Shifter

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While others fear the whispers of the unknown, Shifters seek it out of their own volition. Deep within they feel the call of powerful entities—horrific alien deities of madness, the peerless gods of mankind’s youth, and others more unknowable still. By forging pacts with these beings, Shifters command frightening magic power, the ability to explore other worlds on a whim, and the capacity to bind lesser creatures to their will. For a price.

STARTING CLASS PACKAGE



(Ability Bonuses: + 3 to Charisma and Wisdom)

Class Prime Attribute: Charisma
Chosen Prime Attribute: Any
Hit Points: Con + Str
Power: Cha + Int + Wis
Sanity: Wis + Cha
Actions: 2 + Con mod
Initiative: Dex mod + Level
Armor Class: 7 + Dex mod + Wis mod
Deathblow: (1d6 + Level) x Str mod
Recovery Dice: (1d6 + Level) x Con mod

Core Abilities: Gatekeeper, Exacting Servitude, Wasteland Wizard

Passive Abilities: Speaking in Tongues

Weapon Proficiencies: Light Arms, Ancient, Mystic

Skills: Astronomy, Cooking, Computer Operation, Disguise, Divination, Lore: Intelligences Lore: Demons, Lore: Rifts, Wilderness Survival, Language (any), Literacy (any), Geometry, Horsemanship.

Inventory: 1d6X100 credits worth black market items, backpack, bedroll, hooded clothing, set of outdoors clothing, satchel, 1 data tablet, 1 leather journal, pen and ink, binoculars, flashlight, survival knife, divination mirror, silver ritual knife, wand, canteen, compass, waterproof map, 1 Energy Pistol, 4 E-Clips, 1 set mega damage armor, 1 ancient weapon, 1 lb of salt, 100’ of lightweight cord and grappling hook, 5 lbs of rations, mess kit.

Shifter

RIFTS & RUINS: KILL YOUR CONSCIENCE Ninneveh Ninneveh