Phantasy Star: Eternal Story - Character Creation

PS: ES runs on the d20 RPG system, courtesy of Wizards of the Coast. This pen and paper RPG engine is the heart of such games as D&D and d20 modern, which you may already be familiar with. A character sheet for your use may be found here.

Step 1

Select a Race from the following list:

Parman

Parmans
The race of humans.
Home planet
Parma
Description
Descendents of pioneers, Parmen are known for their adaptability, versatility, and above all, their ability to survive in nearly anything the universe throws at them.
Appearance
Parmen range in size, shape and coloration, usually having red, brown, blonde or black hair, light through dark toned skin, and various colored eyes. Most stand from 5 feet to just over 6' tall, and weigh from 125 to 250 pounds. Their clothing is just as varied, from robes, jackets, and slacks, to a Hunter Guild's Fightsuit.
Parman Racial Traits
  • Medium Size
  • Base Speed: 10 Meters
  • 1 Extra Feat at First Level
  • 4 Extra skill points at first level and 1 extra point at each level
  • Automatic Languages: Parman.

Motavian

Motavians
The Children of Water
Home Planet
The water-covered planet of Motavia
Description
Beautiful, intelligent, and skilled in the arts of machinery, Motavians are considered the top machinists and technicians of New Algo, as well as feared for their cool, calm deamenor and their dispassionate approach to combat.
Appearance
Motavians often stand 5' to 5'5" at the tallest, with hair colors ranging from black and navy blue to electric blue and turquoise. Their skin is often very light colored. Two ivory horns sprout from the brows, just above the forehead, and curve slightly backwards over the head, and are often decorated or peirced. Vestigal webbing is often found between the toes of their feet, and if the insides of their throats are inspected closely, you can see gills lining them, just behind the tonsils. Motavians usually wear very sheer, tight clothing, such as skin suits.
Motavian Racial Traits
  • Medium Size
  • Base Speed: 10 Meters
  • Dex +2, Int +2, Con -1, Str -2
  • Amphibious - a Motavian can breathe both water and air
  • +1 Racial bonus on Craft (Mechanical), Craft (Electronic) and Swim Checks
  • Automatic Languages: Motavian and Parman

Dezolan

Dezolans
The Desert Nobility
Home Planet
The volcanic desert planet of Dezolas
Description
Frightening to behold, the lizard-like Dezolans are adapted to the broiling atmosphere of their home world. Religiously dedicated, feirce to behold, and equally feirce in confrontations, Dezolans are not to be trifled with.
Appearance
Dezolans are usually of a uniform height, 5'9 to 6'0, and weigh about 200 pounds. They resemble humanoid lizards, with short maws, scaled, skin, short tails, clawed hands and feet, and small, retractible spines running down the spine, under the chin, and along the elbows and shins. Their scales are waxy to the touch, and are often tinted very, very dark. Their eyes are mostly wight, due to the small size of their pupils. The spines, however, are usually bony and very hot to the touch, as they are used to expell heat from their bodies.
Dezolan Racial Traits
  • Medium Size
  • Base Speed: 10 Meters
  • Con +2, Wis +2, Cha -2, Int -2
  • +2 Racial bonus on Wilderness Survival (Desert) and Jump Checks
  • +1 On Fortitude Saves when dealing with damage from high heat
  • Natural Weapons - Claw 1d4, Bite 1d6
  • Automatic Languages: Dezolian and Parman

Numan

Numen
Engineered Tech Masters
Home Planet
None
Description
Exotic creatures created by science, the Numen represent an attempt by Parmen scientists to create the ultimate tech user. A crossbreed of Musk Cat and Parman DNA, the Numen have become notably more numerous following the Black Tower incident.
Appearance
Slender and svelte, Numen usually stand only a few inches higher than five feet. Their non-human blood is obvious, with their pointed ears and large and slit-pupiled eyes. Most Numen wear their hair long, even the males, with hair-colors that are often any color of the rainbow. Most prefer to wear light clothing or kimonos.
Numan Racial Traits
  • Medium Size
  • Base Speed: 10 Meters
  • +2 Int, +2 Wis, +2 Cha, -2 Str, -2 Con
  • +2 Racial Bonus on Listen, Balence, and Concentration checks
  • -1 Penalty on Fortitude Saves
  • +1 On Will saves when dealing with Techs and Magic
  • Automatic Languages: Parman

Proto Numan

Protonumen
The Beasts of War
Home Planet
Description
Supposedly created prior to the successful creation of the Numen, Protonumen are towering, powerful fighters with very little skill in magic. Like the Numen, Protonumen have become much more numerous since the Black Tower incident.
None
Appearance
The Protonumen are obviously built for fighting. Standing anywhere to 7'0" to 8'2" in height and weighing several hundred pounds, a protonuman is always quite imposing. Both males and females are exceedingly fit and muscular, and both sexes have more feral features then the numen: exaggerated ears, a tail, slitted pupils, and tufts of fur along the arms, lower legs, and upper chest. Their hair and fur colors range from tan to brown to rich black, and their eyes are usually dark green to black.
Protonumen Racial Traits
  • Large Size
  • Base Speed: 12 Meters
  • Str +2, Con + 2, Int -2, Wis -2, Cha -2
  • Scent feat for free
  • +3 Bonus on Listen and Intimidate Checks
  • -2 Penalty on all Charisma related skill checks except Intimidate
  • Magic Deficient: Protonuman are incapable of using Magic. However, they may use Techniques.
  • Automatic Languages: Parman

Step 2

Select a Character Class from the following list (Note that if you are beginning at a level higher than 1, you can not multiclass amongst these classes and must take an advanced class):

Hunter

A name almost synonymous with 'adventurer' in Algo, the Hunter is a weapon specialist that focuses strictly on melee and non-ballistic weaponry, from Sabers to Slashers. Most Hunters come from various backgrounds, from soldiers to competitive fighters to self-taught practitioners of self-defense, but all are considered Hunters by their prowess in close-range combat.

Adventures

A Hunter's motivation to adventure varies just as much as the Hunters themselves. Some see it as a job with high risks and great rewards, some see it as a chance to test their skills, some view themselves as protectors of Algo and some just do it because they like to fight. Whatever their motivation, they tend to be the first to jump for dangerous assignments.

Races

Hunters can be of any race or breed. Parmans, with their knack for being jacks-of-all-trade, become skilled Hunters. Protonumen, with their prodigious strength and size, make excellent Hunters when wielding heavy weaponry. Motavians are graceful and fluid, preferring speed and style over might, and Dezolians make for deadly, dedicated, almost samurai-like warriors. Numen, however, rarely take up the class.

Information

Strength is always a key factor for Hunters, allowing them to deal more damage and hit more efficiently with their weapons. Dexterity is better for Hunters who use Slashers or light weapons, or those who want specific feats, while Constitution increases the number of HP a Hunter has. Hunters may use any melee weapon, but are restricted from using any gun with autofire or from using a Photon Launcher or Shotgun.

Alignment
Any
Hit-Die
d10
Tech-Die
d4
Spell-Die
d4
Skill Points
(INT Mod+4)x4 at 1st level, INT Mod+4 for every level thereafter.
Skills
  • Climb (Str)
  • Balance (Dex)
  • Craft (Int)
  • Jump (Str)
  • Ride (Dex)
  • Swim (Str)
LevelBase Attack BonusDefense BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+1200Bonus Feat
2+2+2300Minor Fighting Style
3+3+2311Bonus Feat
4+4+3411Fighting Technique
5+5+3411Bonus Feat
6+6/+1+3522
7+7/+2+4522Bonus Feat
8+8/+3+4622Lesser Fighting Style
9+9/+4+5633Bonus Feat
10+10/+5+5733Fighting Technique
11+11/+6/+1+6733Bonus Feat
12+12/+7/+2+6844
13+13/+8/+3+6844Bonus Feat
14+14/+9/+4+7944Greater Fighting Style
15+15/+10/+5+7955Bonus Feat
16+16/+11/+6/+1+81055Fighting Technique
17+17/+12/+7/+2+81055Bonus Feat
18+18/+13/+8/+3+91166
19+19/+14/+9/+4+91166Bonus Feat
20+20/+15/+10/+5+91266Ultimate Fighting Style, Fighting Technique
Bonus Feats
At 1st Level and every two levels afterwards, the Hunter can take a Bonus feat from the following list.
  • Blind-Fight
  • Combat Reflexes
  • Dodge (Mobility, Spring Attack, Slide Rush)
  • Exotic Weapon Proficiency
  • Expertise (Improved Disarm, Improved Trip, Whirlwind Attack)
  • Improved Critical
  • Improved Initiative
  • Improved Unarmed Strike (Stunning Fist, Roundhouse Kick, Impact Kick)
  • Power Attack (Cleave, Great Cleave, Walking Death, Wake of Blood)
  • Quick Draw
  • Two-Weapon Fighting (Improved Two Weapon Fighting, Greater Two-Weapon Fighting, Two Weapon Defense)
  • Weapon Finesse
  • Weapon Focus
  • Weapon Specialization
Minor Fighting Style
A Hunter often specializes in the use of a single weapon, and incorporates that weapon into his fighting style as a signature weapon. The Player chooses a specific type of weapon (such as a Saber, or Dagger, or Slasher). Whenever the Hunter weilds that specific type of weapon, the Hunter may use it as though he had the Feat Weapon Focus using that weapon.
Fighting Technique
A Hunter usually learns tricks using his weapon of choice, which make him a more fearsome opponent to go up against. At 4th, 10th, 16th and 20th level, the Hunter can choose one of these Techniques.
Adverse Current
Using a slashing weapon, a Hunter can make multiple strikes at the cost of accuracy. Using a full-attack action, the Hunter may make as many attacks as he wishes, up to his DEX modifier, with a -2 cumulative penalty to each strike. Cost: 1 TP per attack
Alter Direction
When wielding a non-gun ranged weapon, such as a slasher, the Hunter can force the Slasher to alter its flight pattern in mid swoop, allowing it to hit opponents where they least expect it. This Technique denies the target any Defense bonus from cover, even full cover. Cost: 2 TP
Alter Force
A Hunter may focus his inner strength on his weapon, allowing him to use it to bend away Technique attacks aimed at him. The Hunter makes a Will save at a DC equal to (10 + Caster Level). If successful, the Tech is absorbed or diverted away from the Hunter, causing no damage. This Technique doesn't work against Tech's that have areas of effect. Prerequisites: Spirit Charge. Cost: 4 TP
Blast Wave
The Hunter may focus her energies through her weapon, causing it to release a shockwave of energy when swung at an opponent. The shockwave has a range of (10 + Hunter STR Mod) meters, and is considered a ranged Touch attack that deals damage equal to the weapons Damage rating. Prerequisites: Spirit Charge. Cost: 3 TP
Chain of Heaven
The Hunter may use a flexible melee weapon (such as a Lash) or a non-gun ranged weapon to hit multiple enemies in a line, piercing through the bodies of enemies one after another. The Hunter may use a Full Attack action to send the weapon along a straight line up to (STR Mod + 5) Meters long. All enemies in the line are considered threatened by this attack. Prerequisites: Spirit Charge, Great Cleave. Cost: 2 TP + 1 for every enemy hit
Destructive Crash
With a single, spiritually charged attack, the Hunter can deal an incredibly potent blow to a single enemy. Using a Full Attack action and with a successful hit, the Hunter may automatically deals damage as a critical hit, as though she rolled a perfect 20. Prerequisites: Spirit Charge, Reverb Strike, Power Attack. Cost: 5 TP
Falcon Cut
With this Technique, a Hunter can move and strike with such speed, that she can appear to be attacking from multiple directions at once. A Hunter can Flank a single opponent, even if there are no other allies nearby. Prerequisites: Adverse Current, Slide Rush. Cost: 2 TP
Graceful Stream
Extending the principles of the Adverse current further, the Hunter reduces the cumulative penalty to -1 per strike. Prerequisite: Adverse Current, Cleave, Great Cleave. Cost: 1 TP + 1 per strike
Protect Force
The Hunter may summon up his energies to allow him to block incoming energy attacks. The Hunter makes a Reflex roll to deflect incoming energy blasts, such as blasts fired from a pistol or rifle, DC equal to (10 + Total Weapon Damage). This Technique cannot deflect thrown explosives or normal ballistics. Prerequisites: Alter Force. Cost: 3 TP
Reverb Strike
Using a melee weapon, the Hunter may hit an opponent with a single stroke that vibrates with its internal biorhythms, stunning it temporarily. The target must make a Fortitude save at DC (10 + 1/2 Hunter's Class Level) or be Stunned for one round. Prerequisites: Spirit Charge. Cost: 3 TP
Spirit Charge
A Hunter can charge his weapon with his internal energies, allowing him to deal more damage with a single stroke. By spending a move action, a Hunter can add +1 Damage to his weapon. Prerequisites: Power Attack. Cost: 1 TP
Surround Helix
Using a slasher or similar weapon, a Hunter may fling it in such a way that it whirls around a single opponent, hitting him from multiple sides. The opponent is considered Flanked for determining Defense against this attack. Prerequisite: Alter Direction. Cost: 2 TP
United Energy
With this Technique, the Hunter may absorb the energy of a Tech into his weapon, allowing him to assist in Combo attacks. The Hunter rolls a Will Save and, if successful, may combine one of his Fighting Techniques with another players Tech. Prerequisites: Spirit Charge. Cost: 2 TP + second Technique cost.
Lesser Fighting Style
As a Hunter grows more experienced with the use of his weapon, he becomes more adept at using it. The Hunter's signature weapon deals an additional +1 damage on a successful hit.
Greater Fighting Style
As the Hunter grows even more experienced, his skill with his weapon grows. The Critical Range of his signature weapon is increased by one step (Example, a Saber's 19-20/x2 Critical Range is increased to 18-20/x2).
Ultimate Fighting Style
Once the Hunter reaches the 20th level, his skill with his weapon is at its peak. When a Hunter successfully hits an opponent with his signature weapon, he automatically deals his weapon's full damage, without needing to roll. Also, the Critical Multiplier for the weapon is increased by 1.

Ranger

Where Hunters have a reputation for being adventurers, the Rangers have one for being troublemakers. That Han-Solo type personality is commonplace with these masters of the gun, and they, in time, are capable of using their weapons like parts of their own body.

Adventures

Rangers are most often encountered walking on the more sinister side of the Hunter's call. Profit is their number one reason for adventuring, though there are, of course, exceptions. Suffice to say, Rangers are not exempt from being goody two shoes every once in a while.

Races

Rangers, like their melee brawler counterparts, are very diverse and can be of any race, although Humans and Motavians are most common.

Information

Strength is often neglected in a Ranger since Dexterity serves so much more purpose. The vast majority of their abilities and skills are powered by it, and they are easily capable of running on dexterity exclusively. Rangers may use any ranged weapon, but can't use two handed melee weapons.

HD
d8
SD
d4
TD
d6
Skill Points
(4+INT Bonus)x4 for the first level, (4+INT Bonus) for each level after
Class Skills
  • Bluff(CHA)
  • Listen(WIS)
  • Search(WIS)
  • Spot(WIS)
  • Use Computer(INT)
  • Repair(INT)
  • Escape Artist(DEX)
  • Hide(DEX)
  • Sneak(DEX)
  • Treat Injuries(INT)
  • Slight of Hand(DEX)
LevelBase Attack BonusDefense BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+2020Reaction Shot
2+2+3030Rapid Shot +1
3+3+3131Bonus Feat
4+4+4141Drop Down, Duck and Cover
5+5+4141Rapid Shot +2
6+6/+1+5252Bonus Feat
7+7/+2+5252Reflected Shot
8+8/+3+6262Rapid Shot +3
9+9/+4+6363Bonus Feat
10+10/+5+7373Blind Shot
11+11/+6/+1+7373Rapid Shot +4
12+12/+7/+2+8484Bonus Feat
13+13/+8/+3+8484Whirlwind Shot
14+14/+9/+4+9494Rapid Shot +5
15+15/+10/+5+9595Bonus Feat
16+16/+11/+6/+1+105105Hundred Guns
17+17/+12/+7/+2+105105Specialized Shot
18+18/+13/+8/+3+116116Bonus Feat
19+19/+14/+9/+4+116116Harmonizing Bullet
20+20/+15/+10/+5+126126Gun-as-Hand
Bonus Feat
Every Third level, the Ranger may gain an extra feat from this list
  • Blind fight
  • Dodge
  • Mobility
  • Far Shot
  • Dead Aim
  • Expertise
  • Improved Initiative
  • Improved Critical
  • Lightning Reflexes
  • Shot on the Run
  • Strafe
  • Quick Draw
  • Weapon Focus
Rapid Shot
A hallmark of the Ranger, the Rapid Shot allows the Ranger to fire off a volley of powerful shots at any number of enemies. At the second level, the Ranger may make a full attack action to release all the ammunition in her guns with a +1 damage bonus to each hit and with a -2 cumulative penalty to each hit. This bonus increases every three levels, up to a maximum of +5. This skill may only be used when the Ranger is wearing light or no armor.
Reaction Shot
A Ranger's reactions become fine tuned with training. Whenever an Ranger is damaged by an attack, she may make a free attack of opportunity at -2 penalty against her attacker. This ability may only be used when the Ranger is wearing light or no armor.
Drop Down
The Ranger may use a move action to drop flat to the ground. All normal rules for being Prone apply, but any ranged weapon may be used freely with no penalty. When prone, a Ranger may double their DEX Bonus when applied to ranged attacks with rifles, and when using a rapid or burst fire weapon, they only incur a -1 cumulative penalty for each extra attack made.
Duck And Cover
The Ranger learns quickly to use any cover to his advantage. The Ranger may increase a piece of covers bonus to Defense by one step. For example, if a ranger were hiding behind a wall to gain 1/4 cover, he is treated as having 1/2 cover. This requires a full defense action to perform, and the Ranger may take no offensive actions that turn.
Reflected Shot
As the Ranger grows in skill, she learns that a bullet can go anywhere she wants, if she fires it correctly. At Level 7, the Ranger can fire a single bullet from a non-launcher weapon so that it bounces off objects, negating her targets cover. This requires a move equivalent action to aim and fire. Cost: 2 TP
Blind Shot
At level 10, the Ranger's reflexes and senses become so finely developed that she doesn't even need to see where she is shooting to hit. A Ranger with Blind Shot may use a move-equivalent action to clear her mind's eye, allowing her to ignore darkness and other sensory penalties when attacking. Cost: 1 TP
Whirlwind Shot
Clearing her mind and loosening her body, the Ranger learns how to fire in all directions. The Ranger gains Whirlwind Attack, regardless to whether she has the prerequisites or not. The Whirlwind Attack only applies to firearms, and may only be used if the Ranger is wearing light or no armor. The Whirlwind Shot requires a move-equivalent action to initiate. Cost: 2 TP
Hundred Guns
At this level of ability, a Ranger becomes a walking arsenal. Personal firearms no longer count towards her weight and encumbrance limit.
Specializing Shot
As a Ranger becomes more attuned to her guns, she learns how to execute a single special shot with high speed. One of the Rangers existing Shots (Reflected, Blind, or Whirlwind), becomes a normal attack action, no longer requiring a move-equivalent action to initiate.
Harmonizing Bullets
One of the most powerful shots the Ranger possesses, the Harmonizing Bullet shows the true level of expertise a Ranger has attained. All bullets fired from the Ranger's guns now punch though anything in their path, ignoring armor bonuses to DR. This is considered an Extraordinary Ability. TP cost: 4
Gun-As-Hand
At this point, the Ranger's hand-eye coordination becomes superhuman. It's as though her gun is a simple extension of her body. The Ranger may ignore all penalties when using two ranged weapons, and doubles her Dexterity modifier for purposes of ranged combat. Spreads and Rifles may also be used in one hand with no penalty.

Force

Forces are people who train in the use of Techniques. Although not adept in magic like Magicians or skilled in combat like a Hunter, Forces can use their knowledge of many Techs to heal or strengthen allies and rain destruction on their enemies.

Adventures

Forces adventure to increase their talents with Techniques. They may also adventure to see the world or to prove their skill to others around them.

Races

Mainly Numans and Humans become Forces. Numans' racial qualities allow them to easily cast stronger Techniques than the other races while Humans are curious and wise enough to become Forces. Occasionally Dezolans put their wisdom to use and become tech users, but not to nearly as effective a degree as Numans. Motavians rarely express the desire to become Forces, preferring technology to techniques, and Protonumans are incredibly inept at this line of work.

Information

Wisdom is a very important ability for Forces. It increases the damage Techs do as well as their TP, and many of their skills' key ability is Wisdom. Dexterity is another important ability because Forces can only wear Mantles and Frames. Charisma is another important component to techniques since it affects the ones that hit multiple enemies. An average or high Constitution score may also help a Force's low Hit Dice. Forces can not use two handed melee weapons apart from staves, two handed ranged weapons, or ranged weapons with autofire.

Alignment
Any
Hit-Die
d6
Tech-Die
d12
Spell-Die
d6
Skill Points
(INT Mod+6)x4 at 1st level, INT Mod+6 for every level thereafter.
Skills
  • Climb (STR)
  • Craft (INT)
  • Handle Animal (CHA)
  • Hide (DEX)
  • Jump (STR)
  • Knowledge (INT)
  • Listen (WIS)
  • Profession (WIS)
  • Sense Motive (WIS)
  • Spot (WIS)
  • Survival (WIS)
  • Swim (STR)
  • Treat Injury (WIS)
LevelBase Attack BonusDefense BonusFortitude SaveReflex SaveWill SaveSpecial
1+0+0002Outer Focus, Unite Power
2+1+1003Bonus Feat
3+2+1113
4+3+1114Focus Power
5+3+2114Elemental Charge (X1.5)
6+4+2225Bonus Feat
7+5+2225Invoke Power
8+6/+1+3226
9+6/+1+3336Bonus Feat
10+7/+2+3337Inner Focus
11+8/+3+4337
12+9/+4+4448Bonus Feat
13+9/+4+4448Revoke Power
14+10/+5+5449
15+11/+6/+1+5559Elemental Charge (X2)
16+12/+7/+2+55510Bonus Feat
17+12/+7/+2+65510
18+13/+8/+3+66611Adamant Power
19+14/+9/+4+66611
20+15/+10/+5+76612True Focus, Omnipotent Power
Outer Focus
A Force character, at his lower level, requires a specific focus to cast his powers. This focus is a separate item the character automatically begins with, and may not be a weapon or equippable item. If the Force loses this focus, he automatically receives a -5 penalty on all Tech-related rolls rolls.
Unite Power
A Force automatically begins with the Feat Unite Power, allowing him to combo with another character's Techniques.
Focus Power
A Force may draw in energy from his surroundings to cast a technique at a single foe. By spending a round in concentration, the Force may cast a Tech which ignores any Dexterity bonus to AC.
Elemental Charge
By truly focusing his will, the Force may release an Elementally aligned tech towards his opponent that deals extra damage. By spending a move action, the Force may increase the total damage of the tech in question by half. At Level 15, this boost grows to x2.
Invoke Power
By drawing in power from his own body, the Tech caster can focus is healing techs so that they recover and heal more than normal. The Force may sacrifice a number of HP up to his WIS bonus. Each point of HP spent increases the additive bonus by 1 (i.e. 2d6+1 to 2d6+2)
Inner Focus
At Level 10, the Force grows to a level of power that he no longer needs his focus. He may discard that focus and cast Techs without penalty. However, if he continues to use the Focus, then he may cast Techs as though he were one level higher than normal.
Revoke Power
With this ability, a Force may dispel incoming attack Techniques, absorbing the excess power into his own body. The Force makes a Will save ( DC 10 + Opponents Wis Bonus + 1/2 his Caster level). If he succeeds, he dispells the technique, absorbing half of the Tech's cost to cast as TP.
Adamant Power
A force at this level of intensity can amplify his power to such a degree that he may completly ignore armor's DR in terms of damage.
True Focus
Once the Force reaches level 20, he no longer even needs to focus to cast his Techs. All Techs cast by the Force are considered Quickened, except the Tech remains at its normal level. Also, the Force may increase all variable numeric values by one (i.e. 2d6 damage to 3d6 damage).
Omnipotent Power
A Force with this ability is truly strong. He may now double the damage of any combo his techniques are combined with.

Tekker

The symbol of the high-end technology that can be seen all across Algo, these people called Tekkers are the ultimate mechanics and engineers. They build the most complex pieces of machinery effortlessly and have the gift of being able to instantly identify the most specific, unique items. This makes them a valuable asset, whether acting as party members or as professional mechanics.

Adventures

Tekkers usually operate behind a desk unless personally motivated, though more unusually inclined individuals will act as bounty hunters or will accompany groups at a price. Some of them become overcome with a thirst for adventure, and others got into the Tekking business in the first place so they could make their own equipment.

Races

Tekkers are most often found among Motavians, who have a gift for building things as well as the intellect to back it up. Numans also take advantage of their powerful minds to become almost equally powerful Tekkers while also making up for their frail bodies with technological wonders. Parmans, being the adaptable, wide-ranging race they are, are often seen in this field as well. Dezolisians and ProtoNumans, on the other hand, make poor Tekkers, seeing as their mental capabilities are rather sub-par.

Information

Intelligence is by far the most important factor for a good Tekker. It fuels all of their most important skills, such as computer use, and allows them to craft bigger, better items. DEX makes for better coordination, which is helpful when dealing with a vehicle and allows the Tekker to keep herself at a distance--where she's safer. Tekkers can use all weapons.

Hit-Die
d6
Tech-Die
d6
Spell-Die
d4
Skill Points
(8+INT Mod)x4 at 1st level, 8+INT Mod for every level afterward.
Skills
  • Forgery (INT)
  • Profession (WIS)
  • Knowledge (INT)
  • Use Artifact (CHA)
  • Use Psionic Device (CHA)
  • Appraise (INT)
  • Use Computer (INT)
  • Craft (INT)
  • Disable Device (INT)
  • Pilot/Drive (DEX)
  • Repair (INT)
  • Treat Injury (WIS)
  • Concentration (CON)
  • Demolitions (INT)
LevelBase Attack BonusDefense BonusFortitude SaveReflex SaveWill SaveSpecial
1+0+0002Deranged Vigor
2+1+1003Mastertech +1
3+1+1113Bonus Feat
4+2+1114Tech Secret
5+2+2114
6+3+2225Mastertech +2
7+3+2225Bonus Feat
8+4+3226Tech Secret
9+4+3336
10+5+3337Mastertech +3
11+5+4337Bonus Feat
12+6/+1+4448Tech Secret
13+6/+1+4448
14+7/+2+5449Mastertech +4
15+7/+2+5559Bonus Feat
16+8/+3+55510Tech Secret
17+8/+3+65510
18+9/+4+66611Mastertech +5
19+9/+4+66611Bonus Feat
20+10/+5+76612Tech Secret
Bonus Feats
At 1st Level and every few levels afterwards, the Tekker can take a Bonus feat from the following list:
  • Endurance
  • Great Fortitude
  • Improved Critical
  • Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run)
  • Quick Draw
  • Skill Focus
  • Weapon Finesse
  • Weapon Focus
  • Brew Pharmaceutical
  • Craft Special Arms and Armor
  • Craft Rod
  • Craft Staff
  • Craft Wand
  • Craft Special Item
  • Craft Ring
  • Craft Powered Armor
  • Craft Vehicle
  • Starship Pilot
Uncanny Identification
At 1st level the Tekker may make an Appraise check to identify an item.
Deranged Vigor
Living on caffeine and axle grease, the Tekker's knowledge becomes integral to his fighting skills. The Tekker applies his Intelligence modifier to his will save and his attack bonuses.
Tech Secret
The Tekker gains an epiphany of ancient technological knowledge. This 'Secret' can either be offensive, defensive, or just plain kewl...
Mister Fixit
A Tekker has to maintain his and his friends equipment at peak condition if he wants to survive. The Tekker gains a +5 bonus to all Repair checks. This bonus stacks with any bonuses he may have accrued.
My Schematics Say...
A Tekker at this level of expertise doesn't even have to bother with memorizing plans for devices to know what something is. The Tekker can instantly Identify as a spell-like ability a number of times per day equal to his Int modifier.
Complete Overhaul
If it's broke, then a Tekker can fix it. Once per day, a Tekker can make a repair check with a -20 DC modifier on an Incapacitated machine, weapon or piece of equipment. This is considered an extraordinary ability.
My Little Friend
Even a scientist has to defend himself. Using this ability, a Tekker can produce a chosen weapon that he has modified using Mastertech so long as said weapon is not in the possession of another character as a move-equivalent action. This ability is considered an extraordinary ability.
Little Red Button
Tekkers usually build stuff for a living, but know precisely what to do to make something fall to pieces. Once per day, a Tekker can cause a device to fall apart, usually in a spectacular and extreme manner. The Tekker must have access to the device or the controls to the device for one full round, then must make a successful Disable Device check. The effects of Little Red Button then occur in (10 - Int Modifier) rounds. The DM determines the method which the device destroys itself. Little Red Button is considered an extraordinary ability.
I'll Take That
Tekkers may often need to produce powerful means of defense with short notice. With this ability, a Tekker may make a Repair check with a -10 DC on a weapon mounted to a machine. If successful, the Tekker may take and wield this weapon, provided they are strong enough. Degree of success will determine how well the weapon works when detached from its mount.
One Second Left
The Tekker with this ability becomes adept at stopping mechanical catastrophes and demolitions. Once per day, the Tekker may take 20 on a very important check that could conceivably end up destroying the party, etc.
Hotwire
Tekkers would rather not destroy high quality equipment. With this ability, once a day per four levels a Tekker may attempt to hotwire a machine. First, the Tekker must be within touch range of the machine. Then, they may attempt to take control of the machine. They make a Repair check versus a DC of 15, then, if the target is intelligent, they must make a Will save with a DC equal to the Repair roll of the Tekker. If successful, the Tekker gains total and permanent control over the machine, robot, etc.
"..Can He DO That??"
Sometimes, when a Tekker has to perform daredevil feats with vehicles. Once per day, the Tekker may take 20 when performing an overly dangerous vehicular stunt (I.e. diving a submarine through a tunnel full of wreckage, flying a ship through a narrow crevice, jumping a car through at the exact moment an open spot in a train comes by at 90 MPH)
Hit 'em Where It Hurts!
Tekkers know their machines, and they can easily spot weaknesses. By taking one full round studying a hostile machine, they can identify a weak point in its structure. From this point on, for the rest of the battle, a Tekker may add 4 to their attack and damage rolls against this machine and all identical models.
If a Little is Good, More is Better!
With this ability, Tekkers may apply their knowledge of machinery to supercharge a machine temporarily. Once a day, a Tekker may supercharge a machine, temporarily increasing its capabilities. This supercharge increases all positive rolls applying to this machine by the Tekker's INT modifier, and decreases all negative rolls applying to the machine by the same amount.
Ubiquitous White Lab Coat
The white lab coat is the trademark of a good scientist, and tekkers are no exception. A Tekker may wear a white lab coat as a light Mantle type armor.
No Mister Bond, I Expect You To Die
Now you know why Tekker heroes frustrate mad scientist so easily. Whenever confronted with a dangerous, life-threatening trap or device, the Tekker may reduce the DC to escape the trap by Half of his level.
Say Hello To My Little Friend
Tekkers can wield the oddest sort of weapons when the dramatic moment presents itself. The Tekker gains the Feat Monkey Grip and Exotic Weapon Proficiency: ??? when wielding an exceedingly large, complex, or just plain weird ranged or melee weapon
Open Up Dammit!
You think Agents are the only ones good at opening locks? Well, guess again. Whenever attempting to unlock or defuse an electronic lock, the Tekker gains a +5 circumstance bonus on Disable Device and Open Lock checks.
Instantaneous Knowledge
The Tekker chooses a number of skills equal to his Int modifier. the Tekker automatically gains 5 ranks in those skills.
Mastertech
Tekkers are noted for their technological prowess, and, at level 4 and every four levels thereafter they gain the ability to make Mastertech items, at up to a +5 bonus at level 20. They may make these as though they were making normal items.

Magician

The rare art of magic is a well appreciated one. Magicians, though sparse across Algo, are feared, respected, and powerful. Their spells can do anything, from decimating enemy ranks to healing party members to conjuring monsters to fight in the Magician's stead. A magician is always a welcome addition to a party... though also a fearsome foe.

Adventures

Magicians are outsiders and usually loners, so it is no surprise that they are often found adventuring or living in the wilderness. Occasionally they are accepted into a party of Hunters and find friendship among them. Sometimes, though, they are more organized. The Espers are the largest group of wizards in Algo, and often are sent across Algo as a hand of Light. Whatever the case, Magicians are almost invariably adventurers.

Races

Parmans, for whatever reason, are the most likely to become Magicians. Perhaps they are more magically inclined. Numans are second most seen in this vocation, and Motavians third most. Both of these races capitalize on their high intelligence. ProtoNuman and Dezolan Magicians are almost unheard of.

Information

Intelligence is the key ability for a Magician, and second most important is Dexterity or Constitution. Intelligence is paramount to spellcasting, and Dexterity and Constitution keep them from sustaining damage and fuel some of their secondary abilities.

Hit-Die
d4
Tech-Die
d8
Spell-Die
d10
Skill Points
(INT Mod+4)x4 at 1st level, INT Mod+6 for every level thereafter.
Skills
  • Profession (WIS)
  • Knowledge (INT)
  • Spellcraft (INT)
  • Use Artifact (CHA)
  • Knowledge (Magic) (INT)
  • Craft (INT)
  • Concentration (CON)
  • Handle Animal (CHA)
LevelBase Attack BonusDefense BonusFortitude SaveReflex SaveWill SaveSpecial
1+0+0002Scribe Scroll
2+1+1003
3+1+1113Arcane Research
4+2+1114
5+2+2114Bonus Feat
6+3+2225
7+3+2225
8+4+3226Arcane Research
9+4+3336
10+5+3337Bonus Feat
11+5+4337
12+6/+1+4448
13+6/+1+4448Arcane Research
14+7/+2+5449
15+7/+2+5559Bonus Feat
16+8/+3+55510
17+8/+3+65510
18+9/+4+66611Arcane Research
19+9/+4+66611
20+10/+5+76612Bonus Feat
Bonus Feats
At 5th Level and every 5 levels thereafter the Wizard may take any Metamagic or Item Creation feat, Unite Power, or any Magic related feat at the GM's approval.
Arcane Research
Magicians are known for their intensive study of their art. At level 3 and every 5 levels thereafter a Magician may designate a metamagic feat that he or she may permanently add to each spell that he or she casts thereafter.

Cyborg

A creation of science, the cyborg is generally an attempt at enhancing the latent abilities of whatever being should have happened to be mechanized. It consists of an organic creature's body meshed together with robotic components.

Adventures

Cyborgs are extremely diverse, able to fill practically any gap in a party. Anything an organism can do a cyborg can do better. They can be the most brutal fighters, the toughest of technique users, medics, engineers, computer specialists, or any number of other things. The only thing they can not do is magic. Cyborgs are usually found with Tekkers who usually act as caretakers, as well as a source of upgrades and technique weapons.

Races

All races are known to have cyborgs among them, though Parmen tend to excel in this class due to their already diverse nature.

Information

Cyborgs use a variety of stats to base their abilities. They use STR to increase their raw strength and power with melee weapons. If they opt for guns, they should have plenty of DEX, in order to hit enemies at a distance. INT is also useful considering the sheer number of skills they have. Cyborgs, like Tekkers, can use all weapons.

Hit-Die
d12
Tech-Die
d4
Spell-Die
d4
Skill Points
(INT Mod+4)x4 at 1st level, INT Mod+4 at every level thereafter.
Skills
  • Listen (WIS)
  • Search (INT)
  • Spot (WIS)
  • Knowledge (INT)
  • Profession (WIS)
  • Forgery (INT)
  • Gamble (WIS)
  • Entertain (CHA)
  • Diplomacy (CHA)
  • Intimidate (CHA)
  • Bargain (WIS)
  • Appraise (INT)
  • Use Computer (INT)
  • Disable Device (INT)
  • Pilot/Drive (DEX)
  • Treat Injury (WIS)
  • Repair (INT)
  • Balance (DEX)
  • Climb (STR)
  • Concentration (CON)
  • Demolitions (INT)
  • Jump (STR)
  • Survival (WIS)
  • Tumble (DEX)
LevelBase Attack BonusDefense BonusFortitude SaveReflex SaveWill SaveSpecial
1+1+1222Enhancement
2+2+2333
3+3+2333Enhancement
4+4+3444
5+5+3444Enhancement
6+6/+1+3555
7+7/+2+4555Enhancement
8+8/+3+4666
9+9/+4+5666Enhancement
10+10/+5+5777
11+11/+6/+1+6777Enhancement
12+12/+7/+2+6888
13+13/+8/+3+6888Enhancement
14+14/+9/+4+7999
15+15/+10/+5+7999Enhancement
16+16/+11/+6/+1+8101010
17+17/+12/+7/+2+8101010Enhancement
18+18/+13/+8/+3+9111111
19+19/+14/+9/+4+9111111Enhancement
20+20/+15/+10/+5+9121212
Enhancement
At 1st Level and every two levels afterwards, the Cyborg gains another special feature from the list below. They must be taken in order, if you acquire the same feature more than once. For example, first time you get view sensors, you start with Low-Light vision. Next time you get it, you get Darkvision. Etc.
View Sensors
Infrared Vision, Low-Light Vision, Ultravision.
Body Enhancements
(STR, INT, CHA, DEX, CON) +1, +3, +5.
Skill Data
+4 skill points.
Weapon Data
Proficiency in weapon.
Enemy Data
+1 for certain enemy type, +3, +5 (Stacks only when continually used on same type: Otherwise it starts at +1 for each new enemy type added).
Ether Engine
Changes the die for TP and SP, bumping it up by one die. For instance, if it's the default d4, it is upgraded to d6.
Special Ability
Extra Feat or other special ability (consult GM).

Agent

The word "Agent" can mean a number of things. It can mean stealth and cloak-and-dagger tactics, strong leadership or social skills, or even thievery. Whatever the case, it's a dangerous job meant for only the most able.

Adventures

An Agent's motivation for adventuring is just as variant as that of a Hunter. They can be simply adventuresome, or they are hired guns, or they have some personal motivation. Whatever the reason, they work best in groups.

Races

Motavians and Numans fit the role of Agent best due to their superior intellects and dexterity. Motavians particularly fit this descriptor, though Parmans are also known to take this job.

Information

Dexterity and Intelligence are both an Agent's most important attributes, though not in any particular order. They may rely on one or the other, depending on whether they are more geared towards the physical or mental expertise of their class. Agents may use one handed weaponry only, with the exception of rifles.

Hit-Die
d6
Tech-Die
d6
Spell-Die
d4
Skill Points
(INT Mod+8)x4 at 1st level, INT Mod+8 for every level thereafter.
Skills
  • Bargain (WIS)
  • Bluff (CHA)
  • Diplomacy (CHA)
  • Entertain (CHA)
  • Forgery (INT)
  • Gamble (WIS)
  • Gather Information (CHA)
  • Innuendo (WIS)
  • Intimidate (CHA)
  • Profession (WIS)
  • Knowledge
  • Listen (WIS)
  • Search (INT)
  • Spot (WIS)
  • Sense Motive (WIS)
  • Appraise (INT)
  • Use Computer (INT)
  • Disable Device (INT)
  • Pilot/Drive (DEX)
  • Balance (DEX)
  • Climb (STR)
  • Concentration (CON)
  • Disguise (CHA)
  • Demolitions (INT)
  • Escape Artist (DEX)
  • Hide (DEX)
  • Jump (STR)
  • Ride (DEX)
  • Sneak (DEX)
  • Sleight of Hand (DEX)
  • Survival (WIS)
  • Swim (STR)
  • Tumble (DEX)
LevelBase Attack BonusDefense BonusFortitude SaveReflex SaveWill SaveSpecial
1+0+2020Special Ability
2+1+3030Uncanny Dodge (Dex to AC)
3+2+3131Evasion
4+3+4141
5+3+4141Special Ability
6+4+5252Uncanny Dodge (No flank)
7+5+5252Special Ability
8+6/+1+6262
9+6/+1+6363Special Ability
10+7/+2+7373Uncanny Dodge (+1 vs. traps)
11+8/+3+7373Special Ability
12+9/+4+8484
13+9/+4+8484Special Ability
14+10/+5+9494Uncanny Dodge (+2 vs. traps)
15+11/+6/+1+9595Special Ability
16+12/+7/+2+105105
17+12/+7/+2+105105Special Ability
18+13/+8/+3+116116Uncanny Dodge (+3 vs. traps)
19+14/+9/+4+116116Special Ability
20+15/+10/+5+126126
Evasion
If the Agent is exposed to an attack that allows a reflex save to overcome a part of its effects, the Agent will take none of the effects if she makes a successful saving throw. May only be used in light or no armor.
Uncanny Dodge
At levels 3, 6, 10, 14, and 18, the Agent's reflexes and senses become more attuned. At level 3, he retains his DEX bonus to AC even when caught flatfooted or by surprise. At level 6, he can't be flanked. At 10 and higher, he gains bonuses to saves and defenses vs. traps.
Special Ability
At certain levels, the Agent gains a special ability from the following list:
Sneak Attack
An Agent may gain the ability to make an attack with fatal precision when coming from behind. On a successful sneak attack, she deals +d6 damage. This ability can be stacked several times.
Precise Attack
Agents are able to hone their hand-eye coordination to an incredible degree. Each round, the Agent may declare that he is adding a +1 bonus to either damage or a single attack roll, but not both. This may be stacked several times.
Master of Red Tape
When dealing with beaurocratic restrictions, the Agent may make a diplomacy or intimidate check at -10 to the DC in order to have the restriction neutralized.
Illicit Barter
Agents can be masters of the underworld, and can receive a +5 competence bonus on Diplomacy checks to buy or sell illicit goods.
Dumb Luck
Sometimes you can't fall back on skill. That's when you need to let lady luck do the talking for you. Once per day for each time this ability is taken, the Agent may declare that she is rerolling a roll.
I'm Calling in a Favor
Agents often do some services for others, and in turn receive services instead of pay. The Agent may make a favor check at a bonus equal to +1 bonus in order to call on a friend, ally, or associate for help. The more often this ability is taken, the higher the bonus becomes. The GM sets the DC based on the difficulty of the favor. The Agent may call in favors a number of times per in game week equal to half their level in the Agent class, rounded down, to a minimum of 1.
Requisition Resources
For Agents with some connection to an organization of some kind it is easy to acquire resources. Once per day the Agent may make a CHA check to requisition resources during an adventure. The value of these resources equals the agent's level multiplied by the result of the check multiplied by 70. The resources can take on any form within reason. The resources arrive in 1d8 hours, and must be reasonably available when and where the check is made. Therefore, you can't make this check within a dungeon.
Crippling Strike
Agents with this ability, when they make a sneak attack, can deal a temporary point of Strength damage to an opponent.
Defensive Roll
Agents may roll with a potentially lethal blow to lessen damage. Once per day, when they would be reduced to 0 or fewer HP, they may make a reflex save (with a DC of damage dealt) to take half damage.
Improved Evasion
As Evasion, but allows that the Agent take half damage on a failed reflex save.
Opportunist
Once per round, the Agent can make an attack of opportunity against an enemy who has just been hit with a melee attack. Counts as the Agent's attack of opportunity for the round, can't be used more than once per round even with Combat Reflexes.
Skill Mastery
Each time this is chosen, the Agent may select 3+INT mod skills and elect to take 10 in them even under the most dire circumstances. Can be gained multiple times to select more skills.
Slippery Mind
The Agent can retry a will save against mind influencing effects for up to one round more each time this is chosen.
Bonus Feat
The Agent may select a feat instead of one of these special abilities.
Target Acquired
An Agent may select a specific individual against whom all checks are at a bonus equal to the number of times this ability has been taken. Applies to both direct rolls (such as attack checks against the target itself) and indirect rolls (such as bluff checks against the target's goons), but not direct rolls against any minions of the target (such as attack checks against the target's allies).
Silver Tongue
As a result of her prowess in wordplay, the Agent may take a +2 competence bonus to Bluff, Bargain, Diplomacy, and Intimidate checks.

Step 3

Roll ability scores. Find a six sided dice (d6) or use a dice bot or dice rolling program. Roll four d6's and take the three largest numbers. Add them together. Repeat this twelve times and pick the six largest numbers. Distribute them into your ability scores, which are listed as follows:

It is strongly suggested that you distribute these ability scores in such a way that it corresponds to your chosen character class. After doing this, find your ability score modifiers; divide each ability score by 2 (round decimals down) and then subtract 5.

Step 4

Distribute skill points. Class skills gain 1 rank per point spent, non class skills gain 1/2 a rank per point. Once your skill points are spent, add the appropriate ability modifiers. For example:

Step 5

Pick feats. Each starting (level 1) character has 2 feats to start with, plus any granted for race/class specific things. There is a list provided under references.

Step 6

Cross-reference all data with the data for the class you chose. Add in base attack bonus and base saving throws, then add the appropriate ability mods to get the total. For reference:

After this, write in all your special abilities.

Step 7

Roll Hit Die, Technique Die, and Spell Die, as provided on your class sheet. Add the CON, WIS, and INT modifiers respectively to the rolls. Note that at first level, you get the maximum possible number for each die.

Step 8

Send the character to Nick or one of the other ops for inspection. You may use DCC or Email. Ask Nick for Email since he's paranoid and doesn't want to put it on this site.

Step 9

Buy equipment. Nick will give you the amount with which to buy it. Everyone receives 5 Monomates and 5 Monofluids (or Monovapors alternatively for Magicians) free to start. Check the shops section for more details. Remember to add any defense bonuses you might have gained.

Step 10

Your character should be complete. Congratulations!

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