Scout in Element 133 | World Anvil

Scout

Scouts are suvivalists that have been living in the wastelands, reclaimed urbana, and natural places of the world learning to endure harsh conditions and challenging encounters. They are called by many names, the scouts, outcasts, the irradia. They are the first line of defense between the remainder of humanity and everything else. They possess a great mastery in firearm and combat skills, but they also possess important abilities such as surviving in the wilderness, making less sound than a falling leaf, or tracking even the most untraceable beasts. Scouts don't live in one place, nor do they stay a long time in one, they are always on the move, and the challenges the wastelands represent have caused not many of the irradia to be left alive, but those that still survive consider each other brothers, and will come to aid in even the most difficult of times.

You may select this class as your base class by selecting a Tier One Scout class feature as your first feature, doing so grants you the abilities, proficiencies, equipment, and features listed under Base Class Features for no AXP cost. These cannot be gained from multiclassing. To multiclass to the Scout class selects any feature of your current Tier + 1 or lower for which you meet the prerequisites and pay the appropriate multiclassing fee found in Character Creation.


A scout carefully walks across the skyline, searching for the strong rooftops, strong bones of deceased behemoths and strong tree branches. She hears a mighty roar below her, the sound of a terrible predator. But she is not frightened but instead excited. Finally a target for her new craft, and food for the week. She hefts her rifle and takes aim.

A human boy lies in wait in a tree, his pistol ready to let loose the moment he hears the trap go off. He cant see the trap but that means anything sniffing it cant see him. He relies on his other senses, his hearing, his smell, he doesn't need sight to trap. There's the tell tale vibrations in the ground and the sound of rustling plants: something's coming. *SNAP* He smirks, *Thwip* Another clean kill.

A mutated hunter runs towards its prey, restlessly and with break-necking speed, pressing through tree branches. He locks its vision on the dire wolf, running trough the woods, confused, not accustomed to be the prey on a hunt. He grabs his spear with both hands and jump towards the wolf, piercing his skull and taking his life with a merciful strike. The hunter will wear the hide of the wolf to honor the worthy opponent.

A woman is locked in battle against a white queen that's been terrorizing a village. Its only a child but that makes it no less dangerous. The battle has been long, there's blood spilled on both sides and both look tired. She rushes forward in one last desperate attempt to fell the creature but it leaps over her, tearing into her shoulders as it passes, but also as it passes the warrior finds her opening: The belly of the beast. Her two swords lash out in unison as they tear down the insect's thorax from throat all the way down. The beast is dead before it even hits the ground. The scout huffs and takes stock of her wounds, nothing a little antivenom and a beer wont fix, and she turns her attention to the borderline goldmine of silver scales in front of her. "how should i carve you up?"

Scouts are masters of the wild environments. Used to live without easy access to resource, they are great gatherers, hunters and crafters, using these skills to create tools they need to survive on harsh environment and dangerous places. They waste nothing from their kills, not the meat, not the hide, nothing goes to waste, and in the end they know that one thing is true no matter who you are: no matter how much you take from nature you will always give back in the end.

A Irradiated World

DM's Note: The origin of Scouts and the Irradia is a major focal point of Phase one, as to not spoil the plot too much I have withheld a section of the class description here. This will be released around Phase 1: Session 5. But parts will be made avaliable to those players playing the Scout class earlier!

Scouts in Pop Culture

Geralt from Witcher, Din Djarin from The Mandalorian, Doctor Who, Robin Hood, Lincoln from The 100, Nick Fury and Loki (after New York) from the MCU, Katness Everdeen from Hunger Games, Newt Scemander from Fantastic Beasts and Where to Find Them, Tommy from SweetTooth, and Frank from Jungle Cruise.


Creating a Scout

Scouts draw their power from their instincts and from the nature around them. From were did you come from? How did you learn to live after the End? Did you learned by fending for yourself on the wild, or are you part of a hidden civilization on a dangerous and forgotten land? Or maybe are you part of a group of hunters that patrol the outskirts of the remnants of civilization, keeping the border safe from creatures. How did you learn to craft, gather and hunt? It is a natural instinct, strengthened by the lack of resources, of a skill taught to you by an elder or master, or passed down through generations?

Primitive warriors are hunters and killers by nature, not doing this for pleasure, but to survive and thrive. Defeating enemies is both a matter of pride and neccessity, since the biggest enemies also give the best resources. Most Scouts tend to be neutral, lacking the patience for complex moral dilemmas, treating people in the same manner they are treated by them, and bonding with whoever allows them to survive.

This class is broader than the sniper archetype; military snipers are more extensively trained and is expected to make more difficult shots. Snipers also receive special military training (which naturally varies by branch and country). Scouts have learned to favor long range combat and traps to avoid the deadly one on one encounters of the new world. The Scout class acts as guide, survivalist, ambassador to the less civilized world, and a fearsome hunter of the things that go bumb in the night. While a powerful ally in combat, the Scout uses oppertunity and the environment to deal the most damage. Strategy and patience are crucial to staying alive. Multiclassing in Specialist, Bruiser, or Jockey are especially ideal. Additionally, the Tough and Dedicated Hero general classes could bolster your more powerful abilities.

Scout Quick Build

You can make a Scout quickly by following these suggestions. First, put your highest ability scores in Dexterity and Wisdom, followed by Strength and Charisma. Second, choose the Nomad or Survivalist occupation.

Base Class Features

The following abilites are granted by selecting this class as your base class

Ability Score Increase

+2 WIS, +2 to one other ability score.

Saving Throw Proficiency

Gain proficiency in Dexterity, Constitution and Wisdom saving throws.

Wealth, Reputation and Supply

WEA -1, REP +4, SUP +3

Speed Modifier

+5

Skill Proficiencies

Gain expertise in Survival and proficiency in 4 of the following skills: Acrobatics, Animal Handling, Athletics, History, Insight, Medicine, Nature, Navigation, Perception, Persuasion, Religion, Stealth, and Survival.

Weapon & Armor Proficiencies

Light and Medium Armor, Shields, Archaic Simple Weapons, Archiac Martial Weapons, Archaic Heavy Ranged Weapons, Personal Melee Weapons, Personal Handguns, Personal Riffles, Catapult, Trebuchet

Tool Proficiencies

Survival Gear, 4 sets of crafting tools (i.e. Weavers Supplies, Herbalism Kit, Brewer's Supplies, Smith's Tools), Sled, Wagon, Rowboat, Sailing Ship, Wooden Raft, Inflatable Raft, Jetski, Kayak, Helicopter, RV, and ATV

Languages

2 of your choice, You will also be granted 3 Dialects based on your characters origin.

Equipment

You may select 10 items of value 6 or lower (or 6 of 10 or lower) from the following tables in the Equipment article, Bags and Boxes, Clothing, Computers and, Consumer Electronics, Surveillance Gear, Professional Equipment, Survival Gear, and/or Weapon Accessories

You may also select two simple, martial, or personal weapons that you have proficiency in from the tables in the Weapons article. And 3 bundles/boxes of the requisite ammunition for those weapons.

Free Features

Home Turf - 0 AXP

TIER ONE FEATURE: Home Turf

    • AXP: 0
    • Pre-Requisites: Selected Scout as base class
    • Grants Access To: None

You can take the Hide action as a bonus action. In addition, you can't be tracked by non-technical means (you may still show up on satellite imaging, infrared lenses, security cameras and the like), and your movement is not hindered by difficult terrain.

While many call cities or settlements home, you grew up in the natural world. The beasts and terrain arround you became your teachers. As you adventure you will become more familiar with other environments, but will always be at your most capable on your home turf.

You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: Aberrations, Androids, Beasts, Celestials (Phase 3), Constructs, Elementals, Fey (Phase 3), Humans, Monstrosities, Oozes, Plants, Undead (Phase 2 & 3).

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 3rd and 7th tier. As you gain tiers, your choices should reflect the types of monsters you have encountered on your adventures.

You are also particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, feywild (Phase 3), forest, grassland, mountain, swamp, or reclaimed urbana. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn't slow your group's travel.
  • Your group can't become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  • You choose additional favored terrain types at 3rd and 5th tier.


 
Survivor - 0 AXP

TIER ONE FEATURE: Survivor

    • AXP: 0
    • Pre-Requisites: Selected Scout as base class
    • Grants Access To: None

Your time living and/or working in the wild comes with a superior education of survival skills you gain the following abilities.

Expert Survivalist

You've spent enough time hunting by yourself or with a small party in the wilds that you can climb and swim at full speed, are not affected by difficult terrain, and can always find enough food for up to 4 people. In addition gain advantage on Survival checks to track creatures of medium size or smaller.

Natural Defense

At 1st level, while not heavy armor, your base AC equals 10 + your Dexterity modifier + your Intelligence or Wisdom modifier (whichever is higher).

Ruthless Improviser

Scouts are cunning and conniving, adapting to the ever-changing landscape of the wild. You add half your proficiency bonus to any check that doesn't already add your proficiency.

Primitive Tools

You can make the most out of simplistic tools and weapons. Whenever you kill a creature, you can harvest for body parts and craft new tools with it. You can craft weapons made out bones and armor made out of hide.

To do so, you must have a set of primitive tools on you. The primitive tools kit works as a both a leatherworker's tools, a carpenter's tools, a woodcarver tools and a smith tools, for the purpose of crafting primitive technology, but you add only half your proficiency bonus in checks with it.

If you ever loose your primitive tools, you can build another by spending 1 hour.

Gathering Materials

You can craft out of the following creature types: Aberations, Beasts, Celestials, Monstrosities, and Plants. When you reduce a creature from these types to 0 hit points, you can gather a number of crafting points equal to the creature's hit dice. Each point counts as 3 vp for the purposes of crafting primitive weapons and primitive armor, and you must spend 1 hour harvesting for each hit die. Crafting a primitive weapon or armor costs you 1 hour for each 3 vp worth of materials spent.

Alternatively, you can try to gather the materials from nature, by performing a survival check. Make a survival check with a DC of 10. You gather 3 vp of materials on a success, plus 3 vp worth of materials for each 5 points of success you have above 10. You must spend 1 hour for each 3 vp worth of materials gathered.

Primitive Equipment. You can craft any type of non-technical adventuring gear by using the materials you have harvested. You must spend an amount of materials equal to the cost of the object. The item created has the same properties, but it is less durable, lasting 24 hours for each 3 vp worth of materials spent on it. You can spend more materials than the object is worth, to cause it to last longer.

Primitive Weapons. You can craft any archaic simple weapon as a Primitive Weapon. When you craft a primitive weapon, you can choose the damage type that the weapon will have: either slashing, piercing or bludgeoning.

Whenever you use a simple weapon you have crafted, you roll a die of 2 sizes higher on the damage (a d4 becomes a d8, a d6 becomes a d10 and a d8 becomes a d12).

A primitive weapon has a durability die, which is a d6. Whenever you make an attack roll with it, roll the die. On a 1, the weapon loses durability and the die is reduced to a d4. Rolling a 1 on the d4 causes the weapon to be destroyed. In addition, a 1 on the d20 automatically reduces the durability in one die.

Primitive weapons also have no ammunition or loading properties, as it is asumed that you craft the ammunition along with the weapon.

The durability die increases as you gain levels in this class: d8 at 3rd tier, d10 at 5th tier and d12 at 7th tier.

Primitive Armor. You can craft any suit of archaic or scavenged light, medium or heavy armor or a shield with your primitive technology, but you have special bonuses by using the Hide armor.

While wearing a Hide Armor you have crafted, you add your proficiency bonus to your AC. In addition, if the creature you harvested from had resistance to a damage type, the Hide armor made out of it will give you 1 point of damage reduction to the damage type that creature is resistant to. If the creature is immune to a damage type, you gain 2 points of damage reduction against that damage type.


 

Class Features

Tier One
Ambassador - 2000 AXP

TIER ONE FEATURE: Ambassador

You begin to move through settlements always on high alert, prepared to respond to any threats should they appear. You have advantage on Charisma and Wisdom (Insight) checks made to interact with the common folk and peasants or citizens from any region you have lived for more than 6 months.

When you choose this feature, you learn a new combat style:

Combat Style: Wild Beguiler


You may use manuvers from this combat style a number of times per short or long rest equal to your Charisma modifier.

Terrorize

When you hit a creature with an attack, you can force it to make a Wisdom saving throw. On a failed save, that creature takes additional 1d6 psychic damage and is frightened by you until the end of your next turn.

Goad

You can spend one use as a bonus action to force one creature to make a Wisdom saving throw. On a failed save, that creature have disadvantage on any attacks made against creatures other than you until the end of your next turn, and deal only half damage on these attacks on a hit.

Charm

You can spend 1 use as an action to force a creature to make a Wisdom saving throw. On a failed save, that creature is charmed by you until the end of your next turn. That creature will attack any creature who takes an hostile action against you for the duration.


 
Animal Empathy - 2000 AXP

TIER ONE FEATURE: Animal Empathy

    • AXP: 2000
    • Pre-Requisites: Proficiency in the Animal Handling skill or access granted by selecting Scout or Jockey as base class
    • Grants Access To: None

You gain the ability to use your Persuasion skill to improve the attitude of a beast. The interaction is treated as a Animal Handling skill check, with Persuasion used instead of Animal Handling. You must be within 30 feet of the creature to use this ability.

Most domestic animals have a starting attitude of indifferent, while most wild animals are unfriendly. (Exceptions exist: trained guard dogs may have an initial reaction of hostile to strangers.)

You may also seek to influence aberations and monsters (including those you have never encountered before) at a –4 penalty. Animal Empathy does not function on vermin, insects, or crustacions.


 
Defensive Position - 1500 AXP

TIER ONE FEATURE: Defensive Position

    • AXP: 1500
    • Pre-Requisites: Proficiency with at least one category of firearms.
    • Grants Access To: None

You gain an additional +2 cover bonus to AC and an additional +2 cover bonus on Dexterity saves whenever you have one-quarter, one-half, three-quarters, or nine-tenths cover.


 
Hidden in Plain Sight - 1500 AXP

TIER ONE FEATURE: Hidden in Plain Sight

    • AXP: 1500
    • Pre-Requisites: None
    • Grants Access To: None

Gain proficiency in the Stealth skill, if you already have proficiency, double your proficiency bonus. Additionally, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, or other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move more than 5ft per action or take an action or a reaction, you must camouflage yourself again to gain this benefit.


 
Hunter - 2200 AXP

TIER ONE FEATURE: Hunter

When you choose this feature, you learn two new combat styles:

Combat Style: Shadow Hunter

You may use manuvers from this combat style a number of times per short or long rest equal to your Dexterity modifier.

Ambush

You can spend one use of this feature to take the Hide action as a free action. You can hide even when in plain sight if you are in dim light or darkness. The first attack you make after hidden deals additional 2d6 damage on a hit.

Detect

You can spend one use as a bonus action to detect the presence of any hostile creature unseen, invisible or disguised within 60 feet, until the end of your next turn.

Blind

When you hit a creature with an attack, you can force that creature to make a Constitution saving throw. On a failed save the target is blinded until the end of your next turn.

Combat Style: Slayer

You may use manuvers from this combat style a number of times per short or long rest equal to your Strength modifier.

Analytical Strike

You can spend one use of this feature when you hit a creature with an attack to use your Hunter's Sense feature without taking an action.

Heightened Reflexes

You can spend one use of this feature to take a second reaction if you have already taken one. You can't use this more than once in each round.

Vital Strike

You can use your bonus action and spend one use of this feature to try to open a wound, weakening the monster's defenses. If you hit, the target make a Constitution saving throw. On a failed save, that creature has vulnerability against the damage type of your attack until the end of your next turn.


 
Primal Awareness - 2000 AXP

TIER ONE FEATURE: Primal Awareness

    • AXP: 2000
    • Pre-Requisites: Proficiency in the Nature skill or access granted by selecting Scout as base class

Your training has taught you how to use your surroundings to gather resources, adapt and to acquire information about your prey. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses after a long rest. Each time you use this feature, you can choose one of the following abilities below:

Plant Lore

You gain a better understanding of herbs and medicine. For 1 hour, you have advantage on Intelligence (Nature) checks to identify plants and their uses. Also may craft a Herbalist Kit when you forage in your favored terrain. Over the course of this hour, you can find plants and herbs needed to regain one use of your Herbalist kit.

Wild Medicine

Using a herbalist kit, you can use an action to heal a creature you can touch, spending one use of the kit and one use of your Primal Awareness. That creature regains hit points equal to 1d4 + its amount of hit dice + your Wisdom modifier.

Alternatively, if you have your Healer's Kit on hand, you can spend one use of your Primal Awareness and one use of your Herbalist's Kit over the course of a long rest to craft a Major Med Kit.

Primal Awareness

You can spend your action to focus your awareness on the region around you. For 1 minute, you can sense whether the following types of creatures are present within 1 mile of you: aberrations, celestials, beasts, elementals, fey, monstrosities, humanoids, and undead. This feature doesn’t reveal the creatures’ exact location or numbers.

Hunter Adaptation

Only Scout Base Class

Over the course of a short rest, you can connect with your surroundings and get a better understanding over the environment and the creatures who live in it. You can replace your Favored Enemy when you finish this rest.


 
Ranger - 2500 AXP

TIER ONE FEATURE: Ranger

    • AXP: 2500
    • Grants Access To: None

You may choose a second type of Favored Enemy, as described in the Home Turf feature. You gain all the Favored Enemy benefits for this new type. Your attack and damage rolls for weapon attacks against all your Favored Enemies gain a +2 bonus.

Additionally, you have advantage on saving throws against spells and abilities used by your Favored Enemies.


 
Sniper - 2300 AXP

TIER ONE FEATURE: Sniper

Given enough time, you can prepare hidden sniper nests. You take 10 minutes to construct a nest that occupies a 10-foot square area.

While inside the nest, you have three-quarters cover, and can see out of it unhindered. Neither you nor the nest can be seen by any creature more than 30 feet away, even if you make an attack from inside, though you can still be heard and detected by divination spells that penetrate more than one inch of solid material.

A creature within 10 feet of the nest can detect its presence with an Intelligence (Investigation) check against your Sniper save DC. Your Sniper Save DC = 8 + your proficiency bonus + your Dexterity modifier.

Once you leave a nest, you can't benefit from the same nest again.

Additionally, you take aim at a target and make a precision shot against a target you can see within range. Once per turn, when you make a ranged weapon attack with advantage, you cause additional 1d6 damage with that attack. This damage increase as you gain tiers, as shown on the Aimed Shot table below.

You don't need advantage on your attack roll if your target is greater than 30 feet from you and no enemies are within 5 feet of you, or if you neither you or your target have changed position since your next turn.

Finally, standing up from prone now only costs 5 feet of movement.

Aimed Shot


TierAdditional Damage
11d6
22d6
33d6
44d6
52d8
63d8
74d8
83d10
94d10
104d12


 
Survivor's Move - 1800 AXP

TIER ONE FEATURE: Survivor's Move

    • AXP: 1800
    • Pre-Requisites: None
    • Grants Access To: None

As an experianced fighter and hunter you have developed a unique combat style to dedicate yourself too. You can choose to put emphasis on ranged combat by learning Trick Shots or to specialize in close combat, by learning Melee Maneuvers. You may only use the abilities under one style when you gain this feature. You gain the second Combat Style at 5th tier. You may also gain additional combat styles as you take other features.

You may use the abilities from one combat style a number of times per long or short rest, equal to your Wisdom modifier + your proficiency bonus. And these uses do not expend the remaining uses of other combat styles (for example, you may have 6 trick shots and 6 melee manuvers per day after gaining access to both styles). You don't spend uses of your Combat Style when using it against your Favored Enemy.

Some combat styles require a saving throw to avoid its effects. The save DC equals 8 + your proficiency bonus + your choice between Strength or Dexterity.

At 9th tier, when you roll initiative and have no uses of your Combat Style, you regain one use.

Trick Shot

Shooting a ranged weapon has become so easy to you that you've decided to challenge yourself by making trick shots. These trick shots have special effects that apply when you hit the target. You may apply one effect per ranged weapon attack you make and only one per attack action.

Disarm

When you hit a creature with a ranged weapon attack, it drops one item (of your choice) that it is holding. That item flies 15 feet from the creature in a random direction.

At 5th tier, the target also takes additional 1d8 damage. The damage increases to 2d8 at 7th tier.

Pin

When you hit a creature with a ranged weapon attack, the target is restrained until the end of your next turn.

At 5th tier, the target becomes paralyzed. At 7th tier, the target takes additional 1d8 damage.

Head Shot

When you hit a creature with a ranged weapon attack, the target takes additional 1d10 damage. The damage increases to 2d10 at 5th tier and 3d10 at 7th tier.

Poison Arrow

When you hit a creature with a ranged weapon attack, the target takes additional damage equal to 1d8 poison.

At 5th tier, the creature is also poisoned until the end of your next turn. At 7th tier, the poison damage increases to 2d8.

Forceful Shot

When you hit a creature with a ranged weapon attack, the target must make a Strength saving throw. On a failure, it takes 2d6 damage, and is pushed 10 feet back. On a success, takes 1d6 and is not pushed.

At 5th tier, the target is pushed 20 feet back and you can choose to knock it prone. At 7th tier, you cause 4d6 additional damage on a failed save, or 2d6 on a success.

Setup Shot

When you hit a creature with a ranged weapon attack, you have advantage on your next attack roll made until the end of your next turn.

At 5th tier, the attack made with advantage deals additional 1d8 damage on a hit. At 7th tier, that attack is a critical.

Volley

As an action, you can make one attack against each creature within 15 feet. Make a single attack against each target.

Melee Maneuvers

When you make an attack with a melee weapon, you may give it one of the following effects. You may only add one effect per attack and only one per action.

Deep Cut

When you hit a creature with a melee weapon attack, the target takes additional 1d6 damage and must make a Constitution Save or start start bleeding on a fail. The target starts taking 1d4 necrotic damage are the end of each of their turn until they or someone else uses their action to makes a medicine check against your save DC. The additional damage increase to 2d6 and the necrotic damage to 1d6 at 5th tier; and to 3d6 and the necrotic damage to 1d8 at 7th tier.

Crippling Blow

When you hit a creature with a melee weapon attack, the target's movement speed is halved until the end of your next turn. At 5th tier, the target is also knocked prone. At 7th tier, the target's speed is reduced to 0.

Stunning Blow

When you hit a creature with a melee weapon attack, the target must succeed on a Constitution saving throw or is stunned until the end of your next turn. At 5th tier, the target takes additional 1d8 with this attack, and 2d8 at 7th tier.

Brutal Cut

When you hit a creature with a melee weapon attack, the target takes additional 2d8 damage. The damage increases to 3d8 at 5th tier and 4d8 at 7th tier.

Whirlwind

As an action, you can make one attack against each creature within melee reach. Make a separate attack for each opponent.


 
Tracking Specialist - 2000 AXP

TIER ONE FEATURE: Tracking Specialist

    • AXP: 2000
    • Pre-Requisites: Proficiency in the Survival skill or access granted by selecting Scout as base class
    • Grants Access To: None

You have learnt to use your wit to your advantage in any difficult situation. You gain proficiency in two of the following skills: Survival, Investigation or Perception. If you are already proficient, you add twice your proficiency bonus with them, if it is already doubled, triple it.

In addition, you can take the Search action as a bonus action.


 

 
Tier Two
Ambassador: Diplomatic Immunity - 5200 AXP

TIER TWO FEATURE: Ambassador: Diplomatic Immunity

    • AXP: 5200
    • Grants Access To: None

The Ambassador scout is skilled at initiating peaceful negotiations. She may add a skill bonus equal to her tier on all Persuassion skill checks.

Diplomatic Immunity

If the Ambassador is arrested for a crime, she can make a Persuassion check to invoke her diplomatic credentials and not suffer the usual legal penalty or punishment. The severity of the crime determines the DC of the Persuassion check, and how authorities react if the Ambassador succeeds. See Table: Diplomatic Immunity Check DCs based on the severity of the crime.

If one of the Ambassador’s consuls (see the select consul class feature, below) is arrested for a crime and unable to secure her own release, the Ambassador may intercede on the consul’s behalf. One may aid the other’s Persuassion check.

An Ambassador who routinely invokes the privilege of diplomatic immunity—either on her own behalf or to protect her selected consuls—is likely to be recalled or terminated by those she has sworn to represent.

Diplomatic Immunity check DC


Severity of CrimeExamplesDCEffect of Successful Persuasion Check
Class 5Disturbing the peace, public intoxication, noninjurious traffic violation15–2 penalty on subsequent Persuasion checks in that area
Class 4Possession of controlled substance, injurious traffic violation, operating business without a license, operating a vehicle or starship without a license, assault without a deadly weapon20–5 penalty on subsequent Persuasion a checks in that area
Class 3Attempted bribery of a public official, robbery or grand theft, aiding and abetting a known felon, assault with a deadly weapon, possession of a concealed weapon25–10 penalty on subsequent Persuasion checks in the area
Class 2Murder or manslaughter, fraud, smuggling, assault against a public official, trafficking in controlled substances30Deportation within 2d6 hours
Class 1Conspiracy against the government, murder of a public official, sabotage of public utilities35Detention pending the diplomatic action by character’s affiliated organization


 
Explorer - 3400 AXP

TIER TWO FEATURE: Explorer

    • AXP: 3400
    • Pre-Requisites: Nature skill modifier of at least 6
    • Grants Access To: None

You may select one additional Favored Terrain type.

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, feywild (Phase 3), forest, grassland, mountain, swamp, or reclaimed urbana. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn't slow your group's travel.
  • Your group can't become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

 
Lighting Shot - 6000 AXP

TIER TWO FEATURE: Lighting Shot

    • AXP: 6000
    • Pre-Requisites: Selected Scout or Hustler as base class.
    • Grants Access To: None

You can make a flurry of ranged attacks at the expense of accuracy. With a lightning shot, you may make one extra ranged attack with a personal, archaic or light ranged weapon in a round. This ability can only be used when taking the full attack action. All attacks that round gain a -2 penalty to hit.

Additionally, you may ignore the reload and the loading property of ranged weapons during combat. You must have the appropriate ammunition for your weapons, but never need to reload during combat. Lastly, you can draw or stow a ranged weapon without taking an action once, on your turn.


 
Natural Movement - 5800 AXP

TIER TWO FEATURE: Natural Movement

    • AXP: 5800
    • Pre-Requisites: Selected Scout as base class or Tier 5
    • Grants Access To: None

You have become adept at navigating the wild. Your Dexterity ability score increases by +2. Also, while you are wearing light, medium or no armor, you gain the following benefits:

  • Your movement speed increases in +10 feet
  • Your climbing and swimming speeds equals your movement speed.
  • When jumping you can use your Dexterity score to calculate height, instead of your Strength score, and your Dexterity modifier, instead of Strength modifier, for the check.
  • You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your ranger level.

You have become an expert at moving through your Favored Terrain. While in your favored environments you can take the Dash action as a bonus action.


 
Peripheral Vision - 6700 AXP

TIER TWO FEATURE: Peripheral Vision

    • AXP: 6700
    • Pre-Requisites: Passive Perception of at least 15 or access granted by the Reflex feature.
    • Grants Access To: None

You are so perceptive to your surroundings, that at your instinctive agility lets you dodge out of the way of certain area effects, such as an explosion or a electrical shock. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage. You instead take no damage if you succeed on the saving throw, and only half damage if you fail. Additionally, on a success you may immediately take a reaction to move up to half your speed (Expending a portion of your movement for that round), or make a ranged or melee attack against an enemy.


 
Reflex - 4000 AXP

TIER TWO FEATURE: Reflex

    • AXP: 4000
    • Pre-Requisites: Dexterity and Wisdom ability score2 of at least 28 combined or access granted by selecting Scout as base class

You are always ready to engage in combat. You gain advantage on Initiative checks and Wisdom (Perception) checks that rely on hearing, as well as +5 on your passive Wisdom (Perception) (not cumulative with other similar bonuses, including ones gained from other features.). And you may add your proficiency bonus to your Initiative checks.

In addition, you can't be surprised while you are conscious and other creatures don't gain advantage on attack rolls against you as result of being unseen by you.


 
Sharp Shot - 3600 AXP

TIER TWO FEATURE: Sharp Shot

    • AXP: 3600
    • Pre-Requisites: None
    • Grants Access To: None

If you use a firearm to attack a target with cover, the cover bonus to the target’s Defense for one-quarter, one-half, three-quarters, or nine-tenths cover is reduced by 2.


 
Survivor's Strength - 3600 AXP

TIER TWO FEATURE: Survivor's Strength

    • AXP: 3600
    • Pre-Requisites: Selected Scout as base class
    • Grants Access To: None

If you fail a saving throw you can reroll the save, and take the highest result. You can use this feature once, and can't use it again until you finish a long rest.


 
Trapping I - 5900 AXP

TIER TWO FEATURE: Trapping I

    • AXP: 5900
    • Pre-Requisites: Selected Scout as base class.
    • Grants Access To: None

Scouts are legendary for their ability to hunt down and capture their prey. Some scouts can create elaborate traps out of scraps, vines, and perhaps a little bit of specialized technomancy. Characters can learn how to set these traps by taking features from the Trapping feature tree. As you take these features you will gain access to unique traps, weapons, and abilities that can enhance your combat and secure your bases.

When you take this feature you gain the following abilities and benefits.

Trapfinding

You gain a new skill, Disable Device. The modifier for this skill is your Wisdom and Dexterity modifier combined. You may gain proficiencies and expertise in this skill as normal. A Scout adds their tier to Perception skill checks made to locate traps and on Disable Device skill checks. A Scout can also use Disable Device to disarm magic or electronic traps.

Trap

When you take this feature you learn how to create a snare trap and one other trap of your choice. At each tier, you learn another two traps. These can be selected from the traps contained in this feature, or from traps detailed in other features in the Trapping feature tree. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. You gain no benefit from learning an individual trap more than once.

To craft a trap you will expend Hunter Points. You have 2 + your Wisdom modifier Hunter Points per day. You become proficient in this trap as a hunter and you gain the ability to set up and hide traps effectively outside of combat for 1 Hunter Point and can even set them up as an action in combat for 2 Hunter Points. If a creature fails a perception check to see a hidden trap they automatically fail its save against its effect.

Setting a Trap

Setting a trap is a full-round action that provokes attacks of opportunity. A trap fills a single 5-foot square, and cannot be placed in the same area as another trap or device, such as a turret or machine. The scout only needs simple materials to create the trap, such as a piece of cloth, a small amount of metal (such as a dagger, iron spike, or a few nails), a foot of rope or vine, and so on. These are assumed to be on hand at all times and are not expendable. Some more advanced traps call for specific crafting time or materials, and these details can be found within the trap's description.

Traps marked with an asterisk (*) add to or modify the effects of another trap; a ranger can add one of these trap types to any standard (non-technomancy) trap (this costs 1 additional Hunter Point).

Triggering a Trap

Most traps have some kind of trigger, this may be detailed in the trap description. You may decide on one if a trap does not have a listed trigger. Similarly to setting a reaction you may choose a likely action to set off your trap. For example, a creature walks into the trap's space, or the trap is automatically triggered after 30 seconds. For some more inventive triggers, you may have to provide a specific material to link a trap to a trigger. For example, a timer for a timed trap, or a scale for a trap that only triggers when a certain weight is exceeded.

To notice a trap, the target must be actively looking for them by using Perception or Investigation. During combat, this search takes a bonus action. A creature that has not noticed a trap before triggering it has disadvantage on saving throws to avoid its effect and cannot attempt to disable it. The DCs for Perception or Investigation checks to notice the trap, Disable Device checks to disable it, and for saving throws to avoid it are equal to 10 + your tier + your Wisdom modifier (max 25).

A trap’s DC decreases by 1 for each full day (or hour, for a magical trap) that passes after it is set. A technomancy trap lasts only 1 hour per tier or until triggered, whichever comes first.

Traps do not affect gargantuan creatures.

Traps

That's not just a pile of leaves, it's an implementation of a hunter's cunning.

  • Snare Trap: Deals 1d6 + WIS Bludgeoning damage. Halves the creature's speed for 1 hour. Dexterity save to avoid.

  • Pitfall trap: Deals 1d8 + WIS Bludgeoning damage. Constricts the creature, causing it to be incapacitated. Taking 1d4 additional damage each turn. The creature makes a Strength saving throw at the end of each of its turns to end the effect.

  • Shock: Deals 1d12 + WIS Lightning damage. Stuns the creature for 1d4-1 rounds (minimum of 1 round). At the end of each of the creature's turns, it makes a Constitution saving throw, ending the effect early on a success.


 

 
Tier Three
Ability Score Increase - 4200 AXP

TIER THREE FEATURE: Ability Score Increase

    • AXP: 4200
    • Pre-Requisites: None
    • Grants Access To: None

You may choose to either;

  • Boost One Ability Score By Two: This option lets you increase a stat to a new modifier immediately, to a max of 30. This is great for boosting your class’s primary ability score.
  • Boost Two Ability Scores By One: If you have two odd ability scores, this option lets you round those two stats to an even number and max of 20, increasing the modifier of those stats.

You may only take this feature once at each tier it appears, including multiclasses. For example, you may not take this feature at Tier 3 for both your base class and your multiclass. You may take this feature in addition to the Ability Score Improvements feature granted by the General Class base class features.


 
Ambassador: Access - 8000 AXP

TIER THREE FEATURE: Ambassador: Access

    • AXP: 8000
    • Grants Access To: None

You may make bribery attempts without spending money or making Wealth checks, provided you are dealing with individuals or organizations that are helpful, friendly, indifferent, or unfriendly toward you or those you represents. Dealing with individuals or organizations that are hostile requires you to make Wealth checks as usual when using the bribery action.

Additionally, skilled diplomats are well paid for their loyalty and dedication, and they are accustomed to traveling in style. At 5th tier, and again at 8th tier, you gain a one-time Wealth score increase of +4.


 
Ranger: Animal Companion - 8500 AXP

TIER THREE FEATURE: Ranger: Animal Companion

You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose its stat block-Beast of the Land, Beast of the Sea, or Beast of the Sky-which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Its hit point maximum equals its normal maximum or eight times your tier, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.

The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can forgo one of your Attacks made as part of the attack action to allow the beast to make one attack of its own. Additionally, when you take the Attack action, you can command the beast to attack, using your bonus action. At the start or the end of your turn, you can command the beast to move up to its movement speed without using an action. You can use your bonus action to verbally command it to take the Disengage or Help action. If you don’t issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

If the beast dies, you can obtain another one by spending 8 hours bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.

Combat Style: Beast Taming

You can spend one use of any of your combat styles to use the following Beast Taming Commands:

Attack

You can spend one use as a bonus action to allow one friendly beast to make a melee attack against a creature within 5 feet. If you can make attacks using your bonus action, you can make it as part of the same bonus action you use this command.

Caution

You can spend one use as a bonus action to allow one friendly beast to take the Dodge action using its bonus action. If you can make attacks using your bonus action, you can make it as part of the same bonus action in which you have used this command.

Evade

You can spend one use as a reaction to allow a friendly beast to reduce the damage taken by an attack to 0. This uses the beast reaction. Or, when your beast take damage, you can use your reaction to halve that damage.

Beast of the Land

Large or smaller, Friendly to you and your allies


Armor Class 13

Hit Points 5 + eight times your tier (the beast has a number of Hit Dice [d8s] equal to your tier)

Speed 40 ft., climb 40 ft.


STR

14 (+2)

DEX

14 (+2)

CON

15 (+2)

INT

8 (-1)

WIS

14 (+2)

CHA

11 (+0)


Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak


Traits

Proficiency Bonus (PB): equals your bonus.

Armor Class: The beast's AC equals 13 + PB

Charge: If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.


Actions

Attack

Maul. Melee Weapon Attack: your WIS mod + PB to hit, reach 5 ft., one target. Hit: 2d8 + 2 + PB slashing damage.

Beast of the Sea

Large or smaller, Friendly to you and your allies


Armor Class 13

Hit Points 5 + eight times your tier (the beast has a number of Hit Dice [d8s] equal to your tier)

Speed 5 ft., swim 60ft.


STR

14 (+2)

DEX

14 (+2)

CON

15 (+2)

INT

8 (-1)

WIS

14 (+2)

CHA

11 (+0)


Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak


Traits

Proficiency Bonus (PB): equals your bonus.

Armor Class: The beast's AC equals 13 + PB

Amphibious: The beast can breathe both air and water.

Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.


Actions

Attack

Binding Strike. Melee Weapon attack: your WIS mod + PB to hit, reach 5 ft., one target. Hit: 1d6 + 4 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals 10 + your WIS mod). Until this grapple ends, the beast can't use this attack on another target.

Beast of the Sky

Medium or smaller, Friendly to you and your allies


Armor Class 15

Hit Points 5 + eight times your tier (the beast has a number of Hit Dice [d8s] equal to your tier)

Speed 10 ft., fly 60ft.


STR

6 (-2)

DEX

16 (+3)

CON

13 (+1)

INT

8 (-1)

WIS

14 (+2)

CHA

11 (+0)


Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak


Traits

Proficiency Bonus (PB): equals your bonus.

Armor Class: The beast's AC equals 15 + PB

Flyby: The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes.


Actions

Attack

Shred. Melee Weapon Attack: your WIS mod + PB to hit, reach 5 ft., one target. Hit: 2d4 + 3 + PB slashing damage.


 
Hunter: Hunter's Weapons - 6800 AXP

TIER THREE FEATURE: Hunter: Hunter's Weapons

    • AXP: 6800
    • Grants Access To: None

You gain proficiency in Intelligence checks towards modifying normal weapons and turning them into hunter's weapons. Hunter's weapons are unique variants of normal weapons that you modify using monster parts such as the Hunter's Repeater or the Hunter's Greatsword. Hunter's Weapons Deal an additional 1d4 elemental damage with an element assigned based on the parts used to improve the base weapon. Fire beetle carrapace will apply fire damage, yeti hide will apply frost damage ect.

Hunter's Greatsword: This hefty, imposing greatsword deals 2d6 slashing damage and has the heavy, and two-handed properties. You cannot make extra attacks with this weapon, but it can deal more damage the more attacks you lose out on. At Tier 5 the sword's damage becomes 2d8 and at Tier 7 the damage becomes 2d12. In addition The blade can be used to block incoming melee attacks giving +1 AC.

Hunter's Hammer: This beast of craftsmanship deals 1d10 + STR mod bludgeoning damage, it has the two handed, and heavy properties. You gain the ability to make a called shot on the monster's head with the hammer, taking -3 penalty to the attack roll, but if the attack hits, you add a +15 bonus to the damage roll, and the monster must make a Constitution saving throw (DC= 8 + 1/2 damage dealt) or become stunned until the start of your next turn.

Hunter's Sword and Shield: With this combination you gain the ability to expand your shield, rooting you in place but effectively giving you and up to 1 ally directly behind you 1/2 cover from ranged attacks.

Hunter's Heavy Repeater: Your heavy crossbow gains a magazine of 20 bolts and you ignore the loading quality of this crossbow until the magazine is empty. It takes an action to fully reload the magazine. The drawback is that its range goes down from 100/400 to 75/300.

Hunter's Light Repeater: Your light crossbow gains a magazine of 60 shots and you ignore the loading quality of this crossbow until the magazine is empty. It takes an action to fully reload the magazine. The drawback is that the range goes down from 80/320 to 60/240.

Hunter's Bow: A modified longbow that allows for the application of 1 of 3 arrow coatings.

Coatings are crafted using hunter's tools as a check. For every 2 over success rolled, create an additional charge. EX: DC 12 makes 5 charges, you roll a total of 20, you get a total of 9 charges. Materials can be gathered according to the rules found in The Alchemist's Compendium.

  • Poison: (Crafting: 2 Darkshroom mushrooms, Monster Fluid. DC 14 to craft 3 charges.) On a hit, the creature makes a DC 15 Constitution save against 1d8 poison damage, passing halves the damage.

  • Paralyze: (Crafting: 2 Silverleaf leaves, 1 Stoneroot plant. DC 16 to craft 3 charges) On hit, the creature makes a DC 12 Constitution save against the arrow or becomes paralyzed for 1d4 rounds. the effect can be ended early by making a successful con save at the end of its turn.

  • Elemental coating: (Crafting: {Element appropriate plant, Fire = Firenettle, Cold = Morning thaw, Lighting = Ironstalk, Acid = Darkshroom, Thunder = Rocknettle} x2, Everlime sap. DC 10 to craft 3 charges.) Turns the piercing damage of the bow to elemental damage.


 
Irradia - 11600 AXP

TIER THREE FEATURE: Irradia

    • AXP: 11600
    • Pre-Requisites: Selected Scout as base class
    • Grants Access To: None

Due to the Irradia's unique relationship with an irradiated landscape and in combination with a unique set of genes, some Irradia develope strange powers as a result of their fundemental DNA makeup mutating. While technically a cancer this mutation does not pose any threat to the host, but may, depending on its strength and appearance cause problems in a civilized society.

A Monster to Fight Monsters

Your unique genetics have created some sort of supernatural transformation in you. Whether visible or obvious to the average person is up to you and your DM. When you take this feature your Dexterity and Intelligence scores can no longer be reduced past 13. If they are currently lower raise them to that level.

Additionally, you may choose one of the following categories to gain proficiency in; light armor, medium armor, shields, archaic simple weapons, archaic martial weapons, or alchemist’s supplies

The Awakening

As the mutation takes hold the Irradia is first striken with an immense sickness and then a feeling of superhuman power. Your size category, weight, height, apperance, Natural Armor, Natural Attacks, and damage resistances may all be altered. Work with your DM to determine what cosmetic and mechanical bonuses your character gains from this transformation. You also gain the equivalent of one Ability Score Improvement.

As your body becomes infused with radioactive material new senses and control come to you. You may now sense the amount of radioactivity in your area almost like sensing how hot or cold a room is. Additionally, you gain resistance to all necrotic damage.

Nucleocraft

Your new found connection to the decaying fragments of the universe has begun to grant new powers. Beyond your physical changes you have begun to manipulate the radioactive energy of other creatures. Each creature has their own resistance to this, and older (closer to death) creatures will have some weakness to this ability as they contain far more radioactivity than they did in their younger years.

Some Irradia abilities will require you to use a Nucleocraft dice or request a saving throw against your save DC. Here is how these are calulated;

Nucleocraft Dice: 2 * Your Proficiency Bonus
Your Nucleocraft Dice are refreshed after each long rest.
Nucleocraft Die Type: TIer 3-4: d4, Tier 5-6: d6, Tier 7-8: d8, Tier 9-10: d10
Nucleocraft Save DC: 8 + your proficiency bonus + your Nucleocraft modifier
(your choice between Intelligence or Wisdom)

Essence of Energy

You learn to invoke a rite of Nucleocraft that infuses your weapon strikes with elemental energy. As a bonus action, you can activate any rite you know on one weapon you’re holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take damage equal to one roll of your Nucleocraft die. This damage can’t be reduced in any way.

While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your Nucleocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can’t gain the benefit of your rite.

You choose one rite from the rites below when you first gain this feature. You learn an additional rite each time you gain another Irradia feature.

  • Rite of the Flame. The extra damage dealt by your rite is fire damage.
  • Rite of the Frozen. The extra damage dealt by your rite is cold damage.
  • Rite of the Storm. The extra damage dealt by your rite is lightning damage.
  • Rite of the Dead. The extra damage dealt by your rite is necrotic damage.
  • Rite of the Oracle. The extra damage dealt by your rite is psychic damage.
  • Rite of the Roar. The extra damage dealt by your rite is thunder damage.


 
Sniper: Marksman - 8000 AXP

TIER THREE FEATURE: Sniper: Marksman

    • AXP: 8000
    • Pre-Requisites: Sniper and selected Assasin, Scout, or Specialist as base class
    • Grants Access To: None

A Marksman using a sniper rifle with a scope against a target that is flat-footed or unaware of him, increases his critcal hit range by one for every Tier above 3. This bonus is applied on top of any crit range bonus he already takes. View the table below for examples. Additionally, you may apply your Dexterity modifier to all damage rolls with a sniper rifle.

Marksman Critical Hit Range


TierCritical Range (Starting 20)Critical Range (Starting 18 - 20)
32018 - 20
419 - 2017 - 20
518 - 2016 - 20
617 - 2015 - 20
716 - 2014 - 20
815 - 2013 - 20
914 - 2012 - 20
1013 - 2011 - 20

Training

A Marksman's shots are particularly dangerous. But this skill comes with a tremendous amount of training. You may take this feature up to 4 times. Each time increasing the effectiveness and damage dealt by your long range weaponry. AXP costs for each purchase are as follows; First - 8000 AXP, Second - 6000 AXP, Third - 4000 AXP, Fourth - 2000 AXP.

Headshot

The injury save DC against a Marksman's sniper rifle shots increases by +1 everytime the Marksman gains this Ability (to a maximum increase of +4).

Range

Every time he gains this ability, a Marksman increases the maximum range of all firearm attacks by 25% (Maximum 100%.)

Between the Eyes

You may add 1d6 damage to an attack using a sniper rifle with a scope against a target that is flat-footed or unaware of the Marksman. This ability can be used a number times per day equal to your Tier. Every time you take this feature, you gain +1d6 bonus to damage. This ability is increased to +1d8 at Tier 6 and +1d10 at Tier 8. View table for examples;

Marksman Between the Eyes Damage


Tier1 Feature Purchase2 Feature Purchases3 Feature Purchases4 Feature Purchases
3+1d6+2d6+3d6+4d6
4+1d6+2d6+3d6+4d6
5+1d6+2d6+3d6+4d6
6+1d8+2d8+3d8+4d8
7+1d8+2d8+3d8+4d8
8+1d10+2d10+3d10+4d10
9+1d10+2d10+3d10+4d10
10+1d10+2d10+3d10+4d10


 
Night Watcher - 5200 AXP

TIER THREE FEATURE: Night Watcher

    • AXP: 5200
    • Pre-Requisites: None
    • Grants Access To: None

You have grown used to watching into the darkness of the night. You gain darkvision up to a range of 60 feet. If you already have darkvision, its' range grows by 30 feet.

In addition, while outdoors, you don't have disadvantage on Wisdom (Perception) checks while in dim light, and can see in darkness as if it were dim light.


 
Second Wave - 9200 AXP

TIER THREE FEATURE: Second Wave

    • AXP: 9200
    • Grants Access To: None

You can attack twice, instead of once, whenever you take the Attack action on your turn.

This feature cannot be taken in addition to a Tier 3 Extra Attack feature from any class. It can be taken in addition to Extra Attack features from other tiers.


 
Survivor's Endurance - 7600 AXP

TIER THREE FEATURE: Survivor's Endurance

    • AXP: 7600
    • Pre-Requisites: Constitution ability score of at least 15 or selected Bruiser or Scout as base class.
    • Grants Access To: None

Your difficult environment has made you hardy. You may increase your max Hit Points by 5 x your Tier when you take this feature. Additionally, whenever you gain a new Tier you may add 2d12 + 8 + CON mod hit points instead of what you would normally roll.

Grounded

You may spend your action to center yourself during combat. You may spend up to two hit dice and regain hit points equal to the roll of the dice. These dice will be spent and may only be used again after a long rest.


 
Trapping II - 10200 AXP

TIER THREE FEATURE: Trapping II

    • AXP: 10200
    • Grants Access To: None

When you take this feature you may learn one additional trap. You may now learn any of the following Traps.

Traps marked with an asterisk (*) add to or modify the effects of another trap; a ranger can add one of these trap types to any standard (non-technomancy) trap (this costs 1 additional Hunter Point). See Trapping I for rules on Setting Traps.

Alarm Trap*

When this trap is triggered, it creates a momentary loud noise audible for up to 200 feet.

Bludgeoning Trap

The trap bludgeons the creature that triggers it. The trap makes an attack with a bonus equal to your Tier + Wisdom modifier. The triggering creature is denied its Dexterity bonus to AC if it was unaware of the trap. If the trap hits, it deals 1d6 points of bludgeoning damage for every 2 tiers you have. Your DM may determine that you have to provide an object suitable for dealing lethal bludgeoning damage, such as a large branch or heavy stone.

Decoy Trap

Technomancy Trap

The trap creates a shadowy humanoid figment that appears to move away from the triggering creature or that follows a simple program of no more than 25 words defined by you at the time when the trap is set.

Unless programmed otherwise, the figment appears 60 feet away from the triggering creature or as close to that distance as possible, and then moves away toward the nearest exit, if any. The figment can move up to 60 feet per round. A viewer can attempt a Wisdom save or a Perception check to disbelieve the illusion if she attacks it or otherwise interacts with it. The Wisdom save DC to disbelieve the illusion is the same as the DC to avoid the trap; the DC of the Perception check to disbelieve the illusion is equal to 5 + the DC to avoid the trap.

Grapple Trap

The trap constricts around a limb or other part of the triggering creature’s body (Dexterity avoids). The creature cannot move from the location of the trap, unless you included a “leash” when setting the trap, in which case the creature is limited to the length of the leash. The trapped creature can escape with an Acrobatics check (DC equal to the trap’s DC) as a full-round action. The trap or its leash has a number of hit points equal to your 2 x your tier, or can be burst as a full-round action with a DC 25 Strength check.

The trap can hold up to a Medium creature; you may set another Grapple Trap to the same location to increase the maximum size of creature the trap can hold by one size per use. At your option, if there is a tall object or structure nearby, you can have the trap lift the creature.

Marking Trap*

If the triggering creature fails its save against the trap, it is marked with a dye and/or scent of your choosing. A scent mark decreases the DC of tracking the marked creature by scent by 4. The mark can be washed off with vigorous scrubbing, but fades on its own over several days.

Quicksand Trap

The trap and all adjacent squares become quicksand as long as they contain loose sand or soil. The Swim DC to move in this quicksand is equal to the trap’s save DC, and the Swim DC to tread in the quicksand is equal to the trap’s DC –5. The quicksand lasts for a number of rounds equal to your tier. When the effect ends, any creature still in the quicksand is returned to the surface prone.

Selective Trigger*

Technomancy Trap

You may add a race, type, alignment, or minimum weight restriction to the trap’s trigger.


 

 
Tier Four
Bow Master - 11200 AXP

TIER FOUR FEATURE: Bow Master

    • AXP: 11200
    • Pre-Requisites: Proficiency with Composite Bow, Longbow, or Shortbow
    • Grants Access To: None

Rather than relying on gunpowder and bullets the Archer is adept at taking enemies from afar using natural materials, taking time to choose his strikes wisely. When you take this feature you gain the following abilities;

Archer

If you haven't moved on your turn, you can use your bonus action to aim against a target you can see. Doing so give you advantage on your next ranged weapon attack. Your movement speed is reduced to 0 until the end of this turn.

In addition, if this attack hits, you cause additional 2d6 damage from the weapon's type. This additional damage increases to 3d6 at Tier 6, 4d6 at Tier 8 and 5d6 at Tier 10.

Swift Barrage

You can use a full-round action to attack a number of creatures equal to your proficiency bonus. All creatures must be within a 15-foot cone of each other, and you can't make more than one attack against each creature. The cone increases to 30-foot at Tier 6 and 60-foot at Tier 8.

Sharpshooter

When you cause your Archer additional damage, you can forgo 2 dice of damage to cause one of the following effects:

  • Knockdown. The target must succeed on a Strength saving throw against the result of the attack or be knocked prone.

  • Pierce. You can make another attack against a creature within 15 feet and directly behind your original target. On a hit, that creature takes additional 2d6 damage.

  • Pin. The target must succeed on a Dexterity saving throw against the result of the attack or its movement speed is reduced to 0 until the end of its turn.

Brutal Shot

Once per turn you can choose to give yourself a penalty to your attack, up to -10. On a hit, you cause damage equal to twice the penalty on your attack.


 
Ranger: Command - 9050 AXP

TIER FOUR FEATURE: Ranger: Command

Your ability to command and work with creatures has increased, and you gain proficiency in Animal Handling. If you are already proficient, double it. If it is already doubled, triple it. Additionally, you gain the following abilities;

Command/Rebuke Animals

You may spend an action to turn, command, or rebuke beasts and monsters. Your allegiance (good or evil) determines the effect you can have on some monstrous abominations. A character of good allegiance can turn the monstrous, driving them away or perhaps destroying them. One of the evil allegiances can use negative energy to rebuke the monstrous, causing the creatures to cower in her presence. (In the text that follows, up to the section on Effect and Duration of Turning, “turning” refers to turning or rebuking, whichever is appropriate for a particular Ranger.)

How Turning Works: A Scout can turn beasts and monsters (or other types of creatures at a higher level) as an attack action. Doing so does not provoke an attack of opportunity. To do so a Scout performs a call or physical movement meant to intimidate the creature, what this looks like depends on the player and on the creature you are attempting to turn.

Times per Day: A Scout may attempt to turn a number of times per day equal to 3 + her Charisma modifier.

Range: The Scout turns the closest turnable creature first. She can’t turn creatures that are more than 60 feet away or that have total cover.

Turning Check: First, roll a turning check to determine how powerful a creature you can turn. This is a Charisma check (1d20 + Charisma modifier). The table below shows the Hit Dice of the most powerful creature you can affect, relative to your tier. With a given turning attempt, you can’t turn any creature whose Hit Dice exceeds the result of your turning check.

Turning Check Results


Turning Check ResultMost Powerful Creature Affected (Maximum Hit Dice)
0 or lowerYour Tier – 8
1–3Your Tier – 6
4–6Your Tier – 4
7–9Your Tier
10–12Your Tier + 2
13–15Your Tier + 4
16–18Your Tier + 6
19–21Your Tier + 8
22 or higherYour Tier + 10

Turning Damage: If your turning check result is high enough to let you turn at least some of the beasts (or other appropriate) creatures within 60 feet, roll 3d6 and add your tier and your Charisma modifier to the result to determine turning damage. That’s how many total Hit Dice of beasts (or other) creatures you can turn on this attempt.

You may skip over already turned creatures that are still within range so that you don’t waste your turning capacity on them.

Effect and Duration of Turning: Turned creatures flee from the Scout by the best and fastest means available to them. A turned creature flees for 10 rounds (1 minute). If it can’t flee, it cowers (can take no actions, –2 penalty to AC).

If the Scout moves to within 10 feet of a cowering turned creature, it overcomes the turning and can act normally. (The Scout can be standing within 10 feet of the creature without breaking the turning effect; she just can’t approach any closer to the creature.) The Scout can attack a turned and cowering creature with ranged attacks from more than 10 feet away, and others can attack in any fashion, without breaking the turning effect.

Destroying Monsters: If the Scout has twice as many tiers (or more) as the beast has Hit Dice, she may choose to destroy any creature that she would normally turn.

Evil Scouts and Monsters: A Scout with evil allegiance channels negative energy to rebuke (awe) or command (control) monsters, instead of turning or destroying them. An evil Scout makes the equivalent of a turning check. Creatures that would be turned are rebuked instead, and those that would be destroyed are commanded.

Rebuked: A rebuked creature cowers as if in awe (can take no actions, –2 penalty to AC) for 10 rounds.

Commanded: A commanded creature falls under the mental control of the Scout. The Scout can give mental orders to a commanded creature as an attack action. The Scout can command any number of creatures whose total Hit Dice don’t exceed her Tier. She may voluntarily relinquish command to establish command on different creatures.

Dispel Turning: An evil Scout may dispel the turning effect of a good Scout. To do so, the evil Scout makes a turning check as if attempting to rebuke. If the turning check result is equal to or greater than the turning check result that the good Scout scored when turning them, then the creatures are no longer turned. The evil Scout rolls turning damage to see how many Hit Dice worth of creatures she can affect in this way.

Bolster Beast: An evil Scout may bolster creatures against turning effects in advance. She makes a turning check as if attempting to rebuke them, but the Hit Dice result becomes the creatures’ effective Hit Dice as far as turning is concerned (provided the result is higher than the creatures’ normal Hit Dice). This bolstering lasts for 10 rounds.


 
Hunter: Feral Senses - 8000 AXP

TIER FOUR FEATURE: Hunter: Feral Senses

    • AXP: 8000
    • Pre-Requisites: Hunter or a Passive Perception of at least 18
    • Grants Access To: None

You gain preternatural senses that help you fight creatures you can't see. When you make a melee attack against a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.


 
Stoneguard - 11200 AXP

TIER FOUR FEATURE: Stoneguard

    • AXP: 11200
    • Grants Access To: None

The Stoneguard are an elite group of military personel. Their protection of the Irradia living in the Great Divide make it one of the safest places to live in the United States. When you take this feature you gain the following abilities.

Parrying Stance

When wielding a longsword in one hand and nothing in the other, or wielding a longsword in two-hands, you can parry melee attacks made against you. As a reaction when you are hit by a melee weapon attack, you can reduce the damage by an amount equal to the damage die of your weapon + your Dexterity modifier + your Tier.

If you reduce the damage to 0 and your attacker is within 5 feet, you can make an attack against them, as part of the same reaction.

Total Disruption

Your sheer will allows you to enter a dead calm state, where you can see through any attack, your instincts allow you to avoid all possible damage. When you are hit by a melee weapon attack, as a Reaction you can cause that attack to miss.

You can use this ability a number of times equal to your proficiency bonus, and regain your uses after completing a long rest.

Slashing Wind

When you take the Dodge action and an opponent misses you with an attack, you can take the Attack action using your reaction against that creature.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses when you finish a long rest.

In addition, when you take the Dodge action, you can make a melee weapon attack with a longsword using your bonus action.

Perfect Parry

Once in each round when you are hit by a melee weapon attack, you can force the attacker to reroll the die, choosing the new result. You can't use this feature on the same turn you have used your Parrying Stance feature.


 
Survivor's Skill - 13350 AXP

TIER FOUR FEATURE: Survivor's Skill

    • AXP: 13350
    • Pre-Requisites: Selected Scout as base class
    • Grants Access To: None

You have become extremely proficient in all nature based skills. Gain expertise in 4 of the following skills: Acrobatics, Animal Handling, Athletics, History, Insight, Medicine, Nature, Navigation, Perception, Persuasion, Religion, Stealth, and Survival.


 
Thorn Blade - 10150 AXP

TIER FOUR FEATURE: Thorn Blade

These Scout have chosen to use the best offense-- all-out aggressive.

Opportunist

You can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

Clash

Your sheer force of will allows you to enter a dead calm state, keeping death at bay and allowing you to deal damage even while in the brink of dying. When you are reduced to 0 hit points, you can choose to be reduced to 1 hit point instead.

If you have a hostile creature within 5 feet of you after using this feature, you can make a melee weapon attack against that creature, using your reaction.

You can use this feature a number of times equal to your proficiency bonus, and regain your uses after completing a long rest.

Mark of the Wolf

Whenever you take the Attack action on your turn, you can make an unarmed strike as a bonus action. This unarmed strike can be made after or before the attacks. On a hit, you can shove the creature, if the target is Large or lower.

In addition, you can use your Dexterity, instead of your Strength, for attacks and damage rolls for your unarmed strikes.


 
Trapping III - 13350 AXP

TIER FOUR FEATURE: Trapping III

    • AXP: 13350
    • Grants Access To: None

When you take this feature you may learn three additional traps. You may now learn any of the following Traps.

Traps marked with an asterisk (*) add to or modify the effects of another trap; a ranger can add one of these trap types to any standard (non-technomancy) trap (this costs 1 additional Hunter Point). See Trapping I for rules on Setting Traps.

Cleansing Trap

The trap suppresses the target’s ability to use one randomly selected attack, ability, or quality that creates a disease or poison effect; this lasts for 1 round per tier. If the creature has more than one such attack, ability, or quality that creates a disease or poison effect, the attack, ability, or quality to be suppressed when the creature is affected by this trap is determined at random from those not already suppressed.

Distraction Trap

The target is affected with irritation that detracts from its alertness. It takes a –2 penalty on Perception checks, initiative checks, and Dexterity saves for 10 minutes per tier. The scout must supply a dose of itching powder or another alchemical irritant.

Exploding Trap*

Restrictions: Can only be added to a fire trap.

The trap explodes in fire, filling all squares adjacent to the trap and dealing a number of points of fire damage equal to 1d6 + the Scout’s tier (Dexterity save negates).

Fire Trap

The trap explodes in flames, dealing a number of points of fire damage equal to 4d6 + the Scout’s tier to the triggering creature (Reflex negates).

Infected Snare Trap*

Restrictions: Can only be added to a snare trap.

The snare is made of diseased materials, which contain an aggressive blight that saps the energy and bodily health from the target creature. When initially caught in the snare, the trapped creature must succeed at a Constitution saving throw or immediately take 3d6 + 5 points of Necrotic damage. Each subsequent hour, the creature must succeed at a Constitution saving throw or take 1d6 + 5 points of Necrotic damage. This effect lasts for 12 hours or until the creature makes two successful saving throws in a row, whichever comes first. This is a poison effect.

Smoke Trap

This trap bellows out thick, choking smoke that fills the trapped square and all adjacent squares. Any breathing creature in these squares must succeed at a Constitution saving throws or take a -2 penalty to Strength and Dexterity every round it’s within the smoke and for 1d4+1 rounds after leaving the smoke. All sight, even darkvision, is ineffective in or through the smoke. The smoke lasts for 1 round per tier, and is dispersed by wind as fog cloud. The scout must use an alchemical component when setting the trap, such as a smokestick.


 
Warden of the Wastes - 9050 AXP

TIER FOUR FEATURE: Warden of the Wastes

So much time in the wastes has adapted you to the weather, you become resistant to Radiant, Necrotic, and Fire damage and can ignore difficult terrain created by rocky terrain or sand, and you are unaffected by hot weather.

Additionally, you have faced so many terrors of the Wastes, you can't be frightened anymore and you gain double proficiency in Constitution saving throws.


 

 
Tier Five
Ability Score Increase - 10200 AXP

TIER FIVE FEATURE: Ability Score Increase

    • AXP: 10200
    • Pre-Requisites: None
    • Grants Access To: None

You may choose to either;

  • Boost One Ability Score By Two: This option lets you increase a stat to a new modifier immediately, to a max of 30. This is great for boosting your class’s primary ability score.
  • Boost Two Ability Scores By One: If you have two odd ability scores, this option lets you round those two stats to an even number and max of 20, increasing the modifier of those stats.

You may only take this feature once at each tier it appears, including multiclasses. For example, you may not take this feature at Tier 5 for both your base class and your multiclass. You may take this feature in addition to the Ability Score Improvements feature granted by the General Class base class features.


 
Careful Approach - 17750 AXP

TIER FIVE FEATURE: Careful Approach

    • AXP: 17750
    • Pre-Requisites: Stealth skill modifier of at least +8 and Home Turf
    • Grants Access To: Ambush Hustler Feature

Your stealth approach gives you several benefits. You have advantage on any Dexterity (Stealth) check and on the first weapon attack made on your turn if you move no more than half your speed on the same turn. All attacks against a suprised creature become deal critical damage if they hit.

Ambush Tactics

You learn how to use the environment to better ambush, escape and kill your enemies. While in your Favored Terrain, you gain advantage on your Dexterity (Stealth) checks, and your targets make Wisdom (Perception) checks to detect you at disadvantage.

In addition, if you make an attack while hidden and miss, your position is not revealed.


 
Elite - 19050 AXP

TIER FIVE FEATURE: Elite

You have become known amongst the Scouts, as one of the best there ever was. Add a +4 increase to your Dexterity score, to a maximum of 24, and a +4 to your Wisdom score, to a maximum of 24. You may also double your Reputation score.


 
Execution - 27050 AXP

TIER FIVE FEATURE: Execution

Your weapon is an extension of yourself, and you may take down even the mightiest of enemies with well-placed blows at an incredible speed.

As an action, if you have advantage on an attack roll, you can make an attack against a creature with one of your proficient weapons. On a hit, you force the target to make a Constitution saving throw. On a success, the attack is a critical. On a failed save, the target is reduced to 0 hit points. Creatures of large size or larger have advantage on the save. Creatures Huge or higher are reduced to half their maximum amount of hit points.

When a creature succeeds the saving throw against this ability, you can't target that same creature again until you finish a long rest.


 
Ambassador: Identification - 25750 AXP

TIER FIVE FEATURE: Ambassador: Identification

The Ambassador gains clearance to access restricted files or classified information from any source that recognizes her faction, organization, nation, world, or stellar empire. She gains a +5 bonus on Circuitry checks made to defeat computer security and a +5 bonus on History checks.

Additionally, the Ambassador may appoint a number of individuals equal to her Charisma modifier as “consuls” or “attachés.” These appointed individuals gain the Ambassador: Diplomatic Immunity and Ambassador: Access features (described above). The Ambassador may revoke these privileges at any time and appoint replacement consuls as she sees fit. It takes 1d4 hours for an Ambassador to invoke or revoke a consul’s or attaché’s privileges.


 
Irradia: Blood Maledict - 21750 AXP

TIER FIVE FEATURE: Irradia: Blood Maledict

    • AXP: 21750
    • Grants Access To: None

You gain the ability to channel—or sometimes sacrifice—a part of your vital essence to curse and manipulate creatures through Nucleocraft. You know three blood curses of your choice, detailed in the “Blood Curses” section at the end of the feature description. You learn one additional blood curse of your choice at 7th and 9th tier. Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse.

Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking necrotic damage equal to one roll of your Nucleocraft die. This damage can’t be reduced in any way. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse.

Once you use this feature, you must finish a short or long rest before you can use it again. You can use Blood Maledict four times between rests, five times starting at 7th tier, and six times starting at 9th tier.

Blood Curses

As an Awakened, you have access to a range of blood curses that can tax the resilience of any foe.

Blood Curse of the Anxious

As a bonus action, you harry the body or mind of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, Charisma (Intimidation) checks made against the cursed creature have advantage.

Amplify. The next Wisdom saving throw the cursed creature makes before this curse ends has disadvantage.

Blood Curse of Binding

As a bonus action, you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength saving throw. On a failure, the cursed creature’s speed is reduced to 0 and it can’t use reactions until the end of your next turn.

Amplify. This curse lasts for 1 minute and can affect any creature regardless of size. The cursed creature can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.

Blood Curse of Bloated Agony

As a bonus action, you curse a creature that you can see within 30 feet of you, causing its body to swell until the end of your next turn. For the duration, the creature has disadvantage on Strength checks and Dexterity checks, and takes 1d8 necrotic damage if it makes more than one attack during its turn.

Amplify. This curse lasts for 1 minute. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.

Blood Curse of Corrosion

As a bonus action, you cause a creature within 30 feet of you to become poisoned. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.

Amplify. The cursed creature takes 4d6 necrotic damage when you inflict this curse, and it takes this damage again each time it fails a Constitution saving throw to end the curse.

Blood Curse of the Exorcist

As a bonus action, you choose one creature you can see within 30 feet of you that is charmed or frightened, or which is under a possession effect. The target creature is no longer charmed, frightened, or possessed.

Amplify. A creature that charmed, frightened, or possessed the target of your curse takes 3d6 psychic damage and must succeed on a Wisdom saving throw or be stunned until the end of your next turn.

Blood Curse of Exposure

When a creature you can see within 30 feet of you takes damage from an attack or spell, you can use your reaction to temporarily weaken its resilience. Until the end of the target’s next turn, it loses resistance to all the damage types dealt by the triggering attack or spell (including for that triggering effect).

Amplify. The target instead loses invulnerability to the damage types of the triggering attack or spell, but has resistance to those damage types until the end of its next turn.

Blood Curse of the Eyeless

When a creature you can see within 30 feet of you makes an attack, you can use your reaction to roll one Nucleocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack hits or misses. The creature is immune to this curse if it is immune to the blinded condition.

Amplify. You apply this curse to all the creature’s attack rolls until the end of the creature’s turn. You roll separately for each affected attack.

Blood Curse of the Fallen Puppet

When a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to instill that creature with a final act of aggression. The creature immediately makes one weapon attack against a target of your choice within its range.

Amplify. You can first cause the cursed creature to move up to half its speed, and you grant a bonus to its attack roll equal to your Hemocraft modifier (minimum of +1).

Blood Curse of the Howl

As an action, you unleash a bloodcurdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If a creature fails its saving throw by 5 or more, it is stunned while frightened in this way. A creature that succeeds on its saving throw is immune to this blood curse for the next 24 hours.

You can choose any number of creatures you can see to be unaffected by the howl.

Amplify. The range of this curse increases to 60 feet.

Blood Curse of the Marked

As a bonus action, you mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you hit the cursed creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite.

Amplify. The next attack roll you make against the target before the end of your turn has advantage.

Blood Curse of the Muddled Mind

As a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell or using a feature that requires concentration. That creature has disadvantage on the next Constitution saving throw it makes to maintain concentration before the end of your next turn.

Amplify. The cursed creature has disadvantage on all Constitution saving throws made to maintain concentration until the end of your next turn.


 
Sniper: Trigonometry - 19050 AXP

TIER FIVE FEATURE: Sniper: Trigonometry

It takes a good mind to accurately shoot incredible distances. When you take this feature your Intelligence ability score is increased by +3 to maximum of 24. Additionally, you may now ignore distance when taking shots with a sniper rifle. When your target is within one mile of you make your attack as normal. Beyond one mile, attacks are made with disadvantage.

Blind Shot

Attacks made with your sniper rifle ignore half cover and less. Additionally, as long as you know the location of your target you do not need to see them in order to target them for an attack. For example, you may shoot through tinted windows, fabric, crowds of people, or thin structures such as civilian cars or portable toilets.


 

 
Tier Six
Under Construction - Estimated Count: 5  
 
Tier Seven
Under Construction - Estimated Count: 5
Ability Score Increase - 17600 AXP

TIER SEVEN FEATURE: Ability Score Increase

    • AXP: 17600
    • Pre-Requisites: None
    • Grants Access To: None

You may choose to either;

  • Boost One Ability Score By Two: This option lets you increase a stat to a new modifier immediately, to a max of 30. This is great for boosting your class’s primary ability score.
  • Boost Two Ability Scores By One: If you have two odd ability scores, this option lets you round those two stats to an even number and max of 20, increasing the modifier of those stats.

You may only take this feature once at each tier it appears, including multiclasses. For example, you may not take this feature at Tier 7 for both your base class and your multiclass. You may take this feature in addition to the Ability Score Improvements feature granted by the General Class base class features.


 

 
Tier Eight
Under Construction - Estimated Count: 4  
 
Tier Nine
Under Construction - Estimated Count: 4
Ability Score Increase - 25400 AXP

TIER NINE FEATURE: Ability Score Increase

    • AXP: 25400
    • Pre-Requisites: None
    • Grants Access To: None

You may choose to either;

  • Boost One Ability Score By Two: This option lets you increase a stat to a new modifier immediately, to a max of 30. This is great for boosting your class’s primary ability score.
  • Boost Two Ability Scores By One: If you have two odd ability scores, this option lets you round those two stats to an even number and max of 20, increasing the modifier of those stats.

You may only take this feature once at each tier it appears, including multiclasses. For example, you may not take this feature at Tier 9 for both your base class and your multiclass. You may take this feature in addition to the Ability Score Improvements feature granted by the General Class base class features.


 

 
Tier Ten
Under Construction - Estimated Count: 2  
 

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