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- Select one of the following classes. Each class has their own unique skill tree to follow. leveling a class up requires A: Divine Intervention (The GM Determines when, generally after a boss is slain) or B: Purchase. As you level up, the latter option will likely become too costly. The first ability of the class is shown below. The GM will show other abilities if asked.
- Barbarian: The Barbarian relies on brute force and power to overwhelm their foes; using their anger and rage to their advantage to tear through the enemy forces.
- The barbarian begins with the ability to rage. Rage calls upon inner reserves of strength and ferocity, granting combat prowess. While in rage, the Barbarian ignores most pain (becoming nearly immune to spells that rely solely on this), and gains a bonus to attack rolls, damage modifiers, and defense rolls. The rage lasts for three rounds. When the barbarian is finished, he/she becomes fatigued, taking a penalty to defense and attack modifiers for three rounds. The Barbarian can call upon the rage again after the fatigue ends.
- Duelist: The pinnacle of swordplay, duelists utilize swift, precise attacks and wear little to no armor.
- The duelist begins with a bonus to dodging when wearing no armor or shield. This bonus scales with the duelist's level.
- Fighter: Being the quintessential DPS/Tank combo, fighters master both weapon and armor over time, using deadly combat techniques to overwhelm the foe.
- Select one weapon; the fighter becomes proficient in that weapon's use and gains a bonus to all attack rolls using that weapon.
- Warlord: Warlords are one of the "leader" based fighting classes; they run the battlefield through sheer dominance, using fear to both intimidate their foes and spear their allies farther.
- Frightful Strike: Whenever a Warlord attacks and successfully damages a foe, the target has a chance to become shaken with fear. A critical strike causes all surrounding foes to become frightened, if they can see the attack.
- Knight: Masters of defense and combat; the knight is easily capable of taking damage, all the while beating their foes to a bloody pulp.
- Shield Proficiency: The knight gains a bonus to blocking with all forms of shields. This bonus scales up as they level. Additionally, the knight's shield bash has a small chance to stun a foe.
- Masters of martial arts, a Monk uses their bare fists and numerous stances to dance across the battle field.
- A Monk's fists take no penalty and gain a small bonus when attacking with them. They also begin with the ability to focus a particularly powerful punch that has a moderate chance of stunning the foe.
- Ranger: Rangers are masters of the hunt, training to take down a certain enemy that they deem "game". They're rather adept at using projectiles as weapons, most notably, the bow.
- The Ranger selects favored prey. Attacks made against the favored prey has a bonus on all attacks made against the selected creature. The ranger can select another favored enemy at level 5 and 10.
- Rogue: Rogues are masters of subterfuge and stealth, disabling traps and devices for their allies while sneakily taking out the enemy.
- The rogue begins with the ability to attempt disabling traps or rigging certain objects. Massive things, such as automatons or golems, are, for the most part, exempt from this. When a rogue successfully lands an attack on an unsuspecting enemy, the attack receives a lethal bonus. This bonus scales with the rogue's level.
- Spellblade: Spellblades are mages who chose to 'dabble' and experiment with their magic in order to make it more combat friendly. Utilizing powerful spells, they're at home with both combat and magic.
- The spellblade can cast a spell using one hand, while using a one-handed weapon in the other. This is similar to dual wielding, except that the spellblade can attack and cast the spell from his/her hand at will. The spellblade begins with an elemental touch spell. (Fire, ice, electricity, or poison)>
- Alchemist: Alchemists are often regarded as being just as unstable and unpredictable as the concoctions he/she brews.
- Alchemy: The Alchemist doesn't cast spells normally. Instead, he/she creates unique magical extracts that mimic the effects of a spell. These extracts typically appear as a potion. Due to the extracts being treated as an item, they can be given to allies for use, but when the alchemist runs out of extracts, he/she can no longer cast spells. The Alchemist can also prepare alchemical bombs that scale in power with their level. Potions and mutagens are also capable of being created by the alchemist through certain ingredients.
- Wizard: Wizards are the most versatile caster class available, preferring to learn general magical tricks in order to augment their spells, as well as well-known spells that are known for their effectiveness.
- Wizards begin with magic bolt. This spell sacrifices the damage it deals in favor of uncanny accuracy. Additionally, the wizard may scribe spells at the cost of gold, which in turn can be used by their allies.
- Necromancer: Necromancers focus on a darker side of magical lore; raising the dead to do their bidding, and using the forces of dark magic in order to exhaust the enemy.
- Necromancers begin with necrobolt. Though this spell isn't as accurate as the wizard's magic bolt, it deals more damage and has a lingering effect of draining the foe over time. Necrobolt can also be used to heal undead.
- Druid: Druids command the forces of nature in order to pacify animals, manipulate weather, and control plants. They're also capable healers.
- Nature's Bond: The Druid begins with a powerful, unique animal companion that's treated as a magical beast. This animal companion grants a bonus to the druid's statistics depending on the animal. You begin with cure light wounds to heal allies.
- Summoner: Summoners call forth creatures from other dimensions in order to do their bidding.
- A summoner begins with the ability to summon a powerful outsider known as an Eidolon. Eidolons can speak intelligibly. When an Eidolon dies, they're merely cast off for 10 rounds, and can be resummoned after that time. Consult the DM On an appropriate Eidolon. The Eidolon is "Linked" to the summoner, and as a result, the summoner may pay their own life force to sustain the Eidolon's own.
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