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- Fighter: Your quintessential DPS/Tank combo. The Fighter is able to trade blows with most units, so long as they stay within range.
- Begins with a weapon of their choosing + a buckler. Alternatively, begins with a two-handed weapon.
- Level 1: Fighters are trained to strike, and gain a scaling bonus to their attack rolls.
- Level 2: Shield bash/Pommel Strike (CD: 3): The fighter may use either their shield or pommel of their weapon to bash their opponent. The target must make a save or be stunned.
- Charge (CD:5): The Fighter may boldly charge straight ahead, following up with an immediate attack.
- Level 3:
- Heroic Strike(CD:5) An attack that both deals additional damage and has a higher chance of landing. Heroic strike can be chained into a basic attack, allowing the fighter to perform two attacks in one turn.
- Level 4: Armour almost never encumbers the fighter.
- Your bash automatically stuns the target.
- Level 5:
- Meteor mash: After a ferocious strike, you stun the target. Each consecutive strike has a smaller chance of stunning the target thereafter. CD: 10
- Hybrid
- Spellblade (Mage+Fighter)
- http://pastebin.com/knzdnU0h Requires level 5 in Mage or Fighter, requires both classes.
- Paladin (Priest+Fighter)
- http://pastebin.com/NnugbCNz Requires level 5 in both
- Class Promotions:
- Knight: http://pastebin.com/jeua7bLa Requires fighter 5.
- Samurai: http://pastebin.com/mcVMWdJS Requires Fighter 5 and glorious nippon steer.
- Cavalier: http://pastebin.com/SW9GQh0E Requires fighter 5.
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- Rogue: Your basic DPS class. A Rogue can accomplish their needs through either swift and effective attacks or classic cloak and dagger.
- Rogues begin with a pair of daggers, and 5 throwing knives.
- Level 1: Cloak: Rogues are less threatening, and may attempt stealth checks despite the fact the arena is a giant fucking circle.
- Dagger: Initiates a sneak attack on an unsuspecting target, dealing additional damage.
- Level 2:
- 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.)
- Flash Powder: A rogue stores charges of flash powder at the beginning of each fight. Flash powder may be used to automatically stun the target. (Begins with one charge.)
- Level 3:
- Double Strike: Allows you to throw two throwing knives, or perform a double attack. CD: 3
- Cripple: A successful sneak attack cripples the target, applying a penalty to the target depending on the attack.
- Level 4:
- Two flash powder charges.
- Greater Evasion: A rogue may automatically dodge a single target attack. (CD: 10)
- Level 5:
- Five Card Bounty: Lashes out, attacking 3 times or throwing 5 throwing knives. (CD: 6)
- The rogue's double strike is perfected, becoming a passive ability instead.
- Masterful Strike: Once per fight, the rogue may attempt a powerful attack that can either automatically kill, alternatively paralyze them for 6 rounds.
- Thief: Requires Rogue LV 5 http://pastebin.com/iycyZHMN
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- Mage: Your basic spellflingers. The Mage class is a generalist, based around improving spells themselves rather than specialization.
- Level 1:
- Mages all begin with 40 mana.
- Magic Missile(10 Mana): Flings a bolt of magical energy. Low damage, but incredible accuracy.
- Firebolt(20 Mana): Hurls a small bolt of fire; potentially ignites for damage over time.
- Icebolt (20 Mana): Hurls a solid block of ice. Shatters on contact. Critical strikes freeze the victim for one round.
- Meditation: Restore 40 of your mana.
- Level 2: Mages gain the ability to increase the range and accuracy of their spells for an additional 10 mana. (Bonus equal to your mage level)
- Lightning bolt(30 Mana): Unleash a powerful bolt of lightning. Uncannily accurate.
- Level 3:
- +20 Mana
- Mana Barrier(30 Mana.) Place a barrier capable of taking damage. (+10 Mana to keep up)
- Level 4:
- +20 Mana.
- Stalagmite(30 Mana): Conjures a spike of rock beneath the target.
- Improved Meditation: Meditate restores 50% of your mana instead.
- Enlarge Spell: Empowers your spell to have a larger effect at the cost of an additional 20 mana.
- Level 5:
- +20 Mana.
- Mephitic cloud: Fires a beam of powerful energy, which explodes into a cloud of noxious fumes. Costs 40 Mana.
- Overcharge: Casts a spell at twice its cost in exchange for an additional effect.
- Advanced Classes
- Necromancer: http://pastebin.com/SFyKFRmh
- Chronomancer: http://pastebin.com/XFxZJfb9
- Pyromancer: http://pastebin.com/BLmmBMpW
- Racial Classes
- http://pastebin.com/qdv4d5Yt -- Ogre Magi. WHAT THE FUCK ELSE WOULD OGRE MAGI REQUIRE?
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- Marksman: Utilizes ranged attacks in order to kill targets from afar.
- Begins with a crossbow or bow.
- Class skills: Survival, Stealth, Dexterity. Crossbowmen begin with crafting instead of dexterity.
- Level 1:
- Aim: Spending one round to aim grants a +2 bonus to the attack.
- 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)
- Level 2:
- Precision: Marksmen no longer suffer a penalty when aiming for targets caught in a fight. (Unable to accidentally injure an ally)
- Quick shot: Fires two arrows in rapid succession.
- Focus: Crossbow users instead fire a focused shot that ignores armour. (CD: 3)
- Level 3: Shot on the run: Marksmen take no penalty when running and shooting.
- 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)
- 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)
- Level 4:
- Multi-shot can knock up to two.
- Crossbowmen: Vital shot applies a crippling slow on hit.
- The marksman gains a +4 bonus against static or slow targets.
- Level 5:
- Hail of Arrows OR Explosive Shot
- Hail of Arrows: A Marksman may fire one arrow to every target within range, firing up to six times. (CD: 10)
- 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.)
- Crafting explosive bolts outside of the nexus/in the dungeon takes four rounds of crafting.
- Hybrids
- Arcane Archer (Marksman+Mage) Requires LV 5 in Marksman or mage. Requires both classes.
- http://pastebin.com/fZKCNgPD
- Advanced Classes
- Gunslinger: Requires LV 5 in Marksman. http://pastebin.com/m4ju6VUu
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- 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.
- Barbarians begin with hide armour, in addition to a great weapon of their choosing.
- Level 1
- 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.
- Savagery: Barbarians take no penalty to biting or unarmed attacks.
- Level 2:
- Power Strike: A strike that both hits hard and misses often. Power Strike sacrifices accuracy in favour of power, penalizing their attack by -2 yet adding a +4 to the damage modifier. (CD: 6)
- Barbaric Shout: Potentially taunts targets to focus on the Barbarian. Also has a chance to fear them. May be done once per rage.
- Level 3
- Bloodlust: Barbarians gain high movement speed when chasing after injured targets. Rage automatically provides this regardless of chasing.
- 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
- Level 4
- War Scars: A Barbarian's skin becomes a thick hide capable of providing additional protection.
- Fury: A Barbarian's rage lasts for four rounds instead, and grants a +6 Bonus.
- Level 5
- Undying Rage: Barbarians gain an incredibly high bonus to their death resist while raging, but feel much more pain once it ends.
- Furious leap: The Barbarian performs a savage leap towards the target area, landing with such force that it actually staggers the victims surrounding them. CD: 3
- Advanced Class (requires level 5 in Barb)
- Reaver: http://pastebin.com/k0hqzzSu
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- Priest: Dedicated to keeping their comrades safe, a priest calls upon the powers of their god to support their allies.
- Priests begin with 40 mana.
- Level 1:
- Heal: Heals the target for 20 mana, capable of sealing just about any wound that isn't a broken bone or damaged organ.
- Meditate: regenerates 40 mana.
- Holy Smite: Unleashes the wrath of your god, dealing holy damage to the target at the cost of 20 mana.
- Level 2
- Rebuke Undead: Holy Smite deals double the damage against undead, and instantly kills most (non-boss) on a critical threat.
- Blessing of Defense: Places a barrier over the target, reducing oncoming damage. 20 Mana.
- Level 3
- +20 Mana
- Blessing of Might: Blesses the target to gain a bonus on his/her attack rolls, magic or otherwise. 20 Mana.
- Greater Heal: Your heal is much more effective, and can critically heal, BUT Costs 10 more mana.
- Level 4
- +20 Mana
- Holy Nova: 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. Cost 40 Mana. (CD: 3)
- Rebuke the unholy: Demons take double damage from your holy smite and nova. (but cannot be instantly slain.)
- Level 5
- +20 Mana
- Circle of Healing: Generates a field of healing energy around the priest, allowing allies to heal allies within the area over time. Lasts for 3 rounds and costs 50% of the user's maximum mana. (CD: 10)
- Meditation now restores 50% of your maximum mana.
- Advanced Class
- Bishop: http://pastebin.com/fEdc7F4a
- ----------------
- Bard: Bards inspire the hearts of their ally, encouraging them to press further into battle while they enchant the battlefield with their music.
- Bards begin with an instrument of their choosing.
- Level 1
- Jack of All Trades: Skilled at everything, yet masters of nothing. Bards gain a scaling bonus to checks involving everything except combat. They are capable of handling any weapon (within reason) without penalty, though.
- Bardic Knowledge: Bards may always make a knowledge check, regardless of the target.
- Song of Courage: The bard channels a song for one round, removing fear-based debuffs on a target ally in particular and providing a small bonus to all rolls made by their allies.
- Level 2
- Captivating Song: Bards may use their music to either fascinate or distract a target. Distracting forces the target to focus on you, whereas fascinating runs a check. Fascinating the target causes them to spend one round unable to attack as they listen to your song.
- Countersong: Bards may channel a round dedicated to countering a specific spell, requiring them to make opposing checks.
- Bards may also use countersong on enemy bards, initiating a stand-off. The winner of the performance receives free gold from the audience.
- Level 3:
- Well-Versed: The bard is immune to bardic performances(except for countersong, see above)
- Song of Mockery: Performs a unique song towards a particular enemy. After making a performance check, the enemy receives a debuff depending on the severity of the song. Incredible success on your performance check can actually captivate the audience to attack your target.
- Level 4:
- Loremaster: Knowledge checks made by the bard may automatically take 10. Additionally, once per fight, the bard may automatically succeed on a lore check.
- Suggestive Song: Targets you fascinate may be provided a suggestion. Depending on how fascinated they are, you gain a bonus to your check when providing the suggestion. The suggestion can be anything save for self harm.
- Level 5:
- Greater Suggestion: You may suggest your targets to do self harm, however, you also may attempt to convince them to join your side as a lackey. Bards may have up to two persuaded allies.
- Advanced Classes
- http://pastebin.com/HiEiPbqN -- Jester
- ----------------------------------------
- Alchemist: Alchemists rely on their knowledge of mixing together several catalysts into complex formulas, creating powerful brews and concoctions that can help aid the party in several ways. Similar to Mages, Alchemists rely on a variety of powerful magical effects, but mostly utilize both consumables and cooldowns.
- Starter Gear: Alchemists begin with a set of robes, with a plague doctor's mask, syringe. They begin with a dagger and portable alchemist's kit.
- Level 1
- Alchemist's Kit: An Alchemist begins with a portable kit on their back, which grants them all the ingredients necessary to create their tonics. An Alchemist always has six flasks for the sake of their ingredients. Unless stated otherwise, it takes one whole round to create one of their products. Flasks are reusable, so long as they are not destroyed in their use.
- Alchemical Bombs: Alchemists may craft a special acid on the go, capable of eating through flesh and metal alike.
- Preparation: Alchemists begin with 3 of their six flasks occupied by one of their products. (Increases by +1 per every other level, starting at level 3.)
- Level 2
- Mutagen: An Alchemist may inject any target with a potent mutagen that causes their body muscle to rapidly grow, increasing their combat capabilities for three rounds. Likewise, they gain a +2 bonus to their attack rolls. The Mutagen also rapidly reconstructs their wounds, granting them regeneration for the duration of the effect.
- Level 3
- +1 Prepared product.
- Panacea: The Alchemist discovers a universal cure; a special tonic that they can brew to cure any disease or poison.
- Elemental Bombs: Alchemical Bombs may take on an elemental effect of their choosing, rather than acid.
- Fire: Fiery bombs that burn their victims on contact.
- Ice: Bombs that release a chilling liquid, dealing both cold damage and potentially freezing the victim.
- Level 4
- Chemical Resistance: Through their experimenting, the Alchemist has grown a natural resistance to poison effects or negative mutations. They gain a +4 bonus to saves against both of these.
- Infuse: An Alchemist may take a sample from any target within the arena, creating a mutagen that they may inject into their target. The DM Will roll for the potency of the mutagen, but the target will gain beneficial features and mutations from the mutagen for three rounds.
- Level 5
- +1 Prepared product
- Trollsblood: An Alchemist has perfected themselves through their experiments, granting them regeneration. An Alchemist's regeneration allows them to recover from almost any wound, if left alone to heal.
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