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="14;" style="background:#659D32;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Caller</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="9"|&nbsp;
+
| colspan="2"|&nbsp;
! colspan="5" style="background:#95BC72;"|Geomancy
+
! colspan="4" style="background:#DDC5A6;"|Charting
 
|-
 
|-
|width="5%"|'''Level'''
+
|width="10%"|'''Level'''
|width="5%"|'''BAB'''
+
|width="26%" align="left"|'''Special'''
|width="5%"|'''FRC'''
+
|width="16%"|''Moxie''
|width="5%"|'''SKL'''
+
|width="16%"|''Max Grade''
|width="5%"|'''Fort'''
+
|width="16%"|''Knacks''
|width="5%"|'''Ref'''
+
|width="16%"|''Skills''
|width="5%"|'''Will'''
+
|width="5%"|'''Det'''
+
|width="19%" align="left"|'''Special'''
+
|width="8%"|''Flux Die''
+
|width="8%"|''Max Stress''
+
|width="8%"|''Max Gift Grade''
+
|width="8%"|''Suites''
+
|width="8%"|''Gifts Known''
+
 
|-
 
|-
|1 || +0 || +1 || +0 || +0 || +0 || +2 || +2 || align="left"|Call, Convoke || d3 || 2 || Minor || 1 || 3
+
|1 || align="left"|Mapmaking || 2 || Basic || 1 || 4
|-style="background:#C5DAB2;"
+
|-style="background:#E6D5BE;"
|2 || +1 || +2 || +1 || +1 || +1 || +3 || +3 || align="left"|Eikon Power || d3 || 3 || Minor || 1 || 4
+
|2 || align="left"|Cartography || 2 || Basic || 1 || 6
 
|-
 
|-
|3 || +1 || +3 || +2 || +1 || +1 || +4 || +4 || align="left"|&nbsp; || d3 || 3 || Minor || 2 || 5
+
|3 || align="left"|&nbsp; || 3 || Lesser || 1 || 7
|-style="background:#C5DAB2;"
+
|-style="background:#E6D5BE;"
|4 || +2 || +4 || +3 || +1 || +1 || +4 || +4 || align="left"|Eikon Power || d4 || 4 || Minor || 2 || 6
+
|4 || align="left"|Cartography || 3 || Lesser || 1 || 8
 
|-
 
|-
|5 || +2 || +5 || +3 || +2 || +2 || +5 || +5 || align="left"|&nbsp; || d4 || 5 || Lesser || 2 || 7
+
|5 || align="left"|&nbsp; || 4 || Lesser || 2 || 10
|-style="background:#C5DAB2;"
+
|-style="background:#E6D5BE;"
|6 || +3 || +6 || +4 || +2 || +2 || +6 || +6 || align="left"|Eikon Power || d4 || 5 || Lesser || 2 || 8
+
|6 || align="left"|Cartography || 4 || Lesser || 2 || 11
 
|-
 
|-
|7 || +3 || +7 || +5 || +3 || +3 || +7 || +7 || align="left"|&nbsp; || d6 || 6 || Lesser || 3 || 9
+
|7 || align="left"|&nbsp; || 5 || Lesser || 2 || 12
|-style="background:#C5DAB2;"
+
|-style="background:#E6D5BE;"
|8 || +4 || +8 || +6 || +3 || +3 || +7 || +7 || align="left"|Eikon Power || d6 || 7 || Lesser || 3 || 10
+
|8 || align="left"|Cartography || 5 || Expert || 2 || 14
 
|-
 
|-
|9 || +4 || +9 || +6 || +3 || +3 || +8 || +8 || align="left"|&nbsp; || d6 || 7 || Moderate || 3 || 10
+
|9 || align="left"|&nbsp; || 6 || Expert || 2 || 15
|-style="background:#C5DAB2;"
+
|-style="background:#E6D5BE;"
|10 || +5 || +10 || +7 || +4 || +4 || +9 || +9 || align="left"|Caller Talent || d8 || 8 || Moderate || 3 || 11
+
|10 || align="left"|Explorer Talent || 7 || Expert || 2 || 16
 
|-
 
|-
|11 || +5 || +11 || +8 || +4 || +4 || +10 || +10 || align="left"|&nbsp; || d8 || 9 || Moderate || 4 || 12
+
|11 || align="left"|&nbsp; || 7 || Expert || 3 || 18
|-style="background:#C5DAB2;"
+
|-style="background:#E6D5BE;"
|12 || +6 || +12 || +9 || +5 || +5 || +10 || +10 || align="left"|Caller Talent || d8 || 9 || Moderate || 4 || 13
+
|12 || align="left"|Explorer Talent || 8 || Expert || 3 || 19
 
|-
 
|-
|13 || +6 || +13 || +9 || +5 || +5 || +11 || +11 || align="left"|&nbsp; || d10 || 10 || Greater || 4 || 14
+
|13 || align="left"|&nbsp; || 8 || Greater || 3 || 20
|-style="background:#C5DAB2;"
+
|-style="background:#E6D5BE;"
|14 || +7 || +14 || +10 || +5 || +5 || +12 || +12 || align="left"|Caller Talent || d10 || 11 || Greater || 4 || 15
+
|14 || align="left"|Explorer Talent || 8 || Greater || 3 || 22
 
|-
 
|-
|15 || +7 || +15 || +11 || +6 || +6 || +13 || +13 || align="left"|&nbsp; || d10 || 11 || Greater || 5 || 16
+
|15 || align="left"|&nbsp; || 9 || Greater || 3 || 23
|-style="background:#C5DAB2;"
+
|-style="background:#E6D5BE;"
|16 || +8 || +16 || +12 || +6 || +6 || +13 || +13 || align="left"|Caller Talent || d12 || 12 || Greater || 5 || 17
+
|16 || align="left"|Explorer Talent || 9 || Greater || 3 || 24
 
|-
 
|-
|17 || +8 || +17 || +12 || +7 || +7 || +14 || +14 || align="left"|&nbsp; || d12 || 13 || Major || 5 || 18
+
|17 || align="left"|&nbsp; || 10 || Greater || 3 || 26
|-style="background:#C5DAB2;"
+
|-style="background:#E6D5BE;"
|18 || +9 || +18 || +13 || +7 || +7 || +15 || +15 || align="left"|Caller Talent || d12 || 13 || Major || 5 || 18
+
|18 || align="left"|Explorer Talent || 10 || Master || 3 || 27
 
|-
 
|-
|19 || +9 || +19 || +14 || +7 || +7 || +16 || +16 || align="left"|&nbsp; || 2d10 || 14 || Major || 6 || 19
+
|19 || align="left"|&nbsp; || 11 || Master || 3 || 28
|-style="background:#C5DAB2;"
+
|-style="background:#E6D5BE;"
|20 || +10 || +20 || +15 || +8 || +8 || +16 || +16 || align="left"|Caller Talent || 2d10 || 15 || Major || 6 || 20
+
|20 || align="left"|Explorer Talent || 11 || Master || 3 || 30
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
=Caller=
+
=Explorer=
[[Image:caller.jpg|thumb|550px|right|Rydia, iconic caller, calling Leviathan]]
+
[[Image:The_urban_explorer_by_luches-d3ll5ka.jpg|thumb|450px|right|Trish, iconic explorer]]
: ''"The world is not without voice. Let me share it with you."''
+
: ''"There's a whole lot out there to see."''
  
They do things. It is relevant to figure out what they do to the story currently playing out in Trinity.
+
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.
 
+
'''Other Classes:''' Oftentimes, callers see themselves in direct opposition to [[Class:_Priest|priests]] and [[Class:_Paladin|paladins]]: individuals of those professions tie themselves spiritually to powers greater than they, though of Divine persuasions, while the caller binds her soul to powerful entities of Nature. Unlike them, however, the relationship between caller and patron is truly reciprocal and significantly more personal in nature, while Saints and Lucavi are significantly more distant from the mortal realm.
+
 
+
Callers consider [[Class:_Shaman|shamans]] and [[Class:_Druid|druids]] brethren. At the same time, however, while druids and shamans rely upon the same sort of Natural power as callers, callers recognize that they are significantly closer to the source of those abilities than others; while shamans understand the flow of elemental energy at work behind the fabric of reality, callers are able to bring forth manifestations of creatures that dwell within those flows, and thus often feel the weight of the goals of Gaia herself much more keenly.
+
  
 
==Game Rule Information==
 
==Game Rule Information==
Callers have the following game statistics.
+
Thieves have the following game statistics.
  
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' Nature.
+
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' None.
  
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' DI 5 + level, VI 5 + level.
+
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' None.
  
'''Abilities:''' Wisdom and Charisma are the caller's most important attributes. Wisdom improves her ability to manipulate nature through the gifts granted her by her patrons, and Charisma improves her ability to command more powerful aspects of her called creatures.
+
'''Abilities:''' Dexterity, Bravery, and Luck are all important here.
  
'''Hit Points at 1st Level:''' 5 + Con score.
+
'''Hit Points at 1st Level:''' 15 + Con score.
  
'''Hit Points at Each Additional Level:''' 5 + Con modifier.
+
'''Hit Points at Each Additional Level:''' 9 + Con modifier.
  
'''Healing Surges:''' 6 + Con modifier.
+
'''Healing Surges:''' 10 + Con modifier.
  
 
'''Starting Age:''' Simple.
 
'''Starting Age:''' Simple.
  
=Class Features=
+
==Class Features==
All of the following are class features of the caller.
+
All of the following are class features of the explorer.
  
'''Weapon and Armor Proficiency:''' Callers are proficient with all simple weapons and light armor, but not shields.  
+
<div id="Proficiencies">
 +
{| 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;">Proficiencies</font></div>
 +
|}
 +
'''Weapons:''' Any four.
  
'''Geomancy (Ge):''' Caller geomancy suites are based upon the entities they can call upon. Thus, a caller who chooses Leviathan gains access to the Leviathan suite. In effect, callers' suites are very similar to priest's patron domains, except that the caller only has access to the gifts granted by those suites. Thus, caller geomancy suites are slightly larger, but are generally significantly smaller in size and scope than an equivalent suite gained by a shaman.
+
'''Armor:''' Cloth, leather.
  
It is important to note, then, that because callers' suites are based on entities, rather than nature itself, the entities a caller has access to are the source of their geomancy: a caller who uses a Leviathan gift, for instance, is essentially channeling the power of the primal. However, because all of these entities are derived directly from Gaia, they have the same general principle: don't abuse it, or it will hurt.
+
'''Implements:''' [[d20 Mechanic: Implements|Kits]].
  
Whenever you gain access to a new suite, you choose a new eikon; you can ''call'' that eikon (see below), and gain access to that eikon's suite.
+
<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.
  
'''Call (Ge):''' The caller's signature ability is the ability to ''call'' upon the presence of a specific entity, usually a Primal or an Eidolon, though it does not necessarily have to be such an entity. In general, a called creature - regardless of its true nature - is referred to as an ''eikon''.
+
To use skills, explorers must expend ''moxie'', which they regain slowly while resting.
  
At first level, the caller chooses a single eikon from the list below. Upon choosing an entity, the caller forms a powerful bond with that entity, tying her soul to its existence. Due to the strength of this bond, a called eikon no longer suffers from many of the restrictions normal summoned creatures have: while treated as summoned creatures, they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its caller, an eikon can touch and attack creatures warded by ''protection from evil'' and similar effects that prevent contact with summoned creatures. In addition, the caller and the eikon can always understand each other, even if they do not share a language: their communication is on a spiritual level, and transcends language.
+
&nbsp;
 
+
A caller can call one of her eikons in a ritual that takes 1 minute to perform. When summoned in this way, the eikon's hit points are unchanged from the last time it was dismissed or banished. The only exception to this is if the eikon was slain, in which case it returns with half its normal hit points.
+
 
+
Eikons do not heal naturally, but an eikon that has not been called for one day has its hit points fully restored when it is next called.
+
 
+
The eikon remains until dismissed by the caller (a standard action).
+
 
+
If the eikon is dismissed due to death, it cannot be called again until the following day.
+
 
+
The eikon cannot be dismissed by means of ''dispel magic'' or similar Force-cancelling effects, but Force effects such as ''dismissal'' and ''banishment'' work normally.
+
 
+
If the caller is unconscious, asleep, or killed, her eikon is immediately banished.
+
 
+
You cannot call an eikon if your current Stress towards that eikon's suite is greater than your Max Stress, and if your current Stress ever exceeds an eikon's suite's Max Stress while that eikon is called, the eikon is immediately banished, and cannot be called again until your current Stress is less than the Max Stress for that eikon's suite.
+
 
+
The eikon's Hit Dice, saving throws, skills, feats, and abilities are tied to the caller’s geomancer level and increase as the caller gains levels or otherwise increases her geomancer level.
+
 
+
As a caller gains levels, she gains the ability to choose new eikons (see Geomancy, above). A caller cannot have more than one eikon called at a time; if she calls a different eikon while she has an eikon called, the original eikon is dismissed as soon as the calling ritual is completed.
+
 
+
'''Convoke (Ge):''' While callers often prefer to call upon an eikon and have the creature at their side, they are also limited to only having one eikon manifested at a time; similarly, while manifested, an eikon is subject to the whims of the world, and such manifestations of these entities are often imperiled by the caller's adversaries. In such situations, the caller may find it advantageous to only call upon an eikon for a brief moment, in which the entity uses one of its abilities, then returns to whence it came. Such an action is known as ''convoking''.
+
 
+
A caller can convoke any eikon that is counted amongst her patrons, except an eikon that is currently called (see Call, above). Convoking an eikon is at least a standard action; if the ability of the eikon being convoked requires more than a standard action, the convoke takes that long instead. When you convoke an eikon, select one of its abilities that you have access to; the eikon appears where you direct, within Close range (25 feet + 5 feet/2 geomancer levels), and then uses the ability in a manner you direct, then disappears. As this is a manifestation of the true form of the eikon, and not the form that is called directly, the eikon is immune to damage or any other effects when it appears to use its convoked ability, and its disappearance cannot be prevented (except, possibly, through Epic means, though such entities tend to be resistant to even such powers). Because eikons are Natural and therefore not extraplanar, the caller can use this ability even in an area in which extraplanar travel is currently being prevented.
+
 
+
However, convocation comes at a price: unlike calling, it takes considerably more effort on the eikon's part to take part in a convocation. Thus, when a caller uses convoke, she accrues stress towards the convoked eikon's suite equal to the level at which she acquired the ability she chooses to convoke (thus, if you convoke an eikon and use its ability that you gained at 6th level, you accrue 6 stress toward that eikon's suite). Unlike gifts, you cannot convoke an eikon's ability if the Stress you would accrue would put you over your Max Stress for that eikon's suite.
+
 
+
'''Eikon Power (Na):''' At second level, and 4th, 6th, and 8th levels, the spiritual bond between the caller and her eikons begins to manifest itself in the caller herself, slowly changing her capabilities based upon the eikons she is bonded with.
+
 
+
Each eikon has a list of abilities associated with it. You can select one such ability from any eikon's list that you are bonded to. Alternatively, you can select a general ability from the list below.
+
 
+
* ''Beckon (Ge):'' Once per day, as a standard action, a caller can call her eidolon to her side. This functions as ''dimension door'', using the caller’s geomancer level. When used, the eikon appears adjacent to the caller (or as close as possible if all adjacent spaces are occupied). If the eikon is out of range, the ability is wasted. You can take this ability multiple times; each time you do, you can use it an additional time per day.
+
** ''Transposition:'' The caller can use her ''beckon'' ability to swap locations with her eikon. If it is larger than her, she can appear in any square occupied by the eikon. The eikon must occupy the square that was occupied by the caller if able, or as close as possible if it is not able. (''Prerequisites:'' Beckon)
+
* ''Bond Senses (Na):'' The caller can, as a standard action, share the senses of her eikon, hearing, seeing, smelling, tasting, and touching everything the eikon does. She can use this ability a number of rounds per day equal to her caller level. There is no range to this effect, but the eikon and the caller must be on the same plane. The caller can end this effect as a free action.
+
* ''Life Link (Na):'' Whenever an eikon takes enough damage to cause it to be dismissed, the caller can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eikon. This can prevent the eikon from being dismissed due to damage.
+
* ''Shield Ally:'' Whenever the caller is within her eikon's reach, the caller receives a +2 shield bonus to her Armor Class and a +2 circumstance bonus on her saving throws. This bonus does not apply if the eikon is grappled, helpless, paralyzed, stunned, or unconscious.
+
 
+
'''Caller Talent:''' At 10th level and every two levels thereafter, the caller's understanding of her eikons and their nature improves. Choose one of the following abilities.
+
 
+
* ''Avatar (Ge):'' The caller's spiritual connection to her eikons is such that she can allow them to physically manifest through her, rather than manifesting a fragment of their power close to her. As a full-round action, she can use this ability for any eikon she is bonded to, even one she has currently called (though that eikon is immediately dismissed); at the end of that action, she is replaced bodily by an enhanced version of the eikon she has chosen, whose occupied squares must at least contain the caller's square(s). An ''avatar'' has additional abilities available to it that are not available to a caller's ''call'' and ''convoke'' abilities, and the eikon gains other additional benefits outlined in their description. This ability is incredibly draining on both caller and eikon, however, and thus the caller accrues 1 point of Stress towards the eikon's suite each round, and this ability can only be used once per day per bonded eikon. While this ability is active, the caller effectively does not exist, and thus cannot be targeted or affected in any way; durations of effects on her do not pass, but resume upon the end of this effect, and when the caller returns to existence, she does so in one of the eikon's squares, who is immediately dismissed at the end of this effect.
+
* ''Eikon Mastery:'' A caller can choose an additional ''eikon power'' ability in place of a talent.
+
* ''Feat:'' A caller can gain a bonus feat in place of a special ability.
+
 
+
=Eikons and Suites=
+
The following is a list of eikons, their abilities as relevant to callers, and their associated gift suites.
+
 
+
===Eikon Mechanics===
+
Eikon statistics, such as hit points, are usually listed with a bonus based upon level. This refers to the geomancer level of the caller making use of that eikon. It is important to note that these bonuses begin at first level.
+
 
+
: '''''Example:''' Rydia is a 4th-level caller, and is calling Titan. Titan is listed as having 15/level hit points, and thus is called with 60; with an AC of 14 + 2/level, and thus an AC of 22; and so forth.''
+
 
+
It is important to note that an eikon's initial statistics are determined independently of their ability scores - that is, an eikon's initiative bonus (for example) is calculated independently of its Dexterity score. Once called, however, modifications to an eikon's ability scores are reflected in the attributes that depend upon them - thus, if Titan is called, and ''cat's grace'' is cast upon him, his initiative bonus increases by +2.
+
 
+
Eikons gain additional qualities as the caller to whom they are bonded gains geomancer levels; thus, an eikon's description may refer to "at 4th level," which should be read as referring to the caller's geomancer level, not the level of the eikon, as eikons have no levels.
+
 
+
====Damage Potency====
+
Rather than give each ability an individual expression or formula for damage, eikons use a mechanic called ''damage potency''. As an eikon's caller gains levels, the damage their abilities do improve, depending on the listed damage potency for the ability. This consistency across eikons is intended to help callers in using multiple eikons' abilities simultaneously.
+
  
{| class="collapsible" width="98%" 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="7;" style="background:#659D32;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Eikon Damage Potency Codes</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%"|'''Level'''
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|width="10%"|'''Knack'''
|width="15%"|'''1'''
+
|width="10%"|'''Primary Ability'''
|width="15%"|'''2'''
+
|width="80%" align="left"|'''Description'''
|width="15%"|'''3'''
+
|width="15%"|'''4'''
+
|width="15%"|'''5'''
+
|width="15%"|'''6'''
+
 
|-
 
|-
|1 - 2 || 1d4+1 || 1d4+2 || 1d6+3 || 2d6+4 || 2d6+5 || 2d8+6
+
|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:#BAEF87;"
+
|-style="background:#E6D5BE;"
|3 - 4 || 1d4+2 || 1d6+4 || 2d6+6 || 2d6+8 || 2d8+10 || 3d8+12
+
|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.
 
|-
 
|-
|5 - 6 || 1d6+3 || 2d6+6 || 2d6+9 || 2d8+12 || 3d8+15 || 3d8+18
+
|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:#BAEF87;"
+
|7 - 8 || 2d6+4 || 2d6+8 || 2d8+12 || 3d8+16 || 3d8+20 || 3d10+24
+
|-
+
|9 - 10 || 2d6+5 || 2d8+10 || 3d8+15 || 3d8+20 || 3d10+25 || 4d10+30
+
|-style="background:#BAEF87;"
+
|11 - 12 || 2d8+6 || 3d8+12 || 3d8+18 || 3d10+24 || 4d10+30 || 4d10+36
+
|-
+
|13 - 14 || 3d8+7 || 3d8+14 || 3d10+21 || 4d10+28 || 4d10+35 || 4d12+42
+
|-style="background:#BAEF87;"
+
|15 - 16 || 3d8+8 || 3d10+16 || 4d10+24 || 4d10+32 || 4d12+40 || 5d12+48
+
|-
+
|17 - 18 || 3d10+9 || 4d10+18 || 4d10+27 || 4d10+36 || 5d10+45 || 5d12+54
+
|-style="background:#BAEF87;"
+
|19 - 20 || 4d10+10 || 4d10+20 || 4d12+30 || 5d12+40 || 5d12+50 || 6d12+60
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
==Titan==
+
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.
[[Image:Titan.png|thumb|375px|right|Titan, Lord of Crags]]
+
  
: ''"I will crush you beneath my heel, mortal!"''
+
{|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>
Titan, in his Primal form, is an immense humanoid, made entirely of dense, cracked stone, with a warm yellow glow emanating from his core. When called by a caller, he is usually significantly smaller, but retains his rocky appearance.
+
|-
 
+
! width="33%"|Grade
Titan natively speaks Terran, but is able to communicate with a caller to whom he is bonded.
+
! width="40%"|Minimum Primary Ability
 
+
! width="27%"|Moxie Cost
===Special Qualities===
+
|-
Titan has a number of special qualities, some of which are dependent upon the geomancer level of the caller to whom he is bonded.
+
| Basic || 10 || 1
 
+
|-style="background:#E6D5BE;"
'''Earth Resistance:''' Titan has earth resist equal to the caller's geomancer level x 10.
+
| Lesser || 12 || 2
 
+
|-
'''Wind Vulnerability:''' Titan has wind vulnerability equal to the caller's geomancer level x 5. When he takes wind damage, he takes an additional amount equal to the initial amount or the value of his wind vulnerability, whichever is less.
+
| Expert || 14 || 3
 
+
|-style="background:#E6D5BE;"
'''Shattering Tremors:''' Whenever Titan takes sonic damage, he is ''slowed'' until the end of his next turn.
+
| Greater || 16 || 5
 
+
|-
'''Tremorsense:''' Titan has ''tremorsense'' to a distance of 10 feet, plus an additional 10 feet for every three levels.
+
| Master || 18 || 8
 
+
'''Earthen Ward:''' At 4th level, Titan gains DR X/-, where X equals the caller's geomancer level.
+
 
+
'''Mountainwalker:''' At 8th level, Titan ignores difficult terrain, and gains a Climb speed of 20 feet.
+
 
+
'''Gigas:''' At 12th level, Titan becomes Huge, increasing to a space 15 feet across, with a reach of 15 feet, and the ''damage potency'' of Titan's basic attack increases to 3.
+
 
+
'''Rage of the Land:''' At 16th level, Titan can become ''enraged'', increasing the ''damage potency'' of all his attacks and abilities by 1 step. Invoking the rage is a free action he can take on his turn, and it lasts for 1 round/4 geomancer levels, after which Titan becomes ''sluggish'', reducing the ''damage potency'' of all his abilities by 1 step (minimum 1), for 2 rounds for each 1 round of ''enrage''. Titan cannot use this ability more than once an encounter, and cannot use it while suffering from ''sluggish''.
+
 
+
''Enrage'' is considered a status effect, and ''sluggish'' is considered a status ailment.
+
 
+
'''Lord of Crags:''' At 20th level, the ''damage potency'' of Titan's basic attack increases to 4. In addition, Titan's ''rage of the land'' causes ''sluggish'' for 1 round for each round of ''enrage'', rather than 2.
+
 
+
===Special Abilities===
+
{|class="collapsible" width="35%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#659D32;" align="left" colspan="2"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">TITAN</font></div>
+
|-align="left"
+
! width="60%"|Large Elemental (Earth)
+
! width="40%"|&nbsp;
+
|- align="left"  
+
|'''Hit Points:''' 15/level || '''Abilities'''
+
|- align="left"
+
|'''Initiative:''' +2 + 1/3 levels || ''1st:'' Landslide
+
|- align="left"
+
|'''Speed:''' 20 ft. || ''3rd:'' Tumult
+
|- align="left"  
+
|'''Armor Class:''' 14 + 2/level || ''6th:'' Weight of the Land
+
|- align="left"
+
|<div style="margin-left:15px;">''Touch:'' 10 + 1/2 levels</div> || ''9th:'' Shatterstones
+
|- align="left"
+
|<div style="margin-left:15px;">''Flatfooted:'' 13 + 2/level</div> || ''12th:'' Earthwall
+
|- align="left"
+
|'''Basic Attack:''' +3 + 2/level || ''15th:'' Rock Gaol
+
|- align="left"
+
|<div style="margin-left:15px;">''Damage Potency:'' 2</div> || ''18th:'' Mountain Buster
+
|- align="left"
+
|'''Special Attack:''' +2 + 1/level || ''Avatar:'' Geocrush
+
|- align="left"
+
|'''Space/Reach:''' 10 ft. / 10 ft. || ''Avatar:'' Megalith Throw
+
|- align="left"
+
|'''Fortitude:''' +2 + 2/level || ''Avatar:'' Upheaval
+
|- align="left"
+
|'''Reflex:''' +0 + 1/2 levels || ''Ultimate:'' Earthen Fury
+
|- align="left"
+
|'''Will:''' +0 + 1/level || &nbsp;
+
|- align="left"
+
|'''Ability Scores:''' ...stuff || &nbsp;
+
 
|}
 
|}
  
Titan has a number of special abilities. Each of these has a prerequisite caller level, which a caller must meet before the ability can be used; in addition, the caller must have a Charisma score equal to or higher than the prerequisite level (thus, to use an ability gained at 18th level, the caller must have a Charisma score of 18 or higher). A Charisma score of 20 or higher is necessary to make use of Avatar and Ultimate abilities.
+
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.
  
Due to the nature of these abilities, Nature Inhibition always applies.
+
After a ''long rest'', you automatically regain all ''moxie''.  
  
'''Landslide:''' Standard action. This ability affects a line 30 feet long, as wide as his space. Titan makes a special attack check, which is opposed by a Reflex save of all creatures in the area. Any creature that fails takes ''damage potency 3'' earth damage, and is pushed to the extreme edge of the area away from Titan (if there is an obstruction in the way, the creature is instead pushed against that); a successful save halves the damage, and the creature is not moved.
+
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.
  
At 12th level, this ability affects a line 60 feet long instead.
+
To use a skill, you must expend some amount of ''moxie'', the amount required is determined by the grade of the skill.
  
When used as an ''avatar'', double the length of the line this ability affects.
+
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.
  
'''Tumult:''' Move action. This ability affects a 20-foot radius burst, centered on Titan. Titan makes a special attack check, opposed by Fortitude. Creatures that fail the save take ''damage potency 3'' earth damage, while a successful save halves the damage.
+
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.
  
At 12th level, this ability affects a 30-foot radius burst instead.
+
The explorer's key ability for his ''exploration checks'' is the primary ability for the knack of the skill in question.
  
When used as an ''avatar'', increase the radius of this effect by 10 feet.
+
=Skills=
 +
The following is the explorer skill list, ordered by knack, then by grade.
  
'''Weight of the Land:''' Full-round action. Titan affects an area of a 20-foot radius burst within Close range (25 feet + 5 feet/2 levels). Titan makes a special attack check, opposed by Reflex. Creatures that fail the save take ''damage potency 4'' earth damage, with a successful save halving the damage.
+
==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.
  
At 12th level, when this ability is used, it creates two 20-foot radius bursts, which can overlap; creatures in an overlapping area must make saving throws against each effect independently, though they use the same special attack check.
+
&nbsp;
  
At 18th level, this ability creates three 20-foot radius bursts instead.
+
{|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>
When used as an ''avatar'', the area of this effect is a 30-foot radius burst instead.
+
 
+
'''Shatterstones:''' Move action. Titan creates a number of rocks within Close range (25 feet + 5 feet/2 levels), up to one per three levels. These stones are Medium-size, and thus occupy a full square; a shatterstone cannot be created in an occupied square. At the end of Titan's next turn, all of the shatterstones explode, dealing ''damage potency 3'' earth damage to all creatures within 10 feet of each stone. Titan must make a special attack check for this ability (each stone uses the same check), opposed by Reflex; a successful save halves the damage. If the explosion radii of multiple shatterstones overlap, a creature must make saving throws against each stone individually.
+
 
+
When used as an ''avatar'', this ability deals ''damage potency 4'' instead.
+
 
+
'''Earthwall:''' Standard action. Titan creates a rocky shield around all of his caller's allies within 30 feet of him, granting them DR /- equal to his level, which lasts until it prevents an amount of damage equal to 3 x his level, at which point the effect dissipates.
+
 
+
When used as an ''avatar'', this ability prevents an amount of damage equal to 5 x his level instead.
+
 
+
'''Rock Gaol:''' Standard action. Titan targets a single creature within Close range (25 feet + 5 feet/2 levels) and encases them in solid rock. Titan must make a special attack check opposed by the target's Reflex save; a successful save indicates this ability fails. If the save fails, the creature is effectively ''ejected'', unable to take any actions, and this status cannot be removed so long as the rock gaol exists. The rock gaol surrounding it has an amount of hit points equal to a ''damage potency 5'' roll; creatures who attack the gaol hit it automatically, though it has DR equal to Titan's DR, if any, and shares his energy resistances and vulnerabilities. When the rock gaol is reduced to 0 hit points, it is destroyed and the creature inside loses the ''eject'' status.
+
 
+
When used as an ''avatar'', this ability requires a move action instead.
+
 
+
'''Mountain Buster:''' Standard action. Titan affects a 30-foot cone, originating from him. Titan must make a special attack check opposed by Fortitude. Creatures that fail the save take ''damage potency 5'' earth damage, while creatures that succeed take half damage.
+
 
+
When used as an ''avatar'', creatures that make a successful save take three-quarters of the damage instead.
+
 
+
'''Geocrush:''' Full-round action. Titan leaps into the air and slams back into the ground, affecting a 60-foot radius, centered on him. Titan must make a special attack check opposed by Reflex. Creatures that fail the save take ''damage potency 4'' earth damage, plus an additional amount of earth damage equal to 80 minus their distance in feet from him (thus, a creature that is 20 feet away takes an additional 60 earth damage). A successful save halves this damage.
+
 
+
'''Megalith Throw:''' Standard action. Titan removes a piece of earth from himself and hurls it at a single target within Medium range (100 feet + 10 feet/level). Titan must make a basic attack check against the target's AC. If he hits, Titan deals ''damage potency 4'' earth damage to the target.
+
 
+
'''Upheaval:''' Standard action. Titan affects a 60-foot radius, centered on him. Titan must make a special attack check opposed by Reflex. Creatures that fail the save take ''damage potency 4'' earth damage and are pushed to the extreme edge of the area, away from Titan, and are knocked ''prone''. Creatures that make the save take half damage and are still pushed away, but not knocked ''prone''. If there is an obstruction in the way of a creature being pushed, the creature is instead pushed against the obstruction instead.
+
 
+
'''Earthen Fury:''' Full-round action. Titan brings forth the full fury of the earth in a 40-foot radius centered on him. Titan must make a special attack check opposed by Fortitude. Creatures that fall the save take ''double damage potency 5'' earth damage and are ''stunned'' for 1 round. Creatures that make the save take half damage and are instead ''immobilized'' for 1 round, rather than ''stunned''. After using this ability, Titan is immediately dismissed.
+
 
+
===Eikon Powers===
+
A caller who has chosen to bond to Titan adds the following abilities to their list of eikon powers they can choose from.
+
 
+
* ''Mountainwalk (Na):'' The caller ignores difficult terrain that is rubble, uneven stone, or an earthen construction.
+
* ''Stone Bones (Na):'' The caller gains DR 2/adamantine. You can take this ability multiple times; its effect stacks.
+
* ''Whispers of the Earth (Na):'' The caller gains ''tremorsense'' with a distance of 10 feet. You can take this ability multiple times; each time you do, increase the distance by 10 feet.
+
 
+
===Titan Suite===
+
{| class="collapsible" width="78%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="3;" style="background:#659D32;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Titan Gifts</font></div>
+
 
|-
 
|-
|width="15%" align="left"|'''Gift Name'''
+
! width="10%"|Skill Name
|width="10%"|'''Stress'''
+
! width="90%"|Effect
|width="75%" align="left"|'''Effect'''
+
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Earth Shake || align="center"|Basic || Deal 1d4+1, plus additional 1d4+1 per two levels, earth damage in a 5-foot radius.  
+
|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:#BAEF87;"
+
|- style="background:#E6D5BE;"
|Stonecunning || align="center"|1 || Detect secret doors, hatches, and traps in stonework.
+
|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"
+
|-
|Earthbind || align="center"|2 || ''Immobilize'' a creature.
+
|Identify || Learn the properties of an item.
|-align="left"  style="background:#BAEF87;"
+
|-style="background:#E6D5BE;"
|Earth Glide || align="center"|2+ || Gain a burrow speed.
+
|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''.
|-align="left"
+
|-
|Alter Earth || align="center"|3+ || Modify the local terrain.
+
|Sift, Basic || Make an ''exploration check'' against a ''clutter''; if you hit, gain ''progress'' against it per your kit.
|-align="left"  style="background:#BAEF87;"
+
|Mettle || align="center"|3 || Gain the ''mettle'' ability.
+
|-align="left"
+
|Earthmeld || align="center"|4 || Meld into earth or stone.
+
|-align="left" style="background:#BAEF87;"
+
|Tremor || align="center"|4 || Deal 1d6/level earth damage in 20-foot radius, knocking creatures prone, possibly causing confusion.
+
|-align="left"
+
|Golem || align="center"|6 || Grant the ''protect'' status to nearby allies.
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
==Garuda==
+
==Infiltration Knack==
[[Image:garuda.jpg|thumb|375px|right|Garuda, Lady of the Vortex]]
+
{|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;">Infiltration Basic Skills</font></div>
: ''"Now... fall."''
+
|-
 
+
! width="10%"|Skill Name
Garuda is not a physically imposing primal, only roughly twelve feet tall. Two conjoined pairs of giant wings sprout from her back, and her arms and legs end in the vicious claws of birds of prey.
+
! width="90%"|Effect
 
+
Garuda natively speaks Auran, but is able to communicate with a caller to whom she is bonded.
+
 
+
===Special Qualities===
+
Garuda has a number of special qualities, some of which are dependent upon the geomancer level of the caller to whom she is bonded.
+
 
+
'''Wind Resistance:''' Garuda has wind resist equal to the caller's geomancer level x 10.
+
 
+
'''Earth Vulnerability:''' Garuda has earth vulnerability equal to the caller's geomancer level x 5. When she takes wind damage, she takes an additional amount equal to the initial amount or the value of her wind vulnerability, whichever is less.
+
 
+
'''Wing Snare:''' Whenever Garuda takes magnetic damage, she loses her fly speed until the end of her next turn.
+
 
+
===Special Abilities===
+
Garuda has some stuff.
+
 
+
===Eikon Powers===
+
A caller who has chosen to bond to Garuda adds the following abilities to their list of eikon powers they can choose from.
+
 
+
* ''Evasion (Na):'' The caller gains the ''evasion'' special quality.
+
* ''Fleet of Foot (Na):'' The caller gains a +10 foot insight bonus to her move speed. You can take this ability multiple times; its effect stacks.
+
* ''Slip the Bonds (Na):'' The caller gains Escape Artist and Tumble as class skills, and can use her Wisdom modifier instead of her Dexterity modifier for her ability bonus to these skills.
+
 
+
===Garuda Suite===
+
She assuredly has one.
+
 
+
=Feats=
+
The following are a selection of feats that are relevant to callers.
+
 
+
&nbsp;
+
 
+
<div id="Elemental_Focus">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#105A10;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">ELEMENTAL FOCUS [Natural]</font></div>
+
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Your focus on an element makes the gifts you draw from it harder to resist.
+
|Danger Sense, Basic || In response to a ''hazard check'', gain a +2 power bonus to defenses against it.
|-align="left"  
+
|- style="background:#E6D5BE;"
|'''Prerequisites:''' Access to at least one gift suite.
+
|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"  
+
|-
|'''Benefit:''' Choose one suite you can access. Increase the Saving Throw DC of any gift you use from that suite by +1. You can take this feat multiple times; each time you do, you can increase an existing saving throw DC increase by +1, or choose a new suite.
+
|Open Lock, Basic || Make an ''exploration check'' against a ''lock''; if you hit, gain ''progress'' against it per your kit.
|-align="left"
+
|- style="background:#E6D5BE;"
|If a gift appears in multiple suites that you have access to, it uses the best bonus available.
+
|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''.
 
|}
 
|}
</div>
 
  
 
&nbsp;
 
&nbsp;
  
<div id="Elemental_Knowledge">
+
==Pathfinding Knack==
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; 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;"
! style="background:#105A10;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">ELEMENTAL KNOWLEDGE [Natural]</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="10%"|Skill Name
 +
! width="90%"|Effect
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|You delve into studying the nature of the elements, gaining access to more geomantic power.
+
|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:#E6D5BE;"
|'''Prerequisites:''' Access to at least one gift suite.
+
|Navigate Terrain, Basic || Make an ''exploration check'' against an ''obstacle''; if you hit, gain ''progress'' against it per your kit.
|-align="left"  
+
|-
|'''Benefit:''' You gain knowledge of two new gifts of your choice. You can take this feat multiple times.
+
|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''.
 
|}
 
|}
</div>
 
  
 
&nbsp;
 
&nbsp;
  
<div id="Elemental_Power">
+
=Feats=
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
The following are a selection of feats that are relevant to explorers.
! style="background:#105A10;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">ELEMENTAL POWER [Natural]</font></div>
+
|-style="background:white;" align="left"
+
|Your ability to draw upon a particular element increases.
+
|-align="left"
+
|'''Prerequisites:''' Access to at least one gift suite.
+
|-align="left"
+
|'''Benefit:''' Choose one suite you can access. Increase your Max Stress towards that element by +2. You can take this feat multiple times; each time you do, you can choose a suite you have already chosen or a new suite.
+
|}
+
</div>
+
  
 
&nbsp;
 
&nbsp;
  
<div id="Extraordinary_Talent">
+
<div id="Scout">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! style="background:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">EXTRAORDINARY TALENT [Epic]</font></div>
+
! 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>
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|You are more talented than your experience would otherwise suggest.
+
|You know a few things about getting along on the road.
 
|-align="left"  
 
|-align="left"  
|'''Prerequisites:''' Character level 21st+.
+
|'''Prerequisites:''' No levels in explorer.
 
|-align="left"  
 
|-align="left"  
|'''Benefit:''' You gain a talent from the talent list of one of your classes.
+
|'''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>
 
</div>
Line 441: Line 244:
  
 
=Design Notes=
 
=Design Notes=
Callers are a half-casting class. They are roughly equatable to technology's greasemonkey and the blue's trainer: they are a "pet"-based class. Unlike those two, however, callers retain some level of casting ability that does not directly pertain to their pet (greasemonkeys gain devices that are only usable via their vehicle; trainers learn memes, but cannot use them, only teach them to their mementos).
+
Second expert class.
 
+
Callers exist somewhere between greasemonkeys, who typically have one vehicle, and trainers, who typically have a large collection of mementos to use (though limited to six at any one time). Callers have a smaller collection, capping at six, with only a possibility of one out at a time, but are able to use ''convoke'' to use the abilities of other entities they can call upon.
+
 
+
Using call summons forth a physical manifestation of the creature in question, which can use its abilities and assist in combat or other tasks. Convoke, however, only brings forth the creature for a moment, in which it uses a particular ability of some sort, then disappears back into the fabric of reality.
+
 
+
Called creatures - which vary, we'll get to that in a minute - have a set progression and a predefined set of abilities. In essence, much like a standard d20 summoner, the caller picks the one they want from their list, and brings it forth. Because of how these creatures operate in the lore, they cannot be altered by the caller. Callers effectively control these creatures directly, and they do not balk or otherwise disagree - they do as directed, due to the agreement between the caller and the creature summoned.
+
 
+
While typically callers would call upon primals directly, they can call upon eidolons, as well. While eidolons are not as powerful as primals, the difference is irrelevant, as no caller can actually fully call a primal - they always only gain control over a fraction of such entity's power. In general, it's safe to assume that the less powerful the entity, the more the caller can successfully call upon its power, meaning that seemingly "weak" calls are just as powerful as seemingly "strong" ones, because a caller can get more out of a "weaker" entity than a "stronger" one. Leviathan isn't going to fully manifest for you, puny mortal, but some tiny eidolon creature will totally give you everything its got, and more.
+
 
+
Hmm. Because caller's casting abilities are based upon their called creatures, that allows us to use that resource for all of their abilities. A lower-level caller will probably typically pick one thing and stick with it - call, convoke, or invoke gifts - while a higher-level caller will call one summon, convoke another, and use gifts from a third.
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So: the notion here is that every callable creature has a set of abilities, which the caller can make use of at 1st level, then one every 3rd level (same as feat levels). The called creature is not limited in uses of these abilities, unless otherwise specifically noted, so can use them all the time, even if they replicate gifts. The called creature also has hit points and various combat stats and skills; the reason these abilities are unlimited is because it can "die," and be removed from the field.
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Convoke basically lets the caller use one of the abilities from a callable creature without it being present; it shows up during the effect, uses the ability, then disappears. The advantage is that the effect just happens; the downside, though, is that the called creature considers this effectively an abuse, and thus convoking accrues stress towards the called creature's suite.
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Using normal gifts from a creature's suite accrues stress as normal.
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==Eikon Design==
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Eikons are not designed using traditional d20 mechanisms; instead, they are designed using D&D 4e mechanics. While eikons have ability scores, which are necessary for interaction with the world at large, their abilities are largely independent of them; effects that modify their ability scores modify the affected score's dependent stats (thus, if you reduce an eikon's Strength score, its physical damage is reduced accordingly), but it must be noted that there is ''no direct correlation between an eikon's ability scores and what it is capable of''. While this may initially seem nonsensical, realize that this is to reduce the overall workload on both the design end and the player end: 4e monsters are easy to run and manage.
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Each eikon, then, follows roughly one of the monster roles from 4e.
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==Damage Codes==
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So, these damage codes are updated from when this beast was on a test page.
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My original thinking was that damage output needed to be linear. However, given the "rocket tag"-like nature of combat in d20, as well as taking DR and resistances and crap into account... damage output actually needs to be closer to geometric.
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But the issue is that you have to start small, then build up. Average damage needs to be around what a fighter should be able to expect to see, and I think the average damage output - 1d6+3 to 2d6+4 - hits that quite nicely.
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This does mean that code 6 is reserved for holy-shit damage, like "final moves" and what-not, whereas the low end is more useful for things that incidentally do damage, or ongoing damage, or the like.
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We'll also be using damage codes to calibrate trainers' pets' damage output.
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I am also contemplating the possibility of just putting everything that deals damage on the damage codes. The only issue I see with that is that, while it's rather interesting to see if it can be done from a design perspective, I am concerned that it will wind up in the same boat as 4e, where everything did pretty much the same damage all the time. Super boring, as I recall.
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So them's my thoughts on that.
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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.
  
[[category:Mechanics]]
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'''Mar 26, 2017:''' Modifying knacks to account for [[D20_Mechanic:_Exploration|exploration rules]] now having a solid foundation.
[[category:Nature]]
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[[category:Base Classes]]
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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.