"[Fantasy AGE] New class Emissary" By robblu (https://pastebin.com/u/robblu) URL: https://pastebin.com/E75nqXbM Created on: Sunday 3rd of July 2016 07:12:30 PM CDT Retrieved on: Saturday 31 of October 2020 03:32:51 AM UTC [Fantasy AGE] New class Emissary Hey As working of a new class so was looking for feed back Name: Emissary Themes: Cleric, Paladins, Jedi and other mage knight characters types. Primary Abilities: Willpower, Perception, Fighting and Communication Secondary Abilities: Accuracy, Intelligence, Strength, Dexterity, and Constitution Starting Health: 25 + Constitution + 1d6 Weapon Groups: Brawling, plus any two of the following: Axes, Bludgeons, Heavy Blades, Spears, or Polearms Starting Equipment: Two Weapons Talents Available to Adepts: Alchemy, Animal Training, Armor Training, Carousing, Chirurgy, Command, Contacts, Intrigue, Linguistics, Lore, Music, Observation, Quick Reflexes, Single Weapon Style, Unarmed style, Weapon and Shield style Possible Specializations: Godspeaker, Infernalist Warden Level 1 Arcanist's Armament- You can channel your mystical might into mudane weapons select one weapon in possion for the perposes of speels that require an Arcane Device that weapon is considered one, If you lose your attuned weapon, you can attune a new one to you by spending one hour and 5 magic points to do so. As a reaction you may spend a number of Magic Points to increase your damage by 1 at a rate of 1 point for each. You cannot spend more then your level per turn. Protective Argis- You can use your gifted magic to surround your self with a defensive field of force, As a reaction you may spend a number of Magic Points to increase your armor at a rate of 2 for each point spent. You cannot spend more then your level per round. This last till the end of your next turn. Chosen- Begin with one Novice level of an Arcana of your choice and two spells, In addition you use your Communication instead of your Intelligence for you Casting rolls. Magic Points- You use magic points (MPs) to power your spells. You start with a number of magic points equal to 5 + Willpower + 1d3. You must keep track of your current magic points; this is a measure of how much magical power is at your command at any given time. You spend magic points when you cast spells. You regain them through rest and meditation. See Chapter 5: Magic for details. You gain more magic points as you rise in level. From levels 2 to 10, you gain Willpower + 1d3 magic points whenever you gain a new level. From levels 11 to 20, you gain only your Willpower in MPs because increasing your power at higher levels is not as easy. Starting Talent: You become a Novice in one of the following talents: Command, Quick Reflexes, or Weapon and Shield Style. See Chapter 3: Character Options for more information. Level 2 Mantle- Your mystic skill now allows you to invoke a faction of your power. After a rest you may spend 1 MP to invoke an Arcana you have at least Novice rank in to active that Arcana's Mantle; you can only have 1 Mantle active at a time. Level 3 New Talent: You become a Novice in a new talent or gain a degree in a talent you already have. Level 4 New Specialization: You may choose one specialization for your class. You gain the Novice degree of its specialization talent. See Chapter 3: Character Options. Level 5 New Talent: You become a Novice in a new talent or gain a degree in a talent you already have. New Magic Talent: You become a Novice in a magic talent or gain a degree in one you already have. Level 6 New Specialization Talent: You gain the Journeyman degree in the specialization talent you gained at level 4. Level 7 New Talent: You become a Novice in a new talent or gain a degree in a talent you already have. Greater Mantle- Your mastery of your art allows you can spread your gift to your allies; Allies within 10 yrds of you now benifit form your active Mantles. Level 8 New Specialization Talent: You gain the Journeyman degree in the specialization talent you gained at level 4. Level 9 New Talent: You become a Novice in a new talent or gain a degree in a talent you already have. Level 10 New Magic Talent: You become a Novice in a magic talent or gain a degree in one you already have. Level 11 New Talent: You become a Novice in a new talent or gain a degree in a talent you already have. Magic Points: Starting at level 11, you only gain magic points equal to your Willpower ability when you gain a new level. Level 12 New Specialization: You may choose one new specialization for your class. You gain the Novice degree of its specialization talent. Greater Mantle- Your mastery of your art allows you to maintain the burden with greater ease, You can now have 2 Mantles active at a time. Level 13 New Talent: You become a Novice in a new talent or gain a degree in a talent you already have. Level 14 New Specialization Talent: You gain the Journeyman degree in the specialization talent you gained at level 12. Level 15 New Talent: You become a Novice in a new talent or gain adegree in a talent you already have. New Magic Talent: You become a Novice in a magic talent or gain a degree in one you already have. Level 16 New Specialization Talent: You gain the Journeyman degree in the specialization talent you gained at level 12. Level 17 New Talent: You become a Novice in a new talent or gain a degree in a talent you already have. Level 18 New Magic Talent: You become a Novice in a magic talent or gain a degree in one you already have. Level 19 New Talent: You become a Novice in a new talent or gain a degree in a talent you already have. Level 20 Epic Emissary: Pick one type of stunt (combat, exploration, or roleplaying). You gain a +1 bonus when generating stunt points of that type. And the Mantles: Air Arcane Mantle: Ignore the Armor Penalty for Speed while this Mantle is active; since the Mantle needs moving Air to work, it deactivates when you are either underground or in a sealed chamber for ten minutes Divination Arcana Mantle: If you fail a Perception (Searching) test, you can re-roll it, but you must keep the results of the second roll. If already have this ablity add a +2 bonus on the second roll. Earth Arcana Mantle: Increase your Defence by half your Willpower (rounded down), because your fortify your self with it's ight if you breask contact with solid ground for over a minute the mantle deactivates. Fate Arcana Mantle: Once per Rest you may re-roll any roll , but you must keep the results of the second roll. Fire Arcana Mantle: Add double your Willpower to your effective Armor Rating vs heat and fire- like effects, also items in you possession are flame proof. Being drench in at least a gallon of water deactivates it. Healing Arcana Mantle: Heal is a Minor action for you. If already have this ablity add your Willpower to the total hit points recovered by the Heal action. Heroic Arcana Mantle: Once per Rest you may add half your Willpower (rounded down) to any roll, acting cowerdly (i.e. Fleeing combat once engaged, refusing a fair challenge) deactivates this mantle. Lightning Arcana Mantle: Whenever your melee and a ranged attacks deal damage a value equal to half your Willpower is considered penetrating. If you're hit with a metal weapon or object that delt damage to you deactivate this mantle. Power Arcana Mantle: Once per Rest you can reduce your TN of any spells you cast by 1; Reduce the spell's TN an additional -1 for evey spell you cast since yoor last rest. Shadow Arcana Mantle: If you fail a Dexterity (Stealth) test, you can re-roll it, but you must keep the results of the second roll. If already have this ablity add a +2 bonus on the second roll. This mantle doesn't function when you are in bright light equal to the noon day sun. Water Arcana Mantle: You gains the ability to breathe underwater and can swim equal to your normal Speed. You also suffers no penalties for moving, attacking, or otherwise operating underwater. Going with out exposure to at least a gallon of natural water for over 6 hours deactivates this mantle. Wood Arcana Mantle: Non-magical wooden weapons and wood shafted weapons (arrows, bolts, some polearms) deal additional damage equal to half your Willpower, for hour that a weapon is exposoed to this mantle gains a cumulative penalty of -1 to attack roll for the sprouts and bark growing on the weapon. A full day unexposed to the mantle will remove the pentalties as the bark and sprouts wither off.