Through your adventures, you found many flaws in your abilities and seek to remove them by any means possible. Your ascension has allowed you to ween them out and become the best researcher you can. As well as something to be reckoned with.
Research Companions - Tac now resides in the Ethereal Plane but can still view into the Material Plane if he chooses and always remains visible to your regardless. You can now chose to see in and out of Tac's senses as a free action, and to any range. Furthermore, Tac may use his action to teleport to your position, whilst remaining in the Ethereal Plane, and he can apply the help action to you without the need of sight. If Tac were to be killed, he gets resummoned after 6 seconds or at the start of your turn (your choice) if you are conscious. Malayuan gains the ability to scan anything within 30ft of it and learn the properties of it as if it casted Identify and it can do this in any form. When either Tac or Malayuan have to make a check or save, you may make use your modifiers in place of theirs.
Skilful Expert - You gain proficiency in every dexterity, intelligence and wisdom skill. If you already have proficiency in that skill, it becomes expertise. If you already have expertise, you double your ability modifier for that skill and ability checks count as skill checks for the purpose of benefitting from abilities. Your enhanced skill extends to your weapons as well. You gain expertise in firearms and may apply your Reliable Talent feature onto attack rolls. Also, whenever you gain advantage on an attack from different sources, you roll an additional attack die for every source and take the highest result (2 sources equals 3 attack rolls, etc). Should the attack hit, you roll an additional instance of each damage a number of times equal to the amount of different sources you gained advantage from. If you have advantage and disadvantage on your attack roll, you can expend one of sources of advantage and remove it entirely, so you can use advantage.
Adaptable Researcher - Your body morphs to adapt to the environment and damage, allowing you to perform your research tasks unhindered. As a bonus action you can choose an effect or attack you were subjected to in the last round. You become immune to the damage and all effects are negated from that effect or attack as if you avoided or wasn’t targeted. This lasts until you choose another. You also gain the ability to replace your current senses with any other one (Truesight, Tremorsense, etc) as an action, the range matching your regular sight and you gain every type of speed (swimming, climbing, etc) equal to your current walking speed. These aren't restricted, allowing you to use them anywhere regardless if you couldn't normally and you suffer no adverse affects from it. Furthermore, any resistances or immunities you have can not be ignored, bypassed or negated.
Tactical Observer - Your wisdom score is set to 20 as you develop a keen sense for you surroundings. When you enter a quest you gain some secret knowledge (DM's choice) and can create an visualization of the terrain around you in a 500ft radius as if the minor illusion. As an action you can send a ping within that radius, the ping notifies you of the location of creatures (specified or any) within that area, penetrating any form of cover, and you may chose to mark any number of pinged creatures up to your intelligence modifier. You always know of a marked creature's location and you can see their outline through walls. If you decide to use this action again, all previously marked creature's are no longer marked. You may chose to make an insight check against any number of marked creature's as they appear on a feed, making separate insight check against their passive deception. If you succeed, you learn of the creature's details (name, age, height, etc) as well as vulnerabilities, resistances and immunities, and your attacks against that creature have advantage for as long as they're marked.
Adept Alchemist - Your time as an alchemist has allowed you to become incredibly effective both in and out of combat. You become able to identify any potions or poisons you can see, instantly, and you gain immunity to poison and the poisoned condition. You may store up to any number of poisons into Malayuan as a part of a short rest and these poisons fuse with any shot you take should you choose so, applying it on a hit. Furthermore, your DC for your poisons increases by your intelligence modifier as you perfect a deadly toxin. Any poison you touch become magical and should a creature pass a save against your poison, the DC increases by 1. Instead of doing your side work job, you may create any potion (crafting rules apply) without the need of materials or expending time besides that day.
Night Stalker - Covert operations and retrieving vital information comes easier with your ascension. As an action, you can cast Pass Without Trace without material components and only ends when you lose concentration (as if concentrating on a spell). Whilst it is active, you and any point within 5ft of you is in darkness and is considered heavily obscured. Furthermore, your stealth has allowed you to never trigger traps as long as your Night Spirit boon is active and it doesn't require your movement to activate. You also can't be detected by means of divination whilst it's active as you become off the grid and if you were before you activated Night Spirit, it gets removed.
Legendary Actions:
You can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. You regain spent legendary actions at the start of their turn.
Attack (1 action) - You make one weapon attack.
Reposition (2 actions) - You teleport up to 500ft in any direction.
Recharge (3 actions) - You regain half your maximum number of your Grit Points or Malayuan Charges.
Specimen (3 actions) - You target a creature or a creature that died that you can see. They must make a charisma saving throw against your marksman DC or be teleported to your station and become a specimen. A specimen is encased in a bio-tank suitable for their size where their body is preserved, allowing it to live, and the specimen falls unconscious and unable to act or communicate. Any creature that is sent to your station becomes tied to you (as pet reward or to Realm as a hostile pet, contact @KĀ with details).
Legendary Resistance (3/Day) - If you fail a saving throw, you can choose to succeed instead.
Legendary Skill (6/Day) - If you fail a skill check, you can choose to succeed instead.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/29/2023 5:10:41 PM
|
6
|
1
|
--
|
Coming Soon
|
|
|
1/30/2023 11:08:45 PM
|
75
|
1
|
--
|
Coming Soon
|
|
|
1/31/2023 6:25:16 PM
|
28
|
1
|
--
|
Coming Soon
|
|
|
2/1/2023 4:02:03 PM
|
38
|
1
|
--
|
Coming Soon
|
|
|
2/2/2023 5:03:34 PM
|
49
|
1
|
--
|
Coming Soon
|
|
|
2/3/2023 7:42:20 PM
|
57
|
1
|
--
|
Coming Soon
|
Comments