Pathfinder Class Abilities

Pathfinder Class Abilities

Description

This page will cover the many different classes that the Mary-Sue’s can pick up, and the various abilities they can get from them, that come from the Pathfinder universe.

Details

Barbarian

  • Hit Points: Every level in this class will give the Mary-Sue +4 health levels.
  • Weapon and Armour Proficiency: The fist level in this class gives the Mary-Sue a basic understanding about how to use any weapon considered Simple or Martial in the Pathfinder Universe, as well as any armour and shields (except tower shields).
  • Fast Movement: While the Mary-Sue is wearing anything but what Pathfinder considers Heavy Armour, or not carrying a heavy load, the Mary-Sue adds 3 metres onto the distance they can travel when doing a light jog in 6 seconds, 6 metres for a heavy job, and 12 metres to their sprint.
  • Rage: The Mary-Sue can go into a blinding rage for 12 seconds + (6 seconds x Health) + (12 seconds x Barbarian Class Levels) per day, these can be divided between multiple rages. While in a Rage the Mary-Sue gets +2 Strengh and Health, and a +1 to their Will Save Power. They get -1 to their Dodge and Block. They get (1 x Class Level) bonus health levels, but these go away at the end of the Rage and the damage is shifted to lower health levels. While in a Rage the Mary-Sue cannot do anything that requires Patience or Concentration, or clear thought. They can end this instantly, but get -1 Strength and Health for twice as long as they spent in Rage mode.
  • Rage Powers: The Mary-Sue can apply Rage powers to their Rage, depending on what they trained up. Any chosen will be listed below:
    • Rage Power 1 example
  • Uncanny Dodge: The Mary-Sue can use her Block and/or Dodge against attacks they can’t see coming without penalty.
  • Trap Sense: The Mary-Sue gets (+r per 3 Barbarian Levels, rounded down) to their Reflex Save Power against traps.
  • Improved Uncanny Dodge: Opponents don’t get a bonus for outnumbering the Mary-Sue in melee.

Cleric

  • Hit Points: Every level in this class will give the Mary-Sue +3 health levels.
  • Weapon and Armour Proficiency: The fist level in this class gives the Mary-Sue a basic understanding about how to use any weapon considered Simple or Martial in the Pathfinder Universe, as well as any armour and shields (except tower shields).
  • Aura: The Mary-Sue produces a powerful aura for whatever Alignment they are.
  • Spells: The Mary-Sue gets access to a number of spells as per a Cleric of the same level. Their Resist is used to determine if they can cast a spell (-2 of their Resist, then multiply it by 2, then add 10 to determine their Pathfinder level), this also determines what bonus spells they get. To see what spells do, go so this page Pathfinder Cleric Spells
  • Channel Energy: The Mary-Sue can channel energy to either hurt or heal the living or dead. They can do this a number of times per day equal to their Looks+3, and they heal/hurt 2 points per for every d6 they’d do as a Cleric.

Paladin

  • Hit Points: Every level is this class will give the Mary-Sue +3 health levels.
  • Weapon and Armour Proficiency: The fist level in this class gives the Mary-Sue a basic understanding about how to use any weapon considered Simple or Martial in the Pathfinder Universe, as well as any armour and shields (except tower shields).
  • Detect Evil: The Mary-Sue can concentrate on any single item or person within 18 metres for 3 seconds and learn if it evil, with evil being determined by the Pathfinder standard of evil.
  • Smite Evil: When using this power the Mary-Sue adds their Looks to their attack value if the target is evil. For every 3 levels they have in Paladin they add 1 do their damage if they manage to hit the target, with this being doubled on the first successful attack if the target is a dragon, an outsider, or an undead. This bonus lasts against that target until the next time they rest and regain use of their daily abilities.
  • Divine Grace: The Mary-Sue adds their Looks to the draw whenever they use their Saving Throw power.
  • Lay on Hands: The Mary-Sue heals 2 wound for every d6 their ability would allow them to heal.
  • Aura of Courage: The Mary-Sue recognises fear, but has the sub-conscious choice to ignore it and not let it sway their decisions at all. They are also immune to all supernatural sources of fear, and give any ally withing 3 metres a +2 bonus to their Saving Throw powers against fear effects.
  • Divine Health: The Mary-Sue becomes immune to all diseases, magical or otherwise.
  • Mercy: When using their Lay on Hands power the Mary-Sue can add an affect to it. They can choose from a list what this is, and they’ll be added below only when they’ve been chosen.
    • 1st tier Mercy Abilities:
      • Example 1
    • 2nd tier Mercy Abilities:
      • Example 2
  • Channel Positive Energy: The Mary-Sue can channel positive energy, using two of their daily lay on hands abilities. This heals any living creature within 9 metres for 2 points per d6 they would heal.
  • Divine Bond: Will go into more detail depending on when the ST knows if someone has chosen weapon or mount.

Rogue

  • Hit Points: Every Level in this class will get the Mary-Sue +2 Health Levels
  • Weapon and Armour Proficiency: The first level is this class gives the Mary-Sue a basic understanding about how to use anything Pathfinder would consider Simple Weapons, as well as the Hand Crossbow, Rapier, Sap, Shortbow, and Short Sword. As well as knowledge about how to use whatever Pathfinder would consider Light Armour.
  • Sneak Attack: The Mary-Sue does an extra 2 points of damage per d6 of Sneak Attack they’d do, however this is only applied to opponents they surprise or can flank. This is a supernatural knowledge in their head that guides them to hit more vital areas during such times.
  • Trapfinding: The Rogue gets +r for every two class levels to any Perception or Disable Device checks involving Traps. They also have knowledge about how magical traps operate and know how to disable them.
  • Evasion: If the Mary-Sue uses their Reflex Save Power to dodge an area attack that has a DC for half damage, and they pass, then they take no damage instead. This is a supernatural ability to know how to move with blasts to avoid damage.
  • Rogue Talents: Talents will be written up as they are chosen.
    • Example Rogue Talent
  • Uncanny Dodge: The Mary-Sue can use her Block and/or Dodge against attacks they can’t see coming without penalty.

Wizard

  • Hit Points: Every level in this class will get the Mary-Sue +1 Health Level.
  • Weapon and Armour Proficiency: The first level in this class gives the Mary-Sue a basic understanding about how to use a Club, Dagger, Heavy Crossbow, Light Crossbow, and Quarterstaff.
  • Spells: A Wizard gains a number of spells per day equal to what they’d gain as a Wizard. Their Smart is used when determining their Intelligence bonus, and can be figured out with the following calculation ((Smart -2)x2+10). They still gain bonus spells if their Smart is high enough. They must have access to a spell book to help memorise the fiddly details for the spells they’ll cast for the day. Too see how each spell works go to Pathfinder Wizard Spells
  • Arcane Bond: Will be written up once I know what one of the players have chosen.

Pathfinder Class Abilities

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