Chaya icon

Chaya

“What does a Channeler, a Bloodbound, and a Wraith have in common? Even if they're standing in front of you lookin' you in the eye, you never see 'em comin'. My advice? Make sure they're on your side.”

The Chaya

Disciplined, focused, and exacting, the Chaya are fighters with a long, winding history that has changed alongside the world around them. For many, their education as a Chaya Disciple starts with studying Kaiya, an ancient martial art descended from the first Channelers. They are on a grueling path of self-mastery and understanding, to bring their body, mind, and spirit in harmony to become a conduit for Aehterium, the transcendent force pervading all material things.

In the modern era of Adamah, the rigors of the Chaya have changed immensely. Each is a focused warrior, fast on their feet and even faster with their weapon. From those who underwent study in secluded academies to others who chose technology and the shadow of corporations instead of personal understanding, the Aeht-bond means many different things now than it did hundreds of years ago.

No matter what path an individual Chaya has chosen, there is no obstacle they can't overcome or wall they can't scale. Each strike, cut, or shot they make is delivered with devastating accuracy.

HP Dice

+1d8 per level

HP at 1st Level

Base HP + 8 + Endurance Modifier

HP at Leveling

1d8 + Endurance Modifier

Optimal Abilities

Agility & Endurance

Aptitude Dice

1d4

MAB

4

Gear Aptitude

Light and Medium Armor, Shields, all Simple Weapons, select Martial Weapons: Bastard Sword, Carbon Fiber Knuckles, Combat Gloves, Glaive, Nanite Taser Baton, Nunchaku, Rapier, Scimitar, Katana, Quantum Whip, Sniper Rifle, Blowgun, Magnum, Nano SMG, Compound Bow.

Level Summary

LevelAptitude DiceBase Class Feats
1d4Kaiya Stance
2d4Base Bracket Pool
3d4First Aeht-bond, Base Bracket Pool
1

Kaiya Stance

You begin your path by choosing one particular Kaiya Stance. This is how you choose to form your Kaiya and express your physical skill.

Dual Wielder

Passive

While wielding two weapons, you deal 1d4 extra damage to Additional Attacks. If your Core Action Attack misses, your Additional Attack gains +3.

Damage Dice increases: Level 5 = 2d4, Level 8 = 3d4, Level 12 = 4d4, Level 16 = 5d4.

Kaiya Initiate

AP: 1 | QA/R

When you make a successful Physical Strike, you can make an additional Physical Strike against the same creature. You can add 1d4 to the secondary strike’s damage.

Damage Dice increases: Level 5 = 2d4, Level 8 = 3d4, Level 12 = 4d4, Level 16 = 5d4.

Reactive Block

AP: 1 | R

While wearing armor, a shield, or shield generator you gain +1 to Fortitude Defense Rolls and can negate 1d4 of incoming damage.

Negated Dice increases: Level 5 = 2d4, Level 8 = 3d4, Level 12 = 4d4, Level 16 = 5d4.

Shadow Strike

AP: 1 | QA/R

When making an Attack while Hidden you can deal 1d4 extra damage. You gain +2 to this Attack Roll. If a target is Blinded, Incapacitated, or Grappled, you may use Shadow Strike without the Hidden condition.

Damage Dice increases: Level 5 = 2d4, Level 8 = 3d4, Level 12 = 4d4, Level 16 = 5d4.

Target Fixation

AP: 1 | QA/R

Duration: Until end of your next Turn. Range: 20 m. Designate one creature you can see within Range and add +1 to your Attacks against them. This attack ignores all but Significant Cover.

Bonus increases: Level 5 = +2, Level 8 = +3, Level 12 = +4, Level 16 = +7.

2

Base Bracket Pool

At level 2, you gain one Feat from the Base Bracket Pool. You choose a second Feat from this same pool at level 3. These Feats are categorized to help you choose based on your playstyle.

Defensive Feats

Instinctive Vigilance

AP: 1 | R

When you are Surprise Attacked or targeted by a Hidden creature, roll an Awareness Skill Check with +2 to detect the incoming attack. On success, gain +2 to the resulting Defense Roll.

Resilient Resurgence

AP: 1 | R

Gain HP equal to 1d6 + your level. May be used a number of times equal to your Endurance Modifier per full Short Rest.

Slippery Target

AP: 1 | R

Gain +2 to Reflex Defense Rolls against Grappled, Restrained, or Paralyzed effects. On success, gain +1 m of optional Movement until end of your next Turn.

Vengeful Counter

AP: 1 | R

When you take damage from an attack, you and the attacker roll a Contested Awareness Skill Check. On success, if the attacker is within Range, you automatically deal damage to them with your held weapon.

Offensive Feats

Aim Small, Miss Small

Passive

Your Critical Success range with Ranged Weapons becomes a base 19–20. However, your Critical Failure range becomes a base 1–2.

Disarming Blow

AP: 1 | QA/R

On a successful Unarmed or Melee Attack, make a contested Stamina Skill Check against the target. On success, knock the target’s weapon out of their hands (lands 2 m away). Does not work on Heavy weapons.

Fighting Dirty

Passive

When wielding a Melee Weapon while Hidden, ignore creature’s Mundane Armor THP when dealing damage.

Opportunistic Shot

AP: 1 | QA

While wielding a Ranged Weapon and behind Cover or Hidden, make one Ranged Attack. Afterwards you are spotted, and the next attack against you gains +2.

Utility / RP / Mobility Feats

Nimble Reflexes

Passive

Once per Encounter you can use any Movement Actions as a Free Action.

Nomadic

Passive

Gain Aptitude in two Skills of your choice. On first meeting someone, any Insight Skill Check can be attempted at +2.

Pickpocket

AP: 1 | QA

Gain Aptitude with the Thievery Skill. On any failed Thievery Skill Check, you can immediately re-roll once.

Timely Intervention

Passive

At the start of an Encounter your first Roll is at +2, or you can move up to three places up or down in Initiative.

3

First Aeht-bond

At level 3, you receive a single passive feature tied to your future path. This marks the beginning of your Kaiya's deeper transformation — your link responding to your intentions, your senses attuning to what's to come.

You also gain your second Feat from the Base Bracket Pool.

Channeler Path

Kaiya Novitiate

Ability Bonus: +1 to Agility or Strength

You may use the Run Action to move up vertical surfaces or across water at half speed. You will fall if you end your Turn on these surfaces.

Bloodbound Path

Gunforged Legacy

Ability Bonus: +1 to Agility or Endurance

Gain Aptitude with the Gun Smithing Toolkit.

Wraith Path

The Shadow’s Call

Ability Bonus: +1 to Agility or Cognition

You may move through 1 m of Occupied or Challenging Terrain each Round without provoking Attacks of Opportunity.