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Quests Of Change
Quests Of Change

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Advanced Classes Part Nine (Alpha 0.1)

Mastermind (Thief + Esper)

Blending mental magics and a knack for stealth and subtlety, Masterminds are adept at putting schemes into motion, commonly serving as tacticians and kingpins within the criminal underworld of the Realm of Mortals.

At Level One you gain the following abilities:

Telepathy Network: As a one-handed action, you can touch a willing adjacent creature, adding that creature to your Telepathy Network. You may have a maximum number of creatures within your telepathy network equal to your total character level. As a one-handed action you can remove a creature from your telepathy network. Creatures within your telepathy network are capable of communicating with you and each other telepathically as long as you and the creature they are trying to communicate with are conscious. Creatures within your Telepathy network can communicate this way regardless of range and regardless of if they are within the same realm as you. If a creature dies, it is immediately removed from your Telepathy network.

Insightful Strategist: As a one-handed action, you may telepathically offer a creature within your telepathy Network strategic insights on their current situation. Choose any one combat stat and any one utility stat, then roll 1d4. The chosen stats are raised by the result until the end of that creature's next turn. A given creature can only benefit from the effects of one instance of Insightful Strategist at once.

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

Master Analyst: When making an Awareness roll, you may add your Mind to the roll.

Improved Insightful Strategist: When you use Insightful Strategist, roll 1d6 rather than 1d4.

Mastermind Caster (can be taken multiple times): You learn one spell from the Mastermind spell list.

Eyes Everywhere: As a one-handed action, you can indefinitely look out of the eyes of one willing creature within your Telepathy Network. While this ability is active, you simultaneously perceive your own surroundings and can still move, see, and take actions normally. You may end this effect at any time as a free action. 

Voice Of Reason: Whenever you target a creature with Insightful Strategist, if that creature is afflicted with the frightened, charmed, and/or hypnotized status conditions, those conditions immediately end. Additionally, if you would make a resolve roll against the frightened, charmed, and/or hypnotized status conditions, add +5 to your roll.

Expert Analysis: As a one-handed action, you can scan the surrounding area. You know the location of all hidden and invisible creatures within 10 spaces of you.

Tactical Genius: (Fifth level only) Whenever you cast a spell, you may have that spell originate from any creature within your Telepathy Network rather than from yourself. 


Launcher (Archer + Pugilist)

A somewhat rare and unorthodox combatant, Launchers are those who engage in combat through hurling objects, their enemies, and even their allies in ways that benefit them on the battlefield.

At Level One you gain the following abilities:

Hardy Grapple: As a one-handed action, you may make an unarmed attack against a humanoid or smaller creature. If the attack connects this way, you deal 0 damage. However, you may hold that creature in place until the beginning of its next turn. While held this way, a creature's movement is reduced to 0 and it's Finesse is reduced by your Strength. While grappling a creature this way, if you would move or become moved by an effect, the grappled creature moves with you.

Kinetic Throw: As a one-handed action, you channel a non-consumable item you can lift in one of your hands with kinetic energy, throwing it as hard as you can. This attack's details are determined by the following:

Action: One-Handed

Range: Your Strength

Accuracy Dice:  1d8 for each rarity tier of the item

Damage: 1d8 for each rarity tier + Strength

Damage Type: Physical

Alternatively, if you are grappling a creature with hardy grapple, you can throw that creature to either an unoccupied space or at another creature. Regardless, the thrown creature takes 1d12 + Physical damage when it lands. If the creature is thrown at another creature, the attack's details are determined by the following:

Action: One-Handed

Range: Your Strength

Accuracy Dice:  1d8

Damage: 1d8 for Each of your Launcher levels + Strength

Damage Type: Physical

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

Utility Launcher: You can throw consumable items with kinetic throw to target your allies. If you do, the attack automatically hits. Rather than dealing damage, the target automatically consumes the item, gaining its benefits.

Power Lifter: You can throw objects that fit within a 2x2 square using Kinetic Throw. If an object larger than one space is thrown this way, the damage from kinetic throw is doubled.

Herculean Throw: The range of your Kinetic Throw is doubled.

High-Impact Projectiles: When you throw an item or creature with Kinetic Throw, each creature within two spaces from where the creature lands (including the target of the attack) are immediately pushed 1d4 spaces back from the thrown creature.

Graceful Toss: If you throw an ally with Kinetic Throw, you can cause them to take zero damage from the impact.

Adrenaline-Fueled Toss: If you successfully grapple a creature with Hardy Grapple, you may push your limits by spending 2d6 HP. If you do, you can immediately throw that creature with Kinetic Throw as a free action.

Master Grappler: (Fifth level only) You can target creatures other than humanoids with Hardy Grapple.


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