To be most effective, you should usually make your key ability score your highest ability score. This entry indicates which of the six ability scores is most important for this class-that ability is your key ability score. These are added to the Hit Points you gain from your race at 1st level. Hit Points: At 1st level and whenever you gain a new level, you gain this number of Hit Points. If your Constitution modifier changes later, adjust your Stamina Points for all your levels. Stamina Points: At 1st level and whenever you gain a new level, you gain this number of Stamina Points + your Constitution modifier (minimum 0 SP per level). But if you’re new to this game and looking for help deciding how to roleplay a character of a given class, start here. You aren’t restricted to those actions or personality traits when you play a character of that class, and as noted above, it’s possible to create specialized characters of the same class who are effective in very different areas. OverviewĮach class entry begins by describing a stereotypical member of the class and suggesting a number of ways your character might use her abilities during an adventure. This introduction is designed to help explain the format used in all class descriptions. The following sections describe seven core classes, with each entry containing all the information you need to play a member of that class at any level. An android mystic who acts as a priest of a machine god is going to feel and behave wildly differently in play than a lashunta mystic who uses his psychic abilities as a mind-reading private detective, despite the fact that they share the same class. At the same time, however, each class has the potential to spawn an infinite number of characters depending on the choices you make, both rules-wise and in terms of your personality and the story you want to tell. Your class is the single most important factor in determining your character’s abilities-the chassis on which everything else is constructed. Witchwarpers are powerful spellcasters who draw their magic from alternate realities and can pull bubbles of those realities into their current space. The technomancer understands the connections between technology and magic, and exploits them by bending reality to suit her needs.Īn expert at close combat, the vanguard has gained supernatural control over the power of entropy, and can speed, slow, or alter how energies and reactions occur. Thoroughly familiar with weapons of war, the soldier is ready to wreak havoc when force is called for, and specializes in a particular fighting style. His techniques allow him to create a weapon or suit of armor from a mote of Stellar energy. The solarian contemplates and gains power from the life cycles of stars. The operative has the skills to complete almost any mission requiring stealth and discretion, whether it be simple espionage or messy wet work. The mystic magically channels the energy connecting all things, often through a Focus on the divine or intuitive understanding of biological systems. The envoy uses her personal magnetism and intelligence to help her allies and baffle her enemies, often in the service of negotiation or politics.Īdept at building and modifying machinery, the mechanic has either an advanced Artificial intelligence or a cutting-edge robot Drone as his constant companion. The biohacker uses complex catalysts and fringe medical knowledge to augment her allies and inhibit her foes, often using injection weapons. The following are the core classes of this game. It also determines statistics such as her Hit Points, Stamina Points, weapon and armor proficiencies, class skills and skill ranks per level, and base attack and saving throw bonuses. Her class grants a number of abilities-these could be the result of formal training, honed talent, or even a direct connection to a god. Your character’s class represents her field of expertise, whether she’s a battle-hardened soldier or a technomancer bending the laws of physics.
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