These enigmatic mystics involve themselves with all things related to sleep and dreams.
A discipline of dream magic spearheaded by the turtle-like Chel. It's a calling with powerful utility, defenses against mental intrusions, disabling attacks, and boons for your allies. Dreamseekers can lucid dream at will, choose to have full control of their thoughts while asleep, and never have trouble falling asleep or waking up when they want to.
Becoming a Dreamseeker comes naturally to a Chel but those of other origins can learn from The Chelonian Dream with some effort. Meditation, mind-altering drug use, lots of sleep, and someone to guide you are all helpful in their own way but it is up to the individual to craft their method of practice.
The Chelonian Dream is sometimes referred to as a religion but it is really not as unified and ambitious as that. It manifests as a gentle breeze in your mind pushing you to do great things. Many Dreamseekers, though there are few overall, travel the world seeking adventure because of this.
The Dreamseeker is a partial Mage class to be used as an Adventurer.
Dreamseekers gain Convince as a bonus skill. It is required to manipulate the nature of dreams.
You gain a pool of Dreamseeker Effort equal to your Convince skill + the better of your WIS or CHA modifiers.
All Dreamseekers start with the art Awoken One and choose one more at levels 1, 2, 4, 5, 6, 8, and 10.
ARTS OF THE DREAMSEEKER
Awoken One - You are immune to magical and mundane effects that cause sleep and no longer need sleep to live, though you still need it for recovering health, system strain, Effort, and to use some of your arts. In addition you may easily fall asleep any time you choose and always wake up when you intent to - even being able to choose to ignore things that would otherwise rouse you.
Advanced Oneironautics - You've unlocked a technique for physically entering the mind of a sleeping subject within arm's reach. You can take one additional creature with you per level. While inside someone's dreams you cease to physically exist and when they wake up you are forcibly ejected. In this personal dream land you may gather information, learn their secrets, or fight against what troubles the sleeper. It's a location unique to the sleeper and you never know what you're going to find.
Detect Sleepers - Commit Effort as an Instant action, for as long as it is committed you are able to sense the location of sleeping beings. It has a range of 10ft per level and works through walls and other terrain. You receive no special ability to notice those who are awake but sleepers are vibrantly known to you and creatures that are mindless stand out in their own way as well. Being attuned to magical energy in this way grants the ability to see perfectly in the dark out to it's range.
Distant Sending - While sleeping, Commit Effort for the Day as a Main action to send a tailored dream to someone who is aware you might contact them in this manner. It will reach them no matter where they are. The dream is harmless, though they may make a Mental save to very purposely ignore it if they have a reason to want to. If they are not asleep when you send the dream they will experience it the next time they do sleep.
Dreamer's Brumation - You shut down parts of your body in a focused way that allows for prolonged survival. You can Commit Effort for the Day to not need food and water, to not need air, or to be unaffected by extreme temperature for the next 24 hours. These are three separate commitments but you could spend up to 3 Effort to use them all.
Dreaming of Elsewhere - Commit Effort for the Day as a Main action to cast Damnation of the Sense. You cloud the targets mind, drawing inspiration from their dreams or nightmares, causing them to experience a variety of effects.
Epiphany - While sleeping, Commit Effort for the Day as an On Turn action to reroll a Know or Notice check that you've attempted before, as if you were still in that moment, or receive a +2 on the next Know or Notice check you make after waking up.
Inflict Nightmare - (Prerequisite: Level 6+) Commit Effort for the Day as a Main action to cast Phobic Storm.
Dream Fortress - Commit Effort for the Scene as an On Turn action to defend yourself or an ally against mental attacks. The next time during this scene your target is required to make a Mental save they automatically succeed. If they are already under the effects of a mental attack they may make a new save against it.
Intrusive Thoughts - Commit Effort for the Day as a Main action to tap into the mind of a sleeping creature within reach and give them a simple command to be carried out upon awakening. The command can be up to six words, not obviously harmful, and if it is against the targets nature they get a save.
Lucid Palace - While sleeping you may allow other willing nearby sleepers to enter your lucid dream and converse in real time. You control the scenery, what happens, and what is shown, and can share this control with others as easily as you can revoke it. If you actively share thoughts, make plans, or otherwise benefit from this ability it can only last 1 hour per two character levels, rounded up.
Nap Time - Commit Effort for the Day as a Main action to cast The Wind of the Final Repose. Sleep is your home and many people are tired enough to accept your invitations.
Omen of Dawn - Commit Effort for the Day as a Main action to wake up every creature within 1 mile/level of you by appearing in their dreams. Creatures with HD of 5+ get a Mental save to ignore the effect though they are aware of the intrusion.
Query Thoughts - Commit Effort for the Scene as a Main action to tap into a nearby sleeping creature's subconsciousness and ask a yes or no question. They will think of the information and you will receive as honest a yes or no as possible, or nothing if they genuinely don't know.
Scrying Sandman - While sleeping, Commit Effort for the Day as a Main action to scry on the location of anyone you've previously put to sleep with your Arts, whether they are currently asleep or not. Your presence exists hovering over their head though you are not visible. You can turn as you wish but may not move from the spot.
Silent Sandman - When making an Execution Attack you may, instead of killing the target, send them into an eternal slumber. They can not be awoken without you choosing to remove the effect.
Sleep Soundly - Commit Effort for the Day as a Main action to allow yourself to get a good, refreshing sleep regardless of conditions - being able to recover health, system strain, and spell slots without issue.
Rest In Peace - Commit Effort for the Day to bless the slumber of your allies. This doubles the healing received and system strain restored from a good night's rest. This does not stack with similar arts.
Roaming the lands, always one step ahead of disaster. When you can't count on the comforts of city-living, you need a Nomad.
Class Ability: Nomadic Expertise
Replaces Masterful Expertise.
You give up the versatile luck of a normal Expert in exchange for consistent results where they matter most. As a Nomadic Expert your Survival and Exert skills are always at the highest level attainable by your character without investing any skill points into them.
Class Ability: Expert Forager
Replaces Quick Learner.
You're always able to bag a little extra when you're on the hunt. When you succeed at a Foraging check you always find 1 more unit of forage than normal with a minimum of 1.
A partial Mage class designed to emulate the rogue-type fantasy.
You're one of those no-good, back-alley cutpurses aren't you? Maybe a slick and slimy smooth-talker looking to swindle an old lady out of her fortune? Some kind of treasure hunting trickster? Either way you have the skills to make yourself an essential part of any team. Someone has to tally up all that silver.
The Scoundrel is a partial Mage class to be used as an Adventurer
Scoundrels gain Sneak as a bonus skill. It is an essential part of the roguish lifestyle.
Their Effort pool is equal to their Sneak skill plus their Dex, Int, or Cha modifier.
Scoundrels start with Waylay and one art of their choice and gain addition arts at levels 2, 4, 5, 6, 8, and 10.
ARTS OF THE SCOUNDREL
Con - With a flick of the wrist and a careful distraction games of chance suddenly aren't. When participating in a game of chance, you're able to infallibly cheat by spending an Effort for the Day as an On Turn action. Roll a Luck save when you use this ability, on a failure the other players figure out what happened about a Scene later. This art doesn't work on the same people more than once.
Evanesce - There's something supernatural about the way you make your escapes. When no one is looking at you, you may spend Effort for the Day as a Main action to cast The Excellent Transpicious Transformation on yourself. Your caster level for this spell is always considered to be 1.
Face - Charming, perhaps to a fault, people naturally like you. You gain level 1 of the Well Met focus, or level 2 if you already have it. This focus may be taken up to twice.
Gammon - Your insults strike at the heart, your jests cutting deeply. Spend Effort for the Scene as an On Turn action to call out taunts at an enemy that can understand your words. They must make a Mental save or suffer a -2 on their next attack roll as they strike with flustered aggression.
Imposter - Being good with disguises is a classic trick and you're no stranger to it. You gain level 1 of the Imposter focus, or level 2 if you already have it. This focus may be taken up to twice.
Juggle - You may swiftly withdraw and take simple actions with small items. You spend Effort for the Scene to use a readied non-weapon items such as a potion, tinderbox, or piton as an On Turn action. This would allow you to quaff a potion, light a flammable object, wedge a door, or perform similar tasks.
Lucky Penny - Sometimes all you need is a little luck. Commit Effort as an On Turn action to designate a coin as your "Lucky Penny." As long as you have the effort committed whoever has the coin on them will automatically stabilize when reduced to 0 hit points. When triggered the Effort is lost for the Day and you can't use this art again until a week has passed.
Pall - Whether through a clever trick or literal smokescreen you're able to cover an ally's escape. Spend Effort for the Scene as an Instant action to allow a nearby ally to disengage as if they had made a Fighting Withdrawal.
Scheme - When you lay out a job for your allies they're able to comply with confidence and finesse. After spending a scene explaining what everyone needs to so, spend Effort for the Day to give them a +1 to their Morale score and +1 to skill checks for the next Scene as long as things are going according to plan.
Skewer - With blinding speed and accuracy you stop an enemy in their tracks. Spend Effort for the Day as an Instant action to throw a readied Throwable weapon at an enemy. You automatically hit but you do no damage, instead the enemy's Move is reduced to 0 until the end of their current or next turn.
Slink - Stepping softly, you footfalls are seldom heard. Commit Effort for the Day as an On Turn action, for the duration of the Scene any Notice checks to hear you must be rolled twice and use the worse result.
Trade-off - Quick on your feet, you're able to dance through the battlefield. Spend Effort for the Scene to switch places with an adjacent ally as a Move Action, or with a foe if they fail a Physical Save. When swapping with an ally you may pass them a readied item in the process. Using this art does not provoke any reactionary strikes.
Trapmaster - You know your way around the devious and deadly devices often found in dangerous places. You gain level 1 of the Trapmaster focus, or level 2 if you already have it. This focus may be taken up to twice.
Waylay - Striking unseen allows you to target crucial anatomy, hitting them where it hurts most. When attacking an enemy that isn't aware of you add 2d6 damage to your weapon attacks.
The Trailblazers are a group of specialized world-walkers, woodsmen, and seekers of knowledge.
The Trailblazers are a group of specialized world-walkers, woodsmen, and seekers of knowledge. They are often trained in the use of stealth, learn information from a broad variety of topics, and have useful tricks to employ in any situation.
Though the Alluri people have finessed this tradition it isn't too uncommon to find practicers from other origins. It is a path that appeals to many who wander far from home. You'll find having a Trailblazer at your side during stays in unfamiliar places or when under threat of hostile forces to be a blessing.
Many of the stealth based arts were refined by the Willow Walkers. In fact they are the most common variety of Alluri to find practicing Trailblazing. Without them the profession may have never taken off and you'd do well to respect their contributions.
The Clawed Redtails contributed tricks of a more martial nature to the Trailblazer's arsenal. Meeting foes with violence is not often an Alluri's first instict but Redtails are more fierce that most. They see themselves as protecters of their realms and this is relfected in the philosophies of their world-walkers.
Though they have the least Trailblazers, the Stonecoated's techniques are not to be dismissed. Boulder Stance is an incredible defensive art that is employed by many. A Stonecoated Trailblazer is fearsome, locking their enemies in place with a paralyzing gaze while bracing themselves against assault.
The Trailblazer is a Partial Mage class to be used as an Adventurer.
Trailblazers gain Survive as a bonus skill. This represents their training and experience roaming the world
You gain a pool of Trailblazer Effort equal to your Survive skill + the better of their INT or WIS modifiers.
All Trailblazer start with two arts of their choice at level 1 and choose one more at levels 2, 4, 5, 6, 8, and 10.
TRAILBLAZER ARTS
Area Denial - Learning how to protect your resting place has taught you how to make traps. You gain the Trapmaster focus. You gain level 2 of the Trapmaster focus if you already have level 1. You may take this art up to twice.
Boulder Stance - Standing your ground, you can defend yourself more easily. Spend Effort for the Day as a Main action to increase your AC by +2 and gain a +2 on checks to resist being shoved or the initiation of a grapple. This effect lasts until you move or are moved from the spot.
Breadth of Experience - You know a lot of little tricks for getting the most out of your efforts. Choose a skill: You can spend Effort for the Day when you use that skill for a check to add +1 to the result. This art can be taken multiple times but only once per skill.
Go for the Throat - You've mastered stealth takedowns and can silently subdue your prey. If your enemy is unaware of you and within grappling range you can roll with Sneak instead of Punch to initiate a grapple. Furthermore any time you grapple someone they find themselves unable to make any noise, not by speaking, colliding objects, or other more creative means.
Hair of the Dog - Sometimes you just need a stiff drink. Whenever you spend a Scene drinking you may spend 1 Effort for the Day to heal 2d6 damage.
Improvised Ambush - You can react suddenly and take advantage of your opponent's slower actions. You have a +1 to your initiative checks. Whenever your side wins initiative or you otherwise go before any enemies you can spend 1 Effort for the Day on your first turn to immediately take an extra Move action.
Leafwalker - Your steps are silent when it is of utmost importance. Spend Effort for the Day to focus intently on moving silently, for the rest of the Scene your movement makes no sound and leaves no tracks giving you a +2 to sound-based Sneak checks as well as any appropriate narrative benefits.
Savage Opportunity - When you see an opportune moment to strike you're unafraid to take the risk. When an adjacent opponent is knocked prone you can spend Effort for the Day as an Instant action to immediately dive in for a melee attack against them at no penalty, leaving yourself prone afterward as a consequence. You must have your main action for this round available to use and using this art consumes your main action for the round.
Skill Trick - You've seen a lot of different things in your travels. Taking this art grants you the Specialist focus. If you already have the Specialist focus in a skill it can grant you Specialist Level 2 in that skill. This art can be taken multiple times.
Sniff 'em Out - With special herbs and focused training you've heightened your sense of smell. You have a +2 to skill checks used to track or locate something downwind of you, reduced to +1 if the air is still. This ability can be temporarily foiled by strong local scents.
The Little Things - A last minute adjustment can make all the difference. Spend Effort for the Scene as an Instant action if your attack roll or skill check would have missed the target number by 1 to instead resolve it as a success.
Topple - You may take a reckless leap at your opponent in an attempt to knock them over. Spending Effort for the Scene as a Main action, you impose your weight against an enemy no more than four times your size. They must make a Physical save or be knocked prone.
Tough as Nails - You're particularly hardy from your time in the wilderness. You gain an additional 2 max hit points when you take this art and you heal an additional 1 hit point from a good night's rest. You may take this art multiple times. All of its effects stack.
An alternative Warrior who sacrifices martial consistency for the capricious nature of the storm.
Either born under the right conditions, changed by a natural phenomenon, or trained by another Storm Warrior, these combat specialists harness the rage of a thunderstorm to smite their foes.
Class Ability: Shocking Blow
Replaces Killing Blow.
Whenever a Storm Warrior deals damage with an attack, spell, or special ability they may add 1d6 damage as lightning surges through them and into their foe. This damage increases to 2d6 at 6th level. It does not apply to Shock damage.
Class Ability: Ride The Lightning
Replaces Veteran's Luck.
Storm Warriors have lightning-quick reflexes and a resistance to their namesake element. This manifests as an additional 10ft of movement per their move action, the ability to always Make a Fighting Withdrawal as an On-Turn action, and ignoring twice their level in damage from lightning or electrical sources.