Advanced Classes Part Five (Alpha 0.1)
Added 2021-11-28 07:47:57 +0000 UTCShieldmaster (Knight + Pugilist)
Shieldmasters are experts of defensive techniques, forgoing the use of a weapon to prioritize the protection of their allies and themselves.
Upon becoming a Shieldmaster, distribute 3 additional points to your choice from among Awareness, Diplomacy, and Physicality.
At Level One you gain the following abilities:
Alert Defenses: Once per turn rotation, whenever an adjacent creature would take damage from a source you can see, you can intercept the source, causing you to become the target instead. (You use your own defense, resolve, and finesse as if your were the intended target)
Shielded Offense: Whenever you make an unarmed attack, if you are wielding a shield, you may choose to bash the target with a shielded arm. When you do, attacks deal an additional 1 damage per rarity tier of the equipped shield.
Optional Traits: Upon gaining a level of Shieldmaster, you may gain one of the following abilities.
Shield To All: Your alert Defenses ability can now intercept damage to targets within three spaces of you as long as there is at least one unoccupied adjacent space next to that target. If you intercept damage from a target on a non-adjacent space, you are moved to the closest possible adjacent space to that creature.
Walking Wall: When factoring AOE effects and ranged attacks, you count as cover that your allies can use.
Improved Shield Technique (can be taken multiple times): As long as you're wielding at least one shield, your defense increases by 2.
Mage-Slaying Deflection: Once per combat, if a spell would deal damage to you and factor your resolve, you can instead use your Defense.
Ranged Shield: When you make an unarmed attack with a shield, you can improve its range by 5, throwing the shield at the target, causing it to ricochet back to your grasp. You can only use this ability once each turn.
Dual Shields: You can now simultaneously equip two shields at once. (If taken with Ranged Shield, you can activate that ability twice each turn rather than once.)
Unbreakable Defense (Fifth level only): Once per 24 hours, you can steel your defenses in a manner than makes you completely immune to physical harm and physical transformation. As a two handed action, you can activate Unbreakable Defense. Until the beginning of your next turn, your HP can't be reduced by any source save for poisons and effects already in your system, and you automatically pass any roll made to avoid a new transformation (though transformations already underway will progress as normal).
Falconer (Archer + Beast-Tamer)
Falconers are those that have formed bonds with flying bestial companions and are able to observe an entire battlefield, able to wield wind-based abilities. Few make for as exemplary of a scout as a falconer.
Upon becoming a Falconer, gain 5 points in Awareness.
At Level One you gain the following abilities:
Flying Companion: Your bestial companion gains the ability to fly in case it didn't have this ability already. Additionally, its finesse increases by +3 and its movement increases by 5. It gains resistance to wind damage. Whenever your companion deals damage, you can replace the damage type with wind. If you do, use the target's resolve rather than defense when calculating damage.
Eagle-Eyed: Both you and your bestial companion gain a +10 bonus to awareness rolls that rely on your eyesight. As a one-handed action, you can view through your companions eyes and can do so until you choose to end this effect (no action required). If either you or your companion takes damage while this ability is active, it ends automatically.
Optional Traits: Upon gaining a level of Falconer, you may gain one of the following abilities.
One of the Winged: You are capable of communicating with birds and other animals capable of flight and they automatically view you favorably. You add +5 to diplomacy rolls to interact with birds.
Retreat Command: For five MP, you can spend an action to cause your companion to teleport to a space adjacent to you. If you do, each creature that was adjacent to your companion prior to it teleporting sustains 1d6 wind damage.
Falconer Caster (can be taken multiple times): You learn one spell from the Falconer Spell List.
Grounder: Your connection to flying creatures gives you a better understanding of how to overcome them in combat. When you hit a flying creature with a weapon attack, roll an additional damage dice and add it to the damage total.
Wind-Quiver: Whenever you or your companion deal damage to a creature, you can cause the target to sustain an additional unpreventable 1d6 wind damage.
One With The Sky: You and your companion are immune to wind damage.
Master Of The Flock (Fifth Level Only): Once per combat, as a two-handed action, you can summon 1d4 additional companions that have identical stats and attributes as your companion. These additional companions disappear after 2d4 turn rotations (dice rolled upon the ability being activated).