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1 | - | Class Name Pending (Suggestions): Delver, Explorer, Cartographer, Worker, Pragmatist, Artisan, Proletariat, Drudge, Laborer |
1 | + | Class: Artisan |
2 | ||
3 | Explorers, Delvers, and Cartographers in Veska all have two things in common. Short life expectancy and very, very stressful jobs. While the stress is hard to avoid, many of these previous non-combatants turn the tides of their dangerous lifestyle by picking up the nearest tool and using what their life experience has taught them, persevere, explore, and most importantly, survive. | |
4 | ||
5 | It's needless to say these types are overwhelmingly common in the pit, handy people that have come as far as they have from using whatever tools are at their disposal to stay alive. Some are strong, some are swift and steady, others are just plain courageous, smart, or lucky. Either way, don't underestimate them, even a blue collar worker can take a life if backed into a corner! | |
6 | ||
7 | - | Select THREE professions: Survival, Climbing, Swimming, Crafting, Appraisal, Cartography, Use Tools/Rope, Engineering/Mechanics, Perception, Medical, Herbalism, Puzzle/Riddle solving. |
7 | + | Select THREE professions: Alchemy, Crafting, Climbing, Engineering, History, Intimidation, Investigation, Medical, Swimming, Survival, Religion |
8 | ||
9 | - | TYPES: The blue collar folk that work in the pits typically are naturally inclined or talented in one way or another, the type of person they are will typically dictated how their skills develop. |
9 | + | TYPES: The blue collar folk that work in the pit typically are naturally inclined or talented in one way or another, the type of person they are will typically dictated how their skills develop. |
10 | ||
11 | ||
12 | (Select one of three: Pragmatic, Stoic, Headstrong) | |
13 | ||
14 | - Pragmatics rely on quick wit and quicker reflexes. They're efficient at weaponizing the tools they have, using improvised weapons, and implementing simple and effective tactics. Give this man some resources and time and he'll craft your undoing out of it. They tend to value their intellect and dexterity the most. | |
15 | ||
16 | - Stoics are tough and rugged, if you attack them they'll probably pick up the heaviest tool they can find and hit you with it. They get by from enduring their hardships and have become excellent at minimizing the harm done to them during accidents or attacks, and use their great stamina and vitality to get through backbreaking (or face crushing) labor. They tend to value their Fortitude and Strength. | |
17 | ||
18 | - Headstrongs have seen it all, they don't scare easy and they won't back off. Often people who are tired of the mundane or have little to lose anyway, trying to make them flinch will get you punched in the face, their built up expertise from their life experiences will keep them ready for everything. They value their wisdom or Charisma above all else. | |
19 | ||
20 | - | - Tool Mastery: A worker is nothing without their tools, anything from pickaxes to shovels to the almighty iron skillet can be turned into a deadly weapon with enough heft and skill. In the right hands these tools function practically like martial weapons! (No weapon penalty, bonus to using said tools for their intended purpose) |
20 | + | |
21 | Level 1: | |
22 | - | -Prag: Other improvised and thrown weapons have no penalty either! |
22 | + | |
23 | - | -Sto: Tool weapons hit harder if sufficiently large (two-handable, heavier than 4 - 5 lbs), and can be swung without tiring the user. |
23 | + | -Tool Mastery: An Artisan is nothing without their tools, anything from pickaxes to shovels to the almighty iron skillet can be used as a deadly weapon with enough heft and skill. The Artisan treats these common tools as martial weapons, taking no penalty when using them, and gaining a +2 bonus when using them for their intended purpose. |
24 | - | -Head: Can use their wisdom bonus to effect their chance of landing a hit in place of another ability mod (IE Trading Wis for dex/str). |
24 | + | |
25 | -Pragmatics: Pragmatics take no penalty to using improvised weapons in general. If they can smash your head with it, they can use it. They gain proper scaling with the improvised weapons as well. (Normal penalty for improvised weaponry is -4) | |
26 | ||
27 | - | - Physical Endurance: The worker's body toughens up to handle the workload! |
27 | + | -Stoic: Stoics hit much harder with heavy tool weapons(two handed weapons that weight 4-5 pounds), gaining a +2 bonus when landing their attacks for the sake of increasing their damage. |
28 | ||
29 | -Headstrong: Headstrong Artisans are skilled at fighting things through sheer will alone, and may use their wisdom bonus on tool weapons in place of the standard ability modifiers. | |
30 | - | -Sto: Heals from rest much quicker, slight max hp increase. |
30 | + | |
31 | - | -Head: Resists sleep deprivation for much longer, resist drunkeness and poisonings, higher chance of a successful death-save |
31 | + | |
32 | ||
33 | -Prag: Instead becomes more efficient, resisting Dex-lowering debuffs and mitigating penalties to their actions. | |
34 | ||
35 | -Pragmatics: Pragmatics will always find a way to make something work. They ignore most penalties that are applied to their actions (exceptions being subject to the DM; curses are the prime example). Pragmatics also gain a +4 bonus to resisting debuffs that lower their Dex score. | |
36 | - | - Stress Relief: The individual now can store stress as resources, whenever struck, missing a strike, or other-wise subjected to an infuriating action, the user gains 1 Stress Point, Stacking up to the user's level, exceeding the level incurs negative penalties. 1 stress point is lost automatically upon landing a normal hit or being healed or otherwise relaxed. |
36 | + | |
37 | -Stoic: Stoics have learned to endure physical punishment. They gain a single point of Fortitude, and also heal much faster outside of combat. Wounds recover easier while resting. Stoic Artisans roll advantage to resisting death saving throws outside of combat, and will also stabilize if they succeed it. | |
38 | - | How it is used depends on type |
38 | + | |
39 | - | -Prag: SP can be spent to improve their accuracy OR Critical check. 1:1 |
39 | + | -Headstrong: The Headstrong are capable of enduring through mental hurdles. They resist sleep deprivation much longer, resist drunkeness, and can opt to use their wisdom modifier to endure through poisoning and death saving throws. |
40 | - | -Sto: SP can be spent to RESIST a hit, improving defense checks and resisting physical ailments. 1:1 |
40 | + | |
41 | - | -Head: SP can be spent to improve checks to intimidate, taunt, or otherwise emotionally manipulate foes, or resist said checks. 1:1 |
41 | + | |
42 | Level 3: | |
43 | ||
44 | - Stress Relief: Artisans now store stress as a resource. Whenever they're struck, miss a crucial attack, or otherwise subjected to an infuriating action, the Artisan will gain 1 Stress point. Stress stacks up to the user's level, but can stack beyond that. Exceeding this cap incurs severe in-game penalties that grow more serious as the Artisan grows more stressed, risking a mental breakdown that comes with a specific debuff. | |
45 | - | - Mental Endurance: The body is ready, now the mind will be too! |
45 | + | |
46 | -Pragmatic: SP can be used to increase either critical threat chance or accuracy, equal to the amount of stress applied. Use of stress points must be declared before the attack is made. | |
47 | - | -Prag: Increased bonus to puzzle solving, craftsmanship, and other tasks that require intellect. |
47 | + | |
48 | - | -Sto : Add an additional profession, SP treshhold raised slightly (above level) |
48 | + | -Stoic: SP Can be spent on fortitude checks; this includes resisting blows, resisting poisons, or other physical ailments. |
49 | - | -Head: Much greater resistance to fear, manipulation, and other mind altering effects. |
49 | + | |
50 | -Headstrong: SP Can be spent on checks to intimidate, taunt, or otherwise emotionally manipulate foes. It may also be used to resist these checks. | |
51 | ||
52 | Level 4: | |
53 | ||
54 | ||
55 | -Pragmatics: Pragmatics gain an additional +2 bonus to tasks requiring intelligence. (Puzzles, crafting, etc.) | |
56 | - | - Weaponize: The worker concentrates their efforts into making their tools more effective as weapons, ensuring they're well defended. (Any type now has a method of making their weapon as effective as a martial weapon) |
56 | + | |
57 | ||
58 | - | - Prag: Can devise simple mechanical weapons or fashion weaponized consumable items, like pepper dust, caltrops, Molotov, and more. |
58 | + | -Stoic: Stoic Artisans gain an additional profession. They may also store one additional stress point than normal. |
59 | ||
60 | - | - Sto: Can reinforce their melee tools to make them more effective weapons. Can also improvise armor. (Str or Dex/ Melee) |
60 | + | -Head: Headstrong Artisans roll advantage on resisting: Fear, Charm. They roll WITHOUT advantage, but with a +2 bonus to other mental effects on all other mental effects. |
61 | ||
62 | - | - Head: Can fashion an exotic weapon that they're proficient with from their tools and resources, the weapon's bonus is based on their Wisdom. |
62 | + | |
63 | Ability Score Enhancement: +1 to one ability score. | |
64 | ||
65 | - | -Worker's Ire: The worker puts their mettle to the test, bolstering their attacks with their ingrained expertise. |
65 | + | |
66 | Level 6: | |
67 | - | -Prag: Use a consumable weapon/item and launch an attack at the same time. |
67 | + | - Weaponize: The Artisan concentrates their efforts into making their tools more effective as weapons, ensuring they're well defended. |
68 | ||
69 | - | -Sto: Heal 1 HP for every stress point expended, including SP lost from landing a normal unboosted attack. |
69 | + | - Pragmatic: Pragmatic Artisans can now craft mechanical or complex weaponry, so long as they have the materials. They also gain a bonus equal to their intelligence mod when creating consumable devices (caltrops, flash powder, etc.) |
70 | ||
71 | - Stoic: Stoic Artisans may now heavily reinforce equipment with precious metals they find. Metals found provide different bonuses. They may also create improvised armour from found metals. | |
72 | ||
73 | ||
74 | - | - Diligence: The worker gains the ability to stop and protect their self from specific kinds of attack. If the attack fails by a significant enough amount, the worker immediately counter attacks, dealing additional damage compared to a normal attack. |
74 | + | - Headstrong: Headstrong Artisans are capable of creating exotic weapons or tools from their resources. The weapon damage scales with their wisdom. |
75 | ||
76 | - | -Prag: Can guard against Ranged and Thrown Weapons and counter attack with a thrown or ranged weapon. |
76 | + | |
77 | - | -Sto: Can guard against Melee attacks and counter with Melee attacks, |
77 | + | |
78 | ||
79 | -Pragmatic: Pragmatic Artisans become quick in both body and mind. They may use consumables and throw items on the same round as attacking. | |
80 | ||
81 | -Stoic: Stoic Artisans are capable of steeling their nerves, to the point that they ignore and undo previous damage dealt to them. They may consume stress points to heal, which effectively stops bleed effects, as well as stabilize them from dying. | |
82 | - | - Build Stress: The worker lets their stress build up to a dangerous point, but at risk to themselves. They can do another action once they start building stress, but must stay in this state for at least 3 turns before they are no longer stressing. |
82 | + | |
83 | -Head: Taunt, Intimidate, or perform another emotionally manipulating action and and attack simultaneously. | |
84 | - | -Prag: Doubles SP from missing, but also reduces chance of landing a hits. |
84 | + | |
85 | - | -Sto: Lowers Guard and take extra damage, but Doubles SP from taking hits. |
85 | + | -Headstrong: Headstrong Artisans are capable of performing an emotionally manipulating action as well as attacking within the same round. Depending on their attack, their taunt, intimidate, or other emotionally manipulating action may gain a bonus. |
86 | ||
87 | Level 8: | |
88 | ||
89 | ||
90 | -Pragmatics: The pragmatic sharpens their senses, allowing them to quickly respond to ranged attacks. The Pragmatic may roll advantage to attempt dodging any single ranged attack coming their way, and may also immediately counter by using a ranged attack of their own. (Such as a ranged weapon, or throwing an improvised weapon.) | |
91 | - | -Unhealthy Release: Boiling over with stress, the worker unleashes their full might until they no longer feel that pent up frustration eating away at them. They must have 10+ SP to perform this action, and cannot go into Build Stress mode on the next action. |
91 | + | |
92 | -Stoic: Stoic Artisans may steel themselves to gain a +4 bonus in blocking a melee attack. If they succeed in blocking the attack, they may immediately retaliate with a counter attack. | |
93 | - | -Prag: Take-down: If landed, the hit is automatically a critical strike, and debuffs a random 1 out of the 6 ability scores of the enemy for the fight's duration. This can stack. |
93 | + | |
94 | -Head: Can guard against Magical/Supernatural/Emotional attacks and rush the opponent with a melee attack or thrown attack. | |
95 | - | -Sto: SMASH: Slam into the enemy with their full might. Adding the SP as raw damage and staggering their foe for at least one turn. Healing through SP use is reduced to half during this skill. |
95 | + | |
96 | -Headstrong: Headstrong Artisans may defend against a supernatural or emotional attack; they gain a +2 bonus to avoiding supernatural attacks, and avoid all damage from attacks that would otherwise be halved from succeeding a saving throw. They may quickly perform a ranged attack, or if within range, rush the target down with a melee attack if they successfully avoid the attack. They gain a +4 bonus to effects such as taunt or intimidation, and may quickly retaliate with their own check if they succeed their saving throw. | |
97 | - | -Head: Beat-down: Violently flurry the foe with an barrage of attacks, attacking once per 3 SP spent and taking a small stacking penalty for each subsequent attack until the flurry is over. |
97 | + | |
98 | Level 9: | |
99 | ||
100 | -Build Stress: The Artisan gains the ability to let their stress build up much faster, albeit at a great risk. They may activate this as a free action; however, they must stay in this stress-building state for 3 rounds. | |
101 | ||
102 | ||
103 | -Pragmatic: Pragmatics gain twice the amount of SP from missing an attack. However, their attacks suffer a -2 penalty for the duration. | |
104 | ||
105 | -Stoic: Enemies gain a +2 bonus to-hit the stoic Artisan, however, they gain twice the SP From being hit. | |
106 | ||
107 | -Head: Doubles SP from magical/emotional afflictions, but lowers their resistance to them. | |
108 | ||
109 | -Headstrong: Headstrong Artisans become more offended from emotional or magical afflictions, as well as damage. Both cases grant them twice the SP, but they also suffer a -2 penalty to resisting them. They also roll disadvantage against taunt or intimidation based effects. | |
110 | ||
111 | Level 10: | |
112 | - Ability Score: +1 | |
113 | ||
114 | -Unhealthy Release: Boiling over with stress, the Artisan unleashes their full might until they no longer feel that pent up frustration eating away at them. They must have 10+ SP to perform this action, and cannot go into Build Stress mode on the next action. | |
115 | ||
116 | -- Pragmatic: Take down: If a pragmatic lands their attack, it's treated as a critical strike and debuffs 1 out of the 6 ability scores by 1 for the fight's duration. This stacks. | |
117 | ||
118 | --Stoic: SMASH: The Stoic smashes the enemy with all their might, gaining a bonus to damage calculation equal to 1/2 their total SP. Their foe must make a save or be staggered. Staggered targets may only attack or move, but not both. | |
119 | ||
120 | --Headstrong: Beatdown: The Headstrong violently assaults their enemy with a barrage of attacks, attacking once for every 3 SP. Every attack after the 1st suffers a -1 penalty to hit, stacking. | |
121 | ||
122 | - |