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. |
| 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. |
| 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. |
| 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. |
| 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
