Not!Pathfinder CYOA?
Races & Ability Scores: 12? Points
*Visual Design note: Humans up top as a long, standalone option. Other races in sets of 3 as narrow options, ideally in sets that make sense.
T0 (FREE)
Human (Lv2 Any one ability score)
- Humans are talented and adaptable. (1 Free Feat)
- Humans are talented and adaptable. (1 Free Skill Bonus)
T1: (-2 Points)
Dwarf (Lv2 CON/WIS, Lv0 CHA)
- Dwarves are slightly more resistant to poison and magic.
- Dwarves can see normally in the dark.
Halfling (Lv2 DEX/CHA, Lv0 STR)
- Halflings have an uncanny luck that helps them avoid danger while making their foes a bit more danger prone.
- Halflings have an uncanny sense for danger, although they can't pinpoint whatever the threat is.
Half-Elf (Lv2 INT/CHA), Lv0 CON)
- Half-Elves inherit part of their human heritage. (Pick one Human race feature)
- Half-Elves inherit part of their elven heritage. (Pick one Elf race feature)
Half-Orc (Lv2 STR/CON, Lv0 WIS)
- Half-Orcs inherit part of their human heritage. (Pick one Human race feature)
- Half-Orcs inherit part of their orc heritage. (Pick one Orc race feature)
Strix (Lv2 DEX/WIS, Lv0 INT)
- Beastfolk have a resistance to illusions and more easily see through them.
- Beastfolk have wings and can fly.
Lizardfolk (Lv2 STR/INT, Lv0 DEX)
- Lizardfolk have chameleon like skin that can slowly turn into camouflage while staying still.
- Lizardfolk have tough scales that provide them weak natural armor.
T2 (-4 Points)
Changeling (Lv2 DEX/WIS/CHA, Lv0 STR)
- Changelings can assume the form of another target humanoid that they have personally seen and remember the appearance of.
- Changelings have one race ability from their father's race. Pick any other racial ability. (and pay an additional point if that race was a T3 race.)
Aphorite (Lv2 STR/CON/INT Lv0 DEX)
- Aphorites are resistant to electricity, poison, and any supernatural effect that would influence their mind.
- Aphorites are able to summon a cloud of crystalline dust that obscures their figure from enemies.
Elf (Lv2 DEX/INT/CHA, Lv0 CON)
- Elves have improved senses and detect nearby magic passively (+1 Perception)
- Elves are moderately resistant to magic
Orc (Lv2 STR/CON/WIS, Lv0 INT)
- Orcs are given a set of tattoos by their race's god at birth which allows them to greatly enhance a specific kind of action for a brief time, once per day. (Choose one skill the tattoo enhances.)
- Orcs are unusually ferocious and can retain the ability to fight until killed... assuming they still have the needed limbs to fight with.
Geniekin (Lv2 STR/WIS/CHA Lv0 WIS)
- Choose one of fire, water, earth, or wind. You are immune to that element, can produce small amounts of that element from your body, and any ability that produces that element that you perform is slightly stronger.
- When fully submerged in your element, you can slowly heal from wounds. An hour of this will restore you to full health, but cannot restore lost body parts.
Skinwalkers (Lv2 DEX/CON/INT, Lv0 CHA)
- Skinwalkers can transform into a lycanthrope-like form at will, gaining an extra level of a physical ability score and animal like features based on the kind of animal, such as bat wings that allow for agile flight, sharp wolf claws and fangs with a durable hide, or powerful rabbit-like legs built for bursts of speed. (This transformation is the same every time and determined at birth.)
- Skinwalkers have one race ability from the race they normally appear to be. Pick any other racial ability. (and pay an additional point if that race was a T3 race.)
T3 (-6 Points)
Golem (Lv3 STR, Lv2 CON, Lv0 DEX)
- Golems have solid metal bodies and are naturally resistant to physical damage. Particularly weak attacks will fail to do anything at all.
- Golems have full immunity to: All mind affecting, all necromancy, bleed, disease, instant death, paralysis, poison, ability drain, fatigue, starvation, dehydration, sleep, and a number of harmful magical effects not meant to target inanimate objects.
Dhampir (Lv3 DEX, Lv2 CHA, Lv0 CON)
- Dhampirs are able to drain the life essence out of targets by drinking their blood, quickly healing the Dhampirs wounds at the cost of damaging the victim's constitution score. (Also comes with a free natural weapon in the form of sharp fangs.)
- Dhampirs are capable of transforming into a number of minor forms. A wolf, a rat, a bat, and a human-sized mass of fog.
Dragonkin (Lv3 CON, Lv2 STR, Lv0 WIS)
- Dragonkin possess a draconic physique, granting them scales which provide protection similar to medium armor and natural weapons such as claws, fangs, and spiny ridges on your tail comparable to metal weapons.
- Dragonkin possess draconic supernatural abilities, granting them the ability to sprout leathery wings from their back capable of flight, and the ability to breath one of the following: Fire, Ice, Lightning, or Acid.
Tiefling (Lv3 INT, Lv2 DEX, Lv0 CHA)
- Tieflings can ensare the feeble and weak minded by making eye contact, causing them to follow out the Tieflings commands. Wears off after the victim has completed their orders, at which point they forget about the encounter with the Tiefling.
- Tieflings can produce an area of magical darkness at will, restricting everyone's sight to just a few meters.
Samsaran (Lv3 WIS, Lv2 INT, Lv0 STR)
- Samsarans can tap into their past lives, temporarily granting them expertise from a former incarnation. (Can grant yourself any training worth 3 points or less, or upgrade a training to a higher tier that would cost 3 or less points to upgrade to.)
- Samsarans accumulate significant knowledge over their repeated lives. (Gaint max Lv in one knowledge skill).
Aasimar (Lv3 CHA, Lv2 WIS, Lv0 INT)
- Aasimar can summon a halo to hover above their heads, which radiates an aura based on the Aasimar's mood. When angry, it's an aura of intimidation, when happy it's an aura of peace and calm, etc.
- Aasimar are resistant to the corruptive effects of the region's miasma.
Ability Scores:
- STR, CON, DEX, INT, WIS, CHA - Min: Lv- / Max: Lv5
- Lv -2 - +2 Points
- Lv -1 - +1 Point
- Lv +1 - -2 Points
- Lv +2 - -5 Points
Notes: Lv -1 isn't a thing. If a modifier would put you below Lv0, then you can't take it.
History
-I.E. who is the character and what was their life up until now.
Prior History
Jailed City Native: Like most of the residents of the Jailed City, you were born into this hellish place. Your forbearers wandered in for some reason and after some number of generation you were born. The only thing connecting you to the outside world is stories. Same natives are numb to harsh way of life in the jail. It's the only thing they've ever known after all. Others are spurred on with the utmost passion, clinging to those distant tales of freedom as the sole meaning in their life.
Treasure Seeker: You entered the jail of your own free will, seeking fame or fortune. You didn't know exactly what laid inside, but you knew that none had ever returned.
Desperate Flight: You entered the jail in a moment of desperation. If you had halted your steps, you would have surely died to your pursuers. Perhaps you were a victim of some manner of persecutions. Perhaps you were a criminal that narrowly escaped execution.
Sacrificial Pawn: You knew full well that no one exits the jail, but you put your mission above your survival. Whether you were hunting a criminal that fled into the jail or simply the newest scout sent to throw your life away, you stepped forward. Yet while the outside world likely believes you to be dead, you live on. Many such sacrificial pawns entered the jail for the sake of their families, only to have mementos of their wife or child found by ravaged corpses a few years later. In the end, few people honor promises to the dead.
Expedition Survivor: You entered the jail as part of large military force, either as a solider or a hired mercenary. The kingdoms surrounding the jail have always wanted to claim what lies within, leading to such expeditions being sent out every few decades. Sadly, large forcers draw the jail's true masters. The expedition was slaughtered, leaving you as one of the few survivors.
Current Role
Pathfinder: You, like many in the jail, haven't given up on escape. You journey forth into tangled wilds and deepest dungeons, all in hopes that some day you might find a path leading outside of the jail. The Pathfinder's Guild was founded by one of the creators of the Jailed City in hopes that someday, someone would lead everyone out. He had no proof that such a thing was possible, but he found traces of other survivor made settlements that died out in the past. Either their owners found a way out, or they were all massacred to the last man. Of course, you'll still be expected to defend the Jailed City in an emergency, as well as report potential threats that you discover out in the wilds.
Jail Nobility (Requires Jailed City Native): The noble titles of the outside world mean nothing in the jail, but the families that first created the jailed city occupy a similar position. You are a scion of one such family. While you're expected to venture out and slay monsters all the same, your primary goal differs from the Pathfinders. Your task is simply to ensure the safety of the jailed city, keeping the nearby areas clear of monsters and leading groups of elites further into the wilds to slay powerful foes before they can learn of the jailed city's location. In essence, you act the part of a military officer.
Jail Guardians: The rank and file version of the Jail Nobility. Your family hasn't spent many generation in the jail, but all the same you see no hope of escape. You'd rather toil and spend your life turning it into a livable nation than chase after the impossible. Your duties include acting as the city guard and accompanying Jail Nobles on their own duties.
Hunter of Corruption: The jail takes it's toll on all within, but you take it upon yourself to ensure that others at least die human. Perhaps in doing so, their souls might escape the embrace of hell. Not everyone agrees on that point, but what is agreed upon is that significantly corrupted individuals are a threat to everyone around them. It's only a matter of time until they go mad and turn on the Jailed City. As such, most people are willing to let the Hunters do the dirty work for them. Like the Pathfinders, the Hunters are also expected to defend the Jailed City in an emergency.
Class Features & Feats: 30 points
-Fluff/Lore Reasons. For the setting, the denizens of the area are trapped. People can enter the region, but they cannot leave. It's been this way for centuries. Various kinds of crusaders, adventurers, and criminals have wandered in over time, and these kinds of things slowly melded together over time, breaking down the distinction between the classes. The Exploration Guild dedicated to uncovering the secrets of the region freely offers trainings related descended from the various classes of the outside world, all in hopes of the guild members growing strong enough to lift the restriction on the region, freeing everyone.
Favored Enemy (2)
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Arcane School (2)
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Arcane Bond (2)
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Skill Monkey (1/2/3)
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Armor Training (1/2/3)
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Athleticism (Fast Movement, DR, Uncanny Dodge) (1/2/4)
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Weapon Training (1/2/4)
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Performance (4)
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Tactician (4)
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Challenge/Smite (1/3/5)
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Inquisitor Stuff (2/5)
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Stealth (2/5)
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Holy Training (Paladin Auras, Domains, Lay on Hands, etc.) (1/3/6)
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Rage (3/6)
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Ki Training (3/6)
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Alchemy (3/6)
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Familiar (Ranges from "I have a pet cat" at T1, to "I have a dragon" at T3) (1/3/6)
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Shapeshifting (2/4/6)
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Spell Combat (2/4/6)
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Bloodline (2/4/6)
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Hex (2/4/6)
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Mystery (2/4/6)
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Casting (5/10/15)
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Notes: The exact recipes for the original classes are as below. They likely won't be referenced in the CYOA itself and are more added perspective for the me, the author, to judge balance.
Druid (-25 Points)
Casting III, Familiar II, Shapeshifting II/III, Weapon Training I, Armor Training I
Oracle (-23 Points)
Casting III, Mystery, Weapon Training I, Armor Training I
Paladin (22 Points)
Casting I, Weapon Training II, Armor Training II, Challenge/Smite III, Holy Training II, Arcane Bond / Familiar I
Witch (22 Points)
Casting III, Hex, Familiar I
Sorcerer (21 Points)
Casting III, Bloodline
Cleric (20 Points)
Holy Training I, Casting III, Weapon Training I, Armor Training I
Wizard (19 Points)
Casting III, Arcane Bond or Familiar I, Arcane School
Magus (19 Points)
Casting II, Spell Combat, Weapon Training II, Armor Training I
Inquisitor (19 Points)
Casting II, Inquisitor Stuff, Weapon Training I, Armor Training I, Favored Enemy
Bard (17 Points)
Performance, Casting II, Skill Monkey II, Weapon Training I
Alchemist (17 Points)
Casting II, Alchemy, Weapon Training I
Summoner (17 Points)
Casting II, Familiar III, Weapon Training I
Barbarian (13 Points)
Rage, Athleticism III, Weapon Training II, Armor Training I
Ranger (12 Points)
Weapon Training III, Armor Training I, Casting I, Favored Enemy
Cavalier (12 Points)
Challenge/Smite II, Weapon Training II, Armor Training II, Tactician, Familiar I
Monk (10 Points)
Ki Training (Ki Powers, Flurry of Blows, Unarmed Strikes), Athleticism II, Weapon Training II
Rogue (10 Points)
Weapon Training II, Skill Monkey III, Stealth III
Fighter (7 Points)
Weapon Training III, Armor Training III
Notes 2: This is the legacy list of Class Features from an earlier version of the WIP, kept in case I want to reuse anything.
Weapon Training (Can optionally include lethal unarmed combat in exchange for knowing less weapon types?)
-Tier 0: Is proficient with simple weapons. (Default)
-Tier 1: Is proficient with martial weapons. (General Melee Class Feature)
-Tier 2: Is advanced proficiency with type of weapon choice? (Fighter Weapon Training)
-Tier 3: Is flawless proficiency with a type of weapon (Fighter Advanced Weapon Training)
Armor Training
-Tier 0: Is proficient in wearing robes and normal clothing. (Default)
-Tier 1: Is proficient in wearing light armor and medium armor. (General Melee Class Feature)
-Tier 2: Is proficient in wearing heavy armor and advanced armor proficiency. (Fighter Armor Training)
-Tier 3: Is flawless proficiency in wearing armor? (Fighter Advanced Armor Training)
Tenacity Training
-Tier 0:
-Tier 1: Resists Mental Status effects (Fighter-ish), Resolve, Challenge (Samurai)
-Tier 2: Greater Resolve, Honorable Stand (Samurai)
-Tier 3: Demanding Challenge, True Resolve, Last Stand (Samurai)
Rage Training Training
-Tier 0: No particular benefits
-Tier 1: (Barbarian Rage + Rage Powers)
-Tier 2: (Barbarian Greater Rage + More Rage Powers + Damage Reduction)
-Tier 3: (Barbarian Greater Rage + Even More Rage Powers + Higher Damage Reduction + Tireless Rage)
Bardic Training
-Tier 0: (Default)
-Tier 1: (Basic Bardic Performances)
-Tier 2: (Intermediate Bardic Performances)
-Tier 3: (Advanced Bardic Performances)
Magic Casting Training
-Note Choose Prepared (Knows twice as many spells and can modify spells without affecting casting time, but needs to prepare spells ahead of time) VS Spontaneous (Can cast around 1.5x as many spells and doesn't need to prepare spells ahead of time). (Maybe has an option to have the best of both worlds by paying an extra +50% price?)
-Note: Choose between Divine (Better at support magic. Has healing magic.) VS Arcane (Better at everything else. No healing magic.)?
-Note There is a third form of magic casting, which is alchemy. It's similar to prepared in that you rely on prepwork, but different in that you craft magic potions and artifice to be the vessel for spell-like effects rather than casting magic directly. Also your potions and stuff can be stolen/gifted to other people, and there's no escape from needing resources.
-Tier 0: You cannot cast magic. At all. (Default)
-Tier 1: Can cast up to 4th Level Spells. (Divine: Paladin, Ranger)
-Tier 2: Can cast up to 6th Level Spells and can use cantrips? (Arcane: Bard, Summoner / Weird: Alchemists!? / Divine: Inquisitor, Summoner)
-Tier 3: Can cast up to 9th Level Spells and can use cantrips. (Divine: Cleric, Druid, Oracle / Arcane: Sorcerer, Wizard, Witch)
Cleric Training?
T0: Nothing in particular~ (Default)
T1: Weak Channel Energy, Basic Domain Power (ex. can launch 3~8 fire bolts a day), Unlocks the ability to convert prepared spells into healing spells.
T2: Medium Channel Energy, Intermediate Domain Power (ex. strong resistance to fire)
T3: Strong Channel Energy, Advanced Domain Power (ex. complete immunity to fire)
Thief Training:
-Tier 0:
-Tier 1: Rogue Talents I, Trap Sense, Rogue's Edge x1
-Tier 2: Rogue Talents II, Trapfinding, Rogue's Edge x2
-Tier 3: Rogue Talents III, Danger Sense, Rogue's Edge x3
Assassin Training:
-Tier 0:
-Tier 1: Sneak Attack I, Finesse Training, No Trace
-Tier 2: Sneak Attack II, Debilitating Injury, Light Steps
-Tier 3: Sneak Attack III, Master Strike?
Agility Training
-Tier 0:
-Tier 1: (Barbarian Uncanny Dodge?) (Barbarian Fast Movement?)
-Tier 2: (Monk Improved Evasion) (Monk High Jump)
-Tier 3: (Monk Fast Movement) (Monk Slow Fall)
Eidolan Training?
T1: Animal Bond / Eidolan I, Life Link, Bond Senses, Maker's Call, Cavalier's Charge
T2: Animal Bond / Eidolan II, Transposition, Aspect, Mighty Charge
T3: Animal Bond / Eidolan III, Life Bond, Merge Forms
Druid Training (Take on the physical form of another being while maintaining your own mind and the ability to speak. The ability to cast spells is hampered by the lack of human limbs, but that can be overcome via Metamagic).
T1: Wild Shape (Tiny Animals, Large Animals), Wild Empathy
T2: Wild Shape (Large Plants and elementals) + A Thousand Faces, Woodland Stride, Trackless Step
T3: Wild Shape (Huge Plants and Huge Elementals. Also maybe gargantuan animals because I say so and dinosaurs are cool.), Venom Immunity, Timeless Body
Monk Combat Training (Doesn't need to be unarmed, synergizes well with Weapon Training)
-Tier 0:
-Tier 1: Flurry of Blows I, Monk AC Bonus I, Stunning Fist
-Tier 2: Flurry of Blows II, Monk AC Bonus II, [Other Status] Fist
-Tier 3: Flurry of Blows III, Monk AC Bonus III, Quivering Palm
Monk Breath Training
-Tier 0:
-Tier 1: Qi Pool I, Purity of Body, Wholeness of Body, Ki Powers / Ninja Tricks
-Tier 2: Qi Pool II, Diamond Body, Abundant Step, Tongue of the Sun and Moon
-Tier 3: Qi Pool III, Diamond Soul, Timeless Body, Empty Body
Targeted Enemy Training:
-T1 Weapon Bond I, (Paladin), Favored Enemy I (Ranger)
-T2 Weapon Bond II, Detect Target (Paladin), Favored Enemy II (Ranger)
-T3 Weapon Bond III, Smite Target (Paladin)
Paladin Training:
-T1 Lay on Hands I, Divine Grace, Aura of Courage (Paladin)
-T2 Lay on Hands II, Divine Health, Auras of Resolve & Justice (Paladin)
-T3 Lay on Hands III, Auras of Faith & Righteousness (Paladin)
Hunter Training:
-T1 Favored Terrain I, Track, Swift Tracker (Ranger)
-T2 Favored Terrain II, Quarry, Camouflage (Ranger)
-T3 Favored Terrain III, Improved Quarry, Hide in Plain Sight (Ranger)
Wizard Training: (Essentially amounts to 'Pick a school of magic. You're better at the spells that it can cast and get a special ability based on that school. Custom abilities are only as strong as the tier they were acquired on.)
-T0
-T1 Arcane School I
-T2 Arcane School II
-T3 Arcane School III
Sorcerer Training: (Essentially amounts to 'Pick a monster with magical powers. You're better at the spells that it can cast and get a special ability based on that monster. Custom abilities are only as strong as the tier they were acquired on.)
-T0
-T1 Bloodline I
-T2 Bloodline II
-T3 Bloodline III
Witch Training
-Tier 0:
-Tier 1: Hex I
-Tier 2: Hex II
-Tier 3: Hex III
Oracle Training
-Tier 0:
-Tier 1: Mystery I
-Tier 2: Mystery II
-Tier 3: Mystery III
Tactician Training:
-Tier 0:
-Tier 1: Cavalier/Samurai Order, Tactician, Banner
-Tier 2: Greater Banner, Greater Tactician
-Tier 3: Master Tactician, Tactical Genius
Mutagen Training (Mutagens + Mutagen related discoveries)
-Tier 0:
-Tier 1:
-Tier 2:
-Tier 3:
Bomb Training (Bombs + Bomb related discoveries)
-Tier 0:
-Tier 1:
-Tier 2:
-Tier 3:
Inquisitor Training:
-Tier 0:
-Tier 1: Judgement, Stern Gaze, Detect Alignment
-Tier 2: Judgement II, Discern Lies
-Tier 3: Judgement III, Slayer (Ironic, I know)
Inquisitor Training is pretty on point. It lets you detect alignment and see through lies, and you can declare judgement on the enemy to buff themselves. It's thematically built around the idea of an inquisitor that investigates and declares guilt.
Slayer Training:
-Tier 0:
-Tier 1: Bane I, Monster Lore, Cunning Initiative
-Tier 2: Bane II, Stalwart
-Tier 3: Bane III, Exploit Weakness
Slayer training is kind of meant to be like being a witcher, I guess? It's less about being skilled and more about being wise or knowledgeable. It's having better reactions by expecting when and where your prey might ambush you, it's doing more damage by knowing exactly how to hit them where it hurts.
It has some overlap with Targeted Enemy training, but the big difference is that Slayer Training is a more generalist study. It covers literally all kinds of enemies, but isn't as potent.
Spell Sword Training::
-Tier 1: Arcane Pool I, Spellstrike
-Tier 2: Arcane Pool II, Spell Recall, Knowledge Pool
-Tier 3: Arcane Pool III, Spell Recall II, Counterstrike, Greater Spell Access
The focus for Spellsword Training is how to imbue and intermingle magic with melee attacks, such as on the spot enchantments, channeling spells through a weapon, etc.
Magic Knight Training:
-Tier 1: Magus Arcana I, Spell Combat, Light Armor
-Tier 2: Magus Arcana II, Spell Combat II, Medium Armor
-Tier 3: Magus Arcana III, Spell Combat III, Heavy Armor
The focus for Magic Knight training is the ability to handle spells and armor while being a caster (Spell Combat & Armor).
Feats / Perks
Misc. benefits. Many will be inspired by feats. Others might be generic CYOA perks. Could also include some meta-perks, for example a perk based on having connections that let you purchase a type of equipment cheaper. Could also include things related to your history, like Traits in pathfinder. (Perks with a * can be purchased multiple times. Perks can not do the exact same thing and in the event of any overlap, they do not stack.]
Remarkable Recovery
Titan + Monkey Grip
Signature Skill
Signature Spell
Wealth
Nobility (Requires Wealth)
Cleave
Two-Weapon Fighting
Metamagic - (The ability to modify spells, giving up one aspect of them for another. Increase power in exchange for a higher spell slot or by extending the spell components into a longer action. Lower the spell slot by sacrificing parts of the spell. Etc. Create one specific form of metamagic that you've attained. E.G. "Increases spell power but also increases spell slot" or "Reduces somatic components but extends verbal components". Note that the benefits of metamagic depend on what is being given up, with changes to spell slots typically being the most significant modifier.
Teamwork - (TL;DR you have some form of teamwork you excel at. If you have tactician, you can temporarly give this to teammates too.)
Combat Maneuvers
Finesse Fighting?
Fighting Styles (Tiered?)
Elemental Conduit (Scales with Knowledge: Planes. Briefly wreaths your body in an element to grant minor benefits. Wind halfs your weight to enhance acrobatic movements. Earth allows you treat other objects as weighing half as much for the purpose of lifting and carrying. (ETC.))
Friendly Shroud (You know how to sneak alongside others, as if they were temporarily sharing your expertise in stealth.)
Caster's Champion (When near an ally who is casting a spell, you can leech a bit of their power to enhance your blows. The effect is more potent the more powerful the spell being cast. (cannot be yourself or a creature summoned by yourself))
Feat Candidates:
Nameless one
Soul powered magic
Deific/demonic obedience
Notes: Old Legacy Feat/Perk list from an earlier version of the WIP, kept here in case I want to re-use anything.
Class Feature Perks?
-Hybrid Training Perk: Combines two purchased training options into one more powerful one?
*Diverse Training: (Select one Training option that requires you to select something for it to apply to, such as Weapon Training's choice of favored weapon or Thief Training's choice of skill. You may select a second target for that training to affect, such as a second favored weapon or a second favored skill.) [Based on the "extra" general feats, like extra ninja trick, extra hex, etc.]
Spell Specialization: (You may select/design a single spell among your spell list. It is your signature spell. It must have a well defined effect (i.e. it cannot be something like a wish-granting spell that can do effectively anything). If you are a prepared caster, you can always replace other spells with this spell. If you are a spontaneous caster, you can apply metamagic perks to the spell on the spot. In both cases, your are more proficient with your chosen spell and can bring the best out of its effects.)
*Metamagic Training (Potency): (You may select one aspect of your spells to specialize in, such as damage, duration, range, accuracy, number of projectiles, casting time etc. You can improve this aspect of the spell two-fold in exchange for that spell becoming more difficult and costly to perform. In other words, the spell is treated as if it is one level higher. Compared to spells on its new level, it will overall be weaker, but will overperform in the chosen aspect. Applying your metamagic training is optional, and metamagic training cannot boost a spell if it would increase the spells level beyond what you can normally cast- in other words, metamagic training can't be used on your most powerful spells.)
*Metamagic Training (Conditional): (You may select one condition on which you may improve your spells, such as a specific environment (tundra, desert, urban, etc), a specific trait of the target (being undead, being a friend of yours, etc.), or any other fairly specific condition. In exchange for increasing the difficulty and cost of your spells, you can empower them when the condition is met. The rarer your condition is to achieve, the more potent the effect of this perk. Something like buffing spells if the target is yourself (or an amalgamation of traits that describe yourself) would be too easy to achieve, and therefore would barely make the spell any stronger. However if your condition is extremely rare, such as buffing a spell if the target is vampire royalty, then the resulting spells will greatly out-perform spells of the same level. In general, 90% of the time the condition shouldn't apply. (Over 90% of the terrain isn't tundra, over 90% of people probably aren't your friend, the full moon isn't in the sky 90% of the time, etc etc). Applying your metamagic training is optional, and metamagic training cannot boost a spell if it would increase the spells level beyond what you can normally cast- in other words, metamagic training can't be used on your most powerful spells.)
*Metamagic Training (???): (Might add one or two more if I feel like it?)
Generic Wealth Feat: (Basically a way to say that you were born into money or had some other large, one-time windfall.)
*Discount Wealth Feat: (Basically signifies that you have some kind of friend or contact that can help you cut costs. Mechanically it lets you apply a discount to a chosen category of items)
Dual-Wielding: (As it says on the tin, this is the ability to wield a weapon in both hands without compromising your combat ability.)
*Fighting Style: (Further specialization in melee combat. Fighting styles allow you to specialize in some aspect of your melee combat ability other than simple damage and accuracy. Perhaps it allows you to maintain your momentum to best perform sprinting hit-and-run tactics, or perhaps it allows you to fight while maintaining control over a larger area to prevent your foes from getting past you. Other options might be to improve your ability to perform feints, to better untilize acrobatics in combat, to fight in a way that obscures your movements from your opponent, etc. Whatever the case, a Fighting Style is meant to improve your strategic options in combat or to specialize in a type of maneuver. Fighting Styles are usually named after an animal or race (i.e. Mantis Style, Dwarven Hatred Style, etc.), but there are some execptions. Feel free to give your style any name you please. Although you can purchase more than one fighting style, you cannot use more than one at the same time, nor can you switch fighting styles mid-action (i.e. you couldn't use a style that improves mobility to reach the enemy and immediately change to a style that allows for feints- you'd need a moment in-between to change your stance and adjust.)
Greater Fighting Style: (Requires two or more fighting styles) : (The ability to mix and match fighting styles, such that you can use two fighting styles at the same time, blending them into a single fighting style with all the advantages of both. If you have more than 2 fighting styles, you may at any time change which 2 fighting styles you're blending together.
Greater Teamwork: (All adventures have some level of training in teamwork, but it's mostly a matter of how to not step on each other's toes while still doing their job effectively. This is the ability to go beyond that, such that your team is greater than the sum of its parts. Although this improves impromptu teamwork as well, the effects are strongest with allies that you've trained and fought together with frequently. This perk stacks with other teammates with the same perk.)
Epic Training: (The ability to take one of your purchased training options beyond tier 3. At this point, you can truly consider yourself a master of that one topic. Generally, this acts as an all around amplifier for everything the training in question offers.
Skills
-Skills are divided into broad categories. You can purchase individual skill tiers, or in the entire category. Doing the latter is cheaper. Like with Ability Scores, purchasing tiers has a limit, and going beyond that limit requires outside aid, such as the Skill Monkey class feature. The skill categories are WIP and subject to be reshuffled.
-T0 of a skill puts you on par with your average peasant with no related training. (I.E. a farmer might be a peasant, but you can't scale yourself to their ability to handle animals since they'd have been taught to handle animals for their livelihood).
Knowledge Skills:
Knowledge Arcana (+Spellcraft)
Knowledge Lore (+History, Local, Nobility, Linguistics)
Knowledge Exploration (+Dungeoneering, Geography, Survival)
Knowledge Religion (+Knowledge Planes)
Rogue Skills?
Thievery (Stealth, Slight of Hand, Disguise, Escape Artist) [Optionally affects wealth via theft]
Disable Device (+Knowledge Engineering)
Acrobatics
Perception
Business Skills?
Persuasion (+Bluff, Intimidation, Sense Motive) [Would affect wealth via haggling]
Appraisal [Would affect wealth by finding good deals and not getting scammed.]
Craft [Mechanically, you select one category of equipment you know how to make, and get a discount on that category.]
Perform [Would affect wealth?]
Misc. Skills?
Traversal (Fly, Swim, Climb)
Handle Animal (+Ride)
Heal
Use Magic Device
Wealth & Equipment
-In this setting, all equipment is considered consumable. That includes weapons and armor- they're expected to break on any given expedition, maybe even during combat. Thus this isn't a section about what items you own, but rather what kind of income you have to supply yourself with new gear and how effectively you're able to utilize that income. A writefag might temporarily lead to you having better or worse gear or circumstances might demand that you reshuffle your loadout for gear, but this is your baseline- what other people can normally expect you to have with you on most days.
-Note that some things may afford you a discount on a type of equipment. That represents that you have an easier time acquiring such things. When forming a party with other builds, you can make use of that fact to improve your loadouts. I.E. if the party blacksmith is in charge of weapons and armor, he/she can give their discount to their party members, or if an experienced negotiator is in charge of selling the party's loot then they might all have more wealth to spend.
-Like other sections, gear comes in T0~T3 with escalating prices. Unlike other sections, Wealth & Equipment has a separate currency earned with certain choices. Some forms of training, some perks, some skills, and maybe even some races contribute to your Wealth.
Corruption (AKA Drawbacks)
With the abundance of high level clergymen, there might not be any other place in the world with as much access to resurrection magic as in this place... Yet there is also no other place in the world where that is of so little comfort. The reason is simple- the curse of the evil gods can affect people as well, and no amount of blessed miracles can remove its influence. In the outside world, only the most devoted of monster hunters show serious signs of corruption, but in this place the curse is so thick that even locking oneself in their home isn't enough- without some kind of external aid, they'll likely succumb in their 40s or 50s. For those careless enough to venture forth into the wilds without any sort of protection, they might not even live to see their 30s. However, that is all assuming the victim is in good health- injuries form a direct path for the curse to enter the body. The more dire the injury and the longer the wound stays open, the faster the curse worms its way into their body and soul. Naturally this applies to resurrection magic as well. A few hours of being dead will be enough for the curse to go beyond the point of no return, damning their soul and their flesh to be reborn as a monster. As a result, even in death those trapped within this jail will never leave.
In response to this affliction, a band of hunters exists that purge the curse's victims rather than monsters. At best, they're a band of mercy killers that let people die human, destroying them down to their very souls before they become monsters. At worst, they're psychopaths happy to have an excuse to hunt other people in a city where law enforcement is normally far too tight to squeeze through. It's a mixed bag, but nonetheless seen as a legitimate organization in the city. The reason being that those afflicted by the curse don't wither and die- they become stronger! Bit by bit, they become monsters until finally their personality collapses, giving birth to a new threat. Generally speaking, it's seen as better that they die early on, whether that be because they're easier to kill or because murder seems to be a kinder fate than corruption.
Stage 1: The Fell God's Stigma. [+1 Point, or a minor benefit. Max of 3 may be chosen.]
At this stage, hunters might ask if the victim wishes to die, but won't press the issue. As a rule, victims stay at this stage for a while, sometimes as long as a decade. Only the more psychotic or deranged hunters tend to make a move on victims at this stage. Manifests in the following ways:
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- Evil Aura
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- Demon Limb
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- Beastly Hair/Scales/Feathers
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- Fey Touched hallucinations & nightmares
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- Horns
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- Discoloration
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- Weird Eyes (goat eyes?)
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- Deathly pale/rotten skin
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- Body secretes flammable ooze
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- Prehensile kleptomaniac tail (you can't feel it moving so you don't know when it steals stuff.)
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- Bones rising to the surface of your skin
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- Vines/flowers/fungi growing on your body
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- Petrified Skin
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- Large Fleshy Tumor?
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- Weakness to holy water/symbols
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- Translucent flesh
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- Hearing voices from some source (people, darkness, plant life, water, etc.)
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- When shapeshifting sheds excess mass into a burst of gore and blood (requires some form of shapeshifting)
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- Has extra ears, mouths, or eyeballs on the body
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- Smells absolutely FOUL. Like someone that can bathe in sewage and come out smeller better.
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- Hunting instincts
Stage 2: The Fell God's Blessing. [Requires 3 Fell God's Stigmas. +2 Points or a moderate benefit. Max of 2 can be taken.]
Unlike the previous stage, this condition advances more quickly, often progressing within a year or two. It's certainly possible to drag this stage out longer, but generally these symptoms are a wake-up call declaring that the end is approaches. At this stage, hunters will begin to make their moves. The more polite ones will at least war you ahead of time so that you can put your affairs in order. Most will try to wait until you leave town before making their move in silence, and if you seclude yourself indoors they might make the first move regardless. Most victims of the curse try to hide their mutations in an effort to delay the hunt. Manifests in the following ways:
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- Taur (Horse, snake, spider, etc.)
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- Evil Familiar
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- One of your limbs is replaced with ooze
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- Gets burnt by sunlight
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- Negative energy affinity
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- Cold Iron Weakness
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- Half/Double size
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- Spells cast by the victim have a chance to misfire (requires casting training)
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- Spells cast on the victim are more powerful
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- A ghostly limb
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- depression/anger issues?
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- A second head or siamese twin
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- Soul exited the body and made a phylactory (it can't respawn you, but you die if it's too far from you or it's destroyed)
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- Passively drains energy from nearby sleeping people (and starts to suffer from starvation without that energy)
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- You sleep walk (and commit crimes while sleeping)
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- Voice that causes allies to hallucinate and/or lures monsters?
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- Limbs that can fall off (arm, leg, or head.)
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- Magic items, traps and contraptions become volatile in your presence and will misfire unexpectedly
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- Mysteriously shapeshifts to look like other people while sleeping (counts as your true form and any effect that would reveal or cancel shapeshifting would return you to what you woke up as.)
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- Supernaturally aged to look elderly (and a very ugly kind of elderly.)
Stage 3: The Fell God's Bloodline [Requires 2 Fell God's Blessings. +3 Points or a major benefit. Only one can be taken.]
This is the last stop for victims of corruption. Beyond this point is death and tragedy. Some victims hold out for years, defying both the Fell God and the hunters with sheer, bitter determination. Others hardly have time to understand what they've become before progressing to the final stage. At this stage, let alone hunters, even ordinary citizens might turn hostile on sight. Hiding their identity and stage of progression is essentially required to interact with other people. Manifests in the following ways:
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- Undead (Actual Vampire, Zombie, Skeleton, Lich, Ghosts)
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- Ooze
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- Dragon?
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- Beholder?
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- Ogre
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- Troll
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- Hyrda
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- Elemental
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- Devil/Demon
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- Fairy
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- Gorgon
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- Gargoyle
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- Griffin
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- Roc
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- Fallen Angel?
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- Hag
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- Siren
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- Some kinda murder puppet
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- Doppelganger
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- Chimera
Stage 4: The Fell God's Slave. [Not an option, really, but they'd be quite a bit stronger now.]
-The victim's soul fully collapses and bursts into hellish flame. Further mutation are a case by case basis. Some barely change. Some even regress and appear almost human. Others suddenly warp and twist in a storm of flesh and bone, rapidly changing into a new, massive, and monstrous form. The Fell God's Slave has all skills and memories of the deceased victim, but has an entirely new personality (one that is truly evil and devoted to its new master).
-There can be no mercy with a victim that reaches this stage. To think of them as who they were before is suicide.
-Note: At this point the character is no longer themselves, nor are they a PC. There is no such thing as maintaining their personality through sheer force of will- if they had the ability to do that then they wouldn't have reached this point to begin with. If a someone reaches this point then they're already dead. What remains is only a hostile enemy force. This is not intended for a player character- it purely exists to show what happens to them in the end, or to provide a tragic boss monster for the dead person's party members.
MISC. / LORE
Main hub
- One big castle town. The inner city with the castle belongs to the town's nobles who take credit for establishing the city and developing its walls.
- The walls have special enchantments that help reduce miasma. The inner walls for the nobles are a second layer that further protects them from miasma.
- The magic/technology behind the city walls is also used for another purpose- small tablets that protect the holder from the miasma for a time, which are handed out to explorers who brave the region.