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Base Classes

The Strong Character


Primary Ability Score: Strength
Health at 1st Level: 10 + Constitution modifier
Health per Level after 1st: 1d10 (or 5) + Constitution modifier
Action Points per Day: Character Level + Strength Modifier
Trained Skills: 4 + Intelligence Modifier
Weapon and Armor Proficiencies: Strong Characters are proficient with simple and martial weapons
and light and medium armor and light and medium shields.

Table: The Strong Character


Level Base Attack Bonus Fort Save Ref Save Will Save Defense Bonus Action Die Features
st
1 +1 +1 +0 +0 +1 d4 Feats, Talent
2nd +2 +1 +0 +0 +1 d4 Feat
rd
3 +3 +2 +1 +1 +2 d4 Talent
th
4 +4 +2 +1 +1 +2 d6 Feat
th
5 +5 +3 +1 +1 +3 d6 Talent
6th +6/+1 +3 +2 +2 +3 d6 Feat
th
7 +7/+2 +4 +2 +2 +4 d8 Talent
th
8 +8/+3 +4 +2 +2 +4 d8 Feat
9th +9/+4 +5 +3 +3 +5 d8 Talent
th
10 +10/+5 +5 +3 +3 +5 d10 Feat

Features
Feats: At the 1st level, the 2nd level and every even level thereafter, the character gains a feat of their
choice. The character must meet all prerequisites for the feat before selecting it.

Talents: At the 1st level and every odd level thereafter, the character gains a talent from one of the
following talent trees. As long as the character qualifies for the talent, they may take it, though no talent
may be selected more than once unless otherwise stated.

Extreme Effort Talent Tree


Extreme Effort
Effect: As a full-round action and by spending an Action Point, the character can declare they
are using Extreme Effort on a Strength check, Strength-based skill check or Strength-based
attack roll. The character makes that check (or attack) with a +2 circumstance bonus to the roll.

Improved Extreme Effort


Prerequisite: Extreme Effort
Effect: The circumstance bonus for the Extreme Effort ability increases to +4.

Advanced Extreme Effort


Prerequisites: Extreme Effort, Improved Extreme Effort
Effect: The circumstance bonus for the Extreme Effort ability increases to +6, and you may use
Extreme Effort as a standard action, rather than a full-round action.
Base Classes

Crushing Attack Talent Tree


Crushing Attack
Effect: The character’s attacks ignore 1 point of a creature’s damage reduction or an object’s
hardness.

Improved Crushing Attack


Prerequisite: Crushing Attack
Effect: The character’s attacks ignore an additional 1 point a creature’s damage reduction or an
object’s hardness (for a total of 2).

Advanced Crushing Attack


Prerequisites: Crushing Attack, Improved Crushing Attack
Effect: The character’s attacks ignore an additional 1 point of a creature’s damage reduction or
an object’s hardness (for a total of 3).

Physical Assault Talent Tree


Physical Assault
Effect: The character gains a +1 bonus on all damage rolls made with Strength-based attacks.

Improved Physical Assault


Prerequisite: Physical Assault
Effect: The bonus to damage rolls made by Strength-based attacks increases to +2.

Advanced Physical Assault


Prerequisites: Physical Assault, Improved Physical Assault
Effect: The bonus to damage rolls made by Strength-based attacks increases to +3.
Base Classes

The Fast Character


Primary Ability Score: Dexterity
Health at 1st Level: 8 + Constitution modifier
Health per Level After 1st: 1d8 (or 4) + Constitution modifier
Action Points per Day: Character level + Dexterity modifier
Trained Skills: 6 + Intelligence Modifier
Weapon and Armor Proficiency: Fast Characters are proficient with simple and martial weapons and
light armor (but not shields).

Table: The Fast Character


Level Base Attack Bonus Fort Save Ref Save Will Save Defense Bonus Action Die Features
st
1 +0 +0 +1 +0 +3 d4 Feat, Talent
2nd +1 +0 +1 +0 +4 d4 Feat
rd
3 +2 +1 +2 +1 +4 d4 Talent
th
4 +3 +1 +2 +1 +5 d6 Feat
th
5 +3 +1 +3 +1 +5 d6 Talent
6th +4 +2 +3 +2 +6 d6 Feat
th
7 +5 +2 +4 +2 +6 d8 Talent
th
8 +6/+1 +2 +4 +2 +7 d8 Feat
9th +6/+1 +3 +5 +3 +7 d8 Talent
th
10 +7/+2 +3 +5 +3 +8 d10 Feat

Features
Feats: At the 1st level, the 2nd level and every even level thereafter, the character gains a feat of their
choice. The character must meet all prerequisites for the feat before selecting it.

Talents: At the 1st level and every odd level thereafter, the character gains a talent from one of the
following talent trees. As long as the character qualifies for the talent, they may take it, though no talent
may be selected more than once unless otherwise stated.

Evasion Talent Tree


Evasion
Effect: Whenever the character makes a Reflex saving throw to take half damage from an
attack or effect, if the character succeeds their saving throw, they take no damage instead. This
ability can only be used if the character is wearing light or no armor.

Uncanny Dodge
Prerequisite: Evasion
Effect: The character retains their Dexterity bonus to their Defense regardless of being caught
flat-footed or attacked by a hidden foe, though they still lose their Dexterity bonus when
incapacitated or immobilized.

Preternatural Defenses
Prerequisites: Evasion, Uncanny Dodge
Base Classes

Effect: The character can no longer be flanked.


Combat Finesse Talent Tree
Combat Finesse
Effect: The character can use their Dexterity modifier in place of their Strength modifier on
attack rolls and damage rolls made with light melee weapons.

Defensive Roll
Prerequisite: Combat Finesse
Effect: Whenever the character would be dealt damage, the character may spend 1 action point
to make a Dexterity check. Reduce the damage of the roll by the Dexterity check’s result.

Opportunist
Prerequisites: Combat Finesse, Defensive Roll
Effect: Whenever an opponent within reach is struck by a melee attack by another character, the
character may spend 1 action point to make an attack of opportunity against that opponent. The
character may only use this ability once per round.

Swiftness Talent Tree


Swiftness
Effect: The character’s movement speed increases by 5 feet.

Improved Swiftness
Prerequisite: Swiftness
Effect: The character’s movement speed increases by an additional 5 feet (to a total of 10 feet).

Advanced Swiftness
Prerequisites: Swiftness, Improved Swiftness
Effect: The character’s movement speed increases by an additional 5 feet (to a total of 15 feet).
Base Classes

The Tough Character


Primary Ability Score: Constitution
Health at 1st Level: 12 + Constitution modifier
Health at Levels After 1st: 1d12 (or 6) + Constitution modifier.
Action Points per Day: Character level + Constitution modifier
Trained Skills: 4 + Intellect modifier
Weapon and Armor Proficiency: Tough Characters are proficient with simple and martial weapons
and light, medium and heavy armor and light, medium and heavy shields.

Table: The Tough Character


Level Base Attack Bonus Fort Save Ref Save Will Save Defense Bonus Action Die Features
st
1 +0 +1 +0 +0 +1 d4 Feat, Talent
2nd +1 +1 +0 +0 +2 d4 Feat
rd
3 +2 +2 +1 +1 +2 d4 Talent
th
4 +3 +2 +1 +1 +3 d6 Feat
th
5 +3 +3 +1 +1 +3 d6 Talent
6th +4 +3 +2 +2 +4 d6 Feat
th
7 +5 +4 +2 +2 +4 d8 Talent
th
8 +6/+1 +4 +2 +2 +5 d8 Feat
9th +6/+1 +5 +3 +3 +5 d8 Talent
th
10 +7/+2 +5 +3 +3 +6 d10 Feat

Features
Feats: At the 1st level, the 2nd level and every even level thereafter, the character gains a feat of their
choice. The character must meet all prerequisites for the feat before selecting it.

Talents: At the 1st level and every odd level thereafter, the character gains a talent from one of the
following talent trees. As long as the character qualifies for the talent, they may take it, though no talent
may be selected more than once unless otherwise stated.

Damage Reduction Talent Tree


Damage Reduction
Effect: The character gains DR 1/–.

Improved Damage Reduction


Prerequisite: Damage Reduction, one other talent from another tree
Effect: The character’s Damage Reduction increases by 1 (to DR 2/–).

Advanced Damage Reduction


Prerequisites: Damage Reduction, Improved Damage Reduction, two other talents from
another talent tree
Effect: The character’s Damage Reduction increases further by 1 (to DR 3/–).
Base Classes

Energy Resistance Talent Tree


Acid Resistance
Effect: The character gains acid resistance equal to their Constitution modifier.

Cold Resistance
Effect: The character gains cold resistance equal to their Constitution modifier.

Electricity Resistance
Effect: The character gains electricity resistance equal to their Constitution modifier.

Fire Resistance
Effect: The character gains fire resistance equal to their Constitution modifier.

Sonic Resistance
Effect: The character gains sonic resistance equal to their Constitution modifier.

Unbreakable Talent Tree


Robust
Effect: The character gains a number of hit points equal to twice their current level. Whenever
the character gains a level, they gain an additional +2 hit points.

Second Wind
Prerequisite: Robust
Effect: By spending 1 action point and taking a move action, the character can regain a number
of hit points equal to their level + their Constitution modifier.

Rapid Metabolism
Prerequisites: Robust
Effect: The character recovers hit point damage and ability score damage at twice the normal
rate.

Defy Death
Prerequisites: Robust, Second Wind or Rapid Metabolism
Effect: While the character is at less than 0 hit points, the character can spend 1 action point as
an immediate action at the start of each of their turns to remain conscious and able to perform
actions, until the character is reduced to -10 hit points (wherein they die) or are returned to
above 0 hit points.
Base Classes

The Smart Character


Primary Ability Score: Intelligence
Health at 1st Level: 6 + Constitution modifier
Health per Level after 1st: 1d6 (or 3) + Constitution modifier
Action Points per Day: Character Level + Intellect Modifier
Trained Skills: 10 + Intellect Modifier
Weapon and Armor Proficiency: The Smart Character is proficient in simple weapons and one
martial weapon of your choice, but no armor or shields.

Table: The Smart Character


Level Base Attack Bonus Fort Save Ref Save Will Save Defense Bonus Action Die Features
st
1 +0 +0 +0 +1 +0 d4 Feat, Talent
2nd +1 +0 +0 +1 +1 d4 Feat
rd
3 +1 +1 +1 +2 +1 d4 Talent
th
4 +2 +1 +1 +2 +1 d6 Feat
th
5 +2 +1 +1 +3 +2 d6 Talent
6th +3 +2 +2 +3 +2 d6 Feat
th
7 +3 +2 +2 +4 +2 d8 Talent
th
8 +4 +2 +2 +4 +3 d8 Feat
9th +4 +3 +3 +5 +3 d8 Talent
th
10 +5 +3 +3 +5 +3 d10 Feat

Features
Feats: At the 1st level, the 2nd level and every even level thereafter, the character gains a feat of their
choice. The character must meet all prerequisites for the feat before selecting it.

Talents: At the 1st level and every odd level thereafter, the character gains a talent from one of the
following talent trees. As long as the character qualifies for the talent, they may take it, though no talent
may be selected more than once unless otherwise stated.

Research Talent Tree


Savant
Effect: Choose one of the following skills. The character gains a bonus to checks with that skill
equal to their character level. The character can take this talent multiple times, choosing a new
skill each time. The available skills are Craft (any single skill), Investigate, Knowledge (any
single skill), Linguistics, Navigate, Perception, Repair, Research, Sabotage.
Base Classes

Linguist
Prerequisite: Training in the Linguistics skill
Effect: Whenever the character encounters a new language, either spoken or written, they can
make an Intelligence check to attempt to understand it. The character gains a bonus to this
check equal to their level. If the language is related to one you already know, the DC of the
check is 15. If it’s not related to a language the character knows, the DC is 20. And if the
language is ancient or esoteric, the DC is 25. This ability allows the character to understand the
text or speech, but they don’t become fluent in reading, writing or speaking the language.

Strategy Talent Tree


Intelligent Combat
Effect: The character may add their Intelligence bonus to their attacks with light or ranged
weapons, rather than their Strength or Dexterity modifiers.

Cunning Trick
Prerequisite: Intelligent Combat
Effect: As a full-round action and by spending 1 action point, the character may perform a trick
on a single opponent within 30 feet of them. The character makes an Intelligence check against
the target’s Combat Maneuver Defense, with a bonus to this roll equal to the character’s level. If
successful, the target is dazed for 1 round. Success or failure, the target gets a cumulative +2
circumstance bonus to their Combat Maneuver Defense against each successive trick the
character attempts against the target that lasts until the end of combat.

Exploit Weakness
Prerequisite: Intelligent Combat
Effect: As a move action, by spending 1 action point, the character may select an opponent
within 30 feet and make an Intelligence check with a DC equal to that opponent’s Combat
Maneuver Defense. If the check is successful, the character’s attacks deal an additional 1d6
points of damage to the target for a number of rounds equal to the character’s Intelligence
modifier.

Rapid Planning
Prerequisites: Intelligent Combat, Exploit Weakness or Cunning Trick
Effect: Prior to an encounter, the character can spend 2 action points as an immediate action to
make a DC 10 Intelligence check with a bonus to the roll equal to the character’s level. The
check’s result adds a circumstance bonus to all attack rolls, damage rolls, combat maneuver
checks and skill checks for the character and a number of allies equal to the character’s
Intelligence modifier as shown on the chart below:
Table: Planning Bonus
Check Result 9 or Lower 10-14 15-24 25 or Higher
Bonus +0 +1 +2 +3

The bonus granted lasts for a number of rounds equal to the character’s Intelligence modifier.
Afterwards, the bonus is reduced by 1 each subsequent round until it reaches 0.
Base Classes

The Devoted Character


Primary Ability Score: Wisdom
Health at 1st Level: 8 + Constitution modifier
Health per Level after 1st: 1d8 (or 4) + Constitution modifier
Action Points per Day: Character level + Wisdom modifier
Trained Skills: 6 + Intelligence modifier
Weapon and Armor Proficiency: The Devoted character is proficient with simple weapons and one
martial weapon of your choice, light armor and light shields.

Table: The Devoted Character


Level Base Attack Bonus Fort Save Ref Save Will Save Defense Bonus Action Die Features
st
1 +0 +1 +0 +1 +1 d4 Feat, Talent
2nd +1 +1 +0 +1 +1 d4 Feat
rd
3 +2 +2 +1 +2 +2 d4 Talent
th
4 +3 +2 +1 +2 +2 d6 Feat
th
5 +3 +3 +1 +3 +3 d6 Talent
6th +4 +3 +2 +3 +3 d6 Feat
th
7 +5 +4 +2 +4 +4 d8 Talent
th
8 +6/+1 +4 +2 +4 +4 d8 Feat
9th +6/+1 +5 +3 +5 +5 d8 Talent
th
10 +7/+2 +5 +3 +5 +5 d10 Feat

Features
Feats: At the 1st level, the 2nd level and every even level thereafter, the character gains a feat of their
choice. The character must meet all prerequisites for the feat before selecting it.

Talents: At the 1st level and every odd level thereafter, the character gains a talent from one of the
following talent trees. As long as the character qualifies for the talent, they may take it, though no talent
may be selected more than once unless otherwise stated.

Empathetic Talent Tree


Empathy
Effect: By spending 1 action point and taking 1 minute to observe a creature, the character
gains a circumstance bonus equal to the character’s level to all Deception, Animal Handling,
Insight, Intimidation, Performance or Persuasion checks made against the target for 24 hours.

Improved Aid Another


Prerequisite: Empathy
Effect: The character’s bonus when performing a successful aid another check increases by +1.
The character can take this talent multiple times, increasing the aid another bonus by +1.
Base Classes

Intuition
Prerequisite: Empathy
Effect: The character can spend 1 action point as an immediate action to make a DC 15
Wisdom check. If the Wisdom check is successful, the character gets a hunch about their current
situation, either a good feeling about the situation or a bad feeling about the situation, based on
the Narrator’s best guess relating to the circumstances.

Healing Talent Tree


Healing Knack
Effect: The character gains a +2 bonus to Healing checks.

Healing Touch
Prerequisite: Healing Knack
Effect: The character heals an additional +2 hit points when using the Healing skill to heal a
character. The character can take this talent multiple times, increasing the healing done by an
additional +2 hit points.

Insightful Talent Tree


Skill Emphasis
Effect: The character gets a +3 bonus on all checks with a skill of the character’s choice that
they are trained in.

Awareness
Prerequisite: Skill Emphasis
Effect: The character adds their Will saving throw bonus to their Insight and Perception checks
to avoid a surprise round.

Faith
Prerequisite: Skill Emphasis
Effect: Whenever the character spends an action point to add an action dice to a d20 roll, the
character adds their Wisdom modifier to that action dice roll.

Zen Calm
Prerequisites: Skill Emphasis and either Awareness or Faith
Effect: The character can take 10 on skill checks they are trained in even while distracted or
under duress.
Base Classes

The Influential Character


Primary Ability Score: Charisma
Health at 1st Level: 6 + Constitution modifier
Health per Level after 1st: 1d6 (or 3) + Constitution modifier
Action Points per Day: Character Level + Charisma Modifier
Trained Skills: 8 + Intelligence modifier
Weapon and Armor Proficiency: The Influential character is proficient with simple weapons and one
martial weapon of your choice, but no armor or shields.

Table: The Influential Character


Level Base Attack Bonus Fort Save Ref Save Will Save Defense Bonus Action Die Features
st
1 +0 +0 +1 +1 +0 d4 Feat, Talent
2nd +1 +0 +1 +1 +1 d4 Feat
rd
3 +1 +1 +2 +2 +1 d4 Talent
th
4 +2 +1 +2 +2 +1 d6 Feat
th
5 +2 +1 +3 +3 +2 d6 Talent
6th +3 +2 +3 +3 +2 d6 Feat
th
7 +3 +2 +4 +4 +2 d8 Talent
th
8 +4 +2 +4 +4 +3 d8 Feat
9th +4 +3 +5 +5 +3 d8 Talent
th
10 +5 +3 +5 +5 +3 d10 Feat

Features
Feats: At the 1st level, the 2nd level and every even level thereafter, the character gains a feat of their
choice. The character must meet all prerequisites for the feat before selecting it.

Talents: At the 1st level and every odd level thereafter, the character gains a talent from one of the
following talent trees. As long as the character qualifies for the talent, they may take it, though no talent
may be selected more than once unless otherwise stated.

Charm Talent Tree


Charm
Effect: The character gains a bonus to all Charisma-based skill checks equal to the character’s level.

Favor
Prerequisite: Charm
Effect: The character can make a Charisma check against a creature to gain a favor from them. The
character gains a bonus to the check equal to their character level. The DC of the Charisma check is up
to your Narrator’s discretion and depends on the creature you’re attempting to gain a favor from, and
the favor you’re asking from them, but will typically range from 10 to 30. The favor must be within the
realm of possibility and not impossible or improbable.
Base Classes

Captivate
Prerequisite: Charm, Favor
Effect: The character may spend 2 action points as a full-round action to attempt to captivate a target
within 30 feet. The target must make a Will saving throw with a DC equal to 10 + the Character’s Level
+ the Character’s Charisma modifier. If the creature fails their save, the target is captivated and focused
on the character and no one else for 1 round. The character can spend a standard action to keep the
creature concentrated on them for another round, but this allows the creature another Will saving throw
with the same DC. The captivation stops if the character stops spending actions to captivate the
creature, the creature makes a successful saving throw, or the creature becomes attacked.

Leadership Talent Tree


Inspiration
Effect: The character can spend 1 action point as a standard action to inspire one ally within 30 feet of
them. The ally gains a +2 morale bonus on the next attack roll, damage roll, saving throw or skill check
they make within 3 rounds. The character can inspire a number of allies simultaneously equal to the
character’s Charisma modifier.

Greater Inspiration
Prerequisite: Inspiration
Effect: The morale bonus granted by the character’s Inspiration increases by +1 to a total of +3.

Coordinate
Prerequisite: Inspiration
Effect: The character can spend 2 action points as a full-round action to coordinate and direct each ally
within 30 feet of them, granting each ally within the area a morale bonus on attack rolls, saving throws
and skill checks equal to the character’s Charisma modifier. This bonus lasts a number of rounds equal
to the character’s level.

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