Archon

Might & Magick

ArmsmanAdept

"Exodus, your master calls to you! Grant me your power!”

~ Rohan ost Epoch, Mercan Archon

Many believe that balance is the key to a life well-lived. The Archon walks along the edge between body and spirit. These warriors adept in the mystic arts are brilliant examples of practicing moderation. The intense physical regiment required to maintain their skills in combat is mirrored only by the great focus and dedication needed to manifest Æthereal energies.

As the hybridization of the Armsman and Adept Base Classes, the Archon is a peerless melee combatant that wields magick and steel in a beautiful symphony. The trademark of an Archon is their ability to bond with a Weapon and call it to their hand from afar. The Archon empowers their Melee Attacks with Elemental energies, utilizes their Bonded Weapon to perform magick attacks, and absorbs power from every enemy slain.

Historically Speaking

The Archon can trace its earliest history to the Holy City of Requiem's rise to prominence. Early in their successes, Æthercite flooded the streets of the Holy City. Soldiers of the Templarate would adorn their Weapons and Armor in Æthercite as a flaunting of status and importance. Adept Awakenings became increasingly common among all levels of the populace, and the soldiers were no exception. Fighters that exhibited incredible proficiencies in the Æthereal Magicks, called Archons by their peers, became frequent favorites of the Prelate Council when selecting Inquisitors. Archons were often chosen for missions of great peril far from the safety of Requis territory. Known for dazzling displays of might and magick, Archons became iconic amongst their contemporaries, at times even elevated to the status of international celebrity.

The Modern Archon

Archons are still predominantly a fixture of Requis society due partly to the sheer frequency of Awakenings that occur amongst their citizens. Other Archons may spend nearly a lifetime of work as a soldier or mercenary before coming into contact with an Æthercite Catalyst, which manifests their true potential. Many Archons choose to hand down their Bonded Weapon to a worthy successor in retirement, a sign of great respect for and faith in the ability of their preferred candidate. Adventuring Companies often seek modern Archons as mystic artificers, peerless combatants, and knowledgeable researchers. An Archon can blossom into a career as a knight, officer, or researcher. However, unscrupulous Archons are the ultimate tools of destruction and torment, wielding blades and bursts of energy with deadly efficacy.

Class Features

The Archon's Class Features are focused on delivering Elemental Damage through Melee Attacks, empowering their Abilities, and forging a unique bond with a Special Weapon. The Archon Class benefits from having high Focus, Skill, and Power Attributes.

Vitals

Hit Points Per Rank: +8

Action Points Per Rank: +4

Equipment Training

Weapons: Æthercite Catalyst, Blade, Greatblade, Hammer, Polearm, Staff, Thrown, Warhammer

Armor: Cloth Armor, Heavy Armor, Light Armor, Plate Armor, Energy Shield

Elements: Biotic, Cryonic, Electric, Pyrotic

Class Abilities

At Archon Rank One (1), a Character receives the following pair of Class Abilities:

Innate Class Abilities: Acrobatics/Arcana

They gain a bonus to Class Ability Checks equivalent to half (½) of their Archon Rank. An additional Class Ability from the following list is chosen at Archon Ranks Three (3), Five (5), and Seven (7):

Selected Class Abilities: Athletics, Apothicine, Electronics, Nature, Perception, Stealth

Archon Ranks

When distributing a Class Rank, remember that a Character’s Hybrid Class Rank cannot exceed both of a Character’s Base Class Ranks.

Archons see the most benefit from investing in their Focus Attribute, enhancing their Class Features such as Bonded Weapon, improving Cast Attacks, increasing their Total Action Points and available Action Slots, and granting a bonus to any Arcana, Electronics, or Engineering Ability Checks. In addition, Archon players benefit from a high Power Attribute, enhancing their Class Features such as Spellblade, Melee Attacks and Damage, effectiveness with Maneuvers, number of inventory slots, and any Athletics Ability Checks. Archon players also benefit from high Skill and Grit Attributes, enhancing their Ranged Attacks, Physical Armor, Initiative and Speed, effectiveness with Maneuvers, Total Hit Points, Total Essence, and any Acrobatics, Drive, and Stealth Ability Checks.

Rank-by-Rank Attributes/Features

Rank One (1). Focus (+2), Power (+1), Will (+1)—Synchronicity, Spellblade

Rank Two (2). Pick (+1), Grit (+1)

Rank Three (3). Skill (+1), Focus (+1)—Sacred Weapon

Rank Four (4). Pick (+1), Charm (+1)

Rank Five (5). Power (+1), Focus (+1), Skill (+1)—Reckoning

Rank Six (6). Pick (+1), Grit (+1)

Rank Seven (7). Skill (+1), Focus (+1)—Steel & Zeal

Rank Eight (8). Pick (+1), Charm (+1)

Rank Nine (9). Power (+1), Will (+1)

Rank Ten (10). Focus (+2), Power (+1), Skill (+1), Grit (+1)—Power Overwhelming

Synchronicity

Beginning at Archon Rank One (1), the Archon can facilitate Force Burst with any Melee Attacks. The Archon combines their Daily Uses of Force Burst and Wound into a shared pool. Daily Uses are only restored after an eight (8) hour Rest Period. The Archon may expend two (2) Daily Uses to apply Force Burst and Wound on a single Attack roll.

Spellblade

Beginning at Archon Rank One (1), the Archon gains a Precision Enhancement bonus to any Melee Damage Roll with a Force or Elemental Damage Type (Biotic, Cryonic, Electric, or Pyrotic) equivalent to half (½) of their Power Attribute. Additionally, Spellblade extends to any Heroics that include a Melee Attack as a part of the action.

Sacred Weapon

Beginning at Archon Rank Three (3), the Archon gains access to the following Ritual:

Sacred Weapon Binding

Prerequisite: Archon

Action Type: Ritual (2 hour)

as a Ritual at a Forge during a Downtime, the Archon can spend two (2) hours embedding their Æthercite Catalyst into a Melee Weapon. This Ritual combines the weapons into a singular Sacred Weapon that functionally operates as both, enabling the Archon to focus their energies on their Sacred Weapon to cast spells and channel sorceries. The Sacred Weapon functions typically as a Melee Weapon, additionally capable of launching a magick projectile as a Cast Attack. In addition, the Archon's Melee Training grants access to Æthercite Catalyst Heroics of comparable Rank.

As a Rapid Action, the Archon can call out to summon the Sacred Weapon to their open hand through a Force Impact. The Sacred Weapon attempts to free itself of any bindings or holdings, flying and spinning through the air in a line to the Archon, who can catch it without fail as a Free Action. The Sacred Weapon slashes any actors that stand between the Sacred Weapon and the Archon as the Sacred Weapon passes through, inflicting Minimum Weapon Damage. A Physical Save negates the Damage entirely. The Sacred Weapon only responds when summoned from a maximum Range equivalent to the Archon's Focus Attribute, and the Archon must be able to speak to call their Sacred Weapon.

Reckoning

Beginning at Archon Rank Five (5), the Archon can expend a Daily Use of their shared pool to maximize their Heroics Damage. The Archon increases their Daily Use shared pool by half (½) of their Grit Attribute. Their Daily Use Pool includes:

Daily Use Pool

Wound (Half (½) Power Attribute)

Force Burst (Half (½) Focus Attribute)

Reckoning (Half (½) Grit Attribute)

The Archon must declare their intention for Reckoning before attempting Heroics that deals Force Damage. The Archon registers a source of Force Damage inflicted by their Heroics as Maximum Damage. The Archon can maximize a single Damage source per Daily Use of Reckoning but can apply multiple uses to Heroics. If the Heroics fail, the uses of Reckoning are wasted.

Steel & Zeal

Once at Archon Rank Seven (7), in response to delivering Hit Point Damage with a Melee Attack, the Archon’s next Heroics that inflict Force Damage gain a Rally Enhancement bonus equivalent to their Power Attribute. In response to delivering Hit Point Damage with Heroics that inflict Force Damage, the Archon’s next Melee Attack roll gains a Rally Enhancement bonus equivalent to their Focus Attribute.

Power Overwhelming

As a Master Archon, at Archon Rank Ten (10), anytime the Archon delivers a Killing Blow to a creature in battle, they siphon a small portion of its life force to empower their attacks further. On a Killing Blow, the Archon gains a Style Enhancement bonus (+2) to their Attack and Damage rolls for the remainder of the battle. The Archon can stack this Style Enhancement a number of times equivalent to half (½) of their Focus Attribute. Outside of combat, Power Overwhelming fades to zero (0).

Archon Perks

Æther Attunement

Prerequisite: Synchronicity

Utilizing both Wound and Elemental Burst on the same Attack Roll will only require a single Daily Use from the shared pool. 

Ætherblade

Prerequisite: Spellblade

Increase your Spellblade Damage bonus to your Full Focus Attribute.

Call Of Power

Prerequisite: Bonded Weapon

You can call your Bonded Weapon from Twice(2*) the Range.  

Tempered Reckoning

Prerequisite: Force Of Reckoning

You no longer waste a Daily Use on a missed Force Of Reckoning attempt.

Virtuous Strike

Prerequisite: Steel & Zeal

Performing a Melee Weapon Attack as a part of a Heroic Action that deals Force or Elemental Damage will gain both the Attack and Damage benefits of Steel & Zeal.

Unlimited Power

Prerequisite: Power Overwhelming

Increase your Power Overwhelming bonus to plus Three(+3) per Killing Blow.

Archon Heroics

Psychic Lance

Prerequisite: Archon(Rank 1) 

AP Cost: 10

Action Type: Cast Weapon Attack

Range: Catalyst Range

As a Standard Action, you can attempt a Cast Weapon Attack against a Target within your Effective Catalyst Range by telekinetically launching an Equipped Melee Weapon that can inflict Slash or Pierce Damage. If successful, in addition to your normal Weapon Damage, your Target suffers 1D8 Force Damage for every Point of your Focus Attribute and inflicts the Impaled Condition, lodging your Weapon in your Targets Body. The Target can attempt a Physical Save against your Attack Roll to Negate the Condition. 

Ensorcelled Strike 

Prerequisite: Archon(Rank 2) 

AP Cost: 20

Action Type: Melee Weapon Attack

Range: Adjacent

As a Standard Action, you can convert any Catalyst or Elemental Heroic that inflicts Damage or a Status Effect as a Standard Action and apply it as a Melee Weapon Attack. If successful, in addition to your normal Weapon Damage, your Attack delivers your selected Heroic to your Adjacent Target, including any Damage, Status Effects, or Effect Radii. You are unaffected by any Area Effects of your own Heroic. Ensorcelled Strike incurs the Action Point Cost of your chosen Heroic.

Bonded Kinesis 

Prerequisite: Archon(Rank 3) 

AP Cost: 30

Action Type: Standard Action

Range: Catalyst Range

As a Standard Action, you can telekinetically launch your Bonded Weapon in a straight line up to your Effective Catalyst Range, cutting through any Targets within its Path of Travel for your normal Weapon Damage an additional 1D8 Slash Damage for every Two(2) Points of your Power Attribute. Affected Targets can attempt a Physical save against your Force Impact to cut any Damage in Half(½). If a Creature fails to pass its Save to reduce Damage during its Travel, you can prematurely end your Weapon’s Path of Travel to inflict the Impaled Condition. Alternatively, if your Bonded Weapon strikes a solid surface, such as a wall, tree, or pillar, it becomes embedded in the surface. At the end of your Turn, your Bonded Weapon, if not embedded in a Creature or solid Surface, will return to your position, slicing through any Targets in a straight line for a second(2nd) iteration of Damage. 

Ætherjolt

Prerequisite: Archon(Rank 4) 

AP Cost: 40

Action Type: Reaction

As a Reaction to your Bonded Weapon coming into contact with any Target, you can channel a selected Catalyst or Elemental Heroic Action that inflicts Force or Elemental Damage as a Standard Action to strike the contacted Target, applying the Heroic as a Single Target Effect. Ætherjolt also incurs the Action Point Cost of your selected Heroic Action.

Bonded Projection

Prerequisite: Archon(Rank 5) 

AP Cost: 50

Action Type: Rapid Action

Range: Catalyst Range

As a Rapid Action, you can project your Bonded Weapon to facilitate your Attacks, allowing you to attempt Melee Weapon Attacks against any Target within your Effective Catalyst Range until the end of your Turn. 

Twisting Nether

Prerequisite: Archon(Rank 6) 

AP Cost: 60

Action Type: Full Action

Range: Adjacent(Radius)

Effect Duration: Rounds

As a Full Action, you can Discharge your Energy Shield to manifest a swirling vortex of Elemental power around yourself, inflicting 1D10 Damage for every Two(2) Points of your Focus Attribute in a Trained Element to all Adjacent Targets at the end of each of your Turns for the Effect Duration. 

Arbiter Warp

Prerequisite: Archon(Rank 7) 

AP Cost: 70

Action Type: Melee Weapon Attack

Range: Catalyst Range

As a Standard Action, you can attempt a Melee Weapon Attack against a Target within your Effective Catalyst Range by whipping your Bonded Weapon at your Target before Teleporting to a Space that is Adjacent to your Target to catch your Bonded Weapon, striking your Target. If successful, in addition to your normal Weapon Damage, your Target suffers an additional 1D8 Slash Damage for every Point of your Power Attribute. As a Move Action, you can Teleport to a new Target within your Effective Catalyst Range to attempt an additional Melee Weapon Attack. 

Highlander

Prerequisite: Archon(Rank 8) 

AP Cost: 80

Action Type: Full Action

Range: Double(2*) Speed(Charge)

As a Full Action, you can alter your physical form into a mass of pure Æthereal energies as you rocket in a straight line in a direction of your choice up to Twice(2*) your Speed as a Charge, passing through any Targets along their Path of Travel, inflicting 1D10 Damage for Every Point of your Focus Attribute in a Trained Element to any Creature on Target. If a solid surface impedes your Path of Travel, you can redirect your Path of Travel and continue your Charge in a new direction. Affected Targets can attempt a Physical Save against your Force Impact to cut any Damage in Half(½). 

Ion Wave

Prerequisite: Archon(Rank 9) 

AP Cost: 90

Action Type: Full Action

Range: Catalyst Range(Cone)

As a Full Action, while wielding your Bonded Weapon, you can unleash a powerful wave of pure energy that severs all Targets within a Cone up to your Effective Catalyst Range, inflicting 1D10 Slash Damage for every Point of your Power Attribute and 1D10 Force Damage for every Point of your Focus Attribute to all Targets within the Affected Area. Affected Targets can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½). Any Target Killed by Ion Wave is burned to ash, unable to be resurrected, reanimated, or regenerated while leaving no remains behind. 

Scion of the Ancients

Prerequisite: Archon(Rank 10) 

AP Cost: 100

Action Type: Melee Weapon Attack

Range: Weapon Range

As a Full Action, you can consume any number of Stacks of your Power Overwhelming Class Feature to unleash captured souls to fuel an assault of Melee Weapon Attacks against any Targets within your Weapon Range, attempting One(1) Attack Roll for each spent Stack. If successful, in addition to your normal Weapon Damage, your Target suffers 1D10 Force Damage for every Two(2) Points of your Power Attribute for each released Stack of your Power Overwhelming Class Feature.