Features

Acrobat

Increase your AGILITY ability score by 1

Artful Dodger

You gain +3 to Agility based defensive rolls.

Assassin

When you make an attack against a foe that is incapable of making a defensive roll, that attack is automatically a critical hit.

Athlete

Increase your STRENGTH ability score by 1.

Damage Specialist: Bashing

You are a specialist with bashing weapons. When attacking with a bashing weapon, you can ignore 4 armor. When using this damage specialty with a weapon that can deal multiple types of damage, you must deal only bashing damage and may not use any bonus from any other damage specialty.

Damage Specialist: Hacking

You are a specialist with hacking weapons. When achieve a critical hit by attacking with a hacking weapon, you deal 3x Maximum weapon damage. Critical hits to the arm prevent the arm’s use, and to the head kill your target instantly. When using this damage specialty with a weapon that can deal multiple types of damage, you must deal only hacking damage and may not use any bonus from any other damage specialty.

Damage Specialist: Slashing

You are a specialist with slashing weapons. When you deal damage with a slashing melee weapon, you gain a +1 bonus to your damage roll. When using this damage specialty with a weapon that can deal multiple types of damage, you must deal only slashing damage and may not use any bonus from any other damage specialty.

Damage Specialist: Stabbing

You are a specialist with stabbing weapons. When attacking with a stabbing melee weapon, you gain a +1 bonus to your attack roll. When using this damage specialty with a weapon that can deal multiple types of damage, you must deal only stabbing damage and may not use any bonus from any other damage specialty.

Damage Specialist: Piercing

You are a specialist with piercing weapons. When wielding a piercing weapon, if you deal enough damage to harm a armored foe you ignore that foe’s armor altogether. When using this damage specialty with a weapon that can deal multiple types of damage, you must deal only piercing damage and may not use any bonus from any other damage specialty.

Man at Arms (Requirement: 3 Damage Specialist Features)

You are not a specialist, but a master talented in dealing death in all its forms. You gain access to the benefits of all damage specialty features. When using a damage specialty with a weapon that can deal multiple types of damage, you can deal only one kind of damage and may only use its respective damage specialty.

Disciplined

Increase your WILL ability score by 1.

Duelist

At the beginning of each combat, you may declare one target as your foe. You gain a +2 to attack rolls, defense rolls, and damage against this target but suffer a -2 penalty to attack and damage rolls against other all targets. Upon this target’s defeat, you may declare a new foe.

Mob Fighter (Requirement: Duelist)

You may declare one more target as your foe. This style may be selected multiple times, granting one more maximum simultaneous foe each time.

Einhänder

When wielding a single one handed weapon, you gain a +2 bonus to damage rolls with that weapon. When you wield a single weapon in two hands, you gain a further +1 bonus to damage. This stacks with the “bastard” weapon feature.

Finishing Blow (requirement: Einhänder)

Make a single melee attack against a target with a +3 bonus to damage. If this attack would not kill the target, the bonus damage is not applied. This attack may only be used once per target during a single encounter.

Great Weapon

When wielding a two-handed melee weapon, your attacks deal 3 extra damage.

Tornado Swing (requirement: Great Weapon)

You may make a single melee attack which targets all enemies adjacent to you. This attack suffers a -8 penalty to damage.

Harrier

If an adjacent combatant targets you with a ranged attack, you may make an instant free attack action before his attack is resolved.

Indomitable Spirit

You gain a +3 bonus to Will based defensive rolls.

Iron Man

You gain a +3 bonus to Strength based defensive rolls.

Juggernaut

Improve the armor value of all items you are wearing by 2.

Martial Artist

You may make a four unarmed attack combination, each attack dealing 1d4 damage, as a single attack. These attacks must all hit a single target.

You may make unarmed attacks even if both hands are full.

Improve Combo (Requirement: Martial Artist)

Your combination attack, granted by the Martial Artist feature, now grants 5 attacks and these attacks may hit different targets.

Throw (Requirement: Martial Artist)

You may make a single unarmed attack which deals 1d4 damage and moves the target a number of spaces equal to your STRENGTH. You may move the target through your own space, throwing it over you, providing you have enough strength (minimum 2) to do so. If the target moves into an occupied space, the occupier of that space will be pushed out. This movement may end the target in a space with no ground.

Knife Hand (Requirement: Martial Artist)

When not equipped with any “unarmed weapon,” you may deal either bashing, piercing, slashing, or hacking damage with your unarmed attacks.

Sorcerer-Savant

You are a student of the ancient technologies of the God-Sorcerers. Your blood possesses a dim fraction of their brilliance that allows you to activate their technology…with a proper Extended Roll.

Blazing Spirit (Requirement: Sorcerer-Savant)

The God-Sorcerers were beings of energy with a skin of humanity pulled taut over that incomparable power. While you are more flesh than flash, your blood carries stronger magic. You may power a device as if you had Energy 5, though doing so costs 1 Health per turn.

Child of Lilies

They are called the Fair Folk, though they are neither just nor human. By some quirk of birth or ritual, you smell to them as if you were one of their number. Fair Folk can not detect you, and you gain a +3 to defenses made against their magic.

Wildfire Heart (Requirement: Child of Lilies)

You are so similar to the Fair Folk that you may no engage them in a Contest of Wills. This does pique the interest of the Fair Folk, and any who discover this trait will likely wish to fight you.

Fire and Lilies Assumption (Requirement: Wildfire Heart)

Your stories shake the loose firmament of the Moonlit World. You gain a +3 to Will checks during Contests of Wills, and may select rather than rolling for a Twist.

Burnt Lilies Benediction (Requirement: Wildfire Heart)

You may make a Contest of Wills against an ongoing Faerie magic. It uses it’s caster’s statistics. If you generate a number of Successes equal to it’s caster’s Will, you dissolve it instantly. Note that the Plague of Shapes is beyond the power of mortal or fae to truly destroy.

Stubborn Survivor

Increase your maximum health by 15.

Swashbuckler

Whenever you use a defensive weapon, such as a shield or parrying dagger, to entirely negate an attack’s damage you may respond to this attack with a free counterattack of your own.

Daring Defender (Requirement: Swashbuckler)

Even if an opponent’s attack would have missed you, you may still roll as if you were defending with you defensive weapon. If this would have negated all of the missed attack’s damage, you may still counterattack as you would normally (see: Swashbuckler).

Twin Weapons

If you hold one weapon in each hand, you may make an attack with each as part of a single attack action. These attacks may hit different targets. This includes unarmed attacks.

Whirling Strikes (requirement: Twin Weapons)

You may make one melee attack against each enemy adjacent to you. Each attack suffers a -4 penalty to damage. These attacks must hit different targets.

Weapon Specialist: Archer

Gain a +1 bonus to damage rolls with bows. Increase your maximum range with bows to 20.

Weapon Specialist: Axeman

When wielding an axe, you attain critical hits when you roll either two 6’s or a 6 & 5 on your 3d6 attack rolls.

Weapon Specialist: Crossbowman

Gain a +1 bonus to damage rolls with crossbows. You have no minimum range when wielding a crossbow

Weapon Specialist: Hammerer

While wielding a hammer, if you deal damage to a target wearing armor vulnerable to bashing damage, that target will take 1 point of damage at the beginning of each of it’s turns as long as it wears the armor. If a blow from your hammer overcomes an opponents block, usually from a shield, the blocking weapon is destroyed and can no longer be used to prevent damage.

Weapon Specialist: Quarreler

When wielding a hand crossbow in two hands, gain a +3 bonus to damage rolls with that weapon. This stacks with the “Einhänder” feature.

Weapon Specialist: Shieldbearer

If an adjacent enemy attacks an ally, you may make an instant free attack with your shield against that enemy before his attack is resolved.

Weapon Specialist: Spearman

You may, as a standard action, ready a spear against incoming foes. If any creature becomes adjacent to you, which was not previously adjacent, you may make a free melee attack against that target with a +2 bonus to damage. If that subject is mounted, increase your damage to +4 and you may target either the rider or mount.

Weapon Specialist: Staves

When desired, you may attack with a quarterstaff as if it were a Pole Hammer. Furthermore, you may attack with any Long weapon as if it were a quarterstaff.

When wielding either a quarterstaff or a Long weapon, you may block with that weapon as if it were a defensive weapon granting 1d4 protection. If your weapon is broken when blocking, it loses both this defensive quality and the Long quality, becoming a pair of 1d6 one handed weapons.

Weapon Specialist: Swordsman

When wielding a sword, you gain a +1 bonus to damage rolls with such weapons.

Weapon Specialist: Unarmed

Your unarmed melee attacks (normally 1d4 dmg) deal an extra 2 damage and may push the target 1 space. This remains compatible with “unarmed weapons.”

Weapons Master (Requirement: 3 Weapon Specialist Features)

You acquire 3 more Weapon Specialist features. You may acquire the Weapons Master feature multiple times, but only after meeting the initial requirement.

Chakra Mastery

You are trained in native Orissan Martial Arts that allow you to attack specific centers of energy in a foe’s body. By spending a Wits point, you may make an attack against a specific chakra. Targeting Arms inflicts a -2 penalty to the foe’s actions for a scene. Targeting Legs halves their movement. Targeting Throat makes them unable to speak. A critical can target all three in one attack.

Features

The Plague of Shapes Gryffon