Nomad
Nomads are attuned to the pulse of the environment. They travel with a close companion, strengthening alongside them. Their partner could’ve been bonded with them through a life changing encounter, or even been destined since birth. Their connection grants them a synergized set of skills that make them a dynamic duo.
Class Traits #
Core Trait #


Camaraderie
Core – Nomad Trait
A companion accompanies you wherever it can, making you an inseparable team.
You are joined by a companion detailed in a Nomad discipline, which shares your turn in the turn order.
Your companion follows your vocal command and may act independently of you, should you be unable to command it.
Actions you acquire with the Companionship property can only be performed by your companion, using the companion’s own stats and resources to perform it.
In addition to its core trait, Camaraderie, the Nomad archetype features the following traits, which may be prepared to your focus slots:
Tier I Traits #


Name
Tier I – Artisan Trait
Details.
Disciplines #
Discipline Traits #


Loyal Beast
Midsize Fauna
Hit Points
70 (init.) — 25 (crit.)
Equip Slots
2 (stan.) — 0 (ench.)
Carrying Capacity
10 unit(s)
Weight
20 unit(s)
AC 2 — Mental
AC 12 — Physical
⚡⚡⚡⚡⚡⚡
+4 ⚡AP/turn
+2 — Concentration
+2 — Initiative
+4 — Wayfinding
+0 — Inspiration
Passives
15 — Perception
12 — Stealth
12 — Insight
Speed
9 meter(s)
Hindered
swimming
Hindered
climbing
—
flying
Resistances
×2
—
×½
—
×0
—
❤︎
—
Ment. DC
4
Mind
2
KNO
-1
Knowled.
-2
WIL
+2
Will
4
Deduction
0
Resolve
2
Intuition
4
Empathy
2
Technique
-6
Charisma
0
Phys. DC
14
Body
12
FIN
+5
Finesse
10
PHY
+1
Physique
2
Dexterity
3
Strength
3
Perception
5
Endurance
0
Reflex
2
Tenacity
-1


Bestial Traits
Tier I – Faithful Bond Trait
You may select two Bestial Traits for your Loyal Beast to start with.
At higher levels, your Loyal Beast may acquire additional Bestial Traits, gaining a new trait at level 4, 7, and 10.
Your companion is an elusive beast, treading lightly in the shadows.
Your companion gains +2 Resolve.
While Hiding, your companion may perform a single non-Discreet action before revealing itself.
If the action requires an Attack Roll and the attack misses, your companion may remain hidden without revealing itself.
Your companion is astute and observant. Quite the clever beast.
Your companion gains +2 Intuition.
Your companion is trained to properly wield and don Equipment.
Your companion is lithe, agile, and quick to react.
Your companion gains +2 Reflex.
Your companion’s first Movement action on its turn costs 0 ⚡AP.
Your companion is durable and resolute, fortified by a thick layer of protection.
Your companion gains +2 Strength.
Your companion’s Physical AC is increased by 2.
Your companion is capable of producing toxins that subdue their targets.
Your companion gains +2 Dexterity.
Your companion’s unarmed Strikes are coated in a potent venom.
On hit, your companion may choose to inject the target with their venom.
As the venom takes its course, the target is Immobilized for a duration dependent on its size:
- Teeny: 1 minute.
- Small: 30 seconds.
- Midsize: 20 seconds.
- Large: 10 seconds.
- Giant or Colossal: No effect.
The venom has no effects on characters immune to poison or disease.
Your companion may only use its venom once per proper rest.
Your companion has broad, elegant wings, gracing it with flight.
Your companion gains +2 Endurance.
Your companion has a Flying Speed equal to its Speed.


More to come…


Soulmate
Midsize Apparition
Hit Points
80 (init.) — 10 (crit.)
Equip Slots
0 (stan.) — 2 (ench.)
Carrying Capacity
10 unit(s)
Weight
0 unit(s)
AC 12 — Mental
AC 4 — Physical
⚡⚡⚡⚡⚡⚡
+4 ⚡AP/turn
+4 — Concentration
+2 — Initiative
+4 — Wayfinding
+0 — Inspiration
Passives
14 — Perception
14 — Stealth
14 — Insight
Speed
8 meter(s)
Hindered
swimming
Hindered
climbing
8 meter(s)
flying
Resistances
×2
Ethereal
×½
—
×0
—
❤︎
—
Ment. DC
16
Mind
12
KNO
+2
Knowled.
4
WIL
+4
Will
8
Deduction
2
Resolve
4
Intuition
2
Empathy
4
Technique
0
Charisma
0
Phys. DC
8
Body
4
FIN
+4
Finesse
8
PHY
-2
Physique
-4
Dexterity
2
Strength
0
Perception
4
Endurance
0
Reflex
2
Tenacity
-4


More to come…


Automaton
Small/Midsize/Large Vessel
You may select whether your Automaton is Small, Midsize, or Large.
Hit Points
90 (init.) — 35 (crit.)
Equip Slots
7 (stan.) — 5 (ench.)
Carrying Capacity
15/20/30 unit(s)
Weight
40/80/160 unit(s)
AC 0 — Mental
AC 18 — Physical
⚡⚡⚡⚡⚡⚡
+4 ⚡AP/turn
-4 — Concentration
+3 — Initiative
+6 — Wayfinding
-3 — Inspiration
Passives
13 — Perception
14/7/0 — Stealth
7 — Insight
Speed
9 meter(s)
Hindered
swimming
Hindered
climbing
—
flying
Resistances
×2
Shock
×½
—
×0
Poison/disease, Psychic
❤︎
—
Ment. DC
-4
Mind
0
KNO
+5
Knowled.
9
WIL
-4
Will
-9
Deduction
6
Resolve
-3
Intuition
0
Empathy
-3
Technique
3
Charisma
-3
Phys. DC
14
Body
18
FIN
+5
Finesse
9
PHY
+5
Physique
9
Dexterity
3
Strength
3
Perception
3
Endurance
5
Reflex
3
Tenacity
1


Wired Connection
Tier I – Hardware Link Trait
While within reach of your Automaton, as a 1 AP action, you or your Automaton may link together, physically attaching you to one another.
While linked, attacks targeting your Physical AC target your Automaton instead, and your movement is synchronized, making you move with your Automaton and vice versa.
Either of you may unlink as a 1 AP action—you automatically unlink if your Automaton is fully incapacitated.


More to come…











