User:Zephyr 42/sandbox

Gifted

Those with the gifted archetype are born with the capacity to work magic. The potential can be latent, discovered only later in life, or it can be pronounced and defining from an early age. The gifted archetype allows characters to take arcane careers such as Arcane Mechanik, Arcanist, Gun Mage, Priest, Sorcerer and Warcaster.

A character with the Gifted archetype starts the game with a tradition. This book describes two: the will weaver and the focuser. if the character begins the game with the Warcaster career, he is a focuser; otherwise, he is a will weaver.

choosing the Gifted archetype is the only way for a character to gave an ARC stat. If the character is a focuser, he starts the game with an ARC 2. Will weavers start the game with an ARC 3. The character can increase is ARC before the start of the game by spending Advancement Points and later by gaining Experience Points (XP)

Additionally, a gifted character begins the game with one of the following benefits. Characters gain additional benefits as they accumulate experience points.
 * Additional study - The character delves further into the mysteries of the arcane and is rewarded with a spell from one of his career spell lists. This benefit can be taken multiple times, but a character still cannot exceed twice his INT in spells known.
 * Combat Caster - When this character makes a magic attack roll, he gains an additional die. Discard the lowest die of each roll.
 * Fast Caster - The character gains one extra quick action each activation that can be used only to cast a spell.
 * Feat: Dominator - The character can spend 1 feat point during his turn to double his control area for one round
 * Feat: Powerful Caster - The character can spend 1 feat point when he casts a spell to increase the RNG (range) of the spell by twelve feet (2"). Spells with a range of CTRL (control area) or SP (spray attack) are not affected.
 * Feat: Quick Cast - The character can spend 1 feat point to immediately cast one upkeep spell at the start of combat before the first round. When casting a spell as a result of this benefit, the character is not required to pay the COST of the spell.
 * Feat: Strength of Will - After failing a failing a fatigue roll, the character can spend 1 feat point to instead automatically succeed on the roll. the benefit can be taken only by characters with the will weaver tradition
 * Magic Sensitivity - The character can automatically sense when another character casts a spell within fifty feet for each point of his ARC stat. Such characters can tune out this detection as background noise but are aware of particularly powerful magic. Additionally, a character with the focuser tradition can sense other focusers within their detection range.
 * Rune Reader - The character can identify any spell cast in his line of sight by reading the accompanying spell runes (see the "Runes and Formulae" sidebar, p. **). He can also learn the type of magic cast (the spell list it came from) and the tradition of the character casting the spell.


 * Warding Circle - the character can spend fifteen minutes to create a circle of warding runes around a small room or campsite. The names of the characters he intends to keep safe withing the circle are incorporated into the runes. When any other character enters the circle, all named characters are alerted. While in the circle, non-named characters lose incorporeal, and non-named undead and infernal characters suffer -2 on attack rolls.

Intellectual

Capable of true bursts of genius, the character is exceptionally intelligent and thinks impossibly quickly and clearly. He is a mastermind capable of planning and executing the most sophisticated plots and plans. He sees all the angles and anticipates the likely course of action taken by lesser minds. Characters with the Intellectual archetype are cerebral thinkers and planners.

Intellectual characters possess a tactical genius and adaptability that gives them +1 on attack and damage rolls in combat. While in the command range of an intellectual character, a friendly character listening to his orders also gains +1 on his attack and damage rolls. This bonus is non-cumulative, so a character can gain this bonus only from on Intellectual character at a time.