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View Full Version : Pathfinder Fantasy Effect, A Fantasy Version of Mass Effect for Pathfinder



Phantos_Argent
2016-07-10, 05:32 AM
I recently came across Andrew Ryans wonderful Dragon Age/Mass Effect crossover art. After admiring it for about a week, my homebrewers blood started to boil again and I got inspired to create this bit of brew.


http://img12.deviantart.net/eab4/i/2013/070/1/2/dragon_effect_by_andrewryanart-d5lq8wr.jpg

The World
Dominated by floating geography called Lands. These Lands are populated by various races, such as humans, asari, turians, and krogan. Travel between them is only possible through the use of Skyships, which in turn are powered by engines designed from etchings left behind by the Prothean race. There are dozens of huge Lands with room for thousands, but many are small enough to only account for a couple hundred.

The Citadel
An entirely artificial Land, the Citadel stays in place through it’s crystal powered gravity matrix. It is the center of Andros, in both the literal and figurative sense. The Council holds court there, a representative body made of Seconds. Each Second is chosen from the royal family of their race and will assume the throne upon the death of their current monarch.
It is also home to dozens of Ambassadors, each one from a different individual Land. They give voice to races without the political or military might to be on the Council or even Lands who are currently estranged from their racial origins.
In addition to housing hundreds Skyships, of which over half are outfitted for war, the Citadel is also where the Spectre headquarters are located. Each Spectre is an elite agent of the Council, capable of performing combat, subterfuge, and tactical operations with the absolute best. Many have homes on the Citadel, docking their personal craft in a special bay and relaxing between missions.

Races
Races are divided between Council, Citadel, and Rogue. Council races are designated as those with a spot on the Council, specifically Asari, Humans, Salarians, and Turians. Citadel races are designated as those with just an Ambassador on the Council, specifically the Hanar, Krogan, Drell, Volus, Elcor, and Quarian. Rogue races are designated as those without an official contact on the Citadel and not beholden to its laws, specifically the Batarian, Vorcha, Geth, Reapers, Collectors, Cyborgs, and all Constructs.

Foes
According to Council brochures on the subject, there are five distinct threats on Andross that every traveler must watch out for.
The first is the Geth. A race of intelligent constructs created by the Quarians using their advanced Helix technology, they’ve long since broken free, turning their former masters into nomads. While not an ever present threat, Geth are seemingly random, targeting odd libraries and ruins with the same voracity as they do to crystal shipments necessary for Helix technology.
The second are scoundrels of all types. These range from violent mercenary companies like the Blood Pack Ravagers to Drell assassins to Salarian conmen. A major source of these lay in Omega, a large mining Land and cesspit.
The third are the Reapers. Corpses infected with the Machina virus, they’re tough and insanely dangerous. Though it's been ten years since the brave crew of the Normandy defeated the dragon Reaper Harbringer and subsequently disappeared, Reapers are still active on the fringes of Andross. Travel to the outer lands are fraught with danger and there are even rumors of an existing dragon type Reaper, even though all were supposed to have been destroyed with Harbringer’s defeat.
The fourth are the Collectors. A servitor race of the Reapers developed from giant bugs, the Collectors broke free following their master’s fall. Schisms have started to appear in their society, as it currently lacks a queen for the hive to follow. Some wish to return to the Reaper’s service, some seek to prove their own superiority as a species, and a few even want to the join the Citadel races and seek peace.
The fifth is Cerberus. Seemingly a large organization dedicated to seeding Lands with human pilgrims, they revealed their true colors following the Reaper War and attempted to seize control of the Citadel for humanity. A shadow of their former self, Cerberus still maintains control over dozens of human colonies and has sympathizers both on Terra and the Citadel.

Money
Though often treated with disdain outside of the major lands, but gold and silver are accepted in almost every major land. The Citadel Bank controls money in a very real way by crafting small wooden cards that bear marks showing the holder's remaining credits. While these cards aren't accepted in Land that doesn't have a Bank branch, they make it much more difficult to steal and easier to purchase cheaper goods without paying in archaic half-silvers or quarter-silvers. The money is removed by whomever you are purchasing something from and added at any bank. Most businesses will pay their employees in writs which are then transferred to the cards. In small lands only a few places will take money of any sort, with most buying and selling being performed by exchanging goods or services. In larger lands outside Citadel control it is done with either silver, gold if you're stupid or very capable, and other substances, such as bits of tech and drugs. All coinage comes in the form of either silver or gold. One gold coin is enough for anything but a major purchase, while silver is used in more everyday transactions. 100 silver coins is equal to 1 gold coin. For example, someone mighty pay three gold coins for a set of mastercrafted adamantine armor, a new house, or three well trained mercenaries to perform a job.

This money system is entirely optional. GMs are especially encouraged to ignore this if they also wish to implement the standard magic item system rather than Runes. If you wish to buy base equipment with this system, the transfer rate to the base money system in pathfinder is 2 gold equal 1 Andross silver.

Spheres
Every race in Andross is capable of learning some form of Sphere magic, though certain classes excel at a few rather than others. Rather than selecting new talents or another Sphere, all classes gain talents in every sphere they’re trained in at a rate of 1 per 1/4th character levels. You do not gain talents retroactively. You may gain new talents through feats, but not new Spheres.
Every class casts spells as a Mid-Caster.


Council Races
Asari
Ability Scores- +4 Charisma, +2 Intelligence, -2 Constitution
Racial Features
Natural Biotics- Gain a single Biotic talent from the list provided by Adepts.
Attractive- Gain a +2 bonus on Bluff and Diplomacy checks. Both skills are always class skills for you.
Biology
Asari live for up to a 1000 years and each one is biologically female. Their average height is 5’4 and their average weight is a 100 lbs. They can breed with almost any species, but the result is always another asari. Many exhibit traits from their father race, such as a krogans tendency for violence or a humans cosmopolitan nature.
Society
They are seen as a mother race on Andross, having been the first to develop Skyships and discover the Citadel. Despite this, many Asari spend their first few hundred years of life dancing, fighting, or adventuring. Matron Asari, otherwise known as those who have been alive for more than 400 years, are natural leaders and assume such positions with grace.

Human
Use the standard human traits as presented in the pathfinder srd with the following exceptions.
The gain two +2 bonuses to add to any ability scores they want instead of a singular +2.
They may select two Alternate Racial Traits that usually replace their Bonus Feat or Skilled Racial Trait and gain those traits for free. They may choose two that replaces their Bonus Feat and vice versa for Skilled.
Society
While most humans are content to live out their life in peace, human travelers always seem especially driven and curious, which causes their excitable reputation. Humans are far more likely to break from the mold than the other races.

Salarian
Ability Scores- +2 Dexterity, +2 Intelligence, -2 Strength
Racial Features
Studied- Choose any two knowledge skills. Gain a +2 bonus to those knowledge skills.
Rapid Thought- You may add your intelligence modifier to your reflex save in addition to your dexterity.
Skill Focus- Anytime you gain a feat that would improve a bonus to any skill, double that bonus.
Swim Speed- Gain a 30 ft swim speed.
Biology
Marine in nature, Salarians are at home both underneath and above water. They have short lifespans, at most 60 years, but are still the greatest scholars and inventors in Andross. Their average height is 5’9 and their average weight is 90 lbs. A six to one male to female birth rate insures most Salarian females live safe at home, directing their families in positions of power.
Society
At its core, Salarian society focuses around the family, led by a female matriarch known as a Dalatrass. Families pave the way for their sons, providing education, training, and often bribes or threats to get them into as important positions as possible. They are then expected to repay this help by providing either favors or money.

Turian
Ability Scores- +2 Strength, +2 Constitution, +2 Wisdom, -2 Charisma
Racial Features
Military Service- Increase your total starting equipment proficiencies by +2. m.
Raptor Focus- You may add your intelligence modifier to your perception checks, in addition to your wisdom modifier.
Low-Light Vision- All Turians possess low light vision.
Biology
A raptor species, the average turian is lean, tall, and wiry. Their average height is 6’2 and their average weight is 150 lbs. Most live as long as humans. They have an incredibly rigid skin and bone structure.
Society
In Turian society, duty is everything. Every Turian is expected to work for their military in some degree for at least seven years. This often includes police work, equipment crafting, and medical services for those who do not want combat active positions.


Citadel Races
Drell
Ability Scores- +2 Strength, +2 Dexterity, +2 Intelligence
Racial Features
Perfect Memory- All Drell can recall every moment of their lives, including sights and smells. This often grants a circumstance +4 racial bonus on perception, sense motive, and all knowledge checks.
Agile- All Drell are considered to have a running start when making an acrobatics check to jump.
Biology
Tall, strong, and agile, Drell perform combat tasks for the Hanar. They are reptilian in nature, preferring dry and hot climates. Their average height and weight are comparable to humans, though they live for several decades more.
Society
Always a relatively small race, their own Land’s core became unstable and the Hanar allowed them to live on theirs in exchange for the Drells servitude. Many who are raised on the new home Land are treated as second class citizens, though there are many families who settled elsewhere and adopted new customs.

Krogan
Ability Scores- +2 Strength, +4 Constitution, -4 Charisma
Fast Healing- All Krogan recover hitpoints at twice the normal rate from rest.
Rage- At half health or less Krogans may fly into a rage as a free action. This ability only functions once per day. They gain +4 Strength, +4 Constitution, and -2 AC. It lasts for 1d6 rounds.
Headbutt- Gain a natural slam attack that deals 1d6 damage, dealt by a hard head plate.
Racial Features
Biology
Incredibly tough and strong, Krogans are born to fight. Their average height is 6’8 and their average weight is 400 lbs. They may live for over six hundred years, though most fall to violence long before then. They developed a back hump to not only store water, but also protect from attacks from behind.
Society
On Tuchanka, a desolate waste Land, survival is never guaranteed. When Salarian agents introduced a plague that targeted Krogan females to end the long and bloody Krogan Rebellion, it not only reduced most females as prizes in their clans, but also reduced the Krogan race to that of wandering fighters.

Quarian
Ability Scores- +2 Dexterity, +4 Intelligence, -2 Strength
Racial Features
Mask- Every Quarian must breathe in air from their Land or become ill. Thus, they must constantly wear masks made of that material. Without the mask, they take 1d6+2 constitution damage that is only restored by wearing the mask for one minute. Each mask is enchanted to grant both darkvision 60 ft and immunity to gaze attacks. They are considered blind for the purposes of resisting special abilities and powers.
Tech Proficiency- Every Quarian is trained in the use of the Fission Gauntlet and receives one for free, as per the Engineer class feature. If their 1st level is in a class that already grants one, they receive a single Gadget instead.
Biology
Though they have not lived in their original Land for centuries now, Quarians must breathe in a natural gas exuded by it. Their average height, weight, and age are all similar to a human’s. They’re one of the smartest races in the galaxy, having designed Helix technology.
Society
Quarians became one of the most powerful races in the galaxy after they learned to imbue crystals with both energy and intelligence, creating Helixes. After centuries of servitude, their Helix golems known as the Geth rebelled, thus forcing the Quarian into open air without a Land to call their own.

Rogue Races
Construct
Ability Scores- +2 to any ability score
Racial Features
Construct Traits- All construct immunities. They still have a constitution modifier and must enter stasis for at least six hours every day. Cannot gain levels in a class that uses Biotics.
Designation- Every construct has a different designation or model. Though there are dozens, the most suitable towards adventuring are stated below. Upon character creation, choose a single one.
Service- Made to provide both physical and intellectual assistance. Gains a +4 racial bonus to a single Knowledge skill, Treat Injury, or Diplomacy.
Spy- Constructed to resemble a specific humanoid. Gains a +5 bonus on disguise checks to resemble that creature's race and a +10 bonus on disguise checks made to resemble that specific creature.
Combat- Made with advanced armor for combat. Gain a +2 bonus to natural armor.
Geth- Can work together seamlessly. May use Telepathy as a spell like ability at will, but only to communicate with other Geth.
Biology
Made from various clays, stones, wood, and metal.
Society
They have none. All constructs are made with a purpose, one that they must follow. The most intelligent of constructs can break free of this, but such free constructs must remain hidden or be hunted relentlessly.

Cyborg
Ability Scores- +4 to Strength or Dexterity, -2 Wisdom
Racial Features
Dual Race- All Cyborgs are considered to be both Constructs and Humans for the purposes of powers, abilities, feats, etc.
Machina Virus- Every Cyborg is originally a human infected with an altered version of the Machina virus. At character creation you choose any amount of the following alterations. For each alteration beyond the first, your character takes a -1 penalty on all charisma based skill checks, will saves, and loses 1 hit point.
Eyes- Gain 60 ft of darkvision.
Legs- Gain a climb speed of 30 ft.
Arms- Double your strength bonus to your carrying capacity and gain a +2 bonus to your CMB.
Chest- Gain +2 natural armor.
Organs- Gain a +4 racial bonus on fortitude saves against poison and disease.
Biology
Originally created by Cerberus, Cyborgs were their attempt at making soldiers to fight against the Reapers. Though they resemble humans, all Cyborgs stop aging when they are first injected, though it has only been a decade since their inception and it is not known if they suffer ill effects from age.
Society
Every Cyborg is hunted, either from their former masters or those that seem them as an extension of the Reapers. Most can cover their nature through thick clothing, but the Citadel’s official stance on them still labels cyborgs as enemy combatants.

Vorcha
Ability Scores- +2 Strength, +2 Constitution, +2 Dexterity, -2 Intelligence, -2 Charisma
Racial Features
Fast Healing- Every Vorcha gains fast healing 1.
Biology
Their unique biology makes Vorcha both strong warriors and dangerously unstable. Seen as vermin by most other societies, Vorcha reach adulthood after two years, but only live for 20. Their average height is 5’9 and their average weight is 100 lbs. Carnivorous, they must eat meat to survive.
Society
If Vorcha have a home Land, it is thankfully undiscovered. Instead, they live wherever people are willing to put up with them, often in the darkest cesspools of Andross. With the exception of the Krogan, most races are unwilling to work with them due to their habit of killing and eating anyone not strong enough to stop them.


Gear
Fission Gauntlets
One of the most common items found in Andross is the Fission Gauntlet. Incredibly common artifacts left behind by the Protheans, they come in all shapes, sizes, and materials. Created to function with hundreds of different configurations, most wielders only know one or two. Some of the most valuable Fission Gauntlets are made with special metals, such as adamantine or mithral. Any weapon configuration gains the properties of those materials if a Fission Gauntlet made from them is configured into the weapon.

Guns
Enchanted steel lies at the heart of every firearm, but it requires spell energy to recharge them. As a standard action you may spend a spell point to instantly recharge your gun. It is always a standard action to do so. Guns come in four different varieties, explained below
Pistol- This is a light ranged weapon that deals 1d6 ballistic damage, has a capacity of 6, a 19-20x2 critical, and a range increment of 30 ft. Costs 60 silver coins.
Handcannon- This is a one-handed ranged weapon that deals 1d10 ballistic damage, has a capacity of 8, a 20x2 critical, and a range increment of 40 ft. Costs 80 silver coins.
Rifle- This is a two-handed ranged weapon that deals 1d12 ballistic damage, has a capacity of 4, a 19-20x2 critical, and a range increment of 80 ft. Costs 1 gold coin.
Sniper Rifle- This is a two-handed ranged weapon that deals 2d10 ballistic damage, has a capacity of 2, a 20x3 critical, a range increment of 120 ft, and requires two spell points to recharge. Costs 2 gold coins.

Alternate Rules
Removal of Iterative Attacks
Instead of making multiple attacks as a full round action, every level you would gain an additional attack, you may instead gain a bonus combat feat. Usually this takes the form of a feat in either the Vital Strike or Two Weapon Fighting chain. Here are a few additional bonuses to use with this ruling.
All players start with Improved Unarmed Attack, Power Attack, Weapon Finesse, Combat Reflexes, and Point Blank Shot.
When making multiple attacks with Two Weapon Fighting you may move and attack so long as you still have movement and attacks left to use.
You may use Vital Strike as part of a Whirlwind Attack, Spring Attack, and charge.
You may use any Combat Maneuver as a swift action.

Stamina Points
In this system, spell points are incredibly valuable, powering both your spells and Runes. Alternatively, using the variant Stamina rules, you may retain the use of those Spell points. As a full round action you may draw on your physical might to restore your spell points. This allows you to exchange Stamina points for an equal number of Spell points. This can only be done once per day. Doing this while in combat requires you to make a DC 15 Will save or the Stamina points spent. Every character gains the Combat Stamina feat.


Runes
There are seven different types of Runes available in Andross. Both players and GMs are encouraged to develop their own. The amount of Runes players have should be dictated by the GM and is an easy way to control the standard of enemy players face. Here is a rough estimate of how certain campaigns will play out.
Base Rune, 1 per 8 levels- Common soldiers, village militia, only slightly more powerful than the average person.
Base Rune, 1 per 5 levels- Elite soldiers, adventurers, mercenaries, the standard for a moderate campaign.
Base Rune, 1 starting Rune, 1 per 4 levels- Royal guard, famed adventurers, champions for powerful nobles, strong enough to affect the course of a Land.
Base Rune, 3 starting Runes, 1 per 4 levels- National heroes, the chosen ones, famous throughout all of Andross, strong enough to stand against an entire Land. .

Base Rune
Every mortal is born with one of these Runes, though few gain an additional Rune or even improve their original. Additional spheres are always represented by a Rune. The first Rune every child grows is a base Rune. It is usually small and found on the back, but it is also where every other Rune originates from. A base Rune never grows in size, but does become more complex. It grants a +1 bonus to attack checks every 5 levels, a +2 bonus to melee and ranged damage rolls every 6 levels, and your attacks ignore 1 point of damage resistance every 5 levels. In addition, it grants a +1 bonus to all saving throws every 5 levels, a +1 natural armor bonus to AC every 4 levels, and +1 Damage Resistance every 6 levels.

Blood Runes
These Runes form after defeating a certain type of creature that corresponds to a Sorcerer Bloodline. Choose a singular Sorcerer Bloodline, including alternate Bloodlines. You gain all the powers from that Bloodline as a Sorcerer of equal level. If your character level would be high enough to gain bonus spells from that Bloodline, then you may cast them as a Sorcerer of equal level, but doing so requires you to spend Spell points equal to twice the spell’s level. For example, casting fireball would cost 6 Spell points. Gaining this type of Rune requires that you shed the blood from a creature of that type and it always comes in bright red.

Fate Runes
These Runes form by seemingly pure chance, but the recipient is usually marked for great things. Choose a single Oracle Mystery and gain Revelations out of that Mystery as if you were an Oracle of equal level. You may spend four Spell points to gain the use of a single Revelation that you qualify for, but you only retain it for eight hours. Gaining this type of Rune cannot be measured, but it always comes in pure gold.

Skill Runes
Often seen as the more mundane Runes, if used correctly they can be more effective than the flashier kind. These Runes form by either repetition of the used skill set or by performing a incredibly deed. Gain the use of a Variant Multiclassing Progression as well as +2 Spell points and a +2 bonus to a single physical ability score. Choose one of the following: Barbarian, Bard, Fighter, Monk, Paladin, Ranger, Rogue, Alchemist, Cavalier, or Gunslinger. Gaining this type of Rune requires training and it is always comes in a dark green.

Physical Runes
These Runes form naturally through hardship. Choose one of the following physical ability Runes. Gaining this type of Rune usually requires you to be in extreme danger and it forms in response to it, coming in a color that corresponds to the type; brown for strength, blue for dexterity, and yellow for constitution.
Strength- Gain +2 strength for every 4 levels. You may substitute your strength modifier for your dexterity modifier to your AC bonus, but it is still limited by your armor’s maximum dexterity bonus to AC. Treat your carrying capacity as if your strength score was 4 higher than it actually is. You may spend a Spell point to double the damage you deal against structures, increase your jump speed by +10 ft, or re-roll a single strength check, taking the better result.
Dexterity- Gain +2 dexterity for every 4 levels. You may deal your dexterity modifier in damage with throwing weapons, ranged weapons, light weapons, and finesse weapons. Increase your base land speed by +10 ft at level 1 and an additional 10 ft every 5 levels after that. Gain Evasion as per the Monk class feature. You may spend a Spell point to reroll a Reflex save (taking the second result), gain a climb speed of 30 ft for 1 round, or gain a +8 bonus on a single Acrobatics check.
Constitution- Gain +2 constitution for every 4 levels. You may substitute your constitution modifier for your dexterity modifier to your AC bonus, but it is still limited by your armor’s maximum dexterity bonus to AC. Gain fast healing 1. You may add your Constitution modifier to your Will saves. You may spend 2 Spell points to immediately end a current poisoned, stunned, dazed, sickened, staggered, or nauseated effect.

Special Runes
There are hundreds of strange, undiscovered, and powerful runes out there waiting to be inscribed. Though there are only a few presented here, players should feel welcome to submit their own.
Slayer's Rune- This Rune is formed after you've failed to kill the same supernatural creature multiple times. All your attacks are considered adamantine for the purposes of ignoring damage reduction, creatures you hit cannot restore hit points through magical means, damage you deal cannot be healed through fast healing, and any creature you bring to 0 hit points or less is instantly destroyed as if by the disintegration spell.
Magic Manipulation Rune- This Rune is formed after you've been permanently or semi-permanently altered by magic. Gain spell immunity, as per the Golem monster feature, and you may spend a spell point to cast any 0-level spell.
Swordmasters Rune- This Rune is only formed after facing overwhelming odds while only armed with a single sword. When wielding a sword (great sword, bastard sword, longsword, rapier, etc) you gain a +2 bonus to your initiative for every Weapon Focus or Weapon Specialization feat you have with that sword. You are considered a Fighter of equal level for the purposes of qualifying for bonus feats. Increase the critical range of all swords by +1. You ignore Shield bonuses to AC while wielding a sword. By spending a Spell point you may cast Bladed Dash as a standard action. By spending three Spell points you may cast Greater Bladed Dash as a standard action.
Speed Rune- This Rune is only formed after you've stopped a terrible event with almost no time left. Increase your base speed by +10 ft. You may spend 3 spell points to cast haste on yourself.
Animal Kin Rune- This Rune is only formed after you've successfully befriended a dangerous animal, such as a bear or lion. You gain 60 ft of darkvision, two 1d4 claw natural attacks, the scent monster ability, and are under a constant Speak With Animals effect. You may spend 2 spell points to cast Animal Aspect on yourself.
Impossible Archery Rune- This Rune is only formed after you make a practically impossible shot with a bow, such as rebounding off two walls to successfully hit the target dead center. All bows you wield are considered to have the Distance magical weapon enhancement. In addition, you may spend 2 spell points to use Seeker Arrow as per the Arcane Archer class feature, 4 spell points to use Phase Arrow as per the Arcane Archer class feature, or 6 spell points to use Hail of Arrows as per the Arcane Archer class feature.

Feats and Favored Class Bonuses
Feats
I may update this section later with additional material, but for right now I only have these few additional feats. The only feats you're allowed to take are Extra Magic Talent and Extra Spell Points. You may only gain a new Talent with Extra Magic Talent.

Rune Scholar
Requirements- 3 ranks in Linguistics
You have studied Runes extensively and learned to decipher their meanings. By studying a single Rune for five minutes you may instantly know what powers and abilities it grants.

Pilot
Requirements- Dex 14
You are capable of flying a skyship. When flying a skyship you have the option of making a Sleight of Hand, Riding, or (Profession) Sailing check with no penalty. Normally a character must take at least 1 rank in (Profession) Skyship Pilot and they still take a -4 penalty without this feat. A character without ranks in that skill takes a -8 penalty when attempting to pilot a skyship.

Fix It
You have discovered the second most common Fission Gauntlet Configuration. It is that of a multi-tool, which can take the form of any basic repair tool, such as a hammer, magnifying glass, thin spike, and screwdriver. You may add the levels of any class that grants a Fission Gauntlet on craft checks and repair checks when using this configuration.

Paragon
Requirements- Cha 12, Lawful alignment
Gain a +2 bonus on Diplomacy checks. Whenever you accomplish something through logical problem solving or non-violence, the GM may award you with a singular Paragon point. This point lasts until the end of the session and may be used to reroll a saving throw, taking the second roll, or restore a single Spell point. If your alignment ever changes to Chaotic, you lose the benefit of this feat, but gain the Renegade feat instead. Nothing changes if your alignment changes to neutral.

Renegade
Requirements- Cha 12, Chaotic alignment
Gain a +2 bonus on Intimidate checks. Whenever you accomplish something through violence or through sudden decisive action, the GM may award you with a singular Renegade point. This point lasts until the end of the session and may be used to

General Favored Class Bonuses
Every race and class has access to the following favored class bonuses.

Bonus Spell Points
Gain +1 spell point for every 2 class levels.

Bonus Talent
Gain a single bonus talent every 4 class levels.

Bonus Sphere
Gain a single bonus sphere every 6 class levels.

Specific Favored Class Bonuses
These class bonuses are allowed to certain classes.

Bonus Biotic Talent
Gain a single bonus Biotic talent every 6 class levels. Only available to Sentinels, Adepts, and Vanguards.

Bonus Assassin Talent
Gain a single bonus Assassin talent every 8 class levels. Only available to Infiltrators.

Bonus Gadget
Gain a single bonus Fission Gauntlet Configuration, taken from the Engineer class, every 3 levels. Only available to Engineers, Infiltrators, and Sentinels.

Bonus Fighting Mastery
Gain a single bonus Fighting Mastery, taken from the Soldier class, every 8 levels. Only available to Infiltrators, Soldiers, and Vanguards.

Phantos_Argent
2016-07-10, 05:40 AM
Classes
There are six core classes in Fantasy Effect, the Adept, Engineer, Infiltrator, Sentinel, Soldier, and Vanguard. While these are the core player classes, they do not represent Andross as a whole. A professional thief and your Quarian Infiltrator may both use similar spheres, but only you are considered an Infiltrator.

Multi-Classing
It is possible and even encouraged to take multiple levels in different classes, but there are a few changes that must be observed. Taking a new level in a different class only grants you that class’s starting Sphere, not their starting bonus Sphere. If the new class has more trained skills you may select new skills to fill the difference, but you may not replace your old skills. You gain additional equipment proficiencies equal to the new classes starting equipment proficiencies -4, minimum 0.

Proficiencies
Rather than have set skills or equipment, every character has the option of choosing their own. They choose a number of class skills equal to their Skill Proficiencies and a number of equipment pieces they are proficient in equal to their Equipment Proficiencies. This includes exotic weapons. All classes gain some base equipment, but any additional must be purchased with either Equipment Proficiencies or feats. When becoming proficient in armor types, you must be proficient in the lighter types before choosing the heavier types. At 1st level you may exchange 2 Skill Proficiencies for a 1 Equipment Proficiency and vice versa. You always gain a number of skill points per level equal to your starting number of Skill Proficiencies and Intelligence modifier.


Adept
http://img13.deviantart.net/7c19/i/2012/291/3/4/dragon_effect_liara_samara_by_andrewryanart-d5i5pg2.jpg
Hit Die- D8, Base Attack Bonus- Rogues, Skill Proficiencies- 4, Equipment Proficiencies- Simple Weapons, +3 extra, Saves- Wizard's
1 Starting Power, Bonus Power, Biotic Talent, Equipment Proficiencies
2 Biotic Assault
3 Bonus Sphere
4 Biotic Movement
5 Biotic Talent
6 Magefury
7 Bonus Sphere
8 Biotic Movement
9 Extended Biotic Assault
10 Biotic Talent, Improved Magefury
11 Bonus Sphere
12 Biotic Movement
13 Sustained Magefury
14 Bonus Sphere
15 Biotic Talent
16 Biotic Movement
17 Improved Magefury
18 Bonus Sphere
19 Energized Biotic Assault
20 Biotic Talent

Spell Pool
An Adept gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + her Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Starting Sphere, Telekinesis
At 1st level gain the Telekinesis sphere for free.

Bonus Sphere
At 1st level you may select a single bonus Sphere. Gain an additional Sphere at 3rd level and every 4 levels after that.

Biotic Talent
At 1st level you may select a single Biotic talent from the list below. Gain an additional talent at 5th, 10th, 15th, and 20th levels. At 10th level you may select the advanced version of an Biotic talent you already possess.
Blast- Fires a shot of force energy at a single target. This acts as a ranged attack with unlimited ammunition, deals 1d6 force damage, a range increment of 30 ft, and has a critical of 20x2. Instead of dexterity, gain a bonus on the attack roll equal to your charisma modifier.
Advanced Blast- Blast now deals 1d10 force damage and you may add your charisma modifier to the damage roll. In addition, you may select one of the following forms every time you use it. Either increase the range increment to 60 ft or treat it as a splash weapon that deals half damage to all targets adjacent to the first.
Empowered Strength- Reinforces your muscles with magical energy. You may add your charisma modifier to your CMB and CMD, instead of strength or dexterity.
Advanced Empowered Strength- You may add your Charisma modifier to your CMB and CMD in addition to Strength or Dexterity.
Barrier- Gain a constant shield of magical force. When unarmored you may add your Charisma modifier and ¼ your class level to your deflection AC. This can be turned on and off as a swift action.
Advanced Barrier- While Barrier is active gain Damage Reduction 3/Force.
Telekinesis- You are considered a high caster for the purposes of the base Telekinesis talent only.
Advanced Telekinesis- You may spend a spell point as a swift action to gain the use of a Telekinesis talent you do not already possess, but do qualify for. This lasts for 1 minute.
Glide- Cast Feather Fall as a spell like ability.
Advanced Glide- Cast Glide and Jump as spell like abilities.

Biotic Assault
At 2nd level you may drastically improve your talents at the cost of not being able to use them for a short period. You may increase the damage dealt by a talent by +2, increase the save from a talent by +2, or decrease the spell points needed to activate it by 1. You may use any number of these aspects. For every aspect used, you may not cast sphere magic for 1d4 rounds.
At 9th level if you used all three aspects on a single talent your caster level is considered to be +2 higher than it actually is for the purposes of that talent.
At 19th level the waiting time is reduced for 1d4 round to 1 round.

Biotic Movement
At 4th level you increase your movement speed by gliding along the ground. As a swift action you may burst, moving up to 20 ft.
At 8th level you may burst in any direction, including straight into the air.
At 12th level increase your movement speed by +10 ft.
At 16th level you may burst as an immediate action twice per day. If this would move you out of range from an attack, it does not connect.

Magefury
At 6th level you may enter a state known as Magefury. Entering this state is a swift action. While in Magefury you’re spell points are considered to be at their maximum and you double the bonuses granted by your Biotic Pool. Magefury lasts a number of rounds equal to your charisma modifier. After Magefury ends you become fatigued and your spell pool is completely gone.
At 10th and 17th level Magefury lasts for an additional 2 rounds.
At 13th level you may enter Magefury twice a day and do not become exhausted after its first use.


Fury Archetype
The 7th legion was a hastily cobbled collection of remnants of a dozen different armies devastated by the Reapers. It is only through their efforts did the war turn in our favor. Elite Adept units unleashed hell against the mechanized undead, a squad of them worth more than an entire artillery battalion.
Annihilate
You become capable of releasing a force so destructive it leaves nought, but ash. Gain the Destruction sphere.
At 2nd level your powers are enough to reduce foes to nothing. Any time your Destruction talent would reduce an enemy to 0 hitpoints, it turns them to ash, as per the Disintegrate spell.
At 9th level your powers can pierce even the strongest of armor. Your Destruction sphere now ignores 10 points of resistance and 5 points of all damage reduction.
At 19th level your powers tear targets apart at a molecular level. Damage dealt by your Destruction sphere no longer be healed through any method besides time.
This replaces all instances of Biotic Assault and the starting bonus Sphere.

Magefury
Magefury no longer doubles the effect granted by Biotic Assault. Instead, you may use Destructive blast as normal attack, as many times as your base attack bonus allows.
This alters Magefury.


Justicar Archetype
Asari Justicars are tireless champions of justice, wandering Andross and serving the Code. This Code is what drives their motivations and they would sooner die, and even sooner kill, than break it.

Equipment Proficiencies
You start with +1 more proficiency than normal.

Reave
At 2nd level you gain another aspect to your Biotic Assault. Any time you deal damage with a Sphere talent, heal ½ the same amount of damage dealt.
This alters Biotic Assault.

The Code
At 6th level decades of following the Code have enhanced your combat techniques to the point where you can recall them at a moment's notice. You gain the Martial Flexibility class feature as a Brawler of equal level, including the number of feats you may assume and how long it takes you to assume them.
This replaces all instances of Magefury.


Shaman Archetype
Krogan Shaman are keepers of their traditions, ruling on disputes between clans. Above all they value strength and are willing to kill for honor, both of their own and that of their species.

Indomitable Will
As a Krogan Shaman, your body is strong enough to withstand biotics without the need for mental training. You may use your Constitution in place of your Charisma for the purposes of both class features and casting spells.

Biotic Rage
At 6th level your fury manifests itself in a more traditional way, improving both your strength and survivability. You may enter a rage as per the Unchained Barbarian class feature. You are considered a Barbarian of equal level for the purposes of how many rounds you may stay in that rage state.
This replaces Magefury at 6th level.

Biotic Resistance
At 10th level you’ve learned to resist all but the most powerful spells. Gain resistance 5 to force, acid, fire, shock, and cold damage.
This resistance improves to 10 at 13th level and 15 at 17th level.
This replaces Magefury gained at 10th, 13th, and 17th levels.


Prothean Disciple Archetype
Protheans were all Biotically empowered and had ways of manipulating it that are only dreampt of today. Scholars who study them may gain a window into their might.

Dark Channel
At 1st level gain the Blast Biotic talent. When using this talent you may have it do either force or negative energy damage.
At 10th level automatically gain the Advanced Biotic Blast talent. Whenever you would bring a target to 0 hitpoints using Biotic Blast, the excess damage is dealt to all adjacent enemies.
At 20th level your Biotic Blast now deals 3d10 force or negative energy damage.
This replaces the Biotic Talents gain at 1st, 10th, and 20th level.

Ancient Teachings
At 5th level you’ve learned how the Protheans thought of Biotic powers, using them as easily as others might their hands. You may spend a spell point as a swift action to gain the use of a single Biotic talent you do not possess for a number of minutes equal to your charisma modifier.
At 10th level you may spend two spell points to gain the use of a single Biotic Talent and its Advanced version as a swift action.
This replaces the Biotic Talents gained at 5th and 10th level.


Engineer
http://img04.deviantart.net/5a58/i/2012/291/c/d/dragon_effect__mordin_and_tali_by_andrewryanart-d5gqgiq.jpg
Hit Die- D8, Base Attack Bonus- Rogue's, Skill Proficiencies- 6, Equipment Proficiencies- Simple Weapons, Light Armor, +3 extra, Saves- Alchemist's
1 Starting Power, Bonus Sphere, Fission Gauntlet, Equipment Proficiencies
2 Gadget
3 Bonus Sphere
4 Serum
5 Reinforcement
6 Specialized Gear
7 Bonus Sphere
8 Gadget
9 Element Switch
10 Serum, Repair
11 Bonus Sphere
12 Specialized Gear
13 Reinforcement
14 Bonus Sphere
15 Gadget
16 Specialized Gear
17 Serum
18 Element Switch, Sphere
19 Reinforcement
20 Specialized Gear

Spell Pool
An Engineer gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his Intelligence modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Starting Sphere, Enhancement
At 1st level gain the Enhancement sphere for free.

Bonus Sphere
At 1st level you may select a single bonus Sphere. Gain an additional Sphere at 3rd level and every 4 levels after that.

Fission Gauntlet
At 1st level you gain a Fission gauntlet. Originally crafted by the Prometheans, this metal gauntlet comes in all shapes, sizes, and materials. Records state they were granted to every Promethean at birth and had miraculous applications. Indeed, no one alive has activated every configuration the gauntlet appears to have. Initially, it’s only configuration is that of a dagger that emerges from the wrist. For more information on Fission Gauntlets, look below.

Gadget
At 2nd level you unlock the second configuration of your Fission Gauntlet. Gain an additional Gadget at 8th and 15th level. Changing a Configuration is always a swift action.
Grapple Gun- Launches a ball with extendable spikes. It has a max range of 60 ft, but also grants a fly speed of 60 ft, though with no maneuverability and limited to the direction of the Grapple Gun. It is possible to perform ranged bull rush, dirty trick, and disarm actions with the Grapple Gun. It can be used as a flail.
Portable Space- Emits a small hole in space that can be used to hold up to 10 lbs per class level of any objects or materials. Retrieving an object from this space requires a swift action.
Dart Launcher- Fires an infinite number of darts that deal 1d4 damage each. You may use the Dart Launcher to make an additional attack at your highest base attack bonus during a full attack. As a swift action you may load any prepared Serums into your next dart attack.
Scanner- This scanner reveals hidden traps, doors, invisible characters, and the race of any creature in range. The scanner requires a standard action to use and has a range equal to 10 ft per 1/4th class level.
Flamethrower- Launches a 15 ft cone of fire that deals 2d6 fire damage. As a swift action you may change it to 30 ft line or 10 ft radius.
Chaincutter- An extremely dangerous melee weapon made of a 2 ft bladed chain that spins at a high speed. It deals 2d6 slashing damage, has a critical modifier of 18-20x2, and grants a +4 bonus on sunder maneuvers. You are considered proficient in its use.
Sonic Manipulator- It can increase or reduce the sound in a given area. The Sonic Manipulator has a number of charges equal to your intelligence modifier. These charges regenerate at the start of each day and expending a single charge allows you to cast Message, Shatter, or Silence as a spell like ability.
Lightcannon- Can give off a bright light equivalent to a torch or bullseye lantern. Turning this light on and off is a free action. In addition, the device can be used to cast Scorching Ray and Daylight each once per day.
Omni-Form- Creates any solid physical object weighing less than 12lbs made of solid light. It is hard as steel, but cannot have any moving parts, such as a bow, and is entirely rigid. Only one object can be made at a time and dissipates within one round of not touching the gauntlet. Can be used as a skeleton key.

Serum
At 4th level you can cause your Fission Gauntlet to produce intensely magical fluids every day. This grants you 300 gp worth of potions and poisons of your choice every day. Which ones you create are decided every morning. They are placed into capsules which can imbibed or even thrown. These potions become inert after leaving leaving your gauntlet for longer than a minute or when you create new ones. At 10th and 17th level increase the gp value of your potions by +300.

Reinforcement
At 5th level you gain the Conjuration sphere if you do not already have it. If you do, instead gain a single bonus sphere. As a full round action you may summon a creature using the Conjuration sphere and enhance that creature using Enhancement sphere as part of the same action. You may enhance that creature’s natural weapons as if they were constructed weapons.
At 13th level any enhancement placed on a conjured creature as part of this class feature is retained until the creature is dismissed.
At 19th level gains damage reduction 1/- per number of enhancements currently placed on it.

Specialized Gear
At 6th level you make changes to your gear to function especially well when wielded by you. Altering equipment in this fashion requires two hours and blacksmiths tools. They only provide these bonuses when wielded or worn by you. Choose an additional bonus at 12th, 16th, and 20th level.
Melee weapons
Serrated- Deals damage as if it were one size smaller, but deals it’s damage again the following round as bleed damage.
Weighted- Deals damage as if it were one size larger.
Balanced- Allows you to use the Weapon Finesse feat with the altered weapon, even if you normally could not.
Dueling- You may feint as a free action when using this weapon. In addition, you are considered to have the Combat Reflexes feat when wielding this weapon. However, this does not count as having the feat for any qualifications.
Ranged Weapons
Composite- You may add your dexterity modifier to damage with this weapon.
Mortar- Minor weight changes allows you to make ranged attacks by firing above and then allowing the missile to fall. Ignores concealment from low walls and similar barriers.
Precise- Makes hitting smaller targets easier. Grants 1d6 sneak attack damage when used within 30 ft, as per the rogue class feature.
Reinforced- Allows the ranged weapons to be used as melee weapons. They do share enhancement bonuses and feats that traditionally only affect one weapon or the other. One handed weapons are treated as clubs while two-handed weapons are treated as quarterstaffs.
Armor
Articulated- Allows for easier movement. Armor receives the mechanical benefits of being made of mithral, even if it cannot usually be made of mithral.
Absorbing- Negates up to 30 points of fall damage and grants force resistance 5.
Plated- Protects against certain types of physical damage. Grants piercing, bludgeoning, or slashing resistance 10.
Pocketed- Adds ingenious pockets over every inch of the armor to hold weapons. While wearing it and storing the relevant weapons in those pockets, you are considered to have both the Quick Draw and Rapid Reload feats.

Element Switch
At 9th level you’ve mastered the art of alternating the flows of magic to produce your desired effect. If a Tech power or Engineer class feature would deal fire, cold, shock, or acid damage you may switch it to fire, cold, shock, or acid.
At 18th level add force, sonic, and negative energy to the list of damage types Element Switch works with.


Demolisher Archetype
The 7th legion was a hastily cobbled collection of remnants of a dozen different armies devastated by the Reapers. It is only through their efforts did the war turn in our favor. Demolishers were key in tearing down enemy constructions, but were also just as effective tearing down the enemies themselves.

Resupply
At 4th level your Fission Gauntlet can produce small capsules brimming with magical energy. You may make three capsules per day and ejecting these capsules is a swift action. Any creature that crushes a single capsule as a standard action instantly gains 1 spell point.
At 10th and 17th level increase the spell points gained by crushing a capsule by 1.
This replaces all instances of Serum.

Detonate
At 5th level when you gain the Conjuration sphere, you may not enhance the creatures you conjured as per that class feature. Instead, you purposefully fray their essence during creation, causing an explosion of magic when they’re sent back to their home dimension. This deals 2d6 force damage in a 10 ft radius around them.
At 13th level you may spend a spell point on creation to double the damage or radius, or both.
At 19th level change the damage die from the explosion to 2d12.
This changes the Reinforcement class feature.


Pilgrim Archetype
Upon reaching adulthood many Quarians leave their migrant fleet for a time in search of things that may help their race. The most common targets are rare crystals for helix technology, any information about the Geth, and possibly even a new home Land able to support their delicate immune systems.

Turret Construct
At 5th level when you gain the Conjuration Sphere, you may choose to form an entirely different type of magical summon. This summon is incapable of any kind of movement, but possesses the base Destruction talent and may use it as a Caster of your level.
At 13th level it gains 6 spell points to augment its blast with.
At 19th level it automatically gains the Greater Force Blast and Guided Strike talents.
This replaces the Reinforcement class feature.


Saboteur Archetype
Weakening and eliminating options is often more important in warfare than sheer strength. These highly trained operatives know that better than anyone, taking down structures, enemy magic, and even arms and armor with ease.

Weaken
At 2nd level you gain the Cripple Enhancement talent. If you already have this talent, gain a single bonus talent. You are considered a High caster for the purposes of using Cripple only.
At 8th level the target of your Cripple effect must pay double the amount of spell points when using any kind of Sphere magic.
At 15th level if the target of your Cripple effect dies, it can transfer to a single target of your choice within 30 ft. The new target must make the same save as the first target, but your Cripple effect retains its duration.
This replaces the Serum class feature.

Sabotage
At 6th level you can break the strongest armor and the thickest walls. By spending 1 spell point as a swift action your attacks and sphere abilities ignore 20 points of hardness and deal double damage to buildings. They ignore 40 points of hardness and deal triple damage to buildings at 16 level.
This replaces the Specialized Gear gained at 6th and 16th level.


Talon Archetype
An elite mercenary company before the Reaper Invasion, these archers distinguished themselves in the fighting. Some returned to their old lives of taking coin for combat, but a few have retained their status as heroes.

Fission Bow
At 2nd level your Fission Gauntlet unlocks the Bow configuration. This functions as a +1 composite longbow with a strength rating equal to your strength modifier. When making attacks with this weapon, treat your class level as your base attack bonus.
This replaces the Gadget gained at 2nd level.

Specialized Arrow
At 5th level you can create magical arrowheads the same way you do serums. You may create up to 3 of these arrowheads per day, but you may only have a maximum of 3 active at a time. Gain an additional 3 arrowheads per day at 13th and 19th levels. Adding an arrowhead to your Fission Bow is a free action.
Broad Arrow- This arrow deals bonus damage equal to your class level.
Piercing Arrow- This arrow ignores damage reduction.
Concussive Arrow- This arrow deals +4d6 damage, but it is all non-lethal damage.
Pinning Arrow- This arrow reduces the target’s movement speed by 30 ft.
Shrapnel Arrow- This arrow splits apart, allowing you to attack up to 3 adjacent targets or a single Huge or bigger target 3 times.
Precision Arrow- When you fire this arrow you are considered to have sneak attack die equal to a Rogue of your class level -3.


Infiltrator
http://img02.deviantart.net/8fda/i/2012/301/7/1/dragon_effect__edi_legion_by_andrewryanart-d5ip2qu.jpg
Hit Die- D10, Base Attack Bonus- Fighter's, Skill Proficiencies- 6, Equipment Proficiencies- Simple Weapons, Light Armor, +4 extra, Saves- Rogue's
1 Starting Power, Bonus Sphere, Sneak Attack +1d6, Fission Gauntlet, Proficiencies
2 Skilled +1
3 Sneak Attack +2d6
4 Bonus Sphere
5 Skilled +2
6 Assassin Talent
7 Sneak Attack +3d6
8 Bonus Sphere
9 Assassin Talent
10 Skilled +3
11 Sneak Attack +4d6
12 Bonus Sphere
13 Assassin Talent
14 Sneak Attack +5d6
15 Skilled +4
16 Bonus Sphere
17 Sneak Attack +6d6
18 Assassin Talent
19 Death Attack
20 Skilled +5

Spell Pool
An Infiltrator gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + her Wisdom modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Starting Sphere, Dark
At 1st level gain the Dark sphere for free.

Bonus Sphere
At 1st level you may select a single bonus Sphere. Gain an additional Sphere at 4th level, 8th, 12th, and 16th level.

Fission Gauntlet
At 1st level you gain a Fission gauntlet. Originally crafted by the Prometheans, this metal gauntlet comes in all shapes, sizes, and materials. Records state they were granted to every Promethean at birth and had miraculous applications. Initially, it’s only configuration is that of a dagger that emerges from the wrist. For more information on Fission Gauntlets, look below.

Sneak Attack
At 1st level you gain +1d6 sneak attack die. This functions like the Rogue ability of the same name and increases by an additional +1d6 at 3rd, 7th, 11th, 14th, and 17th level.

Skilled
At 2nd level you become skilled at both combat and subterfuge. Add your Skilled bonus to attacks made with weapons you have the Weapon Focus feat with, acrobatics, sleight of hand, stealth, climbing, and perception skill rolls. Increase the Skilled bonus by +1 at 2nd, 5th, 10th, 15th, and 20th level.

Assassin Talent
At 6th level you gain a single Assassin target chosen from the list below. Gain an additional Assassin talent at 9th, 13th, and 18th levels.
Sniper- You may make sneak attacks within your weapon's range increment, but not higher than it.
Fatality- Any creature you hit with a melee sneak attack and brought to 0 hitpoints automatically dies, as if you had made a coup de grace.
Ranged Finesse- You may add your intelligence modifier to ranged damage rolls.
Favored Form- Choose a single weapon you have the Weapon Focus feat with. Sneak attack die dealt with that weapon are d8s rather than d6s.
Rapid Stealth- You mobility is not limited while in stealth.
Stealth Dive- You may attempt a stealth roll even after being noticed to hide. Doing so is a swift action that you may only make once per turn.
Mobile- Double your Skilled bonus on acrobatics skill rolls and increase your movement speed by +10 ft.
Structural Weak Point- Deal sneak attack damage to targets normally immune, such as Reapers and Geth.
Lone Wolf- Deal your sneak attack damage on the first attack made against a single target per round, even if they can still add their dexterity to their AC. You may only do so if there are no allies within 40 ft of you or the target.
Murder Spree- If you drop an enemy to 0 hitpoints with a sneak attack you may immediately make another attack against an enemy adjacent to the first, as if using the Cleave feat. You may use this even at range and make as many attacks as possible, so long you can still target the enemies and keep reducing them to 0 hitpoints.

Death Attack
At 19th level gain a Death Attack, as per the Assassin class feature of the same name.


Assassin Archetype
The Drell owe the Hanar much in repayment for saving their species, performing tasks they’re incapable of doing. One of these is combat and the Drell that volunteer for the assassin training leave it as one of the deadliest killers in Andross.

Disguise
At 1st level gain the Illusion sphere.
This replaces the bonus Sphere gained at 1st level.

Invisible Strike
At 3rd level gain the Invisibility Illusion talent. If you already possess this talent, gain a single bonus talent. While invisible, your sneak attack die deal d8s instead of d6s. However, while not invisible, they deal d4s instead of d6s.
This changes the Sneak Attack die class feature.

Assassin Training
At 8th, 12th, and 16th level gain an additional Assassin Talent.
This replaces the Bonus Spheres gained at those levels.


Ghost Archetype
It takes a special kind of mind to ignore the absolute chaos of the battlefield and achieve your objective without being seen or heard. Unofficially known as Ghosts, because that’s all they are and all they leave.

Starting Proficiencies
Gain +1 equipment proficiencies.

Precise Strike
At 1st level you automatically deal 2+your wisdom modifier in damage with your sneak attack and do not roll a d6. Increase this bonus by an additional +2 every time you gain the Sneak Attack class feature.
This replaces Sneak Attack.

Diverse Combat Training
Starting at 2nd level you may add your Skilled bonus to all weapon damage rolls as well as attack rolls. This only applies to weapons you are proficient in. You do not add your Skilled bonus to Sleight of Hand or Climbing checks.
This changes Skilled.

Armored and Unseen
Starting at 6th level you ignore the armor penalty to Stealth when wearing Medium armor or lighter.
This replaces the Assassin talent at 6th level.


Hunter Archetype
Some of the most dangerous creatures in Andross are completely wild and more than capable of tearing apart a well armed platoon by themselves. It is only through knowledge and preparation can they be defeated.

Grapple Gun
Starting at 2nd level you unlock the Grapple Gun configuration for your Fission Gauntlet, as per the Engineer Class feature.
At 5th level it deals an additional +3 shock damage to any target it touches.
At 10th level when you use it as a ranged attack the target must make a fortitude save equal to 8+½ your class level+your wisdom modifier or be restrained for 1 round.
At 15th level your Grapple Gun gains a +2 magical enhancement bonus.
At 20th level your Grapple Gun no longer stuns targets that fail their check, but paralyzes them instead.
This replaces all instances of Skilled.

Bag of Tricks
At 6th level you may spend a spell point as a swift action to switch your Grapple Gun configuration for any Engineer Gadget you do not already have. You retain the use of this Gadget for 1 minute.
This replaces the Assassin Talent gained at 6th level.

Ambush Technique
At 9th level you’ve learned how to bring creatures without necessarily killing them. Whenever you would apply your sneak attack die to a damage roll, you may sacrifice xd6 damage die to apply a -x penalty to the target’s next save against one of your sphere spells or class features. This penalty can only be applied once per round.
This replaces the Assassin Talent gained at 9th level.

Study Weak Points
At 13th level you can find out how to defeat a certain type of enemy simply by observing it for a short amount of time. While in stealth, you may spend 1 minute studying a single target. The target must have the Undead, Draconic, Vermin, Aberration, Animal, Magical Beast, or Fey creature type. Your Fission Gauntlet weapons gain the Bane special weapon enhancement against that creature type until 1 hour has passed or you spend another minute studying a different creature.
This replaces the Assassin talent gained at 13th level.


Shadow Archetype
The 7th legion was a hastily cobbled collection of remnants of a dozen different armies devastated by the Reapers. It is only through their efforts did the war turn in our favor. When Reaper monstrosities led the charge it was the Shadows who brought them low before they could gain momentum.

Shadow Strike
At 4th level you gain the Quick Meld and Step through Darkness talents. If you already have either of these talents, gain one or two bonus talents.
At 6th level as a full round action you may cast the base Darkness spell, cast Meld on yourself, teleport to a space inside of it (you do not need to have started inside of it already), and make a single melee attack.
This replaces the Bonus Sphere gained at 4th level and the Assassin talent gained at 6th level.

Shadow Blade
At 12th level your natural shadow powers can strike at anyone from anywhere. When casting the base Darkness spell you may choose to instead create two spheres of darkness with a radius of 20 ft each.
At 13th level when using Shadow Strike to make a melee attack in darkness, you may make two attacks instead, one in each darkness globe. You choose which globe you want to end up in.
This replaces the Bonus Sphere gained at 12th level and the Assassin talent gained at 13th level.

Phantos_Argent
2016-07-10, 05:46 AM
Sentinel

http://img06.deviantart.net/0aa7/i/2012/267/d/8/dragon_effect__grunt_and_wrex_by_andrewryanart-d5etsjk.jpg
Hit Die- D12, Base Attack Bonus- Fighter's, Skill Proficiencies- 3, Equipment Proficiencies- Simple Weapons, Light Armor, Medium Armor, +3 extra, Saves- Paladin's
1 Starting Power, Bonus Sphere, Tough, Fission Gauntlet, Proficiencies
2 Biotic Talent
3 Aegis
4 Bonus Sphere
5 Dual Power 1/day
6 Aegis
7 Counter Magic
8 Bonus Sphere
9 Dual Power 2/day
10 Unstoppable, Biotic Talent
11 Aegis
12 Bonus Sphere
13 Dual Power 3/day
14 Focused Counter
15 Biotic Talent
16 Bonus Sphere
17 Dual Power 4/day
18 Aegis
19 Swift Counter
20 Dual Power 5/day

Spell Pool
A Sentinel gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his Intelligence modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Starting Sphere, Protection
At 1st level gain the Protection sphere for free.

Bonus Sphere
At 1st level you may select a single bonus Sphere. Gain an additional Sphere at 4th level, 8th, 12th, and 16th level.

Tough
At 1st level you’re a good deal harder to bring down than most. Gain +1 hitpoints per class level. After 10th level you start gaining +2 hitpoints per class level.

Fission Gauntlet
At 1st level you gain a Fission gauntlet. Originally crafted by the Prometheans, this metal gauntlet comes in all shapes, sizes, and materials. Records state they were granted to every Promethean at birth and had miraculous applications. Initially, it’s only configuration is that of a dagger that emerges from the wrist. For more information on Fission Gauntlets, look below.

Biotic Talent
At 2nd level you may select a single Biotic talent from the list available to Adepts. Select an additional talent at 10th and 15th levels. At 10th level you may select the advanced version of an Biotic talent you already possess.

Aegis
At 3rd level you’ve learned to shrug off effects that would cripple most others. Gain a +2 bonus to all saving throws. Increase this bonus by an additional +2 at 6th, 11th, and 18th level.

Dual Power
At 5th level you’ve learned to meld different spheres together for devastating effect. You may use up to 2 different talents as a single standard action. These talents must normally require a standard, movement, or swift action. You may use this ability once per day at 5th level, twice per day at 9th level, thrice per day at 13th, four times per day at 17th level, and five times per day at 20th level.

Counter Magic
At 7th level gain the spheres of power Counter Spell feat.
At 19th level you may use this feat as a swift action.

Unstoppable
At 10th level hitting you starts to feel like hitting a stone wall. You may add ½ your class level to your CMD.

Blue Sun Mercenary Archetype
Infamous throughout the galaxy, the Blue Suns are highly militarized, well armed, disciplined, but above all ruthless. They don’t shy away from acts other soldiers would refuse to perform out of disgust.

Dishonorable
At 3rd level gain Improved Dirty Trick as a bonus feat. When you successfully use the Dirty Trick combat maneuver, you also deal your intelligence modifier in bludgeoning damage against the target. Increase this damage by +2 at 6th, 11th, and 18th level.

Spell Drain
At 5th level gain a new configuration for your Fission Gauntlet, a Draining Crystal. While the Draining Crystal is active and an enemy within 40 ft spends a spell point you may attempt to steal that spell point as an immediate action. The target must make a will save equal to 8+½ your character level+your intelligence modifier or they lose that spell point and you gain it. The target may attempt this again by spending another spell point.This cannot give you more spell points than your maximum. You may use this ability twice per day at 5th level, thrice per day at 9th level, four times per day at 13th, five times per day at 17th level, and six times per day at 20th level.


Paladin Archetype
The 7th legion was a hastily cobbled collection of remnants of a dozen different armies devastated by the Reapers. It is only through their efforts did the war turn in our favor. Waves upon waves of Machina infected corpses broke upon the Paladins living wall, but they did not fall or falter.

Fission Shield
At 1st level you gain an additional configuration for your Fission Gauntlet, the Fission Shield. It has an AC bonus +3 and an armor penalty of -2. It gains an additional +1 magical enhancement bonus at 5th, 9th, 13th, 17th, and 20th level. While active, you may add your Fission Shield’s AC bonus to your reflex save in place of your dexterity.
This replaces Toughness and all instances of Dual Power.

Protection
At 7th level you may even repel magic with your shield. By spending a spell point as a swift action you gain Spell Resistance equal to your AC until the start of your next turn.
At 14th level this spell resistance also applies to any ally within 5 ft.
This replaces Counter Magic.

Enforcer
Known for their ability to both attack and defend in equal measure, Enforcers create magical suits of spiked armor that they then launch at attacking enemies.
Form Spiked Armor
At 1st level gain the Armored Magic Protection Talent. When you do so to create a suit of armor, it gains armor spikes. When using this talent you are considered to be a full caster.
This replaces the Bonus Sphere at 1st level.

Launch Spikes
Starting at 3rd level your armor spikes become considerably more dangerous. They deal damage as if they were one size larger and by spending a spell point you may fire them as a ranged attack with a range increment of 30 ft. This deals double the armor spikes damage, but causes the spikes to disappear until the start of your next turn.
At 6th level the armor spikes deal damage as if they were one size larger and when firing them as a ranged attack you may instead fire them against two targets within 10 ft. You do not take a penalty towards making a ranged attack against an adjacent target when firing them in this way.
At 11th level the spikes ignore 5 points of all damage resistance and gain an inherent +1 bonus.
At 18th level the spikes do not dissipate until being fired twice during a single round.


Krogan Warlord Archetype
It takes centuries of experience before a Krogan is recognized as a warlord, with only the most cunning and powerful ever arriving to that vaulted position.

Battle Focused
At 1st level gain the War sphere as a bonus sphere and gain the Scourging Totem as a bonus talent.
This replaces the bonus sphere gained at 1st level.

Fission Hammer
At 4th level you gain an additional configuration for your Fission Gauntlet, the Hammer. This is a two-handed bludgeoning weapon that deals 2d6 damage, has a critical modifier of 18-20x2, and gains a +4 bonus on all Sunder checks. You may spend a spell point as a swift action to grant your hammer the Impact magical weapon enhancement.
This replaces the Bonus Sphere gained at 4th level.

Biotic Hammer
At 7th level you can spread the pain when swinging your hammer. By spending a spell point and making an attack, you may replace the damage dealt by your Scourging Totem with the damage of your Fission Hammer.
At 14th level you ignore the damage caused by any Totem.
This replaces Counter Magic.

Shatter Defenses
At 10th level your Fission Hammer can break apart even the strongest defenses. Any target struck by your Fission Hammer takes a penalty on their AC and CMD equal to your strength modifier for 1 round.
This replaces Unstoppable.


Soldier

http://img13.deviantart.net/2c61/i/2012/271/5/f/dragon_effect__garrus_and_thane_by_andrewryanart-d5g605u.jpg
Hit Die- D10, Base Attack Bonus- Fighter's, Skill Proficiencies- 4, Equipment Proficiencies- Simple Weapons, Martial Weapons, Light Armor, +5 extra, Saves- Monk's
1 Starting Power, Bonus Sphere, Fighting Mastery, Equipment Proficiencies
2 Fitness
3 Commando
4 Bonus Feat
5 Critical Strike
6 Bonus Sphere
7 Bonus Feat
8 Fighting Mastery
9 Commando
10 Fitness, Bonus Feat
11 Critical Strike
12 Bonus Sphere
13 Bonus Feat
14 Fighting Mastery
15 Fitness
16 Bonus Feat
17 Critical Strike
18 Bonus Sphere
19 Bonus Feat
20 Fighting Mastery

Spell Pool
A Soldier gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + her Wisdom modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Starting Sphere, War
At 1st level gain the War sphere for free.

Bonus Sphere
At 1st level you may select a single bonus Sphere. Gain an additional Sphere at 6th level, 12th level, and 18th level.

Fighting Mastery
At 1st level you’ve mastered the art of wielding a certain type of weapon. Choose a single fighting style from the list below. As you gain class levels, you increase how effective you are at a particular fighting style. Gain an additional fighting style at 8th, 14th, and 20th level.
One Handed Melee
1st Level- When wielding a one-handed weapon in one hand, you may perform two attacks as part of the same standard attack with that weapon.
10th Level- When wielding a one-handed weapon in one hand you may cast Bladed Dash as a supernatural power.
17th Level- You may cast Greater Bladed Dash instead of Bladed Dash as a supernatural power.
Two Handed Melee
1st Level- You may wield a weapon sized for a creature one size larger than you without penalty.
10th Level- When wielding a two handed melee weapon and taking the total defense action, you are considered to have the improved evasion ability, as per the Monk class feature of the same name, as you ward off the attack using the flat side of your weapon.
17th Level- Increase your reach with two-handed melee weapons by 5 ft.
Light Weapon
1st Level- Gain Weapon Finesse as a bonus feat and you may apply it to damage rolls as well when wielding a light weapon.
10th Level- When making a full attack action using only a single light melee weapon and connecting with every attack against the same target, that target take an additional 1d6+2 bleed damage that persists for 2 rounds.
17th Level- When making full attacks with a single light melee weapon every attack beyond the first is against the target’s touch AC.
Crossbow and One-Handed Firearms
1st Level- Gain Rapid Reload and Point Blank Shot as bonus feats.
10th Level- As a full round action you may either deal +5d6 damage with a single crossbow attack within the weapon’s range increment or double the weapon’s range increment with a single attack.
17th Level- The second ability of this weapon style can be used as a standard action.
Bow and Two-Handed Firearms
1st Level- You may add your full strength or dexterity modifier to all bow attacks.
10th Level- You may make ranged Cleave attempts as per the feat, using your bow’s full range increment as your weapon range.
17th Level- You may make attacks of opportunity as if your threaten range was ⅕ your bows range increment.
Throwing Weapon
1st Level- You treat all melee weapons as if they had the Throwing magical enhancement and all throwing weapons return to you after being thrown.
10th Level- As a full attack action you may treat your subsequent attacks of the action as if you were in the square of the enemy struck by the last attack.
17th Level- You treat all Thrown weapons as if they had the Seeking and Distance weapon enhancements.
Two-Weapon Fighting
1st Level- You may substitute strength for dexterity when qualifying for Two-Weapon Fighting feats and treat all one-handed weapons as light weapons for the purposes of two-weapon fighting.
10th Level- You may make a full-attack action at the end of a charge, as per the Pounce monster ability.
17th Level- Gain a bonus on attack rolls equal to the number of Two-Weapon fighting fights that you have. This bonus only applies when making a full attack with at least two different weapons and must be spread between all those attacks.
Reach Weapon
1st Level- You may target adjacent enemies with a reach weapon without taking a penalty on the attack roll.
10th Level- On a critical attack with a reach weapon the target must make a fortitude save equal to your attack roll or become rooted in place for 1d4 rounds.
17th Level- When attacking an adjacent target with your reach weapon deal +4 damage, but when attacking a target 5ft away gain a +2 bonus on the attack roll.
Unarmed
1st Level- Gain Improved Unarmed Strike as a bonus feat and you are treated as a monk of equal level for the purposes of your unarmed damage.
10th Level- Your unarmed attacks are considered to have the Impact weapon enhancement and are considered adamantine for the purposes of overcoming damage reduction.
17th Level- Gain Awesome Blow as a bonus feat even if you do not qualify and double your unarmed damage while using it.
Light Armor
1st Level- You may add your wisdom modifier to your AC while wearing light armor, as per the monk class feature, and increase your movement speed by +10 ft.
10th Level- If an enemy makes more than one attack against you, gain a +2 bonus to your dodge AC for every attack made after the first.
17th Level- You do not trigger attacks of opportunity while wearing light armor.
Medium Armor
1st Level- You may move at full speed while in medium armor.
10th Level- Add your armor’s AC bonus to your Fortitude and Will saves.
17th Level- Add your armor’s AC bonus to your CMD.
Heavy Armor
1st Level- Increase the maximum dexterity bonus and reduce the armor check penalty while wearing heavy by an amount equal to your wisdom modifier.
10th Level- While wearing heavy armor gain DR 3/Magic.
17th Level- Increase the damage reduction to DR 5/Magic.

Fitness
At 2nd level physical training and experience have made you more resilient than most civilians. You may add your class level to all fortitude saves against exhaustion. At 10th level add this bonus to all will saves against fear effects. At 15th level add this bonus to all reflex saves against area of effect spells/abilities.

Trooper
At 3rd level you’ve developed skills far and above that of an average grunt. You may treat your Soldier levels as Fighter levels for the purposes of qualifying for fighter feats. Any combat feat that applies to a specific weapon type, such as Weapon Focus or Improved Critical, apply to all weapons you are proficient in.
At 9th level you gain a number of hit points equal to the number of combat feats you possess.

Bonus Feat
At 4th level you gain a single bonus combat feat. Gain an additional feat every 3 levels after 4th.

Critical Strike
At 5th level gain Improved Critical as a bonus feat, even if you do not qualify.
At 11th level when you score an additional critical attack roll on a critical confirmation roll, you may apply any one critical feat that you qualify for in addition to the regular bonuses.


Destroyer Archetype
The 7th legion was a hastily cobbled collection of remnants of a dozen different armies devastated by the Reapers. It is only through their efforts did the war turn in our favor. The smartest Citadel engineers and magi-tech smiths crafted suits of armor that were then worn by soldiers who had greatly distinguished themselves in battle.

Destroyer Armor
At 1st level you gain a set of heavy magical armor called The Destroyer armor. It functions as a set of mithral plate mail. At 5th level and every 5 levels after that, your Destroyer Armor gains a +1 magical enhancement bonus to AC.
This replaces the Bonus Sphere gained at 1st level.

Devastator Mode
At 3rd level the Destroyer Armor truly starts to exhibit its worth. You may spend a spell point as a swift action to enter Devastator Mode for a number of rounds equal to your intelligence modifier +½ your class level. While in Devastator Mode, gain a +2 Deflection bonus to AC and a +4 magical bonus to Strength.
At 9th level increase the Deflection bonus to +4 and the Strength bonus to +8.
This replaces Trooper.

Improved Destroyer Armor
At 5th level your Destroyer Armor has absorbed so much energy during combat it’s grown more powerful. It gains the Light Fortification magical enhancement.
At 11th level that enhancement improves to Moderate Fortification.
This replaces Critical Strike


Havoc Archetype
Havoc troops, named so for the condition they place enemies in, are naturally gifted magic users who strike fast and leave just as quickly.

Telekinesis
At 1st level you gain Telekinesis as a bonus Sphere. In addition, you may spend a spell point to grant yourself a flight with average maneuverability equal to your land speed.
This replaces the War starting sphere.

Havoc Training
Add the following fighting styles to your list of available fighting styles.
Havoc Speed
1st- When you gain Flight through the use of this class, increase the maneuverability to average.
10th- When you gain Flight through the use of this class, increase the maneuverability to good and increase the speed by +10 ft.
17th- When you gain Flight through the use of this class, increase the maneuverability to perfect and gain a +2 dodge bonus to ranged attacks while in the air.
Havoc Strike
1st- If you charge while flying and target an enemy currently on the ground, increase your damage dealt by +1 for every 5 ft you dropped to target that enemy.
10th- Gain Flyby Attack and Death From Above as bonus feats.
17th- If you charge while flying you may forego the standard attack and instead attack every target within range.


Marksman Archetype
Every army has platoons of archers that rain arrows on the enemy forces. The most talented of those go on to become Marksman, picking their targets with absolute precision.

Hunter's Focus
At 1st level you can fire arrows into vital points with ease. So long as you are not currently threatened with a melee attack, you may add ½ your class level in damage with all ranged attacks.
This replaces the Fighting Style gained at 1st level.

Eagles Eye
At 2nd level you notice things long before anyone else has a chance to. You may add ½ your class level to Perception checks and Survival checks made to follow tracks.
This replaces Fitness.

Killers Mark
At 7th level your archery skills have started to become almost supernaturally good. You may spend a spell point to make an additional ranged attack at your highest base attack bonus during a full attack.
At 11th level you may spend a spell point to make a single ranged attack that ignores any armor bonus to AC.
This replaces Critical Strike


Commando Archetype
Those who have spent their lives fighting for survival can develop an absolute focus during combat, dodging blows that have yet to be swung and moving their weapons into a space where an enemy will be half a moment later.

Time
At 1st level you gain Time as a bonus Sphere and Time Freeze as a bonus talent. When using Time Freeze you may make a single standard attack during its duration, but you still cannot move. If you choose a target affected by the Time Freeze they do not gain any AC bonus from their Dexterity or dodge.
This replaces the bonus sphere gained at 1st level.

Fleet
At 2nd level gain a +10 bonus to your land speed.
At 10th level gain Uncanny Dodge as per the Rogue class feature.
At 15th level gain the Improved Uncanny Dodge as per the Rogue class feature.
This replaces Fitness.

Focus
When using Alter Time to grant yourself Haste, you may do so as a swift action.
This replaces the bonus feat gained at 7th level.


Vanguard

http://img13.deviantart.net/fa21/i/2013/221/4/0/dragon_effect_shep_kaidan_by_andrewryanart-d5cb5c9.jpg
Hit Die- D12, Base Attack Bonus- Fighter's, Skill Proficiencies- 2, Equipment Proficiencies- Simple Weapons, Martial Weapons, +4 extra, Saves- Barbarian's
1 Starting Power, Bonus Power, Savagery, Equipment Proficiencies
2 Shock Tactics
3 Biotic Talent
4 Savagery
5 Fighting Mastery
6 Bonus Power
7 Shock Tactics
8 Savagery
9 Biotic Champion
10 Unparalleled Combatant, Biotic Talent
11 Savagery
12 Bonus Power
13 Shock Tactics
14 Fighting Mastery
15 Savagery
16 BioticTalent
17 Unparalleled Combatant
18 Bonus Power
19 Shock Tactics
20 Savagery

Spell Pool
A Vanguard gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Starting Sphere, Warp
At 1st level gain the Warp sphere for free. As a full round action you may Teleport and attack in the same turn.

Bonus Sphere
At 1st level you may select a single bonus Sphere. Gain an additional Sphere at 6th, 12th, and 18th level.

Savagery
At 1st level your muscles are hard enough to help stop physical blows. You may add ½ your strength modifier to your AC in place of dexterity. This is still limited by the armor’s max dexterity bonus.
At 4th level you may add your full strength modifier to your AC.
At 8th level gain a permanent +2 bonus to your strength and constitution scores. Gain this bonus again at 15th and 20th level.
At 11th level you may add your strength modifier to your Fortitude and Reflex saves in place of constitution and dexterity respectively.

Shock Tactics
At 2nd level your primary strategy is to always hit hard and fast. Gain a +10 bonus to your movement speed and a +4 bonus to your initiative roll. Double these bonuses at 13th and 19th levels.
At 7th level you do not trigger attacks of opportunity while charging.

Biotic Talent
At 3rd level gain a single Biotic talent from the list available to the Adept. Gain an additional talent at 10th and 16th level. At 10th level you may select the advanced version of an Biotic talent you already possess.

Fighting Mastery
At 5th level gain a single fighting style from the list provided to the Soldier. You are considered to be a Soldier of equal level for the purposes of this fighting style. Gain an additional style at 14th level.

Biotic Champion
At 9th level you become an exemplar of biotics and combat skill. As a full round action you may Teleport and then make a full attack action.

Unparalleled Combatant
At 10th level you’ve unlocked a true secret of war, a pureness of form. Gain a single Mythic Combat Feat from the list below. You are are considered to have one use of Mythic Power to use with this feat. You must have the prerequisite feat. This recharges after six hours of rest.
Cleave, Charge Through, Combat Reflexes, Distance Thrower, Exotic Weapon Proficiency, Improved Critical, Lunge, Mobility, Power Attack, Snatch Arrows, Spring Attack, or Vital Strike.
Gain an additional Mythic Combat Feat at 17th level.

Battlemaster Archetype
In Krogan culture the ability to fight and kill is the greatest sign of worth. A Krogan who has mastered biotics, an unstable and highly dangerous weapon, is known as a Battlemaster.

Nova
When using Warp to move and attack, you may instead release a burst of biotic energy when you reach your destination. You must spend at least 1 spell point to do so, but it unleashes a 10 ft radius that deals 1d8 force damage per spell point when you activated this ability, maximum 4. Targets may make a reflex save equal 10+½ your class level to take half damage.
This alters the Warp ability gained at 1st level.

Biotic Talent
At 2nd level gain a single Biotic talent from the list available to the Adept. Gain an additional talent at 7th, 10th, 13th, and 19th levels. At 10th level you may select the advanced version of an Biotic talent you already possess.
This replaces Shock Tactics.

Unstoppable Biotics
At 3rd level you biotic powers are far more crushing than those used by lesser races. Whenever you would deal damage through biotics, including Nova, increase that damage by +4.
At 16th level increase that damage to +8.
This replaces the Biotic Talent gained at 3rd and 16th level.


Cabal Archetype
A few rare individuals have a natural aura to them that infuses their biotic abilities with a dangerous acid. Ostracized, they’ve since come together and crafted a fighting style that made good use of their stigma.

Venom Aura
At 1st level your venomous aura permeates everything while in combat. You deal +1 acid damage whenever you would deal damage, including from melee attacks, ranged attacks, spells, etc. You may spend a spell point to instead deal +1d6 acid damage for 1 minute.
This replaces Savagery at 1st level.

Darkness
At 4th level you learn the art of surprise is more effective in the shadow. Gain Dark as a bonus sphere and gain Thick Darkness as a bonus talent.
This replaces Savagery at 4th level.

Cabal Training
At 8th level gain a +2 permanent bonus to your Charisma and Dexterity scores. Gain this bonus again at 15th and 20th level.
At 11th level you may add ½ your Charisma modifier to all your saves.

Nightshade Blades
At 5th level your aura can take on a physical shape. You may spend a number of spell points equal to your charisma modifier as a standard action to summon the same number of blades that rest along your arms until used or ten minutes is up. You may not summon more blades until the first set are gone. Each blade deals 1d8 acid damage and you may add that damage to a single Warp attack or you may fire them as a throwing weapon with a range increment of 20 ft.
At 14th level gain an additional 2 blades when you activate this ability.
This replaces Fighting Mastery.

Poisonous Charge
At 9th level you’ve learned to strike at enemies through the tiny holes in reality while teleporting. When you take a full round action to teleport and attack, you may target enemies in the path between you and your target. These enemies are dealt your Venom Aura damage. You may sacrifice a single Nightshade Blade to increase the damage by +1d6 per enemy.
This replaces Biotic Champion at 9th level.


Phoenix Archetype
Though originally a special Cerberus biotics project, a number of Phoenix agents turned traitor to help defend all of Andross against the Reapers.

Biotic Whips
At 2nd level you may spend a spell point as a swift action to form two whips of pure biotic energy. These last for 1 hour. They are light weapons with a reach of 5 to 10 ft and they deal 1d8 bludgeoning damage. You may spend a spell point to make a ranged disarm or drag attempt with them as a swift action.
At 7th level both whips gain a +1 magical enhancement bonus and if you successfully attack the same target with both whips in the same round that target must make a fortitude save equal 10+½ your class level or be stunned for 1 round.
At 13th level both whips gain the Furyborn magical weapon enhancement. However, each whip shares the same enhancement. If the first whip damages a target the second whip would gain the first +1 bonus.
At 19th level the bonus from Furyborn treats is applied to every enemy within 15 ft of you. If you damage 1 enemy within 10 ft, you gain the +1 enhancement bonus against the second enemy you attack. However, if you attack a different target after reaching the +5 bonus then it is reset to 0.

Whip Assault
At 5th level you can make multiple attacks as you jet around the battlefield. When you use a full round action to teleport and attack while Biotic Whips is active you may forego the attack at the end to instead make a single attack with each whip during the course of your teleport.
This replaces the Fighting Style gained at 5th level.


Slayer Archetype
The 7th legion was a hastily cobbled collection of remnants of a dozen different armies devastated by the Reapers. It is only through their efforts did the war turn in our favor. Slayers could always be found where the fighting was thickest, taking down the strongest Reapers only to teleport themselves into yet another seemingly hopeless melee.

Phase Disruptor
At 1st level you’ve learned how to use Warp offensively. Gain a single Warp talent known as Phase Disruptor. It requires a spell point to use and functions as a Medium range negative energy ray attack that deals 1d10 damage. Any target damaged by Phase Disruptor loses fast healing and cannot be healed through magical means for 1d6+1 rounds. At 6th level it deals 2d10 damage, at 11th level it deals 3d10 damage, and at 16th level it deals 4d10 damage.
This replaces the bonus Sphere gained at 1st level.

Biotic Blades
At 3rd level you’ve learned to empower your melee attacks with biotic energy. By spending a spell point as a swift action your current melee weapon becomes charged. You may expend a charge to have the weapon gain the Impact magical enhancement bonus for a single attack or you may make a single melee attack with a range of 20 ft.
At 10th level you may expend a charge to make unleash a biotic wave of energy that deals your standard weapon damage, but in a 15 ft cone and replacing the damage type with force. Enemies may make a reflex save equal to your attack roll to take half damage.
At 16th level whenever you spend a spell point to place a charge in your melee weapon, place two charges instead.
This replaces Biotic Talent at 3rd, 10th, and 16th level.

Blade King
At 10th level your skill with the sword is without equal. Choose a single melee weapon your are proficient in. At the start of every round of combat while wielding that weapon gain two focus points. You may spend a single focus to replace your AC with a single attack roll (you must use this ability before the enemy makes their attack roll), reroll a single melee attack roll taking the second result, or reroll a single damage roll, taking the better result.
At 14th level gain four focus points instead of two.
This replaces Unparalleled Combatant.

Phantos_Argent
2016-07-11, 05:36 AM
Templates

While most creatures can form easy enough enemies in Fantasy Effect as each land has their own fauna, there are a few easy templates that make for unique flavor. A few of these fall more under special training that is too generalized to be turned into a class, but also too powerful to just be a feat.


Spectre, CR +1
The Citadel's most elite warriors, assassins, and agents are known as Spectres. They retain a large degree of autonomy, can demand aid from most Citadel aligned governments, and are exempt from all but the most serious laws. To offset this, there are never more than a hundred and usually much fewer. It is a position that is only ever offered to those who show a unique quality, one that the Council feels they need. Beyond that, they're expected to deal with a large variety of threats, always putting the overall safety of Andross first.

Requirements- Character Level 8th, Must be a Citadel or Council race

Ready For Anything
At the start of each day, choose one of the following options to mentally prep for. You may only switch this option after 8 hours of rest.
Combat- Gain a +1 bonus on attack rolls and a +2 bonus on damage rolls.
Stealth- Add 1/2 your character level to all stealth and disguise checks.
Manipulation- Add 1/2 your character level to all Diplomacy and Bluff checks.
Investigating- Add 1/2 your character level to all Knowledge Local and Sense Motive checks.

Leadership
At the start of combat you may designate two different characters as your allies. You may use the Aid Another action as a swift action, but only on attack rolls with those allies. When those allies use the Aid Another action on your attack, you may also add the bonus to your attack's damage roll.

Aligned Methods
Gain either Paragon or Renegade as a bonus feat. If you already have one, gain the other, ignoring the requirements. Whenever you would gain Spell points from either of those feats, you may choose to transfer those points to another character or receive 2 for yourself.

Spectre's Authority
Gain a +2 bonus on Bluff, Diplomacy, Sense Motive, and Intimidate checks against Citadel and Council races. As a Spectre you are considered above the law in many regards and only answer to the Council, though you are required to obey their orders.


Rider, CR +1
The ability to train and ride flying mounts is invaluable, with many such riders being able to name their price when it comes to scouting, spying, or delivery jobs. This template is meant to exemplify a very specific kind of Rider, one with an almost unnatural connection to their mount.


http://pre03.deviantart.net/a30d/th/pre/i/2012/324/a/c/dragon_effect__joker_and_normandy_the_high_dragon_ by_andrewryanart-d5lceeb.jpg

Requirements- 6 Ranks in Animal Handling and Ride

Mount
This is the core ability of the Rider template. Gain a single flying mount, chosen from the list below. It is considered your Animal Companion as per the Druid class feature and you are treated as a Druid of equal level for the purposes of your companion. The rules for gaining a new Animal Companion are the same for Druids.
Character Level 8 or Less
Flame Drake
Jungle Drake
Mist Drake
Wyvern
Chimera
Character Level 12 or Higher
Coral Drake
Desert Drake
Forked Tail Wyvern
Dragon Horse

Angled Defense
When flying and targeted by an attack, you may angle your mount so that the attack is directed at either yourself or your mount. You may also do this if the attack is directed at your mount. Doing so is an immediate action, but must be performed before the attack roll is made.


Cerberus Trained, CR +1
Cerberus training is infamously brutal, not only creating highly effective combatants, but also molding their psyche into human centrist zealotry.

Requirements- Base Attack Bonus +3, Human or Cyborg race

Hatred of Aliens- All Cerberus Agents are trained with a focus on how to defeat alien races. Choose three different races from this list: Asari, Salarian, Quarian, Krogan, Turian, Batarian, Vorcha, or Drell. Gain +1 attack and +2 damage on attack rolls against those aliens. Gain a +2 circumstance bonus on Will and Fortitude saves against spells cast by those aliens.

Specialization
Choose from one of the following elite Cerberus specializations.
Nemesis
Gain proficiency with Sniper Rifles you do not already have it. As a full round action while wielding a firearm you may shoot, gaining a +6 bonus on the attack and damage rolls.
Phantom
Gain the Warp or Illusion spheres if you do not already have one of them. Gain +1d6 sneak attack damage, as per the Rogue class feature. This stacks with all other sources of sneak attack damage.
Phoenix
Gain a single Biotic talent of your choice. Gain the ability to form Biotic Whips as a 2nd level Phoenix Vanguard.

Group Tactics
Double the range of all Teamwork feat benefits for all characters that share this template.


Cerberus Experiment, CR +1


One of the most dastardly things Cerberus has ever done is attempt to make powerful biotics through birth manipulation and combat training during childhood. They succeeded in crafting powerful biotics, but many are dangerous and unstable.


http://img08.deviantart.net/2df2/i/2012/251/0/8/dragon_effect_miranda_and_jack_by_dunechampion-d5dzjmb.jpg

Impossible Biotics
Choose one of the following biotic talents. You instantly gain the base and advanced versions of those talents in addition to a new experimental version described below.
Experimental Blast- Now deals 2d6 force damage and you may spend a spell point to transform it into a 30 ft line or 15 ft cone with a reflex save to negate all damage equal to your attack roll.
Experimental Empowered Strength- You may add 1/2 your Charisma modifier as a magical bonus to your Strength modifier.
Experimental Barrier- Increase the damage reduction of barrier to 5/-.
Experimental Telekinesis- You are considered a High Caster for all uses of Telekinesis.
Experimental Glide- You may spend up to 3 spell points to gain 30 ft of fly speed for a number of minutes equal to spell points spent.

Forceful Biotics
Your charisma modifier is considered to be 4 higher than it actually is, but only for the purposes of biotic abilities.

Unstable Biotics
You may spend a spell point to gain the use of an Experimental Biotic talent for 10 minutes. You must have at least the base version of that talent to gain the Experimental one. While this is active you take a -4 penalty on will saves, a -2 penalty on AC, and cannot perform skill checks that require intelligence or wisdom as the pain of the experiments overtake you.


Advanced Geth, CR +1


Reaper, CR +2
A Reaper is any being that has been fully infected with what is known as the Machina virus. It forms as jagged black machinery that soon replaces most of the creature's organic flesh, leaving nothing but a mindless husk. The Reaper can take many different forms dependent on what manner of creature they are crafted from with the most powerful being the dragon type Reapers. Long thought extinct, the true dragons are fearsome enemies and very difficult to kill.

Requirements- Any organic being, living or otherwise, with an intelligence score higher than 6.

Reaperization
The base creatures loses any class levels they possess and their intelligence score drops to 0. Reapers are controlled through a hive mind and if they do not have a dragon type Reaper controlling them, they act as mindless beasts, trying to kill the nearest organic creature. They are considered to be both Constructs and Undead. They retain any natural abilities they had before this template with the exception of racial skill bonuses and feats, though any damage dealing supernatural abilities or attacks has its damage type switched to negative energy.

Defenses
Natural Armor- Medium Reapers gain +6 Natural armor, Large Reapers gain +8, Huge Reapers gain +12, and Garguatuan Reapers (of which the only known was Harbringer) gain +18. Reapers gain no AC bonus from wearing armor.
Immunities- All Reapers have the usual Construct and Undead immunites, with the exception of still being susceptible to precision damage.

Reaper Traits
Most Reapers bear one or more the following traits. They start with a singular trait, but can gain more. Increase the CR adjustment by +1 for every two additional traits.
Hardened Shell- Gains Damage Reduction equal to 1/2 their natural armor bonus.
Magic- Gains either the Alteration, Death, Destruction, or Telekinesis spheres. Gains 3 different bonus talents. This trait may be taken more than once, choosing a different sphere each time. It has a single spell point that regenerates after 1d4 rounds and it is treated as a mid caster with a number of levels equal to 3+its CR. Use either Wisdom or Charisma as the relevant modifier, whichever is highest.
Made For Combat- If strength is higher than dexterity, it gains Power Attack, Vital Strike, and Toughness as bonus feats. If dexterity is higher than strength, it gains Weapon Finesse, Dodge, and Combat Reflexes.
Hard To Kill- When their hit points drop to 0, it may keep fighting until it reaches an amount of negative hit points equal to 1/2 its constitution modifier. While in this state it takes a -4 penalty on all rolls and moves at half speed.
Embedded Weapon- It gains a single weapon of any type that cannot be disarmed. Increase that weapon's critical range by +2 and it deals an additional 1d8 negative energy damage.
Change Fluid- Once per day the Reaper can transform any corpse less than 24 hours dead into another Reaper as a full round action. Any Reaper transformed in this way only has a +4 natural armor bonus regardless of size and a singular Reaper trait, though its hit points are fully restored.
Programmed Tactics- Choose a single Teamwork feat. This Reaper and any Reaper within 15 ft benefit from the effect of that Teamwork feat. This trait may be taken more than once, choosing a different feat each time.

Ability Score Adjustment
+4 Strength, +4 Constitution, and +2 Charisma.