Difference between revisions of "Test Page 4"

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{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="12;" style="background:#CD0000;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Mage</font></div>
+
! 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="8"|&nbsp;
+
| colspan="2"|&nbsp;
| colspan="4" style="background:#DA8072;"|'''Magic'''
+
! colspan="4" style="background:#DDC5A6;"|Charting
 
|-
 
|-
|width="8%"|'''Level'''
+
|width="10%"|'''Level'''
|width="5%"|'''BAB'''
+
|width="5%"|'''FRC'''
+
|width="5%"|'''Fort'''
+
|width="5%"|'''Ref'''
+
|width="5%"|'''Will'''
+
|width="5%"|'''Det'''
+
 
|width="26%" align="left"|'''Special'''
 
|width="26%" align="left"|'''Special'''
|width="9%"|''Mana Die''
+
|width="16%"|''Moxie''
|width="9%"|''Max Spell Grade''
+
|width="16%"|''Max Grade''
|width="9%"|''Paths''
+
|width="16%"|''Knacks''
|width="9%"|''Spells Known''
+
|width="16%"|''Skills''
 
|-
 
|-
|1 || +0 || +1 || +0 || +0 || +2 || +0 || align="left"|Prestidigitation || d4 || Initiate || 2 || 4
+
|1 || align="left"|Mapmaking || 2 || Basic || 1 || 4
|-style="background:#FCA294;"
+
|-style="background:#E6D5BE;"
|2 || +1 || +2 || +1 || +1 || +3 || +1 || align="left"|Prestidigitation || d4 || Initiate || 2 || 6
+
|2 || align="left"|Cartography || 2 || Basic || 1 || 6
 
|-
 
|-
|3 || +1 || +3 || +1 || +1 || +4 || +1 || align="left"|&nbsp; || d6 || Apprentice || 2 || 7
+
|3 || align="left"|&nbsp; || 3 || Lesser || 1 || 7
|-style="background:#FCA294;"
+
|-style="background:#E6D5BE;"
|4 || +2 || +4 || +1 || +1 || +4 || +1 || align="left"|Prestidigitation || d6 || Apprentice || 2 || 8
+
|4 || align="left"|Cartography || 3 || Lesser || 1 || 8
 
|-
 
|-
|5 || +2 || +5 || +2 || +2 || +5 || +2 || align="left"|&nbsp; || d6 || Apprentice || 3 || 10
+
|5 || align="left"|&nbsp; || 4 || Lesser || 2 || 10
|-style="background:#FCA294;"
+
|-style="background:#E6D5BE;"
|6 || +3 || +6 || +2 || +2 || +6 || +2 || align="left"|Prestidigitation || d6 || Apprentice || 3 || 11
+
|6 || align="left"|Cartography || 4 || Lesser || 2 || 11
 
|-
 
|-
|7 || +3 || +7 || +3 || +3 || +7 || +3 || align="left"|&nbsp; || d8 || Apprentice || 3 || 12
+
|7 || align="left"|&nbsp; || 5 || Lesser || 2 || 12
|-style="background:#FCA294;"
+
|-style="background:#E6D5BE;"
|8 || +4 || +8 || +3 || +3 || +7 || +3 || align="left"|Prestidigitation || d8 || Journeyman || 3 || 14
+
|8 || align="left"|Cartography || 5 || Expert || 2 || 14
 
|-
 
|-
|9 || +4 || +9 || +3 || +3 || +8 || +3 || align="left"|&nbsp; || d8 || Journeyman || 4 || 15
+
|9 || align="left"|&nbsp; || 6 || Expert || 2 || 15
|-style="background:#FCA294;"
+
|-style="background:#E6D5BE;"
|10 || +5 || +10 || +4 || +4 || +9 || +4 || align="left"|Mage Talent || d8 || Journeyman || 4 || 16
+
|10 || align="left"|Explorer Talent || 7 || Expert || 2 || 16
 
|-
 
|-
|11 || +5 || +11 || +4 || +4 || +10 || +4 || align="left"|&nbsp; || d10 || Journeyman || 4 || 18
+
|11 || align="left"|&nbsp; || 7 || Expert || 3 || 18
|-style="background:#FCA294;"
+
|-style="background:#E6D5BE;"
|12 || +6 || +12 || +5 || +5 || +10 || +5 || align="left"|Mage Talent || d10 || Journeyman || 4 || 19
+
|12 || align="left"|Explorer Talent || 8 || Expert || 3 || 19
 
|-
 
|-
|13 || +6 || +13 || +5 || +5 || +11 || +5 || align="left"|&nbsp; || d10 || Adept || 5 || 20
+
|13 || align="left"|&nbsp; || 8 || Greater || 3 || 20
|-style="background:#FCA294;"
+
|-style="background:#E6D5BE;"
|14 || +7 || +14 || +5 || +5 || +12 || +5 || align="left"|Mage Talent || d10 || Adept || 5 || 22
+
|14 || align="left"|Explorer Talent || 8 || Greater || 3 || 22
 
|-
 
|-
|15 || +7 || +15 || +6 || +6 || +13 || +6 || align="left"|&nbsp; || d12 || Adept || 5 || 23
+
|15 || align="left"|&nbsp; || 9 || Greater || 3 || 23
|-style="background:#FCA294;"
+
|-style="background:#E6D5BE;"
|16 || +8 || +16 || +6 || +6 || +13 || +6 || align="left"|Mage Talent || d12 || Adept || 5 || 24  
+
|16 || align="left"|Explorer Talent || 9 || Greater || 3 || 24
 
|-
 
|-
|17 || +8 || +17 || +7 || +7 || +14 || +7 || align="left"|&nbsp; || d12 || Adept || 6 || 26  
+
|17 || align="left"|&nbsp; || 10 || Greater || 3 || 26
|-style="background:#FCA294;"
+
|-style="background:#E6D5BE;"
|18 || +9 || +18 || +7 || +7 || +15 || +7 || align="left"|Mage Talent || d12 || Master || 6 || 27
+
|18 || align="left"|Explorer Talent || 10 || Master || 3 || 27
 
|-
 
|-
|19 || +9 || +19 || +7 || +7 || +16 || +7 || align="left"|&nbsp; || d20 || Master || 6 || 28
+
|19 || align="left"|&nbsp; || 11 || Master || 3 || 28
|-style="background:#FCA294;"
+
|-style="background:#E6D5BE;"
|20 || +10 || +20 || +8 || +8 || +16 || +8 || align="left"|Mage Talent || d20 || Master || 6 || 30
+
|20 || align="left"|Explorer Talent || 11 || Master || 3 || 30
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
=Mage=
+
=Explorer=
[[Image:mage.jpg|thumb|450px|right|Tellah, iconic mage]]
+
[[Image:The_urban_explorer_by_luches-d3ll5ka.jpg|thumb|450px|right|Trish, iconic explorer]]
: ''"Reality is malleable. Nothing is impossible."''
+
: ''"There's a whole lot out there to see."''
  
Hidden in the depths of reality, in places where surely no mortal mind was meant to venture, lie secrets: ancient pathways of power, hewn into the metaphysical depths by forces beyond mortal ken. However, with sufficient knowledge, resolve, and force of will, an individual can tap into these leylines and wrest forth their secrets, revealing powers capable of twisting reality to the wishes of he who tapped into it. Those who steel their minds and seek to map out the myriad twisting lines of power etched into reality are known as mages.
+
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.
 
+
The leylines are not a science, and there is no rhyme or reason to their existence, nor are they predictable in their effects. A mage who taps a given leyline may unlock the ability to heal an ally, while another mage who taps the same leyline instead is able to summon forth lightning from his hand. The nature of the interaction between leylines and the individuals who tap them is a mysterious and unknowable interplay between the leyline and the mage; however, one common thread among all mages is the need to speak aloud their desire when accessing a leyline. The precise wording is often irrelevant; it is the intent that matters, and mages must be very clear about their intentions regarding the energy from a leyline before it becomes unleashed.
+
 
+
Tapping into a leyline is not dangerous by itself, but those who would wield the powers held within must gird their minds and use their own essence to unlock its power. An apprentice mage who has just begun his studies can tap into the simplest and smallest of leylines, while a master can command all but the most dizzying of them. The only vaguely consistent detail of the wielding of magic is the amount of energy an individual must put into a leyline before it unleashes its secrets at his whim: the energy patterns required by each leyline require the mage to make snap decisions with the amount of energy he devotes to a leyline, and brilliant mages are able to conserve their power, giving them significantly greater staying power, while dullards waste their energies summoning even the weakest of spells.
+
 
+
Mages are dangerous opponents. One can never tell what powers a given mage has unlocked merely by looking at him, and magic is a powerful force. With a mere whisper, a mage can mend bone, create pillars of flame, or summon otherworldly creatures to do his bidding. With such power, it is no wonder that mages are often feared: for the goal of many magicians is absolute power, and such power has a tendency to corrupt. While many mages work for the common good, many are all too aware that a mage who decides to pursue his own ends can rapidly turn any opposition to ash, or worse.
+
  
 
==Game Rule Information==
 
==Game Rule Information==
Mages have the following game statistics.
+
Thieves have the following game statistics.
 
+
'''[[ The_Forces#Force_Alignment | Force Alignment]]:''' Magic.
+
 
+
'''[[ The_Forces#Force_Resistance | Force Resistances]]:''' PR 5 + level, TR 5 + level.
+
  
'''Abilities:''' Intelligence is the prime ability for the mage. With a higher intelligence, his mental fortitude improves, allowing him to command more magical energy, as well as access the deeper secrets of the universe. Each path of magic also requires another ability, however, and so mages cannot pursue intellect to the exclusion of all else.
+
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' None.
  
'''Hit Points at 1st Level:''' 5 + Con score.
+
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' None.
  
'''Hit Points at Each Additional Level:''' 5 + Con modifier.
+
'''Abilities:''' Dexterity, Bravery, and Luck are all important here.
  
'''Healing Surges:''' 6 + Con modifier.
+
'''Hit Points at 1st Level:''' 15 + Con score.
  
'''Class Skills:''' The Mage’s class skills are Analysis, Crafting, Falsify, Insight, Intimidate, Legerdemain, Lore (Magic), Resolve, and Search.
+
'''Hit Points at Each Additional Level:''' 9 + Con modifier.
  
'''Skill Points at Each Level:''' 4 + Int modifier.
+
'''Healing Surges:''' 10 + Con modifier.
  
'''Starting Age:''' Moderate.
+
'''Starting Age:''' Simple.
  
 
==Class Features==
 
==Class Features==
All of the following are class features of the mage.
+
All of the following are class features of the explorer.
  
 
<div id="Proficiencies">
 
<div id="Proficiencies">
 
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
! style="background:#CD0000;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Proficiencies</font></div>
+
! 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 three.
+
'''Weapons:''' Any four.
  
'''Armor:''' Cloth.
+
'''Armor:''' Cloth, leather.
  
'''Implements:''' [[D20_Mechanic:_Implements#Wands|Wands]].
+
'''Implements:''' [[d20 Mechanic: Implements|Kits]].
  
<div id="Spells">
+
<div id="Skills_Feature">
 
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
! style="background:#CD0000;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Spells</font></div>
+
! style="background:#CDAA7D;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Skills</font></div>
 
|}
 
|}
Mages are casters, which means that they make use of ''spells'', expressions of power ripped from the leylines that metaphysically cross the material plane. As casters, mages must expend ''mana'' to cast spells, a metaphysical resource produced by the strength of his will and personal conviction. With a ''long rest'', the mage replenishes his mana completely.
+
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;
 
&nbsp;
  
 
{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{| 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:#CD0000;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Magic Paths</font></div>
+
! 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>
 
|-
 
|-
|width="10%"|'''Path'''
+
|width="10%"|'''Knack'''
|width="10%"|'''Secondary Ability'''
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|width="10%"|'''Primary Ability'''
 
|width="80%" align="left"|'''Description'''
 
|width="80%" align="left"|'''Description'''
 
|-
 
|-
|Artifice || Cha || align="left"|Artifice is the art of manipulating magical energies and binding them to items, or otherwise manipulating the magics inherent in objects.
+
|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.
|-style="background:#FCA294;"
+
|-style="background:#E6D5BE;"
|Conjury || Wis || align="left"|Conjurations heal creatures, weave protections of both physical and magical natures, and can conjure obstructions and barriers.
+
|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.
 
|-
 
|-
|Malediction || Cha || align="left"|Maledictions are baleful magics, impeding creatures or harming them in subtle ways, or even calling forth the dead.
+
|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:#FCA294;"
+
|Sorcery || Brv || align="left"|Vulgar magics, sorceries are powerful but obvious, with a wide variety of effects with clear applications.
+
|-
+
|Thaumaturgy || Brv || align="left"|Thaumaturgy deals with the direct manipulation of energies and the elements, giving the mage command over the forces of nature.
+
|-style="background:#FCA294;"
+
|Wizardry || Wis || align="left"|Subtle magics, wizardry is an art, one whose effects are incredibly varied, which often require clever thinking to utilize to their fullest.
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
Spells are a combination of the mage's will to modify the world and the power imparted by accessing leylines; as such, so long as the mage has sufficient mana to fuel the spell, it will always function. The mana, minimum Intelligence, and minimum secondary ability needed to use a spell are indicated on the table to the right.
+
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="30%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
{|class="collapsible" width="20%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="5;" style="background:#CD0000; text-align:center;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Spell Stats by Grade</font></div>
+
! 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>
 
|-
 
|-
! width="25%"|Grade
+
! width="33%"|Grade
! width="25%"|Minimum Intelligence
+
! width="40%"|Minimum Primary Ability
! width="25%"|Minimum Secondary Ability
+
! width="27%"|Moxie Cost
! width="25%"|MP Cost
+
 
|-
 
|-
| Initiate || 11 || 10 || 1  
+
| Basic || 10 || 1
|-style="background:#FCA294;"
+
|-style="background:#E6D5BE;"
| Apprentice || 14 || 11 || 4
+
| Lesser || 12 || 2
 
|-
 
|-
| Journeyman || 17 || 12 || 9
+
| Expert || 14 || 3
|-style="background:#FCA294;"
+
|-style="background:#E6D5BE;"
| Adept || 20 || 13 || 16
+
| Greater || 16 || 5
 
|-
 
|-
| Master || 23 || 14 || 25
+
| Master || 18 || 8
 
|}
 
|}
  
'''Paths:''' Upon beginning his training, the mage finds a certain affinity for certain paths over others. This could be due to any number of factors, such as a metaphysical leyline for some paths crossing over his hometown, or simply having a preference for some over others.
+
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.
  
When you take your first level in mage, you must select two paths as your ''ruling paths'', and one path as your ''inferior path''. All other paths become your ''common paths''. Your studies begin solely in your ruling paths, but you gradually learn to branch out into your common paths; eventually, you learn the basics of your inferior path, but never to the strength of your other paths.
+
After a ''long rest'', you automatically regain all ''moxie''.  
  
The paths are as follows.
+
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.
  
'''Arcane Implement:''' At first level, the mage chooses a particular implement to assist him as a mental focus. Some implements serve as a receptacle for arcane power, allowing the mage to draw mana from it when the need is dire; others grant the mage benefits when using spells of certain paths.
+
To use a skill, you must expend some amount of ''moxie'', the amount required is determined by the grade of the skill.
  
The three types of implements are tomes, staffs, and orbs.
+
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.
  
* '''Tomes:''' The mage maintains a tome, into which he writes arcane formulae and other notation that better allow him to keep track of his mystic education. A tome made to be an implement, however, becomes more than just a journal or notebook: a tome grants a mage greater versatility with his magic.
+
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.
** ''Arcane Insights:'' The magic inherent in a tome allow the mage to cross-reference his knowledge and make deeper insights as his knowledge of the nature of magic improves. Each time you gain a mage level, you learn an additional two spells, which can be from any path you can access. If you select this implement as your first implement, you may select 6 + your Intelligence modifier Initiate spells, and 4 + your Intelligence modifier Apprentice spells.
+
** ''Mystic Writings:'' You can choose to imbue a spell written into your tome with magical energy, costing mana equal to the spell's mana cost and taking one hour per grade of the spell. If you have done so, you may, as a full-round action, when wielding a tome, cast such a spell directly from the tome. Doing so costs you no mana; however, the spell is burned out of the tome (it can be written into it again if you so choose). Casting a spell in this manner changes none of the spell's parameters other than its casting time and mana cost. You cannot augment a spell cast this way with metamagic feats.
+
** ''Evidence Yields Truth:'' If you maintain a tome, when you witness a spell cast of a path and grade you can access and know at least one spell from that path, you can attempt to learn the spell by studying what you personally have learned and cross-referencing it with your experience. Doing so requires an hour per grade of the spell, and the base Spellcraft DC to learn a spell in this manner is 25. If the check succeeds, you successfully learn the spell.
+
* '''Staffs:''' The mage carries a staff, a symbol of his position as a mage that demands respect. A staff imbued to become an implement, however, becomes a font of magical power.
+
** ''Arcane Symbol:'' The staff is the traditional symbol of wielders of the arcane, primarily because the imbuing process for staffs enables their carriers to access expressions of magic not accessible to other mages. The mage gains access to the noted additional effects under ''expressions of magic''.
+
** ''Release Power:'' A staff may be broken, releasing any magical energy it stores. Breaking a staff is a standard action, and deals 1d6/caster level points of arcane damage to all creatures within 30 feet (Reflex save DC 10 + mage's caster level for half damage), including the mage. A staff broken in this manner cannot be repaired, and the mage must attune himself to a new staff if he wishes to benefit from such an implement.
+
* '''Orbs:''' The mage wields an orb, an entrancing and often mystical object. Imbued as an implement, the orb becomes a receptacle for arcane power.
+
** ''Mana Receptacle:'' As a swift action, you may transfer mana freely between yourself and an orb you wield. An orb can hold no more mana than your caster level + Intelligence modifier. Mana stored in an orb remains until used.
+
** ''Locus of Concentration:'' The nature of an orb allows a mage using one to focus more intently on forming magical energies. When you cast a spell and are wielding an orb, you can increase the casting time of a spell by one step; if you do, you automatically succeed at Concentration checks to cast defensively, and gain a bonus to Concentration checks to avoid spell disruption equal to your caster level + Intelligence modifier. However, due to your intense concentration, you are considered flat-footed until the beginning of your next turn.
+
  
'''Expressions of Magic (Sp):''' As a mage, you are able to produce a number of minor magical effects, provided you have at least 1 mp remaining.
+
The explorer's key ability for his ''exploration checks'' is the primary ability for the knack of the skill in question.
  
At first level, you can produce the following effects at will, so long as you have at least 1 mp.
+
=Skills=
 +
The following is the explorer skill list, ordered by knack, then by grade.
  
* ''arcane mark''
+
==Archaeology Knack==
* ''detect magic''
+
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.
* ''prestidigitation''
+
* ''light'' (staff only)
+
 
+
At fifth level, you can produce the following effects at will, so long as you have at least 4 mp.
+
 
+
* ''disguise self''
+
* ''comprehend languages''
+
* ''magic aura''
+
* ''arcane lock'' (staff only)
+
* ''knock'' (staff only)
+
 
+
At tenth level, you can produce the following effects at will, so long as you have at least 9 mp.
+
 
+
* ''arcane sight''
+
* ''darkvision''
+
* ''whispering wind''
+
* ''darkness'' (staff only)
+
* ''daylight'' (staff only)
+
 
+
At fifteenth level, you can produce the following effects at will, so long as you have at least 16 mp.
+
 
+
* ''alter self''
+
* ''command''
+
* ''tongues''
+
* ''tiny hut'' (staff only)
+
 
+
At twentieth level, you can produce the following effects at will, so long as you have at least 25 mp.
+
 
+
* ''permanency''
+
* ''scrying''
+
* ''teleport'' (self only)
+
* ''turn to frog'' (staff only)
+
 
+
'''Mage Talent:''' At tenth level, and every two levels thereafter, the mage's understanding of the arcane deepens. He may select one of the following talents.
+
 
+
* ''Channel:'' You may, as a swift action, sacrifice any number of hit points. You gain temporary mana equal to half the amount of hit points you sacrificed, rounded down. Temporary mana lasts for 1 round per point of Intelligence modifier you have, and can put you over your maximum mana. In addition, you can go into ''lifeburn''.
+
** '''Lifeburn (Sp):''' You may, as a swift action, go to 0 hit points. If you do, the base mana cost of all your spells becomes 0, and you gain the benefits of the ''doublecast'' talent. This effect lasts for 1 round per point of Intelligence modifier, during which you are immune to damage, can only be destroyed by effects that ignore hit points (such as a ''sphere of annihilation''), and you ignore any penalties for being staggered. After the effect ends, you permanently and irrevocably die. You can only use this ability if you are at 1 or more hit points.
+
* ''Disciplined Mind:'' Whenever you would gain a mana die, you may roll twice and take the result of your choice. When you take this talent, you may reroll all the mana dice you have accumulated thus far, and take the total of that reroll or your current total (remember that if mage was your first class, your first level's mana die is maximized).
+
** ''Expansive Mind:'' Whenever you would gain a mana die, the size of the mana die is increased by one step. If your mana die is d12, your mana die becomes d12+d2 (if you further improve your mana die, the next step is d12+d4, then d12+d6, and so on). You can take this talent multiple times; its effects stack. (''Prerequisites:'' Disciplined Mind)
+
** ''Focused Mind:'' You gain an additional +1 magic point per caster level. You can take this talent multiple times; its effects stack. (''Prerequisites:'' Disciplined Mind)
+
* ''Dilettante:'' Choose two common paths. You can access spells one grade higher for those paths (so if you could normally access apprentice spells, you can now access journeyman spells), and immediately learn two spells of the new grade from each path. (''Special:'' You cannot take this talent and the ''generalist'' or ''specialist'' talents)
+
* ''Doublecast:'' You can, as a full-round action, cast two spells simultaneously. The combined mana cost of the two spells can be no greater than double your caster level.
+
** ''Quadramagic:'' You can, as a full-round action, cast four spells simultaneously. The combined mana cost of the four spells can be no greater than triple your caster level. (''Prerequisites:'' Doublecast)
+
* ''Expanded Implements:'' Choose another magical implement (tome, staff, or orb). You gain affinity for the chosen implement type. You can take this talent up to two times; each time you do, select a new implement.
+
* ''Generalist:'' Your inferior path becomes a common path, and you immediately learn two spells from each grade that you can now access for that path. Your mage level is treated as three levels lower for determining your spell access to your ruling paths. (''Special:'' You cannot take this talent and the ''dilettante'' or ''specialist'' talents)
+
* ''Orb Mastery:'' While wielding an orb as an implement, your ''Locus of Concentration'' ability no longer makes you flat-footed, and you can apply its enhancement bonus as an insight bonus to your Will saves and Concentration checks. (''Prerequisites:'' Orb as a chosen implement)
+
* ''Specialist:'' Treat your mage level as two levels higher for determining your spell access to your ruling paths. In addition, learn two additional spells of each grade for each of your ruling paths, and when you gain access to a new grade of spells in those paths, immediately learn one spell of the new grade. Your mage level is treated as four levels lower for determining your spell access to your inferior path, and as one level lower for determining your spell access to your common paths. (''Special:'' You cannot take this talent and the ''dilettante'' or ''generalist'' talents)
+
* ''Staff Mastery:'' While wielding a staff as an implement, you can apply its enhancement bonus to the saving throw DCs of spells you cast. (''Prerequisites:'' Staff as a chosen implement)
+
* ''Tome Mastery:'' While wielding a tome as an implement, you can apply its enhancement bonus to caster level checks to overcome Spell Resistance. (''Prerequisites:'' Tome as a chosen implement)
+
* ''Wish (Sp):'' You gain knowledge of the ''[[Magic:_Spells_W-Z#Wish|wish]]'' spell. (''Prerequisites:'' Caster level 16th+, must be able to access Master spells)
+
* ''Feat:'' The mage may gain a bonus feat in place of a talent.
+
 
+
=Spells=
+
The following are mage spells, ordered by path, then by grade.
+
 
+
==Conjury==
+
Spells of the Conjury path.
+
 
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="2;" style="background:#CD0000;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Initiate Conjury Spells</font></div>
+
|-
+
! width="20%"|Spell Name
+
! width="80%"|Effect
+
|-style="background:white;" align="left"
+
|Barrier || Target creature gains ''barrier'' for one energy type for 5 rounds.
+
|- align="left" style="background:#FCA294;"
+
|Basuna || Remove a status ailment from a creature that has a duration of 5 rounds remaining or less.
+
|- align="left"
+
|Cure || Heal a target for ''potency 4'' hit points; this amount is halved if the target does not spend a healing surge.
+
|- align="left" style="background:#FCA294;"
+
|Light || Create a light that shines like a torch.
+
|- align="left"
+
|Protect || Target creature gains ''protect'' for 5 rounds.
+
|- align="left" style="background:#FCA294;"
+
|Shell || Target creature gains ''shell'' for 5 rounds.
+
|}
+
  
 
&nbsp;
 
&nbsp;
  
 
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
! colspan="2;" style="background:#CD0000;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Apprentice Conjury Spells</font></div>
+
! 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="20%"|Spell Name
+
! width="10%"|Skill Name
! width="80%"|Effect
+
! width="90%"|Effect
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Aid || Target creature gets a +1 bonus to most rolls for 5 rounds.
+
|Analysis, Basic || Make an ''exploration check'' against the current ''zone''. If you hit, you make ''progress'' and gain ''libra (exploration)'' against it.
|- align="left" style="background:#FCA294;"
+
|- style="background:#E6D5BE;"
|Adloquium || Heal a target for ''potency 2'' hit points; target also gains a ''shield'' with a value of ''potency 2'' that lasts for 5 rounds.
+
|Awareness, Basic || Make an ''exploration check'' against the current ''zone''. If you hit, you make ''progress'' and determine the presence of ''hidden details''.
|- align="left"
+
|Astra || Target creature gains ''astra (1)'' for 5 rounds or until expended.
+
|- align="left" style="background:#FCA294;"
+
|Cura || Heal a target for ''potency 6'' hit points; this amount is halved if the target does not spend a healing surge.
+
|- align="left"
+
|Daylight || Create an area of bright illumination.
+
|- align="left" style="background:#FCA294;"
+
|Esuna || Remove a status ailment from a creature.
+
|- align="left"
+
|Holy || Spell attack deals ''potency 3'' holy damage; resonance causes ''stun'' for 1 round.
+
|- align="left" style="background:#FCA294;"
+
|Raise || Revive a ''dead'' creature, restoring them to 1 hp/level.
+
|- align="left"
+
|Regen || Target creature gains ''regen'' with ''potency 3'' for 5 rounds.
+
|}
+
 
+
&nbsp;
+
 
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="2;" style="background:#CD0000;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Journeyman Conjury Spells</font></div>
+
 
|-
 
|-
! width="20%"|Spell Name
+
|Identify || Learn the properties of an item.
! width="80%"|Effect
+
|-style="background:#E6D5BE;"
|-style="background:white;" align="left"
+
|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''.
|Aidara || Target gains +2 to most d20 rolls for 5 minutes.
+
|- align="left" style="background:#FCA294;"
+
|Barriaga || Allies within a 20-foot radius burst gain ''barrier'' against one energy type for 5 rounds.
+
|- align="left"
+
|Basunaga || Allies within a 20-foot radius burst have a single status ailment with short remaining duration removed.
+
|- align="left" style="background:#FCA294;"
+
|Bubble || Target creature gains ''bubble (25%)'' for 5 rounds.
+
|- align="left"
+
|Curaga || Allies within a 20-foot radius heal for ''potency 5'' hit points; this amount is halved if the target does not spend a healing surge.
+
|- align="left" style="background:#FCA294;"
+
|Esunara || Remove all status ailments from a single target.
+
|- align="left"
+
|Medica || Heal a target for ''potency 4'' hit points; this amount is halved if the target does not spend a healing surge.
+
|- align="left" style="background:#FCA294;"
+
|Null || Target creature gains ''immunity'' to one energy type for 5 rounds.
+
|- align="left"
+
|Protectaga || Allies within a 20-foot radius burst gain ''protect'' for 5 rounds.
+
|- align="left" style="background:#FCA294;"
+
|Shellaga || Allies within a 20-foot radius burst gain ''shell'' for 5 rounds.
+
|- align="left"
+
|Succor || Allies within a 20-foot radius burst are healed for ''potency 3'' hit points; targets also gain a ''shield'' with a value of ''potency 3'' that lasts for 5 rounds.
+
|}
+
 
+
&nbsp;
+
 
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="2;" style="background:#CD0000;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Adept Conjury Spells</font></div>
+
 
|-
 
|-
! width="20%"|Spell Name
+
|Sift, Basic || Make an ''exploration check'' against a ''clutter''; if you hit, gain ''progress'' against it per your kit.
! width="80%"|Effect
+
|-style="background:white;" align="left"
+
|
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
 +
==Infiltration Knack==
 
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
! colspan="2;" style="background:#CD0000;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Master Conjury Spells</font></div>
+
! 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>
 
|-
 
|-
! width="20%"|Spell Name
+
! width="10%"|Skill Name
! width="80%"|Effect
+
! width="90%"|Effect
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|
+
|Danger Sense, Basic || In response to a ''hazard check'', gain a +2 power bonus to defenses against it.
|}
+
|- style="background:#E6D5BE;"
 
+
|Get Back! || In response to a ''creature encounter'', gain a +4 power bonus on the ''exploration check'' made to determine the encounter type.
&nbsp;
+
 
+
==Thaumaturgy==
+
Spells of the Thaumaturgy path.
+
 
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="2;" style="background:#CD0000;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Initiate Thaumaturgy Spells</font></div>
+
 
|-
 
|-
! width="20%"|Spell Name
+
|Open Lock, Basic || Make an ''exploration check'' against a ''lock''; if you hit, gain ''progress'' against it per your kit.
! width="80%"|Effect
+
|- style="background:#E6D5BE;"
|-style="background:white;" align="left"
+
|Scrutiny, Basic || Make an ''exploration check'' against the current ''zone''. If you hit, you make ''progress'' and learn one ''zone encounter''.
|Blizzard || Spell attack deals ''potency 2'' ice damage; resonance causes ''immobilize'' for 1 round.
+
|- align="left"  style="background:#FCA294;"
+
|[[Magic:_Spells_D-F#Fire|Fire]] || Spell attack deals ''potency 3'' fire damage at range; resonance causes ''[[D20_Mechanic:_Status_Effects#Burn|burn]]'' for 1 round.
+
|- align="left"
+
|Magic Missile || Bolt of force automatically hits a target, dealing ''potency 1'' arcane damage.
+
|- align="left" style="background:#FCA294;"
+
|Thunder || Spell attack deals ''potency 2'' lightning damage; resonance causes ''stun'' for 1 round.
+
|}
+
 
+
&nbsp;
+
 
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="2;" style="background:#CD0000;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Apprentice Thaumaturgy Spells</font></div>
+
 
|-
 
|-
! width="20%"|Spell Name
+
|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''.
! width="80%"|Effect
+
|-style="background:white;" align="left"
+
|Acid || Spell attack deals ''potency 3'' acid damage; resonance causes ''ongoing potency 1 acid damage'' for 3 rounds.
+
|- align="left" style="background:#FCA294;"
+
|Aero || Spell attack deals ''potency 4'' wind damage; resonance disarms the target.
+
|- align="left"
+
|Blizzara || Spell attack deals ''potency 4'' ice damage; resonance causes ''immobilize'' for 3 rounds.
+
|- align="left" style="background:#FCA294;"
+
|[[Magic:_Spells_D-F#Fira|Fira]] || Spell attack deals ''potency 5'' fire damage at range; resonance causes ''[[D20_Mechanic:_Status_Effects#Burn|burn]]'' for 3 rounds.
+
|- align="left"
+
|Scathe || Spell attack deals ''potency 4'' arcane damage.
+
|- align="left" style="background:#FCA294;"
+
|Stone || Spell attack deals ''potency 3'' earth damage; resonance causes ''confusion'' for 1 round.
+
|- align="left"
+
|Thundara || Spell attack deals ''potency 4'' lightning damage; resonance causes ''stun'' for 2 rounds.
+
|- align="left" style="background:#FCA294;"
+
|Water || Spell attack deals ''potency 3'' water damage; resonance pushes the target away from you.
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
 +
==Pathfinding Knack==
 
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
 
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
! colspan="2;" style="background:#CD0000;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Journeyman Thaumaturgy Spells</font></div>
+
! 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>
 
|-
 
|-
! width="20%"|Spell Name
+
! width="10%"|Skill Name
! width="80%"|Effect
+
! width="90%"|Effect
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Air Shield || Surround target with orbs of elemental air, granting flight. Expend an orb to restore swift/immediate action and attacks of opportunity.
+
|Examination, Basic || Make an ''exploration check''. If you hit, you gain a +1 power bonus to the ''potency'' to your ''progress''.
|- align="left" style="background:#FCA294;"
+
|- style="background:#E6D5BE;"
|Blizzaga || Deal ''potency 3'' ice damage in a 30-foot cone; resonance causes ''immobilize'' for 1 round.
+
|Navigate Terrain, Basic || Make an ''exploration check'' against an ''obstacle''; if you hit, gain ''progress'' against it per your kit.
|- align="left"
+
|-  
|Earth Shield || Surround target with orbs of elemental earth, granting ''regen''. Expend an orb to gain a ''potency 3'' shield.
+
|Search, Basic || Make an ''exploration check'' with a +2 power bonus.
|- align="left" style="background:#FCA294;"
+
|- style="background:#E6D5BE;"
|[[Magic:_Spells_D-F#Firaga|Firaga]] || Deal ''potency 4'' fire damage in a 20-foot radius burst; resonance causes ''[[D20_Mechanic:_Status_Effects#Burn|burn]]'' for 1 round.
+
|Shepherd || ''Traverse'' to a new ''zone'' via a known ''passage'' without expending actions.
|- align="left"
+
|-  
|Fire Shield || Surround target with orbs of elemental fire, dealing ''potency 2'' fire damage to melee attackers. Expend an orb to increase the ''potency'' of next spell by +1.
+
|Survey, Basic || Make an ''exploration check''. If you hit, you make no ''progress'', but you ''discover'' a ''passage''.
|- align="left" style="background:#FCA294;"
+
|- style="background:#E6D5BE;"
|Flashfreeze || Create an area of ice that causes creatures who move to move erratically, possibly become frozen.
+
|Sweep, Basic || Make two ''exploration checks'', each with a -4 power penalty.
|- align="left"
+
|-  
|Gyre Spout || Create a globe of water that deals ''potency 3'' water damage to those near it and causes ''ongoing water damage'' with ''potency 2''.
+
|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''.
|- align="left" style="background:#FCA294;"
+
|Ice Shield || Surround target with orbs of elemental ice, granting DR. Expend an orb to counter a physical attack.
+
|- align="left"
+
|Infernal Nail || Create a pillar of flame that deals ''potency 4'' fire damage to all near it.
+
|- align="left" style="background:#FCA294;"
+
|Lightning Shield || Surround target with orbs of elemental lightning, dealing ''potency 2'' lightning damage to ranged attackers. Expend an orb to teleport up to 30 feet.
+
|- align="left"
+
|Lightning Tether || Join two creatures with a tether of lightning; if not broken by your next turn, deals ''potency 5'' lightning damage to both.
+
|- align="left" style="background:#FCA294;"
+
|Mistral Shriek || Send forth a shock wave of air, dealing ''potency 4'' wind/sonic damage and strips status boons.
+
|- align="left"
+
|Shatterstones || Create rocks infused with elemental earth that explode at the beginning of your next turn, dealing ''potency 3'' earth damage.
+
|- align="left" style="background:#FCA294;"
+
|Shout || Deal ''potency 4'' ice damage in a 30-foot cone; resonance causes ''deafen'' for 5 rounds.
+
|- align="left"
+
|Thundaga || Deal ''potency 2'' lightning damage in a 60-foot line; resonance causes ''stun'' for 1 round.
+
|- align="left" style="background:#FCA294;"
+
|Water Shield || Surround target with orbs of elemental water, granting ''regen''. Expend an orb to restore ''potency 1'' MP.
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
=Feats=
! colspan="2;" style="background:#CD0000;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Adept Thaumaturgy Spells</font></div>
+
The following are a selection of feats that are relevant to explorers.
|-
+
! width="20%"|Spell Name
+
! width="80%"|Effect
+
|-style="background:white;" align="left"
+
|[[Magic:_Spells_D-F#Firaya|Firaya]] || Spell attack deals ''potency 7'' fire damage at range; a critical hit causes ''[[D20_Mechanic:_Status_Effects#Burn|burn]]''.
+
|}
+
  
 
&nbsp;
 
&nbsp;
  
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
<div id="Scout">
! colspan="2;" style="background:#CD0000;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Master Thaumaturgy Spells</font></div>
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; 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;">SCOUT [Job]</font></div>
! width="20%"|Spell Name
+
! width="80%"|Effect
+
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|[[Magic:_Spells_D-F#Firaja|Firaja]] || Deal ''potency 6'' fire damage in a 40-foot radius burst; creatures that fail the save with a ''natural 1'' also gain ''[[D20_Mechanic:_Status_Effects#Burn|burn]]''.
+
|You know a few things about getting along on the road.
 +
|-align="left"
 +
|'''Prerequisites:''' No levels in explorer.
 +
|-align="left"
 +
|'''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.
 +
|-align="left"
 +
|'''Special:''' If you take a level in explorer, you must immediately retrain this feat; the new feat cannot be a [Job] feat.
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
 
=Design Notes=
 
=Design Notes=
I am mildly unhappy with the paths. In particular, time and space are mighty impinging on the epochent's shtick. I am also uncertain that I am happy with the breakdown. I'd like to return to the nine-school setup of standard magic, reallocating the various spells into the original schools.
+
Second expert class.
 
+
In general, the mage will seem significantly less powerful than the wizard. This is most likely due to a removal of a significant number of spells - part of the idea here is to cull magic down into something that isn't "do everything ever," so that there are actual niches among Force-using classes.
+
 
+
The end goal is that the mage will be on-par with other Force-using classes, rather than the wizard being utterly ridiculous in comparison to everyone else.
+
 
+
Aside from the paths, I'm pretty happy with the mage so far. Making them point-based is something I've wanted to do for awhile, since spell slots per RAW are... clunky. Rolling randomly for mana points makes it interesting, and in keeping with the theme of the Reality forces (which all have a random element in their usage). The maths for mana seems to work out such that even getting really screwed on mana rolls won't make you useless, provided you have a reasonably high Int; since SAD is in effect here, that shouldn't be an issue.
+
  
'''15/03/20:''' We're going to the d20 school setup. I need to write up some spells since one of the main antagonists for the upcoming game is a mage, and we need to know what she is capable of.
+
'''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.
  
Also... these spell tables are madness. Need to tone that shit right the hell down, because that's just crazy. I don't know why I thought that would be a good idea... we'll have a separate section for each path, then divide the spells into grades. Because that's actually sane.
+
'''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.