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2) Characters - DND Overhaul 2d10+ (SF)

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0% found this document useful (0 votes)
19 views35 pages

2) Characters - DND Overhaul 2d10+ (SF)

Uploaded by

alex.reynolds1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
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Characters: DnD Overhaul 2d10+

(10, 17, 13, 11, 10, 13)


- attributes
- proficiency and skills
- focus points

The Makings of a Character


Proficiency and Levels
- base proficiency starts at +1 and increases by 1 at every odd level
----- Lvl 1: +1, Lvl 3: +2, Lvl 5: +3, Lvl 7: +4, Lvl 9: +5
----- proficiency bonus is added to the dice when making tests, if the character has the relevant
proficiency.
- proficiency is split into tiers: Initiated, Proficient and Expert
- the proficiency tiers modify base proficiency by adding a multiplier
----- Trained = base proficiency x 1 (i.e. +1, +2, +3 etc.)
----- Practiced = base proficiency x 2 (i.e. +2, +4, +6 etc.)
----- Expert = base proficiency x 3 (i.e. +3, +6, +9 etc.)

----- if a game rule, feature, item or creature entry mentions proficiency without mentioning tier,
assume that the proficiency mentioned is the equivalent of the practised tier if it is ever need for
tests or any other reason.

Attributes
- strength (brawn): physical power and resilience
- dexterity (agility): physical co-ordination and precision
- constitution (intelligence)
- intelligence (wits)
- wisdom (charisma)
- charisma (willpower)

Skills
- Skill list
- using skill points

Acrobatics
Animal Handling
Athletics
Arcana
Deception
History
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Performance
Persuasion
Religion
Sleight of Hand
Stealth
Survival

Talents
- class talents
- general talents
-

Focus (in main bit?)


- gain advantage
- second wind
- use ultimates

Recoveries (in scenes?)


-
-

Character Creation
1) Concept and Choose Class
- Think about your character. talk to other PC’s. Talk to GM about campaign and ships and crews
etc. Try to avoid too much overlap.
- read through the classes and choose the one that best fits your character conception

2) Generate and apply Attributes

3) Create a Background
- choose or create a background, this can be as similar or different to your class as you like.
- make any choices need for the background - skill points, talents etc.

4) Apply Class
- now the concept is set, base attributes are in place and choices of background are in place
- starting hp, recoveries, class talents, skill points, proficiencies etc.
- make any choices needed – spells, specialisations etc.

5) Choose Personals
- vice and virtue, motivation
- Descriptive tags
- hooks, connections and truths

6) Choose Equipment
-
-

7) Finishing touches
- record focus and recoveries
- double check everything

Background
- 2 ability score points
- 4 skill points (max practised)
- 1 feat
- 1 advancement (1AP or 2SP or 1 feat)

- suggested spends (race and background suggestions)

Fighting Styles
Many experienced combatants perfect techniques to enhance a favoured weapon type or approach
to combat. These techniques are called Fighting Styles. When a character engages in combat using a
weapon that lines up with their fighting style, they gain a benefit. Someone with a fighting style
gains a benefit at 1st level. They gain additional benefits as they increase in level, at 4th and 7th levels.
- duelist
- burst mastery
- gunslinger
- sniper

Burst Mastery
-
-
-

Defender (Protection Specialist)


- +1 ac when wearing armour
- defensive intervention, reaction, 5ft (use defend reaction for another character)
- when using defend reaction gain resistance. Also applies when using defensive intervention.

Duelist
- +2 damage
- reaction, add base prof to AC v’s 1 attack
-

Gunslinger
- ignore disadvantage in melee
-
-

Insightful Fighting (wits/int)


- can use wits for attack and damage rolls of light melee finesse weapons and light ranged weapons
- as above but can now use medium melee finesse and one-handed medium ranged weapons
- can use an action to make a wits (insight/investigation) roll to mark a target until the end of the
scene or they use this action again to mark a different target. When using a weapon that can be used
with this fighting style to attack the marked target they gain an additional d6 damage.

Polearm Master
- aoo when come within range
- attack with back end
- increase back end damage, all polearms have reach

Sniper (Ranged Combatant/thrown)


- ignore range and cover penalties
- take disadvantage on attack roll for +5 damage
-

Shield Master
- shield bash
- add to dex saves
- ½ damage = no damage on dex save, reaction

The Barbarian (Two-Handed)


- re-roll 1’s and 2’s on damage dice
- take disadvantage on attack roll for +5 damage
- when crit or kill can make extra attack as bonus action

Two-Weapon Fighter
- add attribute to off hand
- +1 ac, can use non light weapons
- disadvantage for two attacks with off hand instead of one

Unarmed (???)
- unarmed damage (light finesse melee weapon) and unarmoured defence
- count as medium weapon. free action attack with off-hand
- special moves
--- Haymakers: count as heavy weapon but can’t off hand, can also choose to take disadvantage on
attack roll for +5 damage
--- Duck and Weave: can take dodge as free action
--- +1 (stunning strike???)

Classes
- Bard (x), Cleric (x), Druid (x), Engineer (artificer) (x), Hunter (x), Investigator (?) (x), Magi (x),
Martial Artist (x), Scoundrel (x), Warden (x), Warrior (x), Wyrd (witch/warlock) (x)

- mercenary (warrior),
- sentinel (warden),
- hunter (hunter),
- engineer,
- scoundrel,
- fixer (bard/investigator),
- pilot (captain, ace, smuggler)
- psion (magi),
- emissary (cleric/bard),
- specialist (medic, scientist, hacker)

- prof bonus use, att mod use, scene use, att mod + prof bonus use
- scene, short rest, long rest, daily, downtime recharge

Emissary (Priest)
Cleric, Priest, Willworker, Monk, Friar

Class Features
As a Cleric, you gain the following class features.

Hit Points
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 5 + your Constitution modifier per Cleric level after 1st
Recovery Dice: d6

Proficiencies
Weapons: Simple weapons
Armour: None
Saving Throws: Constitution and Wisdom
Skills: Choose any Three
Tools: None

Equipment
You start with the following equipment, in addition to the equipment that you receive from your
background:
-
-
-
-

Base
Level Class Abilities
Proficiency
1 Spellcasting, Divine Domain
2 Channel Divinity (1/rest), Divine Domain Feature
3 Divine Recovery, Restful Presence
4 Divine Domain Feature
5 Channel Divinity (2/rest)
6 (favour of the gods), calming presence
7 Divine Domain Feature
8 Channel Divinity (3/rest),
9 Divine Domain Feature (???)
10 (Avatar)

- restful presence (song of rest)


- calming presence (countercharm+)

Cantrips Spells Spell Slots per Level


Level
Known Known 1 st
2 nd
3rd
4th 5th 6th 7th 8th 9th
1 3 2 + Wis 3 - - - - - - - -
2 3 4 + Wis 4 2 - - - - - - -
3 3 6 + Wis 4 3 2 - - - - - -
4 4 8 + Wis 4 3 3 2 - - - - -
5 4 10 + Wis 4 3 3 3 2 - - - -
6 4 12 + Wis 4 3 3 3 2 1 - - -
7 4 14 + Wis 4 3 3 3 3 1 1 - -
8 4 16 + Wis 4 3 3 3 3 2 1 1 -
9 4 18 + Wis 4 3 3 3 3 2 2 1 1
10 5 20 + Wis 4 3 3 3 3 2 2 2 1

Class Abilities
Spellcasting
Your can cast spells

- Cantrips
- Spell slots
- Spells known
- spellcasting ability
- ritual casting
- spellcasting focus

Divine Domain
-

Channel Divinity
-

Divine Recovery
- Veteran
- Vanguard
- Commander

Restful Presence
- song of rest
- extra dice on short rest recovery
- remove 1 level of exhausted

Favour of The Gods


-

Calming Presence (Countercharm)


-

Avatar
-

Divine Domains
-

Glade of the Elements


- Spellcasting

Glade of the Moon


- shapeshifting

Glade of the Shepherd


- companionship

Priest: Quick Guide


- In combat
- Out of combat
- Downtime / travelling / exploring
Engineer
artificer, Smith

(based off of warlock)


Class Features
As an Engineer, you gain the following class features.

Hit Points
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 5 + your Constitution modifier per Cleric level after 1st
Recovery Dice: d6

Proficiencies
Weapons: Simple weapons
Armour: None
Saving Throws: Constitution and Wisdom
Skills: Choose any Three
Tools: None

Equipment
You start with the following equipment, in addition to the equipment that you receive from your
background:

or
or
or
or

Engineer Progression Table


Base Invent. Tech. Tech.
Level Class Abilities
Prof. Known Known Uses
1. +1 1 3 1 Techniques, Tech Connection, Inventions
2. +1 2 4 2 Engineer School
3. +2 2 5 2 Expertise??, body of knowledge
4. +2 3 6 2 Tech Connection
5. +3 3 7 3 Engineer School Feature
6. +3 4 8 3 Greater/superior Inventions, Spell Harness??
7. +4 4 9 3 Engineer School Feature
8. +4 5 10 4 Tech Connection
9. +5 5 11 4 Engineer School Feature
10. +5 6 12 4 Magnum Opus (greatest invention)???
- magical secrets as magnum opus???
- jury-rigging

Class Abilities
Techniques
As well as the equipment they make due to their invention, engineers also learn various techniques.
They use these techniques to help them during work and on their adventures.
- known like spells
- recreate spells, need tools or tech to ‘cast’ them
- can swap when gaining a level
- 1 @ 1, 2 @ 3, 3 @ 5, 4 @ 7, 5 @ 9

Inventions
- tools, equipment and practices to help on the characters adventures
- some inventions redress cantrips
- when reaching lvl 11, can pick from greater inventions. Some of previous inventions will have
greater effects.
-

Tech Connection
- complex A.I.
- drone
- omni-tool

Animal Companion

Str.: 14 Dex.: 14 Con.: 14 Int.: 4 Wis.: 12 Cha.: 6


skills saves

Animal Types:
- Ursine
- Feline
- Canine
- Porcine
- raptor

Wyrd Familiar

Str: 3 (-4) Dex: 14 (+2) Con: 12 (+1) Int: 8 (-1) Wis: 12 (+1) Cha: 10 (+0)
improvements
- greater familiar

Engineer School
- chemist
- mechanist
- armourer

Expertise
- become expert in two skills with which they are already proficient

Body of Knowledge
-

Mana Harness???
- spells in items
- upcast spells

Magnum Opus (Superior Inspiration)


- choose one???
- extra invocations
- one minute spell slot reset
- high level spell (magical secret/mystic arcanum)

Engineer Schools
- drone handler, battlesmith

Chemist
- potions
- mutagens

Mechanic
- construct

Battlesmith/Armourer
- fighting style (2, 5, 9)
- equipment based
- extra attack (lvl 9???)
Engineer: Quick Guide-
- In combat
- Out of combat
- Downtime / travelling / exploring

Fixer (Investigator)
Detective, Watchman

(see midgard 5e 3rd part, rogue archetype)


Class Features
As an Investigator, you gain the following class features.

Hit Points
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 5 + your Constitution modifier per Cleric level after 1st
Recovery Dice: d6

Proficiencies
Weapons: Simple weapons
Armour: None
Saving Throws: Constitution and Wisdom
Skills: Choose any Three
Tools: None

Equipment
You start with the following equipment, in addition to the equipment that you receive from your
background:
-
-
-
-

Base Sorcery
Level Class Abilities
Proficiency Points
1 point spender, expertise, shadow cant, favours
2 Investigative Method, eloquence bard, jack of all trades
3 Tools of the trade (equipment selection, pact boon like)
4 Evasion (point spend improve???)
5 Investigative Method Feature
6 tools of the trade (2)
7 Investigative Method Feature
8 Tools of the Trade (3),
9 Investigative Method Feature
10
point spend improve, improved memory feat, Investigative Method Feature
- call in a favour (downtime)
- eloquence bard type ability
- find/make a contact
- find/make an item
- thieves cant (shadow cant)

Class Abilities
Quick Investigation
Your have a fighting style
- ranged
- two-handed
- one-handed
- two weapon

Memory Feat
- 1, 15

Point Spender
- 1, (7?), 11

Jack of All Trades


- count as initiated proficiency with skills in which you don’t already have any tier of proficiency

Master of Tactics
- Veteran
- Vanguard
- Commander

Read the enemy


-

Expertise
-

Investigative Method
- 3, 6, 9, 13, 17

Core Character Improvement


- Acquire Feat (4)
- A.S.I (2)
- upgrade to expert (2)
- upgrade to proficient (1)
- become initiated (1)
- proficiency (proficient) with language, tool or weapon (1)

Tools of The Trade


- 5, 10, 15

Evasion
-

Extra Attacks
-

Fixer (Investigative) Method


-

Sneak attacker
- Insightful fighting: add sneak attack
- veteran techniques

The magic one?????


-

Smuggler??????
-

Fixer (Investigator): Quick Guide


- In combat
- Out of combat
- Downtime / travelling / exploring
Hunter
ranger/scout/outrider

Class Features
As a Hunter, you gain the following class features.

Hit Points
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 5 + your Constitution modifier per Cleric level after 1st
Recovery Dice: d6

Proficiencies
Weapons: Simple weapons
Armour: None
Saving Throws: Constitution and Wisdom
Skills: Choose any Three
Tools: None

Equipment
You start with the following equipment, in addition to the equipment that you receive from your
background:
-
-
-
-

Base Quarry
Level Class Abilities
Proficiency Damage
1 - Fighting Style, Pathfinder (natural explorer), Hunters Mark
2 1d6 Archetype, Quarry
3 1d6 hide plain sight, pathfinder improve
4 1d6 quarry improve (2), Fighting Style
5 2d6 Archetype (2), landstride
6 2d6 ???, primeval aware, Extra Attack,
7 2d6 Archetype (4)
8 3d6 Quarry and pathfinder improve (3), Fighting Style
9 3d6 ???, Feral senses, vanish, Archetype (5)
10 3d6 Foe slayer
pathfinder improve, hide plain sight
Class Abilities
Fighting Style
Your have a fighting style
- ranged
- two-handed
- one-handed
- two weapon

Pathfinder
- 1, 6, 11, 15

Quarry
- 2, 6, 15

Hunters Mark
-

Archetype Martial Disciple


- 3, 7, 10, 14, 18
- Veteran
- Vanguard
- Commander

Core Character Improvement


- Acquire Feat (4)
- A.S.I (2)
- upgrade to expert (2)
- upgrade to proficient (1)
- become initiated (1)
- proficiency (proficient) with language, tool or weapon (1)

Extra Attacks
-

Martial Disciplines
-

Veteran
- Favoured weapon
- veteran techniques

Runic
-
Commander
-

Hunter: Quick Guide


- In combat
- Out of combat
- Downtime / travelling / exploring

Mercenary
fighter/barbarian/soldier/warrior

Class Features
As a Warrior, you gain the following class features.

Hit Points
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 5 + your Constitution modifier per Cleric level after 1st
Recovery Dice: d6

Proficiencies
Weapons: Simple weapons
Armour: None
Saving Throws: Constitution and Wisdom
Skills: Choose any Three
Tools: None

Equipment
You start with the following equipment, in addition to the equipment that you receive from your
background:
-
-
-
-
Base Sorcery
Level Class Abilities
Proficiency Points
1 Fighting Style, Second Wind, Martial Discipline
2 Action Surge
3 Martial Discipline Feature
4 Fighting Style Improvement, Indomitable (1)
5 Martial Discipline Feature
6 Extra Attack, Weapon Specialisation, Indomitable (2)
7 Martial Discipline Feature
8 Fighting Style Improve, Indomitable (3)
9 Martial Discipline Feature, Action Surge (2)
10 Extra Attack (2)???
Extra Attack (3)

fighting style improvements???


- 1, 9, 17
(- two handed)
(- two weapon)
(- ranged/thrown)
(- duelist)
(- polearm)
(- shield master)
(- protection)

weapon specialisation (become expert)???


- 13

Class Abilities
Fighting Style
Your have a fighting style
- ranged
- two-handed
- one-handed
- defensive

Second Wind
-

Action Surge
-

Martial Disciple
- Veteran
- Vanguard
- Commander
Core Character Improvement
-

Extra Attacks
-

Indomitable
-

Martial Disciplines
-

Veteran
-
- veteran techniques (master technique at 18)
- 2nd fighting style

Vanguard
-

Commander
-

Martial Artist???
- 3: martial arts
- 3: unarmoured defence
- 7: body points
- 10: form weapon
- 15:
- 18:

Warrior: Quick Guide


- In combat
- Out of combat
- Downtime / travelling / exploring
Pilot
Shifter, Shaman, Hermit

Class Features
As a Druid, you gain the following class features.

Hit Points
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 5 + your Constitution modifier per Cleric level after 1st
Recovery Dice: d6

Proficiencies
Weapons: Simple weapons
Armour: None
Saving Throws: Constitution and Wisdom
Skills: Choose any Three
Tools: None

Equipment
You start with the following equipment, in addition to the equipment that you receive from your
background:
-
-
-
-

Wild
Level Class Abilities
Shapes
1 Vehicle, expert pilot
2 Career special
3
4
5
6
7
8
9
10

- jury-rig

Class Abilities
Spellcasting
Your can cast spells

- Cantrips
- Spell slots
- Spells known
- spellcasting ability
- ritual casting
- spellcasting focus

Divine Domain
-

Channel Divinity
-

Divine Recovery
- Veteran
- Vanguard
- Commander

Piloting Techniques
- One-Two (flurry)
- Duck ‘n Weave (dodge)
- Float like a butterfly (dash, disengage)

Magic Hands
-

Evasion
-

Inner Focus
-

Divine Domains
-

Captain
- Spellcasting

Ace
- shapeshifting

Smuggler/Psionic Pilot
- companionship
Cantrips Spells Spell Slots per Level
Level
Known Known 1st
2nd
3rd 4th 5th
1 - - - - - - -
2 2 2 2 - - - -
3 2 3 3 - - - -
4 2 5 4 2 - - -
5 3 6 4 3 - - -
6 3 8 4 3 2 - -
7 3 9 4 3 3 - -
8 4 11 4 3 3 2 -
9 4 12 4 3 3 3 -
10 4 14 4 3 3 3 2

Pilot: Quick Guide


- In combat
- Out of combat
- Downtime / travelling / exploring

Psion (Magi)
sorcerer/wizard

Class Features
As a Magi, you gain the following class features.

Hit Points
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 5 + your Constitution modifier per Cleric level after 1st
Recovery Dice: d6
Proficiencies
Weapons: Simple weapons
Armour: None
Saving Throws: Constitution and Wisdom
Skills: Choose any Three
Tools: None

Equipment
You start with the following equipment, in addition to the equipment that you receive from your
background:
-
-
-
-

Base Sorcery
Level Class Abilities
Proficiency Points
1 - Spellcasting, Arcane Tradition (subclass (sorc + wiz))
2 3 Font of Magic, Metamagic
3 6 Arcane Recovery (slots or points)
4 8 Arcane Tradition Feature
5 10 Metamagic
6 12 Arcane Tradition Feature
7 14 Metamagic
8 16 Arcane Tradition Feature
9 18 Spell mastery
10 20 Signature Spell, Metamagic

Cantrips Spells Spell Slots per Level


Level
Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 4 4 3 - - - - - - - -
2 4 6 4 2 - - - - - - -
3 4 8 4 3 2 - - - - - -
4 5 10 4 3 3 2 - - - - -
5 5 12 4 3 3 3 2 - - - -
6 5 14 4 3 3 3 2 1 - - -
7 5 16 4 3 3 3 3 1 1 - -
8 5 18 4 3 3 3 3 2 1 1 -
9 5 20 4 3 3 3 3 2 2 1 1
10 6 22 4 3 3 3 3 2 2 2 1
Class Abilities
Spellcasting
Your can cast spells

- Cantrips
- Spell slots
- Spells known
- spellcasting ability
- ritual casting
- spellcasting focus

Arcane Tradition
-

Font of Magic
-

Metamagic
- Veteran
- Vanguard
- Commander

Arcane Recovery
-

Core Character Improvement


- Acquire Feat (4)
- A.S.I (2)
- upgrade to expert (2)
- upgrade to proficient (1)
- become initiated (1)
- proficiency (proficient) with language, tool or weapon (1)

Spell Mastery
-

Signature Spell
-

Arcane Tradition
-

Schooled
- wizard
Blooded
- sorcerer

Magus
- magical warrior

Psion (Magi): Quick Guide


- In combat
- Out of combat
- Downtime / travelling / exploring
Scoundrel
Rogue, Thief, Charlatan

Class Features
As a Scoundrel, you gain the following class features.

Hit Points
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 5 + your Constitution modifier per Cleric level after 1st
Recovery Dice: d6

Proficiencies
Weapons: Simple weapons
Armour: None
Saving Throws: Constitution and Wisdom
Skills: Choose any Three
Tools: None

Equipment
You start with the following equipment, in addition to the equipment that you receive from your
background:
-
-
-
-
Base Sneak
Level Class Abilities
Proficiency Attack
1 1d6 Thieves’ Cant, Sneak Attack, Expertise
2 2d6 Cunning Action
3 3d6 Scoundrel Arch
4 4d6 Uncanny dodge, evasion
5 5d6 Scoundrel Arch feature
6 6d6 Reliable talent, blindsight, Slippery mind
7 7d6 Scoundrel Arch feature
8 8d6 Elusive
9 9d6 Scoundrel Arch feature
10 10d6 Stroke of luck

Class Abilities
Fighting Style
Your have a fighting style
- ranged
- two-handed
- one-handed
- two weapon

Second Wind
-

Action Surge
-

Martial Disciple
- Veteran
- Vanguard
- Commander

Core Character Improvement


- Acquire Feat (4)
- A.S.I (2)
- upgrade to expert (2)
- upgrade to proficient (1)
- become initiated (1)
- proficiency (proficient) with language, tool or weapon (1)

Extra Attacks
-
Martial Disciplines
-

Mastermind
- Favoured weapon
- veteran techniques

Thief
-

Charlatan
-

Thug
- sneak attack any non-heavy weapon

Scoundrel: Quick Guide


- In combat
- Out of combat
- Downtime / travelling / exploring

Sentinel (Warden)
paladin/champion/warden/inquisitor/defender/bodyguard

Class Features
As a Warden, you gain the following class features.

Hit Points
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 5 + your Constitution modifier per Cleric level after 1st
Recovery Dice: d6

Proficiencies
Weapons: Simple weapons
Armour: None
Saving Throws: Constitution and Wisdom
Skills: Choose any Three
Tools: None

Equipment
You start with the following equipment, in addition to the equipment that you receive from your
background:
-
-
-
-

Base Strike
Level Class Abilities
Proficiency Damage
1 - Taunting Mark, fighting style, lay on hands
2 2d6 Punishing Strike, Archetype (r + p)
3 2d6 div sense/prim aware, divine health
4 2d6 aura courage, (fighting style)
5 3d6 Archetype (2)
6 3d6 aura protection, Extra Attack
7 4d6 Archetype (3), (improve taunt?)
8 4d6 Commune (Feral senses), (fighting style)
9 5d6 Archetype (4), aura improve
10 5d6 Foe slayer, Judgement (improve divine smite) (improve taunt?)
Improved taunt (Enemy improve, vanish, cleansing touch), additional aura
- put some spells as class/arche features

Class Abilities

Taunting Mark
-

Fighting Style
-

Punishing Smite/retributive strike


-
Lay on Hands
-

Warden’s Station
- Veteran
- Huntmaster
- Sentinel

Core Character Improvement


- Acquire Feat (4)
- A.S.I (2)
- upgrade to expert (2)
- upgrade to proficient (1)
- become initiated (1)
- proficiency (proficient) with language, tool or weapon (1)

Extra Attacks
- 5th

Aura Protection
- 6th

Divine Sense
- 9th

Divine Health
- 9th

Aura of Courage
- 10th

Judgement
- 11th

Aura of Coolness???
- 15th

Commune
- 18th

Martial Disciplines
-

The Psionic One?????


- Favoured weapon
- veteran techniques
Cantrips Spells Spell Slots per Level
Level
Known Known 1st 2nd 3rd 4th 5th
1 - - - - - - -
2 2 2 2 - - - -
3 2 3 3 - - - -
4 2 5 4 2 - - -
5 3 6 4 3 - - -
6 3 8 4 3 2 - -
7 3 9 4 3 3 - -
8 4 11 4 3 3 2 -
9 4 12 4 3 3 3 -
10 4 14 4 3 3 3 2

Huntmaster
- animal companion

Warden
- free prot fighting style
- Favoured weapon
- veteran techniques

Warden: Quick Guide


- In combat
- Out of combat
- Downtime / travelling / exploring
Specialist
Doctor/Hacker/Xenobiologist/Egghead

Class Features
As a Specialist, you gain the following class features.

Hit Points
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 5 + your Constitution modifier per Bard level after 1st
Recovery Dice: d6

Proficiencies
Weapons: Light Melee and Ranged weapons
Armour: Light Armour
Saving Throws: Strength and Constitution
Skills: Distribute Eight Skill Points among the following skills:
Tools: Choose any Two

Equipment
You start with the following equipment, in addition to the equipment that you receive from your
background:
-
-
-
-

Level Base Sorcery Class Abilities


Proficiency Points
1 +1 Class Speciality, moments of brilliance, expertise
2 +1 Strategic Mind, Impart Wisdom (d6)
3 +2 Class Speciality
4 +2 Quick Investigation
5 +3 Class Speciality
6 +3 memory/perception feat
7 +4 Class Speciality
8 +4 memory/perception feat improve
9 +5 Class Speciality
10 +5

Class Abilities
Moments of Brilliance
- bonus to own ability checks

Expertise
-

Career Speciality
-

Strategic Mind (Opponents in combat)


- master of tactics
- judge opponents combat strength and abilities

Impart Wisdom (Bonus to help)


- Bardic Inspiration
- uses equal to charisma mod
- increasing dice size with level
- bonus action to use, 60ft range
- lasts 10 minutes

- song of talent: can be added to skill test


- second wind (dX + ½ no. hit dice + charisma)
(- other possible benefits with level)
- song of valour: +1 to hit while has dice/inspiration. Can spend dice on their turn to gain + to hit
equal to base proficiency until end of turn. Last 1 minute, instead of 10.
- song of heroism: temp hp

Quick Investigation
- free action investigation and perception
Memory/perception feat
-

Martial Disciplines
-

Doctor
-
- veteran techniques (master technique at 18)
- 2nd fighting style

Hacker
-

Scientist
-

Specialist: Quick Guide


- In combat
- Out of combat
- Downtime / travelling / exploring

Feats
- multi-class feats (expanded horizons)
----- must be of same level or lower
----- tiered start at lowest level and must be bought multiple times, one per tier.
----- can mix and match classes if so wished
----- can’t take features of a career, only class

- fighting style (just take via expanded horizons)

- background feature

- fast healer
(recovery dice become d10 if it wasn’t already. If it was already d10 you instead gain an extra dice)
Experience and Character Progression

- gain an advancement for every 10xp the character gains.


- every 3rd advancement is a level up, rather than a regular advancement.

- Advancement (choose one option):


----- +1 attribute point (applicable to score)
----- +2 skill point/tier (can take new or upgrade existing, skill or tool or 2 languages/weapons)
----- Any Talent or Talent extra (only once per level)

- Level up
----- + HP (etc.)
----- increase proficiency bonus at odd levels
----- increase recoveries available and/or recovery dice
----- class features
(----- extra bonuses at Level 6: (improved second wind, access to advanced talent))

- progression scheme

Character Progression
Benefit Prof. Rec. Dice XP Benefit Prof. Rec. Dice XP
Creation: Level 1 +1 3 1 0 Level Up: Level 6 +3 4 4 150
- Advancement 10 - Advancement 160
- Advancement 20 - Advancement 170
Level Up: Level 2 +1 3 2 30 Level Up: Level 7 +4 5 4 180
- Advancement 40 - Advancement 190
- Advancement 50 - Advancement 200
Level Up: Level 3 +2 3 2 60 Level Up: Level 8 +4 5 5 210
- Advancement 70 - Advancement 220
- Advancement 80 - Advancement 230
Level Up: Level 4 +2 4 3 90 Level Up: Level 9 +5 5 5 240
- Advancement 100 - Advancement 250
- Advancement 110 - Advancement 260
Level Up: Level 5 +3 4 3 120 Level Up: Level 10 +5 6 6 270
- Advancement 130
- Advancement 140

Going Past 10
- not really designed for that.
- no additional levels (i.e. no additional base proficiency, recoveries, HP, class features etc.)
- ‘advancement’ every 30xp (xp equivalent of an additional level)
----- if this option is used, characters should take one of each type of advancement (+1 attribute, +2
skill tier, feat) before taking a second of the same type.
- consider more narrative / creative options

Types of Character Progression


- ‘heroic’ levelling
----- advancements are 5xp, level up is still 10xp
----- i.e.: 0xp (level 1), 5xp, 10xp, 20xp (level up 2), 25xp, 30xp, 40xp (level up 3) etc.
----- equivalent of hitting level 10 at regular xp of level 7 (180xp)

- ‘gritty’ levlling
----- advancements are 5xp extra (15xp), level up is 20xp
----- i.e.: 0xp (level 1), 15xp, 30xp, 50xp (level up 2), 65xp, 80xp, 100xp (level up 3) etc.

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