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HEROIC CLASS SKILLS (WIP)

Howdy!

Today I have a bit of a work-in-progress post for you - just like the previous post on the Blood Knight, these are not finalized designs.

We're talking heroic class skills! This addition has been the subject of discussion for quite a while, and now I can finally show you some of the ideas I came up with.


HOW DO HEROIC CLASS SKILLS WORK?

Normally, whenever you master a class - that is to say, you bring it to level 10 - you can acquire a heroic skill of your choice. These new heroic skills work the same way, but you can only acquire them if you have mastered a specific class (and sometimes, they also require you have taken specific skills from that class or require you have mastered two or more specific classes).

You are not forced to take them when you master that class, however: for instance, you might master the Warlord class and take the greater strike heroic skill. Later on when you master a different class - let's say Orator - you can still acquire the heroic class skill Eye of the Storm, which requires you to have mastered the Warlord class.


And now, a list of the skills themselves! This is not meant to be a complete list, of course - more will come in the future. Don't forget to discuss this post on Discord and feel free to come up with your own heroic class skill concepts! 


ARCANE EPIPHANY
Requires mastery of the Arcanist class.
You make contact with an unknown Arcanum and bind it to your soul. This Arcanum must be something you design together with the Game Master, and no one else in the game world can bind it. Describe the ritual or process that led to this discovery, and your unique relationship with this entity.

EMERGENCY ARCANUM
Requires mastery of the Arcanist class.
When you enter crisis, you may choose to immediately summon an Arcanum you have bound. This summoning follows the normal process, but doesn't cost you an action.

DEMON MIMIC
Requires mastery of the Chimerist class and the spell mimic skill, as well as the bestiary (demon species) skill from the Loremaster class.
You may now use spell mimic to learn spells cast by creatures of the demon species.
You also gain a +1 bonus to your Magic Defense against spells cast by creatures belonging to the demon species.

ELEMENTAL MIMIC
Requires mastery of the Chimerist class and the spell mimic skill, as well as the bestiary (elemental species) skill from the Loremaster class.
You may now use spell mimic to learn spells cast by creatures of the elemental species. You also gain a +1 bonus to your Magic Defense against spells cast by creatures belonging to the elemental species.

UNDEAD MIMIC
Requires mastery of the Chimerist class and the spell mimic skill, as well as the bestiary (undead species) skill from the Loremaster class.
You may now use spell mimic to learn spells cast by creatures of the undead species.
You also gain a +1 bonus to your Magic Defense against spells cast by creatures belonging to the undead species. 

ELEMENTAL RESISTANCE
Requires mastery of the Elementalist class.
When you acquire this skill, choose a damage type: acid, bolt, fire, ice. You permanently gain Resistance to the chosen damage type.
This skill can be acquired multiple times, each time selecting a different damage type.

SPELL MIRROR
Requires mastery of the Elementalist class and the elemental shield skill.
After you are hit by an offensive spell and its effects are resolved, you may spend an amount of Mind Points equal to the total cost of that spell. If you do so, you may immediately cast a copy of that same spell (even if you do not know it) and must choose the creature that cast the original spell as the target. If the spell allows for multiple targets, you can still only target the creature that cast the original spell.
A spell can only be "mirrored" this way once; if the original caster has this skill as well, they will not be able to use it on the mirrored copy of the spell.

FULL WARP
Requires mastery of the Entropist class and the magical distortion skill.
When you enter crisis, you may choose to restore every character present on the scene to their full Hit Points and Mind Points, and also have them recover from all status effects. This applies to you and your allies as well as your foes.

FREE AS THE WIND
Requires mastery of the Fury class.
While you have no armor or shield equipped, you gain a +1 bonus to your Defense and Magic Defense.

PUNCH THROUGH
Requires mastery of the Fury class and the indomitable spirit skill.
Whenever your indomitable spirit would trigger, you may choose to forgo the normal benefits and instead gain the following: the next time you deal damage to a target before the end of the current scene, that damage will ignore Resistances and Immunities (Absorption is unaffected).

VENGEANCE STRIKE
Requires mastery of the Fury class.
When you enter crisis, you may immediately perform a free attack with a melee weapon you are currently wielding.

LAST STAND
Requires mastery of the Guardian class.
When you are reduced to zero Hit Points while in crisis, you may spend 1 Fabula Point to cheat death and remain alive with exactly 1 Hit Point.
This skill may only be used once per scene.

ALL ACCORDING TO PLAN
Requires mastery of the Loremaster class.
Whenever a conflict scene begins, you may immediately establish a clock tied to a goal (as per the Pursue Goal action) and fill 2 sections of that clock (this requires no Check).
The Game Master has final say on the size of the clock and on whether it is even required.

MATHEMAGIC
Requires mastery of the Loremaster class.
Whenever you cast an offensive spell, if the total result of your Magic Check is a prime number and the Check is not a fumble, you may have the spell automatically hit all its targets, regardless of their Magic Defense.

DISARMING SMILE
Requires mastery of the Orator class and the parley skill.
Whenever a humanoid creature you can see performs an attack against you, you may spend 1 Fabula Point before they perform the Accuracy Check. If you do, that creature does not perform the Accuracy Check: instead, they automatically fail it.

EYES ON ME
Requires mastery of the Orator class.
During a conflict scene, you may use an action to perform an opposed [INS + WLP] Check against a creature that is able to see you. If you succeed, you will have that creature's undivided attention until the start of your next turn - while this effect lasts, the target will ignore everyone else and be unable to perform Opposed Checks against anyone other than you.
You cannot use this skill during a battle, and its effects immediately end as soon as the situation turns to violence.

WE'RE SAFE HERE
Requires mastery of the Pathfinder class.
Whenever your group takes a travel rest in the wilderness, you may spend 1 Fabula Point to instead apply the effects of a full rest. When you do so, describe how you managed to find a cozy shelter for you and your companions.

INSULT AND INJURY
Requires mastery of the Rogue class and the soul steal and unfair fighter skills.
Whenever you deal damage to a target whose soul treasure you have stolen, the damage you deal ignores Resistances and Immunities (Absorption is unaffected).

PILLAGE
Requires mastery of the Rogue class and the soul steal skill.
You may now use soul steal against Soldier-rank targets. If you succeed, you recharge 1 Inventory Point (instead of gaining an item).

SECRET POCKET
Requires mastery of the Rogue class.
You may use an action to hide an object that could fit inside your palm somewhere on your person. Once you do so, that item cannot be found unless you reveal its position (or are stripped completely naked).

DISORIENT
Requires mastery of the Sharpshooter class and the crippling strike skill.
Whenever you roll a critical success on an Accuracy Check for a ranged attack, you may spend that opportunity to choose one of the targets of your attack. If you do so, the chosen creature will perform one fewer action than normal during their next turn (to a minimum of zero actions).

DOUBLE SHOT
Requires mastery of the Sharpshooter class and the barrage skill.
On your turn during a conflict scene you may use an action and spend 2 Fabula Points to immediately obtain two actions. These actions must both be used to perform the Attack action using a ranged weapon.
You can use this skill only once per round.

MAGESHOT
Requires mastery of the Sharpshooter class.
Whenever you perform an Accuracy Check with a ranged attack, you may choose to target Magic Defense instead of Defense.

CIRCLE OF RENEWAL
Requires mastery of the Spiritist class and the support magic skill.
When you enter crisis, you may choose any number of creatures present of the scene that you have a bond toward. Each creature chosen this way recovers an amount of Hit Points equal to [1/3 your level + 10].

SIXTH SENSE
Requires mastery of the Spiritist class.
You always know when someone is lying to you. Why they are doing so and what they are lying about is another matter entirely - they might even be lying for your own good.

DOESN'T HAVE TO BE PRETTY
Requires mastery of the Tinkerer class.
You may spend half an hour and succeed on a DL 10 [DEX + INS] Check to repair a device, item or transport even if you don't have the necessary components. Whenever you do this, the value of the repaired item is reduced by half.

SALVEMAKER
Requires mastery of the Tinkerer class.
Whenever you spend Inventory Points to produce and use a potion, you may increase its Inventory Point cost by 2. If you do, you may apply the full effects of that potion to two creatures instead of one. 

ANABASIS
Requires mastery of the Warlord class.
Whenever your group encounters a danger during a travel roll, you may name another character that is traveling with you and has a bond towards you. If you do, choose one attribute: Dexterity, Insight, Might or Willpower. Until the dangerous encounter has been resolved (for better or worse - the GM has final say on when this happens), the character you have named will treat the chosen attribute as if it were one die size higher (up to a maximum size of d12).

EYE OF THE STORM
Requires mastery of the Warlord class and the battlefield awakening skill.
Whenever you awaken the battlefield, you may choose one option: exclude yourself from the effects of the chosen awakening; or exclude a single creature you can see from the effects of the chosen awakening.

BRIAREOS
Requires mastery of the Weaponmaster class and the counterattack skill.
As long as you have no ranged weapon or shield equipped, you gain the following benefits:
- You may equip up to six melee weapons (instead of the normal limit of three equipped weapons).
- Any successful free attack you perform with a melee weapon will deal 5 extra damage.

DOUBLE STRIKE
Requires mastery of the Weaponmaster class and the bladestorm skill.
On your turn during a conflict scene you may use an action and spend 2 Fabula Points to immediately obtain two actions. These actions must both be used to perform the Attack action using a melee weapon. You can use this skill only once per round. 

MAGESTRIKE
Requires mastery of the Weaponmaster class.
Whenever you perform an Accuracy Check with a melee attack, you may choose to target Magic Defense instead of Defense.

HEROIC CLASS SKILLS (WIP)

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