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Just random Classes

Apr 19th, 2014
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  1. Class name: Dracomancer
  2. Starting gear: Iron Dragonscale Mail and an Iron weapon of their choice
  3. Starting abilities: Welp-Breath: Once every three turns the Dracomancer can give off a small breath of the element of their choice (Can only choose once) that does light damage.
  4.  
  5. Perk 1: Dragon Strength: The User can channel their dragon power into stronger melee attacks.
  6. Perk 2: Dragon Fire: Welp Breath is now a full fledged dragonfire on terms with a basic fireball.
  7. Perk 3: Dragon-wings: The User grows wings and can now fly.
  8. Perk 4: Hellfire Breath: The Dragonbreath is now on terms with Hellfire in potentcy. As well they can absorb a dragon-soul and get the Advanced Class: Dragonknight for free.
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  12. Advanced Class name: DragonKnight:
  13. Starting gear: Dragonscale Armor And a Dragonbone weapon of their choice with an enchantment of their element.
  14. Starting abilities: All Abilities of Dracomancer.
  15.  
  16. Perk 1: Titanic Dragon Fury: They can enter a berserker mode akin to that of a dragon's, covering themselves in dragonfire of their element and dealing heavier melee damage and firebreath damage. It lasts for 3 turns.
  17. Perk 2: Draconic Spear: They cover their weapon in dragonfire in the shape of a speak and throw it or utilize it for 4 turns for longer reach or as a mounted weapon. Wyvern Mount: They gain a small wyvern of their element that they can summon and ride into combat.
  18. Perk 3: Enhanced Dragon Strength, Wings, and Fire: Better of everyone of these qualities.
  19. Perk 4: Form of a Dragon: The user can fully engulf themselves with the flesh of a dragon to utlize their strength, breath, and various other attacks and defenses. This form lasts for 10 turns.
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  22.  
  23. Class name: Grey Guard
  24. Starting gear: Iron Chainmail, Iron Halberd, 5 Anti-magic Poisons
  25. Starting abilities: Can three times per match redirect a spell in flight towards him or herself.
  26.  
  27. Perk 1: Can negate the damage once per match of any basic spell, and reduced the damage of a stronger one by 30%.
  28. Perk 2: Perk 1 is upgraded to two times. Can Put the negation onto an ally.
  29. Perk 3: Perk 1 is upgraded to reduce damage of stronger spells by 50%. Can now redirect a spell towards an opponent 50% of the time.
  30. Perk 4: The redirection is now 80% and perk 1 can be used 5 times per match. As well The grey guard can now for three turns be immune to all spell damage.
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  33.  
  34. Class name: Scout:
  35. Starting gear: Leather Armor, Two Iron Dagger, a Parascope
  36. Starting abilities: Spot Enemies: You can check any notable features that are within the enemies that you normally wouldn't see.
  37.  
  38. Perk 1: For two turns you can not be damaged by enemy attacks, but not damage them.
  39. Perk 2: Spot Weaknesses: You can spot weaknesses within the enemie's ranks or within themselves. Using your knoweldge on various facts you can also relay many other weaknesses on the individual enemies to the others.
  40. Perk 3: You can turn invisible and scout ahead, but not attack, and weaken the enemy by stealing their weapons, for four turns.
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  43.  
  44. Class name: Mercenary
  45. Starting gear: Iron Armor, Iron dual axes
  46. Starting abilities: BLoodlet: You make an attack that doesn't kill the opponent but instead spills their blood doing damage overtime.
  47.  
  48. Perk 1: Eye Shot: You throw either sand or spit into your opponent's eyes to blind them temporarily.
  49. Perk 2: Bonebreak: You hit an opponent just right to try to break a bone, but not dealing any lethal damage.
  50. Perk 3: Headcleave: You instantly kill a weakened opponent with a head but at a higher chance of failure.
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  54.  
  55. Class name: Arena Fighter:
  56. Starting gear: Iron Armor, Iron Sword, Iron Round Shield
  57. Starting abilities: none
  58.  
  59. Perk 1: Zeal: You know how to fight in the arena and impress the audience so you get 25 extra gold every fight.
  60. Perk 2: Finishing Blow: You do increased damage with this blow on a weakened opponent and if it succeeds you get 25 extra gold after the match.
  61. Perk 3: Spectacle: IF you increase the length of your fight with an opponent you can get 10 extra gold for every extra turn you have with him.
  62. Perk 4: Duel: You can challenge any intelligent opponent to a fair duel that their enemies won't partake in. However you must also hold yourself back to fight on an even level, but as do they. Winning nets you an extra 50 gold. (DM decides how it's made fair.)
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  65.  
  66. NEW
  67.  
  68. Class name: Blood Mage
  69. Starting gear:
  70. Starting abilities: You can convert health into mana. (Aprox: 50 mana)
  71.  
  72. Bloodbolt: You use 10 blood mana for an offensive bolt that's more powerful than a similar bolt of it's mana cost.
  73.  
  74. Perk 1:
  75. Perk 2:
  76. Perk 3:
  77.  
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  79.  
  80. Class name: Bloode Sorcerer
  81. Starting gear:
  82. Starting abilities: none
  83.  
  84. Perk 1:
  85. Perk 2:
  86. Perk 3:
  87. Perk 4:
  88.  
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  90.  
  91. Class name: Arena Champion
  92. Starting gear: Champion Guard Armor, lightweight equal to orcanium, and a Orcanium sword.
  93. Starting abilities: Champions Roar: You can Cheer on the crowds, having them rain down random amounts of money, roughly 5-500 (5 rolls of 100)
  94. As well they can do Duel and Finishing Blow like the Arena Fighter
  95.  
  96. Perk 1: Champion's Yield: The Champion has an increased chance to have an opponent of intelligence to yield.
  97. Perk 2: Call to the Crowd: The Arena Fighter can ask the crowd whether the enemy should be killed or not if they are able to pin them. If they answer release
  98. Perk 3: Champion's Honor: The Champion has increased strength and speed if his allies or himself are injured, increasing as the injuries become larger.
  99. Perk 4: Champions
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  101.  
  102. Class name: Ninja
  103. Starting gear:
  104. Starting abilities: none
  105.  
  106. Perk 1:
  107. Perk 2:
  108. Perk 3:
  109. Perk 4:
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