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Emotive

Ever been in a room where you could cut the atmosphere with a knife? That’s where emotives step in. Firebrands where the fire springs forth from their blades, and healing shines out from their love. They wear their hearts on their sleeves and their hates on their blades.

Emotives are emotionally charged boon and bane wielding warriors who channel emotional energy into psychically charged attacks, and affective powers that their enemies and allies will not soon forget. This class is designed to enable storytelling heroics of adventurers whose emotional intensity is so strong that they can draw power from emotions, and embody concepts like hope shining forth, or being a doom-laden misery guts who somehow still manages to save the world.

Disclaimer: This class is in no way meant to represent or reflect the realities of dealing with strong emotions.

Overview

Play style: Emotives play best in melee, but also have an accurate ranged power available in battle. This is a simpler class, with most of your options coming from talent selection. Having said that, there can be a few triggers to watch out for depending on your talent and feat selections.
Ability Scores: When in melee, Strength is your primarily used attribute. Many abilities also rely on or use Charisma, while Constitution affects your Vigor class feature.
Kin: Grumpy dwarves, highly strung elves, merry halflings, mischievous gnomes, there can be habitual assumptions made about the emotional states more common to certain kin. While the emotive class can be an opportunity to lean into such tropes, it can equally be an opportunity to completely overturn expectations.
Backgrounds: Emotive backgrounds will often reflect on the emotions of the character’s build, or something else that explains how they came to be a font of emotional power, for example: Suppressed sorcerer, champion of the under trodden, misty-eyed fairytale believer, rainbow chaser, doom monger, mystic empath, Tow Line of the Deathless One, discarded pawn of the Tempter, Hope-Bringer of the Godspeaker.
Icons: The exaltation of the mageflame, the expressive arts of the Elven Court, the desire of those drawn to the Tempter, the serenity of the Godspeaker, the sorrow of those mourning in the wake of the Deathless One. Icons evoke feelings in kin, and emotives feel them more deeply than almost anyone.

Gear

Emotives are warriors, and many will have military experience fighting for a cause that they believe in. Such is the nature of their powers, that they may also have had a cause to fight for thrust upon them. Either way they'll typically have kit and provisions applicable to campaign and trail.
Emotives begin 1st level with a healing potion.

Emotive Armor

Emotive armor can make a statement about the emotional energies of its wearer. While most emotives wear and perform best in light armor, the Emotional Resilience feature, if chosen, allows them to wear heavy armor. You are more able to express yourself with less restricted movement.

Armour Type Base AC Atk Penalty
None 10
Light 12
Heavy 13 –2
Shield +1

Emotive Weapons

Emotives like weapons they can really connect with, you know? Would you like to stay sharp, given something to really drive the point home, or perhaps you’d prefer to be blunt? You’ll mostly be using weapons in melee, as your Synaptic Keening power will be significantly better compared to your ranged basic attack, not least because it targets MD.

One-Handed Two-Handed
Small 1d4 dagger 1d6 club
Light or Simple 1d6 mace, shortsword 1d8 spear
Heavy or Martial 1d8 longsword, battleaxe 1d10 greatsword, greataxe
Two-weapon fighting Two 1-H weapons, hit w/nat 2
Thrown Crossbow Bow
Small 1d4 dagger 1d4 hand crossbow
Light or Simple 1d6 javelin, axe 1d6 light crossbow 1d6 shortbow
Heavy or Martial 1d8 (–2 atk) heavy crossbow 1d8 (–2 atk) longbow

Level Progression

Emotive Level Total Hit Points Recovery Dice Total Feats Class Talents Vigor Level-up Ability Bonuses* Damage Bonus From Ability Score
Level 1 (7 + CON mod) x 3 1d8 + CON mod 1 adventurer 3 3 + CON mod ability modifier
Level 2 (7 + CON mod) x 4 2d8 + CON mod 2 adventurer 3 4 + CON mod ability modifier
Level 3 (7 + CON mod) x 5 3d8 + CON mod 3 adventurer 3 5 + CON mod ability modifier
Level 4 (7 + CON mod) x 6 4d8 + CON mod 4 adventurer 3 6 + CON mod +1 to 3 abilities ability modifier
Level 5 (7 + CON mod) x 8 5d8 + (CON Mod x 2) 4 adventurer 1 champion 4 8 + (CON Mod x 2) 2 x ability modifier
Level 6 (7 + CON mod) x 10 6d8 + (CON Mod x 2) 4 adventurer 2 champion 4 10 + (CON Mod x 2) 2 x ability modifier
Level 7 (7 + CON mod) x 12 7d8 + (CON Mod x 2) 4 adventurer 3 champion 4 12 + (CON Mod x 2) +1 to 4 abilities 2 x ability modifier
Level 8 (7 + CON mod) x 16 8d8 + (CON Mod x 4) + 10 4 adventurer 3 champion 1 epic 5 16 + (CON Mod x 4) 4 x ability modifier
Level 9 (7 + CON mod) x 20 9d8 + (CON Mod x 4) + 20 4 adventurer 3 champion 2 epic 5 20 + (CON Mod x 4) 4 x ability modifier
Level 10 (7 + CON mod) x 24 10d8 + (CON Mod x 4) + 30 mod 4 adventurer 3 champion 3 epic 5 24 + (CON Mod x 4) +1 to5 abilities 4 x ability modifier

* Unlike the other columns, the Ability Score Bonuses column doesn’t show your total bonuses at that level. At 4th level, choose three ability scores
and add +1 to them. At 7th level, choose four ability scores to gain +1, and at 10th level, choose five ability scores to gain another +1.

Stats

Key Ability Scores Charisma, Strength, Constitution
Initiative Dex mod + Level
Armor Class (light armor) 12 + middle mod of Con/Dex/Wis + Level
Armor Class (shield and light armor) 13 + middle mod of Con/Dex/Wis + Level
Physical Defense 11 + middle mod of Str/Con/Dex + Level
Mental Defense 10 + middle mod of Int/Wis/Cha + Level
Hit Points (7 + Con mod) x Level modifier (see level progression chart)
Recoveries 8
Recovery Dice (1d8 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points
Talents 3
Feats 1 per Level

Emotive Basic Attacks

Emotive Basic Melee Attack

Melee attack; At-Will
Target: One enemy
Attack: Strength + Level vs. AC
Hit: Weapon + Strength damage
5th–7th level: Weapon + (Str mod × 2)
8th level: Weapon + (Str mod × 4) + 5
9th level: Weapon + (Str mod × 4) + 10
10th level: Weapon + (Str mod × 4) +15
Miss: Damage equal to your level.

Emotive Basic Ranged Attack

Ranged attack; At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: Weapon + Dexterity damage
5th–7th level: Weapon + (Dex mod × 2)
8th level: Weapon + (Dex mod × 4) + 5
9th level: Weapon + (Dex mod × 4) + 10
10th level: Weapon + (Dex mod × 4) +15
Miss:

Powers
Emotives are a simpler class to play. They gain the Emotional Strike melee attack and the Synaptic Keening ranged attack. Their talent selections also give them a variety of options during battle.

Class Features

Adaptive Strategies

Choose one of the 3 features: Emotional Agility, Emotional Resilience or Emotional Serenity.

Emotional Agility

You jumped and leapt to let it all out. Now you run circles around your enemies. You cannot take this if you have emotional Resilience or Emotional Serenity
You can use your Dexterity in place of your Strength for any emotive attacks, talents, or powers that use Strength.
You gain a +2 bonus to disengage checks.
You can swap one of your emotive talents after each long rest.
Adventurer Feat: Once per arc take half damage from an attack that hits your physical defense.
Champion Feat: Once per turn when you disengage from an enemy, or an enemy fails to disengage from you, deal psychic damage to that enemy equal to your Dexterity modifier (8th: Dex x 2).
Epic Feat: Once per battle, use an interrupt action to make an enemy reroll a melee attack against you. If their attack misses, you can make an opportunity attack against them as a free action.

Emotional Resilience

As if burying your emotions behind a wall of steel was going to stop you unleashing them. You cannot take this if you have Emotional Agility or Emotional Serenity
Your armor class is 13 in light armor and you can wear heavy armor without penalty.
You gain resist psychic 16+.
Adventurer Feat: Increase your recovery die by one step (probably to d10)
Champion Feat: Gain +1 to physical and mental defence.
Epic Feat: Whenever you take critical hit damage, roll a hard save (16+). If you succeed, your force of personality somehow sustains you through the blow or blast and you emerge largely unscathed, albeit emotional, and only take damage equal to the attacker’s level.

Emotional Serenity

You got told to count to 10. The counter is still running. You cannot take this if you have emotional agility or Emotional Resilience
You can use your Wisdom in place of your Charisma for any emotive attacks, talents, or powers that use Charisma.
You gain a +1 bonus to mental defence. You roll saves against conditions caused by attacks against MD at the start of your turn instead of the end of your turn.
Once per arc you can use Wisdom as the ability modifier for a skill check that would usually use Charisma.
Adventurer Feat: Once per arc either take half damage or no status effect from an attack that hits your MD.
Champion Feat: Once per battle, reroll a save to end a temporary effect from an attack that originally hit your MD.
Epic Feat (Replaces Champion): Your per battle save reroll is now once per save.

Emotive attacks

Emotives have 2 attacks available from their class. These powers improve in power as the escalation die advances, reflecting the rising tides of emotion experienced in the tumult of battle.

Emotional Strike

“Right in the feels”
Melee attack; At-Will
Target: One enemy
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength damage.
Natural even hit: Deal 5 (1d8) additional psychic damage. This damage increases as you level up, as per the level advancement below. If the escalation die is 2+ and the target meets the HP threshold, they also suffer a random effect (roll a d4):

  1. Target is dazed until the end of your next turn.
  2. Target is hindered until the end of your next turn.
  3. Target is stuck until the end of your next turn.
  4. Target takes 5 ongoing psychic damage (5th: 10 ongoing psychic damage; 8th: 20 ongoing psychic damage)

If the escalation die is 4+ the conditions applied on a 1-3 on the d4 are now save ends, and the ongoing damage on a 4 becomes hard save (16+) ends.
If the escalation die is 6+ choose the d4 result without rolling.
2nd +6 (1d10) damage
3rd +8 (3d4) damage
4th +10 (4d4) damage
5th +13 (3d12) damage
6th +17 (3d10) damage
7th +20 (3d12) damage
8th +25 damage
9th +30 damage
10th +40 damage
Miss: Damage equal to your level.
Adventurer Feat: Once per arc ignore the hit point threshold requirement.
Champion Feat: Twice per arc you can use the natural even hit effect on a natural odd hit.
Epic Feat: One battle per arc when the escalation die is 3+, you can roll 2 d20 when making emotional strike attack rolls and choose which result to use.

Synaptic Keening

Ranged attack; At-Will
Target: One nearby enemy OR one far away enemy with a –2 attack penalty
Attack: Charisma + Level vs. MD
Hit: 7 (2d6) psychic damage
Miss: Psychic damage equal to your level.
Natural even hit: If the target meets the hit point threshold after taking the damage, it loses its next move action. If the Escalation die is 2+, your next Emotional Strike against that target can target its Mental Defence.
2nd 9 (2d8) damage
3rd 11 (2d10) damage
4th 14 (4d6) damage
5th 18 (4d8) damage
6th 22 (4d10) damage
7th 28 (8d6) damage
8th 35 (10d6) damage
9th 45 damage
10th 55 damage
Adventurer Feat: Add the number of skulls you have (as per the Death and Dying rules) to your crit range with Synaptic Keening.

Bonding

Your weapons will often reflect your demeanour. They may be marked or shaped by the emotions your selected talents channel. If the weapon is magical, you gain its attack bonus to all your emotive class attacks.

Hit Point Threshold

Many emotive powers have a stronger effect when cast against enemies whose current hit point total is at or below a certain number, the hit point “threshold”. The number is as below.
1st Target with 34 hp or fewer
2nd Target with 40 hp or fewer
3rd Target with 52 hp or fewer
4th Target with 68 hp or fewer
5th Target with 80 hp or fewer
6th Target with 104 hp or fewer
7th Target with 136 hp or fewer
8th Target with 208 hp or fewer
9th Target with 268 hp or fewer
10th Target with 272 hp or fewer
11th Target with 320 hp or fewer
For higher levels, double the number 3 levels lower.

Vigor

Multiple emotive powers refer to your vigor. At each level this is calculated by adding the hit point multiplier in the level progression chart and adding it to your Con modifier (5th: Con x 2; 8th: Con x 4). The vigor value calculation is included in the level progression chart.
Adventurer feat: While enemies outnumber you and your allies (counting a mob of mooks as a single enemy), your vigor is calculated as 1 point higher (5th: 2 points; 8th: 4 points).
Adventurer feat: Whilst there is at least one triple (or greater) strength enemy in a battle, your vigor is calculated as 1 point higher (5th: 2 points; 8th: 4 points).
Champion Feat (replaces Adv): You gain the benefit of both Adventurer feats.

Mood Die

If you roll a 4 with an icon die, you can keep that result as a Mood Die for that icon. In a scene with an overall mood related to an emotional state, you can spend the Mood Die die to alter the scene’s mood up to two steps on the following list for a participant, or group of participants in the scene (consider the list as looping round to form a mood wheel). You can probably use a 5 or 6 icon result to shift a scene’s mood 2 steps as well.

Fury
Fear
Shock
Euphoria
Love
Hope
Acceptance
Apathy
Sorrow
Misery
Shame
Disgust

Example: In a scene with the representatives of 2 opposing iconic factions both expressing fury, you could change one the groups overall emotional expression to disgust, shame, fear or shock. In a standoff with fury between followers of the Godspeaker and the Deathless One, you could shift the Godspeakers to feeling such disgust that they’d rather leave than fight.

Class Feats

The following class feats are all available:

Empath

Adventurer Feat: You are acutely aware of emotions in other living things and can read their emotional state. You gain a +3 bonus to skill checks where reading the emotional state of others is important, such as whether their expressed emotion is genuine or understanding an animal’s behavior. This applies to beast, giant and humanoid creature types and not aberrations, constructs, demons, dragons, elementals, oozes, plants, spirits or undead.

Champion Feat (Requires Adv): You can share a close empathic bond with a willing ally. At the beginning of each arc choose a willing ally to bond with. Once per battle when you and your bonded ally are both affected by the same save end condition, when one of you rolls a save to end that condition, the other can roll a save against that condition at the same time as a free action. You can now gain the Adventurer tier skill check bonus to reading the emotional state of aberrations, demons, dragons, plants and spirits.

Epic Feat (Requires Adv and Champion): You can also gain the kin power of your bonded ally. Your Adventurer tier skill check bonus to reading emotional state is now +5 and can now apply to elementals and oozes.

Adept of Agency

Zenith Feat: Take an additional emotive talent, any tier.

Talents

Apathy

“The grey void knows no end. Empty and numb, there is nothing left of the self.”
Those Not Dragged By The Wheel Were Crushed: Before initiative is rolled in each battle, make the following attack:
Target: Enemy with highest MD in battle
Attack: Charisma + Level vs. MD (highest MD in battle)
Hit: After initiative is rolled, select a standard strength enemy or mob of mooks. That enemy (or mob of mooks) has their initiative reduced by 5 and all defences reduced by 2 until the end of the battle. If there are no standard strength or mook enemies available, you can apply the effect to a double strength enemy (save ends). If there are no standard or double strength enemies, you can apply the effect to a triple strength target (easy save ends). If there are no standard, double or triple strength enemies present, you can apply the effect to a quadruple or stronger strength enemy until the end of the first round of battle.
Miss: Select an enemy as per the hit effect, except the effect is that their defences are lowered by 2 until the end of the first round of battle.
Adventurer Feat: The first attack made against the target has its crit range expanded by 2.
Champion Feat: The target is vulnerable to the first attack made against it.
Epic Feat: The target is hindered until the end of its first turn.
Zenith Feat: Target 2 enemies with Those Not Dragged By The Wheel Were Crushed. You are no longer limited to having to choose enemies by order of strength, although the save and duration limits still apply to stronger enemies.

Belonging

“When all else is turbulence, be both the comfort and the rock.”
With Each Voice, Their Bonds Shone Brighter
At the end of each quick rest, add hit points equal to your Vigor to the healing of 1 ally.
A Better Version Of Ourselves
Once per arc as a free action when an ally is making a recharge roll, add a bonus to the roll equal to your Charisma modifier.
And Our Grief Did Not Divide Us
“Too Soon, Dude.”
Twice per arc as a free action, when one of your allies drops to zero hit points or below, they can spend a recovery as a free action to stand back up and heal hit points equal to your Vigor.
Adventurer Feat: You count as an ally for Our Grief Did Not Divide Us.
Champion Feat: Add an additional target to With Each Voice, Their Bonds Shone Brighter if Our Grief Did Not Divide Us was not used in the previous battle.
Epic Feat: You can target yourself with A Better Version Of Ourselves, and can now make the addition after the recharge roll has been made.

Disgust

“Repulsed in revulsion at the rot, your reaction is as primal as it is powerful.”
Your Emotional Strike attacks can cause poison instead of psychic damage on a natural even roll.
The Seals Decayed From the Vaults: Once per battle as a free action on your turn, cause ongoing poison damage equal to your vigor to an enemy you are engaged with.
Even the Rats Were Repelled: When you roll a natural 18+ with an Emotional Strike attack, you and all your allies can pop free from the target.
Adventurer Feat: Mooks must pass an easy save (6+) to enter engagement with you. They can still continue moving and engage your allies if they fail the save.
Champion Feat: Once per battle when you drop to 0 hit points or below, automatically deal poison damage equal to your vigor to a nearby enemy.
Epic Feat: When an enemy grabs you or you become stuck, roll a disengage check (or a normal save vs. being stuck) as a free action. If you succeed, you can move away. Damage from the attack still applies, but you’re not grabbed or stuck.

Euphoria

“Surging forth on an unbreaking wave, sailing the light of a thousand suns.”
Your weapon die size increases one step.
And She Leapt With Surging Heart: Gain temporary hit points equal to your vigor at the start of each battle.
Gain the same number of temporary hit points again when the escalation die first reaches 2+.
We Sit Not Still in this Red River: Once per arc gain +1 to hit with emotive powers until the end of a battle.
Adventurer Feat: Once per battle as a free action grant yourself or a nearby ally an extra quick action on their turn.
Champion Feat: Once per arc when you heal using a recovery, add 20 hit points to the total (8th: 50 hit points).
Epic Feat: Once per battle when making an attack roll, roll 2 d20 and use the best result.

Fear

“You don’t have to give into the fears you carry. The trick is becoming what your enemies fear.”
You only take a -1 penalty from dazed, fear and weakened conditions instead of the normal penalty.
Master of the Warrens of Fear: Once per battle as a free action, cause psychic damage equal to your vigor to a random nearby enemy when the escalation die first reaches 2+.
Hand of Terror: Twice per arc, as a free action when you cause psychic damage with an emotive power to an enemy that meets the hit point threshold after taking the damage, you can apply fear (save ends) to the target.
5th: Once per arc, until the end of the battle, your allies also take only a -1 penalty from dazed, fear and weakened conditions instead of the normal penalty.
Adventurer Feat: Once per battle as a free action when a nearby enemy mook starts its turn, make a close-quarters attack: Charisma + Level vs. MD. If it hits, the target loses all actions this round.
Champion Feat: Once per arc when you use Hand of Terror, cause a random nearby enemy mook to die.
Epic Feat: Enemies engaged with you with hit points equal to or less than 10 x your level have the fear condition applied.

Fury

“Scream if you want to kill faster.”
Your Emotional Strike attacks can cause fire instead of psychic damage on a natural even roll.
Furious Emotional Strike: Once per battle declare you are making a furious Emotional Strike. Add 1d4 to the attack roll.
If you do this when the escalation die is 2+, also add the d4 result to your crit range with this attack.
Thy Fury Spilleth Over: Once per battle as a free action, when you roll a natural even hit, deal ongoing fire damage equal to your vigor to an enemy you are engaged with.
Adventurer Feat: When you roll a natural 18 or 20 with an Emotional Strike attack, the fire damage is ongoing.
Champion Feat: Misses with Furious Emotional Strike cause half damage.
Epic Feat: Thy Fury Spilleth Over can now be used twice per battle (but not twice on the same turn).
Zenith Feat: Furious Emotional Strike can now be used at-will when the escalation die is even.

Hope

“Buoyed by belief, extant eternal. A sure-footing of the mind that your actions may climb.”
Your Emotional Strike attacks can cause holy instead of psychic damage on a natural even roll.
Hope Springs Forth Eternal: Once per battle (5th: 2/battle) as a free action, when a nearby ally has rolled a save, grant that ally a bonus to the save result equal to your Charisma modifier.
Today Is Not That Day: Your nearby allies gain a +1 bonus to death saves.
Adventurer Feat: Once per battle when a nearby ally rolls a critical hit, they can immediately make a save against a save ends effect.
Champion Feat: You gain a +1 bonus to all saves.
Epic Feat: Once per arc when you use Hope Springs Forth Eternal, a number of nearby allies up to your Charisma modifier can either roll a save to end a temporary effect, or gain temporary hit points equal to your vigor.

Love

“The embrace that sets you free.”
His Bright Heart Sustained Them: Once per battle as a quick action on your turn, you can heal yourself or a nearby ally. The target heals using a recovery.
5th: You can also, once per battle as a quick action on your turn, heal yourself or a nearby ally a number of hit points equal to your vigor.
None Could But Adore Them: Once per arc, when you hit an enemy with Synaptic Keening that meets the hit point threshold, you can cause them to be charmed (save ends) instead of causing them damage.
Adventurer Feat: Once per arc, the healing of His Bright Heart Sustained Them is a free recovery.
Champion Feat: Once per arc as a free action when a nearby ally heals using a recovery, they can also heal again using a free recovery.
Epic Feat: Once per arc as a free action when you use His Bright Heart Sustained Them, a different nearby ally can heal using a free recovery and can roll a save against each save ends effect affecting them.

Misery

“Friends are just people you haven’t lost yet.”
As per the Demonologist talent of the same name.

Shame

“Haunted by your living self, shuffling the circumference of regret’s barbed snare.”
Eyes Downcast Their Blades But Graze: Once per battle as a free action, when a nearby enemy hits you or an ally, reduce the damage by an amount equal to your vigor.
Scathing Persecution: Twice per arc, but only once per battle, as a quick action, make a close-quarters attack: Charisma + Level vs. MD. If it hits, the target loses their next standard action.
Adventurer Feat: Enemies that deal miss damage to you take damage equal to their level when they miss you with an attack.
Champion Feat: You can use Eyes Downcast Their Blades But Graze twice in a battle in which you have been staggered.
Epic Feat: Twice per arc force an enemy to reroll a save against a save ends effect.

Shock

“A jingle, a jangle, a jumping, twitchy tangle.”
Your Emotional Strike attacks can cause lightning instead of psychic damage on a natural even hit.
With Quickened Pulse And Bitten Tongue: Once per battle when you hit an enemy with Emotional Strike and the target meets the hit point threshold after taking the damage, the target becomes dazed (save ends).
Adventurer Feat: The first time you miss with Emotional Strike each battle, deal half damage as lightning damage instead of the usual miss effect.
Champion Feat: When you roll a natural 18 or 20 with an Emotional Strike, damage a different nearby enemy for the same amount of the additional psychic or lightning damage.
Epic Feat: Once per arc as an interrupt action when an enemy makes an attack that includes you as a target, roll a normal save (11+). If you succeed you can teleport to a nearby location to avoid the attack. If the save fails you regain this power after a quick rest.

Sorrow

“Sorrow’s weight is deeply held, down in dark and deathly depths where the whispers of crushed souls are snuffed out.”
A Bleeding Wound Where Once Was Joy: Once per battle as a free action, when a nearby enemy rolls a natural attack roll equal to or less than the sum of 5 plus the escalation die, cause ongoing damage equal to your vigor to that enemy.
And They Swung With the Weight of Sorrow: One battle per arc, you can add the highest number of skulls one of your nearby allies has in place of the escalation die when making Emotive class attacks.
Adventurer Feat: As a free action once per arc when you make an attack, cause ongoing damage equal to your vigor to a nearby enemy.
Champion Feat: Twice per arc as a free action, when a nearby enemy becomes dazed, make that enemy weakened instead of dazed with the same status ending conditions they had for dazed.
Epic Feat: Once per battle, when you are missed by an attack, the attacker takes the miss effect, and you take no damage.

Champion Tier Talents

Emotional Flight

Your emotional highs aren’t just flights of fancy. Once per battle (or every 5 to 6 minutes outside battle) you can use a move action to fly at your normal speed.
8th: You can now fly at-will.
Champion Feat: As a free action, once per battle, you can allow an ally to fly when they use their move action.

Emotional Powerhouse

From either the cleric or sorcerer classes, you gain a limited (non at-will) spell of your level or lower from that class. You can cast this spell as if you were a member of that class (though you can’t gather power). Replace references to Wisdom in cleric spells with references to Charisma. You should re-flavor the spell to reflect how it is powered by your emotions. You can change your chosen spell (but not class) each time you take a full heal-up.
Design Note: This was originally named Locus of Causality, and the forced split between sorcerer and cleric reflected the split in beliefs between an internal locus of causality (for sorcerer), where someone believes their own ability or effort caused an event, and external (for cleric), where someone believes an external source caused an event to occur.
Champion Feat: You gain a second limited spell of your level or lower from the class you chose.
Epic Feat: You gain a third spell of your level or lower. One of the spells can now be an at-will spell.

Emotional Wave

Once per battle, as a standard action on your turn, you can make either a close-quarters attack as per your Emotive Strike power targeting 1d3 enemies; OR a ranged attack as per your Synaptic Keening power targeting 1d3 enemies.
8th: Enemies hit with the Emotive Strike option meeting the hit point threshold are hindered until the end of their next turn.
Champion Feat: Once per arc, add an additional target when you use Emotional Tide. You can add this after rolling the number of targets.
Epic Feat: Your Emotional Tide attacks now cause your level x 3 damage on a miss.

Locus of Control

Gain a commander tactic of your level along with any associated feats up to your tier. Once per battle, when a nearby ally has been hit, force the enemy to reroll the attack with a penalty equal to your Charisma modifier.
Champion Feat: You gain a second commander tactic (but would need to buy any feats for this one).
Epic Feat: If the rerolled attack you’ve forced is a miss, one of your nearby willing allies can move to engage the enemy that made the attack (if it’s necessary to move) and make a no-trigger melee attack against that enemy as a free action.

Locus of Emotion

You can do the locus of emotion as well as any bard.
You gain a limited (non at-will) spell from the bard class. You can cast this spell as if you were a bard. You can cast and sustain song spells as a bard can. You should re-flavor the spell to reflect how it is powered by your emotions. You can change your chosen spell each time you take a full heal-up.
Champion Feat: You gain a second limited-use bard spell.
Epic Feat: You gain a third bard spell and an adventurer tier bard class feat.

Locus of Responsibility

You can use this power a number of times per arc equal to your Constitution modifier (minimum 1).
When you or a nearby ally save against a save ends effect (including ongoing damage but not last gasp or death save), transfer that save ends spell effect or condition to a nearby enemy meeting the hit point threshold as an interrupt action.
The save required for the effect decreases; a hard save becomes a normal save, a normal save becomes an easy save, and an easy save stays as an easy save.
Once per battle if you are conscious when the escalation die first reaches 5+, gain another use of the Locus of Responsibility power that arc.
Champion Feat: Saves required against spell effects that you have moved using this talent no longer decrease; a hard save stays hard, a normal save stays normal.
Epic Feat: Moving a condition with this power is a free action for you rather than an interrupt action, so you’re not limited to using it once per round.

Epic Tier Talents

Battle Haunted

Your spirit is so strong it can continue in battle when you’re down.
Once per arc, when an enemy’s attack reduces your hit points to equal or lower than zero, your spirit can continue fighting. Your spirit appears on the battlefield, and must stay near your body, but can otherwise fight independently. Enemies can target either your body or spirit, but both your spirit and body gain resist 14+ to all but force while this power is active. Your spirit can use your magic items and emotive attacks as normal. Your character cannot be killed while your spirit is active. While your spirit is active, roll a normal save at the end of each of your turns. On a success, your spirit returns to your body, ending this power and you heal as though you had succeeded in a death save. On a natural 1-5 on the save, this power ends with no healing effect.
Epic Feat: You can now use Battle Haunted twice per arc. When you save to maintain Battle Haunted at the end of your turn, on a natural 16+ you can also roll a free recovery and the power only ends on a natural 1-3.

Soul Severance

Your force of personality can disrupt the link between body and soul in your enemies.
Close-quarters power; Arc
Trigger: You hit an enemy with your Emotional Strike or Synaptic Keening powers and they meet the hit point threshold after taking the damage from that power.
Target: The enemy you hit.
Attack: Charisma + Level vs. MD
Hit: The target is confused (save ends).
Miss: The target is dazed (save ends).
Special: Each time the target fails to save against this power, on your next turn you can use Synaptic Keening as a quick action.
Epic Feat: The save against confused is now a hard save (16+).

Valence

“Which you does the mirror maze return you to?”
You can make your enemies suffer rapid cycling of their emotions. Twice per arc you can use Synaptic Keening on 1d4 targets and targets you hit with this attack that meet the hit point threshold after taking the damage are dazed (save ends).
Epic Feat: Valence can be used once per battle.

Emotive Multiclass

See Multiclassing for general multiclassing rules.

Emotives count as skillful warriors. Your weapon dice don’t drop one step if both of your classes count as skillful warriors.

You don’t get the emotive’s normal bonus talents at 5th and 8th level, instead receiving them at 6th level and 9th level.

Key Modifiers

Key Modifier Other class
Str/Cha Abomination, Barbarian, Commander, Dragonthane, Fighter, Paladin, Savage
Dex/Cha Bard, Chaos Mage, Monk, Ranger, Rogue, Sorcerer, Warlock
Str/Wis Cleric, Druid, Fateweaver, Shaman
Int/Cha Artificer, Necromancer, Occultist, Swordmage, Wizard

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