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Author Topic: [Fantasy Craft] A Whole Lotta Everything [Updated June 11th!]  (Read 9129 times)
Deral
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« Reply #30 on: February 03, 2011, 01:59:34 PM »

Figured I'd get the last of the easy Master Classes up, the rest (Namely True-Blooded Shifter) will require more rules be posted, so they can come a little later, but after this I'm going to go back and fill in things people have requested that got skipped over because of how simple the Master Classes are to put up here.

Citadel Bulwark (Master) (Almost nothing is changed for this class, so this is mostly just conversion notes. Also, without the proper alignment the Requirements are a little slim for a Master Class, nothing drastic, but probably worth noting)
Requirements: Base Attack Bonus 6+, Great Fortitude, Resolve 6+ Ranks, Crafting 6+ Ranks
Class Skills: Blend, Bluff, Intimidate, Notice, Resolve, and any 3 class skills from your base and expert classes.
Skill Points: 4+ Int Mod
Vitality: 12+ Con Mod
Base Attack: Good
Fortitude: Good
Reflex: Poor
Will: Poor
Defense: Good
Initiative: Poor
Lifestyle: Good
Legend: Poor
Class Abilities
Brilliant: As Goliath
Invulnerable: As Goliath, damage list is as follows: acid, bang, cold, electrical, explosive, fire, flash, and heat
Training Regimen: As Goliath, except language changed to Start of the Adventure instead of the Intel Phase
Armor Use II: At Level 3, as the Soldier ability
Art of War: As Goliath except language changed to Adventure
Unstoppable: As Goliath


Amarmaethora (Master)
Requirements: Elf, Base Attack 6+, Amarmaethora Alignment, (Elven History) Study, Spellcasting 4+
Caster: Each level in this class increases your Casting Level by 1
Class Skills: Acrobatics, Athletics, Impress, Intimidate, Investigate, Resolve, Tactics, and any 3 class skills from your base and expert classes.
Skill Points: 6+ Int Mod
Vitality: 9+ Con Mod
Base Attack: Good
Fortitude: Average
Reflex: Poor
Will: Good
Defense: Average
Initiative: Average
Lifestyle: Poor
Legend: Poor
Spell Points: Average

Class Abilities
Iron Luck: When you roll an action die and the result is less than the DR granted by your armor, you may instead change it to that amount. You may use this ability a number of times per session equal to your starting action dice, this cannot cause dice to explode.
Path of the Amarmaethora: At Levels 1 and 4 you gain one step in the Path of the Amarmaethora, if you already have completed the path, you instead gain a bonus melee combat feat.
Bookworm II: At Level 2, as the Explorer Ability
Circle of Power I: At Level 3 you may cast 1st level and lower spells you know
Regimented Training: At Level 4, once per adventure at the start of the adventure you may gain any two of the following as temporary feats: Armor Basics, Armor Mastery, Armor Supremacy, Quick Draw, Two-Weapon Style, Two-Weapon Fighting, Shield Basics, Shield Mastery, Shield Supremacy, Double Cast, or Spell Conversion: Casting Time. If you have all but one of these, you may only choose one and your highest attribute increases by 2, if you have all of these feats, your second highest attribute also increases by 2.
Immortal Bravery: At Level 5, once per session when you fail a save or an opposed skill check initiated by an opponent, you may instead choose to change the roll to a natural 20, this roll is considered a threat and may be activated as normal, if applicable.

Path of Amarmaethora
Amarmaethora I: You gain two bonus action dice at the start of each Dramatic Scene. You may immediately give one of these dice to a hero who can hear or see you.
Amarmaethora II: You gain the Never Outnumbered NPC quality, and may cast Entropic Shield once per scene.
Amarmaethora III: You gain the Contempt feat.
Amarmaethora IV: You gain Spell Resistance 4 and may cast Wall of Counter Magic once per scene.
Amarmaethora V: Your highest attribute increases by 2 and you may cast Sacred Aura once per scene.


Exalted Master (Master)
Requirements: Base Attack 6+, Crafting Basics, Crafting 12+ Ranks, and Weapon Specialist (Master Weaponsmith) Ability or Trade Secrets (Crafting) ability,
Class Skills: Acrobatics, Athletics, Crafting, Haggle, Investigate, Resolve, Tactics, and any 3 class skills from your base and expert classes.
Skill Points: 6+ Int Mod
Vitality: 9+ Con Mod
Base Attack: Good
Fortitude: Poor
Reflex: Average
Will: Good
Defense: Average
Initiative: Average
Lifestyle: Poor
Legend: Average

Class Abilities
Exquisite Construction: At Level 1, any weapons you craft within your Weapons of Legend category(s) gain a +5 bonus to damage saves and may fail 1 additional save before breaking. Also, when crafting these weapons, the maximum complexity you can craft increases by twice your Class Level.
Weapon of Legend: Starting at Level 1, choose one subcategory of weapons you are proficient in (ex. Fencing Blades, Bows, etc), these weapon types becomes your Weapon of Legend. Also, you gain the Crafting Mastery feat.
   At Level 4, you may choose a second, additional subcategory for your Weapons of Legend. Also, you gain the Crafting Supremacy feat.
Absolute Understanding: At Level 2, your Basic, Melee, and Ranged Combat feats count as Gear feats, and your Gear feats count as Basic, Melee, and Ranged Combat feats.
Peerless: Other weapons are like so much paper against the fruits of your labors. At Level 3, when targeting objects, your Weapons of Legend deal maximum damage, when targeting other weapons of the same group you did not craft, they also gain a bonus to damage equal to the difference in complexity.
Renowned Master: None would dare charge you for their lesser imitations of your work. At Level 4, NPCs with Crafting as a signature skill or a Proficiency that includes your Weapon of Legend, gain a bonus to recognize you equal to your Gear feats, also, so long as the seller's disposition toward you is no worse than neutral and they know who you are, you receive a 100% discount on weapons that fall under your Weapons of Legend categories that you did not craft yourself, otherwise you receive a 50% discount.
Lost Art: At Level 5, you and any of your teammates gain the benefits of Favored Gear, Signature Gear, and Trademark Gear for any Weapons of Legend you or they wield that you have crafted, they may each only benefit from one such sets of feat a scene, but if multiple such weapons are wielded, the abilities may be divided up among them.
« Last Edit: February 04, 2011, 07:48:02 AM by Deral » Logged
Khaalis
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« Reply #31 on: February 04, 2011, 04:26:48 AM »

Just a quick 'Thank You' for all the diligent posting.
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Deral
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« Reply #32 on: February 04, 2011, 07:48:57 AM »

Just a quick 'Thank You' for all the diligent posting.
And Thanks to you guys for being interested and taking the time to check them out.
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royalfa
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« Reply #33 on: February 14, 2011, 12:57:47 PM »

Hi Deral.

First at all: Excellent Work!!

Now have two questions:

Elixir Upgrade: Potent and Refined
What they do?? and why only for "basic" elixirs??

I'm working on create Elixirs upgrades.

I'm trying to convert the schools of combat, disciplines and traditions found in the books Legends & Lairs of Fantasy Flight Games to "Renown Titles" for FC.

Inspired on your own tables.

Hope you have time to take a look.

http://www.crafty-games.com/forum/index.php?topic=4712.msg89026#msg89026

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Deral
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« Reply #34 on: February 14, 2011, 05:49:47 PM »

I've been away from this thread for a while, I need to get back into it, I'll get at least SOMETHING up this week.

Hi Deral.

First at all: Excellent Work!!


Thanks a lot!

Elixir Upgrade: Potent and Refined
What they do?? and why only for "basic" elixirs??

These are upgrades for the elixirs that don't mimic spells and just have a set effect, heal 2d6 vitality, 3d6 subdual, stress, etc. Potent adds another d6 to that, Refined maximizes it. All in all you can raise a Vitality Potion, for example, from 2d6 to 4d6 to a flat 24. The reason they can't be applied to other potions (Besides those "Basic" ones) is because the benefits would need far more control to be applied to spells, this way I could make relatively weak elixirs into stronger ones with a greater silver investment.


I'm working on create Elixirs upgrades.

I'm trying to convert the schools of combat, disciplines and traditions found in the books Legends & Lairs of Fantasy Flight Games to "Renown Titles" for FC.

Inspired on your own tables.

Hope you have time to take a look.

http://www.crafty-games.com/forum/index.php?topic=4712.msg89026#msg89026


I definitely will!
« Last Edit: February 14, 2011, 05:55:08 PM by Deral » Logged
Deral
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« Reply #35 on: February 17, 2011, 10:19:21 PM »

You ever get that feeling of "Oh I'll have free time tomorrow," that somehow manages to persist not just till tomorrow, but for days after? I'm stuck in one of those.

Someone asked for Flying Blade, which I can put up quickly, hopefully I'll actually have time tomorrow to get something else up:
A lot of this class references Triggerman, which it's just a Fantasycraft conversion of, find it in Spycraft 2.0 pg 83-84

Flying Blade (Expert)
Requirements: Hurled Forte, Elusive, Two Weapon Fighting
Class Skills: Acrobatics, Athletics, Impress, Intimidate, Investigate, Notice, Prestidigitation, Resolve
Skill Points: 4+ Int Mod
Vitality: 12+ Con Mod
Base Attack: Good
Fortitude: Poor
Reflex: Average
Will: Average
Defense: Average
Initiative: Good
Lifestyle: Average
Legend: Poor



Core Ability
Steel Wind: As Triggerman Trigger-Happy, except instances of Handgun replaced with Hurled Weapon, and Final Attack with Free Attack

Class Abilities
Two-Weapon Style: At Level 1, you gain the Two-Weapon Style feat
Feel the Weight: At Level 2, any one-handed melee weapon you wield gains the hurl quality. Also, you gain the Called Shot trick.
Martial Trickery: At Level 3, as Triggerman Gun-Fu, except instances of Firearm are replaced with "hurled or one-handed melee weapon" and Final Attack with "Free Attack."
   At Level 7, as Triggerman Gun-Fu, except: Your next attack must be unarmed or made with a hurled weapon to benefit from this ability.
Eye of the Storm: At Level 4, as Triggerman, except Elusive feat instead of Combat Expertise
   At Level 8, as Triggerman
Uncanny Dodge I: At Level 4, as the Burglar Ability
Uncanny Dodge II: At Level 8, as the Burglar Ability
Bonus Feat: At Levels 5 and 9 you gain an additional Basic, Melee, Ranged, or Unarmed Combat feat.
I've Got Two Hands: At Level 6, whenever you purchase a one-handed melee weapon, poison, or set of hurled weapons, you may purchase an identical weapon, poison, or set at 50% the price of the first.
Flick of the Wrist: At Level 7, once per round you may choose a square within one range increment of a hurled weapon you have readied, until the end of your Initiative Count you are considered to occupy this square for actions specifically targeting adjacent opponents and for determining whether or not an opponent is flanked.
Dual Wield: At Level 10, you suffer no penalty with attacks or skills and suffer no risk of becoming flat-footed when using the Two Weapon Fighting or Style feat. 
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Deral
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« Reply #36 on: March 10, 2011, 10:08:20 AM »

Edit: Also linked up the OP to make things a little easier to navigate

Quickly converted tables for Species, Talents, and Specialties from the book, figured I'd put them up here to make them easier to look at, if anyone is interested in seeing something here (rather than converting and posting the entire list), just let me know on here or in PM. (Sorry that the sizes are off, I was trying to keep it from being eye strain inducing or table breaking, didn't even consider they wouldn't be the same size.





Note: If the elf and other Crafty species need to be taken off, just let me know, didn't even think about them being listed.
« Last Edit: March 10, 2011, 10:11:24 AM by Deral » Logged
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« Reply #37 on: March 11, 2011, 02:15:59 AM »

Hi Deral

Only to tell you that Im making a Database in Access 2007 to keep all FC stuff in there.

Is only for "condensation" purpose not to keep track of game or anything like that.

Currently can storage: Paths (form to capture and some reports), Alignments, Skills and I'm working on feats...

Don't have a lot of time right now but I will work on this "a little every time I can"...

Maybe this can help you to keep all the data you are working on.

If you want I can send you the "structure" DB.

Good night
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« Reply #38 on: March 11, 2011, 03:52:24 AM »

Uh.... where do I start? All the talents and specialties? Any you are willing to post (or send)?  I'm always interested in new ones. I'm curious on the races, but the races for my world are pretty much set in stone now.  Smiley

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« Reply #39 on: May 31, 2011, 11:26:43 PM »

Would you be willing to send me the following Races?
-Catfolk
-Changeling
-Demon
-Angel
-Hobgoblin
-Kobold

I would like to see how you did them, they would fill some holes at my table.
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Deral
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« Reply #40 on: June 01, 2011, 01:35:49 PM »

Would you be willing to send me the following Races?
-Catfolk
-Changeling
-Demon
-Angel
-Hobgoblin
-Kobold

I would like to see how you did them, they would fill some holes at my table.

I may well be able to do that- I had all but forgotten about this thread, I keep meaning to return and fulfill people's requests, things have been pretty busy, but I will try to get back around to this very soon!
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aegis
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« Reply #41 on: June 03, 2011, 03:15:01 AM »

In the meantime, I gave a shot at the Changeling and the Hobgoblin. You can find them on the Fantasy Craft database:
http://www.fantasycraftdb.com/
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Kaptn_Lath
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« Reply #42 on: June 03, 2011, 08:45:40 AM »

Cool thanks Aegis
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Deral
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« Reply #43 on: June 09, 2011, 02:01:06 PM »

Would you be willing to send me the following Races?
-Catfolk
-Changeling
-Demon
-Angel
-Hobgoblin
-Kobold

I would like to see how you did them, they would fill some holes at my table.

(My species still use Iconic Classes, I'll be working up variants to that a little later...)

Base Race: Concolor (Cougarfolk)
Size/Type: Medium biped Folk (1x1, Reach 1)
Attributes: +3 Dexterity, -3 Constitution
Qualities:
-Base Speed: 50ft
-Cat Fall: You suffer 1 less die of damage from falling.
-Darkvision I: You ignore the effects of dim and faint light
-Enlightened Athletics: Your maximum rank with Athletics increases to  your Career Level + 5
-Iconic Classes: Assassin and Scout are iconic classes for Concolor.
-Natural Attack: You gain a Claw I natural attack with the finesse quality.

For now I've only got time to throw out the base races, but if you want any of the subraces, let me know, the catfolk subraces are effectively Cheetah, Lion, Otter, and Jaguar.

This is my take on Changeling, influenced by, but changed up a bit from the standard Eberron one, subraces are Doppelganger, Mimic, and Shapestealer

Base Race: Changeling
Size/Type: Medium biped Folk Ooze (1x1, Reach 1)
Attributes: +2 Charisma, +2 Any
Qualities:
-Ooze Traits:
You are considered 1 size category larger to resist Bull Rush, Disarm,  Grapple and Trip, and 2 size categories smaller when squeezing into confined spaces. You may  hold a number of readied items or weapons equal to your 3 + your Dexterity modifier, but can only  use armor specifically designed for you. You do not age, but you must eat, sleep, and breathe.
-Base Speed: 30ft
-Banned Actions: You may not make Break Fall, Push Limit, or Swim checks
-Viscous: You suffer 1 additional damage per die from cold and are slowed for a  number of rounds equal to any cold damage taken (rounded down). If you suffer continuous cold damage you are slowed until you escape the source of the damage.
-Iconic Classes: Assassin and Burglar are iconic classes for Changelings
-Iconic Specialties: You only gain the feat from your specialty if you  choose: Acrobat, Adventurer, Aristocrat, Criminal, Gladiator,  Merchant, Mystic, Nomad, Rogue, Sorcerer, or Swindler
-Natural Disguise: You suffer no penalties for age, gender, height,  weight or species on disguise checks (though you're still limited by  what they allow)
-Origin Skill: You gain Disguise as an origin skill.
-Reviled: The Disposition of non-changelings toward you decreases  by 5
-Shapeshifter: You may spend an action die to make a Mask check as  a full action, you are considered to always have a disguise kit, and  you, gain a bonus to the result as if you had spent an action die to  boost it, receiving the highest result (though it does not explode).
-Sterner Stuff: The Keen quality of any attack that hits you is reduced by 4

Hobgoblin's straight-forward, I just worked up a minor variation for the Tribes/Clans feats and gave them a Harssaf subrace

Base Race: Hobgoblin
Size/Type: Medium biped Folk (1x1, Reach 1)
Attributes: +2 Strength, +2 to Dexterity or Intelligence, -2 Charisma
Qualities:
-Base Speed: 40ft
-Enlightened Tactics: Your max rank in Tactics increases to your Career Level + 5
-Stand Together: You may take 10 on any  cooperative check where you are the helper.
-Tactically Minded: You gain a +2 bonus with any skill or attack check made as part of a non-feat granted trick or advanced action

Kobolds just have 1 unique subrace, a variant of the dragon-blooded feats to make them more like my drakes than dragons.

Base Race: Kobold
Size/Type: Small biped Folk (1x1, Reach 1)
Attributes: +4 Dexterity, +2 Constitution, -2 Strength, -2 Intelligence
Qualities:
-Base Speed: 40ft
-Agile Defense: Your base defense increases by 1.
-Born Below: You may lower one of your attributes by 2 to immediately take Abide in Darkness
-Darkvision II: You ignore all ambient light penalties
-Iconic Classes: Burglar and Scout are Iconic Classes for Kobolds
-Iconic Specialties: You only gain your specialty feat if you are a Acrobat,  Adventurer, Artisan, Criminal, Merchant, Miner, Ranger, Rogue,  Vanguard or Warden.
-Lean Season: You need only 1 common meal per day.
-Light Sensitive: You suffer 20 points of flash damage when you enter a  more brightly lit area
-Slight: At any time, if you wish, you may be considered 1 size category  smaller for any skill, feat, or effect except wound points.
-Thick Hide 2: You're considered to be wearing partial armor that grants  DR 2. This does not stack with other armor.


Angel, angels and demons in my game are incarnations of positive and negative emotions/deeds, so Angels have a long list of 1-step subraces called Virtues, (you can guess what they're based on) and Demons have the same, called Vices. Angels also have Archon (inspired by the Ishtari from LotR) and Blood Angel (Angel of War). Demons have Nightmare/Fear Demons, and Dreamcatchers (creatures that feed on the memories of dreams, causing them to fade)

Base Race: Angel or Spirit
Size/Type: Medium biped Outsider Folk (1x1, Reach 1)
Attributes: +3 to Wisdom or Charisma
Qualities:
-Outsider Traits: Your attacks gain your Alignment and instead of dying, you are banished.
-Base Speed: 30ft
-Powerful Species: You never gain your first level career feat.
-Iconic Specialties: You only gain the specialty bonus feat from Adept, Bard, Cleric, Druid, Mystic, Physician, Shaman, Sorcerer, Vanguard, or Warden.
-Beneficent Spirit: When you make a mend check, or are able to aid someone in  making a medicine check, the amount healed is increased by your starting action dice. If the target  shares your alignment, this amount is increased to your Career Level, if higher. This only effects the  first mend check made on each target, each day.
-Banned Actions: You cannot make Lie or Mask checks.
-Darkvision I: You ignore the effects of dim and faint light.
-Resistances: You gain Cold and Electrical Resistance 10.
-Winged Flight: You gain a winged flight speed of 50ft.


Base Race: Demon or Spirit
Size/Type: Medium biped Outsider Folk (1x1, Reach 1)
Attributes: +2 Dexterity, +2 Intelligence, -2 Any
Qualities:
-Outsider Traits: Your attacks gain your Alignment and instead of dying, you are banished.
-Base Speed: 40ft
-Powerful Species: You never gain your 1st level career feat.
-Iconic Specialties: You only gain the specialty bonus feat from Aristocrat, Artisan, Corsair, Criminal, Gladiator, Lord, Merchant, Rogue, Swindler, or Sorcerer.
-Charming: Once per session you may improve the disposition of a non-adversary NPC by 5
-Dark Instinct: Targets with opposing alignments suffer a -2 penalty with skill checks targeting or opposing you
-Darkvision II: You ignore all ambient light penalties.
-Light-Sensitivity: You take 20 flash damage when entering a more  brightly lit area.
-Natural Attacks: You gain Claw I and Gore I natural attacks
-Sharp Mind: You gain 1 additional skill point per level
-Winged Flight: You gain a winged flight speed of 40ft.



Hopefully I'll be back soon with Specialties galore and to fill in requests long overdue.
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Deral
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« Reply #44 on: June 10, 2011, 06:21:27 PM »

Talents and specialties. Hopefully I've cleared out everything that takes too many extra rules, or is borrowed from someone else (there were a couple), and with any luck it's generally readable- a lot of these are trying to fill in old Dnd, D20, or Iron Heroes base classes others are just concepts I'm not sure have been covered by other specialties. Any specialties with new feats I didn't feel were too odd or complicated are still listed, and their feats are at the bottom


Talents:

Ambitious
A Real Go-Getter
-Attributes: +1 to any attribute.
-Charming: Once per session you may increase the disposition of a non-adversary NPC by 5.
-Clever Knack: You and any teammates who can see or hear you gain a +5 bonus to the maximum complexity of items they may craft.
-Grace Under Pressure: You gain a +2 bonus to action die results.
-Origin Skill: You gain 1 additional Origin Skill

Cadian
You embody the beneficent horselords of Cadia.
-Attributes: +1 Constitution, +1 Wisdom
-Celebrated: Your Legend increases by 2
-Heroism: You gain a +1 bonus to all attacks and skill checks during Dramatic scenes.
-Origin Skill: Ride is an Origin Skill for you
-Tenacious Spirit: You gain 1 additional Vitality point per level

Creative
Great deeds are done by your hands
-Attributes: +2 Intelligence, -2 Dexterity
-Free Hint: Once per session you may request a free hint from the GM, if he refuses, you gain an action die.
-Inquisitive Mind: You gain 2 additional Interests.
-Origin Skill: You gain 2 additional Origin Skills
-Sharp Mind: You gain 1 additional skill point per level.

Eccentric
Crazy like a fox.
-Attributes: +2 to highest, -2 to next highest
-Child of Many Moons: You gain the Child of Many Moons feat.
-Inquisitive Mind: You gain 2 additional Interests.
-Origin Skill: You gain 1 additional Origin Skill
-Sharp Mind: You gain 1 additional skill point per level.

Eledite
Eledine is characterized by it's people's breadth of talent
-Attributes: +1 to Highest, +1 to Lowest
-Celebrated: Your Legend increases by 2
-Enlightened Skill: Choose 1 skill, your maximum ranks in that skill increase to your Career Level + 5
-Inquisitive Mind: You gain 2 additional interests
-Proficiency: You gain 1 additional proficiency

Ferrian
Sure, you're as brilliant as the next Ferrian, but that's really saying something.
-Attributes: +2 Intelligence
-Enlightened Crafting: Your maximum ranks in Craft increase to your Career Level + 5
-Enlightened Skills: Choose 2 skills, your maximum ranks in those skills increase to your Career Level + 5
-Sharp Mind: You gain 1 additional skill point per level

Iscirian
You can trace your heritage to the ancient knowledge and physical prowess obsessed kingdom of Iscir
-Attributes: +1 Strength, +1 Intelligence
-Aloof: When interacting with other species, the error range of your Sense Motive and Impress checks increases by 2
-Always Ready: You may always act during surprise rounds
-If I Recall...: You gain a +5 bonus to Knowledge checks
-Sterner Stuff: The Keen quality of all attacks targeting you is reduced by 4
-Unbreakable: Any attribute impairment you suffer is reduced by 1 (minimum 0)

Oldite
Oldas is built on a foundation of fellowship, as an icon of it's image you make friends easy.
-Attributes: +1 Wisdom, +1 to lowest two attributes
-Agile Defense: Your Base Defense increases by 1
-Elf-Friend: The starting disposition of non-adversary elves toward you increases by 5
-Linguist: You gain 3 additional Languages
-Origin Skill: Impress is an Origin skill for you

Pious
You're astonishingly devoted.
Prerequisites: Alignment
-Attributes: +1 to any one attribute, -1 to any one attribute
-Base Speed: 30ft
-Higher Calling: Characters with an opposing alignment take a -1 penalty with checks targeting or opposing you.
-Enlightened Skill: Choose one of your Alignment skills, that skill's maximum rank becomes your Career Level +5.
-Grace Under Pressure: You gain a +2 bonus to action die results.

Practiced
You have a rich, full background.
-Attributes: +1 to any one attribute, -1 to any one attribute
-Base Speed: 30ft
-Bonus Feat: Any 1 Background feat
-Sharp Mind: You gain 1 additional skill point per level
-Origin Skill: You gain 1 additional Origin Skill.

Selacian
You carry the soulful lineage of Selacia, holding both an affinity for and resistance to magic.
-Attributes: +1 Intelligence, +1 Charisma
-Burden of Ages: Any effect that heals or restores Vitality has only it's normal effect (rounded up)
-Heroism: You gain a +1 bonus to all attacks and skill checks during Dramatic scenes.
-Higher Calling: Characters with opposing alignments suffer a -1 penalty with all opposed checks targeting you
-Last Chance: You may spend and roll 2 action dice to boost any save
-The Gift: You gain The Gift as a bonus feat

Sinister
Your genius is meticulously planned
-Attributes: +2 Intelligence, -2 Constitution
-Always Ready: You always act on surprise rounds
-Free Hint: Once per session you may request a free hint from the GM, if he refuses, you gain an action die
-If I Recall...: You gain a +5 bonus to knowledge checks
-Origin Skill: You gain 1 additional Origin Skill

[Subrace]
You are an Aasimar, Half-Elf, or other human subrace.
-Attributes: None
-Enlightened Skill: Choose one skill, your maximum rank with that skill increases to your Career Level + 5
-Subrace: You gain 2 species feats.

Tower
Though not necessarily a spellcaster, you are a member of the Pentarchy Arduum
-Attributes: +2 Intelligence
-Enlightened Spellcasting: Your maximum Spellcasting rank increases to your Career Level + 5.
-Free Hint: Once per session you may request a free hint from the GM, if he refuses, you gain an action die.
-Higher Calling: Characters with opposing alignments suffer a -1 penalty with skill checks targeting you.
-Inquisitive Mind: You gain 2 additional interests.

Twisted
Unpredictable doesn't even begin to describe you.
-Attributes: +2 to highest, -2 to lowest.
-Agile Defense: Your base defense increases by 1
-Origin Skills: You gain 2 additional origin skills
-Split Decision: As a full action you may simultaneously ready 2 actions each with seperate triggers and reactions, when one is triggered, the other is lost.
-Unbreakable: Any Attribute impairment you suffer is reduced by 1 (minimum 0)

Zorrainian
Your country was built by nomads and merchants and founded by legendary travelers and wordsmiths.
-Attributes: +1 Constitution, +1 Charisma
-Charming: Once per session you may increase the disposition of a non-adversary NPC by 5.
-Free Hint: Once per session you may request a free hint from the GM, if he refuses, you gain an action die.
-Linguist: You gain 3 additional Languages
-Origin Skills: You gain 2 additional Origin Skills


Specialties:


Advocate
You may not be a knight, but no one can tell by looking
-Bonus Feat: Personal Lieutenant
-Charming: Once per session you may improve the disposition of one non-adversary NPC by 5
-Crunch!: Your STR based damage rolls inflict 1 additional damage
-Step In: Once per combat you may choose to receive all damage from 1 attack made against an adjacent character. Your DR and Resistances apply normally.
-Style Expert: You're considered to have 2 additional Style feats.

Agent
You're a spy, trained in stealth and deception
-Bonus Feat: Basic Skill Mastery (Spy)
-Attribute Training: The lower of your Wisdom and Charisma increases by 1
-Covert Expert: You're considered to have 2 additional Covert feats
-Linguist: You gain 3 additional languages
-Practiced Investigate: If you spend an action die to boost an Investigate check and it still fails, you gain the die back after the action is resolved.
-Trackless Step: The DCs of Tracking checks to follow your trail increase by 10

Alchemist
A bubbling brew is your cup of tea.
-Bonus Feat: Alchemy Basics
-Attribute Training: The lower of your Constitution and Intelligence increases by 1
-Crafting Focus: You gain the (Chemistry) crafting focus
-Improvised Alchemy: You're always considered to have a Chemist's Kit
-Inquisitive Mind: You gain 2 additional Interests
-Thrifty: Your Prudence rises by 2

Archivist
Spellbook? You mean you only have one?
-Bonus Feat: Scribing Basics
-Inquisitive Mind: You gain 2 additional interests
-Inscription Focus: You gain the Inscription crafting focus
-Mage Quill: You're always considered to have a Scribe's Kit.
-Paired Skills: Whenever you gain ranks in the Spellcasting skill, you also gain ranks in Investigate
-Thrifty: Your Prudence rises by 2

Artificer
You have a bit more than just a talent for crafting.
-Bonus Feat: Essence Binding Basics.
-Attribute Training: The lower of your Intelligence and Wisdom increases by 1.
-Gear Expert: You're considered to have 2 additional gear feats.
-Paired Skills: Whenever you gain ranks in Spellcasting you gain an equal number of ranks in Crafting. This may not allow you to exceed your max ranks.
-Thrifty: Your Prudence rises by 2.

Auspician
If luck were legal currency, you would be a master of
the economy.
-Bonus Feat: Black Cat
-Encouragement: Once per scene you may take a minute to grant one ally a +1 morale bonus to saves
-More than Luck: Your starting action dice increase by 1
-Return the Favor: You gain the Return the Favor trick.
-Tenacious Spirit: You gain 1 additional vitality point per level

Bandit
You make your money out on the road.
-Bonus Feat: Bushwack Basics
-Camouflage: Choose 1 Terrain type. You gain a +5 gear bonus with Blend checks in that terrain.
-Infamous: You may purchase Infamous Renown for 20 reputation per rank.
-Origin Skill: You gain 1 additional origin skill.
-Trackless Step: The DCs of Survival checks made to track you increase by 10.

Brawler
You can be found wherever there's a drunken sot with a
coin to his name
-Bonus Feat: Any One Unarmed Combat Feat
-Agile Defense: Your base defense increases by 1
-Harsh Beating: The Fort save DCs of subdual damage you inflict are increased by 4
-Unarmed Combat Expert: You're considered to have 2 additional Unarmed Combat feats.
-Unarmed Proficiency: You gain the Unarmed Proficiency
-Unbreakable: All Attribute impairment you suffer is reduced by 1

Commando
It's like hunting... of a sort.
-Bonus Feat: Nightfighting
-Favored Foes: Choose 2 types. Your threat range increases by 2 when attacking and making Notice, Sense Motive, and Survival checks targeting standard characters of the chosen types. You may choose an additional type at levels 6, 11, and 16.
-Paired Skills: Whenever you gain ranks in Sneak, you also gain ranks in Tactics
-Trackless Step: The DCs of Survival checks made to track you increase by 10.

Conscript
You've lived through at least one gladiatorial ring, and
that's one more than most.
-Bonus Feat: Wolf Pack Basics
-Agile Defense: Your base defense increases by 1
-Glory-Bound: You may purchase Heroic Renown for 20 reputation per rank.
-Stand Together: You gain a +2 morale bonus to defense and saves when two adjacent characters share your species.
-Thick Hide 2: You're considered to be wearing partial armor that grants DR 2

Custodian
Those you stand beside are nothing less than brothers.
-Bonus Feat: The Extra Mile
-Field Medicine: You're always considered to have a Doctor's Bag
-Encouragement: Once per scene you may take a minute to grant one ally a +1 morale bonus to saves
-Heroism: During Dramatic scenes you gain a +1 bonus to attack and skill chekcs
-Step In: Once per combat you may choose to receive all damage from 1 attack made against an adjacent character. Your DR and Resistances apply normally.

Deadeye
Split his arrow in two? Then I only need one arrow.
-Bonus Feat: Bullseye
-Bow Hunter: You gain a +2 bonus to damage against standard characters when you use a bow
-Bow Proficiency: You gain Bow Proficiency and Forte
-One Shot: You gain the One Shot trick.
-Paired Skills: Whenever you gain ranks in Search, you also gain ranks in Tactics

Devotee
Your whole life has seen constant devotion to a cause,
deity, or order.
Prerequisites: Alignment
-Bonus Feat: Blessed
-Attribute Bonus: The lower of your Wisdom and Charisma increases by 1.
-Ritual Weapon Mastery: You gain proficiency and forte in your ritual weapon's class.
-Guidance: Once per session you may ask the GM for a free hint, if they refuse, you gain one action die.
-Tenacious Spirit: You gain 1 extra vitality point per level.

Enthusiast
You might not know what that monsters called, but
gosh this is exciting.
-Bonus Feat: Bloodstain Resistant
-Flashy: Your Panache increases by 2
-Inquisitive Mind: You gain 2 additional interests
-Noble Blood: You may purchase Noble Renown for 20 reputation per rank
-Origin Skill: You gain 1 additional Origin skill.

Ethereal
You've spent your share of time in the Ether
-Bonus Feat: Mist Basics
-Agile Defense: Your base defense increases by 1
-Inquisitive Mind: You gain 2 additional Interests.
-Glory-Bound: You may purchase Heroic Renown for 20 reputation per rank
-Tenacious Spirit: You gain 1 additional vitality point per level

Fence
You make deals where others cannot.
-Bonus Feat: Concealed Carry
-Charming: Once per session you may increase the disposition of a non-adversary NPC by 5.
-Inquisitive Mind: You gain 2 additional Interests.
-Paired Skills: Whenever you gain ranks in Prestidigitation, you gain an equal number of ranks in Haggle
-Thrifty: Your Prudence increases by 2

Harrier
Did anyone see where that last shot came from?!
-Bonus Feat: Any one Ranged Combat Feat
-Fast: Your base speed increases by 10ft
-Paired Skills: Whenever you gain ranks in Acrobatics, you also gain ranks in Sneak
-Parting Shot: You gain the Parting Shot trick.
-Ranged Combat Expert: You're considered to have 2 additional Ranged Combat feats.

Hedge Wizard
If you had training at all, it was unconventional to say the least
Prerequisites: Spellcasting 1+ ranks
-Bonus Feat: Primer
-Paired Skills: Whenever you gain ranks in Spellcasting, you gain an equal number of ranks in Survival, this cannot cause you to exceed your maximum skill rank.
-Trackless Step: The DCs of tracking checks to follow your trail increase by 10.
-Turning: Choose a Type from the following list:[/b] animal, beast, construct, elemental, fey, horror, outsider, plant, spirit, or undead. Once per combat you may Turn characters of this Type

Heritor
Your claim to fame runs in the family.
-Bonus Feat: Ancestral Relic
Celebrated: Your Legend rises by 2
-Free Hint: Once per session, you may request a free hint from the GM. If he refuses, you gain 1 bonus action die.
-Heroism: You gain a +1 bonus with all attack and skill checks you make during Dramatic scenes.
-Glory-Bound: You can purchase Heroic Renown for 20 reputation

Hexblade
You twist the fate of others, whether by accident or maliciously.
-Bonus Feat: Black Cat
-Agile Defense: Your Base Defense increases by 1
-Attribute Training: The lower of your Intelligence and Charisma rises by 1.
-Extra Trick: You gain the Cheap Shot trick.
-Luck Expert: You're considered to have 2 additional Chance feats.
-Terrifying Look: The Will save DCs of all stress damage you inflict increase by 4.

Hospitaller
You only get mistaken for a traveling medic once.
-Bonus Feat: Bandage
-Agile Defense: Your base defense increases by 1.
-Glory-Bound: You may purchase Heroic Renown for 20 reputation per rank.
-Hospitaler: You're always considered to have a Doctor's Bag.
-Paired Skills: Whenever you gain ranks in Intimidate, you also gain ranks in Medicine.

Knight
You are a stalwart and unflappable warrior.
-Bonus Feat: Cleave Basics
-Celebrated: Your Legend rises by 2.
-Encouragement: Once per scene you may speak to one of your teammates for 1 minute granting them a +1 morale bonus to saves.
-Heroism: During Dramatic scenes you gain a +1 bonus to all attack and skill checks.
-Paired Skills: When you gain ranks in Ride, you gain an equal number of ranks in Athletics, this cannot cause you to exceed your maximum rank.

Mask
No one knows but you.
-Bonus Feat: Divided Loyalties
-Attribute Training: The lower of your Wisdom and Charisma increases by 1
-Charming: Once per session you may increase the disposition of a non-adversary NPC by 5
-Inquisitive Mind: You gain 2 additional interests
-Paired Skills: Whenever you gain ranks in Blend, you also gain ranks in Bluff
-Ready Disguise: You're always considered to have Actor's Props.

Mercenary (II)
There's no shame in being a sell-sword.
-Bonus Feat: Extra Contact
-Charming: Once per session you may improve the disposition of one non-adversary NPC by 5
-Crunch!: Your STR based damage rolls inflict 1 additional damage
-Extra Proficiency: You gain one extra proficiency
-Inquisitive Mind: You gain 2 additional Interests
-Thrifty: Your Prudence rises by 2

Mountebank
You can somehow be the center of attention yet disappear at the drop of a hat.
-Bonus Feat: Surge of Speed
-Attribute Training: The lower of your Dexterity and Charisma increases by 1.
-Charming: Once per session you may increase the disposition of a non-adversary NPC by 5
-Origin Skill: You gain 1 additional Origin Skill.
-Paired Skills: Whenever you gain ranks in Prestidigitation, you also gain ranks in Sneak
-Trackless Step: The DCs of Survival checks made to track you increase by 10.

Native
Civilization is a quaint amusement.
-Bonus Feat: Pathfinder Basics
-Camouflage: Choose 1 terrain type, you gain a +5 gear bonus to Blend in that terrain
-Game Hunter: You inflict 2 additional damage on standard animals and beasts
-Paired Skills: Whenever you gain ranks in Survival, you also gain ranks in Tactics

Nexus
You're a veritable font of magical power.
Prerequisite: 2+ Spell Points
-Bonus Feat: Mana Bond Basics
-Attribute Training: The lower of your Intelligence and Charisma increases by 1
-Natural Magic: You're always considered to have a Spellcasting Kit
-Practiced Spellcasting: If you spend an action die on a Spellcasting check and the check still fails, you gain the action die back after the action is resolved
-Turning: Choose 1 type besides Folk, once per combat you may turn creatures with that type.

Occultist
Yeah, you've read that somewhere.
-Bonus Feat: Scroll Casting
-Inscription Focus: You gain the Inscription crafting focus
-Origin Skill: Crafting is an Origin skill for you.
-Experienced: You gain a 20% discount when purchasing scrolls.
-Thrifty: Your Prudence rises by 2
-Well Read: Languages never have requisite Studies for you.

Oracle
Even the Elves can't see as far as you.
-Bonus Feat: Mark
-Animal Empathy: The disposition of non-adversary animals is increased by 5
-Attribute Training: The lower of your Wisdom and Charisma increases by 1
-Free Hint: Once per session you may request a free hint from the GM, if the hint is refused, you instead gain 1 action die.
-Natural Elegance: Your Appearance bonus increases by 1.
-Paired Skills: Whenever you gain ranks in Spellcasting, you also gain ranks in Sense Motive

Outrider
You are the wilderness scout, the uncatchable shadow
in the wood.
-Bonus Feat: Charging Basics
-Bow Hunter: You inflict 2 additional damage to standard characters when using a bow.
-Fast: Your base speed increases by 10 feet.
-Sharp Mind: You gain 1 additional skill point each level.
-Trackless Step: The DCs of checks made to track you increase by 10.

Proprietor
It may have come hard, but it's yours
-Bonus Feat: Extra Holding
-Natural Elegance: Your Appearance bonus increases by 1.
-Noble Blood: You may purchase noble renown for 20 reputation per rank
-Origin Skill: You gain 1 additional Origin Skill
-Thrifty: Your Prudence rises by 2

Raider
You make a name for yourself.
-Bonus Feat: Quick Draw
-Fast: Your base speed increases by 10ft
-Infamous: You may purchase Infamous Renown for 20 reputation per rank.
-Paired Skills: Whenever you gain ranks in Ride, you also gain ranks in Tactics.

Rebel
You have a voice far louder than most.
-Bonus Feat: Aggro Basics
-Agile Defense: Your base defense increases by 1
-Paired Skills: Whenever you gain ranks in Intimidate, you also gain ranks in Resolve.
-Tenacious Spirit: You gain 1 additional Vitality point per level
-Unbreakable: All Attribute impairment you suffer is reduced by 1

Revenant
You have a long memory
-Bonus Feat: Nemesis Basics
-Favored Foes: Choose 2 types. Your threat range increases by 2 when attacking and making Notice, Sense Motive, and Survival checks targeting standard characters of the chosen types. You may choose an additional type at levels 6, 11, and 16.
-Heroism: You gain a +1 bonus to attack and skill checks during Dramatic scenes.
-Retribution: You gain the Retribution Trick (AC pg 141.)
-Trackless Step: The DCs of Tracking checks made to follow your trail increase by 10.

Samurai
You are a noble warrior, likely one in a long-standing line.
-Bonus Feat: Armor Basics
-Decisive: You receive a +5 bonus to Initiative
-Noble Blood: You may purchase Noble renown for 20 points per rank.
-Proficiency: You receive Bow and Edged proficiency

Shadow
You're a bit more than a simple cutpurse.
-Bonus Feat: Ghost Basics
-Harsh Beating: The Fort save DCs of Subdual Damage you inflict increase by 4
-Master Thief: You're always considered to have Thieves Tools
-Paired Skills: Whenever you gain ranks in Sneak you also gain ranks in Blend.
-Terrifying Look: The Will save DCs of Stress Damage you inflict increase by 4

Sharper
People just keep giving you money.
-Bonus Feat: Gambler
-Flashy: Your Panache increases by 2
-Free Hint: Once per sessions you may request a free hint from the GM, if he refuses you gain 1 action die.
-Linguist: You gain 3 additional languages.
-Paired Skills: Whenever you gain ranks in Sense Motive, you gain an equal number of ranks in Bluff.

Silver-Tongue
Your prose is nothing if not purple.
-Bonus Feat: Repartee Basics
-Charming: Once per session you may improve the disposition of one non-adversary NPC by 5
-Encouragement: Once per scene you may take a minute to grant one ally a +1 morale bonus to saves
-Flashy: Your Panache rises by 2
-Free Hint: Once per session you may request a free hint from the GM, if the hint is refused, you instead gain 1 action die.
-Linguist: You gain 3 additional languages

Slave (II)
You've led a hard life in the service of others.
-Bonus Feat: Combat Vigor
-Agile Defense: Your base defense is increased by 1.
-Attribute Training: The lower of your Strength and Constitution is increased by 1.
-Extra Proficiency: You gain 1 extra proficiency
-Practiced Athletics: If you spend an action die to boost an Athletics roll and it still fails, you gain the action die back when the action is resolved.
-Thick Hide 2: You're considered to be wearing partial armor that grants DR 2.

Soulknife
A master of the ethereal blade.
-Bonus Feat: Soulknife Basics
-Agile Defense: Your base defense increases by 1
-Attribute Training: The lower of your Wisdom or Charisma rises by 1
-Last Chance: You may spend and roll 2 AD to boost any save.
-Proficiencies: You gain 2 additional proficiencies

Stone Speaker
A blessed birth is a sign of Morax's favor.
Prerequisite: Kas'Silash alignment
-Bonus Feat: Spell Power
-Inquisitive Mind: you gain 2 additional Interests
-Natural Elegance: Your Appearance bonus increases by 1
-Paired Skills: Whenever you gain ranks in the Spellcasting skill, you also gain ranks in Athletics
-Terrifying Look: The Will save DCs of stress damage you inflict increase by 4
-Thick Hide 2: You're considered to be wearing partial armor that grants DR 2

Stronghold Survivor
Subject to alchemical hardening and magical reinforcement from birth left you with little social life
-Bonus Feat: Alchemy Basics
-Contagion Sense: You may roll twice when making fort saves prompted by disease and poison, keeping the result you prefer.
-Harried Resolve:Whenever you gain ranks in the Crafting skill, you gain an equal number of ranks in Resolve, this may not cause you to exceed your maximum skill rank.
-Tenacious Spirit:You gain 1 additional vitality point per level.

Tracker
Possibly military or mercenary, your skills for rooting out foes are impressive
-Bonus Feat: Mark
-Commissioned: You may purchase Military Renown for 20 reputation per rank
-Free Hint: Once per session you may request a free hint from the GM. If he refuses, you gain 1 bonus action die.
-Origin Skill: You gain Notice as a Origin Skill
-Practiced Sense Motive: If you spend an action die to boost a Sense Motive check and it still fails, you gain the die back after the action is resolved.

Veteran
Been there, done that.
-Bonus Feat: Misdirection Basics
-Encouragement: Once per scene you may spend a minute to grant a teammate a +1 bonus to all saves.
-Extra Proficiency: You gain 2 extra proficiencies
-Origin Skill: You gain 1 additional Origin skill.
-Tenacious Spirit: You gain 1 additional vitality point per level

Vice
You share blood with a demon, a spirit of negative or violent emotion.
-Bonus Feat: Devilish Heritage
-Fast: One of your speeds increases by 10ft.
-Sharp Mind: You gain 1 additional skill point per level
-Silver Tongue: You're considered to have 2 additional style feats for any ability based on that number.

Vigilante
You don't need to work within the bounds.
-Bonus Feat: Mobility Basics
-Charming: Once per session you may improve the disposition of one non-adversary NPC by 5
-Fast: Your base speed increases by 10ft
-Harsh Beating: The Fort save DCs of Subdual damage you inflict are increased by 4
-Trackless Step: The DCs of Survival checks made to track you increase by 10.

Virtue
You share blood with an angel, a spirit of benevolent emotion
-Bonus Feat: Angelic Heritage
-Angelic Insight: Once per session you may request a free hint from the GM. If he refuses, you gain one bonus action die
-More Than Luck: You gain 1 additional starting action die
-Tongues: You gain 2 additional languages

Warlock
When you absolutely need power, the end justifies the means
-Bonus Feat: Blood Apprentice
-Attribute Training: The lower of your Constitution and Charisma increases by 1.
-Beguiling: When you successfully Taunt a Standard Character, you may decline the standard result to have your target become fixated on you for a number of rounds equal to your Charisma score.
-Manual Magic: You're always considered to have a Spellcasting kit.
-Paired Skills: Whenever you gain ranks in Spellcasting, you gain an equal number of ranks in Bluff. This cannot cause you to exceed your maximum ranks.

Warlord
Anyone can plan an ambush, you move armies.
-Bonus Feat: Horde Basics
-Attribute Training: The lower of your Constitution and Charisma is increased by 1
-Commissioned: You may purchase Military Renown  for20 reputation per rank.
-Heroism: During Dramatic scenes you gain a +1 bonus to attack and skill chekcs
-Paired Skills: Whenever you gain ranks in Tactics you also gain ranks in Intimidate.

Weapon Master
What? Never seen anyone do that with an axe before?
-Bonus Feat: Any one Melee Combat Feat
-Attribute Training: The lower of your Strength and Dexterity increases by 1.
-Crunch!: Your STR based damage rolls inflict 1 additional damage
-Extra Proficiencies: You gain 2 additional proficiencies
-Field Smith: You're always considered to have a Smith's Kit
-Melee Combat Expert: You're considered to have 2 additional Melee Combat feats

Feats

Ancestral Relic [Gear]
You've been bestowed a kingly gift.
Benefit: You gain a magic item of your level worth no more than 20 reputation that doesn't count against your total prizes, it otherwise functions as a normal magic item, except that the item level may be increased as if it were an artifact. You either must pay the silver cost for the item, or already have it in your possession, otherwise it may be any object with a complexity of 15 or less, gained at no cost. If the item is lost you lose Reputation equal to your Career Level and it is replaced at the start of the next adventure.

Blood Apprentice [Spellcasting]
Prerequisites: Spellcasting 1+ ranks
Benefit: You gain a stance:
Blood Magic (Stance): While in this stance, you may spend wound points in place of spell points. If you choose to do so, your spell DCs are increased by your Con modifier (minimum +1) or your starting action dice, whichever is lower. While in this stance you do not heal naturally and all healing effects have only half normal effect on you, and any effect that causes you to gain temporary spell points gives you temporary wound points instead.

Blood Magus [Spellcasting]
Prerequisites: Spellcasting 1+ ranks, Blood Apprentice
Benefit: While in your Blood Magic stance, you are always considered to have a Spellcasting Kit, also, you gain two tricks:
Blood Siphon (Spellcasting Trick): When you cast a spell, you may spend 2 additional spell points to choose up to 3 willing targets within 30ft, using their spell points (or wound points, if you are in your blood mage stance), you may divide the cost up between any allies targeted and yourself, and you may choose to use the Charisma (or Constitution, if in your stance) of the character who is accounting most of the cost in place of your own (if this is you, you must use your own).
Through the Blood (Spellcasting Trick): When casting a non-harmless spell, you may double the casting time and have the spell also effect you to lower the spell's level by 1, if it is an attack spell, it automatically hits you, if it allows a reflex save for half damage, you do not receive a save but the damage is halved.

Blood Warlock [Spellcasting]
Prerequisites: Spellcasting 1+ ranks, Blood Magus
Benefit: Once per opponent per scene, when a target makes a save against a terminal spell you cast, you may inflict a grade of Fatigued or Shaken upon them, you also gain a trick
Blood Draw (Spellcasting Trick): You may draw blood and spellpower from even the unwilling, when you cast a spell, choose a standard character adjacent to the target (if the spell is targeted) or yourself (if the spell has an area), if that standard character's Constitution is lower than yours, they automatically fail their damage save, otherwise, they take 4 points of Constitution impairment, regardless, the spell costs 1 less spell point than normal to cast. You may use this ability once per scene for every spellcasting feat you have, but never more than once per round.

Bloodstain Resistant [Style]
You are never mussed by unsightly stains
Benefit: You gain a bonus to Defense equal to your Lifestyle's Appearance modifier. You lose this bonus any time you wear armor with a Disguise penalty higher than -4

Concealed Carry [Covert]
You're never without a weapon, even after being patted down.
Benefit: You gain a +10 bonus to stash items on your person.

Divided Loyalties [Style]
You play a dangerous game
Prerequisites: Any 1 Alignment.
Benefit: You gain 1 additional alignment and may gain levels in 2 different Master Classes. Also, if a character learns of your alignment against your will, you may spend 1 action die to choose which alignment he discovers, otherwise he discovers both.

Gambler [Style]
Even in your free time your life is on the line.
Benefit: You may increase your error range by 1 with Prestidigitation and Sense Motive to add your Appearance modifier to the result. Further, each time you would gain your Lifestyle income you may attempt a DC 20 Knowledge check, with a success your income is doubled, with a failure, it is reduced to zero

Mana Bond Basics [Spellcasting]
You trade traditional spellcasting for magic that makes your life easier.
Prerequisites: 2+ Spell points
Benefits: You may use your Charisma score or Spellcasting Bonus in place of Strength when determining carrying capacity.
Also, at the start of each adventure, you may choose to lower your maximum spell points by 2, if you do, you gain the spell Magic Missile as a 0th level spell that requires a full action to cast, and your reach for Handle Item and Grapple actions increases to Close Range. Grapples you initiate in this way may be ended as a free action, but otherwise function as normal.

Mana Bond Mastery [Spellcasting]
Magic is a casual thing to you
Prerequisites: 4+ Spell points, Mana Bond Basics
Benefits: At the start of every adventure, you may choose to lower your maximum spell points by 2 for the rest of the adventure, if you do, you may choose one of the following skills, substituting your Spellcasting (Int) bonus in their place: Acrobatics, Athletics, Crafting, or Investigate.  Also, you gain a trick:
Mage Strike (Attack Trick) You may substitute your Spellcasting (Int) bonus for your attack bonus. If the attack misses you become flat-footed at the end of your Initiative Count. You may use this trick as many times per combat as you have Spellcasting feats.

Mana Bond Supremacy [Spellcasting]
However, there is no doubt you can still bend it to your will
Prerequisites: Mana Bond Mastery
Benefits: When choosing which skills to substitute Spellcasting for, you may choose any 2 skills available to you. Also, you gain a stance:
Mage Shield (Stance): When you take this stance, you expend 2 spell points, however, as long as you remain in this stance , your defense increases by your Starting Action Dice, you gain Spell Defense equal to (  current spell points + 12) and you gain Force and Fire damage resistance equal to your current spell points

Mist Basics [Spellcasting]
You're a master of the incorporeal
Prerequisites: Special Character Only, Wisdom 13+
Benefits: Once per opponent per combat, if you  miss with an attack, you may cancel the action to take a  Taunt or Threaten action as a free action. Also, you  gain at trick:
Shroud of Mists (Stance): Spells targeting you have  their Casting Level reduced by your Starting Action Dice (minimum 1) for you only. You may allow spells through this effect, and this does not affect persisting spells cast before you entered this stance.

Mist Mastery [Spellcasting]
You wield the dream mists of the Ether as readily as the divine.
Prerequisites: Mist Basics
Benefits: When targeting you, opponents are considered to have 1 lower grade of Darkvision, if they  have no Darkvision, they instead gain Night-Blind, also, you gain a trick:
Miasma (Tire Trick): If you succeed, your target's speed also drops by 10ft, if this would drop their speed to 10ft or less, they instead become prone and cannot take the reposition action for a number of rounds equal to your Wisdom modifier, or until they have no grades of fatigued and no subdual damage, whichever comes first. You may use this ability a number of times per combat equal to the number of Spellcasting feats you  have, and never more than once a round.

Mist Supremacy [Spellcasting]
With just a moment's meditation you can fade from corporeality
Prerequisites: Mist Mastery
Benefits:  For every 2 by which you beat your target's defense, their Sight increments are reduced by 10ft, only the highest reduction applies. If this reduces them to 0ft or lower, they are blinded for 1 round and their Sight increment rises to 10ft. Also, you gain a trick:
Sublimate Form (Total Defense Trick): So long as you do not move, you become incorporeal until your
next initiative count

Primer [Spellcasting]
Prerequisites: Resolve 6+ Ranks
Benefit: You gain one primer or sign from the Primer ability, it carries all the standard restrictions, but if this feat is the only place you receive signs or primers from, you must make a Resolve check (DC 20) to cast the sign, if you fail, the sign is not cast and you gain one grade of baffled

Soulknife Basics [Spellcasting]
Able to condense magical energies into physical, almost entirely real weapons, your unorthodox style of magic is sure to be remembered, especially by your foes.
Prerequisites: Special Character Only, Charisma 13+, Unarmed Forte and Edged or Blunt Forte
Benefits: Whenever you take a Coup De Grace or Refresh action, you may enter a stance as a free action, also, you gain a stance:
Manifest Weapon (Stance): Upon taking this stance, choose one specific melee weapon you can wield (such as "Longsword"), your Unarmed attack's damage and qualities are replaced by those of the chosen weapon. Taking this stance is considered "drawing" a weapon for feats and effects and you're considered to be wielding that weapon for all feats, tricks, and effects except weight.

Soulknife Mastery [Spellcasting]
Your weapon's pseudocorporeality has it's own unique perks.
Prerequisites: Soulknife Basics
Benefits: When you take your Manifest Weapon stance, you may add Upgrades with a combined complexity increase of up to +2 for every Spellcasting Feat you have (minimum +5), also, you may manifest two different weapons at once, allowing you to use the Two-Weapon feats.
Discharge Blade (Unarmed Attack Trick): If you are in your Manifest Weapon stance, you may choose to inflict extra damage on this attack equal to 1d4 + Your Starting Action Dice, if you do, you lose your Manifest Weapon stance. You cannot enter your Manifest Weapon stance on the same turn you use this trick. You may use this trick a number of times per combat equal to the number of Spellcasting feats you have.

Soulknife Supremacy [Spellcasting]
More than an magical weapon, an entire, ever-shifting aresenal.
Prerequisites: Soulknife Mastery
Benefits: When you take your Manifest Weapon stance, you may choose Hurled weapons, you may make a number of attacks equal to one Stack size, then lose your stance.
Steelshift (Unarmed Attack Trick): Choose Adamantine, Cold Iron, Mithril, Obsidian, or Silver, your attack gains the benefits of that material and is considered to have that upgrade for all effects.


Edit: Deleted some page breaks, lost a little formatting, it'll have to do.
« Last Edit: June 12, 2011, 09:37:27 AM by Deral » Logged
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