Starpunks classes
From Gempunks
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. |
| 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. |
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. |
| 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. |
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. |
| 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. |
Also, see Mystical traditions
