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# System prepended metadata

title: Adventures in West Ironham

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image:![](https://hackmd.io/_uploads/B1JNo_fS3.jpg)
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# Adventures in West Ironham

## Setting

West Ironham is a majestic realm known for its industrial prowess, fortified cities, and rich mineral resources. Situated amidst rugged terrain and towering mountain ranges, West Ironham embodies a sense of resilience and ingenuity.


![](https://hackmd.io/_uploads/B1JNo_fS3.jpg)
*Castle Haskull*

---


## Classes

### Chaincaster

![](https://hackmd.io/_uploads/ryaQGSZHn.jpg)


The Chaincaster is a versatile spellcaster who specializes in manipulating chains and using alchemical concoctions to control the battlefield. They excel at crowd control, area denial, and supporting their allies.

**Alignment:** Any

**Hit Die:** d8

**Class Skills:** The Chaincaster's class skills are Acrobatics (Dex), Appraise (Int), Craft (Int), Disable Device (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Perception (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).

**Skill Ranks per Level:** 4 + Int modifier.

**Starting Wealth:** 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.



| Level | Base attack bonus | Fort save | Ref save | Will save | Special |
| ----- | ----------------- | --------- | -------- | --------- | ------- |
| 1     | +0                | +2        | +2       | +0        |         |
| 2     | +1                | +3        | +3       | +0        |         |
| 3     | +2                | +3        | +3       | +1        |         |
| 4     | +3                | +4        | +4       | +1        |         |
| 5     | +3                | +4        | +4       | +1        |         |
| 6     | +4                | +5        | +5       | +2        |         |
| 7     | +5                | +5        | +5       | +2        |         |
| 8     | +6/+1             | +6        | +6       | +2        |         |
| 9     | +6/+1             | +6        | +6       | +3        |         |
| 10    | +7/+2             | +7        | +7       | +3        |         |


#### Class Features:

**Self-regenerating spells:** Once per day, as a full-round action, the Chaincaster can replenish a number of expended spell slots of their choice. The total level of spell slots that can be replenished in this way is equal to their character level divided by 2 (rounded down). The character must have at least one unexpended spell slot of a lower level than the ones they wish to replenish. 

**Alchemical Chains:** The Chaincaster gains proficiency with alchemical chains, a unique weapon that can be used both as a melee weapon and as a focus for their magical abilities. They also gain the Throw Anything feat.

**Chaincasting:** The Chaincaster can use their alchemical chains to deliver touch spells at a range. When casting a touch spell, they can make a ranged touch attack using their alchemical chains as a standard action. The range increment of the chains is 30 feet.

**Advanced self-regenerating spells:** The Chaincaster gains the ability to regenerate their expended spell-like abilities. After resting for 8 hours, they can choose one expended spell-like ability of 3rd level or lower to be refreshed. At the 8th level and every four levels thereafter, the character can refresh one additional spell-like ability, and the maximum level of the spell-like ability that can be refreshed increases by 1.

**Alchemical Formulae:** The Chaincaster gains access to a unique list of alchemical formulae that they can use to create potent concoctions. These formulae function similarly to spells but are alchemical in nature. The Chaincaster can create and use these formulae as per the Alchemist's Brew Potion ability.

**Chain Defense:** The Chaincaster gains the ability to use their alchemical chains as a defensive measure. They can wield the chains as a shield, granting them a +2 bonus to AC. At the 8th level, this bonus increases to +4.

**Chain Mastery:** The Chaincaster becomes exceptionally skilled in wielding alchemical chains. They gain a +1 competence bonus to attack rolls and damage rolls made with alchemical chains. This bonus increases to +2 at the 5th level, +3 at the 10th level, +4 at 15th level, and +5 at the 20th level.

**Empowered Spell Regeneration:** At the 12th level, the Chaincaster gains the ability to empower their self-regenerating spells. Whenever they replenish a spell slot through their Self-regenerating Spells ability, they can choose to empower one of the replenished spell slots. The empowered spell slot functions as if it were affected by the Empower Spell metamagic feat without requiring any additional resources.

**Swift Chaincasting:** The Chaincaster can use their alchemical chains to deliver touch spells more swiftly. They can make a ranged touch attack with their alchemical chains as a move action instead of a standard action.

**Chain Manipulation:** The Chaincaster gains the ability to manipulate their alchemical chains with precision. They can perform tasks such as disarming traps, picking locks, and manipulating objects from a distance using their alchemical chains. They gain a bonus equal to their class level on these skill checks.

**Chain Surge:** Once per day, the Chaincaster can channel an intense surge of energy through their alchemical chains. This allows them to cast any one of their alchemical formulae as if it were empowered, extended, or widened without increasing the spell level or expending additional resources.

**Improved Chain Defense:** The Chaincaster's Chain Defense ability improves further, granting them an additional +2 bonus to AC while wielding their alchemical chains as a shield.

**Advanced Chain Mastery:** The Chaincaster's competence bonus to attack rolls and damage rolls made with alchemical chains increases to +6

**Continuous Spell Regeneration:**  At the 18th level, the Chaincaster's self-regeneration becomes continuous. Once per day, they can spend 1 hour in uninterrupted meditation to fully restore all expended spell slots of 6th level or lower and refresh all spell-like abilities they possess.


---

### Exploiter

![](https://hackmd.io/_uploads/H1UeRDzS2.jpg)


The Exploiter is a cunning and resourceful individual who excels at gathering information, unraveling mysteries, and exploiting vulnerabilities. They combine investigative skills with a knack for exploiting weaknesses in their enemies. 

**Alignment:** Any neutral

**Hit Die:** d8

**Class Skills:** The Exploiter's class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).

**Skill Ranks per Level:** 6 + Int modifier.

**Starting Wealth:** 5d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less. Add an additional 100 gp if the player has engaged in an exploit outside of the game.


| Level | Base attack bonus | Fort save | Ref save | Will save | Special |
| ----- | ----------------- | --------- | -------- | --------- | ------- |
| 1     | +0                | +0        | +2       | +2        |         |
| 2     | +1                | +0        | +3       | +3        |         |
| 3     | +2                | +1        | +3       | +4        |         |
| 4     | +3                | +1        | +4       | +4        |         |
| 5     | +3                | +1        | +4       | +5        |         |
| 6     | +4                | +2        | +5       | +5        |         |
| 7     | +5                | +2        | +5       | +6        |         |
| 8     | +6/+1             | +2        | +6       | +6        |         |
| 9     | +6/+1             | +3        | +6       | +7        |         |
| 10    | +7/+2             | +3        | +7       | +7        |         |


#### Class Features:

**Exploits:** The Exploiter learns a variety of exploitative techniques known as exploits. At the 1st level, they gain access to one exploit of their choice. They gain an additional exploit at the 4th level and every 4 levels thereafter.

**Investigative Techniques:** The Exploiter gains a pool of points called Investigative Techniques, which they can use to perform investigative maneuvers. They can spend Investigative Technique points to gain bonuses on skill checks, identify weaknesses, or gather information. The Exploiter's Investigative Techniques pool is equal to 1/2 their class level + their Intelligence modifier.

**Evasive Maneuvers:** The Exploiter becomes skilled at evading danger. They gain a +1 bonus to their Armor Class and on Reflex saving throws. This bonus increases to +2 at 8th level and +3 at 16th level.

**Samir Secret Sharding:** The Exploiter gains the ability to divide and conceal secrets within an object or creature. When casting this spell, the Exploiter touches the target and imbues it with hidden knowledge, information, or memories. The target can be an inanimate object or a willing creature.

**Alchemical Ingenuity:** The Exploiter gains the Brew Potion feat as a bonus feat at 2nd level. Additionally, whenever they use a potion or an alchemical item, the effects last 50% longer than normal.

**Combat school:** As a result of multiple advanced degrees in combat. at the 4th level, an Exploiter can choose to make a studied strike against a target as a free action upon successfully hitting the target with a melee attack, to deal additional damage. The damage is 1d6 at the 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at the 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.

**Uncanny Dodge:** The Exploiter somehow never seems to be the one in danger. Starting at the 4th level, an Exploiter can react to danger before their senses would normally allow them to do so. They cannot be caught flat-footed, nor do they lose their Dex bonus to AC if the attacker is invisible. They still lose the Dexterity bonus to AC if immobilized. A rogue with this ability can still lose their Dexterity bonus to AC if an opponent successfully uses the feint action against them.

**Keen Senses:** The Exploiter's observational skills are finely tuned. They gain a +2 bonus on Perception and Sense Motive checks.

**Exploit Talent:** At the 3rd level and every 3 levels thereafter, the Exploiter gains an Exploit Talent of their choice. Exploit Talents grant additional abilities, enhance existing exploits, or unlock new options for the Exploiter.

**Sneak Attack:** At 5th level, the Exploiter gains the ability to deal extra damage on sneak attacks. They deal an additional 1d6 points of damage when flanking their target or catching them off-guard. This damage increases by 1d6 at the 10th level and every 5 levels thereafter.

**Deadly Exploit:** At the 18th level, the Exploiter knows just how to hit where it hurts. The Exploiter increases the bonus damage from sneak attacks by 2d6, and his studied strike damage increases by 3d6

**Exploit Mastery:** At the 20th level, the Exploiter becomes a master of their chosen exploits. They can use any exploit they know at will, without needing to spend Investigative Technique points.

**Unfailing Insight:** The Exploiter's keen insight allows them to reroll any failed Perception or Sense Motive check once per day. They must accept the result of the second roll, even if it is worse.





____


### Many-tailed Kitsune

![](https://hackmd.io/_uploads/S1is_r-r2.jpg)

The Many-tailed Kitsune is a magical trickster and shape-shifter who draws power from their ancestral connection and mystical tattoos. They excel at illusion, enchantment, and transformation magic, utilizing their innate abilities and magical tattoos to confound their enemies and support their allies.

**Alignment:** Any Chaotic

**Hit Die:** d8

**Class Skills:** The Many-tailed Kitsune's class skills are Bluff (Cha), Craft (Int), Disguise (Cha), Escape Artist (Dex), Knowledge (arcana) (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).

**Skill Ranks per Level:** 6 + Int modifier.

**Starting Wealth:** 5d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

| Level | Base attack bonus | Fort save | Ref save | Will save | Special |
| ----- | ----------------- | --------- | -------- | --------- | ------- |
| 1     | +0                | +0        | +0       | +2        |         |
| 2     | +1                | +0        | +0       | +3        |         |
| 3     | +1                | +1        | +1       | +4        |         |
| 4     | +2                | +1        | +1       | +4        |         |
| 5     | +2                | +1        | +1       | +5        |         |
| 6     | +3                | +2        | +2       | +5        |         |
| 7     | +3                | +2        | +2       | +6        |         |
| 8     | +4                | +2        | +3       | +6        |         |
| 9     | +4                | +3        | +3       | +7        |         |
| 10    | +5                | +3        | +4       | +7        |         |


#### Class Features:

**Shapeshifting Focus:** The Many-tailed Kitsune gains the ability to shapeshift, adopting the form of a fox. This acts as the alter self spell, with the duration equal to their character level in minutes per day. At 4th level and every four levels thereafter, the Many-tailed Kitsune can assume more powerful forms, such as a fox-human hybrid or a full humanoid shape.

**Rage of the Ancestors:** Once per day, the Many-tailed Kitsune can channel the anger of generations of Ancestors for a combat bonus with the duration equal to their character level in hours per day. While in a rage, the Many-tailed Kitsune gains a 2d6 damage bonus to unarmed strikes.

**Magical Tail:** At 3rd level and every 4 levels thereafter, the Many-tailed Kitsune gains Magical Tail as a bonus feat. If the Many-tailed Kitsune already has nine tails, each additional time the feat is taken, the player gains one additional daily use of the lowest level Magical Tail ability not already affected by this effect. (Modes: disguise self, charm person, misdirection, invisibility, suggestion, displacement, confusion, dominate person.)

**Tattooed Magic:** The Many-tailed Kitsune gains a set of magical tattoos that enhance their innate magical abilities. They start with a single tattoo and gain an additional tattoo at 2nd level and every two levels thereafter. Each tattoo grants a specific spell-like ability that can be used a certain number of times per day. The Many-tailed Kitsune must have an appropriate number of tails equal to the level of the spell-like ability.

**Foxfire Manipulation:** The Many-tailed Kitsune gains the ability to manipulate mystical foxfire, a magical essence associated with their shape-shifting abilities. They gain the Dancing Lights cantrip, and at 3rd level, they can cast Foxfire as a spell-like ability once per day. The caster level for this ability is equal to their class level.

**Tails of Illusion:** The Many-tailed Kitsune gains an innate talent for illusion magic. They gain a +2 bonus on all Bluff, Disguise, and Sleight of Hand checks related to illusions. Additionally, they can cast Silent Image as a spell-like ability once per day. The caster level for this ability is equal to their class level.

**Enhanced Shape-shifting:** The Many-tailed Kitsune's shape-shifting abilities improve further. The duration of their shapeshifting ability is extended to 1 hour per day. Additionally, they gain the ability to assume the form of a tiny or small fox at will.

**Spellcasting:** The Many-tailed Kitsune gains the ability to cast spells. They follow the spellcasting progression of a sorcerer, using Charisma as their primary spellcasting attribute. They begin with a limited number of spells known, but they can learn additional spells as they level up.

**Magical Insight:** The Many-tailed Kitsune's magical connection and intuition deepen. They gain a +2 bonus on all Spellcraft and Use Magic Device checks. Additionally, they gain a +2 bonus to their spell save DC for enchantment spells.

**Mystical Tails:** The Many-tailed Kitsune's mystical tattoos become more powerful. Each tattoo now grants an additional spell-like ability, and the uses per day for each tattoo's spell-like ability increase by 1.

**Greater Shape-shifting:** The Many-tailed Kitsune's shape-shifting abilities reach their pinnacle. They can now assume the form of a large fox or a medium medium-sized humanoid at will. Additionally, their shapeshifting duration is increased to 24 hours per day.

**Mystical Transformation:** The Many-tailed Kitsune's transformation magic becomes even more potent. They gain the ability to cast Polymorph as a spell-like ability once per day. The caster level for this ability is equal to their class level.



---

### Shroomid


![](https://hackmd.io/_uploads/ByoJCPzBh.jpg)

The Shroomid is a mystical guardian who harnesses the power of mushrooms and the natural world. They serve as protectors of history, lore, and the preservation of the Old Ways. The Shroomid excels at nature-based magic, shape-shifting, herbalism, and safeguarding ancient knowledge.

**Alignment:** Any lawful.

**Hit Die:** d8.

**Class Skills:** The Shroomid's class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Use Magic Device (Cha).

**Skill Ranks per Level:** 4 + Int modifier.

**Starting Wealth:** 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

| Level | Base attack bonus | Fort save | Ref save | Will save | Special |
| ----- | ----------------- | --------- | -------- | --------- | ------- |
| 1     | +0                | +2        | +0       | +2        |         |
| 2     | +1                | +3        | +0       | +3        |         |
| 3     | +2                | +3        | +1       | +3        |         |
| 4     | +3                | +4        | +1       | +4        |         |
| 5     | +3                | +4        | +1       | +4        |         |
| 6     | +4                | +5        | +2       | +5        |         |
| 7     | +5                | +5        | +2       | +5        |         |
| 8     | +6/+1             | +6        | +3       | +6        |         |
| 9     | +6/+1             | +6        | +3       | +6        |         |
| 10    | +7/+2             | +7        | +4       | +7        |         |


#### Class Features

**Mushroom Magic:** The Shroomid gains the ability to tap into the magic of mushrooms. They can prepare and cast spells from the Druid spell list. They have a unique spellcasting mechanic where they draw power from the fungi around them, and they do not require a spellbook or familiar.

**Lorekeeper's Knowledge:** The Shroomid becomes a guardian of history and lore. They gain a +2 bonus on Knowledge (history) checks and can make Knowledge checks untrained. Additionally, they have access to a unique set of class-specific knowledge checks related to ancient history, forgotten civilizations, and the preservation of the Old Ways.

**Shroomid's Calm:** At the 3rd level, the Shroomid can channel stored spell energy into a spell capable of dispelling hostile thoughts and strong emotions. The Shroomid can “lose” a prepared spell in order to cast calm emotions. Instead of the normal Will saving throw for that spell, the DC of a calm emotions spell cast with this ability is 10 + 1/2 the Shroomid's level + Wisdom modifier.

**Nature's Companion:** The Shroomid forms a deep bond with a natural creature, such as an animal or fey companion. This companion aids them in their quests and fights alongside them in battle. The companion's abilities and progression are based on the Shroomid's level.

**Spore Burst:** The Shroomid gains the ability to release bursts of spores from their body. Once per day as a standard action, they can create a cloud of spores in a 10-foot radius centered on themselves. The spores provide concealment to the Shroomid and their allies within the area for a number of rounds equal to their class level.

**Ancient Preservation:** The Shroomid becomes skilled in preserving ancient artifacts, texts, and knowledge. They gain a +2 bonus on Craft (calligraphy), Craft (bookbinding), and Linguistics checks. Additionally, they can use the Make Whole spell as a spell-like ability once per day. The caster level for this ability is equal to their class level.

**Fungal Resilience:** The Shroomid's connection with mushrooms grants them enhanced resilience and healing. They gain a +2 bonus on saving throws against diseases, poisons, and mind-affecting effects. Additionally, they can use the Cure Light Wounds spell as a spell-like ability once per day. The caster level for this ability is equal to their class level.

**Fungal Lore:** The Shroomid gains deep knowledge of fungi, their properties, and their historical significance. They gain a +2 bonus on Knowledge (nature) checks related to fungi and mushrooms. Additionally, they can cast Identify as a spell-like ability once per day. The caster level for this ability is equal to their class level.

**Mushroom Companion:** The Shroomid gains the ability to create a mushroom-based companion. They can grow a loyal fungal creature that acts as a companion and ally. The mushroom companion's abilities and progression are based on the Shroomid's level.

**Spore Burst Mastery:** The Shroomid's Spore Burst ability becomes more potent. The concealment provided by the spore cloud increases to total concealment, and the duration extends to a number of rounds equal to twice their class level.

**Ancient Guardianship:** The Shroomid becomes an esteemed guardian of ancient knowledge and the Old Ways. They gain the ability to cast Legend Lore as a spell-like ability once per day. The caster level for this ability is equal to their class level. Additionally, they gain a +2 bonus on all saving throws against spells and effects that attempt to erase or alter memories or knowledge.

---

### Disciple of Mev

![](https://hackmd.io/_uploads/S11e-KzSh.jpg)


The Disciple of Mev is a versatile and enigmatic class that excels at blending into different roles and identities. They harness the power of Mev, the enigmatic deity of masks, duality, and hidden truths. The Disciple of Mev can seamlessly switch between their social persona and their empowered alter ego, adapting to various situations with skill and cunning.


**Alignment:** Any non-lawful

**Hit Die:** d8.

**Class Skills:** The Disciple of Mev's class skills are Acrobatics (Dex), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Use Magic Device (Cha).

**Skill Ranks per Level:** 6 + Int modifier.

**Starting Wealth:** 5d6 × 10 (average 175 gp).

| Level | Base attack bonus | Fort save | Ref save | Will save | Special |
| ----- | ----------------- | --------- | -------- | --------- | ------- |
| 1     | +0                | +0        | +2       | +2        |         |
| 2     | +1                | +0        | +3       | +3        |         |
| 3     | +2                | +1        | +3       | +3        |         |
| 4     | +3                | +1        | +4       | +4        |         |
| 5     | +3                | +1        | +4       | +4        |         |
| 6     | +4                | +2        | +5       | +5        |         |
| 7     | +5                | +2        | +5       | +5        |         |
| 8     | +6/+1             | +3        | +5       | +6        |         |
| 9     | +6/+1             | +3        | +6       | +6        |         |
| 10    | +7/+2             | +4        | +6       | +7        |         |


#### Class Features:

**Dual Identity:** The Disciple of Mev has two identities: a social identity and a vigilante identity. Each identity has its own set of skills, abilities, and alignment. The Disciple of Mev can switch between their identities as a move action, allowing them to adapt to different situations and challenges.

**Masked Presence:** When assuming their vigilante identity, the Disciple of Mev gains a bonus to Bluff, Intimidate, and Stealth checks equal to half their class level. They also gain a bonus to Perception checks to sense motive and see through disguises equal to their class level.

**Hidden Truths:** The Disciple of Mev gains a pool of hidden truths equal to their class level + their Charisma modifier. They can spend hidden truths to gain a bonus to attack rolls, saving throws, skill checks, or damage rolls. The bonus is equal to the number of hidden truths spent.

**Sneak Attack:** At 5th level, the Disciple of Mev gains the ability to deal extra damage on sneak attacks. They deal an additional 1d6 points of damage when flanking their target or catching them off-guard. This damage increases by 1d6 at the 10th level and every 5 levels thereafter.

**Mev's Gift:** The Disciple of Mev gains access to a unique ability granted by their deity, Mev. This ability can vary and may include enhanced senses, limited spellcasting, or supernatural powers. The specific ability gained is chosen at 1st level and can be further developed through subsequent class features.

**Mev's Protection:** The Disciple of Mev invokes the divine favor of Mev, the deity of masks and hidden truths. This spell creates a protective aura that surrounds the Disciple, shielding them from harm and enhancing their defenses.

**Mev's Boost:** The Disciple of Mev channels the essence of Mev to enhance their own abilities and augment their physical and mental attributes. This spell grants the Disciple a temporary surge of power, providing various bonuses to their capabilities. When casting Mev's Boost, the Disciple picks strength, reflexes, mind, or charisma.

**Deceptive Strike:** When attacking with a weapon, the Disciple of Mev can make a deceptive strike. If the attack hits, they can choose to deal nonlethal damage instead of lethal damage, or vice versa. This decision is made after the attack roll is determined.

**Masked Magic:** The Disciple of Mev gains limited spellcasting abilities, drawing power from the secrets of Mev. They gain a small selection of spells that they can cast spontaneously. These spells are chosen from the enchantment, illusion, and divination schools, reflecting the Disciple of Mev's affinity for manipulating perceptions and revealing hidden truths.

**Flash Bombs:** When casting Flash Bombs, the Disciple of Mev conjures a cluster of mystical orbs charged with intense light and illusionary energy. Upon reaching their target location, the orbs explode in a brilliant burst of blinding light, disorienting creatures within the area of effect. The Disciple of Mev can change the order of disoriented enemies in combat as a move.


**Veiled Mind:** The Disciple of Mev becomes skilled at resisting mental intrusions and manipulations. They gain a bonus equal to their class level on saving throws against mind-affecting spells and effects. Additionally, they cannot be detected by spells or effects that detect alignment or thoughts unless the caster succeeds on a caster level check against a DC equal to 10 + the Disciple of Mev's class level + their Charisma modifier.

**Dual Talent:** The Disciple of Mev gains a bonus feat at 8th level, which they can choose from a list of feats that complement their dual nature and versatility.

**Masked Avenger:** At 10th level, the Disciple of Mev can unleash their full potential as a vigilante. They gain increased bonuses from their Masked Presence ability, Hidden Truths, and Mev's Gift.

**Vengeance Strike:** At the 20th level, a Disciple of Mev can study a target to strike more viciously. They can spend up to 5 standard actions, which all must be in consecutive rounds. On the following round, they can make a vengeance strike against the studied creature. The target must remain unaware of the Disciple’s presence (or not see them as a threat) until the attack. For each round spent studying the target, the Disciple gains one of the following benefits on the vengeance strike: gain a +4 circumstance bonus on the attack roll, deal an additional 3d6 points of precision damage if they hit, or treat the attack roll as if it were 2 higher for the purposes of determining whether the attack hit or threatens a critical hit (to maximum effective roll of 20). Each round of study can be spent in a different way or the same way (they stack with each other), but each round of study must be allocated before the attack roll is made. A target successfully hit with a vengeance strike drops every item in their inventory.

### Member of the Big Sword Club

![](https://hackmd.io/_uploads/B1ehwtGH2.jpg)

Members of the Big Sword Club are formidable warriors hailing from the northern village of New Wants. Though lacking in intelligence, they make up for it with extraordinary strength, dexterity, and charisma. Members excel in wielding massive two-handed weapons with incredible power and precision, becoming unstoppable forces on the battlefield.

**Alignment:** Due to low intelligence, Members of the Big Sword Club rarely hold enough opinions to have an alignment and generally align with the most Neutral member of their party.

**Hit Die:** d12.

**Class Skills:** The Member, Big Sword Club's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

**Skill Ranks per Level:** 4 + Int modifier.

**Starting Wealth:** 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.

| Level | Base attack bonus | Fort save | Ref save | Will save | Special |
| ----- | ----------------- | --------- | -------- | --------- | ------- |
| 1     | +1                | +2        | +2       | +0        |         |
| 2     | +2                | +3        | +3       | +0        |         |
| 3     | +3                | +3        | +3       | +1        |         |
| 4     | +4                | +4        | +4       | +1        |         |
| 5     | +5                | +4        | +4       | +1        |         |
| 6     | +6/+1             | +5        | +5       | +2        |         |
| 7     | +7/+2             | +5        | +5       | +2        |         |
| 8     | +8/+3             | +6        | +5       | +2        |         |
| 9     | +9/+4             | +6        | +6       | +3        |         |
| 10    | +10/+5            | +7        | +6       | +3        |         |


#### Class features:

**Situational Awareness:** Members of the Big Sword Club are so focused on fighting that they tend to not observe the world around them. Once per round, Members must roll a perception check. Rolling a 1 inflicts 1d4 environmental damage.

**Big Sword Proficiency:** Members of the Big Sword Club are proficient with all two-handed weapons, including greatswords, greataxes, and polearms. They also gain a bonus to damage rolls when wielding two-handed weapons equal to half their class level.

**Rage**: Members tap into their inner fury to enter a state of heightened combat prowess called rage. During rage, they gain a bonus to Strength, Dexterity, and Charisma-based ability checks, attack rolls, and damage rolls. They also gain temporary hit points equal to their Constitution modifier (minimum 1) per level. However, while raging, their Intelligence score is reduced to a minimum of 3 and they cannot use Intelligence-based skills or abilities that require concentration or complex thought.

**Powerful Swing:** Members learn to channel their immense strength into devastating strikes. They gain a bonus to damage rolls with two-handed weapons equal to their class level. This bonus increases when they are raging.

**Mighty Charge:** Members can make powerful charges while wielding a two-handed weapon. When they make a charge attack with a two-handed weapon, they deal additional damage equal to twice their class level.

**Intimidating Presence:** Members possess an intimidating presence that unnerves their foes. They gain a bonus to Intimidate checks equal to their class level. Additionally, while raging, they gain a bonus to saving throws against fear effects.

**Feral Instinct:** Members gain an uncanny ability to sense danger. They gain a bonus to initiative checks equal to their class level and cannot be caught flat-footed unless immobilized.

**Indomitable Will:** Members' force of personality grants them resistance against mental intrusions. They gain a bonus to saving throws against mind-affecting effects equal to their class level.

**Unstoppable Momentum:** Members become virtually unstoppable when wielding two-handed weapons. They gain a bonus to CMB and CMD equal to their class level when making combat maneuvers with a two-handed weapon.

**Mighty Cleave:** Members can unleash devastating cleave attacks with their two-handed weapons. When they make a successful melee attack, they can make an additional attack against another adjacent opponent. This additional attack deals damage equal to their normal attack.

**Colossal Impact:** Members reach the pinnacle of their destructive potential. Their critical hit multiplier with two-handed weapons increases by 1 (x2 becomes x3, x3 becomes x4), and they gain a bonus to confirm critical hits equal to their class level.

**Mighty Rage:** At 20th level, when a Member enters rage, the morale bonus to their Strength and Constitution increases to +8 and the morale bonus on their Will saves increases to +4.

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## Beastiary

### Laurus

![](https://hackmd.io/_uploads/rkR3BOMBh.png)


**Size/Type:** Large Magical Beast

**Alignment:** Chaotic Neutral

**Initiative:** +2

**Senses**: Darkvision 60 ft., low-light vision, scent; Perception +10

**AC**: 16 (+2 Dex, +5 natural, -1 size)

**Hit Points**: 68 (8d10 + 24)

**Speed**: 40 ft.

**Melee**: Gore +12 (2d6+8), or bite +11 (1d8+6) and 2 hooves +11 (1d6+6)

**Space**: 10 ft.

**Reach**: 5 ft.

#### Special Attacks:

**Gear Thief:** The Laurus has a knack for thievery and cunningly steals gear from unsuspecting adventurers. While the party is resting, if anyone fails a DC 15 Perception check, the Laurus successfully pilfers a random item (such as weapons, armor, or valuable equipment) from the targeted individual. The Laurus is adept at concealing its theft, leaving no trace behind.

#### Special Qualities:

**Keen Senses**: The Laurus receives a +4 racial bonus on Perception checks.

**Overwhelming Presence**: The Laurus has an uncanny ability to instill fear and unease in those nearby. Any creature within a 30-foot radius must succeed on a DC 15 Will save or become shaken for 1d4 rounds. This ability can only be used once every 1d4+1 rounds.

**Ambush Predator**: The Laurus excels at stealthily approaching its prey. When attacking a party while they are resting, the Laurus gains a +4 bonus to its Stealth checks. Additionally, if any member of the party fails a DC 15 Perception check, they are caught unaware and surprised by the Laurus' attack.

**Ferocity**: The Laurus can continue fighting even while disabled or dying.

**Trackless Step**: The Laurus leaves no trail in natural surroundings and cannot be tracked.

#### Other info:
**Environment**: Sheds, forests, rugged wilderness

**Organization**: Solitary or small family (2-5)

**Treasure**: Variable (due to stolen loot)

**Lair**: The Laurus is a cunning and elusive creature, known for its knack for thievery and its ability to quietly infiltrate campsites. With razor-sharp tusks and powerful hooves, it is a formidable opponent when engaged in combat. However, its true strength lies in its stealth and thieving prowess.

Under the cover of darkness, the Laurus approaches resting adventurers, taking advantage of their slumber and distracted guards. Its nimble hooves make minimal noise as it snatches valuable items from unsuspecting individuals. The Laurus is careful not to disturb the sleepers or leave any trace of its presence, making it difficult to find any evidence leading to the recovery of stolen assets.