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Quests Of Change
Quests Of Change

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Base Classes Part Five (Alpha 0.1)

(While the original intent was to have eleven base classes, as development has progressed, it has become apparent that many design ideas would not fit elegantly within the planned base classes and their respective advanced classes. In order to fix this problem early and provide players with additional class and build options, an twelfth base class, the Esper is being introduced. The eleven advanced classes that can be gained via the Esper will be added to the list of planned advanced classes soon!) 


Esper: (Wielders of mental magics)

Espers are those who wield potent mental magics, targeting the minds of their foes rather than dealing physical harm in combat. While Espers are best known for their powerful psychic attacks that can quickly reduce a foe's will, they are also known for their access to telepathy, telekinesis, divination magics, and the ability to hypnotize others.

HP: +7

Will: +13

MP: +10

Strength: +0

Mind: +3

Defense: +0

Resolve: +2

Finesse: +3

Speed: +2

Distribute 3 additional points to your choice from among Awareness, Diplomacy, and Subtlety

At level One: you become adept with bronze-tier weapons of the following types:

-Staff

-Wand

-Shortsword

-Dagger

Starting Inventory:

-One weapon of your chosen type

-Your choice of basic light armor or apprentice's robes

At Level One you gain the following abilities:

Psychic Magic: You can cast the Mind Game spell and two spells with MP costs no greater than your maximum MP.

Basic Telepathy: You can communicate telepathically with willing creatures within 5 spaces of you. If you try telepathically communicating with an unwilling creature, they can roll 1d6 and add their Resolve. If the result is greater than your Mind, you are unable to telepathically communicate with that creature for the next hour. When you use this ability, creatures can hear your telepathic message, but you cannot hear their responses this way. Additionally, creatures immune to psychic damage cannot be communicated with this way. If you are hypnotized, charmed, unconscious, or petrified, you cannot use this ability.

Basic Telekinesis: As a one-handed action, you can telekinetically lift an object within one space of you that weighs no greater than one pound and is not being held or worn by a creature. Alternatively, you may use this ability to exert one pound of telekinetic force on an object or fixture such as a button or switch. This effect 

Optional Traits: Upon gaining a level of Esper, you gain one spell with an MP cost no greater than your maximum MP. Additionally, you may gain one of the following abilities.

Improved Telepathy: Increase the range of your basic Telepathy ability by 5 spaces. Additionally, while you cannot read the thoughts of the target, you can now hear their immediate telepathic responses.

Improved Telekinesis: The range of your basic telekinesis increases by four spaces.

Thought Seer: Whenever you deal 5 psychic damage to a target, you can spend a one-handed action to peer into their mind. If you do, roll 1d10. On a roll of 1-3 you gain no relevant information. On a roll of 4-7 you gain access to that creature's surface thoughts of the last ten seconds. On a roll of an 8-9, you can determine that creature's personality traits. On a roll of 10, you uncover a secret known by that creature. 

Psychic Scanner: As a one-handed action, you can detect the mental fortitude of a creature within three spaces of you. You know if the target has higher or less Resolve than you do and the approximate percentage of its remaining Will (you do don't know the exact amount, just the percentage proportional to the target's maximum Will)

Hypnotist: When resolving the effects of spells and abilities that hypnotize a target, you can choose to either increase your roll for such an effect by 2 or decrease the roll of a target by 2.

Mental Barrier: Your psychic abilities have formed a barrier that defend you from incoming psychic attacks and effects that may alter your personality. Other creatures are incapable of reading your mind and you gain resistance to psychic damage. Additionally, if an effect would cause you to gain a new personality trait or remove one you already have, you may roll 1d4, negating this effect on a roll of a 4.

Telepathic Bond: You may establish a telepathic bond with one willing creature you touch on the forehead as a two handed action. As long as you and the chosen creature are each alive and conscious, you and that creature may communicate with each other telepathically across any distance. You may only have an active telepathic bond with one creature at a time and you may end a telepathic bond with a creature as a two-handed action. If you are hypnotized, charmed, unconscious, or petrified, you cannot use this ability.  (You may take this ability numerous times, increasing the amount of creatures you can have a telepathic bond with at once by one every time this ability is taken. Creatures you have a telepathic bond with can communicate telepathically with each other as well, but must use you as a conduit to do so, meaning you must be alive and conscious.

Awakened Mind (fifth level only): As a two-handed action, you may push the limits of your mind, entering a heightened form until the end of your next turn. While in this form, you gain the following benefits:
-Your awareness increases by 5.
-You are immune to psychic damage.
-You are immune to the hypnotized and charmed status conditions.
-You can detect the consciousnesses of other creatures. Regardless of if you can see them, you know the location of every creature within 10 feet of you that has at least 1 mind.
-You can telepathically lift yourself, allowing to hover.
-If you would deal psychic damage to a creature with a spell, it takes an additional 1d6 unpreventable psychic damage.



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