Harvest

Cutting The Strings Of Fate

AdeptApothic

"It was their own choices that destroyed them. I just nourished the hunger within those flames."

~ Ana, Krone Harvest

Life is a tricky thing, it would seem. Thousands of tiny particles, chemicals, and impulses work through harmony and chaos to forge something new. Something greater. Something alive. Yet, on their own, such small building blocks yearn for meaning and purpose, on a journey for something better than oneself to become a part of—to make oneself whole.

As the hybridization of the Adept and Apothic Base Classes, the Harvest has a connection to the flows of life and death, embracing mysterious arcane abilities in tandem with advanced apothical sciences. The trademark of a Harvest is their ability to build momentum as they expend Action Points, gaining metaphysical power as they consume more energy. In addition, the Harvest can interweave their magicks and sciences to rapidly heal creatures from a distance, enhance their neural pathways with a specialized medical formula, and build or release incredible latent energies within themselves.

Historically Speaking

The methodology of what would become the Harvest was first observed in the Verdant Sect's earliest days within the Veiled Forest's twisted hollows. Those that walked the Path of Balance tended to the agricultural needs of the Holy City, tasked with maintaining an eternal blossom of life to foster the growth of the faithful. Over time, Verdant Travelers Awoken by Æthercite could see the strings of the æther ever so gently plucking and pulling the lifeforce of all beings to guide them on their journey. These lines could be cut or mended by a spirit both careful and caring. The Adepts, called Harvests by the faithful, were able to shape the lifescape of the land itself, channeling life into dead trees so that they might bear fruit once again, burning away the rot and parasites that would come to threaten their wards, acting as a conduit of both life and death in tandem. Outsiders who learned of the practice were often fascinated by their capabilities, seeking further application for their talents.

The Modern Harvest

Today, the Harvest is a crucial member in any settlement. Their knowledge of Apothicine, mysticism, and the flows of æther that permeate the world has proven indispensable to any community. Further, their ability to command deadly forces while rejuvenating those deemed worthy has drawn students of their craft from all walks of life. Modern Harvests find themselves sought by Companies who need practiced physicians, mystical experts, or skilled researchers. A Harvest is suited for a career as a doctor, scientist, or horticulturist. Unscrupulous Harvests act as unjust facilitators, stealing life from the innocent to empower the wicked.

Class Features

The Harvest’s Class Features are focused on manifesting Healing magicks, creating a potent neurostim, and gaining and releasing æthereal energies within themselves. In addition, the Harvest Class benefits from having high Focus, Skill, and Charm Attributes.

Vitals

Hit Points Per Rank: +7

Action Points Per Rank: +6

Equipment Training

Weapons: Æthercite Catalyst, Compound Lance, Light Melee, Sidearm, Staff

Armor: Cloth Armor, Light Armor, Energy Shield, Light Shield

Elements: Biotic, Cryonic, Electric, Pyrotic

Class Abilities

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

Innate Class Abilities: Arcana/Apothicine

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

Selected Class Abilities: Culture, Deception, Electronics, Intimidation, Perception, Tact

Harvest Ranks

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

Harvests benefit from investing in a high Focus Attribute, enhancing their Class Features such as Ampere, powering Cast Attacks, increasing their Total Action Points and available Action Slots, and increasing any Arcana, Electronics, or Engineering Ability Checks. Harvest players can also benefit from investing in a high Charm Attribute, allowing them to assume the role of the Company face, enhancing Class Features such as Neurostim, providing a bonus to their Healing Modifier, and benefiting their Culture, Deception, Intimidation, and Tact Ability Checks. Harvest players will also benefit from a honed Skill Attribute, improving their Ranged Attacks, Physical Armor, Initiative and Speed, effectiveness with Maneuvers, and any Acrobatics, Drive, and Stealth Ability Checks.

Rank-by-Rank Attributes/Features

Rank One (1). Focus (+2), Power (+1), Charm (+1)—Lifeforce Burst, Neurostim

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

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

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

Rank Five (5). Skill (+1), Focus (+1), Charm (+1)—Duality

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

Rank Seven (7). Skill (+1), Focus (+1)—Void Flash

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

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

Rank Ten (10). Focus (+2), Skill (+1), Will (+1), Charm (+1)—Enlightenment

Lifeforce Burst

Beginning at Harvest Rank One (1), as an alternate use of Force Burst, the Harvest can now utilize their Æthercite Catalyst for healing a biological creature within Weapon Range as a Standard Action. Lifeforce Burst heals for an amount equivalent to the Damage Roll of an Æthercite Cast Attack, including the bonus Damage of a Force Burst and their Healing Modifier.

Neurostim

Beginning at Harvest Rank One (1), the Harvest increases the number of Doses created in a Daily Batch of Toxin by an amount equivalent to half (½) of their Focus Attribute. The Harvest can now take doses of their Toxin to alter their body chemistry temporarily. As an alternate use of Toxin, as a Rapid Action, the Harvest can ingest their concoction to stimulate their mind for their Effect Duration in Rounds. The Neurostim only functions this way when taken by the Harvest that created it. To all others, it is still poison. While in effect, the Neurostim provides a Precision Enhancement to all direct Force Damage dealt by an amount equivalent to the Harvest’s Charm Attribute and all direct Healing Effects by an amount equal to their Focus Attribute.

Ampere

Beginning at Harvest Rank Three (3), the Harvest begins to draw æther within themselves as they expend their energy reserves, gaining an Ampere Charge each time they utilize Heroics. The Harvest can pay Ampere Charges to facilitate unique Heroics. Additionally, each Ampere Charge grants the Harvest a Rally Enhancement bonus (+2) to all Force Damage and Healing Rolls. Ampere’s bonus can stack a number of charges equivalent to half (½) of the Harvest’s Focus Attribute. If the Harvest fails to spend any Action Points as a part of Heroics for an entire Round, their current number of Ampere Charges drops to zero (0).

Duality

Beginning at Harvest Rank Five (5), the Harvest gains a Style Enhancement bonus to any Attack, Damage, Healing, or Impact Rolls made for Heroics equivalent to half (½) of their Charm Attribute Action when that Heroics would affect both a Hostile and Non-Hostile target. Duality extends to any Heroic that fulfils those requirements, including those with different effects on select targets.

Void Flash

Once at Harvest Rank Seven (7), the Harvest can harness their stored Ampere Charges to unleash a torrent of æthereal energies. As a Free Action, the Harvest can double (2*) the Rally Enhancement bonus of their accumulated Ampere Charges for a single Round. At the end of the Round, their stored Ampere Charges are reduced to Zero (0).

Enlightenment

As a master Harvest, at Harvest Rank Ten (10), once the Harvest maintains at least five (5) Ampere Charges, all Action Point Costs of their Heroics are reduced by half (½).

Harvest Perks

Lifeforce Critical

Prerequisite: Lifeforce Burst

When performing Lifeforce Burst to restore Hit Points, you can Roll a D10 to confirm a Critical Hit. On a Critical, increase Hit Points converted to the Maximum possible value. 

Enduring Stimulants

Prerequisite: Neurostim

Increase the Effect Duration of your Neurostim to Minutes, up from Rounds. 

Lingering Amplifier

Prerequisite: Ampere

You can go a single Round without expending Action Points before your Ampere Charges fade to Zero(0).

Congressional Power

Prerequisite: Duality

Increase the Duality Grouping bonus to your Full Charm Attribute

Flash Siphon

Prerequisite: Void Flash

Your Void Flash now reduces your current Ampere Charges by Five(5) instead of lowering your current Ampere Charges to Zero(0).

Transcendence

Prerequisite: Enlightenment

You now reach Enlightenment at Four(4) Ampere Charges, down from Five(5).

Harvest Heroics

Focus Beam

Prerequisite: Harvest(Rank 1) 

AP Cost: 10

Action Type: Rapid Action

Range: Catalyst Range

As a Rapid Action, you can inflict an unavoidable 1D10 Force Damage against a Target within your Effective Catalyst Range. Focus Beam inflicts an additional 1D10 Force Damage for each consecutive use against the same Target. You can alter the Damage Type of Focus Beam to any Trained Element. The bonus Damage will reset if you go an entire Round without striking your Target with Focus Beam. 

Lifebloom

Prerequisite: Harvest(Rank 2) 

AP Cost: 20

Action Type: Standard Action

Range: Catalyst Range

Effect Duration: Rounds

As a Standard Action, you can utilize your Æthercite Catalyst to launch an orb of healing energies at an Organic Target within your Effective Catalyst Range, restoring 1D8 Hit Points for every Point of your Charm Attribute and your Healing Modifier and granting a Stack of the Regeneration Enhancement for every Two(2) Points of your Focus Attribute of your for the Effect Duration. 

Flashbolt

Prerequisite: Harvest(Rank 3) 

AP Cost: 30

Action Type: Move Action

Range: Half(½) Catalyst Range(Cone)

As a Move Action, you can emit a bright flash of light that sears all Targets with Æthereal energies, inflicting 3D6 Force Damage for each Ampere Charge you currently hold to all Targets within a Cone equal to Half(½) your Effective Catalyst Range. Alternatively, you can emit a flash of therapeutic light, restoring 3D6 Hit Points and your Healing Modifier to all Organic Creatures within the Affected Area. You can alter the Damage Type of Flashbolt to that of any Trained Element.   

Stamina Restore

Prerequisite: Harvest(Rank 4) 

AP Cost: 40

Action Type: Standard Action

Range: Catalyst Range

As a Standard Action, you can revitalize a Comrade within your Effective Catalyst Range to restore 1D6 Action Points for every Point of your Charm Attribute and remove the Exhausted Injury from your Target. However, you can not benefit from Stamina Restore. 

Shifting Scales

Prerequisite: Harvest(Rank 5) 

AP Cost: 50

Action Type: Full Action

Range: Effective Catalyst Range/Half(½) Will Attribute (Radius)

As a Full Action, you can attempt a Force Impact to unleash a powerful burst of Æthereal energies at any point within your Effective Catalyst Range that inflicts 1D10 Force Damage for every Point of your Focus Attribute to any Targets of your choice within a Radius equal to Half(½) of your Will Attribute. You can restore the Damage dealt as Hit Points to a Comrade within the Affected Area for each Target struck. A single Target can benefit from multiple Heals. Affected Targets can attempt a Physical Save against your Force Impact to cut any Damage in Half(½). You can alter the Damage Shifting Scales to that of any Trained Element.   

Gemini Factor

Prerequisite: Harvest(Rank 6) 

AP Cost: 60

Action Type: Free Action

As a Free Action, while using a Heroic Action that inflicts Damage or restores Hit Points, you can swap the effects of your Heroics, causing any Damage dealt to instead be restored as Hit Points and any Hit Point Recovery to be suffered as Force or Elemental Damage. 

Swarming Soulmass 

Prerequisite: Harvest(Rank 7) 

AP Cost: 70

Action Type: Full Action

Range: Catalyst Range

As a Full Action, you can expend all of your Ampere Charges to unleash a Swarming Soulmass, a flurry of harmful and vital energies that whirls around you, allowing you to pay your Ampere Charges to fire beams of energy at Targets within your Effective Catalyst Range. For each Charge spent, as a Rapid Action, you can fire a beam that inflicts 1D10 Force or Elemental Damage for every Two(2) Points of your Focus Attribute to a Target. Alternatively, as a Rapid Action, you can fire a regenerative beam at an Organic Target to restore 1D10 Hit Points for every Two(2) Points of your Charm Attribute. Affected Targets can attempt a Physical Save against your Force Impact to cut any Damage in Half(½). You can no longer gain new Ampere Charges while Swarming Soulmass is Active. If Combat ends while Swarming Soulmass is Active, your remaining Ampere Charges are lost. 

Void Flare

Prerequisite: Harvest(Rank 8) 

AP Cost: 80

Action Type: Void Flash

As a part of your Void Flash Class Feature, your next Heroic Action this Turn will be an Automatic Critical Hit.

Soul Transfer

Prerequisite: Harvest(Rank 9) 

AP Cost: 90

Action Type: Ritual(Four Hour)

As a Ritual at an Apothical Lab during a Rest Period, you can extract the soul from a Living Organic Creature, killing it, and placing it into an Organic Dead Creature’s Body, reviving it. To remove a Soul from a Creature, it must be either compliant, restrained, or otherwise incapacitated for the Full Duration of the Ritual. a Dead Creature’s remains must be suitable for revival to be a viable candidate for Soul Transfer. You can only Soul Transfer between Creatures of identical Size. 

Reclamation

Prerequisite: Harvest(Rank 10) 

AP Cost: 100

Action Type: Full Action

Range: Catalyst Range(Radius)

As a Full Action, you can destroy the corpses of any Organic Creatures within your Effective Catalyst Radius to break down their bodies into raw Æthereal power. You restore 1D10 Action Points for every Two(2) Points of your Focus Attribute for each corpse destroyed in this way.