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View Full Version : Shining Age [Shining Force-style 13th Age hack]



ShadowMist
2018-11-26, 06:59 PM
I have been looking for a system that can reasonably well emulate Shining Force, and it has been a long string of failures. However, I am reasonably confident, and even though this is going to be a big project I think that Archmage Engine and I can do this. So, if you have a comment, a critique or something similar feel free to post it.

13th Age is great for many reasons, but one thing I don't like about it the way that AC works. While base PD and MD range from 10 to 12, AC goes up to 16. All three defenses now range from 10 to 13. The only exception is Knight who has a +1 to all defenses, giving them a base AC of 14. I have also decided to split armor into Heavy, Cloth and Mystic. Your class's armor type determines your highest defense as well as what stat you use for your AC (Constitution, Dexterity or Wisdom). Other them that, this hack uses all the standard Archmage Engine rules, unless specifically noted. If you actually intend to use classes from this hack please note that they are slightly more powerful then standard 13th Age classes. Casters get extra talents at level 5 and 8, and other classes get an extra feature or a two to compensate. Therefore, classes from this hack can be used with regular 13th Age classes, but it is not recommended, since they will be more powerful.

Most class features have been taken from 13th Age Core Book and 13 True Ways, but some of them have been taken from Vault of 13th Age. Credit will be given at the end.

Attribute Bonus: Strength/Constitution

AC Base: 13+Con+Level(Heavy)
PD Base: 12+middle of Str/Con/Dex+Level
MD Base: 10+middle of Int/Wis/Cha+Level
Shield: +1 AC

Hit Points: (8+Con)xLevel modifier
Recoveries: 8
Recovery Dice: (1d10xLevel)+Con mod
Backgrounds: 8 points, max 5 in any one background
Icon Relationships: 3 points
Talents: 4
Feats: 1 per Level

Weapon
Axe, Mace: d8
Greataxe, Maul: d10, two handed
Tomahawk: d6, ranged

Melee attack
At-Will
Target: One enemy
Attack: Strength+Level vs. AC
Hit: WEAPON+Strength damage
Miss: Damage equal to your level

Ranged attack
At-Will
Target: One enemy
Attack: Dexterity+Level vs. AC
Hit: WEAPON+Dexterity damage
Miss: -

Class Feature
All warriors have Combat Rage class feature.

Combat Rage
Once per day, use a quick action to start raging. A rage lasts until the end of battle, or about 5 minutes.
While raging, you roll 2d20 to hit with your warrior melee and thrown weapon attacks instead of 1d20. Use the higher roll for the attack. If you roll a natural 11+ with both dice and your highest attack roll is a hit, the attack is a critical hit!
Recharge 16+: After a battle in which you rage, roll a d20 and add your Constitution modifier. On a 16+, you can use Combat Rage again later in the day.
Adventurer Feat: Whenever the escalation die is 4+, as a quick action, you can start raging for free. (It doesn’t count against your normal usage.) This rage lasts until the end of the battle, as normal.
Champion Feat: You can now start raging freely when the escalation die is 3+.
Epic Feat: You can now start raging freely when the escalation die is 2+.

Class Talents
Choose four of the following adventurer-tier class talents. You also get an additional warrior class talent at 5th level and again at 8th level.

Cleave
Once per battle, as a free action, you can make a standard melee attack after having dropped any enemy to 0 hp with a standard melee attack. Mooks do not count for this, unless the mook you dropped was the last of its mook mob.
Adventurer Feat: You gain a +2 attack bonus with Cleave attacks. If the cleave attack hits, you can heal using a recovery.
Champion Feat: If there is no foe engaged with you to use your Cleave attack against, as a free action you can move to a nearby foe before making the attack.
Epic Feat: While raging, you can use Cleave as many times as you like during a battle, but only once per round.

Slayer
During your turn, when you attack a staggered enemy you were not engaged with at the start of your turn, deal +1d6 damage per level to that creature if you hit.
Adventurer Feat: You gain a +2 bonus to Slayer attacks.
Champion Feat: Once per battle, when you miss with a Slayer attack, deal the additional +1d6-per-level damage to the target instead of normal miss damage.
Epic Feat: Whenever one of your Slayer attacks drops a non-mook enemy to 0 hp, you gain 20 temporary hit points.

Strongheart
Your recovery dice are d12s instead of d10s.
Adventurer Feat: Increase your total number of recoveries by 1.
Champion Feat: You gain +1 PD. When you heal using a recovery, you can roll a save against a save ends effect.
Epic Feat: Increase your total number of recoveries by 1 (making a total of +2 from this talent).

Unstoppable
Once per battle, declare you’re using Unstoppable before making a warrior melee attack. If your attack hits at least one target, you can heal using a recovery.
Adventurer Feat: The Unstoppable recovery is free.
Champion Feat: Add double your Constitution modifier to the healing the recovery provides.
Epic Feat: You can use Unstoppable twice per battle.

Whirlwind
You can make a Whirlwind attack as the first action of your turn when you are engaged by two or more enemies.
You take a –4 penalty to your AC and PD until the start of your next turn. Then roll a separate melee attack against each enemy you are engaged with. You deal no miss damage with these attacks.
Adventurer Feat: You now deal normal miss damage with missed Whirlwind attacks.
Champion Feat: The penalty to your AC and PD is reduced to –2. In addition, disengage checks you make the same turn as using Whirlwind automatically succeed.
Epic Feat: You can use Whirlwind anytime during your turn, not just as the first action.

Comeback Strike
Once per battle as a free action, make another attack with a –2 penalty after your first warrior attack during your turn misses.
Adventurer Feat: You no longer take the –2 penalty to your Comeback Strike attacks.
Champion Feat: Once per day, you can use Comeback Strike twice in a battle.
Epic Feat: You gain a +4 attack bonus with your Comeback Strike attacks.

Counter-Attack
Once per round when the escalation die is even and an enemy misses you with a natural odd melee attack roll, you can make a basic melee attack dealing half damage against that enemy as a free action.
Adventurer Feat: Your Counter-Attack attack now deals full damage.
Champion Feat: You can use Counter-Attack once per turn instead of once per round (in effect, you’re free to Counter-Attack once per enemy turn).
Epic Feat: You can now use Counter-Attack when the escalation die is 3+.

Heavy Warrior
Once per battle while wearing heavy armor, when you are hit by an attack that targets AC, as a free action, you can take half damage from that attack instead.
Adventurer Feat: Once per day, you can use Heavy Warrior twice in a battle (against different attacks).
Champion Feat: You can also use the power against an attack that targets PD.
Epic Feat: Once per day, you can reroll a recharge roll for a magic armor power.

Power Attack
Once per battle before you roll an attack, you can declare you’re using Power Attack to deal additional damage with that attack roll. If the attack hits, you deal the following additional damage:
Deal 1d4 additional damage per level if you are using a one-handed weapon.
Deal 1d6 additional damage per level if you are using a two-handed weapon.
Adventurer Feat: You deal the additional Power Attack damage even if the attack misses.
Champion Feat: One battle per day, you can use Power Attack twice in the battle.
Epic Feat: One-handed weapon damage using Power Attack increases to 1d6 per level; two-handed weapon damage using Power Attack increases to 1d8 per level.

Bear's Endurance
Add your Constitution modifier to saving throws to end effects, and to death saves.
Adventurer Feat: When you start raging, you can make a saving throw against all effects that a save can end as a free action.
Champion Feat: While raging, you only take half damage from ongoing damage.

Champion Talents
At 5th level, you gain an additional barbarian class talent. Choose one of these champion-tier talents or take another adventurer-tier talent.

Natural Will
One battle per day as a quick action, you gain a +2 bonus to your Mental Defense until the end of the battle.
Adventurer Feat: You can now use Natural Will in two battles per day.
Champion Feat: The bonus increases to +4 Mental Defense.
Epic Feat: You can now use Natural Will as a free action when an enemy attacks you.

Violence
Once per battle, add a +1d4 bonus to a barbarian melee attack roll after finding out whether you hit or missed.
Champion Feat: If the attack still misses, deal half damage.
Epic Feat: The bonus increases to +1d6.

Epic Talents
At 8th level, you gain an additional barbarian class talent. Choose one of these epic-tier talents, or take another adventurer-tier or champion-tier talent instead.

Relentless
While raging, you have resist damage 12+ (when an attack targets you, the attacker must roll a natural 12 or higher on the attack roll or it only deals half damage).
Epic Feat: Even when not raging, whenever you score a critical hit against an enemy, you have resist damage 12+ until the start of your next turn.
Attribute Bonus: Strength/Charisma

AC Base: 14+Con+Level(Heavy)
PD Base: 11+middle of Str/Con/Dex+Level
MD Base: 13+middle of Int/Wis/Cha+Level
Shield: +1 AC

Hit Points: (9+Con)xLevel modifier
Recoveries: 8
Recovery Dice: (1d10xLevel)+Con mod
Backgrounds: 8 points, max 5 in any one background
Icon Relationships: 3 points
Talents: 3
Feats: 1 per Level

Weapon
Lance: d8
Halberd: d10, two handed
Javelin: d6, ranged

Melee attack
At-Will
Target: One enemy
Attack: Strength+Level vs. AC
Hit: WEAPON+Strength damage
Miss: Damage equal to your level

Ranged attack
At-Will
Target: One enemy
Attack: Dexterity+Level vs. AC
Hit: WEAPON+Dexterity damage
Miss: —

Class Features
All knights have the Smite Evil and Knight’s Challenge class features.

Smite Evil
You can use this talent once per battle, plus an additional number of times per day equal to your Charisma modifier.
As a free action before you make a paladin melee attack roll, you can declare that you’re using a Smite Evil attack. Add +1d12 to the damage roll AND deal half damage with the attack if it misses.
Adventurer Feat: Your Smite Evil attacks gain a +4 attack bonus.
Champion Feat: Add 2d12 to the damage roll instead of 1d12.
Epic Feat: Add 4d12 to the damage roll instead of 2d12.

Knight’s Challenge
When you hit an enemy with a melee attack, you can choose to challenge that enemy as a free action. Until the end of the battle, provided that both you and the enemy you’ve challenged are conscious and capable of making an attack, you each take a –4 attack penalty against all other creatures and a –4 penalty to disengage checks from each other.
The attack penalty temporarily deactivates for the attacker when they make an attack roll against their rival, but only until the end of the attacker’s turn. For example, if a creature with more than one attack attacks you first, its subsequent attacks against your allies are without the challenge penalty. However, the attack penalty resets at the end of its turn, so it does not help with opportunity attacks against your allies later in the round.
You can only have one enemy challenged at a time.
Your Knight’s Challenge ends when:
-you or the creature you are challenging falls unconscious or drops to 0 hp.
-you hit a different enemy with an attack (assuming you hit with the –4 penalty).
-the creature flees far away and you choose to end the challenge.
-An enemy can only be the subject of one Knight’s Challenge at a time; a new challenge overrides the previous one.
In the unlikely case in which two knights fight each other, any use of Knight’s Challenge locks them into a challenge that only ends when one of them drops.
Adventurer Feat: The attack and disengage penalty for challenged enemies (but not for you) is equal to –4 or to the escalation die, whichever is higher.
Champion Feat: You can have two challenges active at the same time against different enemies.
Epic Feat: Enemies you challenge are vulnerable to your attacks.

Choose three of the following class talents. You also get an additional knight class talent at 5th level and again at 8th level.

Skilled Intercept
Once per round as a free action, roll a normal save (11+) to intercept an enemy who is moving to attack one of your nearby allies. You can pop free from one enemy to move and intercept the attack. If you are engaged with more than one enemy, the others can take opportunity attacks against you.
The moving enemy makes its attack with you as a target instead. If you’re wearing heavy armor and the attack hits, you only take half damage.
Adventurer Feat: You can pop free from up to two enemies when using Skilled Intercept.
Champion Feat: You gain a bonus to your Skilled Intercept save equal to the escalation die.
Epic Feat: Enemies can’t make opportunity attacks against you during your Skilled Intercept movement.

Tough as Iron
Once per battle, you can rally using a quick action instead of a standard action.
Adventurer Feat: Once per day, you can rally twice during a battle as a quick action, without needing to roll a save for the second rally.
Champion Feat: Increase your total number of recoveries by 2.
Epic Feat: When you roll a natural 20 with an attack, you gain an additional use of Tough As Iron this battle.

Priest Training
Choose one priest spell of your level or lower. That spell is now part of your powers. (You can change out the spell normally.)
Adventurer Feat: You can use your Charisma as the attack ability for priest spells you can cast.
Champion Feat: You can now cast the priest class feature heal spell twice per day.
Epic Feat: Choose two priest spells instead of one.

Fearless
You are immune to fear abilities and to any non-damage effects of attacks named or described as fear attacks.
In addition, you gain a +1 melee attack bonus against enemies that are not engaged by any of your allies. The bonus increases to +2 against enemies with fear abilities.
Adventurer Feat: You gain a +1 bonus to death saves.
Champion Feat: You gain a +1 bonus to all saves except death saves.
Epic Feat: Your nearby allies gain a +1 bonus to death saves.

Implacable
You can roll saves at the start of your turn instead of at the end of your turn. A successful save against ongoing damage, for example, means that you will not take the ongoing damage that turn.
Adventurer Feat: You gain a +1 bonus to saves.
Champion Feat: Once during your turn as a free action, you can choose to lose hit points equal to your level to reroll a save.
Epic Feat: You gain a +1 bonus to Physical Defense and Mental Defense.

Lay on Hands
Twice per day as a quick action, you can heal yourself or an ally next to you with a touch. You spend the recovery while the recipient heals as if they had spent the recovery.
Adventurer Feat: Add twice your Charisma modifier to the healing provided by Lay on Hands.
Champion Feat: Lay on Hands healing uses a free recovery instead of one of your own.
Epic Feat: You can now use Lay on Hands four times per day instead of two.

Path of Universal Righteous Endeavor
Your nearby allies gain a +1 bonus to all saves.
Adventurer Feat: Once per day, you can reroll your relationship dice with a heroic or ambiguous icon.
Champion Feat: All of your melee and ranged attacks deal holy damage.
Epic Feat: You gain an additional relationship point with a heroic or ambiguous icon.

Bastion
You gain +1 AC.
In addition, once per battle when a nearby ally is hit by an attack, you can choose to lose hit points equal to half of that damage, and have your ally take only half of the damage instead. The damage you lose can come from temporary hit points, but isn’t affected by damage resistance and other tricks to avoid the damage.
Adventurer Feat: Increase your total number of recoveries by 1.
Champion Feat: Once per day, you can use Bastion twice in the same battle.
Epic Feat: When you use Bastion now, your ally takes no damage. You still lose hit points equal to half the damage.

Shieldbearer
Once per battle, when you wield a shield, you can force an opponent to reroll an attack against you.
Adventurer feat: Your shield also grants a +1 bonus to PD.
Champion feat: Increase your AC bonus from shields to +2.
Epic feat: The reroll takes a penalty equal to the escalation die. If your opponent still hits you, you don't expend this power.

Radiant Presence
The creatures of darkness are in awe of your shining presence and weakened in their resolve.
When an enemy you are engaged with rolls a save, including a save to disengage, it must roll twice and take the lower roll.
Champion Feat: If the save fails, the target takes holy damage equal to your level.
Epic Feat: When you hit an enemy with Smite Evil, you can expend a second use to make the opponent weakened (save ends).
Attribute Bonus: Intelligence/Wisdom

AC Base: 10+Wis+Level(Mysic)
PD Base: 11+middle of Str/Con/Dex+Level
MD Base: 13+middle of Int/Wis/Cha+Level

Hit Points: (6+Con)xLevel modifier
Recoveries: (probably) 8
Recovery Dice: (1d6xLevel)+Con mod
Backgrounds: 8 points, max 5 in any one background
Icon Relationships: 3 points
Talents: 3
Feats: 1 per Level

Weapon
Rod/Wand: 1d4

Melee attack
At-Will
Target: One enemy
Attack: Strength+Level vs. AC
Hit: WEAPON+Strength damage
Miss: -

Ranged attack
At-Will
Target: One enemy
Attack: Intelligence+Level vs. PD
Hit: WEAPON
Miss: -

Class Feature
All Mages have the following features: Cantrips and Ritual Magic.

Cantrips
Every mage can cast a handful of cantrips each day. You don’t have to memorize or choose them beforehand, you just cast them on the fly.
Mages can cast a number of cantrips equal to their Intelligence modifier each battle. Each cantrip takes a standard action to cast as a ranged spell. Outside of battle, a mage can cast about three to six cantrips every five minutes. The Cantrip Mastery talent speeds up cantrip casting.
At the adventurer tier (levels 1–4), cantrips with a standard duration last 10–60 minutes, plus 10 minutes per mage level. The GM rolls and the mage becomes aware that their cantrip is about to end a couple minutes before it’s done.
At the champion tier, levels 5–7, most cantrips last 1–6 hours.
At the epic tier, levels 8–10, cantrips last between 2–12 hours.

Ritual Magic
Mages can cast their spells as rituals.
Champion Feat: You can cast full rituals by using all your actions each round to focus on the ritual for 1d3+1 rounds. As with standard rituals, your fast rituals are not meant to replace combat spells; they’re a means of acquiring and improvising wondrous magical effects rather than a means of inflicting damage and conditions.

Class Talents
Choose three of the following class talents. You also get an additional mage class talent at 5th level and again at 8th level.

Abjuration
Whenever you cast a daily mage spell, you gain a +4 AC bonus until the end of your next turn.
Adventurer Feat: The bonus also applies to your Physical Defense.
Champion Feat: You gain 2d12 temporary hit points each time you cast a daily spell.
Epic Feat: The bonus also applies to Mental Defense.

Cantrip Mastery
Cantrips are at-will spells for you.
Unlike normal mages, who use a standard action to cast a cantrip, you can cast a cantrip as a quick action.
To do something particularly cunning or surprising with one of your cantrips where the GM isn’t sure whether you could pull off that use of the spell, roll a normal save (11+) to cast the spell the way you envision it.
Additionally, you can expend a 3rd level spell slot or higher to choose one cantrip per spell slot you have given up and create a once-per-day related effect with it that is much greater, if you and your GM can agree on a cool effect that suits the cantrip.
Adventurer Feat: You can use cantrip-style versions of any mage spell you have memorized. When you expend a spell, however, you can’t make cantrip-style use of it any more. The key is that none of these uses should be combat relevant or deal damage.

High Arcana
Your study of the highest orders of magic gives you options that lesser wizards cannot match: Memorization and a bonus spell: counter-magic
Memorization
When you pick your spells, you can choose any daily wizard spell twice (instead of once). This doesn’t apply to spells that start as recharge spells. For example, at 7th level when you have five 7th level spells and four 5th level spells, you could choose fireball twice as a 7th level spell, or once as a 7th level spell and once as a 5th level spell. (Your 3rd level spell slot can’t be used for fireball because fireball starts as a 5th level spell.)
Counter-magic
Close-quarters spell
Once per battle
Free action to cast
Trigger: A nearby creature you can see casts a spell.
Target: The nearby creature casting a spell.
Attack: Intelligence + Level vs. MD
Hit: The target’s spell is canceled, and the caster loses the action they were using for the spell. If the spell had a limited use, that use is expended if your natural attack roll is even.
Champion Feat: You can now cast counter-magic twice per battle.
Epic Feat: You can now cast counter-magic in reaction to a creature using any magical ability, not just casting a spell.

Polysyllabic Verbalizations
Rename each of your daily and recharge spells. Think up the most over-the-top and extravagant names you can muster. Since these alternate spells are so lengthy, they take an additional quick action to cast. While the regular effects of the spells are the same as the more common versions, they have a small bonus effect appropriate to the situation.
The bonus effect is determined by the GM, or by a collaboration between the GM and the player. It should add to the storytelling power of the situation.
The bonus effect should suit the name of the spell or the way it’s delivered, and shouldn’t precisely match up with what the spell normally accomplishes.

Arcane Finesse
Whenever you cast an at-will spell, deal extra damage equal to your Dexterity modifier. Double this bonus at champion tier, triple it at epic.
Adventurer feat: Your non-at-will spells also gain the damage bonus.
Champion feat: Increase the critical threat range of your at-will spells by 2.

Chain Spell
When you memorize your spells after a full heal-up, you can prepare one of your spells as a chain spell. When you attack with a chain spell and get a natural even roll, you can roll another attack against a different enemy within range. Keep on rolling attacks as long as you get even rolls and don't run out of new targets. Each enemy can be targeted only once.
If the chosen spell is an at-will spell, you can cast the chain version once per battle.
Adventurer feat: If the escalation die is 3+, and your first attack with the chain spell was an odd miss, you don't expend the spell.
Champion feat: You can prepare an additional spell as a chain spell, but at a -2 level penalty.
Epic feat: If the escalation die is 5+, cast all of your at-will spells as chain spells.

Empower Spell
When you memorize your spells after a full heal-up, you can prepare one of your spells as an empowered spell. Increase all damage dice of the spell by one step (such as d4 to d6). D12 cannot be empowered further. In addition, reroll all of its damage dice that come up as 1. If the chosen spell is an at-will spell, you can cast the empowered version once per battle.
Adventurer feat: If the escalation die is 2+, increase your critical threat range with the empowered spell by 2.
Champion feat: You can prepare an additional spell as an empowered spell.
Epic feat: If the escalation die is 4+, increase your critical threat range with the empowered spell by 4.

Heighten Spell
When you memorize your spells after a full heal-up, you can prepare one of your spells as a heightened spell. Roll twice for the spell's attack roll and take the better result.
If the chosen spell is an at-will spell, you can cast the heightened version once per battle.
Adventurer feat: If the spell has a (save ends) effect, the target must roll twice on the save and take the lower roll.
Champion feat: You can prepare an additional spell as a heightened spell, but that reduces the level of its effect by 2 (so you could prepare a 3rd-level spell in a 5th level slot).

Quicken Spell
When you memorize your spells after a full heal-up, you can prepare one of your spells as a quickened spell. The spell must be a standard action to cast, as most spells are by default. You can cast this spell as a move action instead.
If the chosen spell is an at-will spell, you can cast the quickened version once per battle.
Adventurer feat: If the escalation die is 2+, you can cast the quickened version as a quick action.
Champion feat: You can prepare an additional spell as a quickened spell, but that reduces the level of its effect by 2 (so you could prepare a 3rd-level spell in a 5th level slot).
Epic feat: If the escalation die is 4+, you can cast the quickened spell as a reaction.

Widen Spell
When you memorize your spells after a full heal-up, you can prepare one of your spells as a widened spell. Increase the number of targets of the spell by one.
If the chosen spell is an at-will spell, you can cast the widened version once per battle.
Adventurer feat: If the escalation die is 3+, increase the number of targets by 1d3 instead.
Champion feat: You can prepare an additional spell as a widened spell, but that reduces the level of its effect by 2 (so you could prepare a 3rd-level spell in a 5th level slot).
Epic feat: If the escalation die is 4+, increase the number of targets by 1d4.
Attribute Bonus: Wisdom/Charisma

AC Base: 11+Wis+Level(Mystic)
PD Base: 12+middle of Str/Con/Dex+Level
MD Base: 13+middle of Int/Wis/Cha+Level

Hit Points: (7+Con)xLevel modifier
Recoveries: 8
Recovery Dice: (1d6xLevel)+Con mod
Backgrounds: 8 points, max 5 in any one background
Icon Relationships: 3 points
Talents: 2
Feats: 1 per Level

Weapon
Ankh: 1d4
Staff: 1d6, two handed

Melee attack
At-Will
Target: One enemy
Attack: Strength+Level vs. AC
Hit: WEAPON+Strength damage
Miss: Damage equal to your level

Class Features
All priests have the Ritual Magic class feature. They also receive a bonus spell: heal.

Heal
Range: Close-quarters spell
Special: You can use this spell twice per battle.
Quick action to cast (1/round)
Target: You or one ally you are next to
Effect: The target can heal using a recovery.
Adventurer Feat: The target can now be a nearby ally instead of an ally you are next to.
Champion Feat: If the target of your heal spell is an ally with 0 hp or below, that ally also adds hit points equal to 1d10 x your Charisma modifier to the recovery.
Epic Feat: When you cast heal on an ally you are next to, that ally adds +30 hp to the recovery.

Ritual Magic
Clerics can cast their spells as rituals.

Class Talents
Choose two of the following class talents. You also get an additional priest class talent at 5th level and again at 8th level.

Domain: Healing
When you cast a spell that lets you or an ally heal using a recovery, the target also adds hit points equal to double your level to the recovery.
Invocation of Healing: This battle, you gain an additional use of the heal spell (see Class Features, left). The first heal spell you cast after using this invocation allows the target to heal using a free recovery instead of spending a recovery.
Adventurer Feat: When you cast a spell that allows an ally to heal using a recovery, you can let them use one of your recoveries instead.
Champion Feat: The invocation of healing gives you two additional uses of heal this battle instead of only one.
Epic Feat: Increase the additional hit points the target heals to triple your level.

Domain: Knowledge/Lore
You gain 4 additional background points that must be used somehow in relation to knowledge or lore.
Invocation of Knowledge/Lore: You must use this invocation during your first round of a battle. When you do, you get a quick glimpse of the battle’s future. Roll a d6; as a free action at any point after the escalation die equals the number you rolled, you can allow one of your allies to reroll a single attack roll with a +2 bonus thanks to your vision of this future.
Adventurer Feat: Once per day, you can change one of your skill checks involving knowledge to a natural 20 instead. Interpret the word “knowledge” as loosely as your GM allows. GMs, be generous.
Champion Feat: You now roll a d4 for the invocation, not a d6.
Epic Feat: You gain a different positive relationship point each day with a random icon, purely because the icon has realized you know something they need to know. It changes every day and it might contradict your usual icon relationships.

Domain: Life/Death
You and your nearby allies gain a +1 bonus to death saves.
Invocation of Life/Death: This battle, you and each of your allies can each separately add the escalation die to a single save made by that character. In addition, you and your allies do not die from hit point damage when your negative hit points equal half your normal hit points. Instead, you die when your negative hit points equal your full hit points.
Adventurer Feat: The death save bonus increases to +2.
Champion Feat: Each battle, the first time an ally near you becomes staggered, that ally immediately heals hit points equal to twice your level.

Domain: Protection/Community
Once per battle, you can affect two additional allies when you cast a spell for broad effect.
Adventurer Feat Whenever you target one or more allies with a spell, one ally of your choice can roll a save against a save ends effect.
Invocation of Protection/Community: This battle, critical hits against you and your nearby allies deal normal damage instead of critical damage.

Domain: Sun/Anti-Undead
Every attack you make deals holy damage instead of other types of damage unless you choose otherwise for a specific attack.
Adventurer Feat: If your attack already deals holy damage, it gains the following bonus damage—adventurer tier: +1 damage; champion tier: +2 damage; epic tier: +3 damage.
Champion Feat: You gain a +2 bonus to all defenses against attacks by undead.
Epic Feat: The invocation also affects your allies’ daily spells.
Invocation of Sun/Anti-Undead: When you cast a daily cleric spell this battle, roll a d6. If you roll less than or equal to the escalation die, you regain the use of that daily spell after the battle.

Domain: Luck/Fortune
The first time an enemy hits you with a natural odd roll during a battle, that attack is a miss.
Adventurer feat: Once per session, reroll an icon relationship roll and take the second result.
Invocation of Luck/Fortune: As a free action, reroll any one d20 and take the second result.

Domain: Magic/Wizardry
You gain the Wizard's Cantrip class feature.
Adventurer feat: You gain a +2 bonus to skill checks related to rituals.
Champion feat: Once per day, reroll a ritual skill check and take the second result.
Invocation of Magic/Wizardry: Cast a spell from the Wizard's utility spell list that is of your class level or lower. The action type to use this invocation is the action required to cast the spell (quick, standard etc.) You can choose any utility spell, you do not need to prepare it.
Attribute Bonus: Dexterity/Wisdom

AC Base: 12+Dex+Level(Cloth)
PD Base: 13+middle of Str/Con/Dex+Level
MD Base: 10+middle of Int/Wis/Cha+Level

Hit Points: (7+Con)xLevel modifier
Recoveries: 8
Recovery Dice: (1d6xLevel)+Con mod
Backgrounds: 8 points, max 5 in any one background
Icon Relationships: 3 points
Talents: 3
Feats: 1 per Level

Weapon
Shortbow: d6
Longbow: d8(level 5)

Ranged attack
At-Will
Target: One enemy
Attack: Dexterity+Level vs. AC
Hit: WEAPON+Dexterity damage
Miss: Damage equal to your level

Class Features
All archers have two class features: Archery and Seeker.

Archery
Once per battle, reroll one of your missed ranged attacks.
Adventurer Feat: Your Archery rerolls gain a +2 attack bonus and the attack’s crit range expands by 1.
Champion Feat: Once per day, you can use Archery twice in the same battle.
Epic Feat: Once per day, you can turn a normal hit with an archer ranged attack into a critical hit.

Seeker
Your attacks aim for the target's weak spots. When you make a ranged weapon attack, and the attack is an odd hit, you inflict a condition on the target depending on the natural roll, as per the list below. The condition lasts until the end of the target's next turn.
9 or lower: Hampered (can only make basic attacks)
11: Vulnerable (attacks against the target gain a +2 bonus to their critical threat range)
13: Defenseless (-4 to AC, PD and MD)
15: Disadvantage on attack rolls (must roll twice and take the lower result)
17: Disadvantage on saves (must roll twice and take the lower result)
19: Disadvantage on disengage checks (must roll twice and take the lower result)
Adventurer feat: Once per day, you can inflict a condition on the target number even if the attack is an odd miss.
Champion feat: Against a staggered target, the conditions are normal save (11+) ends.
Epic feat: If the escalation die is 5+, you can choose any condition from the list on an odd hit.

Class Talents
Choose three of the following adventurer-tier class talents. At 5th level you get Longbow proficiency. You also get an additional archer class talent at 8th level. Alternatively, you can start with two talents and Longbow proficiency. You get a third talent at 5th level and a fourth talent at 8th level.

First Strike
The first time you attack an enemy during a battle, your crit range for that attack expands by 2 (usually to 18+). A mob of mooks counts as a single enemy.
Adventurer Feat: The crit range of your First Strike attacks expands by 1 (to +3).
Champion Feat: Once per day, deal triple damage with a First Strike crit instead of double damage.
Epic Feat: Whenever you hit with a First Strike attack, you can reroll your damage once and use the higher roll.

Lethal Hunter
Once per battle as a free action, choose an enemy. The crit range of your attacks against that enemy expands by 2 for the rest of the battle. A mob of mooks counts as a single enemy.
Adventurer Feat: The crit range of your Lethal Hunter attacks expands by 1 (to +3).
Champion Feat: One battle per day, you can use Lethal Hunter against two different enemies.
Epic Feat: Your Lethal Hunter crits deal triple damage instead of double damage while the escalation die is 3+

Camouflage
When you are not engaged, you gain a +2 bonus to all defenses.
Adventurer feat: Once between short rests, you can choose to reroll a skill check to hide that is a natural even roll.
Champion feat: Once per battle, while not engaged, you can force an enemy to reroll a natural odd attack roll against you.
Epic feat: Increase the defense bonus to +4 in the first round of battle.

Marksman
You can aim as a quick action. When you aim, your ranged attacks target the lower of the enemy's AC or PD until the end of the current turn.
Adventurer feat: On a hit, add your Wisdom modifier to damage (double the bonus at 5th level, at triple it at 8th).
Champion feat: Once per day, add your Wisdom modifier to the attack roll.
Epic feat: With aim, attack the enemy's lowest defense (AC, PD or MD).

Deadeye Archer
Your attacks with longbows now deal d10 damage per level. Your attacks with shortbow now deal d8 damage per level.
Adventurer Feat: If you spend a quick action to aim before making a ranged basic attack, add your Dexterity modifier to the damage if you miss.
Champion Feat: Once per battle, expand your crit range with a fighter ranged attack by 4 (usually to 16+) for that attack. Declare you’re using this feat power before you roll the attack.
Epic Feat: Your crit range with ranged weapon attacks expands by 1 (usually to 19+).

Murderous
Against staggered enemies, your crit range with archer attacks expands by 2.
Adventurer Feat: You gain a +2 attack bonus against staggered enemies.
Champion Feat: Your crit range against staggered enemies expands by 2 (now +4).
Epic Feat: Whenever a staggered enemy misses you with an attack, it’s vulnerable to your attacks for the rest of the battle.

Tumble
You gain a +5 bonus to disengage checks. In addition, while you are moving, if an enemy moves to intercept you, you can make one disengage roll per intercepting enemy as a free action to avoid that enemy, but you must stop the first time you fail any of those disengage checks.
Adventurer Feat: You ignore the penalty for disengaging from more than one enemy at a time.
Champion Feat: One battle per day as a free action, you can declare that you’re a tumbling fool and automatically succeed on your first disengage check each turn.
Epic Feat: Whenever you take critical hit damage, roll a hard save (16+). If you succeed, you somehow tumbled out of the way of whatever was about to hit you, and instead only take damage equal to the attacker’s level.

Fey Queen’s Enchantments
Choose one daily or recharge spell of your level or lower from the sorcerer class. You can cast this spell as if you were a sorcerer.
Adventurer Feat: You can choose which ability score you want to use as the attack ability for sorcerer spells you can cast.
Champion Feat: You can now choose from sorcerer at-will spells.
Epic Feat: You gain an additional sorcerer spell of your choice that is your level or lower; a total of two from this talent.
Attribute Bonus: Strength/Dexterity/Charisma

AC Base: 12+Dex+Level(Cloth)
PD Base: 12+middle of Str/Con/Dex+Level
MD Base: 12+middle of Int/Wis/Cha+Level
Shield: +1AC

Hit Points: (7+Con)xLevel modifier
Recoveries: 8
Recovery Dice: (1d8xLevel)+Con mod
Backgrounds: 8 points, max 5 in any one background
Icon Relationships: 3 points
Talents: 3
Feats: 1 per Level

Weapon
Sword, Rapier: d8
Blade: d10, two handed
Dagger: d6, ranged

Melee attack
At-Will
Target: One enemy
Attack: Strength or Dexterity(Rapier)+Level vs. AC
Hit: WEAPON+Strength or Dexterity(Rapier) damage
Miss: Damage equal to your level

Ranged attack
At-Will
Target: One enemy
Attack: Dexterity+Level vs. AC
Hit: WEAPON+Dexterity damage
Miss: -

Class Feature
All swordsmen have Spellblade class feature.

Spellblade
Once per battle, before you make an attack declare that you are using Spellblade. Your attack targets PD or MD instead of AC.

Class Talents
Choose three of the following adventurer-tier class talents. You also get an additional swordsman class talent at 5th level and again at 8th level.

Battleready
Your recovery dice are d10s instead of d8s.
Adventurer Feat Increase your total number of recoveries by 1.
Champion Feat You gain +1 PD. When you heal using a recovery, you can roll a save against a save ends effect.
Epic Feat Increase your total number of recoveries by 1 (making a total of +2 from this talent).

Priest Training
Choose one daily or recharge spell of your level or lower from the priest class. You can cast this spell as if you were a priest. You can change your chosen spell each time you take a full heal-up. You can use your Charisma as the attack ability for priest spells you can cast.
Adventurer Feat: You can cast the priest class feature heal spell once per battle.
Champion Feat: You can now choose from priest at-will spells.
Epic Feat Choose two cleric spells instead of one.

Sorcerer Training
Choose one daily or recharge spell of your level or lower from the sorcerer class. You can cast this spell as if you were a sorcerer. You can change your chosen spell each time you take a full heal-up.
Adventurer Feat: Once per day you can use sorcerer class feature summon.
Champion Feat: You can now choose from sorcerer at-will spells.
Epic Feat Choose two sorcerer spells instead of one.

Mage Training
Choose one daily or recharge spell of your level or lower from the mage class. You can cast this spell as if you were a mage. You can change your chosen spell each time you take a full heal-up. You can use your Charisma as the attack ability for priest spells you can cast.
Adventurer Feat: When picking your spell after a full heal-up you can choose to apply one metamagic effect (Chain, Empower, Heighten, Quicken or Widen) to it.
Champion Feat: You can now choose from mage at-will spells.
Epic Feat Choose two mage spells instead of one.

Spell Recall
Once per battle, when you rally, you regain one expended once per battle spell OR make a recharge roll for a spell.
Adventurer feat: You gain a +2 bonus to the attack roll of the first spell you cast after rallying.
Champion feat: When you rally, gain a +2 bonus to all defenses until the end of your next turn.
Epic feat: Once per day, you can regain a daily spell instead.

Inspiring Leadership
The first time you use the rally action in a battle, increase the escalation die by 1.
Adventurer feat: In addition, all nearby allies regain hit points equal to the escalation die.
Champion feat: In addition, gain extra recovery dice equal to the escalation die.
Epic feat: In addition, one nearby ally can rally as a free action.

ShadowMist
2018-11-26, 07:00 PM
Reserving some additional space, because I'm gonna need it.

ShadowMist
2018-11-26, 07:02 PM
Another one...

ShadowMist
2018-11-26, 07:03 PM
And one more. This is gonna take a lot of time...