Advanced Classes Part Six (Alpha 0.1)
Added 2021-12-05 07:44:58 +0000 UTCIron Augur (Knight + Esper)
Iron Augurs are skilled combatants of hardened body and mind, able to wield potent martial weapons via heightened telekinesis .
Upon becoming an Iron Augur, distribute 3 additional points to your choice from among Awareness, Diplomacy, and Knowledge.
At Level One you gain the following abilities:
Telekinetic Armaments: You are able to wield two hands worth of equipment via your Telekinesis . These objects still occupy the same space as you and you can still make attacks with them as though they were equipped. While wielding equipment this way, you can use your hands to wield other equipment or use items. While wielding elements with telekinesis, you still only have two hands worth of actions per turn in combat. You do not benefit from additional shields wielded with Telekinetic Armaments.
Telekinetic Force: When hitting a target with an attack from a weapon being wielded through the Telekinetic Armaments ability, you can move the target one space in any direction.
Variable Blade: Whenever you cast a spell or make a weapon attack, you may choose to use your choice of mind or strength when calculating the spell's damage.
Optional Traits: Upon gaining a level of Iron Augur, you may gain one of the following abilities.
Distant Blade: The range of attacks made through the use of Telekinetic Armaments increases by +2.
Improved Telekinetic Armaments: You can lift an additional two hands worth of items via Telekinetic Armaments. You don't gain additional actions through this ability, though items held through this ability count as being equipped.
Improved Telekinetic Force: When triggering the effect of Telekinetic Force, choose one of the following:
-The target is moved an additional one space in any direction.
-The target sustains an additional 1d6 psychic damage.
Resolute Mind: You gain resistance to Psychic damage. Once per 24 hours, if you would take psychic damage, you can choose to negate this damage.
Psychic Blade: When you deal damage via a weapon wielded with Telekinetic Armaments, you can choose to have the attack reduce the target's Will rather than their HP.
Iron Augur Caster (can be taken multiple times): You learn one spell from the Iron Augur spell list.
Telekinetic Onslaught (Fifth level only): On each of your turns, you can make an attack with each weapon you're physically wielding in addition to those wielded through Telekinetic Armaments.
Poisoner (Thief + Arcanist)
Poisoners are those who specializing in inflicting their foes with various poisons, whether it be through the use of magical means or through the use of poisons they'd crafted.
Upon becoming an Poisoner, distribute 3 additional points to your choice from among Diplomacy, Knowledge, and Subtlety.
At Level One you gain the following abilities:
Poison Crafter: With fifteen minutes of downtime, you are capable of crafting various types of poisons and know how to effectively use them. By default, you are capable of crafting Draining Poison and Exhausting Poison. To craft a single use of either of these poisons, you must use 10 gold worth of toxic plants (or other material the GM deems suitable). If applied to a weapon, once a creature is dealt damage by said weapon, the target becomes afflicted with the Poisoned status condition. If afflicted, a target suffers from the effects of these poisons for 1d6 turns. At the beginning of an afflicted creature's turn, they sustain 1d4 unpreventable Poison damage if Draining Poison is used, and 1d4 Psychic damage if Exhausting Poison is used. While a creature can be afflicted by several types of poisons at once, if a target is afflicted with a type of poison already in their system, the effects of said poison don't stack but have their duration extended accordingly based on the type of poison at hand. (Note: While poison can be applied to weapons out of combat, a weapon can have no more than a single dose of poison applied to it at once, and it takes a two-handed action to apply poison to a weapon in battle).
Poison Harvester: You can spend a two-handed action to extract 1d4 uses of poison from a defeated, unconscious, or dead creature capable of producing a poison or toxin. You can only extract poison from a given creature this way once per 24 hours.
Optional Traits: Upon gaining a level of Poisoner, you may gain one of the following abilities.
Antitoxin: With fifteen minute of downtime, you can convert a poison into an antitoxin. Poisons you create can be converted into basic anti-toxins that can negate the effects of most basic poisons. However, some less common and more potent poisons require a sample of the given poison via the Poison Harvester ability to create a dose of antitoxin.
Bounty of Poison: When creating or harvesting poisons, you gain twice as many uses than you would otherwise.
Augmented Poisons (can be taken multiple times): When you create a poison, choose a combat or utility stat. When the target becomes afflicted with this poison, the chosen stat is reduced by 1d4 for as long as they remain poisoned this way. When taken a second time, this dice is increased to 1d6, 1d8 when taken a third, 1d10 when taken a fourth, and 1d12 when taken a fifth.
Poisoner Caster (can be taken multiple times): You learn one spell from the Poisoner spell list.
Virulent Poisons: Creatures afflicted with poisons you administered sustain twice as much damage from their effects.
Hasty Application: You can apply poisons to weapons as a one-handed action rather than a two-handed action in combat.
Long-Lasting Toxin: Creatures afflicted with poisons you administered suffer the effects of those poisons for twice as long as they would otherwise.
Natural Immunity: You are immune to Poison damage and the Poisoned status condition.
Master Poisoner (Fifth level only): You ignore poison resistance and poison immunity when dealing poison damage or inflicting the poisoned status.
Comments
Just because the Iron Augur won't let the psychic hands wear shields doesn't mean i can't turtle myself!
Reaum Wingblade
2021-12-05 21:43:02 +0000 UTC