding this book, your Divine Spellcasting DCs increase by 1 and you may cast Bless and Bless Water at will. Once per adventure, the book may be given away to a willing character, doing so immediately gives you 2 Reputation and removes a grade of shaken for both you and the receiver. The book is replaced as normal at the end of the next Downtime lasting 1 day or more.Glorious Aura I:
Choose and learn 3 of the following Auras. You begin each scene with 1 Aura you know in effect and maytake a 1 minute action to change to another. Each Aura's benefits last until the end of the Scene or until you change to another. An Aura either grants you and each teammate who can see or hear you a +2 Morale bonus with the associated value(s), or inflicts a penalty of the same amount on all adversaries who can see or hear you.
-Befuddling Aura: Adversary Error Ranges with Charisma-based skills
-Cursed Aura: Adversary Saves
-Divining Aura: Adversary Error Ranges with Blend, Bluff, Sneak, and Tactics checks
-Exalted Aura:Allied Appearance Bonus and (2 x Morale Bonus) to non-adversary Starting Disposition
-Heedful Aura: Allied Notice, Search, and Sense Motive checks
-Minister's Aura: Allied checks with your Alignment Skills
-Protecting Aura: Allied Saves
-Rejuvenating Aura: Allies recover Vitality equal to Morale Bonus each round
-Splendorous Aura:Allied Charisma-based Skill checks
-Weakening Aura:Adversary Error Ranges with Wisdom-based skills and ResolveGlorious Aura II:
At Level 11, your Aura Morale bonus increases to +4Glorious Aura III:
At Level 19, your Aura Morale bonus increases to +6Path of the Advocate:
At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, you take 1 Step along any of your Alignment's Paths.Bonus Feat:
At Levels 4, 8, 12, 16, and 20 you gain 1 additional Covert or Style feat.Favors:
At Levels 6, 9, 12, 15, and 18, you may choose one of the following abilities, if one you choose grants the ability to cast a Divine Spell, that spell's "Step" is considered to be 3;
-Benediction: The Error Ranges of checks made by allies within Close Quarters decrease by 1 (minimum 0)
-Connections: You gain a rank of Clerical Renown
-Hero of the Church:You gain the Hero of the Church feat.
-High Priest: The Disposition of any NPC sharing your Alignment improves by 5; Evangelists may choose this ability twice.
-Icon of the Church: NPCs who share your Alignment automatically know your name and title and you may purchase Religious Functions for half price (5R or 10R).
-Many-Faceted: You learn 3 additional Auras
-Powerful Aura:Auras that grant bonuses to Skills also raise their Threat Ranges by 1/2 the same amount.
-Sacred Turning: Choose a Type from the following list: Animal, Beast, Construct, Elemental, Fey, Horror, Ooze, Outsider, Plant, Spirit, or Undead. Once per combat you may Turn characters of this type or an Opposing Alignment.
-Vengeful Aura: Auras that inflict Error Range increases also penalize skills by the same amount.
-Visitation:Once per adventure, you may spend 10 minutes in prayer to summon your Alignment's Avatar. The avatar is a standard character with a Threat Level equal to your Class Level and remains until dismissed or until the end of the scene, whichever comes first.Shared Sermon:
Lessons poorly spoken are never learned. At Level 10, once per adventure, you may take a 1 minute
action while holding your Holy Book to grant you and all your teammates 1 temporary Covert or Style feat of your choice
until the end of the Adventure.
At Level 20, you may may use this ability twice per adventure.Duality:
The glory your god has imbued within you glows brighter than most. Starting at Level 14, you may bear two activeAuras at once and your Divine Spells may benefit from two Spellcasting tricks instead of just one.
And Dervish... this one references a few rules like clothing and some armor changes but mostly should make sense-Dervish
Dervish are agile warriors who combine speed and mobility into a flashy style that persists well beyond the battlefield. At
least as often as not Dervish think of themselves as artists or performers as warriors and they hold a great appeal to those
looking to add some flair without the plodding pace of other fighters.
Depending on your character, a Dervish could be:
-A courtier-assassin whose stunning grace keeps targets distracted
-A wandering martial artist who lives a life constantly barraged by challenges and duels, yet still defies each
-An artful dancer who beguiles with their elaborate movements
-A clever ascetic who bewilders foes by palming away every blow
-A quick moving archer who dashes around the battlefield leaving a trail of arrows in their wake.Party Role:
Combatant/Talker. You have an impressive score of combat prowess- you deflect blows as well as most armor,
and you likely carry an arsenal along with you to expand your versatility. However, you're well trained in a sizable list of
talents, and you're certainly no stranger to conversation.Vitality:
9 + Con ModSkills:
Acrobatics, Athletics, Bluff, Crafting, Impress, Intimidate, Prestidigitation, Sense Motive, Sneak, TacticsSkill Points:
6 + Int Mod per LevelProficiencies:
PoorCore Ability -Rebuke:
While wielding at least 2 weapons, you gain the Arrow Cutting, Back at You!, Parry, and Whirling Strike tricks, and you may use these tricks and take Handle Item actions even if you have no hands freeClass Abilities -Dervish Duelist:
At Level 1, you gain the Duelist Basics feat, and may ignore wielding requirements for all feats.Unburdened I:
At Level 2, while unarmored or wearing only Fittings, your base Speed increases by 10ft and you gain a +2 bonus to Reflex saves and Acrobatics checks.Unburdened II:
At Level 11, these bonuses increase to 20ft and +4.Unburdened III:
At Level 19, these bonuses increase to 30ft and +6.Bonus Feat:
At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19 you gain a bonus Melee or Style featWall of Blades I:
At Level 4, once per round when you take a Movement action of any sort except a 5ft Step while unarmored or wearing only Fittings, you gain Damage Reduction 1 until the start of your next Initiative. Also,you receive a 30% discount when purchasing Clothing and Weapons.Wall of Blades II:
At Level 8, this DR increases to 2 and this discount increases to 35%Wall of Blades III:
At Level 12, this DR increases to 3 and this discount increases to 40%Wall of Blades IV:
At Level 16, this DR increases to 4 and this discount increases to 45%Wall of Blades V:
At Level 20, this DR increases to 5 and this discount increases to 50%Poise:
At Levels 6, 9, 12, 15, and 18, you may choose 1 of the following abilities:
-Certainty: Your error range with proficient attacks decreases by 2.
-Grace:You gain a +1 bonus to Acrobatics,Defense, Initiative, and Reflex saves
-Finesse: Every melee weapon you have a Forte in gains finesse while you wield it.
-He Did It!: When you successfully Taunt an opponent you may force him to attack any character adjacent to you (other than himself). You may use this ability a number of times per scene equal to your Starting Action Dice.
-Majestic: Your Panache increases by 1, and you're always considered to be wearing Clothing that supports your Panache appearance.
-Speed of Eye: You gain the Called Shot trick and a +4 bonus on attacks made with it
-Speed of Hand: You may use Arrow Cutting and Parry actions one additional time per round and per combat
-Speed of Mind:You may use the Arrow Cutting and Back At You! Tricks against Black Powder and Grenade attacks, respectively, and you gain a +2 bonus to Distract and Feint actions.
-One Step Ahead: You gain a +1 dodge bonus to Defense and DR 1 against attacks with weapons in which you're proficient.Dervish Dance I:
At Level 10, once per round, you may take any Half Action Movement Action as a Free Action instead.
At Level 20, you may use this ability twice per round, these two Half Actions may be combined to give you one Full Action Movement Action (ie Run or Total Defense).Dance of Death:
At Level 14, once per scene, you may move up to twice your base speed, ignoring adjacency. You may attack any number of targets along the path you choose, but every target after the first gains a cumulative +2 to Defense.