SamSuka
Quests Of Change
Quests Of Change

patreon


Base Classes Part Four (Alpha 0.1)

Elementalist: (Wielders of elemental magics)

The most commonly found spellcasters in Quests of Change, Elementalists are masters of a chosen element, whether it be fire, lightning, ice, or water. Elementalists are capable of channeling their given element to cast potent spells and inflict various status effects upon their enemies.

HP: +8

Will: +12

MP: +10

Strength: +0

Mind: +4

Defense: +0

Resolve: +2

Finesse: +3

Speed: +1

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

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:

Elemental Magic: You can cast the Elemental Spark spell and two spells with MP costs no greater than your maximum MP.

Specialized Element: When you first become an Elementalist, choose one of the following damage types to specialize in: fire, lightning, ice, or water. All Elemental spells you cast deal the chosen damage type.

Elementally Attuned: You are resistant to your chosen element.

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

Elemental Blight: When rolling to inflict a target with your element’s given status effect, add 2 to the roll.

Amphibious: You can now breathe air and water. (water only)

Lightning Rod: You cannot be paralyzed. Additionally, if a ranged lightning attack is made against a target within two spaces of you, you can redirect that damage to you. (lightning only)

Internal Warmth: You no longer suffer the effects of cold environments and you can’t be chilled. (fire only)

Internal Cold: You no longer suffer the effects of hot environments and you can’t be burned. (ice only)

Impulsive Caster: When casting your first spell of each combat, add +3 to your Mind and Your Finesse.

Forceful Elements: You ignore resistances to your element, and spells of your element that would be absorbed by another creature do not cause that creature to gain HP. Additionally, the minimum damage your elemental spells can deal is 2.

Chained Spells: When you cast a ranged spell that would only target a single target, if another legal target is adjacent to that creature, you may have that creature sustain that damage as well. This effect can trigger numerous times if several creatures are adjacent to each other, but it may not trigger from the same creature more than once.

Elementally Attuned: You are immune to your chosen damage type.

Elemental Form (fifth-level only): As a two-handed action, you may enter an elemental form until the end of your next turn. While in this form, you gain the following benefits:
-You are classified as an elemental.
-Your finesse increases by 2.
-You are immune to damage of your chosen element. (If you have the Elementally Attuned ability, you instead absorb damage of that type)
-If a creature would deal damage to you with a melee attack, it sustains 1d6 unpreventable damage of your chosen type.
-Spells you cast of your chosen element deal an additional 1d6 damage.


Naturalist: (Wielders of nature magics)

Naturalists are spellcasters that are able to harness various elements of nature such as plants and the earth itself. Known as some of the most level-headed individuals across the land, these calm travelers are able to tap into nature to discern information about their surroundings or even communicate with plants and animals. While many naturalists are isolationist hermits, others travel on adventures, spreading their knowledge.

HP: +8

Will: +12

MP: +10

Strength: +0

Mind: +2

Defense: +0

Resolve: +5

Finesse: +0

Speed: +3

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

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

-Staff

-Wand

Starting Inventory:

-One weapon of your chosen type

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

-Your choice of Tropical Clothes or Warm Clothes

At Level One you gain the following abilities:

Nature Magic: You can cast the Thorn Tangle spell and two spells with MP costs no greater than you maximum MP.

Prefered Offense: Choose Plant, Wind, or Earth. Spells you cast of the chosen damage type deal an additional +2 damage.

Nature-Speaker: By touching a plant or small animal, you gain the ability to communicate with it telepathically. Additionally, you add +3 to all diplomacy rolls made when talking to animals.

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

One with the world: You are always aware of which way is north and which plants you can see are edible and/or poisonous. Additionally, you add +5 to awareness rolls to track animals or navigate the wild.

Improved Nature-Speaker: After using nature speaker, you can establish a telepathic link with an animal or plant. You can maintain this link for up to one hour and over a distance of one mile. While this link is active, as a one-handed action, you can perceive that animal or plant's general surroundings.

Defenses of the Wilds: You gain resistance to your choice of the following damage types: Plant, Earth, Wind. (You may select this ability more than once.)

Stride Of The Wilds: Your movement reduced by, nor can you be moved by the effects of weather, terrain, or the effects of plant, earth, or wind spells.

Inner Peace: When casting spells, you may use your resolve stat rather than your mind stat to determine damage.

Clarity Of Thought: When you focus, you may regain an amount of Will equal to your level.

Environmental Warrior: Spells you cast deal twice as much damage to machines.

Bastion of Nature (Level Five Only. Take only if you have Defenses of the Wild). You gain immunity to one damage type you chose with Defenses of the wild. If you would take damage of that type on another creature's turn, you can immediately make a one-handed melee attack or cast a one-handed spell that target's the source of the damage.



Inventor: (Capable of flexibly creating various inventions in and out of combat)

Rather than casting spells, Inventors are able to craft various contraptions that can help their allies in and out of combat. As every inventor focuses on creating different types of work, while some inventors may excel in creating traps, others may be able to augment the gear of their allies.

HP: +10

Will: +10

MP: +10

Strength: +2

Mind: +4

Defense: +0

Resolve: +2

Finesse: +2

Speed: +0

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

-Short Sword

-Saber

-Dagger

-Hammer

Starting Inventory:

One basic weapon of your chosen type

Basic light armor or basic medium armor

At Level One you gain the following abilities:

Scrap Adept: If left uninterrupted with non-magical metal items for thirty or more minutes, you can convert those items into scrap metal. (One piece of basic armor and or a basic weapon can be broken down into two pieces of scrap metal each. Other items provide amounts of scrap dictated by the GM)

Resourceful: When making an invention, you may spend one piece of scrap metal for every 3 MP in an invention's cost rather than spending MP.

Crafter of Inventions: You are able to craft numerous types of inventions in and out of combat. At level one, select two types of basic inventions you can create:

Unstable Weapon Augmentation: As a one-handed action, you can spend 3 MP improve the effectiveness of a weapon you touch. That weapon now deals an additional two damage to creatures it hits. This damage cannot be prevented. Additionally, you may change the damage type to a weapon you augment this way to your choice of fire or lightning. Then, roll 1d10. This effect lasts for that many minutes. Once a weapon is targeted by this ability, it cannot be augmented this way until the effect ends. 

Unstable Armor Augmentation: As a one-handed action, you can spend 3 MP improve the effectiveness of armor you touch. That now provides an additional +2 defense. Additionally, choose fire or lightning. Whenever a creature wearing this armor sustains damage from a melee attack, the attacker suffers 1d4 unpreventable damage of the chosen type. Then, roll 1d10. This effect lasts for that many minutes. Once a piece of armor is targeted by this ability, it cannot be augmented this way until the effect ends.

Homing Device: As a one-handed action, you can spend 6 MP to create a homing device that helps make hitting a creature easier. These homing devices often take the form of various types of eyewear such as goggles, glasses, or monocles than can be worn by a creature. While wearing this homing device, a creature adds +2 to rolls made to hit a target with a melee attack, and +3 to rolls made to hit a target with a ranged weapon attack or ranged spell attack. Due to their fragile nature, whenever a creature wearing a homing device takes damage, roll 1d4. On a roll of 1, the homing device breaks.

Minor Explosive: As a two-handed action you may spend 3 MP any number of times. You create a makeshift explosive that can deal 1d6 fire damage for every three mana paid this way. As an action, a creature holding this explosive may throw it up to a number of spaces equal to half their strength, rounded down. Once thrown and detonated, a creature within that space and each space adjacent to it each sustain the explosive's damage, subtracting their defense from the damage dealt. The minimum damage this explosive can deal to a creature is equal to the number of times the 3 MP was spent to create it.

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

Multifarious Creator: You can gain access to another invention of your choice.  You may take this option numerous times.

Item Master: While touching a magic item, as a one-handed action, you may roll 1d10 to inspect that item. On a roll of 4 or higher, you know if the item is cursed or blessed. On a roll of 9 or 10, you know exactly what the item does. You can not inspect the same item this way more than once per hour. 

Veteran Appraiser: By looking at an item, you know exactly how much its worth.

Weapon Crafter: If you spend one hour uninterrupted with two pieces of scrap metal, you can create a basic weapon of your choice.

Armor Crafter: If you spend one hour uninterrupted with two pieces of scrap metal, you can create a type of basic armor of your choice.

Technobabble: You can communicate basic ideas with machines and golems. Additionally, add +3 to diplomacy rolls made when communicating with machines and golems, and add +3 to knowledge rolls made to recall information about machines and golems.

Innovative Craftsmanship (Level Five Only): When using scrap metal to create an invention, if that invention would cause a creature to take damage, they take twice as much damage instead.


More Creators