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Author Topic: Deral's Primer Base Class  (Read 141 times)
Big_Jim
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« on: March 19, 2014, 04:31:12 PM »

So I was going over some stuff in the Class Compendium thread a few weeks ago, and noticed that I didn't have Deral's Primer up in PDF format. So I reread a lot of Deral's A Whole Lotta Eveything thread and read that his stuff is made and balanced for his players. So I looked and remembered that it had some things in it's design that I disagreed with or felt was unbalanced for general play. So I wrote him and said I'd like to modify the class, and here's how I did it, and here's why I made these changes. He was very accommodating, and said he felt those changes were satisfactory, but that he wasn't real happy with the gamebreaker. His gamebreaker. I didn't do anything to it myself, but he said that the Primer was his first Base class that he'd made for Fantasy Craft, and that it was too derivative of the Alchemist's. We both agreed that the major mutation theme of getting a species feat was cool and had to stay... so what was the rest of the mix? Since I had removed the 10/20 as too broken (get a free talent! at 20 Everybody gets a free talent!) Deral had come up with get a specialty and sub the mutation species feat for the normal specialty feat. Nice! My stodgy group voted the other way, but the youngsters explained how it was cooler than the other main contender. I had to agree. So, with out further ado, the new general purpose Primer.

PDF: https://drive.google.com/file/d/0B8FCrAZcFJJDTHhZdnFndktWTFk/edit?usp=sharing

PRIMER (BASE)
There are specially trained warriors, augmented with magic and alchemy, known as Primers. As they suffuse their bodies with alchemical concoctions, they change both physically and mentally; with mutations granting them inhuman abilities, and allowing them to channel magical abilities through a system of casting called Signs. These unnerving changes, in turn, causes them to be loners and outsiders, and they rarely settle down in one place very long. Soon, their very nature causes them to feel the need to hit the road and distance themselves from the “normals” that have grown to fear and loathe them. One of the few places that a Primer feels at home is with an adventuring party. After all, they are often oddballs themselves, and most accept the Primer’s abilities as the assets they are and not as damning evidence of corruption.
Depending on your campaign, a Primer could be...
•   A rugged monster hunter, using clever tricks and unique tactics and knowledge to fell the most fearsome of beasts
•   An alchemical or magical experiment subjected to countless tests and concoctions, against his will, forged into something greater than a mere warrior
•   A specialized golem with unheard of capabilities and talents
•   A specially trained member of a cabal of warriors who ritualistically submit themselves to repeated trials and modifications
•   A warrior and student of the occult who uses every trick he can to raise the playing field advantage for himself

Party Role: Combatant/Wildcard. You're a powerful fighter, and certainly built towards being in the middle of combat. On the other hand, you can become a rather impressive scholar and alchemist if you put your mind to it, and you likely will always keep a few potions up your sleeve.

CLASS FEATURES
Requirements: Sorcery campaign quality
Favored Attributes: Strength, Wisdom, Dexterity
Class Skills: Acrobatics, Athletics, Crafting, Intimidate, Investigate, Notice, Resolve, Sense Motive, Tactics
Skill Points: 4 + Int modifier per level (×4 at Career Level 1)
Vitality: 12 + Con modifier per level
Starting Proficiencies: 6

CORE ABILITY
Alchemical Metabolism: You may benefit from one potion each scene. If the scene lasts longer than a day, then you may benefit from one potion each day of the scene. Also, at any time you may spend 1 action die to benefit from an additional potion.

CLASS ABILITIES
Rites of Initiation: At Level 1, you gain the Guts feat. Also, you may always cheat death, regardless of scene type, campaign qualities or other factors, with GM permission.

Bookworm I: You can ‘walk up to the right part of a library’ or ‘flip open a book to the right page’ with eerie accuracy. At Level 2, you make Research checks in 1/2 the usual time (rounded up).

Bookworm II: At Level 11, you may make Research checks in 1/4 the usual time (rounded up).

Bookworm III:
At Level 19, you may make Research checks in 1/10 the usual time (rounded up).

Prime Combatant: At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, you gain 1 additional Basic Combat, Melee Combat, Gear, or Spellcasting feat or 2 additional proficiencies.

Mutation: The magic in your blood slowly takes a hold of you and you begin to take on mutations. At Levels 4, 8, 12, 16 and 20, you may choose one of the following abilities. Each may be chosen only once.

•   Altered Metabolism: When under the effects of a poison or potion, you gain a +1 bonus to attack checks, defense and reflex saves. This mutation may be chosen a second time. When taken a second time you become immune to bleeding and automatically stabilize when under the effects of a potion or poison.

•   Cat Eyes: You gain the Darkvision I NPC ability. This mutation may be chosen a second time.

•   Defensive Reflexes: You gain a +5 bonus to any checks or saves that would make you blinded or deafened.

•   Hidden Promise: You gain the Hidden Promise feat.

•   Inner Furnace: You benefit from the first 2 food and 2 drink you consume in each day.

•   Resistant Body: You gain 5 extra wounds.

•   Stalwart Blood: You gain a +2 bonus to damage rolls and a +5ft bonus to speed when bleeding or sickened. This mutation may be chosen a second time. When taken a second time you also gain the bonus when fatigued or shaken. Multiple conditions grant separate bonuses (and stack), but multiple grades do not.

•   Strong Blood: You are immune to poisons.

•   Tough Body: Your critical injury and massive damage thresholds are each increased by 5.

•   Tough Skin: You gain Thick Hide 2.

•   Unearthly Beauty: You gain the Comely feat. If you have the Comely feat, you gain the Elegant feat. If you have the Elegant feat you gain the Enchanting feat. This mutation may be chosen multiple times, until you have the Enchanting feat.

Signs and Primers: You learn simple magics using arcane methods and your altered blood called Signs (see Casting Signs sidebar, right). At Level 6, you choose 1 sign from the following list and can cast it.
At Levels 9, 12, 15 and 18, you may choose one additional sign from the following list:

•   Primer of Air: You harness the basic nature of air, with the wind always at your back. Your travel speed increases by 1 MPH - this ability is always active and does not count as a use of the sign. As a free action, you may give yourself a +10 bonus on your next jump check made within one minute. If you spend a half action instead, you are also considered to be running for your next jump check. If you spend a full action, you gain both previous effects as well as an extra +10. Jump checks given a bonus by this sign are not limited by your height.

•   Primer of Fire: You control flame with your very fingertips, you're always considered to have firesteel, which may be used as a free action - this ability does not count as a use of the sign. As a half action you may target 1 adjacent character with an attack roll, if successful, the target takes 1d6 (AP 5) fire damage. If you take a full action instead, you may target a character up to 15ft away and the damage becomes 2d6 (AP 5) fire.

•   Primer of Magic: You gain rudimentary control over the very basic stuff of magic, and the tug of the ley lines is constant. You're considered to always have the equivalent of a compass and a magnet, “usable” to what extent they are as a free action - this ability does not count as a use of the sign. As a half action you may target 1 adjacent character with an unarmed attack roll. If successful, the target takes 1d8 force damage. If you take a full action instead, you may target a character up to 20ft away and the damage becomes 2d8 force.

•   Sign of Arda: You learn one style of the Vela Primer, a complex and varied telekinetic primer. As a half action, you may target one character within 15ft with a disarm action. If you take a full round action instead, you may target all characters within a 15ft cone with a disarm action, making one roll and applying to every target within the area. Alternatively, you may take a full round action to target one adjacent character with a disarm action, gaining a +2 bonus on the check and sending the disarmed item an additional 5ft away in any direction you choose if successful.

•   Sign of Fenn: You learn a magical ritual using several complex signs. Immediately after having rested for eight hours, make a one minute resolve check with a -5 penalty, you heal an amount of vitality, subdual, and stress damage equal to the result. Also, immediately after combat you may take a 1 minute resolve check (DC 20) to heal an amount of vitality, stress or subdual damage equal to your constitution score.

•   Sign of Grahn: You learn one style of the Vela Primer, a complex and varied telekinetic primer. As a half action, you may target one character within 15ft with a bull rush action. If you take a full round action instead, you may target all characters within a 15ft cone with a bull rush action, making one roll and applying to every target within the area. Alternatively, you may take a full round action to target one adjacent character with a bull rush action, gaining a +6 bonus on the check. During all of these options, you do not actually move from your current square.

•   Sign of Kas: You learn one style of the Vela Primer, a complex and varied telekinetic primer. As a half action, you may target one character within 15ft with a tire action. If you take a full round action instead, you may target all characters within a 15ft cone with a tire action, making one roll and applying to every target within the area. Alternatively, you may take a full round action to target one adjacent character with a tire action, dealing 1d10 subdual instead of 1d6.

•   Sign of Oeun: You learn one style of the Vela Primer, a complex and varied telekinetic primer. As a half action, you may target one character within 15ft with a trip action. If you take a full round action instead, you may target all characters within a 15ft cone with a trip action, making one roll and applying to every target within the area. Alternatively, you may take a full round action to target one adjacent character with a trip action, gaining a +2 bonus on the check and moving the target 5ft in any direction if you succeed.

Sign Mastery: At 10th level, when you cast one of your signs, you may cast another sign with an equal or lesser casting time as a free action with the same targets. Then you automatically suffer the baffled condition.
At 20th level, you no longer suffer the baffled condition when casting two signs at once using this ability.

Brink of Change: Using a mixture of magic, alchemy and sheer will you've completed your most potent mutation, adapting to perform a specific role for yourself. At Level 14, choose a specialty available for use in the campaign, and that you meet the prerequisites for. You gain all the benefits of that specialty except the bonus feat. Instead, you gain a species feat, ignoring the “Level 1 Only” prerequisite. Other prerequisites for this feat (such as a specific species) may also be ignored at the GM's discretion.

CASTING SIGNS (sidebar)
Signs can be cast once per scene without penalty. Upon being used a second time (and every time thereafter during the same scene) you gain 1 grade of the baffled condition. If you have 5 grades of baffled you cannot cast signs, even if doing so wouldn't inflict a grade of baffled.
Casting a sign requires not skill check (normally), but you must have one free hand and a sign can never be used more than once per round. The same sign cannot be cast two rounds in a row. Finally, unless noted otherwise, other characters block line of effect for signs, striking the first they encounter.


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