Advanced Classes Part Three (Alpha 0.1)
Added 2021-11-14 20:25:05 +0000 UTCSpellblade (Knight + Elementalist)
Skilled knights capable of imbuing their weaponry with the might of the elements, Spellblades are known for their ability to blend offensive strikes, defense, and magical utility into a single potent force on the battlefield.
Upon becoming a Spellblade, distribute 3 additional points to your choice from among Awareness, Knowledge, and Physicality.
At Level One you gain the following abilities:
Elemental Imbue: As a one-handed action, you can imbue your weapon with the power of your chosen element from the elementalist class. If you do, the next time you would hit a creature with a weapon attack with an imbued weapon, it takes 1d6 additional damage of that weapon type.
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 Spellblade, you may gain one of the following abilities.
Channeling Parry: Once per combat, if you would take damage of your corresponding element type, you may parry that attack, channeling that damage into your weapon and preventing that damage. If you do, your weapon automatically becomes imbued. When you hit a target with a weapon imbued this way, rather than dealing an additional 1d6 damage, the imbued bonus damage is equal to the amount of damage that was prevented via the parry.
Spellblade Caster (can be taken multiple times): You learn one spell from the Spellblade Spell list.
Improved Imbue (can be taken multiple times): Increase the additional damage dealt by an imbued weapon by 1d6.
Imbued Critical (can be taken up to three times): When you attack a creature with an imbued weapon, it gains critical potential if it doesn't have it already. If it does, the result needed to land a critical is reduced by 1.
Assisting Imbue: As a one-handed action, you can imbue a weapon held by another creature, or transfer the imbue from your weapon to that of another. (Works with channeling parry).
Exploiting Blade: When you attack a creature with an imbued weapon attack, ignore the target's damage resistances and treat immunities as resistances. Additionally, if you attack a target afflicted with an elemental status effect,
Crippling Blade (Fifth Level Only): Whenever you hit a target with a weapon attack, if your weapon was imbued, the target becomes afflicted with that element's corresponding status effect.
Headhunter (Archer + Berserker)
Bounty hunters and outlanders, Headhunters are marksmen capable of dealing brutal strikes from afar to take down a chosen target. Headhunters excel at figuring out the ideal way to fight and approach a target they're hunting, able to gain insight into various aspects of how they fight.
Upon becoming a Headhunter, distribute 3 additional points to your choice from among Awareness, Physicality, and Subtlety.
At Level One you gain the following abilities:
Chosen Quarry: Upon entering combat or as a one-handed action, you can set your focus on a single target you can see, designating it as your Chosen Quarry. When attacking your chosen quarry, add +2 to rolls made to hit. Additionally, if your weapon when attacking your Chosen Quarry lacks Critical Potential, it gains gains Critical Potential. If it already has critical potential, the roll needed to land a critical hit is reduced by 1. While a creature can only become a Chosen Quarry when in your line of sight, after designated, you can maintain a creature as your Chosen Quarry indefinitely, regardless of the target's location. You can only have one Chosen Quarry at a time.
Scout Weakness: As a two-handed action, you can scout the attributes of your chosen quarry as long as you are within 20 spaces of it and you can see it. Upon doing so, you know all weaknesses, resistances, and immunities it has.
Optional Traits: Upon gaining a level of Headhunter you may gain one of the following abilities.
Bounty Tracker: Add +10 to Awareness rolls made to track your Chosen Quarry.
Scout Vitality: When you use the Scout Weakness ability, you know how much remaining HP and Will the target has.
Scout Threat Level: When you use the Scout Weakness ability, you know how much damage the target is capable of dealing with one of its attacks (chosen at random by the GM).
Scout Attributes: When you use the Scout Weakness ability, you know one of the target's non-damaging abilities (chosen at random by the GM).
Scout Nature: When you use the Scout Weakness ability, you know of each of the target's personality traits.
Simultaneous Bounties (can be taken multiple times): The number of Chosen Quarry you can have at once increases by 1.
Evasive Hunter (can be taken multiple times): When being attacked by your chosen quarry, add +2 to your finesse.
Vengeful Hunter (can be taken multiple times): Whenever you sustain damage from your Chosen Quarry, your Strength increases by +3 until the end of your next turn.
Ruthless Hunter (Level Five only): When attacking your chosen quarry, the roll needed to land a critical hit is reduced by 2.