Seeking the balance of mind and body, the wizard is a skilled master of magic and begins able to dish out melee attacks if they need to. Perfect, for quick powerful strikes. The Wizard is the roaming powerhouse of the world of magic.
Role: Wizards class is a group of magic users that trained their bodies along with their magic. They are a diverse class of both ranged combat and melee, but their training leaves them open to attacks.
Mana Boost – Mana Boosts at level 3 as the character levels they gain an addition +10 mana, this increases at level 9 to +20 Mana again at 15 to +40 and then to +60 at 20 the boost does not count to mana gained in lower levels just at levels as they are gained
Bonus Spell – At 5th level the Sorcerer gains a new Minor spell, at 10th level they gain a bonus Moderate spell, at 15th level they gain a Major spell, at 20th level they gain a bonus Sever spell.
Uncanny Dodge – At 4th level, a Wizard gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Stat bonuses to PS score if immobilized. A Wizard with this ability can still lose her Stat bonuses to PS score if an opponent successfully uses the feint action against her. If a Wizard already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Spell Resistance – At 7th level The Wizard gains Spell resistance naturally, the boost goes up every three levels thereafter. Allowing the Wizard which helps to shrug off the spells of others.
Weapon Proficiencies: Simple, Martial
Armor Proficiencies: Light, Shield
Hit Die: 1d8
Skills: (points per level 40 + INT MOD) Acrobatics, Bluff, Concentration, Craft, Disguise, Gather Info, Knowledge Astrology, Knowledge Biology, Knowledge Occult, Medical, Notice, Profession, Perform, Search, Streetwise, Use Rope, Use Magic Device
Ability to summon magical beings, Feats- Spell Focus (Summoning), Greater Spell Focus (Summoning) 6 Hit Die
Level
Base Attack
Resist Save
Reflex Save
Will Save
Defense
Bonus
Special Ability
01
0
0
2
2
1
Lasting Summoning, Connection, Mana Boost +10, Pact
02
0
0
3
3
1
03
1
1
3
3
2
Mana Boost +20
04
1
1
4
4
2
Enhanced Summon
05
1
1
4
4
2
Double Summon
06
2
2
5
5
3
Mana Boost +30
07
2
2
5
5
3
08
2
2
6
6
3
Mana Boost +40, Enhanced Summon
09
3
3
6
6
4
10
3
3
7
7
4
Mana Boost +50, Channel
11
3
3
7
7
4
12
4
4
8
8
5
Enhanced Summon, Mana Boost +60
13
4
4
8
8
5
14
4
4
9
9
5
Mana Boost +70
15
5
5
9
9
6
Fusion Summon
16
5
5
10
10
6
Enhanced Summon, Mana Boost +80
17
5
5
10
10
6
18
6/1
6
11
11
7
Mana Boost +90
19
6/1
6
11
11
7
20
6/1
6
12
12
7
Enhanced Summon, Mana Boost +100, Summon Ally
Lasting Summoning – Any summoned creature by the user has a x2 duration
Connection – Any creature summoned shares a mental connection with the summoner, allowing the summoner to see and hear the things their summon does.
Mana Boost – At level 1 and every other level thereafter, The summoner gains +10 to their mana score granting them more magical power.
Pact – The summoner upon meeting a monster type can attempt to win the monster over to add them to a collection of monster types that they have to summon from. This is done through an Opposed Will Save. The summoned monster is not the same as the one fought but similar the GM can determine the difference of the creatures when the summoner summons them.
Enhanced Summon – At 4th level the Summoner can choose to boost their summon creatures Attack and HP by 1d6, This ability is gained again every 4 levels. The effects only one summon at a time but can be stacked on one summon.
Double Summon – Summoner can call forth two summons at once but using abilities like Connection and later Channel are restricted to one choice. Having multiple summons however cost the summoner double the mana cost to use. (example: normally it cost Jack 10 Mana to summon his slime. Using Double He has 2 slimes but at the cost of 20 Mana each. 40 Mana in total)
Channel – Allows the Summoner to channel and cast spells they have through their summoned creatures
Fusion Summon – As a full action this allows the player to infuse themself or another summoned creature with the abilities and powers of another creature. They maintain any stat boosts on the original form.
Summon Ally – This allows the player to Teleport an Ally in their party across distances to their aid in place of summoning one of their monsters. (They can even grant bonuses to said ally as if they were a summon of theirs)
Weapon Proficiency: Simple
Armor Proficiency: None
Hit Dice: 1d6
Skills: (points per level 40 + INT MOD) Acrobatics, Bluff, Concentration, Craft, Disguise, Gather Info, Knowledge Astrology, Knowledge Biology, Knowledge Occult, Medical, Notice, Profession, Perform, Search, Streetwise, Use Rope, Use Magic Device
Summoning Magic and how it works:
The player has a selected monster / item / Creation that they summon. Much like Trainer Partners these summons have a choice of attacks and abilities. (Players can also just obtain a monster type by winning them over in a test of will.) Each summon has a select amount of HP and Duration that they can remain out in play.
Once the player has a summon on their side that summon has stats equal to their ether established or created counterpart. Depending on the Points used in spell creation determines the creatures level. (creatures do not level as the player does like the Trainer class does)
Once a summon is defeated or the time limit is reached the summon disappears. Summons don’t die, but with no HP they can’t remain on this plain of existence.
Creating a summon spell requires combining the Summon type and Duration Type categories
Example 1 of a Summon Spell:
Summon Slime Warrior Level 10
Mana Cost: 14 Duration: 1d6+caster level
Slime Warrior lvl 10 HP 21 / 21 Attack Slam +3 1d8 x2 critical immune to Slashing Damage
Example 2 of a Summon Spell:
Summon Slime Warrior Level 2
Mana Cost: 2 Duration: 1+ every 3rd caster level
Slime Warrior lvl 2 HP 4 / 4 Attack Slam -2 1d8-2 x2 critical immune to Slashing Damage
Magic users that work as a team with their Familiar and study spells individually in place of studying them in general. They also gain means of attacking using raw magical power at their disposal.
Mana User – At first level and every level after that the Witch class gets +10 mana every level.
Spell book – The Witch casts spells from a book, each spell is gained by scrolls or learning from other casters and their spell book. Unlike Sorcerers the witch wizard learns based on individual spells a division of magic. While a Sorcerer cast without one instantly, a Witch must spend 1 round to search for a spell that is not their prepared spell (A prepared spell is one they have set to cast that moment at any time a Witch player can state to switch out which spell they have prepared). A Witch can learn spells and cast them on the fly but to cast those at double cost of mana. Additionally a Witch’s spell book is considered a book of scrolls for other players. Thus if a non-witch casts the spell the spell in the book is destroyed.
Familiar – A witch gains a familiar that grants them a bonus to a skill based on the choice, the familiar has the ability to communicate with their owner. They also can perform a second attack for their owner based on the witch/wizards attack. When a player loses a Familiar they cannot gain new spells to their spell book till they gain a new one. All Familiars have 10 HP and their saves match their owner, and their PS is +2 that of their owner.
Familiar Type
Skill Bonus
Attack
Damage
Critical
Range
Type
Toad
10 Jump
Tongue lash
1d2
x2
10’ reach
bashing
Raven
10 Appraise
Peck
1d3
19-20/x2
N/A
piercing
Rat
10 Survival
Bite
1d4
x2
N/A
slashing
Snake
10 Medicine
Bite
1d4
x2
N/A
slashing
Owl
10 Taunt
Peck
1d3
19-20/x2
N/A
piercing
Cat
10 Intimidate
Claws
1d4
x2
N/A
Slashing
Ferret
10 Bluff
Bite
1d4
x2
N/A
slashing
Monkey
10 Climb
Bite
1d4
x2
N/A
slashing
Lemur
10 Acrobatics
Bite
1d4
x2
N/A
slashing
Bat
10 Notice
Bite
1d4
x2
N/A
slashing
Mink
10 Seduction
Bite
1d4
x2
N/A
slashing
Pig
10 Gather Info
Bite
1d4
x2
N/A
slashing
Otter
10 Swim
Bite
1d4
x2
N/A
slashing
Swan
10 Navigate
Peck
1d3
19-20/x2
N/A
piercing
Squirrel
10 Streetwise
Bite
1d4
x2
N/A
Slashing
Dog
10 Diplomacy
Bite
1d4
x2
N/A
Slashing
Rabbit
10 Escape Artist
Bite
1d4
x2
N/A
Slashing
Lizard
10 Stealth
Bite
1d2
x2
10’ reach
bashing
Other more advance familiars can be gained by taking some monster types and granting a skill bonus based on the creatures highest rated skill.
Magical attack – player uses mana to make a ray attack doing damage magical damage based on the amount of mana used the player can add a total of their level in Witch/Wizard in mana per attack
Bonus Feat – Witch can gain a Bonus Meta Magic Feat to boost their spells for free, starting at level 4 and every 4th level thereafter, the choices are Spell Focus, Greater Spell Focus, Widen Spell, Empower Spell, Heighten Spell, Maximize Spell, Quicken Spell, Homing Spell, Signature Spell, Magic Boost. The choices still need to meet and requirements that they have. They can also choose advanced familiar as a feat choice as well.
Cast Spells thru Familiar – At level ten the witch wizard can have spells be casted through their familiar
Weapon Proficiencies:
Simple Weapons
Armor Proficiencies:
Light Armor
Hit Die: 1d8
Skills: (points per level 40 + INT MOD) Acrobatics, Bluff, Concentration, Craft, Disguise, Gather Info, Knowledge Astrology, Knowledge Occult, Medical, Notice, Profession, Perform, Search, Stealth, Streetwise, Taunt, Use Rope, Use Magic Device
A Warrior, the most common of fighters, they travel the world over. They wander as weapons for hire and work hard to prove their worth. They are the most versatile of fighters willing to use anything they can in a fight. They are also skilled in studying their targets and learning from them.
Style – Warrior gains a bonus to a weapon type of their choice, the choices are Unarmed, Clubs, Swords, Hatchets, Bows, Guns, Explosives, Chemical, Chains, Thrown Weapons, Sub-dual Weapons
Judge Opponent – Warriors can make a check to see if their target is weaker, equal or stronger than them with a Warrior Level+ INT mod+d20 roll (natural 20 tells them how their class levels break down)
Armor Adapt – A Warrior of level 8 and Higher can gain +4 from shields to their PS score
Armor Novice – A Warrior of level 12 and Higher can gain +4 the ADS bonus they gain from armor
Armor Warrior – A Warrior of level 16 and can add +8 from their shields to their PS Score
Armor Expert – A Warrior of level 20 can add +8 to their ADS bonus they gain from armor
Weapon Proficiencies: Simple, Martial
Armor Proficiencies: Shields, Light, Medium, Heavy
Hit Die: 1d10
Skills: (points per level 30 + INT MOD) Acrobatics, Animal Empathy, Climb, Craft, Drive, Intimidate, Jump, Notice, Profession, Perform, Ride, Swim, Taunt, Use Rope, Use Magic Device, Use Rope, Use Tech
A Wanderer is the most general terms for a person who travels the world in search of adventure. They tend to be educated individuals in both the world around them and the basics of survival. Although not a strong fighter they gain key insight that aids them to finding out the best places to strike.
Select Knowledge – A wanderer gains a +2 bonus in one weapon of their choice with damage and to hit. At 5th level they gain another bonus that can either be added to the weapon they already have knowledge for double the bonus or a new weapon at +2. The weapon chosen is always that exact type, such as if the wander took Chain whip if they had a whip they would not gain the bonus unless it’s a chain whip. It doesn’t have to be the same weapon all the time just the same exact type. If the player chooses to increase the weapon bonus each time they acquire this ability the bonus increases by 2 every time thus at 5 it would be +4, 10 +6, 15 +8, and 20 +10. This is not a magical bonus it’s a class based bonus.
Bonus Feat – At 2nd level and every 2 levels there after the Wanderer can choose any feat as long as they meet the requirements for them, unlike other classes they are not limited in their choice or selection of bonus feats.
+10 Skill Points – Starting at 3rd level and every 3rd level after that a Wanderer being well traveled is far more skilled then others thus they gain 10 extra skill points to spend on any skill. They still are limited by the max for that given level. This makes the wanderer a far more diverse character in multiple tasks that may come up in their travels.
Road Stories – At 4th Level or higher a Wanderer has sat in at many stories and has a bonus to dealing with that story. It plays out granting a Bonus in +2 combat and +4 skill checks against People with a Reputation score matching their level or lower.
Able Survivalist – At 8th level or higher a Wanderer has the ability 1/per day gain +2d8+Wanderer level in healing and remove (Blindness, Deafness, Sickness, and exhaustion) from a meal.
World Traveler – At 12th level or higher a Wanderer has the ability to study a target for 1d4 rounds, after the time they mimic the following based on how long they could wait without being disrupted (concentration check) [1 round – Mimic damage of a weapon, 2 rounds – Mimic to hit of melee weapon, 3 rounds – Mimic Ability of target such as Rage or Sneak Attack, 4 rounds – Mimic Ninja / Martial Artist Technique of choice without chi] this ability can be performed as long as the battle but the Wanderer does not retain the ability at the end of battle. This ability can be used at ¼ the Wanders Level in uses per day.
Stories of Legend – At 16th level or higher a Wanderer has learned of a legendary subject (see below for the listing) they gain a bonus towards +4 combat and +8 skills that involve such legendary subjects. Or if the GM allows the Wanderer may hold a key to a great power (such as a powerful Technique [A or S class] or a legendary weapon / item)
Survivor-man – At 20th level a Wanderer can gain back 6d8 + Wanderer Level in healing and remove all status effects with a single meal.
Trainers are actually a well-planned and oiled team up. Together with their partners they are able to perform difficult tasks and face down foe with the strength of the combined force.
Losing a Partner or Pet. Should a Trainers Partner / pet die then they must find a replacement and until that time much of the team work abilities and attacks are not useable. Even after the new partner is achieved the GM may judge a certain amount of time must go by to train the partner to do the things the last one could.
Pet / Partner – At 1st level and higher a Trainer can form a close bond with a Pet or Partner. A Trainer unlike a ranger can take a monster, animal or NPC character as their companion can choose from. This pet/partner is a loyal companion that accompanies the Trainer on his adventures as appropriate for its kind.
The Pet / Partner also is able to have levels themselves in classes (they can’t take abilities to take on their own companion) and they gain 15 build points as well at and 2 points every level afterwards.
Combo Attack – at 1st level and higher a Trainer gains a combo attack, Trainer and Pet/ Partner get a special attack that they use in sync with each other that attack has a critical range of 18-20/x4 no matter what weapons they are using. This attack is often a combination of special attacks the two may possess, but can be a wholly new attack or ability, See Creating Special attacks / Abilities section on how to create this action. This is a freely given action and does not cost the 5 build points to create. Trainers gain additional Combo attacks at levels 5, 10, 15 and 20. They can use this ability 1/per day
Pet attack / ability – At 3rd level and higher the Trainer’s pet / partner is granted one special attack or ability as if they had the points to create one. This ability is repeated every 3rd level after 3, thus they gain an additional attack / ability at 6th, 9th, 12th, 15th, and 18th. Much like Combo Attack this attack is created using the Special Attack / Ability section in the guide. They can use this ability 1/per day.
Loyal – At 5th level and higher a Trainer gains a +1 bonus to save and attacks with Pet/ Partner within 100 ft of each other. As long as their Pet / Partner is range the both of them gain the bonus on their saves and attacks, this bonus stacks with bonuses provided by other sources such as allies.
Protector – At 10th level and higher a Trainer gains a +2 bonus to PS score that applies to both, the trainer and Pet/ Partner when they are within 100 ft of each other. This bonus stacks with bonuses provided by other sources such as allies.
Savior – At 15th level and higher the trainer’s Pet /Partner can heal Trainer 2d8 + Trainer level, they gain this ability equal to the trainers CHA Mod in times that it can be used in a day. (thus a Trainer with 15 CHA granting him a +2 can have his pet / partner heal them 2 / day)
Friend to the end – At 20th level a trainer’s Pet / Partner grants complete cover bonus to trainer when within 30 ft even if the pet partner is much smaller than the trainer. This is doing to the fact that the Pet / Partner will leap in the way of attacks brought towards their Trainer. The Pet / partner takes damage but it’s only half the total damage the trainer would have taken.
The student is a weakling at first but has adaptability unlike any other class on hand. Students have access to open up locked skills for the class, boost stats, and even copy over other class’s abilities to use as their own.
Library Card – at first level and ever 4th level afterwards the player can use this ability and make one non-class skill a class skill and gain 10 skill points in it. If a player instead chooses to not use it for a new skill in turn they can gain 20 skill points in general to disperse where they want provided they do not exceed the levels skill limit.
Cheat Sheet – at 3rd level the student can copy one other class’s ability of level 1 or 2, at 6th level they can take a ability up to level 4, 9th up to level 7, 12th up to level 10, 15th up to level 13, and 18th up to level 15. The ability they take cannot be switched out or changed after the choice is made, cannot exceed level 15 abilities (if the character goes on beyond 20th level in the class) and the abilities must be chosen at the point they are gained in leveling (i.e. a new character created at level 15 cannot take all 13th level abilities they must treat the ability as if they leveled each time) Taking abilities that increase over time based on a certain class, such as Sneak attack does not increase unless it’s taken again thru another level of cheat sheet and taking the 13th level of such abilities does not work it is counted as you take the abilities 1st appearance in the other class.
Rope Climb/Pop Quiz – The player gains a choice of one of these two abilities Rope Climb adds a +1 to their Strength Score while Pop Quiz adds a +1 to their Intelligence score
Chin up/ Debate Team – The player gains a choice of one of these two abilities Chin Up increases the players Endurance Score by +1 or Debate Team which raises their Charisma Score by +1
Take a Lap/ Cram Session – The player gains a choice of one of these two abilities Take a Lap increases Dexterity by 1 while Cram Session increase Wisdom by 1
Dodge ball – The player rolls two d6, results of each die increases a stat by 1 with the choices being
Skilled users of magic, these great warriors have trained their skill with magic to points to increase the amount of mana that they possess and have ways to boost their power and explore new ways of using it.
Mana Boost – Mana Boosts at level one as the character levels they gain an addition +10 mana, this increases at level 7 to +20 Mana again at 13 to +40 and then to +60 at 19 the boost does not count to mana gained in lower levels just at levels as they are gained
Bonus Spell – At 4th level the Sorcerer gains a new Minor spell, at 8th level they gain a bonus Moderate spell, at 12th level they gain a Major spell, at 16th level they gain a bonus Sever spell, at 20th level the sorcerer gains a bonus Master spell.
Bonus Feats – Sorcerers can gain a Bonus Meta Magic Feat to boost their spells for free, starting at level 3 and every 3rd level thereafter, the choices are Spell Focus, Greater Spell Focus, Widen Spell, Empower Spell, Heighten Spell, Maximize Spell, Quicken Spell, Homing Spell, Signature Spell, Magic Boost. The choices still need to meet and requirements that they have.
New Form of Magic – the Sorcerer at levels 5, 10, 15 and 20 gain one new magic category to add to their arsenal from their intense studies
Weapon Proficiencies: Simple
Armor Proficiencies: Light
Hit Die: 1d6
Skills: (points per level 40 + INT MOD) Acrobatics, Bluff, Concentration, Craft, Disguise, Gather Info, Knowledge Astrology, Knowledge Biology, Knowledge Occult, Medical, Notice, Profession, Perform, Search, Streetwise, Use Rope, Use Magic Device
A Samurai is a master of the sword. Focused on how to use the blade to win any battle they resign themselves to a code and use their skills to see that code through. Their skill in swords, allow them to do amazing tricks and attacks with the blade normally considered by most impossible.
Code of Honor:
Each Samurai has a moral code in their lives that they stick by, failing to follow the code will cause them to need to seek redemption to return to their path or seek forgiveness. The Code is the system of Honor they follow.
Ak So San – Slay Evil Immediately
This is a code that is used by samurai to gain access to sword style moves it is a promise from the samurai to go all out on those they face. If they fail to defeat their target then they are not awarded the experience for that encounter. (note: this does not mean they alone have to defeat them but if they group in whole losses the combat)
Code Of Loyalty – subject agrees to follow someone or thing willing to give their life to protect. If they fail to protect their code they do not gain exp.
Code Of Poverty – subject agrees to do what they can to survive and give what they can to the needy. If they fail to not follow this code they do not gain exp until they reform their ways and return to the code.
Code of Strongest – Subject has made a vow to become the strongest or best and will do anything to see this code through. If they fail to see this code through they can no longer advance or use the abilities of the samurai class, they maintain the class levels. They can regain the class only if they perform an act of strength.
Code of Protector – Subject has made a vow to protect those that stand as the weak or helpless in the world offering their blade as one of defense and Justice for those less fortunate. Unlike the Code of Loyalty which is to one person this is for the weak in all.
Code of Pain – A Twisted and Sadistic Code, those that bear this code seek to make the ones they face suffer and hurt through their actions. Sometimes they will even go as far to save their target and help them heal, only to bring more harm to them later.
Code of The Dark Guardian – A code which is willing to break the laws and act more like a Vigilante bringing Justice down upon the wicked of the world, the followers of this code seek out criminals and bring them to their final end.
Code of the Sword – A code where the Samurai uses their sword as their sole means for life, they often offer their services as a sword for hire. Using other swords is a sin in their mind and when their blades are destroyed they must seek it to be repaired, if this proves to be a failure then they too must be destroyed.
Redemption / Forgiveness:
A Failure to follow a given code of honor causes the Samurai to no longer be able to gain experience in Samurai. In order to regain access to the class the samurai must seek out a way to redeem or be given forgiveness. This usually is based on taking up and completing a quest based on the code they follow.
Stance – At level 1 and every level after that the Samurai gains a Stance, Unlike the Sword Techniques, Stances are a way of always using ones sword in ways that grant bonuses in different ways, at the beginning of the round the Samurai must declare the stance they are in (otherwise it’s taken that they take no stance). Switching or activating stances is requires a standard action. Samurai gain a new stance every 5th level, at 5, 10, 15, and 20.
Quicker Then the Eye – A Samurai using this stance adds their STR and DEX mod in making attacks thus making melee attacks have a stronger chance to hit and making the damage count more.
Counter Slash – A Samurai using this stance can use an attack of opportunity even when it normally isn’t allowed to attack back when attacked by a declared target.
Shield Sword – A Samurai using this stance can Add +4 to their PS while this Stance is active and treat the sword as a shield when using it.
Sheath Sword – A Samurai using this stance can add their INT Bonus in attacks to hit and damage making cleaver unpredictable moves with their swords and bodies.
Lighting Rock – A Samurai using this stance can start a fight doing an additional damage of +1d6 per 1/4 level. Basically they remove their blades so quickly they create a sonic slash from the sheath. (Note: this mimics the Rouges ability Sneak Attack)
Monster Wield – A Samurai using this stance infuses their strength behind their blows doing x2 damage but they take a -6 to hit
Shaking Hand – A Samurai using this stance has their blade shaking as it makes wounds doing the same damage but forcing the target to make a Resistance Save (DC 10+Level) vs. Bleeding damage.
Blind Swordsman – A Samurai using this stance can seek out their target that is cloaked in illusions or the Samurai is Blind, They suffer no penalty and reduce the miss chance possibility by 1/2.
Weapons Master – A Samurai using this stance can use any weapon/object (other than the sword) with their techniques. (Objects require the Improvised Weapon Feat, weapons/objects retain the damage they are given for normal attacks) [Followers of the Code of the Sword cannot take this]
Mad Blade – A Samurai using this stance does not try to avoid damage negating their ADS score, in exchange they can strike doing an additional point of damage for each amount of ADS Dropped
Blood Lust – A Samurai using this stance places themselves in a trance granting them +4 hit die and +4 to damage, for -4 ADS and -4 to hit.
Spinning Blade – Auto attack any martial attack against you with double damage counts as an attack of opportunity
Twin Blade Strike – when using two weapons the player attacks with both weapons as if they were one using the same attack modifier. Note large or bigger weapons give a penalty to both weapons when using this move of –4 per size category
Sword Styles – At Level 1 and every level there after a Samurai gains the use of a sword Style, this is a unique attack that they can unleash as an alternative to a normal attack. They aren’t limited in how many times they use them. Some attacks have a level requirement such as being level 5, 10 or 15 before you can use them.
Upper Thrust – attack on jumping or target above doing additional damage based off height (1d6 per 5ft)
Double Cut – a cut that deals double damage when hit
Mirror Blade – A quick Movement that blinds the target to Will Save DC 10+samurai level
Mind’s Eye – allows the player a bonus of 10 ft sight in darkness, and a extra 25% in miss chance rolls
Spinning Thrust – A spinning leap attack that drills into the target added damage based off of distance left to travel (I.e. For every 10 ft total move the player has left to reach the target they add 1d10)
Spiral Slash – A crescent slash that cuts all areas of the body grants a –1 to hit on target and
–5 move
Wall Slash – Like the Spinning Thrust but performed by bouncing off a wall which doubles the damage for every 10 ft instead of adding damage
Rising Blade – An upward cut that causes the target to lose one action
Heavens Strike – A drop cut that places the weight of the player add damage. +1 damage per every 10lbs of the player
Hurricane Slash – 60 ft cone, that does 1d6 for every 10 ft towards the player using the attack (ie: 0-10 6d6, 10-20 5d6, 20-30 4d6, 30 –40 3d6, 40-50 2d6, 50-60 1d6) [requires level 10]
Double Thrust – a Thrust made quickly at the same spot doing x4 damage [requires level 10]
Cold Steel Blade – +15 to sunder a weapon [requires level 5]
Ground Breaker – A Strike along the ground that does 3d6, damage, 60 ft line
Wind Cutter – 120 ft line that does 3d6, damage [requires level 5]
Lashing Blade – +15 ft in weapons reach [requires level 5]
Reflective Attack – Player hits a Ranged attack back at the target at a –4 based off of the players attack this uses an attack of opportunity [requires level 5]
Returning Hit – An attack that has a delayed reaction of 1d4 rounds often used as a second attack (cannot be dodged by Replacements) [requires level 10]
Spearing Sword – Weapon can be thrown at no penalty
Blistering Flourish – Weapon’s Attack can Daze Targets Will Save DC (10+Level)
Nightmare Blade – Samurai can add an Intimidate roll in Damage [Level 10]
Steal Wind – This attack lets the samurai do two attacks in one [Level 5]
Duplication Sword – A samurai with this move can create an after image of themselves of 1 image per every +2 in DEX mod, granting them a 50% miss chance on attacks against them [level 10]
Leading Attack – This Attack Grants Allies a +2 bonus, [Must be the first to attack]
Lava Blade – Sword is engulfed in Heat adding 1d6 damage [level 10]
Entangling Blade – The Samurai can use their blade to create a difficult movement terrain of DC 10 + level
Mind Strike – The Samurai can add their Wisdom Mod to hit and Damage
Bone Splitter – The Samurai can make a strike that breaks bones doing 1 point End Damage when the target fails the Resist Save DC (10+Samurai level) [level 5]
Sword of the Mountain – The Samurai using this attack is able to halt the further movements beyond them in one direction of the sides of 30ft [level 10]
Iron Heart Strike – When a Samurai uses this attack they gain a chance to re-roll a failed save that occurs after the attack for that turn
Bloodletting Strike – The Samurai using this attack is able to cause the target to take bleeding damage doing 1d4 damage, a round DC (10+Samurai Level) medical check to heal [level 5]
Giant’s Grip – Strikes with this attack have the weapon count in damage as a size category larger [level 10]
Flanking Strike – When using this strike the samurai is granted the bonus as if they were flanking with an ally
Tempest Sword – Samurai slashing their weapons create a twister around them 30’ engulfing those in the area doing ½ the Samurai’s level in 1d10’s [level 10]
Ring of Blade – A samurai can attack a target surrounding them in a slash that if they move through the slash they take 1d10 + Samurai level [level 10]
Vampirism Strike – A samurai with this attack can drain ¼ the damage in Hp with their attack [level 5]
Ballista Strike – The Samurai throws their sword with resounding strength doing ¼ the samurai level in d10’s line attack 60 ft [level 10]
Crushing Blow – When a Samurai makes this Attack the target must make a Resist Save DC
(10+ ½ Damage) [level 15]
Running Slash – As a Samurai Moves they leave a wake behind them of 1d10 + ¼ level for that round, all that move through this slash take the damage [level 5]
Hamstring Strike – A Samurai makes an attack doing 1d4 Dex damage [level 10]
Celebration Strike – When the Samurai uses this attack and downs a foe, their allies gain an extra action [level 15]
Twin Strike – Creating a Duplicate through his quick movements he is able to flank a target with himself and do double attacks that round [level 15]
Enervating Shadow – The Samurai can make a strike giving 1d4 Negative Levels to their target Resist save DC (10 + Level) [level 15]
Shadow Meld – The Samurai Movements that round are so quick they are granted a 75% miss chance when making this attack [level 10]
Earth Shaker – The Samurai makes a strike to the ground causing the earth to shake 6d6 in a area 30ft from the samurai [level 15]
Gentle Sword – A Samurai making this strike causes their damage to be sub-dual damage
Weapon Proficiencies: Martial, Simple
Armor Proficiencies: None
Hit Die: 1d10
Skills: (points per level 30 + INT MOD) Bluff, Craft, Climb, Intimidate, Jump, Martial Arts, Notice, Perform, Profession, Search, Sleight of Hand, Stealth, Swim, Taunt, Use Rope, Use Magic Device
A Rogue is a person who mainly is out for themselves but at times could be hired. Their main purpose is to steal, trick or acquire money or items by the best way they know how. Masters of stealth and locks they find their way in and out with the least possible alarms being triggered along the way. But in a pinch they can also make sure those that do find out regret it with the class ability to gain sneak attack which allows them to catch a target off guard and do a significantly more damage than normal.
Sneak Attack – If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage when catching a target by surprise, or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter and the attack ignores the Armor and End Bonus in their ADS score. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals non-lethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals non-lethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal non-lethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trap Finding – A rogue adds 1/2 her level to Notice skill checks made to locate traps and to Disable Device skill checks (minimum +1).
Trap Sense – Bonus to saves verses Traps
Evasion – At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Uncanny Dodge – Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught surprised by a reflex attack, even if the attacker is invisible. She still loses her Stat bonuses to PS score if immobilized. A rogue with this ability can still lose her Stat bonuses to PS score if an opponent successfully uses the feint action against her. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Improved Uncanny Dodge – A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to f lank the character.
Minor Talents – As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue, gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once. Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Medical check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Combat Trick: A rogue that selects this talent gains a bonus combat feat.
Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat.
Ledge Walker (Ex): This ability allows a rogue to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not surprised when using Acrobatics to move along narrow surfaces.
Quick Disable (Ex): It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).
Resiliency (Ex): Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue’s level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue’s hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.
Rogue Crawl (Ex): While prone, a rogue with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue with this talent can take a 5-foot step while crawling.
Slow Reactions* (Ex): Opponents damaged by the rogue’s sneak attack can’t make attacks of opportunity for 1 round.
Stand Up (Ex): A rogue with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.
Surprise Attack (Ex): During the surprise round, opponents are always considered surprised to a rogue with this ability, even if they have already acted.
Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Notice skill check to notice the trap. This check should be made in secret by the GM.
Weapon Training: A rogue that selects this talent gains Weapon Focus as a bonus feat.
Talent – At 10th level, and every two levels thereafter, a rogue can choose one of the following talents in place of a rogue minor talent.
Crippling Strike* (Ex): A rogue with this ability can sneak attack opponents with such precision
that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.
Defensive Roll (Ex): With this advanced talent, the rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points, by damage in combat, (from a weapon or other blow, not a spell or special ability) the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Stat bonuses to her PS score, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.
Improved Evasion (Ex): This works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Skill Mastery: The rogue becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time.
Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Feat: A rogue may gain any feat that she qualifies for in place of a rogue talent.
Weapon Proficiencies: Simple, Hand crossbow, Rapier, Short Sword, Short Bow
Armor Proficiencies: Light
Hit Die: 1d8
Skills: (points per level 50 + INT MOD), Acrobatics, Appraise, Bluff, Climb, Concentration, Craft, Decipher Script, Demolitions, Diplomacy, Disable Device, Drive, Disguise, Escape Artist, Forgery, Gamble, Gather Info, Intimidate, Jump, Notice, Open Lock, Perform, Pick Pocket, Profession, Read Lips, Ride, Search, Seduction, Stealth, Streetwise, Swim, Taunt, Use Rope, Use Magic Device, Use Tech