Ivalice: Classes
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Mage
D6 Hit Die2+Int Skills (Deception, Gather Information, Initiative, Knowledge(all), Perception, Persuasion, Ride, Spellcraft, Treat Injury)
3/4 BAB
Defense: +1 Ref, +2 Will
Starting Feats: Armor Proficiency (mystic), Weapon Proficiency (simple weapons), Black Magic Training or White Magic Training
Talents (Every odd level):
Spell Refinement Tree:
- Spellpower: Choose a school of magic; spells of that school roll one die type higher for damage, healing, or duration. May be selected up to 3 times per school.
- Area Effect: Choose a school of magic; you may cast spells of that school as an area effect. Spells that deal damage deal half damage even on a miss. May be selected up to 3 times per school, each time increasing the area of effect (2x2, 3x3, 4x4).
- Disciplined Spell: Choose a school of magic you know Area Effect for; when casting an area spell of the affected school, caster can choose to have the spell affect only friendly or only hostile targets.
- Educated: as the Noble talent
- Spontaneous Skill: as the Noble talent
- Arcane Perception: as the Sense talent Force Perception
- Foresight: as the Sense talent
- Visions: as the Sense talent
Recovery Tree:
- Mental Recharge: as the Control talent Force Focus
- Mystical Recovery: as the Control talent Force Recovery
- Mist Point Recovery: as the Force technique Force Point Recovery
Enchantment Tree:
As the Force Adept Force Item tree
Bonus Feats (Every even level): Black Magic Training, White Magic Training, Red Magic Training, Time Magic Training, Arcane Magic Training, Armor Proficiency (light), Linguist, Exotic Weapon Proficiency, Point Blank Shot, Precise Shot, Melee Defense, Weapon Proficiency (Light Blades, Bows), Skill Training, Skill Focus, Chemist, Medic
Noble
D8 Hit DieSkills: Same, but replace Pilot with Ride and Use Computer with Perform
Defense: +1 Fort, +2 Will
3/4 BAB
Starting Feats: Weapon Proficiency (simple, light blades), Linguist (must meet prereqs)
Talents (Every odd level): Same, plus the
Mediator tree:
- Adept Negotiator: As the Jedi Consular talent
- Master Negotiator: As the Jedi Consular talent
- Skilled Advisor: As the Jedi Consular talent
Bonus Feats (Every even level): Same, plus Chemist, Medic, and Weapon Proficiency (guns, heavy blades)
Scoundrel
D6 Hit DieSkills: 4+Int (Acrobatics, Deception, Gather Information, Initiative, Knowledge, Mechanics, Perception, Perform, Persuasion, Pilot, Stealth)
Defense: +2 Ref, +1 Will
3/4 BAB
Starting Feats: Melee Defense (must meet prereqs), Weapon Proficiency (simple, light blades)
Talents (Every odd level):
Fortune Tree: Same
Misfortune Tree: Same
Thief Tree:
- Steal: May pickpocket in combat as a full-round action. Roll Stealth vs. target�s Ref def.
- Cat Burglar: You may use Acrobatics in place of Athletics when jumping or climbing.
- Catch Weapon: As a reaction, may catch a thrown weapon, arrow, or disarmed weapon. Roll Stealth (sleight of hand) vs. the attack roll or DC 25 for a disarmed weapon. Each catch in a round after the first applies a cumulative �5 to the roll.
- Steal Heart: May reroll any Persuasion check. Must take second result.
- Fast Talk: May reroll any Deception check. Must take second result.
- Return Fire: Once per round, may throw back a caught weapon (or shoot back an arrow if armed with a bow). Improvised weapon rules apply for throwing weapons not meant for it. Requires: Catch Weapon, BAB +3
Sky Pirate Tree: As Spacer tree
Bonus Feats (Every even level): Same plus Point Blank Shot and Weapon Proficiency (Bows, Guns)
Scout
D8 Hit DieSkills: Same, but replace Climb, Jump, and Swim with Athletics
Defense: +1 Fort, +2 Ref
3/4 BAB
Starting Feats: Shake It Off (must meet prereqs), Weapon Proficiency (simple, light blades, bows)
Talents (Every odd level): Same
Bonus Feats (Every even level): Same, plus Weapon Proficiency (guns, polearms)
Soldier
D10 Hit DieSkills: 3+Int (Acrobatics, Athletics, Endurance, Initiative, Knowledge (all), Mechanics, Perception, Pilot, Ride, Treat Injury)
Defense: +2 Fort, +1 Ref
BAB 1/1
Starting Feats: Armor Proficiency (light), Weapon Proficiency (simple, light blades, heavy blades)
Talents (Every odd level): Same
Bonus Feats (Every even level): Same, plus Weapon Proficiency (polearms)









