Classes (Seapunks)

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Characters obtain most of their important powers from classes.

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 fling a creature, you may fling it 2 extra meters.
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 Throwing 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 action.


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 ignore penalties to Perception given to you by status effects.
♦ 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 Accuracy 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. 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.
♦ You can perform non-incremental reloads without any action.
♦ You get +2 meters to your movement speeds.


Rapid Shooter
Elite Tier Expertise
Bonuses:
♦ Your semiautomatic weapons become automatic, and your non-automatic weapons become semiautomatic.
♦ You get +5 meters to your movement speeds.
Special: This class may be taken up to two times.


Berserker and Brawler.jpg
Berserker
Elite Tier Expertise
Prerequisites  Frenzy fear response
Bonuses:
♦ While you suffer from the Frenzy fear response, you get +1 Muscle 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.


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 and AD until you next take an action. If you already had this ability, it does not improve.
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 3 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 move 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 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 two 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 action.
♦ It only takes you one-third as long to craft Common-Tier poisons.
♦ You can apply a dose of Common-Tier poison once per turn as part of the act of attacking with it.


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: 3, Elite: 5, Paragon: 6, Legend: 8). 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 30 meters.
♦ Other creatures within reach get a -1 penalty to Will saves. This penalty does not stack with other instances of Sadist on this character or any other.
♦ 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.


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 avoiding notice, 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.


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. If you already had this ability, the distance increases by 2 meters.
♦ 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 up to 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 Lesser action. The Frightening value of this (for the purposes of recovering from it later) is 6.
♦ 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 5. If you do so, the Frightening value for each Fear effect increases by 1 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.


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, you count as having two additional hands.
♦ When you Catch or Reload, you may interact with one more item.
♦ You get +3 meters to your movement speeds.
Special: You may take this class two times.


Quickfoot
Paragon Tier Expertise
Bonuses:
♦ You get +8 meters to your movement speeds.
♦ You can move half of one of your movement speeds as an Immediate action. If you interrupted an action that targeted you, the acting creature may change its target. Taken a second time, you can move ¾ of one of your movement speeds with the immediate action. Taken a third time, you can move at full speed.
♦ You get +1 to Agility.
Special: This class may be taken up to three 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 the creature(s) whose turn it is.
♦ 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.


Street Fighter and Centered One.jpg
Street Fighter
Paragon Tier Expertise
Bonuses:
♦ No-handed unarmed attacks you make deal 1d6+2 damage (before modifiers like [ Muscle-Damage ]) and fling targets 2 meters directly away from you if they hit. If you already had this ability, fling hit targets another 4 meters directly away from you.
♦ 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. The damage bonus does not apply to whatever they're flung into. If you already had this ability, it does not improve.
Special: This class may be taken multiple times.


Centered One
Paragon Tier Expertise
Bonuses:
♦ Instead of your AD and GD becoming 2 while stationary, you get a +1 bonus to AD while stationary and your GD is not reduced. 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-Lesser action. If you already had this ability, you can use a run speed for it.
♦ 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.
♦ Once per round during your turn 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:
♦ Once per round during your turn 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 to its damage, 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 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 once per turn as part of the act of attacking with it.


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 1d6 against a DC of 2 minus two 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 1d6 against a DC of 4 + half 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.


Crippler
Paragon 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 Muscle 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. If you already had this ability, all your attacks can cause a critical hit on a roll one lower than normal, and aiming does not affect that. This only applies to the original attack roll; further rolls to increment the multiplier for the attack do not benefit.
Special: This class may be taken up to two 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 with an extra +1 bonus, 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 three lesser actions each round as though you were fully in control of your faculties. If you already had this ability, you also get to take a move action each round, which may be used for an immediate action, and prevents anyone from forcing you to have more than one pending move action to expend (not counting the move action for your own immediate action, if any).
Special: You may take this class up two times.


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 or 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 move an additional one-quarter of your chosen speed.
♦ You get +1 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.


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 a lower tier than you, you get +2 to AD, GD, and Will Saves against the attacker or source until the start of your next turn.
♦ You get +8 meters to your movement speeds.
♦ You get +1 to Agility.


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 Muscle 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 5 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 move 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.
♦ As a move action you can Repulse: designate a 90 degree cone from yourself. Attacks, blasts, sprays, and sounds from within that cone cannot reach you. The first 20 meters of the cone are strong wind, and the next 100 meters of the cone are light wind pushing away from you. Repulsing ends when you take an action.
♦ You get +1 to Agility.


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 2 rounds, 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 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 once per turn as part of the act of attacking with it.