My Documents
Support GM Binder!
## Adept \columnbreak ___
While most think of magic in terms of spells, it is not the only way that mortals have managed to manipulate magical forces. Some internalize this magic, using it to improve their physical capabilities beyond mortal limits. Those who choose to internalize magic instead of using it to cast spells are known as adepts, and such internalized magic is commonly referred to as _ki_ by members of the Pact Worlds, though other names, such as _prana_, _mana_, and _chi_, are also used. Adepts use their _ki_ in ways that augment their existing abilities, improving their physical performance beyond pique. Many adepts are members of monastic orders, others are accomplished assassins, and others still are thrillseekers wishing to experience life to its fullest. Whatever their origins, adepts are amongst the strongest and fastest mortals in the galaxy, being accomplished warriors, athletes, and even scholars. ___ - **Hit Points:** 7 - **Stamina Points:** 7 ### KEY ABILITY SCORE Wisdom or Charisma is your key ability score, as your powers are ultimate mystical in nature. Your key ability score determines the DCs of your adept disciplines, as well as your bonus to AC. Strength is also important to you, as you are mainly a front line combatant. ### CLASS SKILLS
| | |:------------| | Acrobatics (Dex) | | Athletics (Str) | | Bluff (Cha) | | Culture (Int) | | Diplomacy (Cha) | | Engineering (Int) | | | |:------------| | Life Sciences (Int)| | Mysticism (Int) | | Perception (Wis) | | Sense Motive (Wis)| | Stealth (Dex) | | Survival (Wis) |
##### SKILL RANKS PER LEVEL 6 + Intelligence modifier ### PROFICIENCIES ##### ARMOR PROFICIENCY Light armor ##### WEAPON PROFICIENCY Basic melee weapons, small arms
\pagebreakNum
## Class Features |Level |Base Attack Bonus |Fort Save |Ref Save |Will Save |Special |Ki Strike| |:--|:--:|:--:|:--:|:--:|:--|:--:| |1st|+1|+2|+2|+0|Ki strike, bonus feat, ki focus (+2), mystic defense|1d6| |2nd|+2|+3|+3|+0|Adept discipline, evasion|1d6| |3rd|+3|+3|+3|+1|Quick movement (+10 ft.), weapon specialization|1d6| |4th|+4|+4|+4|+1|Adept discipline|1d6| |5th|+5|+4|+4|+1|Bonus feat, ki focus (+3)|1d6| |6th|+6|+5|+5|+2|Adept discipline, quick movement (+20 ft.)|2d6| |7th|+7|+5|+5|+2|Improved evasion|2d6| |8th|+8|+6|+6|+2|Adept discipline, adept's onslaught|2d6| |9th|+9|+6|+6|+3|Bonus feat, quick movement (+30 ft.), ki focus (+4)|3d6| |10th|+10|+7|+7|+3|Adept discipline|3d6| |11th|+11|+7|+7|+3|Elemental punch|3d6| |12th|+12|+8|+8|+4|Adept discipline, quick movement (+40 ft.)|4d6| |13th|+13|+8|+8|+4|Bonus feat, ki focus (+5)|5d6| |14th|+14|+9|+9|+4|Adept discipline, adept's flurry|6d6| |15th|+15|+9|+9|+5|Quick movement (+50 ft.)|7d6| |16th|+16|+10|+10|+5|Adept discipline|8d6| |17th|+17|+10|+10|+5|Bonus feat, ki focus (+6)|9d6| |18th|+18|+11|+11|+6|Adept discipline, quick movement (+60 ft.)|10d6| |19th|+19|+11|+11|+6|Astral punch|11d6| |20th|+20|+12|+12|+6|Adept discipline, bonus feat, ki master |12d6|
### KI STRIKE (SU) 1st level At 1st level you gain the improved unarmed strike feat as a bonus feat. Your unarmed strikes no longer count as archaic, can be used to deal lethal damage, and can always be used to perform combat manevuers. When performing an unarmed strike you can choose to use the damage listed on the Ki Strike column of the Adept class table instead of that granted by the improved unarmed strike feat, but doing so negates any special Weapon Specialization bonus you might have thanks to Natural Weapons. Additionally, as long as you have 1 resolve point left, all of your attacks made with weapons in which you have proficiency count as magic for the purpose of overcoming DR. ### KI FOCUS (EX) 1st level At 1st level you choose two skills of your choice from the following list: Acrobatics (Dex) Athletics (Str), Perception (Wis), Piloting (Dex), Sleight of Hand (Dex), and Stealth (Dex). The chosen skills receive a +2 insight bonus on all rolls. At 5th level and every 4 levels thereafter, you can choose a new skill from the list to receive this bonus, and the bonus granted to all chosen skills increases by +1. You must have at least 1 rank in the chosen skills to receive any benefits from this ability, but may still choose skills in which you have no ranks. \columnbreak ### BONUS FEAT (EX) 1st level Your training allows you to perform great deeds with seemingly no effort. At 1st level, every 3 levels thereafter, and at 20th level, you gain a bonus feat from the following list: Adaptive Fighting, Blind-fight, Cleave, Climbing Master, Deflect Projectiles, Jet Dash, Kick Up, Lunge, Mobility, and Swimming Master. At 5th level you add Enhanced Resistance, Fusillade, Shot on the Run, Slippery Shooter, Spring Attack, and Step up and Strike to the list. At 13th level you add Reflect Projectiles to this list. With the exception of requiring other feats, you ignore all prerequisites for these feats. ### MYSTIC DEFENSE (EX) 1st level You may replace your dexterity modifier to AC with your key ability score's modifier. Additionally, you may use your charisma modifier instead of your wisdom modifier when determining your will save bonus. ### EVASION (EX) 2nd level If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move. \pagebreakNum ### QUICK MOVEMENT (EX) 3rd level As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 6th level, and every three levels after, this bonus to your land speed improves by another 10 ft. ### WEAPON SPECIALIZATION (EX) 3rd level You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency. You also gain weapon specialization with your unarmed strikes. ### IMPROVED EVASION (EX) 7th level When you fail a Reflex save against an effect that has a partial effect on a successful save, you take the partial effect instead of the full effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move. ### ADEPT'S ONSLAUGHT (EX) 8th level When making a full attack using only basic melee weapons or small arms, you can make up to three attacks instead of two attacks. You take a -6 penalty to these attacks instead of a -4 penalty. ### ELEMENTAL PUNCH (SU) 11th level As a swift action, you can change the basic damage of your unarmed strikes to one of the following: _acid, cold, fire_ or _electricity_. This changes the size of your damage dice to d4s, but allows you to target EAC instead of KAC. You may dismiss this change as a free action. ### ADEPT'S FLURRY (EX) 14th level When making a full attack using only basic melee weapons or small arms, you can make up to four attacks instead of two attacks. You take a -6 penalty to these attacks instead of a -4 penalty. ### ASTRAL PUNCH (SU) 19th level As a swift action, you can change the basic damage of your unarmed strikes to _force_. This changes the size of your damage dice to d4s. You may dismiss this change as a free action. ### KI MASTER (EX) 20th level You gain total mastery over one of your adept disciplines and can use it with but a thought. When you gain this ability, choose one discipline you know that has an effect when you spend 1 Resolve Point. As long as you have at least 1 Resolve Point remaining, you can gain the discipline's effect without spending the Resolve Point. This ability has no benefit if the discipline requires more than 1 Resolve Point. ## ADEPT DISCIPLINES You learn your first adept discipline at 2nd level and gain a new one every 2 levels thereafter. Many disciplines require you to have a minimum adept level, and they are organized accordingly. Some disciplines have additional prerequisites, such as other disciplines. The DC to resist an adept discipline is equal to 10 + 1/2 your adept level + either your Wisdom or Charisma modifier (whichever is highest). Unless noted otherwise, you may only learn a given discipline once. **Adept Cantrip (Sp)** Pick one mystic or technomancer cantrip. You can cast that cantrip at-will, using your adept level as your caster level and your key ability score as your casting ability score. You can learn this discipline multiple times. **Breath of the Dragon (Su)** Choose one energy type (acid, cold, fire, or electricity) when you learn this discipline, and this choice can’t be changed. As a standard action you can breath out a 15-ft cone of the selected energy (reflex halves), dealing 1d6 damage per adept level. Using this ability costs 1 resolve point, and may only be used once every 3 rounds. You can learn this discipline multiple times, doing so does not give you multiple breath weapons, instead it allows you to choose which damage type your breath weapon deals every time you use it. **Fast Stealth (Ex)** You can move at full speed using Stealth without penalty. **Ki Blast (Su)** You can unleash your ki in a directed kinetic blast. You gain a ranged attack that deals bludgeoning damage equal to your ki strike damage. This attack is considered a small arm with a range increment of 30 ft., and benefits from any effects enhancing or altering your unarmed strikes, such as elemental punch and ki fist. **Shadow Clone (Ex)** You can create magical duplicates or psychic projections of yourself that conceal your true location. Once per day as a standard action, you can create 1d4 images of yourself that last for 1 minute per operative level. This ability otherwise functions as _mirror image_. You can use this discipline an additional time per day at 6th level. and again at 10th level. **Slow Fall (Ex)** As long as you remain adjacent to a wall for the entirety of a fall, you take fall damage as if the fall were actually 20 ft. shorter than it actually was. At 4th level and every level thereafter, this reduction improves by another 10 ft. At 20th level you can fall indefinitely without taking any damage as long as you remain adjacent to a wall for the entirety of the fall. **Nightvision (Ex)** You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet. ### 4th level **Adept Spell, Minor (Sp)** Pick one 1st level mystic or technomancer spell. You can cast this spell a number of times per day equal to 1/2 your adept level, using your adept level as your caster level and your key ability score as your casting ability score. You can learn this discipline a second time at 8th level. **Diamond Resilience (Ex)** You gain damage reduction 1/-. This increases to DR 2/- at 6th level and increases by 1 again every 3 adept levels thereafter. \pagebreakNum **Ki Burst (Su)** Once per day you can unleash your ki in a powerful explosion of magic, dealing 1d6 bludgeoning damage per adept level to all creatures within 10 feet of you. A creature that succeeds at a Reflex save takes half damage. At 9th level you can increase the radius to 15 feet, and at 17th level you can increase the radius to 20 feet. This burst benefits from any effects enhancing or altering your unarmed strikes, such as elemental punch and ki fist. ### 6th level **Adept Spell, Major (Sp)** Pick one 2nd level mystic or technomancer spell. You can cast this spell a number of times per day equal to 1/3 your adept level, using your adept level as your caster level and your key ability score as your casting ability score. You can learn this discipline a second time at 12th level. **Diamond Body (Su)** You becomes immune to poisons and diseases of all kinds. **Diamond Mind (Su)** By spending 1 resolve point, you can suppress a fear effect affecting you as if using _remove condition_, using your adept level as your caster level. You can spend 2 resolve points to activate this ability even when frightened or panicked. **Enhanced Senses (Ex)** You can sense your surroundings without needing to see them. You gain blindsense with a range of 60 feet. You must have darkvision and low-light vision, or the nightvision discipline, to learn this discipline. **Ki Fist (Su)** By spending 10 minutes in meditation, you can grant your unarmed strikes one of the following fusions: *flaming, frost, ghost killer,* or *shock*. At 10th level you can apply up to two fusions to your unarmed strikes simultaneously, and you add *anarchic*, *axiomatic*, *bane, corrosive, holy, thundering,* and *unholy* to your list of choices. At 14th level you can apply up to three fusions to your unarmed strikes, and at 18th level you can apply up to four fusions to your unarmed strikes. The combined levels of your chosen fusions can't exceed your adept level. **Long Jump (Su)** You can jump incredible distances. This functions as the Jump Jets armor mod, except that you can use it at will and it does not take up a mod slot. You must start this movement adjacent to a surface that you can push off of. **Sure-Footed (Ex)** You move at your full speed when moving over difficult terrain, and without penalty when using Acrobatics or Stealth at your full speed. **Uncanny Shooter (Ex)** Your ranged attacks with small arms do not provoke attacks of opportunity. **Wall Run (Su)** You can move along vertical surfaces and even upside down along ceilings. This functions as _spider climb_, but it leaves your hands free and you can also run. You must end your movement on a surface that can support you normally. If you end your movement while you are standing on a vertical surface or ceiling, you fall unless you succeed at an Athletics check to climb to remain in position. ### 10th level **Adept Spell, Greater (Sp)** Pick one 3rd level mystic or technomancer spell. You can cast this spell a number of times per day equal to 1/5 your adept level, using your adept level as your caster level and your key ability score as your casting ability score. **Chameleon (Ex)** You can bend light around yourself and muffle any minor sounds you make, allowing you to nearly vanish when not moving. Even when you move, you appear only as an outline with blurry features. This ability doesn't make you invisible, but it does make it easier to sneak around. Activating it is a move action. While it is active, you can use Stealth to hide, even while being directly observed and with no place to hide. Attacking doesn't end it, but it does end that particular attempt to hide. If you remain perfectly still for at least 1 round, you gain a + 10 bonus to Stealth checks (which doesn't stack with invisibility) until you move. This ability lasts for up to 10 rounds before it becomes inactive. While inactive, it recharges automatically at the rate of 1 round per minute. **Diamond Soul (Ex)** You gain spell resistance equal to your adept level + 10. **Empty Body (Su)** You can assume an ethereal state for 1 minute as though using the spell _ethereal jaunt_, using you adept level as your caster level. Using this ability is a move action that consumes 1 point of resolve. **Shadow Distraction (Ex)** As a standard action, you can spend 1 Resolve Point to create a magical duplicate or psychic projection of yourself that moves away from you for 1 round per adept level. The double climbs walls, jumps across pits, or simply passes through obstacles, moving at twice your speed in one direction indicated by you when the ability is activated. Its course cannot be changed. Those who interact with the double can attempt a Will save to recognize that it is not real. You must have the shadow clone discipline to learn this discipline. **Walkabout (Su)** You can fold reality in order to instantly traverse long distances, as if using the spell _dimension door_. Using this ability is a move action that consumes 1 resolve point. Your caster level for this effect is equal to your adept level. You cannot take other creatures with you when using this ability. ### 14th level **Efficient Chameleon (Ex)** Your chameleon ability lasts for up to 100 rounds (10 minutes), and it recharges at the rate of 2 rounds per minute while inactive. You can spend 1 Resolve Point as a move action to recharge 20 rounds immediately, and you can do this even while the ability is active. You must have the chameleon discipline to learn this discipline. **Timeless Body (Ex)** You are immune to the effects of old age and cannot be magically aged, your maximum age is effectively infinite. **Tongue of the Stars (Ex)** You can speak with any living creature as if you shared a language. **Uncanny Senses (Ex)** Your enhanced senses grow even more discerning. Your blindsense becomes blindsight with a range of 60 feet. If you have darkvision, its range increases by 30 feet. You must have the enhanced senses discipline to learn this discipline. \pagebreakNum
> ##### THE ASSASSIN > ##### Theme: Bounty Hunter > You use your supernatural abilities to track targets, infiltrate compounds, and dispatch marks. > ___ > ##### **ABILITY SCORES** > Your dexterity is your most important ability score as it improves your main skills. Your wisdom is important for resolve and for tracking your targets. > ___ > ##### **KI FOCUS** > ||| > |--|--:| > |Athletics| Stealth| > ___ > ##### **DISCIPLINES** > ||| > |--|--:| > |Fast Stealth|Long Jump| > |Slow Fall|Chameleon| > |Nightvision| > ___ > ##### **FEATS** > ||| > |--|--:| > |Improved Initiative|Fleet| > |Climbing Master| > ___ > ##### **Skills** > ||| > |--|--:| > |Acrobatics|Stealth| > |Athletics|Survival| > |Disguise| \columnbreak
> ##### THE DAREDEVIL > ##### Theme: Icon > You use your powers to push yourself beyond mortal limits, defying physics with your stunts. > ___ > ##### **ABILITY SCORES** > Your dexterity is your most important ability score as it improves your main skills. Your Charisma is important for resolve and for awing your audience. > ___ > ##### **KI FOCUS** > ||| > |--|--:| > |Acrobatics|Athletics| > ___ > ##### **DISCIPLINES** > ||| > |--|--:| > |Evasion|Sure-Footed| > |Improved Evasion|Wall Run| > |Long Jump| > ___ > ##### **FEATS** > ||| > |--|--:| > |Jet Dash|Kick Up| > |Mobility| > ___ > ##### **Skills** > ||| > |--|--:| > |Acrobatics|Diplomacy| > |Athletics|Profession| > |Bluff|
\pagebreakNum
> ##### THE MONASTIC > ##### Theme: Priest > You have trained your body beyond mortal limits in the hopes to one day achieve perfection. > ___ > ##### **ABILITY SCORES** > Your regime trains both body and mind, as such, wisdom and strength are your most important ability scores, followed by dexterity and charisma. > ___ > ##### **KI FOCUS** > ||| > |--|--:| > |Acrobatics|Athletics| > |Perception| > ___ > ##### **DISCIPLINES** > ||| > |--|--:| > |Diamond Body|Diamond Soul| > |Diamond Resilience|Timeless Body| > |Diamond Mind|Tongue of The Stars| > ___ > ##### **FEATS** > ||| > |--|--:| > |Enhanced Resistance|Iron Will| > |Step Up| > ___ > ##### **Skills** > ||| > |--|--:| > |Acrobatics|Diplomacy | > |Athletics|Mysticism | > |Culture| \columnbreak
> ##### THE BRAWLER > ##### Theme: Mercenary > Your abilities have always been a way for you to win fights and dominate your foes. > ___ > ##### **ABILITY SCORES** > You're a warrior through and through, your strength and dexterity are your most important ability scores, followed by constitution. > ___ > ##### **KI FOCUS** > ||| > |--|--:| > |Acrobatics|Athletics| > |Sleight of Hand| > ___ > ##### **DISCIPLINES** > ||| > |--|--:| > |Evasion|Ki Burst| > |Diamond Resilience|Ki Fist| > |Ki Blast|Long Jump| > ___ > ##### **FEATS** > ||| > |--|--:| > |Enhanced Resistance|Mobility| > |Step Up| > ___ > ##### **Skills** > ||| > |--|--:| > |Acrobatics|Intimidate | > |Athletics|Survival | > |Engineering|