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Specialist Class

Specialist Table

Level Features Specialist Attack
1st: Apprentice Cunning Actions, Specialism, Specialist’s Origins, Specialist Archetypes 1d6
2nd: Ace of Coins Cunning Fighter, Mastery, Specialist Technique 1d6
3rd: Journeyist Mastered Innovations 2d6
4th: Page of Coins Feat 2d6
5th: Adept of Coins Evasive Step, Mastery, Studied Technique 3d8
6th: Knight of Coins Expanded Specialist Archetypes 3d8
7th: Apprentice Mentor Knowledgeable Instructor, Reliable Talent 4d8
8th: Journeyist Mentor Feat 4d8
9th: Mentor of Coins Adaptable Techniques, Mastery 5d8
10th: Mentor Adept Expanded Specialist Archetypes 5d10
11th: Monarch of Coins Developed Technique, Specialist’s Organisation 6d10
12th: Grand Ace Feat 6d10
13th: Grand Page Teamwork 7d10
14th: Grand Knight Expanded Specialist Archetypes 7d10
15th: Grand Mentor Focused Techniques, Mastery of Teaching 8d10
16th: Exalted Specialist Feat 8d10
17th: Paragon of Specialism Reliable Technique 9d12
18th: Saint of Specialism Elusive 9d12
19th: Specialist of Fate Feat 10d12
20th: Master of Fate Stroke of Luck 10d12

Class Features

As a Specialist, you gain the following Class Features.

Core Aspects

Hit Points

Hit Dice: 1d8 per Specialist Level

Hit Points at 1st Character Level: 8 + your Endurance

Hit Points at Higher Levels: 1d8 (or 5) + your Endurance per Specialist Level

Training

Armour: Light Armour, Light Shields

Weapons: Simple Weapons, Martial Weapons with the Finesse Weapon Property, Hand Crossbows, Longswords, Pistols

Tools: Two Tools of your choice

Skills: Choose any four

Equipment

Upon gaining your first Level in this Class, you start with the following equipment, in addition to your starting equipment:

  • Any Simple Weapon, with 3 Units of Ammunition if you choose a Ranged Weapon

  • Any Martial Weapon or two Simple Weapons

  • A complete set of Leather Armour

  • A set of Tools you Trained with

  • A book based around your Specialism

  • 25GP



Unique Aspects

Class Tags: Specialist, Martial, Expert

Mark of Fate: Fateful Technique. In this moment you channel the powers of this conflux to perform actions beyond your normal capability. When making an attack that qualifies for the Specialist Attack, you may use the Specialist Technique Feature to apply a Specialist Technique that costs 1dX or 2dX. The additional dice from this effect cannot be used to increase the damage. If you have already unlocked the Specialist Technique Feature, you instead increase the number of dice available to expend by 3dX.

Inspired Action:

Specialist Action Card (Inspired Action) Inspired Skill AP Cost: 1AP Effect: A flash of inspiration allows you to utilise your skills in a unique way. You can use this Inspired Action to perform the Use Skill action, applying to any Skill. If this is using your Specialism Skill, it is considered for this action to be a Legendary Skill for the Test. For any other Skill, you are treated as being a Master in the Skill for this Test. In an Active Time Encounter, the use of this chosen Skill even if not your Specialism Skill, can be used per the Using your Specialism in the Specialism Feature, with the Skill being deemed a Specialism Skill for the benefits provided.


Cunning Actions

1st Lvl Specialist Feature

Your quick thinking and agility allow you to move and act quickly. When using the Aid action, if the Trait Test you are providing Aid to is using your Specialism Skill, they can double their Skill Bonus for that Trait Test.



Specialism

1st Lvl Specialist Feature

You have dedicated your life to specialising in one specific skill. Select one Skill you have Learnt to be your Specialism. You become a Master of that Skill.

The chosen Specialism Skill will be referred to by a number of Features of this Class, so be sure to consider what Skill is fundamental to your Character’s nature, often this will be tied to a past profession like Skulduggery for a thief, Stealth for a rogue, or Medicine for a doctor.

Using Your Specialism

Performing the Use Skill action, for your chosen Specialism Skill costs only 1AP.

When you perform the action depending on which Skill is your Specialism Skill and how you use it, you will gain either an Instant Benefit, a Temporary Benefit, or a Perpetual Benefit.


An Instant Benefit, is from Skills where they will upon using them give you an immediate window of which to capitalise on their use. Examples may be Skullduggery knocking someone off balance, Acrobatics allowing you to roll past a foe to catch them from behind, or the Intimidation skill causing them to flinch momentarily.

If the Skill Roll is successfully performed, then you will have Advantage on the next Trait Test you perform against that Target.


A Temporary Benefit, usually is from a Skill whose effect may last a bit longer, not requiring you to use the Skill each time before you perform an action. This could be Medicine showing you an injury you could exploit, Stealth allowing you to remain hidden, or Technology pointing out a weakness in a device next to the Target.

If the Skill Rolls is successfully performed, the Advantage conferred may last until the start of your next Turn or in the case of Stealth until you reveal yourself to the Target or exploit the opening such as attacking the damaged device. Some of these Skills may also provide benefits to your allies for this short period.


A Perpetual Benefit, usually is from a Skill whose effect will work for the whole Encounter/Scene, only requiring you to use the Skill once. This is most often from Knowledge based Skills revealing weaknesses of a Type of Target you can exploit more than once.

If the Skill Rolls is successfully performed, the Advantage conferred may last for the whole Encounter/Scene. Some of these Skills may also provide benefits to your allies for this period as well.

Though it should be noted, shouting out to a foe their own weakness or repeatedly exploiting a weakness, may cause the Target to act in a manner to cover it up, potentially limiting their own actions but removing your Advantage.


The GG is the arbitrator for the use of the Skill and the kind of benefit provided. It may be wise to discuss with them early one way you can use your Skill for different kinds of benefit. Though remember in the moment you may be able to improvise some unique uses of the Skill.

Specialist Attack

You know how capitalise on your specialism to optimise your strikes against a foe. Once per Turn, you can deal an extra 1d6 damage to one Target you hit with an attack, if you have Advantage on the Attack Roll conferred by this Feature. The attack must use a Weapon with the Finesse Weapon Property or a Ranged Weapon.

You also gain this benefit if your Target is within the AoC of an allied entity that isn’t Incapacitated, and you don’t have Disadvantage on the Attack Roll.

The amount of the extra damage increases as you gain Levels in this Class, as shown in the “Specialist Attack” column of the Specialist Table.



Specialist’s Origins

1st Lvl Specialist Feature

You gain some benefits based on your history. You can choose to either gain the Formally Educated, Guild Membership, Local Legend, or Wandering Specialist Class Feature.



Formally Educated

You went to one of the finest schools or studied under one of the finest masters in your specialism. You gain the following benefits:

  • You Learn any two Skills of your choice, and Master any one Skill you have Learnt.

  • You gain Training with two Tools of your choice.

  • You Learn any Language of your choice.



Guild Membership

You have some experience serving as a member of a Guild tied to your specialism. You gain the following benefits:

  • You Learn either the Diplomacy, Deception, or Intimidation Skill. You then Master one of the listed Skills that you have Learnt.

  • You gain Training in a Tool appropriate to your Guild’s practises.

  • You Learn any two Languages of your choice.

In addition, you have a higher starting Reputation with the Organisation that is your Guild, speak with the GG to come up with the Organisation's details. The GG should see the GG’s Corner for more information about making and running Organisations.

It costs you 0AP to give commands to Hirelings from your Guild in Active Time Encounters.



Local Legend

In the past you earned fame and renown for helping your local community using your specialism. Work with the GG to determine this aspect of your backstory. You gain the following benefits:

  • You Learn any Skill of your choice, and Master any one Skill you have Learnt.

  • You gain Training with a Tools of your choice.

  • You Learn any Language of your choice.

  • You fame in your home has expanded to some nearby settlements they do trade with, and even in lands where you are unknown, your demeanour tends to put most common folk at ease. Among the lower and working class you may often find places to hide, rest or recuperate, unless you have shown yourself to be a threat or a nuisance to them. They will often not risk their lives for you unless you have proven yourself worth such treatment but will hide you from the authorities.



Wandering Specialist

You have learnt valuable skills for travelling along the road. You gain the following benefits:

  • You gain Training with a Tools of your choice.

  • You Learn any Language of your choice.

  • You can perform the Seek action for 1AP.

  • You can maintain a Marching Pace for twice the amount of time.

  • You also have the Skill Foci, Survival:Tracking, Survival: Navigation, and Survival:Foraging.



Specialist Archetypes

1st Lvl Specialist Feature

You choose a Specialist Archetype gaining the benefits of that Archetype’s First Tier. These Archetypes are based around a focus on a specific use of your abilities, some focusing on utilising a specific Specialist Skill to its fullest.



Cunning Fighter

2nd Lvl Specialist Feature

You know how to maximise the potential of your weapon. Choose one of the following Fighting Style Feats to gain: Armoured Fighter, Duellist, Marksman, Sniper, Street Shooter, Thrown Weapon Fighter, Two-Weapon Fighter, and Unarmed Fighter.

When you make an Attack Roll with a Weapon with Advantage, on a hit your Weapon gains the benefit of its Weapon Focus Property.

If the Attack Roll was made with Advantage due to the Specialism Feature, you instead choose any Weapon Focus Property that the Weapon meets the Prerequisites of to gain the benefit of for the attack.

You gain the Skilled Aim action.

Specialist Action Card Skilled Aim AP Cost: 1AP Requirement: You have not moved this Turn Effect: You use your Skills to guarantee a specialist strike. Your next Attack Roll is made with Advantage. This Advantage is treated as having been bestowed by the Specialism Feature. Your Movement speed is reduced to 0 until the end of the current Turn.


Mastery

2nd Lvl Specialist Feature

Choose two of the Skills you have Learnt. You become a Master in those chosen Skills.

In addition, you may choose an additional Skill or Tool to Learn/be Trained in.



Specialist Technique

2nd Lvl Specialist Feature

You have learnt how to use your unique skills to enhance your combat ability. When rolling your additional Specialist Attack damage, you may choose to apply one Specialist Technique from those presented in Appendix A: Specialist Techniques.

Each Technique has a cost in a number of dXs, this is the number of dXs you must reduce your Specialist Attack’s Damage Roll by (this can never be reduced to below 0dX, if a Technique would do so you cannot use that Technique).

Once you have reduced the Specialist Attack’s damage dice, you may then roll the remaining amount as part of your Damage Roll calculation, and the Technique effect occurs immediately after the damage is dealt.

If a Trait Test is required, the TG equals 8 + your SB + your Trait associated with the Specialism Skill.

If a Prerequisite is listed, you cannot use the Technique without meeting the requirements.



Mastered Innovations

3rd Lvl Specialist Feature

You have learnt to modify your skills to assist you in unexpected moments. When making a Trait Test using a Skill that you have at least Mastered, you gain a number of dXs equal to half the number bestowed by your additional Specialist Attack damage. You may spend any number of these dice to bestow a combination of the following modifications to your Test:

  • Unexpected Method (1dXs). You can make the Test with Advantage.

  • Failure Mitigation (1+dXs). You can decrease the Critical Failure Scope by the number of dice expended.

  • Inspired Innovation (1-3dXs). You can Increase the Inspired Event Scope by the number of dice expended.

  • Innovative Technique (2dXs). You can roll half of the remaining dXs to add the result to your Test’s TTV.

  • Reliable Technique (2dXs). You can choose which Trait is used for this Test.

  • Quickened Technique (3dXs). The AP cost of the action that led to this Trait Test, bar those involving Attack Rolls or the Cast/Manifest action, is retroactively reduced to 1AP.

    The time taken for this Trait Test in Narrative Time such as when gathering information, investigating an area, or Crafting are halved for the rolled result.

  • Fateful Innovation (4dXs). No matter the result of the Test you gain a Mark of Fate.

  • Successful Technique (4+dXs). If the Trait Test has Degrees of Success, increase the Degrees of Success above the rolled TTV by a number of Degrees equal to the number of dice expended minus 3.

  • Miraculous Technique (6dXs). Work with the GG to determine a different slightly supernatural effect that occurs tied to the specific skill based on the Test’s result.



Feat

4th Lvl Specialist Feature

You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.



Evasive Step

5th Lvl Specialist Feature

You know how to always stay out of trouble. You gain +1RP. You can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath. When you are subjected to an effect that allows you to make an Agility Test to take only half damage, and you are not Incapacitated, you instead take no damage if you succeed on the Test, and only half damage if you fail.

Once you have resolved this Feature, if you succeeded on the Test, you Teleport to an unoccupied space outside of the AoE.

You gain the Uncanny Dodge reaction.

Specialist Reaction Card Uncanny Dodge RP Cost: 1RP Trigger: You are hit by an Attack Roll, from a source you can see Effect: You know how best to move to reduce the damage of incoming blows. You halve the damage received. If you have Advantage against the Triggering entity due to your Specialism Feature, until the start of your next Turn, you instead reduce any damage from the Triggering entity to 0.


Mastery

5th Lvl Specialist Feature

Choose two of the Skills you have Learnt. You become a Master in those chosen Skills.

In addition, you may choose an additional Skill or Tool to Learn/be Trained in.



Studied Technique

5th Lvl Specialist Feature

You spend time while resting practising your Techniques. When you complete a Rest, select one Specialist Technique you meet the Prerequisites of. Until you next complete a Rest, the chosen Technique reduces its dX cost by 1dX (minimum of 1dX).

In addition, when you use the Skilled Aim action, the affected Attack Roll ignores Half Cover.



Expanded Specialist Archetype

6th Lvl Specialist Feature

You can choose to either progress through a known Specialist Archetype, increasing its Tier by 1 and unlocking the appropriate Features, or choose the 1st Tier of a different Specialist Archetype.



Knowledgeable Instructor

7th Lvl Specialist Feature

You are well versed in passing your skills onto others. When Teaching a Skill that you have Learnt but not Mastered, you are still considered a Master in that Skill for calculating Study Progress. When Teaching an entity your Specialism Skill, you may double the student’s Study Progress, they gain from your lessons.

You can Train others in the use of a specific Tool you are Trained in the use of as if you were Teaching a Skill. You are a Master Teacher, and the student must gather Study Progress as if they were Learning a Skill.



Reliable Talent

7th Lvl Specialist Feature

You have refined your chosen skills until they approach perfection. Whenever you make a Trait Test, bar Attack Rolls, that lets you add your Skill Bonus, you can treat a d20 roll of 9 or lower as a 10.

If you roll within your Critical Failure Scope, you can choose whether or not to treat it as a 10, or to Critically Fail and hence gain a Mark of Fate.



Feat

8th Lvl Specialist Feature

You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.



Adaptable Techniques

9th Lvl Specialist Feature

You have learnt how to adapt your specialism to cover for your gaps in knowledge in stressful situations. You may when performing a Specialist Technique choose to ignore the Prerequisites for the Technique that require a specific Specialism Skill.

Once you have used this Feature, you may not do so again until you have completed a Short or Long Rest.



Mastery

9th Lvl Specialist Feature

Choose two of the Skills you have Learnt. You become a Master in those chosen Skills.

In addition, you may choose an additional Skill or Tool to Learn/be Trained in.



Expanded Specialist Archetype

10th Lvl Specialist Feature

You can choose to either progress through a known Specialist Archetype, increasing its Tier by 1 and unlocking the appropriate Features, or choose the 1st Tier of a different Specialist Archetype.

You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.



Developed Technique

11th Lvl Specialist Feature

You have refined your specialist techniques. Whenever you use the Specialist Techniques Feature, you can apply two separate Techniques to a single attack, however you must pay the cost for each separately.



Specialist’s Organisation

11th Lvl Specialist Feature

Your deeds have earned you sufficient renown such that other seek to work with you. You gain a Specialist’s Organisation, the rules for this Organisation and how to generate them are found in Appendix B: Specialist’s Organisation.



Feat

12th Lvl Specialist Feature

You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.



Teamwork

13th Lvl Specialist Feature

You know how to capitalise on a distracted opponent and how to cause a distraction to aid your allies. If a hostile entity is within the AoC of an allied entity, that is not Incapacitated, you have Advantage on Attack Rolls made against the Target.

If an opponent is within your AoC, so long as you are not Incapacitated, all Attack Rolls made by allied entities against the Target, are made with Advantage.



Expanded Specialist Archetype

14th Lvl Specialist Feature

You can choose to either progress through a known Specialist Archetype, increasing its Tier by 1 and unlocking the appropriate Features, or choose the 1st Tier of a different Specialist Archetype.



Focused Techniques

15th Lvl Specialist Feature

You know how to get the most out of your techniques. You gain +1RP. Select a number of Specialist Techniques equal to half your Skill Bonus. These Techniques reduce their dX cost by 1dX (to a minimum of 1dX).



Mastery of Teaching

15th Lvl Specialist Feature

You have mastered the ability to tutor others. Should you Teach an entity any Skill, Tool, or Language you can add your Skill Bonus to the student’s Trait Test, and the student can double the roll for their Study Progress.



Feat

16th Lvl Specialist Feature

You can increase the value of a Character Trait by 1, to a maximum of 5, and choose a Feat to gain.



Reliable Technique

17th Lvl Specialist Feature

You have trained to always have a reliable fall back in combat. Whenever you perform a Weapon Attack with a Weapon with the Finesse Weapon Property, or a ranged Weapon Attack, if it is not Specialist Attack, you gain 2d12 that must be spent to apply a single Specialist Technique.



Elusive

18th Lvl Specialist Feature

You are so evasive that attackers rarely gain the upper hand against you. No Attack Roll can have Advantage against you whilst you aren’t Incapacitated.

You are also Immune to the Charmed condition, and your thoughts cannot be read, nor can you be communicated with telepathically unless you allow it.



Feat

19th Lvl Specialist Feature

You can increase the value of a Character Trait by 1, to a maximum of 6, and choose a Feat to gain.



Stroke of Luck

20th Lvl Specialist Feature

You have an uncanny knack for succeeding when you need to. You gain +1AP. You gain the Fate-Touched Template, if you already have this Template, you may choose one Template Feature to gain.

If you fail a Trait Test, you can turn the failure into a success. Alternatively, if you fail Trait Test using your Specialist Skill or failing an Attack Roll, you can treat the d20 roll as a 20.

Once you use this Feature, you can’t use it again until you complete a Short or Long Rest.

In addition, you can choose two Skills you have Mastered to become Legendary in those Skills in addition to your Specialism Skill, for Trait Tests made using that Skill you can roll an additional d20 choosing to replace the final d20 result of the Trait Test (after Advantage and Disadvantage has been resolved) with the value rolled on this separate d20. You can only be Legendary in two different Skills in addition to your Specialism Skill at the same time. For each Legendary Skill, you gain an additional d12 to use for your Mastered Innovations Feature.

You also can increase one Trait’s score by 2 or two Trait’s scores by 1, these can increase any Trait’s value up to a maximum of 7.