TTHelvianTT

Classes

Jun 12th, 2017
172
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 17.90 KB | None | 0 0
  1. Classes rely on different ways to maintain their abilities. They are as follows:
  2.  
  3. A resource: The most common being mana. Mana may be restored by mana potions. Meditating for one un-interrupted round restores 50% of your mana. Certain classes may use unique resources instead.
  4.  
  5. Cooldown: Cooldowns limit how often the class can use their ability.
  6.  
  7.  
  8.  
  9.  
  10.  
  11.  
  12. Fighter: Fighters are front line fighters that are capable of both dishing out damage and taking it.
  13.  
  14. Equipment: Begin with a sword, shield, and medium armour. (Scale/chainmail.)
  15.  
  16. Skills: Power Strike: Bread and butter attack that deals more damage than usual, gaining a +2 bonus to hit. (CD: 3)
  17.  
  18. Level 2: Quick Attack (CD: 3): You may attempt a quick, albeit dirty attack on the target. If the target is in the midst of using a skill or attacking, they'll be stunned for one round. Quick attack will always hit first.
  19.  
  20. Level 3: Charge (CD: 3): You may charge at the target. During your charge, you move much faster, allowing you to clear more ground. You may follow up with an attack or ability after the charge; if you follow up with Power Strike, the target must succeed a check or be stunned for a round.
  21.  
  22. Level 4: Crush: (CD: 4): Strike the target with a powerful blow, crushing their armour and dealing damage based on how heavy the armour is.
  23.  
  24. Level 5: Martial Prowess: You may chain together two melee skills. Example: Crush, followed up with power strike. Charge is treated as a melee skill. (You cannot charge then follow up with both.)
  25.  
  26. Hybrids
  27.  
  28. Paladin (Priest+Fighter): https://pastebin.com/UuL5NwPy Holy warriors of God, that focus on aiding and protecting their allies.
  29.  
  30. Spellblade (Mage+Fighter): https://pastebin.com/Kt9DJvpr Arcane warriors that mix together sword and sorcery.
  31.  
  32. Branches: Requires level 5 in Fighter.
  33.  
  34. Knight: With more emphasis on defense, Knights focus primarily on defending their allies and disabling their enemies. https://pastebin.com/7y1NJSTX
  35.  
  36. Samurai: The Samurai are offensive fighters that focus more on weapons and quick, powerful strikes. They're surprisingly fast on their feet. https://pastebin.com/USiyU9u0
  37.  
  38. Cavalier: Leading their comrades from atop a mount, the Cavalier inspires courage in their allies, while charging on the front lines to trample their foes. https://pastebin.com/XVCmNJEg
  39.  
  40.  
  41. --------------------------------------------------------
  42.  
  43. Barbarian: Barbarians are ferocious melee fighters that recklessly charge into battle, relying on inner rage to overwhelm their foes with raw strength alone.
  44.  
  45. Equipment: Great weapon, hide clothing.
  46.  
  47. Skills: Barbaric Rage: The Barbarian channels their inner rage. During this time, the Barbarian gains a +4 bonus to combat rolls, and a variety of other bonuses while enraged. Barbaric Rage ends after 3 rounds of raging. The Barbarian is then fatigued for 3 rounds, taking a -2 penalty to all combat rolls. Barbarians may not rage while fatigued.
  48.  
  49. Level 2: Slam: A devastating attack that smashes the enemy. The attack is very reckless, and has a -2 chance to hit, but deals heavy damage. While enraged, Slam stuns the target. (CD: 2)
  50.  
  51. Level 3: Unarmored Defense: A Barbarian gains a +2 bonus to dodging while unarmored. They also have natural damage reduction that scales up as they increase in strength. While unarmored, the Barbarian also gains access to natural attacks. (They may bite or use fingers to claw at targets with no penalty.)
  52.  
  53. Level 4: Barbaric Leap (CD: 5): The Barbarian may leap a vast distance, following up with an attack should they land on the target. When Raging, Barbaric leap is treated as an interrupt that can be used to attempt disabling an attack or ability.
  54.  
  55. Level 5: Adrenaline Rush: Rage lasts for 1 additional round.
  56.  
  57. AND: Refreshes your Barbarian ability cool downs.
  58.  
  59.  
  60. Branches: Requires Barbarian level 5.
  61.  
  62. Ravager: An extremely aggressive fighter that recklessly attacks their foes, destroying anything and anyone in their way. https://pastebin.com/xikxqER4
  63.  
  64. Juggernaut: Ferocious fighters that make use of heavy equipment, using their defense as a great offense. https://pastebin.com/0su7hhwq
  65.  
  66. Warlord: Warlords are powerful leaders and savage fighters. They dominate the battlefield through fear and prowess. https://pastebin.com/au2qYYJz
  67.  
  68. ------------------------------------------------------
  69.  
  70.  
  71.  
  72. Rogue: Rogues are experts at striking from the flanks, relying on tools to help them quickly dispose of single targets. T
  73.  
  74. Equipment: Cloak, leather armour, daggers, 5 throwing knives. Rogues earn additional equipment as they level
  75.  
  76. Skills: Cloak & Dagger: Rogues are experts at making themselves seem less important. They gain a bonus +1-4 (scaling with level) to stealth checks in the arena, so long as enemies are distracted.
  77.  
  78. They deal bonus damage when attacking unaware targets.
  79.  
  80.  
  81. Level 2: Disarm: The Rogue may attempt an attack on the enemy that will disarm them in some way with no penalty. The enemy must succeed a check or drop the weapon the rogue is attempting to disarm.
  82.  
  83. Rogues may attempt disarming with throwing knives, albeit at a -4 penalty.
  84.  
  85. Level 3: Double Strike(CD: 3): A Rogue may make two melee attacks. Certain projectile weapons may be used twice too, such as throwing knives.
  86.  
  87. Level 4: Pocket Sand: A rogue now has a pouch full of loose powder, which stores up to 3 charges. These charges are automatically refilled at the end of the match. When a rogue is being attacked, they may quickly throw the powder into the face of the target, interrupting their attack or skill.
  88.  
  89. Rogues may regain one charge if they spend a round gathering sand or other similar product from the arena. Note that sand isn't always available.
  90.  
  91. Level 5: Misdirect (CD: 5) Upon being attacked, the rogue may attempt to grapple onto their attacker and force their attack into a new target, be it friend or foe.
  92.  
  93.  
  94. Branches: Requires level 5 Rogue
  95.  
  96. Assassin: A stealthy fighter that relies on sneaking around to single out targets. https://pastebin.com/rag7MKnY
  97.  
  98. Thief: A sneaky disabler that puts a bit more emphasis on fancy gadgets and disabling enemies, rather than killing them. Steals goods and pilfers extra gold from foes. https://pastebin.com/T8bjnwsd
  99.  
  100. Duelist: A rogue that has stopped sneaking around in the shadows to fight on the front line. Relies on quick, fluid attacks and outmaneuvering his enemies.
  101.  
  102. -----------------------------------------------------
  103.  
  104.  
  105. Mage: A novice spell caster, focused around learning the arcane arts. Mages learn powerful spells that deal with their foes, relying on mana to cast it.
  106.  
  107. Equipment: Robes, Staff.
  108.  
  109. Skills: 40 Mana.
  110.  
  111. Magic Missile: Basic spell; a missile of arcane energy to blast the opponent. Low damage, but accurate and ignores armour. 10 Mana.
  112.  
  113.  
  114. Level 2:
  115.  
  116. Fire bolt: Particularly skilled against foes in lighter armour. Throws a fire bolt to blast the target. 20 mana.
  117.  
  118. Frostbolt: Throws a bolt of chilling energy springs forth from your hands. Targets hit by frostbolt must make a save or be slowed for 3 rounds. 20 Mana.
  119.  
  120. Level 3:
  121.  
  122. Mana Barrier: A Defensive barrier that can be created over the mage or an ally, granting them increased defenses against attacks. Projectiles can potentially be outright stopped. 20 Mana. Lasts for 3 rounds, but enough damage can potentially destroy the barrier.
  123.  
  124. +20 Mana
  125.  
  126.  
  127. Level 4:
  128.  
  129. Magical Blast: Releases a blast of latent magical energy in front of the mage, blasting everything in a small space in front of them. Covers a good amount of range in front of the mage, and deals substantial damage. 20 Mana.
  130.  
  131.  
  132. Level 5:
  133.  
  134. Prowess: The Mage has attuned their mind with the arcane, allowing them to improve their spells. The Mage may improve any spell they cast at the cost of 10 additional mana, granting it an extra effect to their liking. (Discuss with the DM for possibilities.)
  135.  
  136. +20 Mana
  137.  
  138. Branches: Requires mage level 5.
  139.  
  140. Cryomancer: A caster that relies on steadily wearing their foes down with powerful ice magic. https://pastebin.com/mC9mbXm0
  141.  
  142. Pyromancer: A mage that focuses on incinerating his enemies, and dealing heavy damage with fire magic. https://pastebin.com/pjbfxtz8
  143.  
  144. Druid: A Mage that focuses primarily on shape shifting and using the environment to their advantage. https://pastebin.com/vNXyG1ys
  145. ---------------------------------
  146.  
  147.  
  148. Ranger: A ranged fighter that relies on making use of a bow to both disable and take out his enemies from afar.
  149.  
  150. Equipment: Leather armour, short sword, bow, 20 arrows.
  151.  
  152. Skills:
  153.  
  154. Point-Blank: Close-ranged shots with your bow almost never miss, gaining a +4 bonus to hit.
  155.  
  156. Level 2:
  157.  
  158. Crippling Shot: By aiming for the hands or feet, the ranger may attempt to cripple the target instead. They take no penalty to this called shot.
  159.  
  160. Hands: Target must make a save or be disarmed, dropping their weapon.
  161.  
  162. Feet: Target is slowed for as long as the arrow remains in place.
  163.  
  164. Level 3:
  165.  
  166. Shot on the Run: Rangers may make their attacks and move in the same round.
  167.  
  168.  
  169.  
  170. Level 4: Choose one.
  171.  
  172. Penetrating Shot: A powerful, well-aimed shot that punches through armour. Crossbows only. (CD: 4)
  173.  
  174. OR
  175.  
  176. Multi-Shot: Knock up to two additional arrows. Each additional arrow takes a cumulative -2 penalty. (The final arrow gaining a -4 penalty.) (CD: 4)
  177.  
  178. Level 5: Rapid-Fire: The Ranger rapidly knocks and looses an arrow at up to four different targets within their firing range. (CD: 6)
  179.  
  180. Branches: Requires level 5 in Ranger.
  181.  
  182. Gunslinger: A daring, ranged fighter that prefers to get up and close to his enemies. Deals high damage with a pair of pistols. https://pastebin.com/vVt5xW1V
  183.  
  184. Hunter: A ranged fighter that relies on a variety of different tools to disable and handle enemies. Also has a trusty animal companion that assists him in combat. https://pastebin.com/JVn0mqtV
  185.  
  186. Beastmaster: A ranged fighter that prefers to put more focus on taming a variety of different beasts to do their bidding.
  187.  
  188.  
  189. ---------------------------------
  190.  
  191.  
  192. Priest: A purely supportive caster that focuses on assisting their allies and dealing with particularly dangerous enemies.
  193.  
  194. Equipment: Mace, White robes, Holy symbol.
  195.  
  196. Skills:
  197.  
  198. Heal: Heals the target for 10 mana.
  199.  
  200. While Heal may be learned by anyone outside of the Priest class, heal grows stronger with each priest level.
  201.  
  202. 40 Mana.
  203.  
  204. Level 2:
  205.  
  206. Holy Smite: Smites the target with holy energy for 10 mana. Smiting always hits the target; and deals substantially more damage against unholy targets. (Undead, Demons.)
  207.  
  208. Level 3:
  209.  
  210. Cleanse: Removes a de/buff from the target. 20 Mana. Stunned targets may act normally. May be used to remove certain buffs from enemies.
  211.  
  212. +20 Mana.
  213.  
  214. Level 4:
  215.  
  216. Holy Light: Shines a holy light over the target. If shined over an ally, it blesses them for three rounds, granting them a +2 bonus to combat rolls. If targeting an enemy, it dazes them from the light, lowering their next action's roll by -2.
  217.  
  218. Target enemies also shed light for 3 rounds. 20 Mana. Undead targets are stunned for 1 round.
  219.  
  220. Level 5:
  221.  
  222. Circle of Healing: Creates a healing wave around the priest. The wave heals for half as much as their normal heal, but can effect multiple allies.
  223.  
  224. +20 Mana
  225.  
  226.  
  227.  
  228. Hybrids:
  229.  
  230. Paladin (Priest+Fighter): https://pastebin.com/UuL5NwPy Holy warriors of God, that focus on aiding and protecting their allies.
  231.  
  232. Branches: Requires priest level 5.
  233.  
  234. Bishop: Harbingers of their god, the Bishops bring divine protection to their allies. https://pastebin.com/qDckShmH
  235.  
  236. Shadow Priest: A priest who forsook the ways of the light in favor of shadow. Focuses on playing with the enemy's mind.
  237.  
  238. --------------------------
  239.  
  240. Bard: Bards are typically jacks of all trade, capable of fighting, sneaking, and getting about all the same. They really shine at playing inspiring music for their allies, though.
  241.  
  242.  
  243. Equipment: Short sword, stylish clothing (to your discretion), instrument of choice.
  244.  
  245. Skills:
  246.  
  247. Bardic Performance: The Bard may use their instrument to create powerful songs. Additionally, a bard may use their instrument to cast a spell instead of paying its mana cost. Doing so will place that spell on a cooldown equal to 1 round per 10 mana.
  248.  
  249. Bards may spend their round channeling a song to inspire an ally (or themselves). Doing so will grant them a +2 bonus to actions while they play their tune.
  250.  
  251. Level 2:
  252.  
  253. Fan Favourite: The crowd has begun to greatly appreciate the bard's performance. When performing a song, they may entertain the crowd. The more often they perform, the happier the crowd will be. A happy crowd will potentially grant the bard a small amount of bonus gold.
  254.  
  255. Level 3:
  256.  
  257. Captivating Song: The Bard may play a song for an enemy, distracting or fascinating them for 3 rounds if they succeed the check. (CD: 3)
  258.  
  259.  
  260. Level 4:
  261.  
  262. Countersong: The Bard may do a bardic performance check to counter a nearby caster's spell. The caster must succeed a concentration check or fail to cast their spell for that round. (CD: 3)
  263.  
  264. Using countersong on an enemy bard initiates a stand off. The winner will receive additional gold.
  265.  
  266. Level 5:
  267.  
  268. Charming Song: The Bard's music has begun to become wildly popular. A bard may attempt to perform a song towards an enemy; if the enemy fails a check, they're charmed for two rounds and will do what the bard says during this time. Enemies cannot be captivated more than once.
  269.  
  270. Alternatively, the bard may attempt to pose a song to the crowd. Should they succeed a performance check, they will convince a fan member from the stands to step into the battle. (CD: 4)
  271.  
  272. Branches: Requires bard level 5
  273.  
  274. Jester: A powerful support that relies on insulting and debuffing the enemy team. https://pastebin.com/8bbsabEr
  275.  
  276. Gladiator: A melee fighter that wins the heart of the audience, using them to his advantage. https://pastebin.com/Nk19njvf
  277. --------------------------
  278.  
  279. Warlock: Warlocks are magi that practice dark, secretive arts. They're willing to make great sacrifices for the sake of raw power.
  280.  
  281. Equipment: Dagger, Robes.
  282.  
  283. Skills:
  284.  
  285. 40 Mana
  286.  
  287. Shadow Bolt: A Bolt of powerful energy that takes a toll on the caster as well. Doesn't necessarily have a cooldown, but using it places a stack of corruption on the warlock. (10 Mana.)
  288.  
  289. Dark Pact: Warlocks may sacrifice their health to restore 100% of their mana.
  290.  
  291. Corrupting Power: Certain spells places a stack of corruption on the Warlock. A spell that places this stack deals damage to them for casting it, but is quite powerful for its mana cost. The more stacks on the warlock, the more damage their body takes from casting the spell. Stacks degrade at a rate of one per round, so long as the Warlock doesn't cast a corrupting spell on the round.
  292.  
  293.  
  294. Level 2
  295.  
  296. Blood Sacrifice: You may harm yourself to increase the power of a spell.
  297.  
  298. Dark Orb: A Slow moving orb that deals very heavy damage. Applies a stack of corruption to the warlock. (20 Mana)
  299.  
  300. Level 3
  301.  
  302. +20 Mana
  303.  
  304. Drain Life: Leech the life force of the target, stealing it for yourself. You gain a corruption stack at the end of the channel. (20 Mana to start, 10 mana to maintain.)
  305.  
  306. Level 4
  307.  
  308. Familiar: One of the unholy patrons the Warlock serves has sent him a gift in the form of an animal familiar. The animal is small in size, and up to the warlock.
  309.  
  310. The Warlock may have the familiar cast their spells. Corrupting spells place the corruption stacks on the familiar instead.
  311.  
  312.  
  313. Level 5
  314.  
  315. +20 Mana
  316.  
  317. Corrupting Bolt: The Warlock taps into his corruption, causing his next shadow bolt to apply an amount of corruption stacks to the target equal to the amount of corruption on him. The corruption corrodes the very soul, ignoring most magical resistances. The Familiar may cast corrupting bolt as well.
  318.  
  319. Corrupting bolt removes half of the warlock's corruption stacks. (CD: 3)
  320.  
  321. Branches: Requires warlock LV 5
  322.  
  323. Corrupter: A master of corruption, using the corruption stacks they gain to their advantage. Afflicts his enemies with debilitating curses.
  324.  
  325. Necromancer: A Dark spellcaster that profits from the dead. Specializes in decay and magic relating to the undead.
  326.  
  327. Demonologist: A summoner that relies on summoning powerful demons to do their bidding.
  328. --------------------------------------------
  329.  
  330.  
  331. Alchemist: Alchemists are a quirky bunch, relying on a variety of different serums and chemical concoctions that they create to both augment themselves and harm enemies.
  332.  
  333. Equipment: Leather overcoat, dagger, portable alchemy lab(see below)
  334.  
  335. Skills:
  336.  
  337. Alchemy: Alchemists rely on creating a variety of different serums and potions to help them in battle. They create these at their alchemy station.
  338.  
  339. Alchemy Bombs: A satchel that explodes in acidic gas. The Alchemist may not hold more than 3 bombs at once. (Begin with 3 bombs. 1 Round to craft a bomb.)
  340.  
  341.  
  342. Level 2:
  343.  
  344. Mega adhesive: The Alchemist has a bottle of an incredibly strong adhesive, which can be thrown to splash out onto the enemy. The Adhesive can cause enemies to stick to the ground, either slowing their movement or causing them to lose movement for 3 rounds entirely. (Begin with 1 Adhesive. 2 Rounds to craft.)
  345.  
  346. Level 3:
  347.  
  348. +1 Bomb
  349.  
  350. Elemental Bombs: Alchemy bombs can now be modeled after a different element. (Freezing bombs, firebombs, electrical bombs.)
  351.  
  352. The alchemist may decide what element their starting bombs are.
  353.  
  354. Level 4:
  355.  
  356. Regenerating Serum: The Alchemist injects a powerful serum, allowing all injuries to steadily heal over time. The regeneration lasts for 3 rounds. (Begin with 1 serum. 1 round to craft.)
  357.  
  358.  
  359. Level 5:
  360.  
  361. Mutagen: By gathering ingredients from a slain enemy, the Alchemist may create a special mutagen. The mutagen grants bonuses depending on the enemy slain. (Takes 1 round to craft.)
  362.  
  363. Branches: Requires Alchemist 5
  364.  
  365. Chef: A supporting class that relies on whipping up meals to heal and assist his allies. https://pastebin.com/MA03RVmy
  366.  
  367. Engineer: A class that collects scrap from unused equipment, salvaging it into clockwork minions. https://pastebin.com/8s5eYUEM
  368.  
  369. Chemical Hulk: A tanky class that relies on augmenting their bodies with powerful chemicals, granting them enhanced strength. https://pastebin.com/XUApv2dt
Advertisement
Add Comment
Please, Sign In to add comment