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The Deft: Acrobat, Craftsman, Healer, Merchant, Performer Philosopher, Runner, Thief, Etc

The Deft character class focuses on solving problems through expertise in a chosen vocation or combat specialty. Characters gain benefits like double positive rolls when attempting tasks related to their vocation. They can also attune to a person, object, or animal to gain special abilities once per day like automatically succeeding on a difficult task. The Deft improves their abilities at higher levels and can choose groups to gain additional benefits from.

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0% found this document useful (0 votes)
261 views7 pages

The Deft: Acrobat, Craftsman, Healer, Merchant, Performer Philosopher, Runner, Thief, Etc

The Deft character class focuses on solving problems through expertise in a chosen vocation or combat specialty. Characters gain benefits like double positive rolls when attempting tasks related to their vocation. They can also attune to a person, object, or animal to gain special abilities once per day like automatically succeeding on a difficult task. The Deft improves their abilities at higher levels and can choose groups to gain additional benefits from.

Uploaded by

Miguel Scq Scl
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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The Deft

You solve problems through expertise.

Vocation: Choose what your character does that they exhibit


expertise in. You always get a double positive roll when Attuning: You may choose a person, object, or animal to be
attempting something relating to your vocation. attuned to. Once per day, you may use this attunement to
Acrobat, Craftsman, Healer, Merchant, Performer either:
Philosopher, Runner, Thief, etc. 1. Automatically succeed at a difficult task; or
2. Attempt an impossible task with a standard roll.
Groups: In addition to your vocation, choose one other
group your character belongs to, such as a guild, school, Light-Touch: -2 to attack with two-handed melee weapons.
religion, or any societal structure. Assign this group to one
Attribute. When the group is relevant to a check on that Attribute Raises: At every even Level, you may raise one
Attribute, it is a double positive roll. Attribute by one point.

Level XP HD Attack Save Attuned Slots Groups Attribute


Raises
1 0 1 10 7 1 2 —
2 1500 2 11 8 1 2 1
3 3000 2+1 11 9 1 3 1
4 6000 3 12 10 2 3 2
5 12000 3+1 12 11 2 4 2
6 24000 4 13 12 2 4 3
The Deft: Combat Vocation
You solve problems through expertise in a particular fighting technique or weapon.

Vocation: Choose what your character does that they exhibit 2. Attempt an impossible task with a standard roll.
expertise in. You always get a double positive roll when
attempting something relating to your vocation. Ambush: If you are attacking from a position of Combat
Advantage (see Combat), you may use your vocation’s
Archer, Assassin, Charioteer, Duelist, Javelin-Thrower, double positive roll for a double-damage roll instead of the
Pugilist, Wrestler , etc. attack roll. This option is lost if wearing armor heavier than
AC3.
Groups: In addition to your vocation, choose one other
group your character belongs to, such as a guild, school, Dual-wield: +1 to damage and AC for holding a second
religion, or any societal structure. Assign this group to one weapon in your off-hand.
attribute. When the group is relevant to a check on that
attribute, it is a double positive roll. Light-Touch: -2 to attack with two-handed melee weapons,
unless you are attuned to it.
Attuning: You may choose a person, object, or animal to be
attuned to. Once per day, you may use this attunement to Attribute Raises: At every even Level, you may raise one
either: Attribute by one point.
1. Automatically succeed at a difficult task; or

Level XP HD Attack Save Attuned Slots Groups Attribute


Raises
1 0 1 10 7 1 2 —
2 1500 2 11 8 1 2 1
3 3000 2+1 11 9 1 3 1
4 6000 3 12 10 2 3 2
5 12000 3+1 12 11 2 4 2
6 24000 4 13 12 2 4 3
The Strong
You solve problems through might.
Amazons, Barbarians, Guards, Hoplites, Mercenaries, Thugs, etc.

Strength: You gain +1 to melee attacks if your Strength is Combat Advantage (+4 to attack and damage) for
13 or higher, and +1 to melee damage if it is 16 or higher. as long as you can hang on.
4. Frenzy: After one round of concentration, gain +2
Constitution: You gain +1 hp if your Constitution is 13 or to attack and damage, but -3 AC. At the end of
higher, or +2 if it is 16 or higher. combat, you must Save or continue attacking
whomever is nearest.
Free Attacks: You may attack unprepared opponents a 5. Tactics: Once per battle, bestow a +4 bonus to
number of times equal to your level. attack upon an ally by offering them instruction.
6. Rally: Deliver a speech that gives your allies +1
Carry-Through: If you strike a blow that reduces a target to to attack and saves. Or intimidate the enemy,
0 hp or less, you may roll a second attack on an adjacent penalizing them -1 to attack and save.
target. 7. Near-and-Far: Make a melee attack with one
hand and a ranged attack with the other. You
Versatile: You may use any armor or weapons. cannot move during this round.
8. Bide: Instead of attacking, you defend and plan
Saves: +1 to Save vs. Poison and Death. +4 to Save vs. your next move. +2 AC for the round, and, next
special melee attacks. round, a double Combat Advantage (+4 to attack
and damage) against an enemy you just parried.
Combat Options: In addition to all normal combat Biding for two rounds provides a triple Combat
maneuvers, the Strong character begins with one extra Advantage (+6 to attack and damage). If injured
combat option. while parrying, no Combat Advantage is gained.
1. Protect: Forsake all other actions to instead
absorb attacks aimed at a subject you wish to Groups: Choose two groups your character belongs to. This
protect. The attackers can save against this effect. could be a broadly defined vocation or a cultural affiliation,
2. Knockback: Upon a successful attack, the target such as a guild, school, religion, or any societal structure.
must save of be pushed backwards ten feet, and Assign these groups to one attribute each. When the group is
the Strong character moves into the space they relevant to a check on that attribute, it is a double positive
formerly occupied. roll.
3. Clamber: With a successful DEX check, you can
climb onto a huge opponent and gain a double Attribute Raises: At every even Level, you may raise one
Attribute by one point.

Level XP HD Attack Save Maneuver Slots Groups Attribute


Raises
1 0 1+2 11 5 1 2 —
2 2000 2 11 6 1 2 1
3 4000 3 12 7 1 2 1
4 8000 4 13 8 2 3 2
5 16000 5 13 9 2 3 2
6 32000 6 14 10 2 3 3
The Wise
You solve problems with powers.
Demigods, Hermetic Initiates, Nymphs, Sorcerers, Travellers from Beyond, etc.

Miracles: A power is anything that allows you to do higher can list two inactive Miracles per slot, and character
something that would normally be impossible within the with Wisdom of 16 or higher can list three.
game setting. It could be magic, advanced technology, or
anything else. Heal Thyself: You naturally heal at twice normal rate, but do
not regain hit points from magic, medicine, or skilled
Describe in a few words the power you have. It could be very treatment.
broad (“Night Magic”), very specific (“Touch-based
Psychometry”), or evocative (“The Blessings of Athena”). Unarmored: If wearing a shield or armor worth more than
The specific application of this power is determined per AC 2, you pay twice as many hit points for their Miracles.
situation by the GM and the player. Each use costs between
1-14 hit points. Negotiate lower costs by including Weapons: -2 penalty to attack with two-handed melee
limitations or drawbacks to a particular usage. You may (except the quarterstaff) or ranged weapons.
expend more hit points than you have.
Saves: +2 to Save vs. Magic and mind-influencing abilities.
Wild Magic: Great expenditures of your power require a
Save. Failure means the miracle did not occur. A fumble (20) Groups: Choose two groups your character belongs to. This
reduces the Wise character to 0 hit points and unleashes could be a broadly defined vocation or a cultural affiliation,
catastrophic results. such as a guild, school, religion, or any societal structure.
Assign these groups to one attribute each. When the group is
Inactive Miracles: For every Miracle slot a Wise character relevant to a check on that attribute, it is a double positive
has, they may list two powers—one active and useable, the roll.
other inactive. Switching which power is active takes one day
of preparation. Wise characters with a Wisdom score of 13 or Attribute Raises: At every even Level, you may raise one
Attribute by one point.

Level XP HD Attack Save Miracle Slots Groups Attribute


Raises
1 0 1+1 10 6 1 2 —
2 2500 2 11 7 1 2 1
3 5000 2+1 11 8 2 2 1
4 10000 3 11 9 2 3 2
5 20000 4 12 10 3 3 2
6 40000 4+1 12 11 3 3 3
Other Species
A character may choose one of several non-human species as one of their groups.

Species is noted next to two Attributes. Whenever species is relevant to a check made on one of those attributes, it is an advantaged
roll. At the GM’s discretion, species may also lead to disadvantaged rolls.

Languages: In addition to the common language and any additional languages provided by high intelligence, you speak a language
native to your species.

——————————————————————————————————————————————————————
Harpies have the heads and torsos of humans and the wings and bodies of large, predatory birds. Their hands emerge from the
prominent joint of their wings.

Harpy females are larger than the males. Any harpy character with a STR of 12 or over must be female.

Harpies may be Deft, Strong, or Wise. Whatever their class, they trade in their first slot (Attunement, Combat Maneuver, or Miracle)
for Flight.

Flight: Harpies have a flying Move of 40. A Harpy cannot wear rigid armor while flying, use shields, or wield weapons. They cannot
fly when carrying more than 100 lbs. without a successful strain roll. They can attack with their talons for 1d6+1 or drop heavy objects
from a height for 1d6 damage.

——————————————————————————————————————————————————————
Satyrs are bipedal creatures with the hindquarters of an animal and the head and torso of a human, often with secondary animal
attributes, such as animal ears or horns. The most common satyrs are half-goat, but nearly animal is possible.

——————————————————————————————————————————————————————
Powerfully built humanoids with the heads of bulls, Minotaurs have a reputation for savagery that makes them unwelcome in many
ports.

Minotaurs are most commonly Strong, but Deft and Wise minotaurs are possible. Strong minotaurs favor Melee Maneuver 2:
Knockback.
Rare Class: The Brave
You solve problems through heart and resolve.
A Plucky Merchant’s Daughter, A Questing Shepherd, A Star-crossed Lover, etc.

Comeback: When you lose an auction or fail at a task roll or 6. Belong: Once per session, you may use an object,
saving throw (but not an attack), you gain a Comeback Die place, or passage that would otherwise only be
(1d6). During a subsequent action, you may roll this die and useable to members of a particular class, vocation,
add the result to your Attribute, AV, or Saving Throw. You affiliation, or species.
may also use the Comeback die to replace a damage roll. 7. Be Heard: Once per session, a god will hear your
prayer. It may not be the god you intended, and it
If more than one Comeback Die is used, only the highest may not be answered directly. This does not result
result counts. If the roll still fails, the dice are lost and a no in divine debt.
new ones are collected. 8. Brawl: Any improvised weapon does at least 1d6
damage.
The Power to Say ‘No’: Once per session, you may deny an
enemy a successful attack or power directed at you. You Unarmored: You may use any weapon, but all attributes are
must be able to explain how you avoid or resist the attempted -2 for the purposes of Task rolls when wearing armor.
action.
Sturdy: For the first three levels, hit points are a double
Quirks: Pick a special ability. positive roll.
1. Hustle: You always make double positive strain
rolls to move fast when heavily encumbered. Aura: Sensitive people and creatures will detect the
2. Recover: You heal negative hit points normally, courageous spirit of a Brave character.
and may use a Comeback Die for the damage
shrugged off on a successful Save. Groups: Choose two groups your character belongs to. This
3. Protect: At the beginning of a session, pick a could be a broadly defined vocation or a cultural affiliation,
character to protect. Whenever you act to protect such as a guild, school, religion, or any societal structure.
that character, you add a free Comeback Die to Assign these groups to one attribute each. When the group is
that roll. relevant to a check on that attribute, it is a double positive
4. Resist: +4 to Save vs. cursed objects and you may roll.
use a Comeback Die to reduce HP cost from using
cursed objects. Attribute Raises: At every even Level, you may raise one
5. Fade Back: Enemies will always attack someone Attribute by one point. You may also lower attributes at even
else first, as long as that is a reasonable option. levels.
This power can be inversed, drawing all of an
enemy’s attention to you.

Level XP HD Attack Save Quirk Slots Groups Attribute


Raises
1 0 1* 10 9 1 2 —
2 1200 2* 10 10 1 2 1
3 2400 3* 10 11 1 2 1
4 4800 4 11 12 2 2 2
5 9600 5 11 13 2 3 2
6 19200 6 11 14 2 3 3
Rare Class: The Fortunate
You solve problems through special privilege.
The Divinely Favored, The Destined, The Famous, Nobles, The Wealthy, etc.

Favor: Once per session, you may use your good fortune to abilities to get or give XP (such as buying a ship and then
receive help from others that might not be available to the selling it).
less privileged (i.e. hiring a large ship, performing the will of
a god, a personal audience with the queen, or being hailed as Versatile: You may use any weapon or armor.
a friend by a hostile tribe).
Signature Object: You have an item that is special in some
Identity: When the nature of your fortunate standing relates way. It does not connote any bonus or special ability, but it
to a vocation, affiliation, or species, these groups are does have plot immunity—it cannot be lost of destroyed
especially helpful, and may benefit any Attribute. unless you desire it.

Retainers: You begin with one retainer. They are generally Groups: Choose two groups your character belongs to. This
helpful and loyal NPCs played by the GM, although you may could be a broadly defined vocation or a cultural affiliation,
choose to play as your retainer when you wish (for instance, such as a guild, school, religion, or any societal structure.
of your character is indisposed). Assign these groups to one attribute each. When the group is
relevant to a check on that attribute, it is a double positive
Retainers have all NPC stats, such as HD, AC, and keywords, roll.
and they advance with experience. They have the same XP
requirements for advancement as Fortunate characters. Attribute Raises: At every even Level, you may raise one
Retainer XP must be given by the Fortunate character from Attribute by one point.
their own XP pool. The Fortunate cannot use their class

Level XP HD Attack Save Retainer Slots Groups Attribute


Raises
1 0 1 10 6 1 2 —
2 1500 2 10 7 1 2 1
3 3000 2+1 11 8 1 3 1
4 6000 3 11 9 2 3 2
5 12000 3+1 12 10 2 4 2
6 24000 4 12 11 2 4 3

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