Starpunks classes: Difference between revisions

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{{:competent fighter}}
{{:competent fighter}}
{{:dodger}}
{{:parrier}}
{{:face tank}}
{{:parry shield}}
{{:sniper}}
{{:combat whirlwind}}
{{:spelunker}}
{{:mountaineer}}
{{:hunter}}
{{:inquisitor}}


{{:poisoner}}
{{:poisoner}}
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{{:very competent fighter}}
{{:very competent fighter}}
{{:quick dodger}}
{{:deflector}}
{{:ambidexter}}
{{:stunt shooter}}
{{:marksman}}
{{:opportunist}}
{{:interrupter}}
{{:street fighter}}
{{:centered one}}
{{:tracker}}
{{:duelist}}
{{:pyromaniac}}
{{:doctor}}
{{:crippler}}
{{:sentinel}}
{{:staunchheart}}
{{:warlord}}
{{:diplomat}}
{{:covert scout}}
{{:pneumatist}}


{{:alchemist}}
{{:alchemist}}
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{{:hypercompetent fighter}}
{{:hypercompetent fighter}}
{{:dodge spammer}}
{{:mobile deflector}}
{{:champion}}
{{:stalker}}
{{:versatile guardian}}
{{:spinwhiz}}
{{:arc shooter}}
{{:rapid builder}}
{{:manipulator}}


{{:venomist}}
{{:venomist}}

Latest revision as of 02:23, 7 October 2024

Characters obtain most of their important powers from classes.

Special Classes

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

Common Classes

Common classes cost 2 points each.


Semicompetent Fighter
Common Tier Expertise
Bonuses:
♦ You ignore -1 in penalties when attacking. The second time you take this class, then instead the minimum amount you can roll on an attack or a will save increases by 1. So if the die is a 1, it counts as a 2.
♦ You get +1 to Agility.
Special: This class may be taken up to two times.


Meat Shield
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 Shield a creature or object: At any time until your next turn, if an attack would target the chosen creature or object, you may move to somewhere that would grant the target cover. The Shield can’t grant more total movement than half your relevant non-Run speed. If you already had this ability, it can grant your full non-Run speed. If you already had that ability, it can grant your relevant Run speed.
Special: This class may be taken up to three times.


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.


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.


Tinker


Meditator
Common Tier Expertise
Bonuses:
♦ You can Concentrate as a Standard action. If you already had this ability, you can Concentrate as a Move action.
Special: This class may be taken up to two times.


Also, see Mystical traditions

Elite Classes

Elite classes cost 5 points each.


Competent Fighter
Elite Tier Expertise
Bonuses:
♦ You ignore -1 in penalties when attacking. The second time you take this class, then instead the minimum amount you can roll on an attack or a will save increases by 1. So if your minimum is 3, then if a die is a 1 or 2, it counts as a 3.
♦ You get +1 to Agility.
Special: This class may be taken up to two times.


Dodger
Elite Tier Expertise
Bonuses:
♦ As an immediate action you can Dodge: move one quarter one of your Run speeds. If you already had this ability, move half one of your Run or non-Run speeds instead.
♦ You get +5 meters to your movement speeds.
Special: This class may be taken up to two times.


Parrier
Elite Tier Expertise
Bonuses:
♦ As an immediate action you can Deflect: Make a non-Heavy melee attack against a projectile within reach. If you already had this ability, you get +1 to Accuracy against projectiles.
♦ As an immediate action you can Parry: Make a non-Heavy melee attack against a creature who is attacking you in melee. If your attack roll is less than or equal to theirs, you miss. If your attack roll is greater than theirs and you hit, they miss. Your attack doesn't actually do any on-hit effects (like damage) unless you take this class a second time.
♦ You get +1 to Agility.
Special: This class may be taken up to two times.


Face Tank
Elite Tier Expertise
Prerequisites  Meat Shield
Bonuses:
♦ If your position would grant total cover to someone or something, you may count as an obstacle for firing through instead.
♦ When you Shield, you get +1 to Perception, only for noticing attacks and standard actions.
♦ You get +5 meters to your movement speeds.
Special: This class may be taken up to two times.


Parry Shield
Elite Tier Expertise
Prerequisites  Parrier, Meat Shield
Bonuses:
♦ You can Parry a melee attack by a creature if it is within your reach even if it is attacking someone else.
♦ While you Shield, you may move to a place where you could Parry or Deflect an attack targeting your shielded creature or object.
♦ You get +1 to Agility.


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.


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.


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
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.


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.


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.


Mechanic

Also, see Mystical traditions

Paragon Classes

Paragon classes cost 20 points each.


Very Competent Fighter
Paragon Tier Expertise
Bonuses:
♦ You ignore -1 in penalties when attacking. The second time you take this class, then instead the minimum amount you can roll on an attack or a will save increases by 1. So if your minimum is 4, then if a die is a 1-3, it counts as a 4.
♦ You get +1 to Agility.
Special: This class may be taken up to two times.


Quick Dodger
Paragon Tier Expertise
Prerequisites  Dodger
Bonuses:
♦ When you Dodge, there is no maximum penalty for leaving range.
♦ You get +8 meters to your movement speeds.


Deflector
Paragon Tier Expertise
Prerequisites  Parrier
Bonuses:
♦ When you Parry or Deflect an attack, you instead Parry or Deflect every attack by the attacking creature this turn. If you already had this ability, you gain one bonus immediate action per round that can only be used to Parry or Deflect.
♦ When a [ Blaster ] attack misses you, you may deflect it as though your AD or GD +1 was an attack roll. If you already had this ability, get another +1.
♦ You get +1 to Agility.
Special: This class may be taken up to two times.


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.


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
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
Paragon Tier Expertise
Bonuses:
♦ No-handed unarmed attacks you make deal 1d6+1 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
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
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.


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
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
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.


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.


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.


Engineer

Also, see Mystical traditions

Legend Classes

Legend classes cost 75 points each.


Hypercompetent Fighter
Legend Tier Expertise
Bonuses:
♦ You ignore -1 in penalties when attacking. The second time you take this class, then instead the minimum amount you can roll on an attack or a will save increases by 1. So if your minimum is 5, then if a die is a 1-4, it counts as a 5.
♦ You get +1 to Agility.
Special: This class may be taken up to two times.


Dodge Spammer
Legend Tier Expertise
Prerequisites  Dodger
Bonuses:
♦ You get an extra immediate action per round that you can only use to Dodge.
♦ You get +10 meters to your movement speeds.


Mobile Deflector
Legend Tier Expertise
Prerequisites  Parrier
Bonuses:
♦ When you Parry or Deflect, you may first move 5 meters to get close enough to use those abilities. If you already had this ability, the distance increases by 10 meters.
Special: This class may be taken multiple times.


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.


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
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.


Mad engineer

Also, see Mystical traditions