Classes

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Characters obtain most of their important powers from classes.

Special Classes

Special classes, for whatever reason, don't belong to any particular tier.


Hero.png
Hero
Special Tier Expertise
Bonuses:
♦ If you have been eliminated from your original player's party for any reason, at least an hour has passed, and that player has enough unspent points to accomodate you, they may roll 1d10 to attempt to have you return somehow, alive and undominated, with success on a 7 or higher. Your return happens within one minute. If the roll fails, the player may not try again until progressively more time has passed: one day, one week, one month, and one year.
Special: Each player may have the Hero class on one of their characters for free.


Unliving
Special Tier Expertise
Prerequisites  Must have been brought back by Raise dead.
Bonuses:
♦ You now count as an [ Undead ] creature.
♦ You no longer need to breathe, and you survive on a soul diet instead of your normal kind.
♦ You cannot age or gain new class levels.
♦ While exposed to bright light, you get a -1 penalty to Perception.
♦ You may ignore the first Wound that would be inflicted on you each round.
♦ You lose this class when you die.


Skeleton and Unliving.jpg
Skeleton
Special Tier Expertise
Prerequisites  Must have been brought back by animate skeletons or a rot flower with Corpse Infestation.
Bonuses:
♦ You now count as an [ Undead ] creature, and are no longer [ Blooded ].
♦ You no longer need to breathe, and you survive on a bone diet instead of your normal kind.
♦ You have only a vestigial mind, and lose your other class levels and skill points. You cannot speak or think much for yourself.
♦ While exposed to bright light, you get a -1 penalty to Perception.
♦ Your Fear Response changes to Frenzy.
♦ You lose this class when you die.


Revenant and Stormwraith.jpg
Revenant
Special Tier Expertise
Prerequisites  Must have been brought back by a Genie lich.
Bonuses:
♦ You now count as an [ Undead ] creature.
♦ You no longer need to breathe, and you survive on a diet of souls instead of your normal kind.
♦ When you fulfill a wish granted to you by a Genie, you turn to dust.
♦ While exposed to bright light, you get a -1 penalty to Perception.
♦ Your Fear Response changes to Hide.
♦ You lose this class when you die.


Stormwraith
Special Tier Expertise
Prerequisites  Must have been brought back by a Bansheep.
Bonuses:
♦ You now count as an [ Undead ] creature.
♦ You lose your land speed, and gain a fly speed that's one-half as fast as the lost land speed, with a 12 meter aerobatics distance.
♦ You gain a Lightning Bolt weapon, with 10m/30m range, that deals 1d6 Electricity damage and stuns until the end of the turn on a wound.
♦ You have only a vestigial mind, and lose all of your class levels and skill points. You cannot speak or think much for yourself.
♦ While exposed to bright light, you get a -1 penalty to Perception.
♦ Your Fear Response changes to Frenzy.
♦ You lose this class when you die.


Perfect.jpg
Perfect
Special Tier Expertise
Prerequisites  Must have been created by instantiate perfect human.
Bonuses:
♦ You survive on a diet of souls instead of your normal kind.
♦ You cannot feel Fear.
♦ Mind damage dealt to you is increased by 1.
♦ You do not have any moral failings, as defined by the moral outlook of your creator. Your creator defines your personality and memories, but memories not patterned after the creator's own are likely to be vague or implausible.


Common Classes

Common tier.png

Common classes cost 2 points each.


Warrior or Skirmisher.jpg
Warrior
Common Tier Expertise
Bonuses:
♦ Choose another Fear Response: When you would suffer a fear response, you may pick either that one or your original one.
♦ You get +3 meters to your movement speeds.
♦ When you Rush, you may fling your target 2 meters in the direction you rushed, plus two additional meters for every wound you inflict.
Special: This class may be taken multiple times.


Skirmisher
Common Tier Expertise
Bonuses:
♦ You get +5 meters to your movement speeds.
♦ If you do not do anything else while Dashing, you get +1 Stealth during the Dash.
♦ You get +1 to Agility.
Special: This class may be taken multiple times.


Defender Scout.png
Defender
Common Tier Expertise
Bonuses:
♦ If your position would grant cover to someone or something, you may grant total cover instead.
♦ As a move action, you may Defend: One target within reach gets a +1 bonus to Toughness until your next turn or until it stops being adjacent, whichever comes first. While it gets that bonus to Toughness, any damage dealt to it is dealt to you as well.


Scout
Common Tier Expertise
Bonuses:
♦ Whenever you use a move action, you may move 5 meters using any of your movement speeds.
♦ The sound you make while Running is only audible from half as far away. The distance for Moving is never more than half that distance.
Special: This class may be taken multiple times.


Explorer and Apothecary.jpg
Explorer
Common Tier Expertise
Bonuses:
♦ You take 1 less damage from falling or exposure to dangerous environments, like lava.
♦ You get +0.5 meters to jump distance.
♦ The penalty for throwing melee weapons decreases by 1, to a minimum of -0.
♦ You get +1 to Agility.
Special: This class may be taken multiple times.


Apothecary
Common Tier Expertise
Bonuses:
♦ You can craft a dose of Common-Tier poison in one hour.
♦ You can apply a dose of Common-Tier poison as a Move AND Minor action.


Apprentice and Acolyte.jpg
Apprentice
Common Tier Expertise
Bonuses:
♦ You learn a single Common spell.
♦ You gain one Common charge. Note that you can't cast a spell unless you have the appropriate Gem(s).
♦ You can attune a Common spell you know to a non-implanted gem you are holding that has one of its color(s), replacing whatever spell was attuned to that gem before. This takes a move action.
♦ You can handle implanting one additional gem without problems.
Special: This class may be taken multiple times.


Acolyte
Common Tier Expertise
Prerequisites  Apprentice
Bonuses:
♦ You learn two Boosts, such that for each Boost, applying it and no other makes the spell you learned it for Common tier.
♦ You gain one Common charge.
♦ Recharging your Common spells takes half as long, to a minimum of 1 round of concentration.
Special: This class may be taken multiple times.


Cabalist
Common Tier Expertise
Prerequisites  Apprentice
Bonuses:
♦ You may Share Magic with a touched creature as a Standard Action. This lasts until the creature is out of reach.
♦ Creatures with whom you are Sharing Magic may cast spells you have attuned to gems in you as though they had those spells attuned to gems in them.
♦ Creatures with whom you are Sharing Magic may use your charges. If they use one of your charges to cast a bound spell, the spell is bound by you.
♦ You learn a single Common spell.


Psychic Initiate and Cabalist.jpg
Psychic Initiate
Common Tier Expertise
Bonuses:
♦ You learn a single Minor Technique or Presence.
♦ As a Standard Action while Calm, you can reduce your Faint Aura to 0 meters until you Flare.
Special: This class may be taken multiple times.


Elite Classes

Elite tier.png

Elite classes cost 5 points each.


Veteran.jpg
Veteran
Elite Tier Expertise
Bonuses:
♦ You get +1 to Will when making later Will saves to recover from fear effects you are already suffering from.
♦ You may pay attention as a minor action.
♦ If you and a conscious willing creature are on opposite sides of a target (the smallest angle between you from the target's perspective is 135 degrees or more), both of you get +1 to attack rolls against that target. If the willing creature also has Veteran, this bonus increases to +2. The bonus does not stack.


Sniper.jpg
Sniper
Elite Tier Expertise
Bonuses:
♦ All ranged attacks you make gain another range increment, twice as far as the current farthest one.
♦ As an immediate action, you may reroll an attack roll you just made, and get a +1 bonus to Accuracy with that attack.


Assassin
Elite Tier Expertise
Bonuses:
♦ When you make a non-area attack, you may accept a penalty of up to 5 to your attack roll to get that as a bonus to your damage roll if you hit. You also get -1 to Demolition for every 2 points of penalty. The penalty must be the same for all rolls when making an attack that hits multiple targets.
♦ You get +1 to Agility.


Combat Whirlwind and Rapid Shooter.jpg
Combat Whirlwind
Elite Tier Expertise
Bonuses:
♦ The penalties for using additional weapons decreases to -1 per weapon.
♦ Your reload times and item retrieval times decrease: Cheap Action reloads no longer take any action, Immediate Action reloads are now Cheap Actions, Minor Action reloads become Immediate Actions, Move Action reloads become Minor Actions, Standard Action reloads become Move Actions, and reloads that take multiple actions now take one fewer.
♦ You get +2 meters to your movement speeds.
Special: This class may be taken multiple times.


Rapid Shooter
Elite Tier Expertise
Bonuses:
♦ Your semiautomatic weapons become automatic, and your non-automatic weapons become semiautomatic.
♦ Your reload times and item retrieval times decrease: Cheap Action reloads no longer take any action, Immediate Action reloads are now Cheap Actions, Minor Action reloads become Immediate Actions, Move Action reloads become Minor Actions, Standard Action reloads become Move Actions, and reloads that take multiple actions now take one fewer.
♦ You get +2 meters to your movement speeds.
Special: This class may be taken multiple times.


Berserker and Brawler.jpg
Berserker
Elite Tier Expertise
Prerequisites  Frenzy fear response
Bonuses:
♦ While you suffer from the Frenzy fear response, your get +1 Strongman and you suffer no penalty for being injured.
♦ You get +6 meters to your movement speeds.
♦ When you inflict two or more wounds during a single turn, creatures other than yourself within 15 meters find you to be Frightening. You may designate any number of creatures you are aware of to get -3 to the DC.


Brawler
Elite Tier Expertise
Bonuses:
♦ When you melee guard, you get an additional +1 to Perception against any targets in your melee guard radius.
♦ The first unarmed attack you make while melee guarding each round doesn't count towards the limit on the number of attacks you can make.
♦ The attack you make when you Rush deals +1 damage.
♦ You get +1 to Agility.


Bodyguard and Stalwart.jpg
Bodyguard
Elite Tier Expertise
Prerequisites  Defender
Bonuses:
♦ You get +2 Perception to notice creatures that are attacking a creature you are Defending.
♦ When you Defend, you get +1 Toughness against damage dealt to you by the Defend ability.
♦ You get +1 to Agility.


Stalwart
Elite Tier Expertise
Bonuses:
♦ Disarm and Pickpocket attacks against you use your full Toughness rather than only half.
♦ When you Melee Guard, you can choose to halve the total amount of movement granted during the guard in order to get +1 to AD and GD against attackers within range of your current melee guard area.
♦ You get +4 meters to your movement speeds.


Nomad and Spelunker.jpg
Nomad
Elite Tier Expertise
Wandering with only the stuff you can carry has made you tough and strong.
Bonuses:
♦ You only need to eat and drink half as much, and can hold your breath for twice as long.
♦ Whenever you use a standard action, you may move 12 meters using any of your movement speeds.
Special: This class may be taken multiple times.


Spelunker
Elite Tier Expertise
Exploration of caves has helped you learn to hop from overhangs and survive cave-ins.
Bonuses:
♦ Your jump distance doubles.
♦ The DC for Grab Ledge decreases by 3.
♦ You can Duck and Cover: As an immediate action, you get a +1 bonus to your Toughness until you next take an action.
Special: This class may be taken multiple times.


Mountaineer and Hunter.jpg
Mountaineer
Elite Tier Expertise
Bonuses:
♦ If you would succeed on a roll of 4 with an Agility check, you don't have to roll it at all. If you already had this ability, the value increases by 1.
♦ You can make one grab ledge for free each round: you don't have to expend a minor action for doing it. If you already had this ability, you can do two additional grab ledges for free per round.
♦ You can move at ¾ your normal speed while encumbered. If you already had this ability, you can move at full speed while encumbered.
Special: This class may be taken multiple times.


Hunter
Elite Tier Expertise
Bonuses:
♦ You can search or tactile search as a move action. If you already had this ability, you may do it as a minor action. A third time: an immediate action.
♦ When you Ranged Guard, you get another +1 Perception against things in the guarded direction.
♦ You get +5 meters to your movement speeds.
Special: This class may be taken up to three times.


Poisoner
Elite Tier Expertise
Prerequisites  Apothecary
Bonuses:
♦ You can craft a dose of Elite-Tier poison in one hour.
♦ You can apply a dose of Elite-Tier poison as a Move AND Minor action.
♦ It only takes you one-third as long to craft Common-Tier poisons.
♦ You can apply a dose of Common-Tier poison as a Move action


Sadist.jpg
Sadist
Elite Tier Expertise
Bonuses:
♦ As a standard action, you may kill an unconscious creature within reach. If you do, all other creatures within 20 meters who are aware of this find you Frightening X, where X is dependent on the victim's tier (Common: 5, Elite: 7, Paragon: 9, Legend: 11). You may designate any number of creatures you are aware of to get -3 to the DC. If you already had this ability, the distance at which creatures are affected increases by 20 meters.
♦ Other creatures within reach get a -1 penalty to Will saves.
♦ You can make a Cut Out attempt as an Attack Option, at an additional -2 penalty to accuracy. If you already had this ability, the penalty decreases by 1.
Special: This class may be taken multiple times.


Crippler
Elite Tier Expertise
Bonuses:
♦ When you wound a creature, they lose the ability to run until they stop being injured. If you already had this ability, the creature also gets a -2 penalty to Agility and -1 to Strongman during this time.
♦ Any attack you make that gets the benefits of aiming can cause a critical hit on a roll one lower than normal.
Special: This class may be taken up to three times.


Inquisitor and Crippler.jpg
Inquisitor
Elite Tier Expertise
Nobody expects an inquisition.
Bonuses:
♦ You get +1 to Bluff when using it to inflict fear.
♦ When you Bluff to inflict fear on any number of creatures, they may be up to 8 meters farther away.
♦ You get +1 damage against stationary creatures.
Special: This class may be taken multiple times.


Infiltrator and Ambusher.jpg
Infiltrator
Elite Tier Expertise
Bonuses:
♦ You get +5 meters to your movement speeds.
♦ For the purposes of stealth, your size seems to be 10% smaller.
Special: This class may be taken multiple times.


Ambusher
Elite Tier Expertise
Bonuses:
♦ You get +1 to Agility.
♦ As a standard action, you can enter Ambush Mode until you move. While in Ambush Mode, you can only be detected from half as far away.


Sprinter and Adept.jpg
Sprinter
Elite Tier Expertise
Bonuses:
♦ You get +5 meters to your movement speeds.
♦ You can Sprint: as a standard action you can move twice one of your run speeds. If you use this ability on two consecutive rounds, you become tired until you've eaten a day's-worth of food. If you already had this ability, you get +5 meters to your movement speeds on any turn in which you Sprint.
Special: This class may be taken multiple times.


Adept
Elite Tier Expertise
Prerequisites  Apprentice
Bonuses:
♦ You learn a single Elite spell.
♦ You gain one Elite charge. Note that you can't cast a spell unless you have the appropriate Gem(s).
♦ You can attune an Elite spell you know to a non-implanted gem you are holding that has one of its color(s), replacing whatever spell was attuned to that gem before. This takes a move action.
♦ You can handle implanting one additional gem without problems.
Special: This class may be taken multiple times.


Warlock and Cult Leader.jpg
Warlock
Elite Tier Expertise
Prerequisites  Apprentice
Bonuses:
♦ You learn two Boosts, such that for each Boost, applying it and no other makes the spell you learned it for Elite tier.
♦ You gain one Elite charge.
♦ Recharging your Elite spells takes half as long, to a minimum of 1 round of concentration.
Special: This class may be taken multiple times.


Cult Leader
Elite Tier Expertise
Prerequisites  Cabalist
Bonuses:
♦ Creatures who are Sharing Magic with you can Concentrate on a ritual you are casting to reduce its remaining cast time by 1 round.
♦ You learn a single Elite spell.


Spell Extender and Psychic Exemplar.jpg
Spell Extender
Elite Tier Expertise
Prerequisites  Apprentice
Bonuses:
♦ When some effect of a spell you cast would end after functioning continuously for 1 round or more, you may expend another charge of its tier to keep it going for another round. This can let you keep spells functioning as though they were bound after you have unbound them. With Slow, for example, you could make it last for more than 3 rounds, or you could delay an instance of damage or movement to an object beyond the listed 1 round period.
♦ You gain one Common charge.


Psychic Exemplar
Elite Tier Expertise
Prerequisites  Psychic Initiate
Bonuses:
♦ You upgrade a single Minor Technique, or upgrade the Calm function of a Minor Presence and the Flared function of a Minor Presence.
♦ As a cheap action while Calm, you can suppress one of your Presences until the end of your next turn.
Special: This class may be taken multiple times.


Psychic Students.jpg
Psychic Technique Student
Elite Tier Expertise
Prerequisites  Psychic Initiate
Bonuses:
♦ Choose two Minor Techniques. You are capable of using one of those Techniques at a time, and you can toggle which one is available as a Minor Action. With 12 consecutive rounds of Concentration, you can replace one of your choices with a Minor Technique you observed during the past 15 minutes. If you already had this ability, choose another pair that you can separately replace and toggle.
Special: This class may be taken multiple times.


Psychic Presence Student
Elite Tier Expertise
Prerequisites  Psychic Initiate
Bonuses:
♦ Choose two Minor Presences. You are capable of using one of those Presences at a time, and you can toggle which one is available as a Minor Action. With 12 consecutive rounds of Concentration, you can replace one of your choices with a Minor Presence you observed during the past 15 minutes. If you already had this ability, choose another pair that you can separately replace and toggle.
Special: This class may be taken multiple times.


Paragon Classes

Paragon classes cost 20 points each.


Brute.jpg
Brute
Paragon Tier Expertise
Bonuses:
♦ The first attack you make each round may be a heavy attack, even if the action you are using specifically disallows heavy attacks.
♦ Whenever you inflict any wounds, you may fling that target 2 meters per wound inflicted in the direction of your choice.
♦ You can move through non-creature obstacles that have less Toughness than you, destroying them in the process. This costs you 2 meters of movement per point of HP the obstacle had. If you already had this ability, treat obstacles as having 1 less Toughness.
♦ You get +4 meters to movement speeds.
Special: This class may be taken multiple times.


Leaper
Paragon Tier Expertise
Bonuses:
♦ Your jump distance is doubled.
♦ As a move action, you can Leap: make a single jump, and travel the full jump distance immediately, even if your jump distance is higher than your land speed. If you already had this ability, you can Leap instead of moving normally when you Rush.
Special: This class may be taken up to 2 times.


Ravager and Perfect Goth.jpg
Ravager
Paragon Tier Expertise
Bonuses:
♦ You can make yourself afraid of anything as a cheap action. The Frightening value of this (for the purposes of recovering from it later) is 8.
♦ When you Rush while you suffer from the Frenzy fear response, you can make a single Heavy attack, or a number of non-Heavy attacks equal to the number of weapons you are wielding.
♦ When you would make a Will Save against a non-[ Fear ] effect, and you are currently suffering from a fear response, you may forgo rolling to count as rolling a 9. If you do so, the Frightening value for each Fear effect increases by 2 or increases to the DC of the effect you didn't roll a save for, whichever is higher.


Perfect Goth
Paragon Tier Expertise
Bonuses:
♦ You can hold your breath for 4 times as long.
♦ Unarmed attacks you make against targets you are grappling deal +1 Damage.
♦ When you make a Heavy melee attack with a non-Heavy weapon, after damage is rolled, you may have the weapon break in order to reroll damage. Take the new value even if it is lower. If you already had this ability, take the new value only if it is higher.
♦ You get +4 meters to your movement speeds.
Special: This class may be taken multiple times.


Annihilator and Cavalier.jpg
Annihilator
Paragon Tier Expertise
Bonuses:
♦ When you get a natural 1 on a d10, and it would normally be an automatic failure, it only counts as a roll of -1 instead. If you already had this ability, it counts as a value 2 higher.
♦ As a standard action, you may make up to one non-Heavy melee attack against each currently valid target. If you already had this ability, you get +1 meter to your reach.
♦ You get +5 meters to your movement speeds.
Special: This class may be taken multiple times.


Cavalier
Paragon Tier Expertise
Bonuses:
♦ You may have any creature you Ride get +10 meters to its movement speeds.
♦ Armor you wear gets +1 Toughness while you are wearing it.
♦ Melee attacks you make while the creature you are Riding is taking a second action to Run during a turn deal +1 Damage.
Special: This class may be taken up to two times.


Whirling Maniac and Ambidexter.jpg
Whirling Maniac
Paragon Tier Expertise
Bonuses:
♦ You can wield 2 additional weapons without a penalty to accuracy for a -2 penalty to AD, GD, and Will Saves until the beginning of your next turn instead. If you use this while it isn't your turn, the penalty lasts until the end of your next turn.
♦ You can Stop Drop and Roll as a move action.
♦ You get +5 meters to your movement speeds.


Ambidexter
Paragon Tier Expertise
Bonuses:
♦ You can wield any item as though you were using two hands for it. Doing so only takes one hand. If you already had this ability, instead you count as wielding each item with one more hand than you actually devote to it, allowing you to wield a potentially unlimited number of one-handed items. If you already had that ability, you count as wielding each item with another additional hand.
♦ When you Draw Item, Catch, or Reload, you may interact with one more item.
♦ You get +3 meters to your movement speeds.
Special: You may take this class three times.


Quickfoot
Paragon Tier Expertise
Bonuses:
♦ You get +8 meters to your movement speeds.
♦ You can Dash as an Immediate Action, but you move half as far. If you interrupted an action that targeted you, the acting creature may change its target.
♦ You get +1 to Agility.
Special: This class may be taken multiple times.


Stunt Shooter and Marksman.jpg
Stunt Shooter
Paragon Tier Expertise
Bonuses:
♦ You get +1 to Agility.
♦ When you would inflict wounds, you may trade wounds inflicted for causing one of the following on a one-for-one basis: prone, drop a held item or have an attached non-armor item fall off, on fire, lose a sense of your choice for 1 round, disoriented for 4 rounds, flung 4 meters directly away from you or 1 meter in the direction of your choice. If you already had this ability, you can inflict one of those things without trading a wound.
Special: This class may be taken multiple times.


Marksman
Paragon Tier Expertise
Bonuses:
♦ Your penalty for attacking through multiple creatures is never greater than -1.
♦ When you aim, you may make a non-Heavy attack, which may but does not need to be the one to which the accuracy bonus applies.


Opportunist and Interrupter.jpg
Opportunist
Paragon Tier Expertise
Bonuses:
♦ You may make a non-Heavy attack as an immediate action.
♦ You get +1 to Damage against flat-footed opponents.
♦ You get +1 to Agility.


Interrupter
Paragon Tier Expertise
Bonuses:
♦ When you successfully wound someone, one action of your choice that they are currently taking is canceled.
♦ You can Ready as a Standard Action and Minor Action.


Street Fighter and Centered One.jpg
Street Fighter
Paragon Tier Expertise
Bonuses:
♦ No-handed unarmed attacks you make deal 1d6+2 damage and fling wounded targets 2 meters directly away from you per wound. If you already had this ability, fling the targets another 2 meters directly away from you per wound.
♦ Whenever you hit a target with a melee attack, you may change the direction of your movement.
♦ When you fling someone or something, you apply your Magic Power to the damage they take from the fling, or from falling after being flung, or from any environment they are flung into. If you already had this ability, the damage bonus also applies to whatever they're flung into.
Special: This class may be taken multiple times.


Centered One
Paragon Tier Expertise
Bonuses:
♦ Instead of your AD becoming 3 while stationary, you get a +1 bonus to AD while stationary. If you already had this ability, it does not improve.
♦ As a move action, you can move one of your non-run speeds in a straight line, and become stationary until you next take a non-cheap action. If you already had this ability, you can use a run speed for it.
♦ You are never flat-footed.
♦ After you make a roll, you may add 1 to the total result. Once you have used this ability, you cannot use it again until your next turn. If you already had this ability, you may add 2 instead.
Special: This class may be taken up to two times.


Tracker and Duelist.jpg
Tracker
Paragon Tier Expertise
Bonuses:
♦ You can detect tracks that are 10 times as old.
♦ As a Minor Action, you can designate one creature as Prey, replacing your previous designation. You get +1 to Perception and +1 to Accuracy against your Prey.
♦ You get +8 meters to your movement speeds.


Duelist
Paragon Tier Expertise
Bonuses:
♦ As a Minor Action, you can designate one creature as Prey, replacing your previous designation. You get +1 to AD and +1 to GD against your Prey.
♦ When missed with a melee attack, you may make a one-handed melee attack against the attacker. All such counterattacks are rolled after the current turn ends, but range is checked when the attack missed.
♦ You get +1 to Agility.


Pyromaniac and Alchemist.jpg
Pyromaniac
Paragon Tier Expertise
Bonuses:
♦ Your attacks ignore 1 point of Heat Resist.
♦ When you set a creature on fire, the Frightening value of the fire uses your Save DC. If you already had this ability, the on fire condition you cause adds your Magic Power, as does any on fire conditions caused by it, and so on.
♦ You get +10 meters to your movement speeds while on fire.
Special: This class may be taken twice.


Alchemist
Paragon Tier Expertise
Prerequisites  Poisoner
Bonuses:
♦ You can craft a dose of Paragon-Tier poison in one hour.
♦ You can apply a dose of Paragon-Tier poison as a Move AND Minor action.
♦ It only takes you one-third as long to craft Common-Tier and Elite-Tier poisons.
♦ You can apply a dose of Elite-Tier poison as a Move action.


Doctor and Sentinel.jpg
Doctor
Paragon Tier Expertise
Bonuses:
♦ You can Resuscitate: You attempt to resuscitate an unconscious target within reach as a Standard action. Roll 1d10 against a DC of 4 minus three times the target's current HP. If you succeed, they stop being unconscious. If you already had this ability, resuscitate affects an additional unconscious target within reach when used.
♦ You can Revive: You attempt to revive a dead target within reach as a Standard action. Roll 1d10 against a DC of 6 + the number of rounds ago the target died: they are restored to life at a number of negative hit points that's 1 point away from death. If you already had this ability, you get +1 to the roll.
Special: This class may be taken multiple times.


Sentinel
Paragon Tier Expertise
Bonuses:
♦ When you Pay Attention, you get +1 to Insight to detect Legerdemain attempts until your next turn.
♦ Attacks made during a Ranged Guard or Melee Guard get +1 to Accuracy.
♦ You gain the ability to Bolster: As an immediate action when another creature you are aware of and who is aware of you would have to make a Will Save, you may also roll a Will Save, and have the creature use that result if higher.


Staunchheart and Warlord.jpg
Staunchheart
Paragon Tier Expertise
Bonuses:
♦ When you Ranged Guard or Melee Guard, you immediately count as noticing each creature you are aware of in the area taking an action.
♦ While you are paralyzed, stunned, or controlled by another, you may continue to take a minor action each round as though you were fully in control of your faculties. This can allow you to take an immediate action, and prevents anyone from forcing you to have more than two pending minor actions to expend (not counting the minor action for your own immediate action, if any).


Warlord
Paragon Tier Expertise
Bonuses:
♦ Whenever someone finds you Frightening, they find you 1 more Frightening.
♦ You can make people "snap out of it". As a standard action, you may roll a Will Save. For every effect on a creature within reach that originally offered a Will Save to resist, if your roll is equal to higher than that DC, the creature is cured of that effect. [ Linked ] effects can only be cured with this if all targets of the effect are in the area.
♦ As a standard action, you can survey the battlefield, for a +2 bonus to Perception until your next turn.


Diplomat and Covert Scout.jpg
Diplomat
Paragon Tier Expertise
Bonuses:
♦ You get +1 to Agility.
♦ As a standard action, you can force each creature who can hear or see you to make a Will Save. Creatures that fail the will save are obliged to remain nonviolent until someone they are aware of attempts a violent action, such as casting a spell on an unwilling target, or 1d6 rounds pass, whichever comes first.
♦ With approximately 1 hour of conversation, you can convince any number of creatures to join your party, so long as doing so would not put you over your point limit. Those creatures get a Will Save to avoid becoming convinced, and any creatures that save in this way cannot be convinced through your use of this ability until 1 week has passed and you make them believe you have taken a different side.


Covert Scout
Paragon Tier Expertise
Bonuses:
♦ Whenever you Sneak, you may also move as though Dashing, albeit only half as far.
♦ You get +2 to Accuracy with any melee attacks you make against targets that do not currently detect you.


Master of Disguise and Pneumatist.jpg
Master of Disguise
Paragon Tier Expertise
Bonuses:
♦ Any disguise you wear becomes at least Decent. If you already had this ability, the time it takes you to create a disguise is halved.
♦ You gain an additional Lung chakra: the next-closest item that relies on that chakra now also functions.
Special: This class may be taken multiple times.


Pneumatist
Paragon Tier Expertise
True mastery of breath comes with many gifts.
Bonuses:
♦ You can hold your breath for ten times as long.
♦ The base range for your Scent sense increases by 30 meters.
♦ As a standard action, you can exhale violently, creating strong wind in a 15 meter 90 degree conical Muscle-Area blast. You can choose to exhale less violently, for light wind, a thinner or shorter cone, or any combination thereof.
♦ The ability to hold your bodily functions gives you an extra +1 to accuracy when you Aim.


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Mage
Paragon Tier Expertise
Prerequisites  Adept
Bonuses:
♦ You learn a single Paragon spell.
♦ You gain one Paragon charge. Note that you can't cast a spell unless you have the appropriate Gem(s).
♦ You can attune a Paragon spell you know to a non-implanted gem you are holding that has one of its color(s), replacing whatever spell was attuned to that gem before. This takes a move action.
♦ You can handle implanting one additional gem without problems.
Special: This class may be taken multiple times.


Sorcerer
Paragon Tier Expertise
Prerequisites  Apprentice
Bonuses:
♦ You learn two Boosts, such that for each Boost, applying it and no other makes the spell you learned it for Paragon tier.
♦ You gain one Paragon charge.
♦ Recharging your Paragon spells takes half as long, to a minimum of 1 round of concentration.
Special: This class may be taken multiple times.


Gem Enthusiast and Psychic Ascendant.jpg
Gem Enthusiast
Paragon Tier Expertise
Prerequisites  Apprentice
Bonuses:
♦ You can implant a gem as a move action. If you already had this ability, the amount of time you have to concentrate to remove a gem via Supernatural Philosophy is halved.
♦ You can Concentrate as a Standard AND Minor action. If you already had this ability, you can Concentrate as a Standard action. If you already had that, you can Concentrate as a Move action.
♦ You gain one Paragon charge.
Special: This class may be taken up to three times.


Psychic Ascendant
Paragon Tier Expertise
Prerequisites  Psychic Exemplar
Bonuses:
♦ You learn a single Major Technique or Presence.
Special: This class may be taken multiple times.


Legend Classes

Legend classes cost 75 points each.


Evader.jpg
Evader
Legend Tier Expertise
Prerequisites  Quickfoot
Bonuses:
♦ As an immediate action you may automatically avoid one attack or succeed on one save, before the attack or save is rolled. If the attacker or source of the save is not a lower tier than you, this takes two immediate actions instead of one.
♦ You get +8 meters to your movement speeds.
♦ You get +1 to Agility.
♦ You may run when you dash.


Speed Racer
Legend Tier Expertise
Bonuses:
♦ Each time you take a move action to run, your movement speed increases by 8 meters (this applies to that action). This bonus stacks, and lasts until you move in a different direction, or you end your turn without activating it.
♦ If you travel more than 5000 meters in a single round, any creature or unattended object within 50 meters of you at any point during this movement takes 1d6-1 Noise damage and is deafened for 1 round on a successful wound. If you already had this ability, the distance increases by 50 meters.
♦ When you run with your land speed, the speed multiplier for running increases by 1.
Special: You can take this class multiple times.


Reaver and Ultimate Charger.jpg
Reaver
Legend Tier Expertise
Prerequisites  Berserker.
Bonuses:
♦ You get +1 to Strongman for every two Wounds you have.
♦ You get one additional attack when you Assault or Rush while frenzied.
♦ You do not fall unconscious when you reach 0 HP while frenzied. If you stop being frenzied while at or below 0 HP, you fall unconscious. While at or below 0 HP, you cannot make Will Saves at the end of your turn to recover from fear effects.


Ultimate Charger
Legend Tier Expertise
Prerequisites  Brute
Bonuses:
♦ When you Rush, you may make a non-Heavy melee attack against any creature that passes within your reach. This triggers only the first time you pass by any given creature.
♦ When you move through non-creature obstacles using the Brute bonus, ignore 2 points of obstacle HP per round.
♦ When you fling a creature, you may fling it 3 extra meters.
♦ You get +4 meters to your movement speeds.
Special: This class may be taken multiple times.


Champion and Stalker.jpg
Champion
Legend Tier Expertise
Prerequisites  Tracker or Duelist
Bonuses:
♦ You get +1 to Will Saves against effects caused by your Prey.
♦ You can melee guard as a standard action, but can only make a single non-heavy attack when doing so.
♦ As a standard action you can Challenge your Prey. If they hear you, they must make a Will Save or get -2 to Accuracy and Save DCs against creatures other than yourself until they either stop being your Prey, you use this ability again, or 1 minute passes.


Stalker
Legend Tier Expertise
Prerequisites  Tracker or Duelist
Bonuses:
♦ Your tracks are always at least poorly hidden.
♦ You get +1 to Stealth against your Prey.
♦ You get +10 meters to your movement speeds.
Special: This class may be taken multiple times.


Versatile Guardian
Legend Tier Expertise
Bonuses:
♦ When you ranged guard, you also get +2 Perception against things within 30 meters, and can attack targets in that area just like those in the cone. The region that is both within this area and within the cone is only counted once. If you already had this ability, the distance doubles.
♦ When you melee guard, you can use ranged attacks, without having to move up to the target first.
♦ You get +1 Accuracy against objects, and an additional +1 Accuracy against objects when using a melee attack.
♦ You get +5 meters to your movement speeds.
Special: This class may be taken up to three times.


Protector and Overwatcher.jpg
Protector
Legend Tier Expertise
Prerequisites  Defender
Bonuses:
♦ You can catch or otherwise interfere with projectiles and other effects. As an immediate action, you may force a reroll for a successful attack roll or failed saving throw for an effect on a target to whom you are providing cover from the source of the effect.
♦ You can Defend creatures who are up to 10 meters away. If you already had this ability, the range increases by 10 meters.
♦ You may grant cover as though you were up to 2 meters larger. If you already had this ability, the maximum size increases by 2 meters.
Special: This class may be taken multiple times.


Overwatcher
Legend Tier Expertise
Prerequisites  Interrupter AND Quickfoot
Bonuses:
♦ As an Immediate action, you can stop delaying and take your turn interrupting the current character's turn.
♦ As TWO Immediate actions, you can take any action that would normally be a minor action.
♦ You get +1 to Agility.


Spinwhiz and Arc Shooter.jpg
Spinwhiz
Legend Tier Expertise
Give you a staff or a book, and you can blow anything away.
Bonuses:
♦ With an object in two of your hands weighing at least 1-tenth as much as you do, including equipment, you gain a -25 meter fly speed with 6 meter aerobatics distance. If the fly speed after bonuses is less than 1, you cannot fly with it. While flying in this way, you cannot use your hands or the object for any other purpose.
♦ You can Repulse: as a minor action, designate a 90 degree cone from yourself. Attacks, blasts, sprays, and sounds from within that cone cannot reach you. Repulsing ends when you take a non-cheap action.
♦ Your reload times and item retrieval times decrease: Cheap Action reloads no longer take any action, Immediate Action reloads are now Cheap Actions, Minor Action reloads become Immediate Actions, Move Action reloads become Minor Actions, Standard Action reloads become Move Actions, and reloads that take multiple actions now take one fewer.


Arc Shooter
Legend Tier Expertise
Flicking your bow just right lets you arc arrows around basically anything.
Prerequisites  Sniper
Bonuses:
♦ All ranged attacks you make gain another range increment, twice as far as the current farthest one. Taken additional times, the new range increment is only 25% farther than the previous.
♦ When you make a ranged attack, you may trace an arc to the target around obstacles instead of attacking in a straight line, turning a total of up to 180 degrees with a turning radius of 10 meters. If you do, you get a -1 penalty to the attack roll, and the effective range of such an attack is the total length of the path it travels. Taken a second time, the arc may instead be described by a path with a turning radius of 4 meters and no limit to the amount of turning done. Taken a third time, you may trace any path to the target.
Special: This class may be taken up to three times.


Rapid Builder
Legend Tier Expertise
Bonuses:
♦ You can perform up to a full day's-worth of crafting or repairing by concentrating for 2 rounds. This does not increase the total amount of crafting or repairing you can do in a day.
♦ If an object within reach would be damaged, you may have the damage be dealt to you instead. Decide before rolling damage.


Manipulator and Venomist.jpg
Manipulator
Legend Tier Expertise
Prerequisites  Diplomat.
Bonuses:
♦ You get +1 to Agility.
♦ When a creature who can see or hear you begins an action, you may use an Immediate Action to convince them to do something else instead. They cannot take an action with the same name as the action they were beginning for 1 round, and the action they were going to take is not performed, but the action is not wasted.
♦ With approximately 5 minutes of conversation, you can implant a Suggestion in a creature. When a condition you now secretly specify comes to pass, the creature must make a Will Save or do what you told them to for 1 round. Either way, the Suggestion ends. Implanting a Suggestion in a creature removes all previous Suggestions from that creature.


Venomist
Legend Tier Expertise
Prerequisites  Alchemist
Bonuses:
♦ You can craft a dose of Legend-Tier poison in one hour.
♦ You can apply a dose of Legend-Tier poison as a Move AND Minor action.
♦ It only takes you one-third as long to craft Common-Tier, Elite-Tier, and Paragon-Tier poisons.
♦ You can apply a dose of Paragon-Tier poison as a Move action.


Archmage and Arcane Master.jpg
Archmage
Legend Tier Expertise
Prerequisites  Mage
Bonuses:
♦ You learn a single Legend spell.
♦ You gain one Legend charge. Note that you can't cast a spell unless you have the appropriate Gem(s).
♦ You can attune a Legend spell you know to a non-implanted gem you are holding that has one of its color(s), replacing whatever spell was attuned to that gem before. This takes a move action.
♦ You can handle implanting one additional gem without problems.
Special: This class may be taken multiple times.


Arcane Master
Legend Tier Expertise
Prerequisites  Apprentice
Bonuses:
♦ You learn two Boosts, such that for each Boost, applying it and no other makes the spell you learned it for Legend tier.
♦ You gain one Legend charge.
♦ Recharging your Legend spells takes half as long, to a minimum of 1 round of concentration.
Special: This class may be taken multiple times.


Psychic Apotheosis.jpg
Psychic Apotheosis
Legend Tier Expertise
Prerequisites  Psychic Ascendant
Bonuses:
♦ You upgrade a single Major Technique, or upgrade the Calm function of a Major Presence and the Flared function of a Major Presence.
Special: This class may be taken multiple times.


Psychic Technique Scholar
Legend Tier Expertise
Prerequisites  Psychic Ascendant
Bonuses:
♦ Choose two Major Techniques. You are capable of using one of those Techniques at a time, and you can toggle which one is available as a Minor Action. With 36 consecutive rounds of Concentration, you can replace one of your choices with a Major Technique you observed during the past 15 minutes. If you already had this ability, choose another pair that you can separately replace and toggle.
Special: This class may be taken multiple times.


Psychic Scholars.jpg
Psychic Presence Scholar
Legend Tier Expertise
Prerequisites  Psychic Ascendant
Bonuses:
♦ Choose two Major Presences. You are capable of using one of those Presences at a time, and you can toggle which one is available as a Minor Action. With 36 consecutive rounds of Concentration, you can replace one of your choices with a Major Presence you observed during the past 15 minutes. If you already had this ability, choose another pair that you can separately replace and toggle.
Special: This class may be taken multiple times.