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Class Changes

Alchemist

 

  Alchemist class has been reworked to let them craft and use more alchemical items without having to spend precious resources. Additionally, the research fields have been tweaked to allow the alchemist to start with their attacking ability score at an 18. Lastly, the Chirurgeon research field has be upgraded.  

   

Formula Book
Feat 1

  Each time you gain a level, you can add the formulas for three common alchemical items to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it's also possible to find or buy additional formulas in settlements or from other alchemists, or to invent them with the Inventor feat.    

Proficiency Changes
Feat 1

  Alchemist's proficiency for Class DC and Perception increase.   Perception  
  • Expert at 1st level
  • Master at 11th level
  Class DC  
  • Trained at 1st level
  • Expert at 7th level
  • Master at 15th level
  • Legendary at 19th level
   

Research Field
Feat 1

  Bomber You can choose Dexterity as your key ability score.   Chirurgeon You become trained in Medicine and can attempt a Crafting check instead of a Medicine check for any of Medicine's untrained and trained uses, in addition to any abilities granted by Medicine skill feats (e.g. Battle Medicine). When your Crafting proficiency rank increases with Alchemical Discoveries, your Medicine proficiency rank also increases. When selecting a skill feat for Alchemical Discoveries, you can choose a skill feat for Crafting or Medicine.   Mutagenist You can choose Strength as your key ability score.   Toxicologist You can choose Dexterity as your key ability score.    

Alchemical Discoveries
Feat 3

  At 3rd level you become an expert in Crafting. At 7th level, you become a master in Crafting, and at 15th level, you become Legendary in Crafting.   At 3rd level, 7th level, and 15th level, you gain a skill feat for Crafting.      

New Alchemist Feats

 

     

   

Calculated Trajectory
Feat 2

alchemistconcentrateflourish   You closely follow your target's movement and estimate the perfect angle for your shot. Your next Strike with an alchemical bomb or blowgun may add your Intelligence modifier to your attack roll instead of your Dexterity modifier. If the target did not use an action with the move trait during its last turn, you also gain a +1 circumstance bonus.    

Additional Reagents
Feat 4

alchemist   Each day during your daily preparations, you can prepare 2 additional infused reagents. This amount increases to 5 if you are a master in Crafting, and 10 if you are legendary.      

New Sorcerer Feats

 

     

   

True Shot
Feat 2

fortunemetamagicsorcerer   You laydown a thread of energy for your spell to follow. Choose a creature you can see and roll a d20. If your next action is to Cast a Spell without a duration that requires an attack roll against a single target, you must target the chosen creature and use the result of the roll you made to True Shot for your spell's attack roll instead of rolling. You make this substitution only for the next spell you cast against the creature this round, not any subsequent spells.      

Swashbuckler

 

  The following swashbuckler styles have been modified to use the new Gibe action.  

Gladiator (Battledancer)

  To you, a fight is a kind of performance art, and you command your foes' attention with mesmerizing and distracting motions. You are trained in Performance and gain the Fascinating Performance skill feat. You gain panache during an encounter when the result of your Performance check to Gibe or Perform exceeds the Will DC of an observing foe, even if the foe isn't fascinated or taunted by the performance.  

Braggart

  You gain the Hurtful Words skill feat. You gain panache during an encounter whenever you successfully Demoralize or Gibe a foe. You can use your proficiency with Intimidation instead of Performance for skill feats that modify Gibe.  

 

Wizard: Metamagical Experimentation

 

  The Metamagical Experimentation thesis needed some extra stuff to bring its power budget closer to the other wizard theses. They gain access to the following feats.  

 

Meta Sharing
Feat 4

wizard   Requirement Metamagical Experimentation thesis   You gain a one sorcerer feat with the metamagic trait. For the purpose of prerequisites, your sorcerer level is your character level minus 2. Additionally, during your daily preparations, you can choose a metamagic sorcerer feat instead of a metamagic wizard feat for Metamagical Experimentation.   Special You can select this feat more than once. Each time you do, you gain another sorcerer feat.    

Metacasting Stance
Feat 8

wizard   Requirement Metamagical Experimentation thesis   You learn how to complete metamagic alterations with your entire body, allowing you to apply metamagic to more spells. You gain the Metacasting Stance focus spell. Increase the number of Focus Points in your focus pool by 1.    
 

Metacasting Stance
focus 4

uncommonstancetransmutationwizard   Cast somatic   Duration until you leave the stance   You use your entire body to manipulate the energies of a spell. You gain the quickened condition and can use the extra action each round only for metamagic actions.    
 

Additional Experimentation
Feat 10

wizard   Requirement Metamagical Experimentation thesis   During your daily preparations, you can choose two metamagic wizard feats instead of one for Metamagical Experimentation.    

New Trick Driver Feats

 

     

 

Trick Elemental Vehicle
Feat 4

archetypeconcentrationlinguisticskill   Archetype Trick Driver   Prerequisites trained in Arcana, can speak kythric   You attempt to convince a bound elemental used for elemental propulsion that you possess a true dragonmark. You must know what elemental is bound and which dragonmark it requires, or you can't attempt to trick it.   Attempt a check using Arcana against the Diplomacy or Intimidate DC. The GM may adjust the DC based on the situation or the elemental's memories.   Critical Success For the next 10 minutes, you can pilot the vehicle with whichever skill the vehicle can use. The DC increase from any Dragonmark Control is reduced by your level, to a minimum of 0.   Success As Critical Success, but DC is reduced by half your level.   Failure You do not convince the elemental and are unable to pilot the vehicle, but you can try again on subsequent turns.   Critical Failure The elemental is on to you, you can't try to trick it again until for 24 hours and you are not able to pilot the vehicle in any way.    

New Vehicle Mechanic Feats

 

     

   

Superior Propulsion
Feat 6

archetype   Archetype Vehicle Mechanic   Superior Propulsion adds the following propulsion methods to its list.   Elemental (Air) The elemental revels in the expression of its nature. Creatures adjacent to your signature vehicle when it begins its movement take electricity damage equal to your level.   Elemental (Earth) The elemental pulls harder as its nature is the move the very earth below you. The vehicle gains a +10 circumstance bonus to its Speed.   Elemental (Fire) The elemental revels in the expression of its nature. Creatures adjacent to your signature vehicle when it begins its movement take fire damage equal to your level.   Elemental (Water) The elemental shifts the waters as easily as a the moons. During this movement, your signature vehicle can turn normally, rather than needing to move in a straight line as normal for a 2- or 3-action Drive.    

Work with Me
Feat 6

archetypelinguistic   Archetype Vehicle Mechanic   Prerequisites Vehicle Mechanic Dedication; can speak Kythric; Charisma 14   An elemental bound to a vehicle only wants to express its nature, and can only do that while it is operational. During your time maintaining the vehicle, the elemental comes to understand that you are the one who keeps it operating. While you are aboard your signature vehicle, it does not apply the -2 penalty when the pilot attempts a piloting check for a reckless action.    

Work with Us
Feat 8

archetypelinguistic   Archetype Vehicle Mechanic   Prerequisites Vehicle Mechanic Dedication, Work with Me   Through more discussion with the elemental, you let it know that if it does not play nicely with a pilot that does not have the right Dragonmark, it does not get to express itself. Your signature vehicle reduces the DC increase from any Dragonmark Control by half your level, to a minimum of 0.   Special If the pilot also has the Trick Elemental, the DC increase is reduced by both feats.    

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