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Maestro

Maestros are both proficient combatants and technicians. These pugilists engage in cybernetic martial arts. Honing a deadly mixture of technological and physical prowess, they excel in taking strategic opportunity of their opponents.

Specialization: Frontline

Skills:

  • Athletics
  • Crafting
  • Devices
  • Fortitude
  • Grappling
  • Knowledge
  • Melee

Abilities Edit

Bionic Style: Unlike regular characters, Maestros can deal lethal damage with their unarmed strikes. This applies to any mechanized limb when engaging in unarmed combat. At 1st level, Maestros can imbue their strikes with any of the following energy types after making a successful Devices check:

  • ARC Strikes: 2d6 electric damage, damage increases at 2nd, 6th, 10th, 12th, 16th and 20th level. Number of dice increases at 4th, 8th, 14th, and 18th levels.
  • Inferno Strikes: 1d8 fire damage, damage increases every two levels.
  • Zero Strikes: 1d6 20 x3 ice damage, damage increases at 2nd, 6th, 10th, 12th, 16th and 20th level. Critical multiplier increases at 4th, 8th, 14th, and 18th levels.

At 2nd level, the Maestro learns:

  • Sonic Strikes: 1d3 20 x4 sonic damage. Enemies who are hit must succeed a Fortitude save equal to 10 + the Maestro's Intelligence modifier or be deafened for 1d4 rounds. Critical multiplier increase every two levels.

At 10th level, the Maestro learns:

  • Gravity Strikes: 4d3 18-20 x5 force damage. Enemies who are hit must succeed a Grapple check equal to 10 + the Maestro's Intelligence modifier or they will be tripped. Number of dice increases at 12th, 16th, and 20th levels. Critical multiplier increases at 14th and 18th levels.

At 20th level, the Maestro learns:

  • Atom Strikes: 4d40 force damage. Enemies who are hit must succeed a Fortitude save equal to 10 + the Maestro's Intelligence modifier or they will become poisoned by medium radiation for 6 hours.

Augmented Body: A Maestro gains an extra number of hidden inventory slots within their mechanical bodies equal to their Intelligence modifier. They also receive damage resistance equal to their Intelligence modifier to negate biological ailments such as poisons or diseases.

Neural Blow: Upon making a successful Devices check, Maestros can make a full-round action to activate their Neural Blow attack. If the attack connects, the Maestro can activate their technique to paralyze the target at any time. To do so, they must succeed another Devices check equal to 10 + the number of hours since the attack. The target can resist by making a Will save equal to 10 + the Maestro's strength modifier.