Expert Classes

Blood Mage

There is power in blood. Blood Mage’s seek to harness this power for themselves, sometimes as a means to an end, sometimes simply gaining power for powers sake. The special abilities Blood Mage’s command garner them a degree of both respect and fear among their contemporaries and the populace as a whole. Blood Mage’s pay a heavy price for the power they command, but most would have it no other way.

Depending on your campaign setting the Blood Mage could be:
• A megalomaniacal wizard, sacrificing his health for more power.
• A crazed surgeon, trying to realise the full potential of the power contained within the human body.
• A tragic figure, forfeiting his life to try for the power he needs to save his loved ones.

Party Role: Wild Card / Specialist. Your role is determined by your spell selection and use. Of course you have a few tricks other mages don’t.

Class Features
Requirements: Constitution 13+, Spellcasting 6+ Ranks, Medicine 6+ Ranks
Favoured Attributes: Constitution, Intelligence, Charisma
Class Skills: Bluff, Crafting, Impress, Intimidate, Investigate, Medicine, Notice, Resolve, Search, Sense Motive
Skill Points: 6 + Int modifier per level
Vitality: 9 + Con modifier per level

The Bloodmage
Level Base Attack Fort Ref Will Def Init Lifestyle Legend SP Abilities
1 +0 +0 +0 +2 +0 +1 +1 +1 2 Bloody Magic, Blood Component I
2 +1 +0 +0 +3 +1 +1 +2 +2 4 Bloody Breach
3 +1 +1 +1 +3 +1 +2 +2 +3 6 Circle of Power
4 +2 +1 +1 +4 +2 +2 +2 +3 8 Blood Component II, Homunculus Companion
5 +2 +1 +1 +4 +2 +3 +3 +4 10 Circle of Power
6 +3 +2 +2 +5 +2 +4 +3 +5 12 Metabolic Manipulation
7 +3 +2 +2 +5 +3 +4 +4 +6 14 Boiling Blood, Circle of Power
8 +4 +2 +2 +6 +3 +5 +4 +6 16 Blood Component III, Homunculus Companion
9 +4 +3 +3 +6 +4 +5 +4 +7 18 Circle of Power
10 +5 +3 +3 +7 +4 +6 +5 +8 20 Bloody Wellspring

Core Ability
Bloody Magic: When you spend an Action Die to boost a Spellcasting check for a spell enhanced with a Blood Component, the Saving Throw DC increases by an equal amount.

Class Abilities
Blood Component I: You have learned to enhance your spells with the power of your own blood. As a half action you may give yourself the Bleeding condition. At level 1, while Bleeding your caster level is increased by your starting Action Dice.
Blood Component II: At level 4, when out of Spell Points, you may use this ability to cast level 1 spells without using Spell Points. However you may not apply Spellcasting tricks.
Blood Component III: At level 8, when out of Spell Points, you may use this ability to cast level 2 spells without using Spell Points. However you may not apply Spellcasting tricks.
Bloody Breach: You use your enemies own blood against them. Once per opponent per scene, an enemy suffering the Bleeding condition suffers a penalty equal to your class level to saving throws made against a spell you cast.
Circle of Power: At levels 3, 5, 7 and 9 you learn a number of additional spells from schools you may cast equal to your wisdom modifier. Also, you may choose one of the following abilities:
• The maximum level of spells you may cast increases by 1, to a maximum of Level 9.
• You gain an additional Spellcasting feat.
Homunculus Companion: You use your blood to give life to a new companion, a Homunculus [see page 270]. This Homunculus is a Special Character with a Threat Level equal to your Career Level – 4 [minimum 1]. It gains no action dice, but you may spend yours on its behalf. If the Homunculus dies or is dismissed, you lose Reputation equal to your Career Level and the Homunculus is replaced with a new one at the start of the following adventure.
At Level 8, your Homunculus’ Threat Level increases to your Career level.
Metabolic Manipulation: Your mastery of blood magic increases you own health and vitality. At level 6, your constitution increases by 2.
Boiling Blood: Your mastery of blood magic allows you to literally boil an enemies blood within their veins. At level 7, you gain a Soul Drain Extraordinary Attack. This Extraordinary Attack functions as a Close range Attack Spell in all ways (including using your Spellcasting skill for the attack check, using your normal Save DCs for spells, being subject to Spell Defence and counting as a spell cast). You may use this Extraordinary Attack a number of times per adventure equal to your starting action dice.
Bloody Wellspring: You've attained the ultimate mastery of blood magic, allowing arcane power to literally flow forth from your veins. At level 10, once per adventure, while you are Bleeding, you may activate the Bloody Wellspring as a half action. While active any spell you cast costs no Spell Points but instead costs you an equal number of vitality points, however you may not be healed by any effect. To sustain this ability you must cast at least one spell a round, but you may end it at any time as a free action. When this ability ends you become Fatigued and Sickened for the remainder of the adventure.

Drunken Master

Unlike most Martial Artists, the Drunken Master follows a strange path. His unique fighting style makes him hard to land a telling blow on, which earns respect from other fighting schools, but his propensity to have a drink [or ten] garner him a degree of scorn from walkers of a more strict path.

Depending on your campaign setting the Drunken Master could be:
• An acolyte of an ancient order, harnessing “spiritual” energy to further his combat abilities.
• A brave drunk, sacrificing his liver, to fight the good fight.
• A martial arts master committed to enlightenment through expansion of his mind.
• A hard fighting, hard partying, liver of the high life.

Party Role: Combatant. The Drunken Master is a strong unarmed combatant, offering a unique approach to brawling.

Class Features
Requirements: Acrobatics 4+ Ranks, Martial Arts, Charging Basics
Favoured Attributes: Strength, Constitution.
Class Skills: Acrobatics, Athletics, Impress, Medicine, Notice, Resolve, Sense Motive, Sneak
Skill Points: 4 + Int modifier per level
Vitality: 12 + Con modifier per level

The Drunken Master
Level Base Attack Fort Ref Will Def Init Lifestyle Legend Abilities
1 +0 +1 +2 +1 +2 +1 +0 +0 Drink Like a Demon Hard Drinkin'
2 +1 +2 +3 +2 +3 +1 +0 +1 Staggering Charge I
3 +2 +2 +3 +2 +3 +2 +1 +1 Bonus Feat
4 +3 +2 +4 +2 +4 +2 +1 +1 It's Medicinal, I Swear!, Wuxia I
5 +3 +3 +4 +3 +5 +3 +1 +1 Bonus Feat
6 +4 +3 +5 +3 +6 +4 +2 +2 Evasion I
7 +5 +4 +5 +4 +6 +4 +2 +2 Bonus Feat, Staggering Charge II
8 +6 +4 +6 +4 +7 +5 +2 +2 It's Medicinal, I Swear!, Wuxia II
9 +6 +4 +6 +4 +8 +5 +3 +2 Bonus Feat
10 +7 +5 +7 +5 +9 +6 +3 +3 Breath of Flame

Core Ability
Hard Drinkin’: You've discovered the hidden potential of alcohol. When you benefit from an alcoholic drink, you also gain a bonus d6 action die. Unless used, this action die is lost at the end of the scene. Additionally you receive a 20% discount when purchasing alcohol.

Class Abilities
Drink Like a Demon: You may benefit from an additional drink per day, further you may drink during combat as a full round action.
Staggering Charge I: You incorporate your drunken staggering into your combat style, attacking opponents from unexpected angles. At level 2, you gain Mobility Basics as a bonus feat and you may use the Charge trick an extra time for each drink you've consumed during this scene.
Staggering Charge II: At level 7, you gain Mobility Mastery as a bonus feat. Additionally, when you charge an opponent you may make a free action Feint check using your Acrobatics skill.
Bonus Feat: At levels 3, 5, 7 and 9 you gain a bonus feat from either the Unarmed or Chance feat trees.
It’s Medicinal, I Swear!: At level 4, you and your team mates may benefit from an additional drink per day. Further, when you drink alcohol you gain the effects of a Brawn I or Cure Wounds II spell. At level 8, you and your team mates may benefit from a further additional drink per day, and the effect of alcohol consumption increases to a Brawn II, or Cure Wounds IV spell.
Wuxia I: At level 4 you gain Wuxia I.
Wuxia II: At level 8 this increases to Wuxia II.
Evasion I: At level 6 you gain Evasion I.
Breath of Flame: You may ignite the alcohol on your breath, spewing forth a cone of fire as a full round action. This attack causes 3d6+Con Modifier fire damage (AP5) in a 20ft cone. Each character in the cone may make a reflex save (DC10 + Con Modifier + number of Unarmed Feats you have) reduce the damage by half.

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