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.
  
 
<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:#659D32;" 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, leather.
 
'''Armor:''' Cloth, leather.
  
'''Implements:''' [[D20_Mechanic:_Implements#Totems|Totems]].
+
'''Implements:''' [[d20 Mechanic: Implements|Kits]].
  
<div id="Geomancy">
+
<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:#659D32;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Geomancy</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>
 
|}
 
|}
Callers are geomancers, which means that they make use of ''gifts'', raw energy channeled from the elemental tapestry that binds all of existence together. As geomancers, callers ''tap'' into this tapestry of elements to acquire ''flux'', which they can turn into gifts. However, nature demands balance, and as callers gather flux, they also accrue ''stress'', inhibiting their ability to draw more flux over time.
+
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="4;" style="background:#659D32;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Natural Eikons</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%"|'''Eikon'''
+
|width="10%"|'''Knack'''
|width="10%"|'''Suite'''
+
|width="10%"|'''Primary Ability'''
|width="70%" align="left"|'''Description'''
+
|width="80%" align="left"|'''Description'''
|width="10%"|'''Opposes...'''
+
 
|-
 
|-
| Atomos || Gravity || align="left"|Little more than an enormous maw, Atomos seeks to unify all of creation by consuming it unto himself. || Fenrir
+
|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:#C5DAB2;"
+
|-style="background:#E6D5BE;"
| Lich || Death || align="left"|A being signifying death so final that even his name has died, the lich represents mortality and despair. || Maduin
+
|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.
 
|-
 
|-
| Ark || Shadow || align="left"|Seeming to be a mechanical vessel, Ark is an enormous airship made of ebony, representing the power of the Void distilled, as it influenced reality. || Carbuncle
+
|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:#C5DAB2;"
+
| Titan || Earth || align="left"|An immense being of living stone, Titan is stubbornness and defense incarnate. || Garuda
+
|-
+
| Leviathan || Water || align="left"|Sometimes also called the "world serpent," Leviathan seeks to purify the world through drowning it in endless waves of pure water. || Ifrit
+
|-style="background:#C5DAB2;"
+
| Shiva || Ice || align="left"|Her every movement precise and perfect, Shiva demands that the world be logical and consistent and - above all else - perfect. || Ramuh
+
|-
+
| Garuda || Wind || align="left"|Goals shifting as often as the breeze, Garuda is a double-winged woman, more avian than humanoid, whose moves are impossible to predict. || Titan
+
|-style="background:#C5DAB2;"
+
| Ramuh || Lightning || align="left"|Ramuh is an ancient sage, a brilliant mind who strikes those he deems unworthy with lightning and confusion. || Shiva
+
|-
+
| Ifrit || Fire || align="left"|Pure destruction, and with the appearance of a demon, Ifrit is anger given form. || Leviathan
+
|-style="background:#C5DAB2;"
+
| Carbuncle || Radiance || align="left"|This small fox-like creature represents the stars of the sky, spreading their light and hope throughout creation. || Ark
+
|-
+
| Maduin || Holy || align="left"|An enormous humanoid lion, Maduin represents the power of the Divine distilled, as it influenced reality. || Lich
+
|-style="background:#C5DAB2;"
+
| Fenrir || Cosmic || align="left"|A wolf whose spirit is tied to the moons, Fenrir wanders the infinite expanse of space and time. || Atomos
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
As a move action, the caller can ''tap'' one of her elemental suites. When she does so, she rolls her ''flux die'', and acquires that much ''flux'', while also accruing the same amount of ''stress''. If you have more ''stress'' than your ''max stress'' against an element, you cannot ''tap'' it; likewise, you cannot have more ''flux'' for an element than your ''max stress''. Even if you have multiple actions, you can only ''tap'' a given element once on each of your turns.
+
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.
  
If you ''tap'' an element and have access to the suite of it's opposed element, you reduce your ''stress'' for the opposed element by the amount of ''flux'' you gain for the element you are ''tapping''.
+
{|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>
If at any time your ''stress'' for an element is lower than your current amount of ''flux'' for that element, your ''flux'' is reduced to equal your ''stress''.
+
|-
 
+
! width="33%"|Grade
If you are in an environment associated with an element you ''tap'', you gain double the amount of ''flux''. If you are in an environment associated with the element's opposed element, you instead halve the amount of ''flux'' you gain.
+
! width="40%"|Minimum Primary Ability
 
+
! width="27%"|Moxie Cost
You can meditate to alleviate the stress you have accrued against the elements. Doing so requires 1 round of concentration, at the end of which you reduce your ''stress'' against all elements by half your FRC bonus, rounded down (min 1). You can automatically remove all accrued ''stress'' with a ''short rest''.
+
|-
 
+
| Basic || 10 || 1
To use a gift, called ''bending'', you must spend an amount of ''flux'' - dependent upon the gift's grade - of the element associated with that gift.
+
|-style="background:#E6D5BE;"
 
+
| Lesser || 12 || 2
The caller begins with three known gifts. She gains knowledge of additional gifts each level, as per the class table, above. At fourth level and every four levels after, she can trade out up to two gifts for new gifts from any suite she can access, of any grade she can access.
+
|-
 
+
| Expert || 14 || 3
If you would gain access to a suite, 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 suite and already have access to six suites, you gain a bonus feat instead.
+
|-style="background:#E6D5BE;"
 
+
| Greater || 16 || 5
The caller's ''key ability'' for her ''natural attacks'' is her Wisdom.
+
|-
 
+
| Master || 18 || 8
<div id="Call">
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#659D32;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Call</font></div>
+
 
|}
 
|}
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''.
 
  
Whenever you gain access to a suite, you also gain the ability to ''call'' that suite's associated eikon. Upon that choice, 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.
+
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.
  
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.
+
After a ''long rest'', you automatically regain all ''moxie''.  
  
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.
+
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.
  
The eikon remains until dismissed by the caller (a standard action).  
+
To use a skill, you must expend some amount of ''moxie'', the amount required is determined by the grade of the skill.
  
If the eikon is dismissed due to death, it cannot be called again until the following day.  
+
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.
  
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 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.
  
If the caller is unconscious, asleep, or killed, her eikon is immediately banished.  
+
The explorer's key ability for his ''exploration checks'' is the primary ability for the knack of the skill in question.
  
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.  
+
=Skills=
 +
The following is the explorer skill list, ordered by knack, then by grade.
  
The eikon's Hit Dice, saving throws, skills, feats, and abilities are tied to the caller’s class level and increase as the caller gains levels.
+
==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.
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.
+
 
+
<div id="Convoke">
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#659D32;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Convoke</font></div>
+
|}
+
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 she can access, 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. To use this ability, you must spend an amount of ''flux'' of the eikon's element equal to the level at which the eikon gained the ability you want to convoke, and - because these abilities are so drastically draining on local elemental energies - you also accrue an amount of ''stress'' equal to half that amount, rounded down (min 1). You cannot use convoke to use an action that would cost more ''flux'' than you have available, or would increase your ''stress'' above your ''max stress'' for that element.
+
 
+
<div id="Eikon Power">
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#659D32;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Eikon Power</font></div>
+
|}
+
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.
+
 
+
<div id="Beckon">
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#C5DAB2;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Beckon</font></div>
+
|}
+
As a standard action, a caller can call her eikon to her side. This functions as ''dimension door''. 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.
+
 
+
<div id="Transposition">
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#C5DAB2;" align="left"|<div style="margin-left:50px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Transposition</font></div>
+
|}
+
'''Prerequisites:''' Beckon
+
 
+
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.
+
 
+
<div id="Bond Senses">
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#C5DAB2;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Bond Senses</font></div>
+
|}
+
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.
+
 
+
<div id="Life Link">
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#C5DAB2;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Life Link</font></div>
+
|}
+
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.
+
 
+
<div id="Shield Ally">
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#C5DAB2;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Shield Ally</font></div>
+
|}
+
Whenever the caller is within her eikon's reach, the caller receives a +4 shield bonus to her defenses. This bonus does not apply if the eikon is grappled, helpless, paralyzed, stunned, or unconscious.
+
 
+
<div id="Caller Talent">
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#659D32;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Caller Talent</font></div>
+
|}
+
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.
+
 
+
<div id="Avatar">
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#C5DAB2;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Avatar</font></div>
+
|}
+
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 one ''stress'' towards the eikon's suite each round, and this ability can only be used once per day per bonded eikon, ending automatically if the caller's ''stress'' towards the eikon's element exceeds her ''max stress''.
+
 
+
While this ability is active, the caller is effectively ''ejected'', 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.
+
 
+
<div id="Eikon Mastery">
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#C5DAB2;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Eikon Mastery</font></div>
+
|}
+
A caller can choose an additional ''eikon power'' ability in place of a talent.
+
 
+
<div id="Feat">
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#C5DAB2;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Feat</font></div>
+
|}
+
The caller may gain a bonus feat in place of a talent.
+
 
+
=Gifts=
+
The following are caller gifts, ordered by suite, then by grade.
+
 
+
=Feats=
+
The following are a selection of feats that are relevant to callers.
+
  
 
&nbsp;
 
&nbsp;
  
<div id="Extra_Flux">
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; 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;"
+
! 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>
! style="background:#105A10;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">EXTRA FLUX [Nature]</font></div>
+
|-
 +
! width="10%"|Skill Name
 +
! width="90%"|Effect
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|Your ability to harness the elements is greater than it appears.
+
|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:#E6D5BE;"
|'''Prerequisites:''' Geomancer.
+
|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"  
+
|-
|'''Benefit:''' You gain a +1 feat bonus to your ''flux die''; this bonus is applied before terrain modifiers. You can take this feat multiple times; its effect stacks.  
+
|Identify || Learn the properties of an item.
 +
|-style="background:#E6D5BE;"
 +
|Investigate, Basic || Make an ''exploration check'' against the current ''zone'' with a -4 power penalty. If you hit, you make no ''progress'', but you ''uncover'' a ''hidden detail''.
 +
|-
 +
|Sift, Basic || Make an ''exploration check'' against a ''clutter''; if you hit, gain ''progress'' against it per your kit.
 
|}
 
|}
</div>
 
  
 
&nbsp;
 
&nbsp;
  
<div id="Extra_Gifts">
+
==Infiltration 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;">EXTRA GIFTS [Nature]</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="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.
+
|Danger Sense, Basic || In response to a ''hazard check'', gain a +2 power bonus to defenses against it.
|-align="left"  
+
|- style="background:#E6D5BE;"
|'''Prerequisites:''' Geomancer.
+
|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:''' You gain knowledge of two additional gifts of any grade you can access, of any suite you can access. You can take this feat multiple times; its effect stacks.  
+
|Open Lock, Basic || Make an ''exploration check'' against a ''lock''; if you hit, gain ''progress'' against it per your kit.
 +
|- style="background:#E6D5BE;"
 +
|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="Extra_Stress">
+
==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;">EXTRA STRESS [Nature]</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 can push an element to its breaking point.
+
|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:''' Geomancer.
+
|Navigate Terrain, Basic || Make an ''exploration check'' against an ''obstacle''; if you hit, gain ''progress'' against it per your kit.
|-align="left"  
+
|-
|'''Benefit:''' Choose one suite you can access. You gain a +2 feat bonus to your ''max stress'' for that suite. You can take this feat multiple times; each time you do, you can choose a suite you have already chosen (the bonus this feat grants stacks with itself), or a new suite.
+
|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="Extra_Suite">
+
=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;">EXTRA SUITE [Nature]</font></div>
+
|-style="background:white;" align="left"
+
|Your breadth of knowledge of nature is expansive.
+
|-align="left"
+
|'''Prerequisites:''' Geomancer, access to five or fewer suites.
+
|-align="left"
+
|'''Benefit:''' You gain access to another natural suite of your choice. You can take this feat multiple times; its effect stacks.
+
|}
+
</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.
|}
+
</div>
+
 
+
&nbsp;
+
 
+
<div id="Gift_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;">GIFT FOCUS [Nature]</font></div>
+
|-style="background:white;" align="left"
+
|Your ability to wield one element is greater.
+
 
|-align="left"  
 
|-align="left"  
|'''Prerequisites:''' Geomancer.
+
|'''Special:''' If you take a level in explorer, you must immediately retrain this feat; the new feat cannot be a [Job] feat.
|-align="left"
+
|'''Benefit:''' Choose one suite you can access. You gain a +2 feat bonus on ''natural attacks'' with gifts of that suite. You can take this feat multiple times; each time you do, select a suite you can access for which you have not taken this feat.  
+
 
|}
 
|}
 
</div>
 
</div>
Line 363: Line 244:
  
 
=Design Notes=
 
=Design Notes=
'''June 16, 2016:''' Full rebuild.
+
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.
  
[[category:Mechanics]]
+
'''Mar 26, 2017:''' Modifying knacks to account for [[D20_Mechanic:_Exploration|exploration rules]] now having a solid foundation.
[[category:Nature]]
+
[[category:Base Classes]]
+

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.