Difference between revisions of "Everyman (Apath)"

From Action
Jump to navigation Jump to search
Line 64: Line 64:
 
The following knowledge skills are tied to each legend:
 
The following knowledge skills are tied to each legend:
 
:''Archmage:'' Knowledge (arcana, planes).
 
:''Archmage:'' Knowledge (arcana, planes).
:''Champion:'' Knowledge (history, nobility).
+
:''Champion:'' Knowledge (history, nature).
:''Guardian:'' Knowledge (engineering, nature).
+
:''Guardian:'' Knowledge (engineering, nobility).
 
:''Hierophant:'' Knowledge (religion, planes).
 
:''Hierophant:'' Knowledge (religion, planes).
 
:''Marshal:'' Knowledge (local, nobility).
 
:''Marshal:'' Knowledge (local, nobility).

Revision as of 20:38, 2 May 2017

ApathApath Logo
Unofficial rules compendium

An everyman is a character drawn to different walks of life at different times. Often a vagrant or day worker, the everyman can display amazing skills in an area, only to forget those skills an appear in another role in another adventure.

Class Information

This is a medium whose abilities come form skill rather than magic spirits.

Publisher: Purple Duck Games.

Hit Die: d8.

Class Features

The everyman has all the standard medium’s class features, except as noted below.

Everyman Spirit (Ex)

Changing Legend
The one week period to change legends is not a strict limit and is not intended to force the everyman to make an uninformed choice of legend or force him to play in the week between legends. The intention is that the everyman should be able to change legends between adventures and be able to pick a legend that seems suitable to the current story and party. It is usually best to let the everyman make this decision during or after the adventure's introduction.

With a week of intense work and study, the everyman can manifest a legend, as the medium ability. The everyman embodies this legend until he starts to spend time to change legend again.

An everyman does not hold seances, instead he can affect all allies within 30 ft. as if they had participated in a seance. A legend inspiring the everyman gains no influence over him, and the everyman does not suffer from any influence penalty (see quirk pool below for a possible exception). An everyman cannot use a legend at less than maximum power. Except as noted, this is the same as the medium's spirit ability and a modification of that ability.

Exceptional Abilities (Ex)

All supernatural abilities the everyman inherits from the medium become exceptional abilities for the everyman.

Quirk Pool (Ex)

An everyman has a quirk pool with a number of quirk points equal to his Charisma modifier. Whenever a medium's spirit would gain influence over him, the everyman instead spends a point of quirk pool until the pool runs out; then the everyman can't use such abilities any more. The quirk pool recharges once per day when the everyman regains spell slots.

Team Spirit (Ex)

At 2nd level the everyman becomes extra capable when others help him. Increase the bonus the everyman receives when another character uses the Aid Other action to help him by 2. This normally results in a +4 bonus, but other abilities that improve aid other stacks with this ability. The everyman only gains this bonus for the first person assisting him. If additional people use the aid other action to help him with the same task, they only give the normal bonus. This replaces shared seance.

Quirk (Ex)

When his quirk pool recharges, the everyman can choose to accept either a taboo or an influence penalty from the legend he is embodying. Doing so increases his quirk pool by two points. Breaking this limitation costs him one point from his quirk pool. This replaces taboo.

Spirit Praxis (Ex)

At 3rd level, the everyman gains an additional ability, depending in the legend he is embodying. He uses his everyman level as his effective level in the class that gives the ability.

Archmage For each level of spell the everyman can cast, he selects two additional spells of that level from the sorcerer/wizard spell list to add to his spell list.
Champion Gain the barbarian's fast movement ability.
Guardian Gain the fighter's armor training ability.
Hierophant For each level of spell the everyman can cast, he selects two additional spells of that level from the cleric/oracle spell list to add to his spell list.
Marshal Gain the following cavalier abilities at the indicated levels: tactician (1st), greater tactician (9th), master tactician (17th).
Trickster Gain the rogue's trapfinding and uncanny dodge abilities.

This replaces haunt channeler.

Spirited Skills (Ex)

At 5th level, the everyman select any two skills when he chooses a legend with everyman spirit. That skill count as a class skill, and he is treated as if he had an additional number of ranks in this skill equal to half his everyman level (to a maximum of his character level). At 18th level the everyman gains a total of six skills this way. This replaces location channel and spacious soul.

Spirited Insight (Ex)

At 7th level the everyman gains insight into two fields of study when he chooses a legend with everyman spirit. These skills count as a class skills, and he is treated as if he had an additional number of ranks in each skill equal to half his everyman level (to a maximum of his character level).

The following knowledge skills are tied to each legend:

Archmage: Knowledge (arcana, planes).
Champion: Knowledge (history, nature).
Guardian: Knowledge (engineering, nobility).
Hierophant: Knowledge (religion, planes).
Marshal: Knowledge (local, nobility).
Trickster: Knowledge (dungeoneering, local).

Spirited insight replaces connection channel.

Habitude (Ex)

At 9th level the everyman can spend 1 hour doing nothing but practicing his legend to recover one point of quirk pool. At 14th level, he can do this in 10 minutes time. This replaces propitiation and astral journey.

Greater Spirit Praxis (Ex)

At 13th level the everyman gains an additional ability, depending in the legend he is embodying. He uses his everyman level as his effective level in the class that gives the ability.

Archmage Select one arcane discovery you fulfil the prerequisites for, as the wizard class feature. Count everyman levels as wizard levels to fulfil prerequisites for this arcane discovery.
Champion Gain the use of two combat feats you fulfil the prerequisites for.
Guardian Add your spirit bonus to all saving throws.
Hierophant You gain the cleric's channel energy ability, with a number of daily uses equal to your Charisma modifier (minimum 1).
Marshal Gain the cavalier's greater banner ability.
Trickster Gain the rogue's evasion, improved evasion, and improved uncanny dodge abilities.

This replaces ask the spirits.

Spirit of the Universe (Ex)

At 20th level, an everman becomes able to fill any and all roles. This works as astral beacon. The everman spends only 1 quirk point for every two points of influence these spirits would normally get. This is a modification to astral beacon.

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Spirit
  • Shared Seance
  • Taboo
  • Haunt Channeler
  • Location Channel
  • Connection Channel
  • Propitiation
  • Ask The Spirits
  • Astral Journey
  • Spacious Soul
  • Astral Beacon
OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text.