Difference between revisions of "Test Page 4"

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In addition to modifying how defenses work, T20 also seeks to modify how weapons function and put them onto a potency track. It is also the author's opinion that d20 has ''too many damn weapons'', and as such I have sought to generalize weapons, much as we have done with armor. This means that players have significantly more leeway in determining their weapons' specific appearances. I hope to alleviate the concern of "sameness" in weapons by also introducing weapon qualities that can be attached to weapons to modify their function, leading to more customization than just relying on Force qualities.
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{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="6;" style="background:#CDAA7D;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">The Explorer</font></div>
 +
|-
 +
| colspan="2"|&nbsp;
 +
! colspan="4" style="background:#DDC5A6;"|Charting
 +
|-
 +
|width="10%"|'''Level'''
 +
|width="26%" align="left"|'''Special'''
 +
|width="16%"|''Moxie''
 +
|width="16%"|''Max Grade''
 +
|width="16%"|''Knacks''
 +
|width="16%"|''Skills''
 +
|-
 +
|1 || align="left"|Mapmaking || 2 || Basic || 1 || 4
 +
|-style="background:#E6D5BE;"
 +
|2 || align="left"|Cartography || 2 || Basic || 1 || 6
 +
|-
 +
|3 || align="left"|&nbsp; || 3 || Lesser || 1 || 7
 +
|-style="background:#E6D5BE;"
 +
|4 || align="left"|Cartography || 3 || Lesser || 1 || 8
 +
|-
 +
|5 || align="left"|&nbsp; || 4 || Lesser || 2 || 10
 +
|-style="background:#E6D5BE;"
 +
|6 || align="left"|Cartography || 4 || Lesser || 2 || 11
 +
|-
 +
|7 || align="left"|&nbsp; || 5 || Lesser || 2 || 12
 +
|-style="background:#E6D5BE;"
 +
|8 || align="left"|Cartography || 5 || Expert || 2 || 14
 +
|-
 +
|9 || align="left"|&nbsp; || 6 || Expert || 2 || 15
 +
|-style="background:#E6D5BE;"
 +
|10 || align="left"|Explorer Talent || 7 || Expert || 2 || 16
 +
|-
 +
|11 || align="left"|&nbsp; || 7 || Expert || 3 || 18
 +
|-style="background:#E6D5BE;"
 +
|12 || align="left"|Explorer Talent || 8 || Expert || 3 || 19
 +
|-
 +
|13 || align="left"|&nbsp; || 8 || Greater || 3 || 20
 +
|-style="background:#E6D5BE;"
 +
|14 || align="left"|Explorer Talent || 8 || Greater || 3 || 22
 +
|-
 +
|15 || align="left"|&nbsp; || 9 || Greater || 3 || 23
 +
|-style="background:#E6D5BE;"
 +
|16 || align="left"|Explorer Talent || 9 || Greater || 3 || 24
 +
|-
 +
|17 || align="left"|&nbsp; || 10 || Greater || 3 || 26
 +
|-style="background:#E6D5BE;"
 +
|18 || align="left"|Explorer Talent || 10 || Master || 3 || 27
 +
|-
 +
|19 || align="left"|&nbsp; || 11 || Master || 3 || 28
 +
|-style="background:#E6D5BE;"
 +
|20 || align="left"|Explorer Talent || 11 || Master || 3 || 30
 +
|}
  
=Mechanics=
+
&nbsp;
This section explains how the mechanics for weapons work.
+
  
All weapons have a ''key stat'': this is the ability score used to determine your attack roll with that weapon type, as well as your damage.
+
=Explorer=
 +
[[Image:The_urban_explorer_by_luches-d3ll5ka.jpg|thumb|450px|right|Trish, iconic explorer]]
 +
: ''"There's a whole lot out there to see."''
  
Weapons of a particular weapon group target a ''defense'', and almost every attack made with a weapon will target that defense. Some abilities, such as maneuvers, may call for targeting a specific defense; in all cases, if another source tells you to target a defense other than the one indicated by your weapon, you use that source's targeted defense before you use the weapon's.
+
There are plenty of places to explore in the worlds of Trinity: ancient ruins lost to the ravages of time; desolate lands that haven't seen a sentient face in ages; and many other secrets. Exploring these out-of-the-way places requires a surprisingly large skill set, and some choose to specialize on improving those skills, becoming explorers in the process. Everything from the logistics of planning a foray to the search for hidden passages is within the explorer's purview, and - since the world is a dangerous place - many also know their way around a weapon, even if aren't particularly graceful with one, and explorers who survive their expeditions often become an incredibly hardy lot. Explorers are as likely to find work as the scout for an adventuring party as they are to band together and hire a mercenary to deal with anything dangerous on their travels.
  
All weapons deal damage rated in ''potency''. The damage output of a weapon is dependent upon its size.
+
==Game Rule Information==
 +
Thieves have the following game statistics.
  
Weapons come in three general sizes: light, one-handed, and two-handed. Light weapons are significantly easier to conceal, and - if a melee weapon - can be thrown with a range increment of 10 feet. One-handed weapons are weapons you can use in one hand, while two-handed weapons require two hands and preclude the use of a shield. If you are two-weapon fighting, the penalties you suffer are based on the size of the weapons in question. The size category of creature that a weapon is made for has no impact on its damage; however, the relative difference between your size and the size of the weapon you are wielding does impact the damage (so if you are Medium, and wield a Large weapon, that weapon will deal more damage), but will also result in an attack penalty.
+
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' None.
  
Weapons have three damage types: bludgeoning, piercing, and slashing. Some creatures are resistant to some types of weapon damage. If a weapon has multiple types listed, you must choose which type when you purchase the weapon, or will be told the type when the weapon is found.
+
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' None.
  
All weapons have a ''speed''. When you make an attack action with a weapon, you apply the listed speed modifier to your Initiative. If you are attacking with multiple weapons, you apply the lowest speed modifier among weapons you used in that action.
+
'''Abilities:''' Dexterity, Bravery, and Luck are all important here.
  
Ranged weapons have a listed ''range'', which is the range increment of the weapon. Attacks made within the first range increment suffer no penalty; every range increment after the first incurs a -5 penalty.
+
'''Hit Points at 1st Level:''' 15 + Con score.
  
Some weapons have ''qualia''; see below.
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'''Hit Points at Each Additional Level:''' 9 + Con modifier.
  
All weapons have a ''cost'', which - on this table - is measured in kp.
+
'''Healing Surges:''' 10 + Con modifier.
  
==Critical Hits==
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'''Starting Age:''' Simple.
All weapons threaten a critical hit on a natural 20. You can spend an ''action point'' to confirm a critical hit.
+
  
If you confirm a critical hit with a weapon, you deal maximum damage.
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==Class Features==
 +
All of the following are class features of the explorer.
  
==Weapons==
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<div id="Proficiencies">
Every weapon falls into one of twenty-three categories.
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{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#CDAA7D;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Proficiencies</font></div>
 +
|}
 +
'''Weapons:''' Any four.
  
=Basic Weapons=
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'''Armor:''' Cloth, leather.
The following is the list of weapons in Trinity. These are basic weapons; that is, they are not Force aligned, with the exception of rifles, which are always Force-aligned.
+
  
<div id="Weapons">
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'''Implements:''' [[d20 Mechanic: Implements|Kits]].
{|class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
 
! colspan="13;" style="background:#4682B4;"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">WEAPONS</font></div>
+
<div id="Skills_Feature">
 +
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#CDAA7D;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Skills</font></div>
 +
|}
 +
Explorers are experts, and as such make use of ''skills'', specific ways that they can interact with the world that they have learned through training and experience in their particular field.
 +
 
 +
To use skills, explorers must expend ''moxie'', which they regain slowly while resting.
 +
 
 +
&nbsp;
 +
 
 +
{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="57;" style="background:#CDAA7D;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Explorer Knacks</font></div>
 
|-
 
|-
|colspan="3"|&nbsp;
+
|width="10%"|'''Knack'''
!colspan="3" style="background:#8AB0D0;"|Damage (Potency)
+
|width="10%"|'''Primary Ability'''
|colspan="4"|&nbsp;
+
|width="80%" align="left"|'''Description'''
!colspan="3" style="background:#8AB0D0;"|Cost
+
 
|-
 
|-
!width="10%" align="left"|Name
+
|Urbexor || Int || align="left"|Most at home in cities, urbexors learn how to traverse cities in unusual ways, and are by far the most social of explorers.
!width="8%"|Key Stat
+
|-style="background:#E6D5BE;"
!width="8%"|Defense
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|Dungeoneer || Per || align="left"|Seemingly able to keep maps in their heads, dungeoneers focus on exploring catacombs, fortresses, and other sorts of ruins or complexes.
|width="6%"|''Light''
+
|width="6%"|''One-Handed''
+
|width="6%"|''Two-Handed''
+
!width="16%"|Damage Type
+
!width="6%"|Speed
+
!width="8%"|Range
+
!width="8%"|Qualia
+
|width="6%"|''Light''
+
|width="6%"|''One-Handed''
+
|width="6%"|''Two-Handed''
+
|-style="background:white;" align="left"
+
|colspan="13;" style="background:#F9CCA7; padding-left: 2em;"|'''MELEE'''
+
|-style="background:white;"
+
|align="left"|Axe || Strength || Fortitude || 1d3 || 1d4 || 1d6 || Slashing || -2 || --- || --- || 8 kp || 10 kp || 12 kp
+
|-style="background:#CDDDEB;"
+
|align="left"|Claw || Strength || Reflex || --- || 2 || --- || Slashing || +0 || --- || --- || --- || 6 kp || ---
+
 
|-
 
|-
|align="left"|Club || Strength || Reflex || 1 || 2 || 4 || Bludgeoning || -2 || --- || --- || 0 kp || 0 kp || 0 kp
+
|Pathfinder || Wis || align="left"|Able cartographers and able to navigate almost by instinct, pathfinders specialize in overland travel through forests, deserts, and mountains.
|-style="background:#CDDDEB;"
+
|}
|align="left"|Flail || Strength || Fortitude || --- || 1 || 2 || Bludgeoning ''or'' Piercing || +0 || --- || Reach || --- || 2 kp || 4 kp
+
 
 +
&nbsp;
 +
 
 +
Skills are completely mundane in nature, representing only an individual's honed senses and experience. Skills are divided into ''knacks'', which represent particular areas of expertise in the given expert's field. The ''moxie'' cost and minimum primary ability needed to use a skill are indicated on the table to the right.
 +
 
 +
{|class="collapsible" width="20%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="3;" style="background:#CDAA7D; text-align:center;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Maneuver Stats by Grade</font></div>
 
|-
 
|-
|align="left"|Foil || Dexterity || Reflex || 1 || 2 || --- || Piercing || +2 || --- || Defensive || 3 kp || 6 kp || ---
+
! width="33%"|Grade
|-style="background:#CDDDEB;"
+
! width="40%"|Minimum Primary Ability
|align="left"|Glove || Constitution || Fortitude || --- || 1 || --- || Bludgeoning || +2 || --- || --- || --- || 1 kp || ---
+
! width="27%"|Moxie Cost
 
|-
 
|-
|align="left"|Greatsword || Bravery || Reflex || --- || --- || 4 || Slashing || +0 || --- || Knockback || --- || --- || 20 kp
+
| Basic || 10 || 1
|-style="background:#CDDDEB;"
+
|-style="background:#E6D5BE;"
|align="left"|Hammer || Constitution || Fortitude || 2 || 4 || 6 || Bludgeoning || -4 || --- || --- || 6 kp || 9 kp || 12 kp
+
| Lesser || 12 || 2
 
|-
 
|-
|align="left"|Katana || Wisdom || Reflex || --- || 3 || 4 || Slashing || +2 || --- || --- || --- || 15 kp || 20 kp
+
| Expert || 14 || 3
|-style="background:#CDDDEB;"
+
|-style="background:#E6D5BE;"
|align="left"|Knife || Dexterity || Reflex || 2 || --- || --- || Piercing || +4 || --- || --- || 2 kp || --- || ---
+
| Greater || 16 || 5
 
|-
 
|-
|align="left"|Knuckle || Dexterity || Fortitude || --- || 1 || --- || Piercing || +2 || --- || Knockback || --- || 3 kp || ---
+
| Master || 18 || 8
|-style="background:#CDDDEB;"
+
|align="left"|Mace || Wisdom || Fortitude || 2 || 3 || 5 || Bludgeoning || -2 || --- || --- || 8 kp || 12 kp || 16 kp
+
|-
+
|align="left"|Pick || Strength || Reflex || 1 || 2 || 3 || Piercing || -2 || --- || High Crit || 6 kp || 9 kp || 12 kp
+
|-style="background:#CDDDEB;"
+
|align="left"|Pole || Dexterity || Will || 1 || 1 || 1 || Bludgeoning || +0 || --- || Defensive || 1 kp || 1 kp || 1 kp
+
|-
+
|align="left"|Scythe || Dexterity || Reflex || 2 || 3 || 5 || Slashing || -2 || --- || High Crit || 2 kp || 4 kp || 6 kp
+
|-style="background:#CDDDEB;"
+
|align="left"|Spear || Strength || Reflex || 1 || 2 || 4 || Piercing ''or'' Slashing || +0 || --- || Reach || 6 kp || 10 kp || 12 kp
+
|-
+
|align="left"|Swallow || Dexterity || Reflex || --- || --- || 3 || Slashing || +0 || --- || Double || --- || --- || 16 kp
+
|-style="background:#CDDDEB;"
+
|align="left"|Sword || Strength || Reflex || 1 || 2 || --- || Slashing || +0 || --- || --- || 4 kp || 6 kp || ---
+
|-align="left"
+
|colspan="13;" style="background:#EFA0A0; padding-left: 2em;"|'''RANGED'''
+
|-
+
|align="left"|Boomerang || Strength || Reflex || 1 || 2 || --- || Bludgeoning || +0 || 20 ft. || Returning || 2 kp || 4 kp || ---
+
|-style="background:#CDDDEB;"
+
|align="left"|Bow || Dexterity || Reflex || --- || --- || 3 || --- || +0 || 80 ft. || Ammo ||  --- || --- || 16 kp
+
|-
+
|align="left"|Crossbow || Dexterity || Fortitude || 1 || 2 || 3 || --- || +0 || 50 ft. || Ammo || 8 kp || 10 kp || 12 kp
+
|-style="background:#CDDDEB;"
+
|align="left"|Handbomb || Perception || Reflex || 1 || 2 || --- || --- || -2 || 20 ft. || Ammo, Area || 8 kp || 12 kp || ---
+
|-
+
|align="left"|Rifle || Perception || Fortitude || 2 || 3 || 5 || --- || +0 || 50 ft. || Ammo, Force || 20 kp || 40 kp || 60 kp
+
|-style="background:#CDDDEB;"
+
|align="left"|Thrown || Dexterity || Reflex || 1 || --- || --- || --- || +2 || 20 ft. || Ammo, Thrown || 2 kp || --- || ---
+
 
|}
 
|}
</div>
 
  
&nbsp;
+
The explorer has a maximum amount of ''moxie'', based upon his class level. You gain a bonus to this amount equal to the highest of your Perception, Intelligence, and Bravery modifiers; this bonus is limited to half your class level, rounded down.
  
==Weapon Qualia==
+
After a ''long rest'', you automatically regain all ''moxie''.  
Weapons have ''qualia'', which are modifiers to a weapon's mechanics.
+
  
; Ammo : This weapon requires ''ammo'' to be fired. See the section on ammunition, below.
+
During a ''short rest'', you can spend a ''healing surge'' to regain 1 ''moxie''. You can only spend one ''healing surge'' per ''short rest'' in this manner.
  
; Area : This weapon affects a 10-foot radius. Rather than attacking a creature, you must attack a ''grid intersection'', which has an effective Defense of 5 + 2 per 5 feet you are from it. If you miss, the weapon ''scatters'' (the GM will roll for your targeted intersection randomly). Your attack roll made to hit the intersection is used against the Defense of creatures within the affected area.
+
To use a skill, you must expend some amount of ''moxie'', the amount required is determined by the grade of the skill.
  
; Defensive : You can use this weapon as though it were a shield.
+
The explorer begins with four known skills. He gains knowledge of additional skills each level, as per the class table, above. At fourth level and every four levels after, he can trade out up to two skills for new skills from any knack he can access, of any grade he can access.
  
; Double : This weapon is double-ended, and is effectively two different weapons. Enhancements to one "head" of the weapon do not affect the other "head." You can attack with this weapon as though you were wielding two weapons, treating the heads as separate weapons; if you do, you are treated as wielding a one-handed weapon and a light weapon for purposes of two-weapon fighting penalties.
+
If you would gain access to a knack, you can choose to instead gain a bonus feat, which must be a feat for which you qualify. If you would gain access to a knack and already have access to three knacks, you gain a bonus feat instead.
  
; Force : This weapon is Force-aligned.
+
The explorer's key ability for his ''exploration checks'' is the primary ability for the knack of the skill in question.
  
; High Crit : This weapon threatens a critical hit on a natural result of 19 or higher on your attack roll.
+
=Skills=
 +
The following is the explorer skill list, ordered by knack, then by grade.
  
; Knockback : When you successfully hit a creature and deal at least 1 point of damage, you can push the target of your attack 1 square.
+
==Archaeology Knack==
 +
The field of archaeology, in the sense that explorers use it, is focused on finding what you were not meant to find. Archaeologist explorers excel at finding the hidden treasure, secret passages, and lost tomes that often elude adventurers, and can often glean details of a site just from examining small sections of it. However, their process is slow and methodical; in addition, their attention to detail can sometimes make them miss obvious dangers. As such, while archaeologist explorers get many skills related to finding hidden details, they are often less adept at fully exploring a site, and get no training in noticing traps or denizens of the dark.
  
; Reach : Your threatened reach is doubled while wielding this weapon.
+
&nbsp;
  
; Returning : When you throw this weapon, it returns to you after your attack.
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="2;" style="background:#CDAA7D;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Archaeology Basic Skills</font></div>
 +
|-
 +
! width="10%"|Skill Name
 +
! width="90%"|Effect
 +
|-style="background:white;" align="left"
 +
|Analysis, Basic || Make an ''exploration check'' against the current ''zone''. If you hit, you make ''progress'' and gain ''libra (exploration)'' against it.
 +
|- style="background:#E6D5BE;"
 +
|Awareness, Basic || Make an ''exploration check'' against the current ''zone''. If you hit, you make ''progress'' and determine the presence of ''hidden details''.
 +
|-
 +
|Identify || Learn the properties of an item.
 +
|-style="background:#E6D5BE;"
 +
|Investigate, Basic || Make an ''exploration check'' against the current ''zone'' with a -4 power penalty. If you hit, you make no ''progress'', but you ''uncover'' a ''hidden detail''.
 +
|-
 +
|Sift, Basic || Make an ''exploration check'' against a ''clutter''; if you hit, gain ''progress'' against it per your kit.
 +
|}
  
; Thrown : This is a ranged weapon for which the ammunition is the weapon; once you run out of ammunition, you no longer have this weapon.
+
&nbsp;
  
==Ammunition==
+
==Infiltration Knack==
<div id="Ammunition">
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
{|class="collapsible" align="right" width="35%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="2;" style="background:#CDAA7D;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Infiltration Basic Skills</font></div>
! colspan="13;" style="background:#4682B4;"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">AMMUNITION</font></div>
+
 
|-
 
|-
!width="24%" align="left"|Weapon
+
! width="10%"|Skill Name
!width="20%"|Ammunition
+
! width="90%"|Effect
!width="16%"|Ammo Die
+
|-style="background:white;" align="left"  
!width="20%"|Basic Ammo
+
|Danger Sense, Basic || In response to a ''hazard check'', gain a +2 power bonus to defenses against it.
!width="20%"|Damage Type
+
|- style="background:#E6D5BE;"
|-style="background:white;"
+
|Get Back! || In response to a ''creature encounter'', gain a +4 power bonus on the ''exploration check'' made to determine the encounter type.
|align="left"|Bow || Arrow || d10 || Onion Arrow || Piercing
+
|-style="background:#CDDDEB;"
+
|align="left"|Crossbow || Bolt || d8 || Onion Bolt || Piercing
+
 
|-
 
|-
|align="left"|Handbomb || Bomb || d4 || Onion Bomb || Slashing
+
|Open Lock, Basic || Make an ''exploration check'' against a ''lock''; if you hit, gain ''progress'' against it per your kit.
|-style="background:#CDDDEB;"
+
|- style="background:#E6D5BE;"
|align="left"|Rifle || Shot || d6 || Onion Shot || Piercing
+
|Scrutiny, Basic || Make an ''exploration check'' against the current ''zone''. If you hit, you make ''progress'' and learn one ''zone encounter''.
 
|-
 
|-
|align="left"|Thrown ''(Bludgeoning)'' || Stone || d8 || Onion Stone || Bludgeoning
+
|Stealth, Basic || Make an ''exploration check'' against the current ''zone''. If you hit, you make no ''progress'', but gain ''potency 4 stealth'' while in the ''zone''.
|-style="background:#CDDDEB;"
+
|}
|align="left"|Thrown ''(Piercing)'' || Dart || d8 || Onion Dart || Piercing
+
 
 +
&nbsp;
 +
 
 +
==Pathfinding Knack==
 +
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="2;" style="background:#CDAA7D;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Pathfinding Basic Skills</font></div>
 
|-
 
|-
|align="left"|Thrown ''(Slashing)'' || Shuriken || d8 || Onion Shuriken || Slashing
+
! width="10%"|Skill Name
 +
! width="90%"|Effect
 +
|-style="background:white;" align="left"  
 +
|Examination, Basic || Make an ''exploration check''. If you hit, you gain a +1 power bonus to the ''potency'' to your ''progress''.
 +
|- style="background:#E6D5BE;"
 +
|Navigate Terrain, Basic || Make an ''exploration check'' against an ''obstacle''; if you hit, gain ''progress'' against it per your kit.
 +
|-
 +
|Search, Basic || Make an ''exploration check'' with a +2 power bonus.
 +
|- style="background:#E6D5BE;"
 +
|Shepherd || ''Traverse'' to a new ''zone'' via a known ''passage'' without expending actions.
 +
|-
 +
|Survey, Basic || Make an ''exploration check''. If you hit, you make no ''progress'', but you ''discover'' a ''passage''.
 +
|- style="background:#E6D5BE;"
 +
|Sweep, Basic || Make two ''exploration checks'', each with a -4 power penalty.
 +
|-
 +
|Triangulate || Make an ''exploration check'' against an adjacent ''zone''. If you hit, you make no ''progress'', but if that ''zone'' has a ''passage'' to a ''zone'' you have already found, you ''discover'' that ''passage'', and make ''potency 1 progress'' against the target ''zone''.
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
=Feats=
 +
The following are a selection of feats that are relevant to explorers.
 +
 
 +
&nbsp;
 +
 
 +
<div id="Scout">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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! style="background:#CDAA7D;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">SCOUT [Job]</font></div>
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|You know a few things about getting along on the road.
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|'''Prerequisites:''' No levels in explorer.
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|'''Benefit:''' You gain access to a single explorer knack, and learn two explorer tricks of your choice from that knack. Your ''expertise die'' is d2.
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|'''Special:''' If you take a level in explorer, you must immediately retrain this feat; the new feat cannot be a [Job] feat.
 
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Ammunition comes in seven varieties. Four of these are for individual weapons, while the remaining three fall under the ''thrown'' weapon group.
 
  
When you purchase a weapon with the ''ammo'' qualia, you are assumed to always be carrying "enough" of the basic ammunition for that weapon: that is, you effectively never run out of the basic ammunition, except in circumstances in which you lose access to your gear; if you find loot that includes a ranged weapon that requires ammunition, you also find "enough" ammo to go with it. This basic ammunition has no effect on any of the weapon's mechanical statistics.
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=Design Notes=
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Second expert class.
  
More advanced ammunition follows different rules. When you make an attack with a ranged weapon that requires ammunition, and you are using ammunition other than the basic ammunition, you must also roll an ''ammo die'', dependent upon the weapon you are using. If you roll a 1 on the ''ammo die'', your ammunition of that type is depleted and you no longer have access to it. You can have multiple copies of a given type of ammunition, which represents multiple quivers or bags of that ammunition: if you do, when you roll a 1 on the ''ammo die'', only one of your copies of that ammunition is depleted.
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'''Feb 14, 2017:''' Experts will have 8 skills per grade per knack. That's 120 I need to write. For each grade of each knack, four of the skills will be "standard" skills that appear at each grade level, while the other four will be other miscellaneous abilities that seem appropriate to that skill level. That seems like a decent enough starting point... I'm sure we'll think of more as time goes on.
  
Ammunition, like weapons, can be enhanced as a Force item. If both your weapon and your ammunition are so enhanced, your attacks benefit from the qualities of both; note that the same effect does not stack with itself, and the attunement bonus to attack and damage rolls granted by Force items does not stack. Ammunition cannot be improved with ''[[D20_Mechanic:_Materia|materia]]'', but ammunition can be turned into ''materia''.
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'''Mar 26, 2017:''' Modifying knacks to account for [[D20_Mechanic:_Exploration|exploration rules]] now having a solid foundation.

Latest revision as of 18:51, 26 March 2017

The Explorer
  Charting
Level Special Moxie Max Grade Knacks Skills
1 Mapmaking 2 Basic 1 4
2 Cartography 2 Basic 1 6
3   3 Lesser 1 7
4 Cartography 3 Lesser 1 8
5   4 Lesser 2 10
6 Cartography 4 Lesser 2 11
7   5 Lesser 2 12
8 Cartography 5 Expert 2 14
9   6 Expert 2 15
10 Explorer Talent 7 Expert 2 16
11   7 Expert 3 18
12 Explorer Talent 8 Expert 3 19
13   8 Greater 3 20
14 Explorer Talent 8 Greater 3 22
15   9 Greater 3 23
16 Explorer Talent 9 Greater 3 24
17   10 Greater 3 26
18 Explorer Talent 10 Master 3 27
19   11 Master 3 28
20 Explorer Talent 11 Master 3 30

 

Explorer

Trish, iconic explorer
"There's a whole lot out there to see."

There are plenty of places to explore in the worlds of Trinity: ancient ruins lost to the ravages of time; desolate lands that haven't seen a sentient face in ages; and many other secrets. Exploring these out-of-the-way places requires a surprisingly large skill set, and some choose to specialize on improving those skills, becoming explorers in the process. Everything from the logistics of planning a foray to the search for hidden passages is within the explorer's purview, and - since the world is a dangerous place - many also know their way around a weapon, even if aren't particularly graceful with one, and explorers who survive their expeditions often become an incredibly hardy lot. Explorers are as likely to find work as the scout for an adventuring party as they are to band together and hire a mercenary to deal with anything dangerous on their travels.

Game Rule Information

Thieves have the following game statistics.

Force Alignment: None.

Force Resistances: None.

Abilities: Dexterity, Bravery, and Luck are all important here.

Hit Points at 1st Level: 15 + Con score.

Hit Points at Each Additional Level: 9 + Con modifier.

Healing Surges: 10 + Con modifier.

Starting Age: Simple.

Class Features

All of the following are class features of the explorer.

Proficiencies

Weapons: Any four.

Armor: Cloth, leather.

Implements: Kits.

Skills

Explorers are experts, and as such make use of skills, specific ways that they can interact with the world that they have learned through training and experience in their particular field.

To use skills, explorers must expend moxie, which they regain slowly while resting.

 

Explorer Knacks
Knack Primary Ability Description
Urbexor Int Most at home in cities, urbexors learn how to traverse cities in unusual ways, and are by far the most social of explorers.
Dungeoneer Per Seemingly able to keep maps in their heads, dungeoneers focus on exploring catacombs, fortresses, and other sorts of ruins or complexes.
Pathfinder Wis Able cartographers and able to navigate almost by instinct, pathfinders specialize in overland travel through forests, deserts, and mountains.

 

Skills are completely mundane in nature, representing only an individual's honed senses and experience. Skills are divided into knacks, which represent particular areas of expertise in the given expert's field. The moxie cost and minimum primary ability needed to use a skill are indicated on the table to the right.

Maneuver Stats by Grade
Grade Minimum Primary Ability Moxie Cost
Basic 10 1
Lesser 12 2
Expert 14 3
Greater 16 5
Master 18 8

The explorer has a maximum amount of moxie, based upon his class level. You gain a bonus to this amount equal to the highest of your Perception, Intelligence, and Bravery modifiers; this bonus is limited to half your class level, rounded down.

After a long rest, you automatically regain all moxie.

During a short rest, you can spend a healing surge to regain 1 moxie. You can only spend one healing surge per short rest in this manner.

To use a skill, you must expend some amount of moxie, the amount required is determined by the grade of the skill.

The explorer begins with four known skills. He gains knowledge of additional skills each level, as per the class table, above. At fourth level and every four levels after, he can trade out up to two skills for new skills from any knack he can access, of any grade he can access.

If you would gain access to a knack, you can choose to instead gain a bonus feat, which must be a feat for which you qualify. If you would gain access to a knack and already have access to three knacks, you gain a bonus feat instead.

The explorer's key ability for his exploration checks is the primary ability for the knack of the skill in question.

Skills

The following is the explorer skill list, ordered by knack, then by grade.

Archaeology Knack

The field of archaeology, in the sense that explorers use it, is focused on finding what you were not meant to find. Archaeologist explorers excel at finding the hidden treasure, secret passages, and lost tomes that often elude adventurers, and can often glean details of a site just from examining small sections of it. However, their process is slow and methodical; in addition, their attention to detail can sometimes make them miss obvious dangers. As such, while archaeologist explorers get many skills related to finding hidden details, they are often less adept at fully exploring a site, and get no training in noticing traps or denizens of the dark.

 

Archaeology Basic Skills
Skill Name Effect
Analysis, Basic Make an exploration check against the current zone. If you hit, you make progress and gain libra (exploration) against it.
Awareness, Basic Make an exploration check against the current zone. If you hit, you make progress and determine the presence of hidden details.
Identify Learn the properties of an item.
Investigate, Basic Make an exploration check against the current zone with a -4 power penalty. If you hit, you make no progress, but you uncover a hidden detail.
Sift, Basic Make an exploration check against a clutter; if you hit, gain progress against it per your kit.

 

Infiltration Knack

Infiltration Basic Skills
Skill Name Effect
Danger Sense, Basic In response to a hazard check, gain a +2 power bonus to defenses against it.
Get Back! In response to a creature encounter, gain a +4 power bonus on the exploration check made to determine the encounter type.
Open Lock, Basic Make an exploration check against a lock; if you hit, gain progress against it per your kit.
Scrutiny, Basic Make an exploration check against the current zone. If you hit, you make progress and learn one zone encounter.
Stealth, Basic Make an exploration check against the current zone. If you hit, you make no progress, but gain potency 4 stealth while in the zone.

 

Pathfinding Knack

Pathfinding Basic Skills
Skill Name Effect
Examination, Basic Make an exploration check. If you hit, you gain a +1 power bonus to the potency to your progress.
Navigate Terrain, Basic Make an exploration check against an obstacle; if you hit, gain progress against it per your kit.
Search, Basic Make an exploration check with a +2 power bonus.
Shepherd Traverse to a new zone via a known passage without expending actions.
Survey, Basic Make an exploration check. If you hit, you make no progress, but you discover a passage.
Sweep, Basic Make two exploration checks, each with a -4 power penalty.
Triangulate Make an exploration check against an adjacent zone. If you hit, you make no progress, but if that zone has a passage to a zone you have already found, you discover that passage, and make potency 1 progress against the target zone.

 

Feats

The following are a selection of feats that are relevant to explorers.

 

SCOUT [Job]
You know a few things about getting along on the road.
Prerequisites: No levels in explorer.
Benefit: You gain access to a single explorer knack, and learn two explorer tricks of your choice from that knack. Your expertise die is d2.
Special: If you take a level in explorer, you must immediately retrain this feat; the new feat cannot be a [Job] feat.

 

Design Notes

Second expert class.

Feb 14, 2017: Experts will have 8 skills per grade per knack. That's 120 I need to write. For each grade of each knack, four of the skills will be "standard" skills that appear at each grade level, while the other four will be other miscellaneous abilities that seem appropriate to that skill level. That seems like a decent enough starting point... I'm sure we'll think of more as time goes on.

Mar 26, 2017: Modifying knacks to account for exploration rules now having a solid foundation.