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Quests Of Change
Quests Of Change

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Advanced Classes Part One (Alpha 0.1)

Artillerist: (Archer + Knight)

Artillerists are combatants that combine the martial prowess and defensive capabilities on a knight with the ranged combat and accuracy of an archer. In addition to being able to reliably utilize heavy artillery such as ballista, catapults, and cannons, they are adept at holding their ground, dealing heavy damage from afar.

Upon becoming an artillerist, distribute 3 additional points to your choice from among Awareness, Diplomacy, and Physicality.

Additionally, you become adept at operating all types of stationary ranged weaponry. When making an attack with such a weapon, you add +2 to your roll to hit.

At Level One you gain the following abilities:

Hunker Down: As a two-handed action, you can choose to hunker down, affixing your stance and position in a manner that augment your defense and accuracy. While hunkered, your defense increases by +3 and you add +3 to hit and damage rolls of ranged weapon attacks you make from a range of 6 or more spaces from a target. However, while hunkered this way, your movement is reduced to 0. At the beginning of each of your turns, you can choose to un-hunker as a two-handed action.

Ranged Defense: You are resistant to ranged physical damage from sources that are 6 or more spaces away from you.

Optional Traits: Upon gaining a level of Artillerist, you may gain one of the following abilities.

Living Cover: While you are hunkered, you count as cover for your allies. 

Ranged Impact: Whenever make a ranged weapon attack to a target at least 6 spaces away, all creatures within the adjacent spaces of the target sustain an amount of physical damage equal to a quarter of the damage dealt to the target.

Steadfast Hunker: If you would take damage from any source from a distance of 6 spaces or more, if you are hunkered, you can reduce the damage you would take to zero. If you do, you cannot make any actions or move on your next turn. You can only use this ability once per combat.

Improved Hunker Down (Can be taken multiple times): The defense, hit, and damage benefits from using the Hunker Down ability increase by +1.

Distant Tank: While hunkered, increase the range of ranged weapons you wield by +3.

Artillery Master (5th level Only) Whenever you hit a creature with a heavy artillery weapon, the attack deals an additional three unpreventable damage of that weapon's type. Additionally you can dismount mounted artillery weapons how long as the weapon takes up no more than one space. While carrying a weapon this way, your movement is reduced by 2, you can't fly if you are capable of flight, and you take up two spaces (one for you and one for the weapon)


Reaper: (Arcanist + Berserker)

Known as some of the most brutal and ruthless warriors in the realm, Reapers sow destruction wherever they tread, and are capable of mercilessly harvesting the essence of those they defeat. They blend the dark arts of an Arcanist and the brutal offense of a Berserker to land devastating blows against their foes. While many view reapers as terrifying bringers of death, not all Reapers are necessarily evil, with many focusing their efforts on distributing justice. 

Upon becoming a reaper, distribute 3 additional points to your choice from among Knowledge, Physicality, and Subtlety.

At level one, you become proficient with Scythes. If you hit a creature with a scythe, the attack deals an additional 1d6 Dark damage.

At Level One you gain the following abilities:

Reap Soul: As a two-handed action, you can touch the body of a creature that you reduced to 0 HP or 0 Will since the end of your last turn. If you do, you can temporarily absorb the power of that creature's soul. While you possess a creature's soul, the creature remains in an unconscious state until its soul is returned. You can possess a number of souls at once equal to half your total character level rounded up. If you have possessed a given soul for 24 hours without using it, it returns to its body.

Imbue Soul: Whenever you hit a creature with a weapon attack or a spell, you can spend one soul, causing the attack to deal an additional 1d8 dark damage. Whenever this ability is used, the soul used to activate it returns to its body.

Optional Traits: Upon gaining a level of Reaper you may gain one of the following abilities.

Scythe Thrower: When you attack with a Scythe, you can spend a one-handed action to increase the attack's range by 3, adding an additional +3 to the roll to hit.

Improved Imbue Soul: When you activate Imbue Soul, you can spend any number of souls as part of a single attack, dealing 1d8 Dark damage for every soul spent. Each of those souls then return to their bodies.

Soul-Runner: At the beginning of your turn, you can spend any number of souls. If you do, your movement increase by the number of souls spent, and you lose an amount of Will equal to twice the number of souls spent to activate this ability.

Reaper Caster (can be taken multiple time): You learn one spell from the Reaper Spell list.

Collector Of Souls (can be taken multiple times): Increase the amount of souls you can carry at once by one. 

Soul-Ripper: When you reduced a creature in an adjacent space to 0 HP or 0 Will, you can spend 10 HP to attempt to immediately use the Reap Soul ability.

Soul-Burst: At the beginning of your turn, you can unleash the power of several souls in a flare of darkness. If you do, gain one single-handed action until the end of the turn for every two souls spent this way. You can activate this ability only once per 24 hours.

Form Of Souls (Fifth Level): You can spend any number of souls. For every one soul spent this way, increase each of your combat stats by +1 for the next minute. Once this ability ends, you lose an amount of Will equal to five times the number of souls spent to activate this ability. You may use this ability once every 24 hours.


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