Advanced Classes Part Ten (Alpha 0.1)
Added 2022-05-30 04:28:11 +0000 UTCPhysician (Priest + Inventor)
Blending the healing expertise of a Priest and the crafting capabilities of an Inventor, Physicians are capable of brewing their own potions to help their allies and know the perfect ways to administer medicine.
Upon becoming an Physician, distribute 3 additional points to your choice from among Awareness, Diplomacy, and Knowledge.
At Level One you gain the following abilities:
Potion Recipes: Upon gaining this class, you gain access to a special personalized book in which you keep potion recipes. You automatically know the recipe for Basic Healing potion, the recipes for two Common potions of your choice, and the recipe for one Uncommon recipe of your choice. If you spend five consecutive uninterrupted minutes, you may brew one potion in your recipe book as long as you have the needed ingredients. Additionally, if you spend one hour studying and analyzing a potion, you learn the ingredients needed to craft it, adding it to your Recipe Book. Additionally, recipes you find during your travels may be automatically added to this book.
Specialized Medic: As a one-handed action, you may target an adjacent creature with a consumable item. Additionally, whenever you use a consumable item on another creature or yourself, if that consumable's effect is doubled if possible. (Consumables that temporarily raise one's stats or recover an amount of HP, Will, or MP may be doubled).
Optional Traits: Upon gaining a level of Physician you may gain one of the following abilities.
Physician Caster: (can be taken multiple times): You learn one spell from the Physician spell list.
Adrenaline Brews: Whenever a creature consumes a potion your brewed, its movement increases by +1 for the next ten rounds. A creature may only benefit from one instance of this ability at a time.
Potion Thrower: The range of potions you target other creatures with increases by +5.
Quick-Acting Medic: When you use a one-handed action to use a consumable item on yourself or an ally, you may instead use two consumable items instead.
Frugal Brewer: When brewing potions, the quantity of each ingredient needed to craft one bottle of a potion is halved.
Symbiotic Healer: Whenever you target an ally with a potion or spell that has a single target, you gain the benefits of that potion or spell as well.
Miracle Potions: (Fifth level only) Whenever a creature consumes a potion you created, it is immediately cured of all status effects.
Archsage (Arcanist + Elementalist)
Spellcasters of incredible power, an Archsages grow sizable repertoires of spells and are known for their ability to wield unparalleled magics at the cost of their own wellbeing.
Upon becoming an Archsage, gain 5 additional Knowledge.
At Level One you gain the following abilities:
Amplified Spell: Whenever you cast a spell, you may channel excess magics or your own life energy into that spell, allowing it to deal additional damage. Whenever you cast a spell, you may pay any amount of HP or MP. If you do, that spell deals that much more damage. (You must choose to activate this ability before you roll the spell's accuracy dice).
Spell Archive: You have a tome in which you record how to cast a variety of spells. Choose two spells with MP costs no greater than 10 from among the Arcanist, Elementalist (any element), Esper, and Naturalist classes. Magical formulas and instructions of how to cast those spells are in your Archive. As long as this Archive is in one of your hands, you may cast spells from within it. Additionally, you may add new spells to your Spell Archive. To do so, you must spend one full day with a creature capable of casting a given spell from the Arcanist, Elementalist, Esper, or Naturalist spell lists, learning how to utilize said spell. Once this day has concluded, that spell is added to your book. Spells with MP costs greater than 10 cannot be learned this way.
Optional Traits: Upon gaining a level of Archsage you may gain one of the following abilities.
MP Battery: (can be taken multiple times): At the beginning of your turn, you regain 1d6 MP.
Archsage Caster: (can be taken multiple times): You learn one spell from the Archsage spell list.
Spell Sensor: As a one-handed action, you can detect how many creatures within 10 spaces of you are capable of casting spells and how many spells each of those creatures knows. You may then spend an additional one-handed action. If you do, you may select one of those creatures and view its list of known spells.
Forceful Caster: Whenever you use Amplified spell on a spell that targets one or more creatures, you may roll 1d4. That spell's targets are pushed that many spaces horizontally away from you.
Customized Archive: Whenever you cast a damaging spell from your Spell Archive, you may change its damage type to Dark or your Elementalist's chosen damage type. If you do, that spell's damage increases by 1d6.
Ingenious Scribe: (can be taken multiple times): The maximum MP cost of spells you can add to your Spell Archive increases by 10.
Unrestrained Supernova: Once per day, when you use Amplified spell, you rather than paying MP or HP, you may simultaneously pay MP and HP.