Here's another sneak peak into Sorcery & Super Science! for Pathfinder: the catalyst class.
Catalyst
Every mutie knows that Lady Luck is fickle and some muties are favored by her beyond all reason. These are the lucky muties, the brave explorers under the shattered moon who rely upon luck to see them through tough spots. They use their good fortune and quickness to survive below the shattered moon and they often find themselves the only survivor of situations that claim the lives of their companions. When only a single shadow walks away from a backdrop of carnage, the smart mutie knows who it is.
Role: Catalysts are capable, stealthy, warriors whose abilities with Fortune Points make them dangerous foes and boon friends. They are cunning risk-takers, with the wisest among them judiciously using their abilities and pressing their luck as little as possible.
Hit Die: d8
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The catalyst's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Knowledge (engineering) (Int), Knowledge (local) (Int), Knowledge (nature), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis) and Swim (Str).
Skill Ranks per Level: 8 + Int modifier.
Every mutie knows that Lady Luck is fickle and some muties are favored by her beyond all reason. These are the lucky muties, the brave explorers under the shattered moon who rely upon luck to see them through tough spots. They use their good fortune and quickness to survive below the shattered moon and they often find themselves the only survivor of situations that claim the lives of their companions. When only a single shadow walks away from a backdrop of carnage, the smart mutie knows who it is.
Role: Catalysts are capable, stealthy, warriors whose abilities with Fortune Points make them dangerous foes and boon friends. They are cunning risk-takers, with the wisest among them judiciously using their abilities and pressing their luck as little as possible.
Hit Die: d8
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The catalyst's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Knowledge (engineering) (Int), Knowledge (local) (Int), Knowledge (nature), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis) and Swim (Str).
Skill Ranks per Level: 8 + Int modifier.
Table: Catalyst
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Level
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Base Attack Bonus
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Fort
Save
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Ref Save
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Will Save
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Special
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1st
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+1
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+0
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+2
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+0
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Charmed, lucky, fortunate 2
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2nd
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+2
|
+0
|
+3
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+0
|
Catalyst talent
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3rd
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+3
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+1
|
+3
|
+1
|
Evasion, sneak attack +1d6
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4th
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+4
|
+1
|
+4
|
+1
|
Catalyst talent, fortune point
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5th
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+5
|
+1
|
+4
|
+1
|
Fortunate 3, power point
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6th
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+6/+1
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+2
|
+5
|
+2
|
Catalyst talent, sneak attack +2d6
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7th
|
+7/+2
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+2
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+5
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+2
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Smooth Talker
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8th
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+8/+3
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+2
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+6
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+2
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Catalyst talent, fortune point
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9th
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+9/+4
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+3
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+6
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+3
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Serendipity, sneak attack +3d6
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10th
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+10/+5
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+3
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+7
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+3
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Catalyst talent , fortunate 4, power point
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11th
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+11/+6/+1
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+3
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+7
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+3
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Bold-faced lie
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12th
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+12/+7/+2
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+4
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+8
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+4
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Catalyst talent, fortune point , sneak attack +4d6
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13th
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+13/+8/+3
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+4
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+8
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+4
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Hand of fate
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14th
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+14/+9/+4
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+4
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+9
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+4
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Catalyst talent
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15th
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+15/+10/+5
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+5
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+9
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+5
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Fortunate 5, power point, sneak attack +5d6
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16th
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+16/+11/+6/+1
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+5
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+10
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+5
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Catalyst talent, fortune point
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17th
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+17/+12/+7/+2
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+5
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+10
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+5
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Directed serendipity
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18th
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+18/+13/+8/+3
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+6
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+11
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+6
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Catalyst talent, sneak attack +6d6
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19th
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+19/+14/+9/+4
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+6
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+11
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+6
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Unmitigated disaster
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20th
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+20/+15/+10/+5
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+6
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+12
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+6
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Catalyst talent, fortunate 6, fortune point, power point
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Class Features
All of the following are class features of the catalyst.
Weapon and Armor Proficiency (Ex): A catalyst is proficient with all simple and martial weapons, light armor, and shields (except tower shields).
Charmed (Ex): Catalysts are luckier than the average mutie and roll better dice when using Fortune Points. Additionally, at 6th level and higher catalysts roll more than one die when spending a Fortune Point. The catalyst uses the most beneficial of the results.
Catalyst Level Fortune Point Dice Rolled
1st-5th 1d8
6th-10th 2d8
11th-15th 3d8
16th-20th 4d8
Lucky (Ex): Catalysts recover 2 Fortune Points when resting.
Fortunate (Ex): Bending fortune to their favor, catalysts learn to increasingly alter fate as they progress in power. A catalyst can spend 2 Fortune Points per round, but cannot spend more than one point on any single roll. At 5th level, and at every five levels thereafter, a catalyst can spend one more Fortune Point per round.
Catalyst Talents: As a catalyst gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level, a catalyst gains one catalyst talent. He gains an additional catalyst talent for every 2 levels of catalyst attained after 2nd level. A catalyst cannot select an individual talent more than once unless indicated.
Ace in the Hole: The catalyst gains 2 Fortune Points. This talent can be taken multiple times.
Bounce Back: A catalyst that selects this talent recovers 3 Fortune Points when resting if he succeeds on a DC 14 Charisma check. If he fails this check, he recovers 2 Fortune Points.
Combat Trick: A catalyst that selects this talent gains a bonus combat feat (see Feats).
Fast Stealth (Ex): This talent allows a catalyst to move at full speed using the Stealth skill without penalty.
Hard as Iron (Ex): This ability has Bounce Back as a prerequisite. A catalyst that selects this talent recovers 4 Fortune Points when resting if he succeeds on a DC 14 Charisma check. If he fails this check, he recovers 3 Fortune Points.
Inner Drive (Ex): This talent allows a catalyst to gain a number of temporary hit points equal to the total of his ability score bonuses. These temporary hit points last for 1 minute. Afterwards, the catalyst suffers ability damage to a randomly determined ability equal to the greatest of his ability bonuses.
Ledge Walker (Ex): This talent allows a catalyst to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a catalyst with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.
Luck Pool (Ex): This talent allows a catalyst to increase his total number of available Fortune Points. Whenever at maximum Fortune points, the catalyst may “put away” the Fortune he would normally recover into a luck pool. The pool size is equal to the catalyst’s level.
Resiliency (Ex): Once per day, a catalyst with this talent can gain a number of temporary hit points equal to the catalyst’s level. Activating this ability is an immediate action that can only be performed when he is brought to below 0 hit points. This ability can be used to prevent him from dying. These temporary hit points last for 1 minute. If the catalyst’s hit points drop below 0 due to the loss of these temporary hit points, he falls unconscious and is dying as normal.
Trap Spotter (Ex): Whenever a catalyst with this talent comes within 10 feet of a trap, he receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Evasion (Ex): At 3rd level and higher, a catalyst can avoid attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the catalyst is wearing light armor or no armor. A helpless catalyst does not gain the benefit of evasion.
Fortune Point: At 4th level, and at every four catalyst levels thereafter (8th, 12th, 16th, and 20th level), a catalyst gains an additional Fortune Point.
Power Point: At 5th level, and at every five catalyst levels thereafter (10th, 15th, and 20th level), a catalyst gains an additional power point.
Smooth Talker (Ex): At 7th level the catalyst can spend a Fortune Point to improve or worsen a creature’s disposition towards himself or his allies. A catalyst (and his allies) can only alter a creature’s disposition through the use of this ability a single time.
Serendipity (Su): At 9th level, the fates conspire for the catalyst making the beneficial happen. Once per week and only during a time of crisis, the GM may introduce something to help the catalyst or the catalyst’s allies if the catalyst spends a Fortune Point. This boon may take the form of a helpful NPC, an automatic success at a skill check, an automatic hit and critical with an attack, or a consumable one-time benefit advantageous to the current situation.
Bold-faced Lie (Ex): At 11th level the catalyst can spend a Fortune Point and tell 1 lie to any NPC and the NPC believes it is true for a number of minutes equal to the catalyst’s level. A catalyst can use this ability once per day. A NPC with more HD than the catalyst’s level may make a Will save (DC 10+ catalyst’s level) to resist. Any lie that is immediately provable as false (e.g. “the sky is green”) will not be believed.
Hand of Fate (Su): At 13th level a catalyst may gift any amount of his Fortune Points to another creature and any creature can gift its Fortune Points to the catalyst. The receiver of Fortune Points cannot gain more Fortune Points than its normal maximum.
Directed Serendipity (Su): As serendipity above, but subject to GM approval the catalyst can choose when something serendipitous occurs and what form it takes. If the GM does not approve, the Catalyst instantly regains 6 Fortune Points.
Unmitigated Disaster (Su): At 19th level, a catalyst can spend all of his Fortune Points to create some sort of unmitigated disaster for an opponent. The type of disaster should be determined by the catalyst and altered to approval by the GM. Using unmitigated disaster requires a number of Fortune Points equal to the maximum the catalyst possesses. If a catalyst is not at full Fortune, he can still use this power, but suffers ability drain to three randomly determined abilities equal to the number of points he is “short” of full Fortune. The drain is divided as equally as possible among the three abilities.
All of the following are class features of the catalyst.
Weapon and Armor Proficiency (Ex): A catalyst is proficient with all simple and martial weapons, light armor, and shields (except tower shields).
Charmed (Ex): Catalysts are luckier than the average mutie and roll better dice when using Fortune Points. Additionally, at 6th level and higher catalysts roll more than one die when spending a Fortune Point. The catalyst uses the most beneficial of the results.
Catalyst Level Fortune Point Dice Rolled
1st-5th 1d8
6th-10th 2d8
11th-15th 3d8
16th-20th 4d8
Lucky (Ex): Catalysts recover 2 Fortune Points when resting.
Fortunate (Ex): Bending fortune to their favor, catalysts learn to increasingly alter fate as they progress in power. A catalyst can spend 2 Fortune Points per round, but cannot spend more than one point on any single roll. At 5th level, and at every five levels thereafter, a catalyst can spend one more Fortune Point per round.
Catalyst Talents: As a catalyst gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level, a catalyst gains one catalyst talent. He gains an additional catalyst talent for every 2 levels of catalyst attained after 2nd level. A catalyst cannot select an individual talent more than once unless indicated.
Ace in the Hole: The catalyst gains 2 Fortune Points. This talent can be taken multiple times.
Bounce Back: A catalyst that selects this talent recovers 3 Fortune Points when resting if he succeeds on a DC 14 Charisma check. If he fails this check, he recovers 2 Fortune Points.
Combat Trick: A catalyst that selects this talent gains a bonus combat feat (see Feats).
Fast Stealth (Ex): This talent allows a catalyst to move at full speed using the Stealth skill without penalty.
Hard as Iron (Ex): This ability has Bounce Back as a prerequisite. A catalyst that selects this talent recovers 4 Fortune Points when resting if he succeeds on a DC 14 Charisma check. If he fails this check, he recovers 3 Fortune Points.
Inner Drive (Ex): This talent allows a catalyst to gain a number of temporary hit points equal to the total of his ability score bonuses. These temporary hit points last for 1 minute. Afterwards, the catalyst suffers ability damage to a randomly determined ability equal to the greatest of his ability bonuses.
Ledge Walker (Ex): This talent allows a catalyst to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a catalyst with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.
Luck Pool (Ex): This talent allows a catalyst to increase his total number of available Fortune Points. Whenever at maximum Fortune points, the catalyst may “put away” the Fortune he would normally recover into a luck pool. The pool size is equal to the catalyst’s level.
Resiliency (Ex): Once per day, a catalyst with this talent can gain a number of temporary hit points equal to the catalyst’s level. Activating this ability is an immediate action that can only be performed when he is brought to below 0 hit points. This ability can be used to prevent him from dying. These temporary hit points last for 1 minute. If the catalyst’s hit points drop below 0 due to the loss of these temporary hit points, he falls unconscious and is dying as normal.
Trap Spotter (Ex): Whenever a catalyst with this talent comes within 10 feet of a trap, he receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Evasion (Ex): At 3rd level and higher, a catalyst can avoid attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the catalyst is wearing light armor or no armor. A helpless catalyst does not gain the benefit of evasion.
Fortune Point: At 4th level, and at every four catalyst levels thereafter (8th, 12th, 16th, and 20th level), a catalyst gains an additional Fortune Point.
Power Point: At 5th level, and at every five catalyst levels thereafter (10th, 15th, and 20th level), a catalyst gains an additional power point.
Smooth Talker (Ex): At 7th level the catalyst can spend a Fortune Point to improve or worsen a creature’s disposition towards himself or his allies. A catalyst (and his allies) can only alter a creature’s disposition through the use of this ability a single time.
Serendipity (Su): At 9th level, the fates conspire for the catalyst making the beneficial happen. Once per week and only during a time of crisis, the GM may introduce something to help the catalyst or the catalyst’s allies if the catalyst spends a Fortune Point. This boon may take the form of a helpful NPC, an automatic success at a skill check, an automatic hit and critical with an attack, or a consumable one-time benefit advantageous to the current situation.
Bold-faced Lie (Ex): At 11th level the catalyst can spend a Fortune Point and tell 1 lie to any NPC and the NPC believes it is true for a number of minutes equal to the catalyst’s level. A catalyst can use this ability once per day. A NPC with more HD than the catalyst’s level may make a Will save (DC 10+ catalyst’s level) to resist. Any lie that is immediately provable as false (e.g. “the sky is green”) will not be believed.
Hand of Fate (Su): At 13th level a catalyst may gift any amount of his Fortune Points to another creature and any creature can gift its Fortune Points to the catalyst. The receiver of Fortune Points cannot gain more Fortune Points than its normal maximum.
Directed Serendipity (Su): As serendipity above, but subject to GM approval the catalyst can choose when something serendipitous occurs and what form it takes. If the GM does not approve, the Catalyst instantly regains 6 Fortune Points.
Unmitigated Disaster (Su): At 19th level, a catalyst can spend all of his Fortune Points to create some sort of unmitigated disaster for an opponent. The type of disaster should be determined by the catalyst and altered to approval by the GM. Using unmitigated disaster requires a number of Fortune Points equal to the maximum the catalyst possesses. If a catalyst is not at full Fortune, he can still use this power, but suffers ability drain to three randomly determined abilities equal to the number of points he is “short” of full Fortune. The drain is divided as equally as possible among the three abilities.
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