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==Character Creation== Rather than deal with all the bonuses here and there or whatever, each race and class grants a +2 bonus to one of two key stats, with each bonus being on a different stat. ===Races=== Similar to 4E, all races have some sort of racial power. *[[Aasimar]]/Holy One: +2 Wis/Cha. Typical touched-by-the-gods holy race fare. They have a way to boost their defenses early in the battle until they're injured. *[[Dragonborn|Dragonic/Dragonspawn]]: +2 Str/Cha. Due to the nature of dragons in this campaign, the existence of these not-dragonborn is considered a rarity (the exact rarity defined by the PC who picks this race). They have a breath weapon. *[[Drow|Dark Elf]]: +2 Dex/Cha. Typical dickbag drow fare, though they might not entirely be evil, just petty. Dark Elves can deal ongoing damage, and have a feat that boosts damage with swords. *[[Dwarf]]: +2 Con/Wis. Typical dwarf fare here. Their power gives them a heal if they take a hit. *[[Warforged|Forgeborn/Dwarf-Forged]]: +2 Str/Con. They're Warforged with the serial numbers filed off and a potential to not entirely be mechanical (Though there is a third-party material that makes a more detailed Warforged). They can resist death a bit easier than others by healing just as they hit 0 HP. *[[Gnome]]: +2 Dex/Int. Typical gnome fare. They're small, they make illusions, and they can daze an enemy. *[[Half-Elf]]: +2 Con/Cha. Their origin seems to trace back to the victory against the Wizard King, which united elves, men, and dwarves, and thus are a common sight in the Empire. Their power modifies a natural die roll by subtracting 1. This can definitely be enough if you have to trigger a certain power. *[[Half-Orc]]: +2 Str/Dex. A sorta-magical response to the uptick in orc activity, making them like the monsters they fight. They can re-roll one attack. *[[Halfling]]: +2 Con/Cha. These guys are a bit of a wild-card with nobody able to properly pin down their origins, besides their recency. They're also small and they can force an enemy to re-roll an attack. *[[Elf|High Elf]]: Typical high elf fare. +2 Int/Cha. Their power is the [[Eladrin]] Fey Step. *[[Human]]: +2 to any stat. Typical human fare here. They gain a free feat and a re-roll on the initiative. *Wood Elf: +2 Dex/Wis. The grey to the high elf white and dark elf black. They have a chance to gain extra actions as the battle goes on using the power of speed. *[[Tiefling]]/Demontouched: +2 Str/Int. Typical touched-by-demons race with some influence by the Diabolist. Their power forces any attack or save roll of 1-5 to become a 1 and fail with some special thematic consequence. *'''Alleykin:''' +2 Dex/Cha. [[Catgirl]]s exist. Have the ability to reduce and redirect incoming damage once per encounter. *'''Arcanite:''' +2 Int/Cha. Magically-constructed humanoids infused with magic, these have the ability to either re-roll one save against a spell or re-roll a recharge roll on a magic item each encounter. *'''Beastblooded:''' +2 Dex/Con. Apparently at some point in a past age, the curse of [[Therianthrope|therianthropy]] was running rampant among the populace. They gain the ability to do extra damage on a melee attack once per encounter. *'''[[Lizardfolk|Lizardman]]:''' +2 Dex/Con. Have a special encounter attack that lets them throw a barrage of attacks and only gets bigger as the battle goes on. *'''Space Corps Explorer:''' +2 Int/Dex. Because yes, this setting is fine with introducing spacemen in a fantasy setting, having been marooned here after their ship crashed. Each one has a special belt that lets them effectively cast Wizard utility spells by using various special gizmos. *'''Twygzog:''' +2 Str/Con. Sentient and friendly fungus-folk. Have a special ability to re-roll a save once per encounter and a race-exclusive talent that lets them get a fungal familiar. ===Classes=== Each class is customized using Talents. While primary casters are locked into only having three talents, others can potentially gain talents as they tier up. Spells are not only class-specific (without a particular talent or ability to poach a few spells at most) but they also scale up with level. This is because a caster's limited spellslots get allocated to higher levels while abandoning lower levels as they advance. [[Multiclassing]] is also a thing, though it's more akin to AD&D multiclassing where you progress in two classes at once, but that progress is very watered-down. HP and Recoveries are averaged between each class, all damage die for non-warrior classes (Fighter, Ranger, etc.) is dropped a size, and you have to pick one talent from each class, with the third being free for either class. Each class also has features that don't play so well with each other unless you buy a multiclass feat that can let them. In addition, the progression for all spells and other tricks like fighter maneuvers is reduced by a level. Delve into Third Party Content on the SRD for classes like Psion, Swordmage, Warlock, or Fateweaver. Of particular interest is the [[Glorantha]] sourcebook that was written by the devs (though under Heinsoo's own label), as this not only includes a lot of new classes and races but also an in-depth Hero Rune system. *[[Barbarian]]: +2 Str/Con. All barbarians can rage, which lets them roll 2d20 for all attacks with crits registering if both die roll 11+ and would normally hit. While typically only a daily ability, if the barbarian rolls 1d20+Con after a battle and scores a 16+, they can do it again that day. Their talents focus on either dealing more damage, be it on one enemy or hitting multiple at the same time, or being even tankier, either by finding ways to heal themselves or finding ways to bolster their defenses. *[[Bard]]: +2 Dex/Cha. Bards have three resources to track: Songs, which aren't spells but can be prolonged via a sustain test but can end for some special boosts, Battle Cries, which trigger based on the Bard's attacks and benefit others, and spells. Their talents either change the main stat from Cha to Int/Wis, gain a spare battle cry or spell/song, or find ways to use their singing to influence how the icons impact the story. *[[Wild Mage|Chaos Mage]]: +2 Int/Cha. A true oddball of a class, all their spells are only picked via random rolls, while critting them makes all sorts of weird (not necessarily good) things happen, which can be dispelled by wasting a turn. Their talents allow them to poach one random spell from any of the main casting classes (Wizard, Sorcerer, Cleric) or finding a random boon based on what kind of spell they pick up. Their spells are split into Attack, Defense, and Iconic (A catch-all group of spells influenced by particular pantheons of Icons). *[[Cleric]]: +2 Str/Wis. While all clerics can heal allies in combat and use spells that can either be cast over several targets or focused on one, the talents they pick (Which pretty much are Domains) can see them dedicate to being either an armored warpriest or a backline supporter. *[[Warlord|Commander]]: +2 Str/Cha. A [[Warlord]] with a new coat of paint. They have Commands and Tactics to use up, with the former costing Command Points (a resource which the Commander keeps track of and can gain during combat) and the latter being triggered by attack rolls. Their talents also can turn them from Cha-focused to Int-or-Wis-focused, grand new ways to support allies, or give them additional proficiences since they can only use simple weapons and light armor by default. *Demonologist: +2 Con/Cha. Premiering in the ''Book of Demons'', this is another oddball like the Druid, made even weirder by the fact that they have a racial feature: Tieflings can choose to make their primary stat Intelligence if they so wish. You have to split your talents between the Paths of Corruption (Diseases, Curses and being mostly mage-like), Flames (Pyromania) and Slaughter (Making you a warrior with the trappings of a mage) with the ability to spend all of your talents on any one tree. Each Path comes with their own spells, a specialized list of Daily summoning spells (That more dedicated Demonologists can recharge on a rest) and each actually has sub-talents to select based on your dedication. The troubling thing about summoning is that there's a chance that a summon that dies in battle might get back up and try and kill you instead. *[[Druid]]: +2 Str/Dex/Wis. Another major oddball, all their talents can either give them limited access in one discipline or spend two talents to give advanced proficiency in one discipline. The disciplines are: Animal Companion (Lifted from Ranger, though spending one talent means it'll get lost half the time since they're summoned and spending two gives constant access and special spells), Elemental Casting (Spells based on the elements, which include summoning elementals), Shifter (Your Wildshaping which allows for either benefits in combat or turning into something small to help with recon and gain some perks in the coming battle), Terrain Caster (Spells themed around the terrain they're in, with feats giving spells usable anywhere), Warrior Druid (The Fighter-lite with special abilities linked to attacks and combat buffs), and Wild Healer (Spells for being a healer) *[[Fighter]]: +2 Str/Con. Fighters are the sticky bothers they were in 4E, though talents can focus on either being tanky or being more painful. Additionally, all fighters have an extra recovery die and penalizes any attempts to disengage from them. Their big resource is in Maneuvers, which are special effects and attacks that are triggered by things that happen in the battle (but mostly natural dice rolls). *[[Monk]]: +2 Str/Dex/Wis, giving a bump to two of these stats to compensate for the lack of wearing armor. Monks still use Ki and still fight unarmed with Jab, Punch, and Kick attacks (Though some talents prefer weapon use). Monks use Forms, which give a sort of combo chain with Openers, Flows (chaining attacks) and Finishers like some sorta fighting game. Their talents also give a Ki Power. *[[Necromancer]]: +2 Int/Cha. Rather than most games, Necromancers here aren't ''necessarily'' evil, though they'll always have some sort of relationship with a necromantic icon. All necros can summon the undead and actually benefit a bit less from a good Con. Their talents cover quite a few fields, with Wizard Spells, abilities about Iconic influence, an undead minion, and a hilariously cheesy one which involves ''wasting an entire goddamn turn to cast a spell and do bad-guy things like laughing or monologues to gain some thematic benefit''. *[[Occultist]]: +2 Int/Wis. A less oddball class, they still have spells to work with, but their healing comes a turn after getting the spell cast on them, while their spells all seem to focus upon gaining and expending Psychic Focus, such as the mandatory spell. Their talents tend to tie either to their Iconic ties or their spells. The big focus of Occultist spells is on Interrupt actions. You Focus on your turn and interrupt the flow of combat with reality warping magic. I tend to think of them as 'Harry Potter' wizards. *[[Paladin]]: +2 Str/Cha. Unlike D&D, paladins here aren't divine casters by default. Their only default feature is Smite Evil, which deals a bonus damage on one attack each battle. Their talents can grant limited access to a Cleric's spell list and domains, while others center upon being the biggest tank you can possibly tank. The Core Paladin is a class aimed at beginners, with Dark Alleys all Paladin talents come with a new way to use Smite that gives the class much more depth. *[[Ranger]]: +2 Str/Dex/Wis. Like the paladin, these guys are also not default casters...matter of fact, they don't get <u>any</u> features independent of talents. Their talents can give them spells from the cleric or sorcerer, while others are spent on finding extra ways to bring the hurt. Spending two talents can also bring an animal companion to fight as a partner. Most Rangers focus on fishing for double attacks with either a ranged weapon or a melee weapon. Look to 3pp for a great Arcane Archer/Seeker type class. *[[Rogue]]: +2 Dex/Cha. These guys still get Sneak Attacks and can sense out traps, while also gaining a resource called Momentum, which is gained from hitting and lost by being hit. They have powers which focus upon having momentum, but some also need to spend it. Their talents all rely upon having some sort of sneakiness involved, like thievery or walking into shadows to teleport around. *[[Sorcerer]]: +2 Cha/Con. These guys have a reliance upon the random, ranging from spells that can recharge during the battle to spells that deal randomly-typed damage. They also can poach some of the wizard's spells, though always at a lower level (unless you spend a talent on that). Sorcerer Talents are mostly about Heritages, not-bloodlines which grant some sort of benefit, with others being either a slightly weaker familiar or being an up-close spellslinger. The signature ability of the Sorcerer is to Gather Power, where they skip a standard action to deal double damage with their next spell as well as a random perk. *[[Wizard]]: +2 Int/Wis. All Wizards gain access to cantrips and the potential to re-cast spells. Talents give them either specializations to certain schools, familiars, or ''the ability to fancily name spells for thematic benefits in a way that would make [[Jack Vance]] blush.''
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