TTHelvianTT

Base Classes

May 6th, 2016
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  1. Fighter: Your quintessential DPS/Tank combo. The Fighter is able to dish out as much damage as they can take, allowing them to stay safe in the front lines.
  2.  
  3. Equipment: Begins with a melee weapon of choice. (Two handed, or one handed + buckler.) Medium-tier armour (E.g chain or scale.)
  4.  
  5. Class Skills: Intimidate, Survival, Taming.
  6.  
  7. Level 1: Fighters make careful and precise strikes, and gain a scaling bonus to their attack rolls.
  8.  
  9.  
  10. Level 2:
  11.  
  12. Charge(CD: 4): The fighter may sprint towards their target, making an immediate attack. The target must make a save or be stunned for the round.
  13.  
  14.  
  15. Level 3:
  16.  
  17. Precise Strike(CD:4) A precise strike that deals lower damage, but has a higher chance of landing. The bonus scales with your level.
  18.  
  19. Bash(CD:3): By striking with your pommel or shield, you may attempt to stun the target.
  20.  
  21. Level 4:
  22.  
  23.  
  24. Armour mastery: You suffer no movement speed penalty with your armour. Dodge penalties are also lessened based on your level.
  25.  
  26.  
  27.  
  28. Level 5:
  29.  
  30. Weapon Mastery: The fighter gains a skill based on the weapon type of their choosing. Additionally, they learn how to efficiently strike with that weapon, gaining a higher critical chance and +2 bonus to wielding it.
  31.  
  32.  
  33.  
  34. -----------------------------
  35.  
  36. Rogue: Your basic DPS class. A Rogue can accomplish their needs through either swift and effective attacks or classic cloak and dagger.
  37.  
  38. Rogues begin with a pair of daggers, 5 throwing knives, and a thief's toolkit
  39.  
  40. Class skills: Stealth, Crafting, Acrobatics, and Dexterity.
  41.  
  42. Level 1: Thief's toolkit: Begins with a special toolkit, allowing for the thief to make dexterity checks on devices/locks. (Grants a +1 bonus when used)
  43.  
  44. Dagger: Initiating a sneak attack on an unsuspecting target deals heavy bonus damage.
  45.  
  46. Level 2:
  47.  
  48. Evasion: Succeeding in dodging any attack automatically causes you to take no damage, even if its an unusual(i.e magical aoe) attack. (Succeeding on saves involving aoe usually only halve damage.)
  49.  
  50. Level 3:
  51.  
  52.  
  53. Double Strike: Allows you to throw two throwing knives, or perform a double attack. CD: 3
  54.  
  55. Cripple: A successful sneak attack cripples the target, applying a penalty to the target depending on the attack.
  56.  
  57.  
  58. Level 4:
  59.  
  60. Greater Evasion: A rogue may automatically dodge a single target attack. (CD: 10)
  61.  
  62. Level 5:
  63.  
  64. The rogue's double strike is perfected, becoming a passive ability instead.
  65.  
  66. Five Card Bounty: Lashes out, attacking 3 times or throwing 5 throwing knives. (CD: 6)
  67.  
  68.  
  69.  
  70.  
  71.  
  72.  
  73.  
  74.  
  75.  
  76. ------------------------------
  77.  
  78.  
  79. Mage: Your basic spellflingers. The Mage class is a generalist, based around improving spells themselves rather than specialization.
  80.  
  81. Begins with robes and wood staff.
  82.  
  83. Class skills: Knowledge, Crafting
  84.  
  85. Level 1:
  86.  
  87. Mages all begin with 40 mana.
  88.  
  89. Mages begin with Magic Missile, which can be cast for 10 mana.
  90.  
  91. Elemental bolts: A mage may cast firebolt and icebolt for 20 mana.
  92.  
  93. Meditation: Restore 40 of your mana.
  94.  
  95.  
  96. Level 2:
  97.  
  98. Mages gain the ability to increase the range and accuracy of their spells for an additional 10 mana. (Bonus equal to your mage level)
  99.  
  100. Lightning bolt(30 Mana): Unleash a powerful bolt of lightning. Uncannily accurate.
  101.  
  102. Level 3:
  103.  
  104. +20 Mana
  105.  
  106. Mana Barrier(30 Mana.) Place a barrier capable of taking damage. (+10 Mana to keep up)
  107.  
  108. Level 4:
  109.  
  110. +20 Mana.
  111.  
  112. Stalagmite(30 Mana): Conjures a spike of rock beneath the target.
  113.  
  114. Improved Meditation: Meditate restores 50% of your mana instead.
  115.  
  116. Enlarge Spell: Empowers your spell to have a larger effect at the cost of an additional 20 mana.
  117.  
  118.  
  119. Level 5:
  120.  
  121. +20 Mana.
  122.  
  123. Mephitic cloud: Fires a beam of powerful energy, which explodes into a cloud of noxious fumes. Costs 40 Mana.
  124.  
  125. Overcharge: Casts a spell at twice its cost in exchange for an additional effect.
  126.  
  127.  
  128.  
  129. -----------------
  130.  
  131.  
  132. Marksman: Utilizes ranged attacks in order to kill targets from afar.
  133.  
  134. Begins with a crossbow or bow.
  135.  
  136. Class skills: Survival, Stealth, Dexterity. Crossbowmen begin with crafting instead of dexterity.
  137.  
  138. Level 1:
  139.  
  140. Aim: Spending one round to aim grants a +2 bonus to the attack.
  141.  
  142. Point Blank: Close range targets are more susceptible to critical strikes. Gain a +2 to your attack as well. (18-20 instead of 19-20)
  143.  
  144.  
  145. Level 2:
  146.  
  147. Precision: Marksmen no longer suffer a penalty when aiming for targets caught in a fight. (Unable to accidentally injure an ally)
  148.  
  149. Quick shot: Fires two arrows in rapid succession.
  150.  
  151. Focus: Crossbow users instead fire a focused shot that ignores armour. (CD: 3)
  152.  
  153.  
  154. Level 3: Shot on the run: Marksmen take no penalty when running and shooting.
  155.  
  156. Multi-Shot: Allows the marksman to knock one additional arrow to their bow. They take a -2 penalty to their attack for each arrow knocked. (CD: 4)
  157.  
  158. Vital Shot: Crossbowmen take a round to aim their shot, before striking a vital area of the target. This attack automatically critically threats, and deals heavy damage otherwise. (CD: 4)
  159.  
  160. Level 4:
  161.  
  162. Multi-shot can knock up to two.
  163.  
  164. Crossbowmen: Vital shot applies a crippling slow on hit.
  165.  
  166. The marksman gains a +4 bonus against static or slow targets.
  167.  
  168.  
  169. Level 5:
  170.  
  171. Hail of Arrows OR Explosive Shot
  172.  
  173. Hail of Arrows: A Marksman may fire one arrow to every target within range, firing up to six times. (CD: 10)
  174.  
  175. Gadget shots: The crossbowman learns how to craft specialized bolts at the shop. They may research unique shots every now and then. They also begin with the ability to automatically craft explosive bolts the nexus. (This includes the materials necessary to construct them.)
  176.  
  177. Crafting explosive bolts outside of the nexus/in the dungeon takes four rounds of crafting.
  178.  
  179.  
  180. ----------------------------------------------------
  181.  
  182.  
  183. Barbarian: Barbarians are strong brutes that recklessly run into battle with little to no care to what happens to them; or what meets the end of their weapon.
  184.  
  185. Barbarians begin with hide armour, in addition to a great weapon of their choosing.
  186.  
  187. Class skills: Taming, Survival, Intimidation
  188.  
  189. Level 1
  190.  
  191. Barbaric Rage: The Barbarian enters a state of heightened anger. During this time, they gain a +4 Bonus to all attack rolls, and ignore most sources of pain. Lasts 2 rounds, after which the Barbarian takes a -4 penalty to all attack rolls for two rounds. After these rounds, the Barbarian may rage again.
  192.  
  193. Savagery: Barbarians take no penalty to biting or unarmed attacks.
  194.  
  195. Level 2:
  196.  
  197. Power Strike: A strike that both hits hard and misses often. Power Strike sacrifices accuracy in favour of power, penalizing their attack by -4 yet adding a +4 to the damage modifier. (CD: 6)
  198.  
  199. Barbaric Roar: Potentially taunts targets to focus on the Barbarian. Also has a chance to fear them. May be done once per rage.
  200.  
  201. Level 3
  202.  
  203. Blood lust: Barbarians gain high movement speed when chasing after injured targets. Rage automatically provides this regardless of chasing.
  204.  
  205. Let it bleed: A Barbarian strikes with such ferocity that they potentially harm themselves. Succeeding on the attack grants a +6 bonus to the damage modifier, but has a large chance of recoiling on the Barbarian. CD: 4
  206.  
  207. Level 4
  208.  
  209. War Scars: A Barbarian's skin becomes a thick hide capable of providing additional protection. (+2 bonus to defenses)
  210.  
  211. Fury: A Barbarian's rage lasts for four rounds instead, and grants a +6 Bonus.
  212.  
  213.  
  214. Level 5
  215.  
  216. Undying Rage: Barbarians gain +100% to their death resist while raging, but feel much more pain once it ends.
  217.  
  218. Furious leap: The Barbarian performs a savage leap towards the target area, smashing the victim into the ground if succeeding to land on them. CD: 3
  219.  
  220.  
  221. ------------------------------------------------
  222.  
  223.  
  224. Priest: Dedicated to keeping their comrades safe, a priest calls upon the powers of their god to support their allies.
  225.  
  226. Priests begin with robes attributed to their god, as well as a holy necklace.
  227.  
  228. Class skills: Medical, Knowledge
  229.  
  230. Priests begin with 40 mana.
  231.  
  232. Level 1:
  233.  
  234. Heal(20 Mana): Heals the target. capable of sealing just about any wound that isn't a broken bone or damaged organ.
  235.  
  236. Meditate: regenerates 40 mana.
  237.  
  238. Holy Smite: Unleashes the wrath of your god, dealing holy damage to the target at the cost of 20 mana.
  239.  
  240.  
  241. Level 2
  242.  
  243. Rebuke Undead: Holy Smite deals double the damage against undead, and instantly kills most (non-boss) on a critical threat.
  244.  
  245. Blessing of Defense(20 Mana): Places a barrier over the target, reducing oncoming damage.
  246.  
  247. Level 3
  248.  
  249. +20 Mana
  250.  
  251. Blessing of Might(20 Mana): Blesses the target to gain a bonus on his/her attack rolls, magic or otherwise.
  252.  
  253. Greater Heal(30 Mana): Your heal is much more effective, and can critically heal, BUT Costs 10 more mana.
  254.  
  255.  
  256. Level 4
  257. +20 Mana
  258.  
  259. Holy Nova(40 Mana; CD 3): An AoE Blast that strikes everyone within a certain range in front of the priest. Enemies are harmed, while allies are healed a small amount.
  260.  
  261. Rebuke the unholy: Demons take double damage from your holy smite and nova. (but cannot be instantly slain.)
  262.  
  263. Level 5
  264.  
  265. +20 Mana
  266.  
  267. Circle of Healing: Releases a heavy amount of healing energy at the cost of 40 Mana. (CD:5)
  268.  
  269. Meditation now restores 50% of your maximum mana.
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