Marked

*Notes: This class was originally designed to emulate the Dishonored franchise (and to an extent, Prey and Deathloop), but has evolved a bit since then. You can just as well use it to create a Force User from Star Wars, or a Vessel from Hollow Knight, or a Symbiote from Marvel. Replace Outsider Gift with Force Powers or Symbiote Manifestations or Soul Spells or Residuum Slabs or Neuromod upgrades. The Outsider and the Void might be the Force, or the Typhon, or the Snail Shamans, or your Symbiote, or the Blackreef Anomaly.*

**Alignment:** Any

**Hit Die:** d8

**Class Skills:** 4+ Int mod. Acrobatics, Appraise, Athletics, Bluff, Craft, Diplomacy, Disable Device, Escape Artist, Initiative, Intimidate, Knowledge (Occult and 2 other of choice), Perception, Profession, Sleight of Hand, Sense Motive, Stealth.

**Role:** The Marked gain their power from the mysterious Outsider, whether they worship him or not. They are just as comfortable in the flay of a battlefield as they are skulking in the shadows of a back-alley.

**Proficiencies:**  light armor, all simple and martial weapons, and firearms.

**Mana Pool:** At first level, you gain a pool of mana equal to your level+ your Wis modifier. It replenishes fully after a night's rest. Worshipping at an altar to the Outsider for one minute per level in this class also fully replenishes this pool.

**Bonus Feat:** At 1st level and every four levels thereafter (5th, 9th, 13th, 17th) you gain a bonus feat that you meet the prerequisites for. This must be a combat feat, gift feat, Additional Bonecharms, or Extra Outsider Gift. You treat your HD as your BAB for the purposes of meeting BAB prerequisites.

**Gifted:** At first level, second level, and every second level thereafter, choose an Outsider Gift you meet the level requirement for. You must have a free hand to use Gifts that require you to spend mana. You may instead choose to enhance a gift you already possess, so long as you meet the prerequisites.

**Blade Clash:** At third level, you gain the Opportune Parry and Riposte Swashbuckler deed, that functions off of your Mana pool.

**Evasion:** At seventh level, you gain Evasion. This becomes improved evasion at 11th level.

**Signature Gift:** At tenth level, select a gift you possess. If it is an active gift, you decrease the mana it costs by 1 (minimum 1). If it is a passive gift, you're treated as 2 levels higher for the purposes of enhancing it. If you already have the enhanced version, you gain another passive gift of your choice you meet the prerequisites for (including being treated as 2 levels higher).

**Quick Gifts:** At fifteenth level, you may use an additional swift or immediate action each round, provided you spend at least one of them on a gift or class feature from this class that requires a swift or immediate action to activate. You may do this a number of times per day equal to your Wis modifier.

**Improved Signature Gift:** At nineteenth level, your signature gift improves. If it is an active gift, the mana cost is decreased by an additional 1 for a total decrease of 2 (minimum cost 0). If it is a passive gift, it can now be passed through Arcane Bond if you possess Arcane Bond. If it already could be, or you do not possess Arcane Bond, then you gain an additional passive gift of your choice. If you were given another passive gift by Signature gift and it is not enhanced, that one is instead automatically enhanced.

**Revenge Solves Everything:** At twentieth level, a number of times per day equal to your Wis modifier, you may retaliate against a creature that has attacked you. This is an immediate action. Whenever you are targeted by something that does damage, you may roll the same amount of damage as they do, using your modifiers instead of theirs. You subtract the damage you do from the damage they do, at a 1:1 ratio. If this reduces their damage to zero, their attack is negated (along with any other properties it may have, such as poison). Any damage you do above theirs, they take instead.

For example, if you use this ability when someone targets you with a Vital Strike while wielding a great sword, you would both roll 8d6 and add any modifiers as if you were making the same attack (Such as your Str modifier, any abilities that increase your damage for great swords, or any abilities that increase your damage for vital strike).

You may also use this ability if you are in the area of an area effect. In which case, you must forgo any save it allows and make an attack roll against the DC. You roll the same damage as the area effect, as above, but remaining damage you do beyond bringing it to zero has no effect. Treat the reduced amount of damage as the original damage for the effect.

For example, if a dragon uses its breath weapon and you use this ability, you make an attack roll against the breath weapon's DC of 27. You both roll 10d6. The dragon gets 40 and you get 25. The total damage everyone in the area takes is 15, with a reflex save for half. You have forgone your save by using this ability, so you take the 15 damage regardless.