U8TT Classes
After you have chosen a species, career, and package, you will set out for adventure. Along your adventure, you will be given the opportunity to advance in level! At level 1, and each level thereafter, choose a class to enter or advance.
Core Classes:
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Warrior: +2 HP per level, -1 Threshold per level with one class of weapon, familiarization with one class of armor or shield per level.
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Lv 2: Once per day, when you land a hit, deal extra damage equal to your Warrior level.
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Lv 4: Once per day, if a hit would kill you or render you unconscious (player's choice), you instead survive with a number of Hit Points equal to your Warrior level.
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Lv 6: If you fail to achieve a task via Threshold roll, and are able to try again, you may sacrifice Hit Points to reduce the Threshold by a proportional number. This damage can incapacitate or kill you.
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Lv 8: You always have an advantage when disarming, tripping, and grabbing someone your own size. If your disarm, trip, or grab target is not trained with their current weapon, you automatically succeed.
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Lv 10: Your unarmed strikes now deal 1d/2 unless they already did more damage. If you hit a creature with any attack, and your maximum damage could reduce it to 0 hit points, it dies regardless of the damage rolled.
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Healer: +1 HP/level, -1 Medicine and Healing threshold per level
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Lv 1: If you are hit by a non-critical attack that deals Trauma or Disintegration damage, you can spend one action the following turn to heal for 1 point.
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Lv 1: If you score a hit that would be fatal, you can instead choose to inflict a Critical Effect.
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Lv 2: Gain 2 Spell Points.
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Lv 2: Learn one Healer spell of level 1 or 2. When casting it, you can choose to remove one scar in addition to the usual effect.
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Lv 2: You can spend Spell Points equal to a spell's level to cast Healer spells as one action.
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Lv 4: Gain 2 spell points.
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Lv 4: When you score a critical hit which deals damage, you can choose to heal a friendly target within 30 feet for half of the damage dealt, instead of inflicting a Critical Effect. (note: you can choose to automatically crit helpless creatures... or yourself if you are super pinched.)
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Lv 4: You can spend 1 spell point to heal for the maximum amount with a Healer spell.
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Lv 6: Gain 2 spell points.
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Lv 6: You can spend 2 spell points to target an additional creature with Healer spells.
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Lv 8: Gain 2 spell points.
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Lv 8: You can spend 8 spell points to concentrate a Healer spell into a shelf-stable potion or ointment.
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Lv 10: Gain 8 spell points.
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Lv 10: On any turn wherein you cast a Healer spell or perform a Healer class action, you take half damage from Trauma and Disintegration until the next turn.
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Monk: 1 HP per level, -1 threshold per level on unarmed strikes, -1 threshold per level on Willpower
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Lv 1: Skyclad Butterfly: While not wearing armor, you are +1 harder to hit, can jump 20% further and higher, and can perform an attack immediately once per turn if an opponent misses you with an attack.
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Lv 1: Your hands and feet are now lethal weapons, and deal 1d/2 blunt damage.
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Lv 2: Ritual Magic (Oneness): You may learn one spell, level 1 or 2, from any spell list. By taking ten minutes of meditation, you may cast it without material components once per day. Additionally, while meditating, whether for this spell or not, any creature within 20 feet of you has a disadvantage to sneak rolls. You may cast the spell normally. This feature can be used to cast any spell you know which restores HP, purges poison, deals damage, inflicts a temporary deleterious effect, or cures disease.
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Lv 2: Versatile Hands: You may change the type of your unarmed strike damage from blunt to cut or pierce, with each attack.
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Lv 4: Magic Fists: You may learn one spell, level 1 or 2, from any spell list. Any time you roll a critical hit with your fists, you may immediately cast that spell on your target or yourself. After using this feature, it cannot be used again until you meditate for at least ten minutes. If you know any other spells of any level, they can also be delivered in this way, subject to the same condition.
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Lv 4: Elemental Hands: You can walk on with your feet or hold with your hands hot, cold, acidic, and electrified objects without issue while at peace. If you are attacked or attempt to attack with said object, you lose this protection, and it does not extend to any other part of your body. You may also change your unarmed strikes to Disintegrate (Fire, Cold, or Necrotizing). Upon a successful Recovery roll, you can walk on water.
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Lv 4: Windborne Butterfly: While not wearing armor, you can jump without consuming an action, you are an additional +1 harder to hit during any turn on which you jump at least 10 feet, and you are +1 harder to hit in general. You can jump a total of 100% further and higher, and always take minimum fall damage.
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Lv 6: Expel Vilous Essence: Once per day, when you punch a creature, you may choose to expel any vile substance or being from their body. This includes ghostly possession, poisons, parasites, and uncleanliness. If you are aware of more than one vile infestation, you may choose which to evict, or all of them. The unclean material or essence leaves their body through blood drawn by your punch, and is deposited in a space adjacent to the target. Alternatively, you can choose to expel the target's soul, dealing 2d Soul damage to them unless they are a pious and virtuous creature.
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Lv 8: Bring Peace: By touching a creature that is Raging, Frightened, or Insane, you can take their burden onto yourself. Roll Willpower at whatever bonus or penalty they did, plus your Monk bonus, rolling twice and taking the better result.
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Lv 10: Ascend: Once per day, for one minute, you ascend to a higher plane of understanding. While ascended: Creatures who can see you have a +2 penalty to hit you; Any mundane weapon that touches your flesh shatters; You automatically succeed on any Willpower roll where success is a possibility; You can see and touch incorporeal spirits; You can choose to sacrifice your own health to heal an ally you touch for the same amount; Wild animals and lesser spirits will regard you with reverence and respect, and refuse to attack you, even if trained or coerced, but not if you attack first; if your health is reduced to 0, or at the end of the minute, you descend back to mortality with full health.
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Bard: 1 HP per level, -1 threshold per level to perform with your favored instrument or performance style.
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Lv 1: Learn a level 1 Bard spell
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Lv 1: Lucky Prick!: If you spend your entire turn performing, attacks have a +1 Threshold penalty to hit you.
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Lv 2: In addition to casting it normally, while performing, anyone who can see or hear you, and you wish to be subject to it, is subject to a known Bard spell spell of your choice until they can no longer see or hear your performance.
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Lv 4: Impressions and Impersonations: As long as you are observing someone do something, you have a threshold bonus equal to your Bard level to do that same thing. Additionally, if you observe someone for a full day, you gain a threshold bonus equal to your Bard level to impersonate their mannerisms and routines.
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Lv 4: Lucky Prick!: the threshold penalty to hit you increases to +2.
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Lv 6: Impressions and Impersonations 2: As long as you are observing someone cast a spell as a ritual, you can cast the same spell as a ritual. If you are hit with a spell you do not know, make a Willpower roll; on success, you learn the spell intuitively.
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Lv 6: Lucky Prick!: the threshold penalty to hit you increases to +3.
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Lv 6: Expel Vilous Essence: Once per day, when you punch a creature, you may choose to expel any vile substance or being from their body. This includes ghostly possession, poisons, parasites, and uncleanliness. If you are aware of more than one vile infestation, you may choose which to evict, or all of them. The unclean material or essence leaves their body through blood drawn by your punch, and is deposited in a space adjacent to the target. Alternatively, you can choose to expel the target's soul, dealing 2d Soul damage to them unless they are a pious and virtuous creature.
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Lv 8: Stage Magic: If you spend your entire turn performing, you can effortlessly cause one minor magical effect. Slipping chains, walking through bars, teleporting a known small object within 10 from someone else's pocket to your own, tying someone's bootlaces together, et cetera.
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Lv 8: Lucky Prick!: the threshold penalty to hit you increases to +4.
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Lv 10: Polyphonic Performance: While performing, you may now choose two bard spells you know to affect your audience.
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Lv 10: Lucky Prick!: The threshold penalty to hit you increases to +5. If an attacker misses, you may effortlessly perform a harmless prank on them, giving them a disadvantage to their next attempted action, or tripping them if they try to move first.
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Wizard: +1 HP per level, +1 Spellcraft per level
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Lv 1: Gain two level 1 spells from any spell lists.
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Lv 1: Arcane Fluidity: Can spend 1 SP to cast any level 1 spell as an action.
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Lv 2: Gain 2 Spell Points.
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Lv 2: Learn one level 2 spell from any spell list.
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Lv 2: Arcane Fluidity 2: Can spend 2 SP to cast any level 2 spell as an action.
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Lv 3: Arcane Fluidity 3: Can spend 3 SP to cast any level 3 spell as an action.
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Lv 4: Gain 2 Spell Points.
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Lv 4: Arcane Fluidity 4: Can spend 4 SP to cast any level 4 spell as an action.
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Lv 5: Arcane Fluidity 5: Can spend 5 SP to cast any level 5 spell as an action.
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Lv 6: Gain 2 Spell Points.
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Lv 6: Arcane Fluidity 6: Can spend 6 SP to cast any level 6 spell as an action.
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Lv 6: Arcane Improvisation: When no spell in your kit will do the job, you can make one up on the spot! You do not retain knowledge of how to cast the spell normally.
Process the following in numerical order:
- Each point of damage dealt costs 2 SP
- Each point of HP healed costs 4 SP
- Each singular point of bonus or penalty to a Threshold roll costs 3 SP.
- If an effect seems reasonable to achieve, but its proper cost is not apparent, assign it a cost of 5 SP.
- Each point of HP lost by the caster reduces the cost of the spell by 1 SP (to a minimum of 2)
- Every 2 points of HP lost by a willing contributor other than the caster reduces the cost of the spell by 1 SP (to a minimum of 2)
- Every 2 SP spent by a willing contributor other than the caster reduces the cost of the spell by 1 SP (to a minimum of 2)
- If the spell relies on a Threshold roll, its cost is reduced by 30% (round up to a minimum of 2 SP)
- A 'touch' spell has no special cost modification, nor does one which affects only the caster.
- Each meter of radius increases the cost by 10%, multiplicatively for each meter, rounded up each time, to a minimum of 1 SP more.
- Each five meters of range (to the target or center of radius) increases the cost by 1 SP.
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Lv 7: Arcane Fluidity 7: Can spend 7 SP to cast any level 7 spell as an action.
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Lv 8: Gain 2 Spell Points.
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Lv 8: Arcane Fluidity 8: Can spend 8 SP to cast any level 8 spell as an action.
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Lv 9: Arcane Fluidity 9: Can spend 9 SP to cast any level 9 spell as an action.
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Lv 10: Gain 2 Spell Points.
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Lv 10: Arcane Fluidity 10: Can spend 10 SP to cast any level 10 spell as an action.
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Lv 10: Superior Arcane Fluidity: Can spend 2 SP to cast any two level 1 spells as a single action.
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Lv 10: Arcane Constancy: When you cast any level 1 spell by spending SP on it, you can cast it nine additional times as an action each time without any SP cost.
Advancement Classes:
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Paladin: +4 HP per level
Prerequisite: Warrior or Healer
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Lv 1: Shield Mastery: You can wield a shield even when using a weapon that requires two hands. If someone attempts to grab you, you can drop your shield to automatically escape.
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Lv 1: Martyric Healing: Sacrifice an amount of HP to heal a creature you are touching for the same amount; can also transfer diseases and poisons from them to you.
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Lv 1: Healing Song: By doing nothing your turn except performing a song, any creatures you choose (which you are aware of and can hear you) magically recover half of the damage they took since your previous turn.
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Lv 2: Smite (Repelling, Rapturous, or Ravaging) 1/hr: Repelling knocks creatures back 10 feet if they fail a +2 Recovery roll, and may send extraplanar beings home. Rapturous reveals the glory of your god or ideology to the target; if they fail a +2 Willpower roll, they either side with you or stare into space for one hour or until harmed. Should they side with you, and fail a second +2 Willpower roll an hour later, they will convert to your ideology. Ravaging deals double the attack's normal damage; the extra damage is based on your god or ideology.
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Lv 4: Love Conquers Death: Once per year, you can revive a loved one with your tears, or be revived by the tears of a loved one, assuming the deceased has been dead for a year or less.
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Lv 6: Vengeance from on High: Once per encounter, a target who hits you will take the full damage of their own attack at the beginning of their next turn, manifesting as an obvious miracle.
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8: Bless Union: Once per month, you can grant two beings who love each other the benefit of Love Conquers Death for one year, provided your god or ideology is not opposed to their union.
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10: Saints Blood: Once per encounter, any damage you take is received as healing by every allied non-paladin who can see you and is open to your ideology.
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Druid: +1HP per level, -1 threshold per level on Handle Animal, Horticulture, Riding, and Scavenging.
Prerequisite: Healer, Monk, or Warrior
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Lv 1: By spending 24 hours in the wild, you can form a bond with one small animal. You can speak with this animal, it gains as much HP from your Druid levels as you do, and when you cast a spell on yourself you can choose to also apply it to your bonded animal.
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Lv 2: Gain 2 Spell Points
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Lv 2: Learn one Druid spell, level 1 or 2.
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Lv 2: You can spend 1 spell point per spell level to cast a Druid spell as an action.
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Lv 2: When you hit a creature with a weapon made from organic material, you can spend a spell point to immediately attempt a grab without an action.
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Lv 4: Gain 2 Spell Points
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Lv 4: You can, as an action, spend 2 or more Spell Points to switch places with your bonded animal. When doing this, each of you heal for 2 HP per Spell Point spent.
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Lv 6: Gain 2 Spell Points
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Lv 6: When wearing the pelt or skull of an animal, you can spend 6 spell points to transform into that animal as an Action, or do it over the course of ten minutes as a ritual. Your HP does not change, but you otherwise take on the statistical attributes and abilities of the animal. You do not need to be wearing any animal remains to transform into the same kind of animal as you are bonded to.
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Lv 6: As an action, you can step inside a tree at least as large around as you are, completely hidden from sight and protected from most forms of attack. By spending Spell Points, you can teleport 10 feet per Spell Point into another tree.
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Lv 8: Gain 2 Spell Points
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Lv 8: You can spend 4 Spell Points to double the size of your bonded animal, or yourself in animal form, for one hour. When doubled in size, also double your maximum Hit Points, though you should have as much health missing as you did before. When it wears off, divide your current HP by 2.
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Lv 8: Leathery Hide, Flowery Locks, or Rooted Stance: As a one-hour ritual, you can choose either Leathery Hide, Flowery Locks, or Rooted Stance
•Leathery Hide: Your skin counts as Light Armor with no penalty, reducing incoming damage by 1/4. This stacks multiplicatively with other armors.
•Flowery Locks: Your hair, if you have it, turns green. You grow vines and leaves on your head and body, and heal 1d6 points of HP per minute spent in sunlight.
•Rooted Stance: Your feet grow woody roots and, while barefoot, you cannot be moved against your will from stone or dirt surfaces except by something powerful enough to excavate the ground under you.
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Lv 10: Gain 2 spell points
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Lv 10: When transforming into an animal, you heal to your maximum HP. You can cast spells in animal form, even if they require spoken words or chants, by producing animal sounds.
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Lv 10: Immediately, and every year, you can bond with an additional animal.
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Lv 10: Plants grow 30% faster and yield fruit twice as large within 1 mile of you.