MMX CAMPAIGN CLASS WIP

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MMX CAMPAIGN CLASS WIP

  1. 1. MEGAMAN X:THE REI GN OF SI GMA D&D CAMPAI GN
  2. 2. TABLE OF CONTENTSSYNOPSI S . . . . . . . . . . . . . . . . . . . . . Page 3TERM NOLOGY . . . . . . . . . . . . . . . . . . Page 4 IRULES . . . . . . . . . . . . . . . . . . . . . . . . Page 6DM POLI CI ES . . . . . . . . . . . . . . . . . . Page 8FACTI ONS . . . . . . . . . . . . . . . . . . . . . Page 9RACES . . . . . . . . . . . . . . . . . . . . . . . . Page 15ELEMENTS . . . . . . . . . . . . . . . . . . . . . Page 18CLASSES . . . . . . . . . . . . . . . . . . . . . . Page 19CUSTOM FEATS . . . . . . . . . . . . . . . . . Page 49
  3. 3. SYNOPSI S 21XX. . . Robot s wi t h t he abi l i t y t o t hi nk and act f or t hemsel ves have been cr eat ed. They ar e dubbed “ Repl oi ds” . The age of hum anki nd and r obot s wor ki ng and l i vi ng t oget her had begun. However , as r obot soci et y spr ead and pr osper ed, t her e was i n i ncr ease i n cr i m nal i nci dent s i nvol vi ng i Repl oi ds. To com bat t hi s new wave of cr i m e, a speci al i nvest i gat i on and secur i t y or gani zat i on consi st i ng ent i r el y of Repl oi ds was f ounded. They ar e known as t he M aver i ck Hunt er s. I n addi t i on, a separ at e or gani zat i on had com i nt o e power i n r egar ds t o t he mayhem Pol i t i cal and m l i t ant , . i t he Repl i f or ce made sur e t o pr ot ect t he humans whi l e m nt ai ni ai ng peace wi t h t hem . These ar e t he st or i es of t he br ave Repl oi ds whom had r i sked t hei r l i ves f or t he sake of t he f ut ur e.
  4. 4. TERM NOLOGY IREPLOI D: Robot s wi t h t he abi l i t y t o t hi nk andact f or t hem sel ves, t he f i r st r obot s t o havef r ee wi l l .MAVERI CK: Repl oi ds whom have r ebel l ed agai nstsoci et y and bet r ayed t he hum ans. They ar euni ver sal l y f ear ed and hat ed.MAVERI CK HUNTER: Repl oi ds whom have j oi ned t hecause agai nst t he M aver i cks. They hunt down andbr i ng as many Maver i cks as t hey can t o j ust i ce.ABEL CI TY: The m n ci t y and l ocat i on of t he aiM aver i ck Hunt er s HQ. I t was r ecent l y at t ackedby M aver i cks, and near l y hal f of t he m r opol i s eti s dest r oyed.
  5. 5. TERM NOLOGY: IREPLI FORCE: A M l i t ar y and Pol i t i cal iOr gani zat i on who s m n m ssi on i s t o pr ot ect ai it he hum ans and m nt ai n pl anet ar y st abi l i t y aibet ween Repl oi ds and Hum ans.M ECHANOLOI D: Robot s who f unct i on at a ver ysi m e l evel . These r obot s ar e t he m pl ost pr onet o t he Maver i ck Vi r us.M AVERI CK VI RUS: A br ut al and code scr am i ngblvi r us t hat t r ansf or m t he vi ct i m i nt o a sr ut hl ess ki l l i ng machi ne. W l e som Repl oi ds hi ego M aver i ck on t hei r own, ot her s succum t o t he bvi r us. I t i s unknown wher e t hi s Vi r us cam f r om eor who cr eat ed i t , but i t i s known t hat i t i st he cause of al l t he t r oubl e i n t heRepl oi d/ Hum an wor l d.
  6. 6. RULESRULE #1: TH D IS IN CH GE. E M ARW l e t hi s i s not a di ct at or shi p, onl y a gam hi e, t he DM i s t he one who has t he ul t i m e say i n t hi ngs. You can atdi scuss wi t h t he DM but you cannot ar gue wi t h t he DM i f you ar e unhappy wi t h a concr et e deci si on That i s t he way ,i t goes. I want you t o have f un, but I don t want t her e t o be m ass chaos.RULE #2: D N O OT TALK W EN TH D IS P OGR H E M R ESSIN TH GAM G E E.Al l i n al l , t hi s i s an i ncr edi bl y soci al exper i ence, and we al l want t o have a gr eat t i m e. Of cour se we can al lt al k and have f un, t hat s t he whol e poi nt . However , when t he DM m akes i t cl ear t hat i t s t i m t o m e ove al ong, hewoul d appr eci at e i t if you gave hi m your r espect . Now of cour se, a f ew j okes her e and t her e ar e wel com e, but donot be obnoxi ous wi t h i t or your char act er wi l l be puni shed.RULE #3: PAY ATTENTION.Of cour se, you have seen m l i st en and wor k and st uf f whi l e I wai t ed f or m t ur n, t hat s f i ne. As l ong as your ar e e ynot COM PLETELY l ost , I don t car e i f you f i ddl e wi t h your i Pod or what not , j ust be sur e t o l i st en and make sur eyou know what i s goi ng on. You can ask f or quest i ons and r ef r eshes on t he st or y, j ust be sur e t o under st and why wear e al l her e.RULE #4: N M O ETA- GAM G! ! INSer i ousl y by now t hi s shoul d not be an i ssue, but j ust make sur e t o pr et end your char act er doesn t know what youknow. Ot her wi se boot s wi l l be t hr own t o heads. - _-RULE #5: N W IN G. O H INFor cr yi ng out l oud guys we ar e i n col l ege or have j obs, or bot h. Ther e r eal l y i s no r eason t o whi ne i f som hi ng ethappens t hat you don t l i ke, and f r ankl y I wi l l t ake l ess pi t y on you over al l . St ay hum e and t ake i t l i ke an bladul t i f som hi ng unl ucky happens or i f anot her char act er beat s you on a ski l l check. I t s annoyi ng and chi l di sh ett o whi ne.
  7. 7. RULESRULE #6: STAY TRUE TO YOUR CH ACTER AR .I t s under st andabl e t hat som i m et es we can act a t eeny bi t out of char act er . I t happens.However , do not m ake i t a habi t . I t s annoyi ng and def eat s t he whol e pur pose of maki ng one i nt he f i r st pl ace. And as t hi s cam pai gn i s heavi l y st or y i nf l uenced and your act i ons m ake a hugeim pact on i t , you m ght want t o r econsi der what you do, and i f i t i s som hi ng i et t hat your ownchar act er woul d do. I can gi ve you hel p wi t h bei ng I n- Char act er .RULE #7: D N O OT CHEAT.Ser i ousl y guys, i f you want t o cheat , you r eal l y have no busi ness pl ayi ng t hi s gam e. Al l di cer ol l s must be vi si bl e t o t he DM and i f you ar e r ol l i ng wi t h an el ect r oni c r ol l er , you m , ustf i r st pl ace t he devi ce on t he t abl e and t hen r ol l . That s m r ul e as a DM y .RULE #8: ENJOY!I put a l ot of wor k i nt o t hi s campai gn, and I r eal l y hope you guys enj oy pl ayi ng i t as much asI di d maki ng i t .
  8. 8. DM POLI CI ESPOLI CY #1: CRITICAL FAILURES. ( BOTCHES)The way I see cr i t i cal bot ches, i s t hat i f you r ol e a 1 ( excl udi ng any modi f i er ) , i t s an i nst antf ai l ur e, no m t er what . To m at e, anyt hi ng above i sn t consi der ed a bot ch. I don t want you guys t obot ch, and you shoul d not have t o. I f you do bot ch, you wi l l r ol e f or per cent age, t he hi ghest bei ngt he wor st .POLI CY #2: CRI TI CAL SUCCESSES.Now, wher e t her e i s f ai l ur e, t her e i s al ways success. I f you r ol l a 20/ 20, l et s j ust say gr eat t hi ngswi l l com t o you. Even a si ngl e 20 wi l l do you m e uch good. St ay l ucky!POLI CY #3: DUBS. ( DOUBLES)I wi l l onl y count Dubs i f t hey ar e of si gni f i cant val ue, pr ef er abl y 15 and above. W ever happens hatdur i ng a Dub, i s most l y up t o m di scr et i on. yPOLI CY #4: SKI LL CHECKS.Som ski l l checks I wi l l not count as a m or act i on, dependi ng on how I see t hem Som i m e aj . et es I mayf or get and say one t hi ng anot her t i me, and t hen som hi ng com et el y di f f er ent . I t j ust depends. I et plwi l l al so be aski ng you t o do r andom ski l l checks i n game, so be r eady.
  9. 9. FACTI ONS CHOOSE YOUR ALLEGI ANCE.
  10. 10. MAVERI CK HUNTERS St r ong and uni f i ed, t he M aver i ck Hunt er s ar e a sm l , but ef f i ci ent gr oup of Repl oi ds who pur sue al t he M aver i ck r ebel l i on wi t h a j ust cause, dest r oyi ng as m any of t hem as possi bl e. They ar e ver y wel com ng i wi t h t hei r r anks, br i ngi ng i n anyone who has t he wi l l t o f i ght f or t he sake of st oppi ng t he M aver i cks. Each m ssi on i s si m l ar t o a bount y, and i i t hei r m ber s ar e not bound t o any st r i ct r ul es or em codes. They ar e seen m nl y as a gr oup of Fr eedom ai Fi ght er s who f i ght t he good f i ght . Thei r l eader i s known as Si gnas, a new, but f or m dabl e com ander i m wi t h a st r ong sense of r i ght eousness and except i onal l eader shi p ski l l s.SI GNAS
  11. 11. MAVERI CK HUNTERS A br i l l i ant sci ent i st on X, st andi ng f or Repl oi ds and m achi nes, Dr . l i m t l ess pot ent i al , i s i Cai n handl es al l of t he R&D a uni que r obot f ound i n t he M aver i ck Hunt er HQ, year s ago, and hi s r epai r i ng and cr eat i ng desi gn was used t o what ever he has t o t o cr eat e t he Repl oi ds suppor t t he cause. t oday. He f i ght s wi t h a st r ong sense of j ust i ce “ Repl oi ds, cr eat ed by hum ani t y, and pur i t y. yet possessi ng abi l i t i es f ar beyond our own. ” “ I used t o hesi t at e, I used t o wor r y, I can no l onger l et X X t hose bur dens pr event m f r om e pr ot ect i ng t he peopl e I car eDR. CAI N about ! ” A f or m er Maver i ck whom A hum e and bl was f ound by Si gm a, Zer o i nf or m i ve Repl oi d, at now f i ght s f or t he Al i a wor ks t i r el essl y Maver i ck Hunt er s, a t o pr ovi de her st r ong spi r i t ed l eader M aver i ck Hunt er s wi t h wi t h a conf i dent qual i t y i nf or m i on at at t i t ude. Hi s past and gui dance. She i s however , r em ns a ai of t en seen day and myst er y t o hi m . ni ght i n f r ont of t he com put er , gui di ng whom ever she can t o m ake sur e t hey com e hom e. “ W ever t he hat “ No, I am not goi ng ci r cum ances, I wi l l not st t o l et m com ades y rZERO back down. ” down! ” ALI A
  12. 12. REPLI FORCE Pol i t i cal and l oyal , t he Repl i f or ce st ands as a banner of hum ani t y among t he new wor l d of Repl oi ds. They t hem sel ves ar e com posed of Repl oi ds, but t hei r m n ai pur pose i s t o keep t he hum an s best i nt er est s st r ong and l oud i n t hese t r oubl i ng t i m es. The Repl i f or ce sol di er s oper at e on a ver y st r ong m l i t ar y agenda. i Ther e ar e m any r anks t o pr ogr ess bef or e r eachi ng t he r ank of of f i cer , and ever yone had t o ear n t hei r r ank wi t h seasoned exper i ence and l eader shi p. They see t he M aver i ck Hunt er s as an al l y, but not a t r ue or gani zat i on. Thei r l eader i s si m y known as The pl Gener al , a st r ong and dedi cat ed Repl oi d who s wi l l m ches hi s st r engt h. Hi s ul t i m e l oyal t y i s t o t he at at Repl i f or ce and Hum ans. Power f ul , yet r espect ed.GENERAL
  13. 13. REPLI FORCEAn i ncr edi bl y ski l l ed and honor bound sol di er , t heCol onel s honor and pr i de m ake hi m one of t he m ostcapabl e Repl oi d s i n t he t he Repl i f or ce. St r ong spi r i t ed,yet som ewhat col d, he m akes sur e t hat al l m ssi on iobj ect i ves ar e execut ed wi t h pr eci se accur acy. He wi l lnot t ol er at e anyone who di sobeys an or der , as t hey ar e al i abi l i t y and can com om se ever yt hi ng t he Repl i f or ce pr ist ands f or .“ W ar e t he Repl i f or ce, t he m e ost power f ul ar m i n yhi st or y. ” I nnocent and pur e, I r i s i s t he l i t t l e si st er of Col onel , whom ar e al m ost t he pol ar opposi t es of each ot her . She act s as a navi gat or and m echani c, gui di ng her t r oops but al so per f or m ng m nt enance. She i ai t ends t o be a l i t t l e naï ve, but al ways st r i ves t o get t he j ob done. “ Ther e i s no gai n i n sensel ess f i ght i ng, but I know m br ot her y al ways f i ght s f or t he r i ght cause. ”
  14. 14. MAVERI CKS CURRENTLY UNPLAYABLE Cor r upt and evi l , The M aver i cks ar e a r ebel l i on t hat wi shes t o dest r oy al l hum an l i f e t o make a new wor l d wher e onl y Repl oi ds exi st . Som choose t o go M e aver i ck on t hei r own, whi l e ot her s succum t o a f or cef ul vi r us b t hat m akes Repl oi d s go M aver i ck agai nst t hei r wi l l . They ar e r esponsi bl e f or l aunchi ng nucl ear m ssi l es t o i Abel Ci t y, dest r oyi ng hal f of t he gi gant i c ci t y. Thei r l eader i s Si gm a, a zeal ous and egot i st i cal t yr ant who wi shes t o di ct at e hi s new wor l d. He used t o be t he com ander of t he M m aver i ck Hunt er s, but soon bet r ayed t hem al l . He i s a want ed cr i m nal and f ear ed by al l . iSI GMA
  15. 15. RACESHUMANOI D HYBRI D
  16. 16. HUMANOI D Hum anoi d Repl oi ds ar e am ong t he m ost com on of m Repl oi ds, however t hey r esem e t he hum bl ans t he m ost , and have an easi er t i m get t i ng al ong wi t h e t hem due t o t hei r si m l ar nat ur es. W l e not i hi r et ai ni ng any ext r a f eat ur es l i ke Hybr i d Repl oi ds, hum anoi ds gener al l y t end t o be t he Repl oi d s i n char ge of var i ous or gani zat i ons. These ar e t he cl osest cr eat i ons t o ar t i f i ci al hum ans known t o m an. BONUSES: 1 Ext r a f eat . +1 Bonus i n Appr ai se and Di pl omacy
  17. 17. HYBRI D W hen t he f i r st Repl oi ds wer e cr eat ed, t hey wer e bui l t t o r esem e hum bl ans, however , af t er m any advances i n Repl oi d engi neer i ng, t hey began t o cr eat e ant hr opom phi c or cr eat i ons t hat t hey dubbed, “ Hybr i ds. ” Hybr i ds wer e gener al l y bui l t t o excel i n one speci f i c ski l l , but t hey have been known t o l i ve f ul l and nor m al l i ves among t he hum ans and Hum anoi ds. BONUSES: 2 +2 s i n ski l l s r el at ed t o whi ch ani mal your Hybr i d r esem es. bl - 1 I n Di pl omacy
  18. 18. ELEMENTSEl ement s ar e a di st i ngui shi ng f act or f or a Repl oi d. Som ar e at t uned t o one, whi l e eot her s ar e not . I t s j ust how t hey wer e desi gned. M aver i cks who do have an el em ent canuse i t agai nst an el em ent who i s weak agai nst t hei r el em ent , but t hey wi l l have t hei rown weakness as wel l . Repl oi ds wi t h no el ement s do not have t o wor r y about t hi s.KEY:An el em ent t hat i s Super Ef f ect i ve t o anot her el ement ; Add on ext r a di ce t o damager ol l .An el ement t hat i s not ver y ef f ect i ve t o anot her el ement ; Remove a damage di ce.AVAI LABLE ELEMENTS:FI RE: WEAK AGAI NST WATER, STRONG AGAI NST I CEWATER: WEAK AGAI NST LI GHTNI NG, STRONG AGAI NST FI REI CE: WEAK AGAI NST FI RE, STRONG AGAI NST AI RLI GHTNI NG: WEAK AGAI NST ROCK, STRONG AGAI NST WATERWOOD: WEAK AGAI NST METAL, STRONG AGAI NST ROCKAI R: WEAK AGAI NST I CE, STRONG AGAI NST METALROCK: WEAK AGAI NST WOOD, STRONG AGAI NST LI GHTNI NGMETAL: WEAK AGAI NST AI R, STRONG AGAI NST WOODPLASM ( NO ELEM A ENT) : WEAK AGAI NST NOTHI NG, STRONG AGAI NST NOTHI NG.
  19. 19. CLASSES
  20. 20. GI GA BURSTER Gi ga Bur st er s ar e mast er s of unar m ed com bat , whi ch ut i l i ze cl ose r ange and br ut al m t i al t act i cs agai nst t hei r f oes. ar They ar e f ast , power f ul , and m ost of al l , r ut hl ess. They even have t he uni que abi l i t y t o channel al l t he dam age t hey have r ecei ved i nt o one at t ack, m aki ng t hem a devast at i ng DPS, whi l e al so havi ng t he abi l i t y t o Tank. I f you ar e pl ayi ng a Gi ga Bur st er , A Har moni zer i s r ecom ended i n your m par t y. BONUSES: St ar t s wi t h bot h t he Unar med St r i ke and Dual W el di ng i f eat s. - 2 To Tot al Ar mor Cl ass +5 To Speed REQUI REMENTS: Li ght Ar mor onl y. Onl y can use f i st s or f i st weapons. RECCOMENDED ELEMENT( S) : FI RE, LI GHTNI NG, ROCK
  21. 21. GI GA BURSTERLevel Base Atk. Fort. Save Reflex Save Will Save Special Bns.1 +2 +0 +2 +1 Giga Attk., Pulse Punch (1)2 +3 +0 +3 +1 Blitz (1)3 +4 +1 +3 +2 Roar4 +5 +2 +4 +2 Cross Counter5 +6/+1 +2 +4 +3 Recuperate6 +7/+2 +3 +5 +3 Pulse Punch (2)7 +8/+3 +3 +5 +4 Blitz (2)8 +9/+4 +4 +6 +4 Recuperate (2)9 +10/+5 +4 +6 +4 Sabotage10 +12/+6 +5 +7 +5 Blitz (3)
  22. 22. GI GA BURSTER SPECI AL ABI LI TI ES: GI GA ATTACK: A Gi ga Bur st er can t ake al l of t he damage t hey had r ecei ved so f ar and unl eash al l of i t i n one col ossal punch. PULSE PUNCH: The Gi ga Bur st er t akes a t ur n t o char ge ener gy i nt o a f i st , af t er war d t hey can send a punch t hat st uns t he opponent f or 1d4 t ur ns and deal s 1d4 dam age. Can hol d t he char ge f or 5 t ur ns bef or e i t f ades. W hen i t hi t s l evel 2, Pul se Punch deal s 1d6 dam age and 1d4 st un, l evel 3 1d6 dam age and 1d6 st un. BLI TZ: The Gi ga Bur st er di ves headst r ong t owar ds an enem y, deal i ng 5 dam age, and r ecei vi ng 5 dam age i n r ecoi l . Ever y t i me t hi s ski l l l evel s, i t deal s 5 ext r a damage. ROAR: The Gi ga Bur st er yel l s wi t h best i al vi gor t owar ds i t s opponent s, br i ngi ng t hei r at t ent i on t owar ds i t . CROSS COUNTER: The Gi ga Bur st er ent er s a r eady st ance, and i t s ar mor cl ass r ever t s t o zer o. The f i r st opponent t hat hi t s i t wi l l deal f ul l dam age t o t he Gi ga Bur st er . However , t he Gi ga Bur st er wi l l i n r et ur n deal t he exact am ount of dam age i n r et ur n i nst ant l y.
  23. 23. GI GA BURSTER SPECI AL ABI LI TI ES: RECUPERATE: The Gi ga Bur st er l eaves com bat f or a m ent and r est s, om heal i ng i t . 1d6 f or t he amount heal ed and anot her 1d6 f or t he am ount of t ur ns. They cannot at t ack or cast any ot her spel l s, but ar e abl e t o dodge and m ove. SABOTAGE: The Gi ga Bur st er l ower s t hei r own Ar m or Cl ass t o r ai se t he chances of t hem bei ng hi t , l ast s f or 1d6 t ur ns.
  24. 24. ZET WARRI OR M ast er s of m ee weapon com el bat , Zet W r i or s ut i l i ze ar exper t and pr eci se at t acks t o swi f t l y br i ng down t hei r f oes. Ver sat i l e and agi l e, t hey ar e am ong som e of t he m ost ski l l ed Repl oi ds i n exi st ence. Zet war r i or s ar e super b dam age deal er s, usual l y deal i ng m t i pl e st r i kes i n one t ur n. However , what r eal l y ul m akes t hem st and out i s how t hey can handl e al m ost any si t uat i on wi t h ease. They wor k excel l ent i n gr oups and wor k wel l wi t h ot her Zet W r i or s t oo. ar BONUSES: Can use any m ee weapon. el St ar t s wi t h Dual W el d f eat . i +2 To St r engt h REQUI REMENTS: Can onl y use m ee weapons. el RECCOM ENDED ELEM M ENT( S) : ANY
  25. 25. ZET WARRI ORLevel Base Atk. Fort. Save Reflex Save Will Save Special Bns.1 +1 +1 +1 +0 Rekkouha, Shipuu(1)2 +2 +2 +1 +0 Kuuenbu,3 +3 +2 +1 +1 Double Strike4 +4 +3 +2 +2 Tenkuuha5 +5/+1 +3 +3 +2 Sougenmu6 +6/+2 +4 +4 +2 Shipuu(2)7 +7/+3 +4 +4 +3 Triple Strike8 +8/+4 +5 +5 +3 Combo9 +9/+5 +5 +5 +4 Dark Hold10 +10/+6 +6 +6 +4 Shipuu (3)
  26. 26. ZET WARRI OR SPECI AL ABI LI TI ES: REKKOUHA: A f ear som AoE at t ack t hat deal s 5d6 Dam e age t o ever yt hi ng ar ound t he Zet W r i or . Can onl y use once per day. ar SHI PUU: An evasi ve st ance t hat r ai ses t he Zet W r i or s AC by ar +2 f or a t i m e. Rank 1, 1d3. Rank 2, 1d4, Rank 3, 1d6. Takes a t ur n t o char ge. KUUENBU: The Zet W r i or get s a +6 Bonus t o t he Jum ski l l . ar p DOUBLE STRI KE: The Zet W r i or can at t ack an ext r a t i m wi t h ar e each weapon he has equi pped, but i t t akes of f an ext r a dam age di ce f or t he weapon on t he ext r a hi t . TENKUUHA: The Zet W r i or can char ge ener gy i nt o i t s weapon ar f or a t ur n, and t hen have t he opt i on t o bl ock wi t h i t t o r ef l ect a pr oj ect i l e on anot her t ur n i f t hey wi n t he dodge r ol l . Anot her hi t di ce must be r ol l ed t hen f or t he r ef l ect ed at t ack.
  27. 27. ZET WARRI OR SPECI AL ABI LI TI ES: SOUGENM U: W l e bei ng caught Fl at - f oot ed, a Zet W r i or m hi ar ay m ake a Ref l ex save and pr event t he dam age. I f successf ul , t he enem at t acki ng t he Zet W r i or wi l l onl y be hi t t i ng an y ar af t er i mage. TRI PLE STRI KE: The sam concept as doubl e st r i ke, except e t he Zet W r i or can hi t t wo m e t i m ar or es af t er t he f i r st st r i ke wi t h t hei r weapons. COM BO: The Zet W r i or can now char ge or use a Speci al ar Abi l i t y af t er an at t ack, excl udi ng Tr i pl e St r i ke. DARK HOLD: The Zet W r i or t ar get s a vi ct i m and f r eezes ar t hem wi t h i t s gaze f or 1d4 t ur ns. Takes a t ur n t o char ge.
  28. 28. BUSTERI nt ui t i ve and bal anced, Bust er s ar e nat ur all eader s and can t ake on any bat t l e si t uat i onwi t h t hei r m edi um t o cl ose r ange t act i cs.They can f ul f i l l and r ol l i n com bat , besi desheal i ng and l ong r ange. Tanki ng or DPS, aBust er wi l l excel i n t he r i ght gr oup, andper f or m wel l even on t hei r own. W s uni que hatt o t hem i s t hat t hey can char ge t hei r bodi eswi t h t hei r own ener gi es and deal ext r adam age. Ar m ed wi t h t hei r t r ust y Ar m Cannon,t he Bust er wi l l do what ever i t t akes t o l eadt hei r gr oup t o vi ct or y.BONUSES:St ar t s wi t h t he Ai m f eat .+1 AC+5 t o HP+2 To Di pl omacy and I nt i m dat e iREQUI REMENTS:Can onl y use Ar m Cannon WeaponsRECOM ENDED ELEM M ENT( S) : ANY
  29. 29. BUSTERLevel Base Atk. Fort. Save Reflex Save Will Save Special Bns.1 +0 +1 +1 +1 Charge Shot, Heroic Will2 +1 +2 +2 +2 Enduring Spirit (1)3 +2 +3 +2 +3 Rescue4 +3 +3 +3 +3 Motivate (1)5 +4 +4 +3 +4 Double Buster6 +5/+1 +4 +4 +4 Enduring Spirit (2)7 +6/+2 +5 +4 +5 Motivate (2)8 +7/+3 +5 +5 +5 Enduring Spirit (3)9 +8/+4 +6 +5 +6 Charge Shot EX10 +9/+6 +6 +6 +6 Motivate (3)
  30. 30. BUSTERSPECI AL ABI LI TI ES:CHARGE SHOT: The Bust er t akes a t ur n t o gat her ener gy i n i t sbody, af t er war d, t he next at t ack r ol l per f or med by t he Bust erwi l l deal an ext r a dam age di ce and add a t em por ar y +2 t oAt t ack Bonus.HEROI C W LL: The Bust er s wi l l i s st r ong and f i er ce, gr ant i ng Ii t a +2 boost t o W l l Saves. iENDURI NG SPI RI T: The Bust er s spi r i t i s dur abl e and t enaci ous,cut t i ng 2 Damage f r om r ecei vi ng any hi t , and i ncr easi ng by 2ever y t i m t he abi l i t y i s l evel ed up. eRESCUE: The Bust er can t hr ow t hem sel ves i nt o har m s way t o save a par t y m ber f r om r ecei em vi ng dam age i f t hei r AC f ai l edt hem The Bust er wi l l i nst ead . r ecei ve t he f ul l am ount ofdam age, but gai ns a t em por ar y +5 t o Cr i t f or 1d3 t ur ns.M OTI VATE: The Bust er r al l i es t hei r par t y t o boost t hei rspi r i t s and encour age t hei r vi ct or y. Ever yone i n The Bust er spar t y gai ns a t empor ar y +2 t o hi t f or 1d4 t ur ns. Takes 1 t ur nt o char ge. Cannot be r eappl i ed unt i l t he M i vat e r uns i t s otcour se. Adds +2 f or ever y t i m t he abi l i t y i s l evel ed. e
  31. 31. BUSTERSPECI AL ABI LI TI ES:DOUBLE BUSTER: The Bust er t akes a t ur n t o gat her hi s ener gi es,appl yi ng an equal am ount of power i nt o i t s ot her ar m ,al l owi ng i t t o dupl i cat e i t s i ni t i al Ar m Cannon f or 1d6t ur ns. The Char ge Shot and Char ge Shot EX Abi l i t i es appl y t obot h Ar m Cannons, al l owi ng you t o f i r e m t i pl e char ged shot s uli n one t ur n. Can onl y be used once per day, as i t t akes agr eat deal of st r ess on t he user .CHARGE SHOT EX: Thi s Char ge Shot r epl aces t he ol der one. TheChar ge Shot i s now m uch m e power f ul and easi er l and hi t s orwi t h, now gr ant i ng 2 ext r a di ce t o t he damage r ol l andi ncr easi ng hi t chance by 5. W hen com ned wi t h Doubl e Bust er , biM i vat e, and a Rescue, The Bust er can deal and ext r aor di nar y otam ount of dam age i n one i nst ant .
  32. 32. HARMONI ZER Har m oni zer s ar e a uni que f or m of Repl oi d, bor n wi t h a near l y l i m t l ess sour ce of unknown power . The ener gy i l i t er al l y emanat es f r om t hei r body whenever t hey access t hei r pool of m yst er i ous power . W hat i s known of i t however , i s t hat i t can r epl eni sh a wear y Repl oi d com et el y and al so gr ant t hem ext r aor di nar y bat t l e pr owess pl f or a cer t ai n am ount of t i m e. Har moni zer s ar e t he sol e Heal er and Buf f / Debuf f Cl ass, and ar e ext r em y i m el por t ant as t he pl ay an i r r epl aceabl e r ol e on any gr oup. BONUSES: St ar t s wi t h t he Doubl e Char ge f eat . +10 t o HP +2 To Tot al Ar mor Cl ass +5 To Heal and Sur vi val Ski l l s REQUI REMENTS: Cannot use weapons. Bar r i er Devi ce mandat or y. UNABLE TO HAVE AN ELEMENT
  33. 33. HARMONI ZERLevel Base Atk. Fort. Save Reflex Save Will Save Spells Bns.1 +0 +3 +1 +3 Restore (1), Fortify, (1) Blind (1) Seraph Form, Paradise Lost2 +1 +4 +2 +4 Wave of Light (1)3 +2 +4 +3 +5 Cleanse, Stun (1)4 +3 +5 +3 +5 Emancipate, Restore (2)5 +3 +6 +4 +5 Fortify (2)6 +4 +7 +4 +6 Blind (2) Stun (2)7 +5 +7 +5 +6 Wave of Light (2)8 +6/+1 +8 +5 +7 Restore (3)9 +6/+1 +8 +5 +7 Ascension, Fortify (3), Blind (3)10 +7/+2 +8 +6 +8 Stun (3), Wave of Light (3)
  34. 34. HARMONI ZER SPELLS: RESTORE: The Har m oni zer f ocuses i t s ener gi es ont o a si ngl e f r i endl y t ar get , heal i ng t hem f or 3d6 l i f e gai n. Each t i me t hi s spel l l evel s, t he am ount heal ed i ncr eases by an ext r a di ce. FORTI FY: The Har m oni zer encases a f r i endl y t ar get wi t h a myst i c aur a t hat st r engt hens t hei r endur ance. AC i s i ncr eased by 2 f or 1d6 t ur ns. W t h each t i m t hi s spel l l evel s up, t he i e AC bonus i s boost ed by 2. BLI ND: The Har m oni zer s eyes shi ne br i ght l y as t hey st ar e at an enem t ar get . I f i t hi t s, t he vi ct i m has a - 2 hi t chance y f or 1d6 t ur ns. Each t i m t hi s spel l l evel s up, t he negat i ve e hi t chance i ncr eases by 2. CLEANSE: The Har m oni zer unbur dens a f r i endl y t ar get of a si ngl e st at us ai l ment , i ncl udi ng st uns. STUN: The Har m oni zer f i r es a bol t of t hei r own r aw ener gy di r ect l y i nt o a enem f oe. I f i t y hi t s, t he enem s body y st r uggl es t o pr ocess t he power , causi ng t hei r body t o l ock up. They ar e st unned f or 1d3 t ur ns. As t he spel l l evel s up, i t i ncr eases t o 1d4, and t he t hi r d l evel i t i ncr eases t o 1d5.
  35. 35. HARMONI ZER SPELLS: SERAPH FORM The ener gi es i nsi de of t he Har m : oni zer t r ansf or m t he bei ng, changi ng t hei r appear ance t o m ch an Ser aph. The at Ser aph i s i ndest r uct i bl e and can use spel l s wi t hout char gi ng t hem Al l heal i ng i s doubl ed and t hey ar e abl e t o f l y. The . t r ansf or m i on l ast s f or 1d6 t ur ns. Can onl y be used once per at day at l evel 1- 4, t wi ce per day at l evel 5- 9, t hr ee t i m es 10- 14 et c. PARADI SE LOST: One coul d not even cl assi f y t hi s as an at t ack. The Ser aph Har m oni zer begi ns t o pul se wi t h unknown ener gy, t hei r eyes shi ni ng a br i ght r ed. Af t er war ds, a m assi ve wave of ener gy i s expel l ed f r om t hei r body, t ar get i ng al l enem es, i except bosses. They ar e not dest r oyed, t hey si m y er ased f r om pl exi st ence. Regar dl ess how m any t ur ns ar e l ef t i n Ser aph For m, t hey wi l l r ever t back t o t hei r nor mal st at e. W AVE OF LI GHT: The Har m oni zer r el eases a wave of ener gy t hat heal s t he ent i r e par t y f or 2d6. Thi s spel l t akes 2 char ges t o use. Each t i m t hi s spel l l evel s, i t adds an ext r a 1d6 t o t he e r ol l . ASCENSI ON: A passi ve abi l i t y t hat gr ant s an ext r a t ur n t o Ser aph For m.
  36. 36. MASSI MO W r i or s of pur e m ght and gut s, t he ar i M assi m i s al ways a f ear f ul si ght o whenever one i s seen on t he bat t l ef i el d. Donni ng heavy ar m or and m assi ve t wo handed weapons, t hey pr ef er t o cl eave t hei r way t hr ough any si t uat i on t hey possi bl y can. W l e com onl y seen as hi m m ndl ess br ut es, M i assi mos ar e f i ght i ng geni uses and wi se beyond t hei r year s. They ar e excel l ent t anks, but can DPS i f needed. BONUSES: +2 t o W sdom i +2 t o St r engt h +2 t o Const i t ut i on +2 t o I nt el l i gence - 4 t o Dext er i t y REQUI REMENTS: Must use a t wo handed m ee weapon el Must wear heavy ar mor Cannot move at a speed f ast er t han 20 f eet per t ur n.
  37. 37. MASSI MOLevel Base Atk. Fort. Save Reflex Save Will Save Special Bns.1 +1 +2 +1 +1 Kaboom2 +2 +3 +1 +2 Brace (1)3 +3 +3 +2 +3 Iron Grip (1)4 +4 +4 +2 +3 Pulverize (1)5 +5 +5 +3 +4 Intimidate (1) Brace (2)6 +6/+1 +5 +3 +4 Iron Grip (2)7 +7/+2 +6 +4 +4 Pulverize (2)8 +8/+3 +6 +4 +5 Intimidate (2)9 +9/+4 +7 +5 +5 Brace (3) Iron Grip (3)10 +10/+6 +8 +5 +5 Pulverize (3) Intimidate (3)
  38. 38. MASSI MO SPECI AL ABI LI TI ES: KABOOM The M : assi m sl am i t o s s weapon f i er cel y agai nst t he vi ct i m s ar m , or sunder i ng i t t empor ar i l y. 1D6 f or am ount m of AC l ost and 1d4 f or t he am ount of t ur ns i t m l ast s. BRACE: The M assi m br aces i t sl ef , i ncr easi ng hi s o AC by 2 f or 1d6 t ur ns. Each l evel f or t hi s abi l i t y i ncr eases AC gai ned by 2. I RON GRI P: The M assi m Gai ns a +2 Bonus t o o Gr abs, wi t h each t i m t hi s abi l i t y l evel s e i ncr easi ng t he bonus by 2. PULVERI ZE: The M assi m sm o ashes i t s vi ct i m wi t h i t s weapon, Deal i ng 1d4 dam age per t ur n and Decr easi ng t hei r hi t by 2 f or 1d4 t ur ns. Level 2: 1d5 dam age per t ur n, - 4 Hi t chance f or 1d4 t ur ns. Level 3: 1d6 Dam age per t ur n, - 6 Hi t Chance f or 1d4 t ur ns. I NTI M DATE: The M I assi m st ar es a vi ct i m down, o causi ng i t t o be f ear ed f or 1d4 t ur ns. 1d5 l vl 2, 1d6 l vl 3. `
  39. 39. MANCER Hi ghl y i nt el l i gent and m ast er of t hei r own ener gy, t he M ancer f i ght s usi ng var i ous m age- l i ke at t acks usi ng ener gy or t hei r own el em ent . Dependi ng on what t ype of ener gy t he use, depends on what t ype of m ancer t hey ar e cal l ed. Super b DPS. ( Fi r e = Pyr oM ancer , I ce = Cr yoM ancer , Ener gy= Power M ancer et c. ) BONUSES: +4 t o I nt el l i gence St ar t s wi t h Doubl e Char ge Feat St ar t s wi t h Dual Cast Feat +2 t o 1 I nt el l i gence Based Ski l l . REQUI REMENTS: Can onl y wear l i ght ar m . or Can onl y use 1 handed weapons
  40. 40. MANCERLevel Base Atk. Fort. Save Reflex Save Will Save Special Bns.1 +1 +0 +1 +2 Surge, Create, Symbiosis Bolt (1), Wave (1)2 +2 +1 +1 +3 Armor (1)3 +3 +1 +2 +3 Chain (1) Shock (1)4 +4 +2 +2 +4 Ailment (1)5 +5 +2 +3 +4 Unleash , Bolt (2)6 +6/+1 +3 +4 +5 Wave (2) Armor (2)7 +7/+2 +3 +4 +6 Chain (2) Shock (2)8 +8/+3 +4 +5 +7 Ailment (2) Bolt (3)9 +9/+4 +4 +6 +8 Wave (3) Armor (3) Chain (3)10 +10/+6 +5 +6 +9 Shock (3) Ailment (3)
  41. 41. MANCER SPELLS: SURGE: W henever a M ancer deal s Super Ef f ect i ve dam age, add on ext r a dam age di ce r ol l t o i t . However , t hi s al so backf i r es f or t he weakness as wel l . CREATE: The M ancer can cr eat e t he r aw f or m of hi s or her el ement f or pr act i cal use. SYM OSI S: The M BI ancer gai ns a +2 Bonus t o hi t whenever t hey ar e i n an envi r onm ent t hat cat er s t o t hei r el ement . BOLT: The M ancer f i r es a bol t of hi s or her el ement , deal i ng 1d8 dam age f or l evel one, 2d8 f or l evel t wo, and 3d8 f or l evel t hr ee. W AVE: The M ancer cr eat es a AoE wave of t hei r el ement , deal i ng 1d6 dam age t o ever yone wi t hi n 20 f eet of t he M ancer . 2d6 f or l evel 2, 2d6 f or l evel 3. ARM OR: The M ancer coat s i t sel f i n an ar mor of t hei r el ement , i ncr easi ng AC by 2 f or 1d4 t ur ns. +4 f or 1d4 t ur ns, and +6 f or 1d4 t ur ns.
  42. 42. MANCER SPELLS: CHAI N: The M ancer f i r es a bl ast of t hei r el ement t hat deal s 1d6 dam age, t hen i t chai ns t o t wo m e peopl e near by deal i ng or 1d4 dam age. Level 2, 2d6 + 3 1d4s, Level 3 3d6 + 4 1d6s. SHOCK: The M ancer shoot s a cor r odi ng bol t of t hei r el em ent at a t ar get , deal i ng 1d6 dam age f or 1d6 t ur ns. I n addi t i on, any at t ack t hat i s t he same el em ent as t he Shock deal s an ext r a m ni - i cr i t dam age. Level 2, 1d8 dam age f or 1d4 t ur ns, Level 3 2d6 Dam age f or 1d4 t ur ns. AI LM ENT: The M ancer hi nder s a t ar get wi t h t hei r el ement . Last s f or 1d4 t ur ns l evel 1, 1d6 t ur ns l evel 2, and 2d4 t ur ns l evel 3. UNLEASH: The M ancer bur st s wi t h el ement al power , i ncr easi ng hi t by 4 f or 1d6 t ur ns.
  43. 43. PHANTOM Decept i ve and sneaky, t he Phant om pr ef er s t o at t ack t hei r enem es when t hei r back i i s t ur ned. They have no honor and onl y wi sh t o end t he f i ght as qui ck as t hey possi bl y can. They ar e f ast and ver y dext er ous, and t hei r cunni ng i s unm ched at on t he bat t l ef i el d. An al most unm ched at deal er of DPS. BONUSES: +2 To Move Si l ent l y and Hi de +2 To Bl uf f - 2 To Const i t i on and St r engt h - 4 To Di pl omacy Requi r ement s: Li ght Ar m , M ee W or el eapoms.
  44. 44. PHANTOMLevel Base Atk. Fort. Save Reflex Save Will Save Special Bns.1 +2 +0 +2 +1 Cloak, Backstab, Gouge2 +3 +1 +3 +1 Eviscerate3 +4 +1 +3 +2 Prey4 +5 +2 +4 +3 Hamstring5 +6 +2 +4 +3 Execute6 +7/+1 +3 +5 +4 Gouge (2) Eviscerate (2)7 +8/+2 +3 +6 +4 Prey (2) Hamstring (2)8 +9/+3 +4 +7 +5 Gouge (3)9 +10/+4 +4 +8 +5 Eviscerate (3) Prey (3)10 +11/+6 +5 +9 +6 Hamstring (3)
  45. 45. PHANTOM SPECI AL ABI LI TI ES: CLOAK: A Phant om can cl oak i n t he m ddl e of t he bat t l e, i usi ng a Move Si l ent l y and Hi de Ski l l at t he sam t i m t o e e f ool enem es and sneak behi nd t hem Takes a t ur n t o i . char ge. BACKSTAB: The Phant om when deal i ng Fl at - Foot ed dam age, aut om i cal l y act i vat es backst ab, whi ch deal s an ext r a 20 at dam age t o t he at t ack. GOUGE: The Phant om st abs t hei r vi ct i m causi ng 1d6 bl eed , dam age f or 1d4 t ur ns, 1d8 dam age f or 1d4 t ur ns l evel 2, 1d10 dam age f or 1d4 t ur ns l evel 3. Takes a t ur n t o pr epar e. EVI SCERATE: The Phant om causes t he t ar get t o bl eed and l ose f ocus, l ower i ng t he Hi t chance by 2 f or 1d4 t ur ns, by 4 f or 1d4 t ur ns l evel 2, and by 6 f or 1d4 t ur ns l evel 3. PREY: The Phant om gai ns an ext r a +5 t o t o cr i t when t hey choose t hei r t ar get i n Cl oak mode. HAM STRI NG: The Phant om sl ashes t he vi ct i m l egs, s decr easi ng t hei r movem ent t empor ai l y by 10 f eet f or 2 t ur ns, 20 f eet f or 2 t ur ns, and 30 f eet f or 3 t ur ns. EXECUTE: The Phant om can i nst ant l y ki l l any t ar get t hat has l ess t han 10% heal t h i f hi t . Does not wor k on Pl ayer s.
  46. 46. RANGER M ksm ar en of t he f i nest cal i ber , Ranger s pr ef er t o deal t hei r dam age f r om a saf e di st ance away, usi ng pr eci se ai m ng and i pr oper posi t i oni ng. They ar e pr of i ci ent wi t h al most any f i r ear m and even bows. They ar e Super i or DPS deal er s and can deal dam age m ost of t he t i m wi t hout even e wor r yi ng about t he possi bi l i t y of even bei ng hi t . BONUSES: +2 t o Dext er i t y St ar t s wi t h Cal l Shot Feat . St ar t s wi t h Ai m Feat Can Dual W el d Pi st ol s i Can Use Sni per Ri f l e Can Use Bow REQUI REMENTS: Can onl y wear Li ght Ar mor Cannot use M ee W el eapons
  47. 47. RANGERLevel Base Atk. Fort. Save Reflex Save Will Save Special Bns.1 +1 +1 +2 +1 Target, Hold Breath (1), Dash2 +2 +1 +3 +1 Focus (1)3 +3 +2 +3 +2 Examine4 +4 +2 +4 +3 Hold Breath (2)5 +5 +3 +4 +3 Focus (2)6 +6/+1 +3 +5 +4 Crippling Shot (1)7 +7/+2 +4 +6 +4 Focus (3)8 +8/+3 +4 +6 +5 Crippling Shot (2)9 +9/+4 +5 +7 +5 Hold Breath (3)10 +10/+6 +5 +8 +6 Crippling Shot (3)
  48. 48. RANGERSPECI AL ABI LI TI ES:TARGET: The Ranger Takes a t ur n t o choose hi s t ar getcar ef ul l y, gi vi ng i t a +4 Chance t o Hi t f or t he Nextt ur n.HOLD BREATH: The Ranger hol ds i t s br eat h f or 1d4 t ur nst o get a st eadi er shot , i ncr easi ng cr i t chance by +3.W hen t hi s abi l i t y r eaches l vl 2, 1d6 t ur ns, l vl 3 2d4t ur ns.DASH: The Ranger can i nst ant l y move 20 f eet f or a qui ckescape f r om har m Cannot use next t ur n. .FOCUS: The Ranger ent er s a st at e of Focus, i n whi ch i t sar m or cl ass i ncr eases by 2 f or 1d4 t ur ns, 4 f or 1d4t ur ns, 6 f or 1d4 t ur ns.EXAM NE: The Ranger l ocat es a weak spot on a t ar get . ICRI PPLI NG SHOT: The Ranger Takes i t s t i m t o f i r e at a el eg j oi nt , hi nder i ng t hei r movement by 10 f eet at l evel1, 20 f eet at l evel 2, and 35 f eet at l evel 3. Last s f or1d6 t ur ns.
  49. 49. CUSTOM FEATSFeat s t hat wer e made f or t hi s Campai gn.AI M Gr ant s a +1 t o Ranged At t ack Bonus. :DOUBLE CHARGE: Char ges 2 Spel l s ever yi m you char ge a spel l . eDOUBLE CAST: Can cast 2 Spel l s now per t ur n.

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