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Quests Of Change
Quests Of Change

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Advanced Classes Part Twelve (Alpha 0.2)

Machinist (Berserker + Inventor)

Machinists are a rare form of warrior that create their own personalized mechanically complex weapons to wield battle. From Longswords enhanced with bladed chains to electrified glaives, the weapons of any two Machinists are often starkly different.

At Level One you gain the following abilities:

Visionary Weaponsmith: You may spend one hour and scrap metal to either augment a weapon or create one weapon from scratch. If you use one piece of scrap metal this way you may augment one basic melee weapon. If you use three pieces of scrap metal this way you may create a basic one-handed melee weapon, and if you use five pieces of scrap metal this way you may create a basic two-handed melee weapon. In addition to being classified as their standard weapon type, weapons you create and augment are Silver rank weapons and are additionally classified as "Machinist Craft." Unless specified otherwise, only a Machinist is adept with Machinist Craft.

Industrious Quirks: Whenever you augment or create a piece of Machinist Craft, it gains Industrious Quirks of your choice. By default a Machinist Craft can have up to two active Industrious Quirks at once. These traits last indefinitely or until you spend an hour tinkering with a Machinist Craft to replace any Industrious Quirks. You may only have one Industrious Quirk of a given type attached to a single Machinist Craft. Upon becoming a Machinist , you know how to make two of the following Augmentation types:

Tearing Chain: (Can only be applied to bladed weapons) You have augmented the blade of your Machinist Craft with a rotating blade of chains akin to that of a chainsaw. Whenever you hit a creature, they must roll 1d8, adding their Speed. If the total result is less than your Strength, you may make an additional roll to hit that creature. You may only use this ability once on each of your turns. 

Elemental Coil: (You have figured out how to tinker a mechanism into your weaponry, allowing it to deal elemental damage (Fire or Lightning, choose when you learn this Industrious Quirk). Your Machinist Craft has three Elemental Charges. When you hit a creature with this weapon, you may expend one charge to have your weapon deal 1d8 additional damage of the chosen type. Your Machinist Craft regains one of its lost Elemental Charges at the end of each hour.

Intentional Instability: In case of dire emergency, you've installed a self-destruct mechanism into your weapon. As a one-handed action, you can set your Machinist Craft to detonate at the end of your turn. When your turn ends, each creature within two spaces of it, sustains Xd6 Fire damage where X is equal to half your Mind.

Enhanced Size: You augmented the size and scale of your weapon, increasing its range. The range of your Machinist Craft is increased by +1. One-handed Machinist Craft with this Augmentation become two-handed.

Built To Destroy: Through altering the weight and material of your weapon, it is now perfectly equipped to break through objects such as doors and walls. When using this weapon to attack an object or structure, it deals twice as much damage instead.

Terrifying Design: The augmentations you've made to your weapon have fundamentally altered its appearance, making it appear as a devastating tool for destruction that may frighten those who are unsure how it works. When making a Diplomacy roll to intimidate another creature while wielding with weapon, if that creature doesn't have any levels in the Inventor Class, add +5 to your roll.

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

Industrious Expert (can be taken multiple times): The number of Industrious Quirks you can put on a single Machinist Craft increases by one.

Construct's Bane: Through your knowledge of machines and the best way to create and destroy them, you add +3 made to rolls made to hit and damage Constructs.

Genius Designer (can be taken twice): You learn how to make two additional options from the default list of Industrious Quirks.

Accessible Craft: You intentionally design weapons in a user-friendly manner, allowing non-machinists to wield them. A creature must still be adept with the given weapon's type and rank.

Weapon Plagiarist: If you study a Magic melee weapon of the Uncommon or Common rarity, you gain the ability to craft a Machinist Craft with the same properties as that weapon at the cost of 24 collective hours of work and 5 scrap metal. A Machinist Craft created this way can't be given Industrious Quirks unless you have the Improve Upon Perfection ability. 

Last Resort: You know exactly how to make the most out of weapons you create, potentially allowing you to push them to their breaking point. During your turn, you may grant your self an additional two hands worth of actions. These additional actions can only be used to make one two-handed weapon attack with a Machinist Craft. After this attack is made, the Machinist Craft you attacked with is immediately destroyed, becoming a number of pieces of scrap metal determined by the GM based on the weapon's size and type.

Improve Upon Perfection: (Fifth level only) You can convert any melee weapon into Machinist Craft rather than only Basic Weapons.


Brute: (Berserker + Pugilist)

Brutes are fighters capable of inflicting serious damage with their fists, disregarding any semblance of finesse in lieu of raw strength. Driven by a thrill for battle, these combatants wield unparalleled strength to perform herculean tasks.  

At Level One you gain the following abilities:

Relentless Fury: Whenever you make an unarmed attack, you may reduce your Mind and Resolve by -1 for the next minute. If you do, you increase your Strength and Defense by +1 for the next minute. You may stack this ability a number of times equal to twice your level in the Brute Class.

Thunderous Strikes: Whenever you hit a creature with an Unarmed Strike, you may push that creature 1d4 spaces in a straight line. If you do, this attack deals an additional 1d6 damage. If the target is pushed into an object, structure, or another creature this way, the target sustains 1d6 additional damage for each space they were unable to move.

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

Brash Offense: Once during each of your turns, you can cause one unarmed attack to automatically hit (you must still roll for its critical). If you do, reduce your evasion by -3 until the beginning of your next turn. 

Quickened Anger: Whenever you choose to apply Relentless Fury, you may instead reduce your Mind and Resolve by -2 and increase your Strength and Defense by +2.

Critical Fists: The minimum number needed to be rolled to land a critical hit when making unarmed attacks is reduced by 1.

Thrill of the Fight: Whenever you land a critical hit, you filled with a thrill of battle, allowing you to temporarily glance off devastating blows. Until the end of your next turn, you are resistant to all damage.

Herculean Leap: As a two handed action, if you're standing on solid ground, you can jump a number of spaces equal to your Strength. You may use this ability a number of times per day equal to your number of Class Levels in Brute.

All Or Nothing: You are able to push yourself to your absolute limits at a significant toll to your body and mind. At the beginning of your turn, you may choose to increase your Strength by +10 until the end of your turn.. If you do, your HP and Will are each reduce to 0. You may use this ability only once every 24 hours.

Blind Rage: (Fifth level only) You aren't automatically defeated if your Mind or Resolve are 0 or less. Additionally, while your Mind or Resolve are 0 or less, yoy cannot speak any languages, but you cannot be Hypnotized, Charmed, or Frightened.


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