ARCHETYPES
An archetype can
be chosen in lieu of the starter talents. Archetypes require 13+ in the listed
ability. Talents are gained again at every 4th level after an
archetype is chosen.
Arcane Dabbler- (INT)
Learn INT mod number of any 1st level spells, +1 extra spell every 2
levels
Beast Master
(WIS) – Gain an animal companion at first level that advances with the
character
Berserker
(CON) - (level/2) times
per day a berserker gains +3 to-hit and damage for the duration of melee combat, and -2 to AC. Exhausted afterwards, berserkers suffer -2
to rolls and AC until after 1 turn
of rest
Defender
(CON) – Defenders receive an extra +1 AC and, block with 1 die size larger
using shields. Defenders can use their shield block to help a nearby ally
Drunken Master (STR)
- When drunk, gain a +2 to-hit, damage, and AC but receive -3 to any other
action.
Ḥashshāshīn (DEX) – Experts
at assassination, hashshāshīn can create and
employ poisons, as an alchemist, without risk of self poisoning
Healer (WIS) – Healers
are experts in herbalism and can create healing formulae, as alchemists, with
chymst kits
Kyudo Archer (WIS) –
(level/2) times a day, a Kyudo archer adds their WIS modifier to missile-to-hit
Lurker (DEX) – Gain a +4 to-hit for back attacks,
and double damage for surprise attacks. Surprise on 3 in 6 chance, must wear
light armor
Mounted Warrior (DEX) – Mounted Warriors deal double damage when charging and
suffer no penalty to- hit for ranged attacks while mounted
Reaper (STR) – All
attacks are close calls, dealing STR mod. damage on misses
Skyclad
(CON) – Use CON score as unarmored AC but receive no bonus from DEX
Spell Sword (CON) – Casters that can use medium weapons and armor, but add AC
bonus to the casting check
Swashbuckler
(DEX) – When wearing light
armor, no shield, and using light weapon(s), swashbucklers gain a +2 to AC and use
DEX modifier for to-hit rolls
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