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Classes for Crock's Arena!

Dec 8th, 2012
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  1.  
  2. (* Classes with asterisk start with 30 mana)
  3. Class name: Tank
  4. Starting gear: Iron Sword, Iron Plate
  5. Starting abilities: Super Block, if the player braces themselves behind their shield they'll magically be able to withstand the force of any physical attack coming at them. Can use this three times per fight.
  6.  
  7. Perk 1: First Perk Upgrade for Tank is the Super Tank, allowing a full upgrade to steel armor and the free choice of any combination of weapon and shield that the player would like. The player's skin also becomes resistant to the point that weapons up to steel are unable to pierce their flesh and acids/minor rot flesh deal no damage.
  8.  
  9. Perk 2: The second Tank Perk is Knight, Allowing you to wield a Two-handed Steel Great Sword, as well as buy a War Horse. Unable to be severely injured in combat and can now use intimidate once per fight to stop a single enemy movement for one turn if you get +60 roll
  10.  
  11. Perk 3: Can once per fight become invincible for three turns, and you can now use Intimidate with a complete chance of success once per fight.
  12.  
  13. Perk 4: heavy armor is now light armor and light armor weighs nothing at all. The tank also can, once per turn perform "Wild charge" which will allow the tank to spend two rounds charging to or through enemy lines. All obstacles such as walls are plowed down and the tank takes no damage from charging into massive things.
  14.  
  15. --------------------------------------------------------------------------------------------------
  16. Class Name: Monk
  17. Starting Gear: Iron Gauntlets and Boots w/ monk robes. And a bo staff/iron claws
  18. Starting Ability: Horse Stance, a balanced fighting style with no special abilities and a focus on straight kicks and punches (Takes a full turn to switch stances)
  19.  
  20. Perk 1: Scorpion Stance, a stance focused on quick jabs and kicks that target pressure points on an enemy to slow them. Slowing effect only works on enemies with discernible anatomy.
  21.  
  22. Perk 2: Ocean Stance, the monk adopts a flowing stance, gaining a bonus to dodging and focusing on open palm attacks. In addition, the monk can once per fight in Ocean stance, fall back and recuperate injured limbs for a turn.
  23.  
  24. Perk 3: Ox stance, allowing a heavy-handed stance focusing on hard hits with closed fists and arcing kicks. Once per fight while in Ox stance you can charge an enemy for a devastating throw, while dropping all defenses
  25. ------------------------------------------------------------------------------------------------------------------
  26. Class name: Necromancer*
  27. Starting gear: Robes, Wooden Staff
  28. Starting abilities: Rot Flesh which costs 10 mana
  29.  
  30. Perk 1: Gets temporary possess corpse which costs 20 mana and has to roll an 81+ for it to work. Can take one turn of chanting to summon a winged fire imp with an enchanted fire dagger for 30 mana.
  31.  
  32. Perk 2: Permanent possess corpse costs 50 mana and you have to get a 91+ for it to work on any corpse. Can take two turns of chanting to summon a zombie from the ground. Zombie will last only for that fight and has a 90+ chance of infecting someone if it bites or scratches an enemy. Gains the spell "Dark Shroud" to temporarily blind an opponent of choice for 30 mana.
  33.  
  34. Perk 3: An upgraded Staff with a Horned Skull Ornament on top of it. Can be used as a decent club and you get another 30+ mana. For two turns of chanting you can summon either a sword skeleton, pike skeleton, or archer skeleton for no-mana.
  35.  
  36. Perk 4: Possessing corpses now only take a 70+ roll for temporary and a 75+ roll for permanent. All necromancer summons that require chanting now can be summoned one turn shorter so imps can be spawned instantly. You also have the option of relinquishing half your mana to become undead.
  37.  
  38. ----------------------------------------------------------------------------------------------------
  39. Class name: Rogue
  40. Starting gear: 10 Iron Throwing Knives, 2 Iron Daggers, Rags, and some acidic acid for five uses.
  41. Starting abilities: None
  42.  
  43. Perk 1: Now can have a chance to identify an enemy's weak spot or any non-visible weakness for a +70 chance for a turn.
  44.  
  45. Perk 2: Can throw in their rags for padded chain-mail along with a sling shot, and ten hardened clay balls which they are able to enchant or have enchanted for them.
  46.  
  47. Perk 3: Chances of an enemy detecting you are greatly diminished when your trying to stay unnoticed or sneak up on them
  48.  
  49. Perk 4: The player now has the ability to once per fight turn invisible and can dis-arm enemies without them noticing if they get a +80 roll as well as double the coin amount per game.
  50.  
  51. ---------------------------------------------------------------------------------------------------------
  52. class name: Builder*
  53. starting gear: Polished one-handed Steel Hammer
  54. starting abilities: Can build clay dolls for 10 mana each and can only build one per turn and the ability to cast the explosive enchantment for 30 mana
  55.  
  56. Perk 1: First Builder Perk allows the Builder to construct a Clay Golem, which reaches around 10 feet tall and spawns with an iron sword and buckler for 30 mana. Also gains the ability "Raise Wall" which can be activated by slamming their hammer on the ground. Once per turn, the player can use this ability to send a stone wall erupting from the ground at any location within the battlegrounds.
  57.  
  58. Perk 2: Second Builder perk allows the player to construct wagons which takes three whole turns as well as Iron bulls who take 30 mana each and two turns to build. Can also repair allies armor and weapons for 10 mana and take a turn to fully repair
  59.  
  60. Perk 3: Last Builder Perk allows the Builder to build a sort of safe-house in the middle of the arena for three turns. The house can be breached by enemy attacks but while inside the party will heal all injuries, and mana will replenish. You can also construct five steel snakes for 10 mana each
  61.  
  62. ---------------------------------------------------------------------------------------------------------
  63.  
  64. Class name: Barbarian
  65. Starting gear: Two handed weapon of choice (Iron Quality), Hide Armor
  66. Starting abilities: Rage which allows the player to gain super-strength, enhanced speed, and allows the player to take larger quantities of damage without going down. This lasts for three turns counting the turn it was activated
  67.  
  68.  
  69.  
  70. ​Perk 1: The Barbarian can now release a battle-cry that'll share the barbarian's super strength to him/her and his allies. Additionally, if done while raging the Barbarian has a chance of instilling fear in the hearts of his/her enemies.
  71.  
  72. ​Perk 2: The Barbarian's rage lasts five rounds instead of three. Additionally the Barbarian takes no penalty when making savage attacks such as biting, using fingernails as claws, etc. When raging the Barbarian is capable of essentially using his/her body as a weapon.
  73.  
  74. ​Perk 3: The Barbarian can now make a massive leap that lifts them high off the ground while raging. The jump can be used to get to high places and to follow up with a devastating jump attack that causes a shockwave from their sheer power on surrounding enemies.
  75.  
  76. ----------------------------------------------------------------------------------------------------------
  77.  
  78. Class Name: Cavalier
  79. Starting Gear: Mount, Iron weapon of choice + Iron shield of choice.
  80. Starting Abilities: None
  81.  
  82. Perk 1: Challenge: The Cavalier can now look for a specific enemy and challenge the enemy, causing the enemy to most likely respond by accepting the challenge. Unfortunately the cavalier will lose focus on anything else except the challenged enemy, causing him to be susceptible to other attacks, but allowing him to gain bonuses in attacking and defending against the challenged foe.
  83.  
  84. Perk 2: The Cavalier now has a banner that inspires the hearts of his allies. All those who can see the banner will immediately gain a bonus to attacks as well as morale against fear. In addition the cavalier gains a unique ability: The cavalier and his allies can immediately all charge at the enemy at once to gain a bonus to attacks.
  85.  
  86. Perk 3: Supreme charge: Whenever the cavalier charges at the foe and lands a successful attack the foe takes double damage than normal should the attack connect (Or three times the amount, if the cavalier is using a lance) A successful attack landing also paralyzes the foe for a few rounds.
  87. ----------------------------------------------------------------------------------------------------------
  88. Class Name: Enchanter*
  89. Starting Gear: Short studded Steel Mace
  90. Starting Abilities: Cast any of the available enchants for free for 10 mana out of the 30 they start with
  91.  
  92.  
  93. Perk 1: The Enchanter now comes with three body enchantment spells that last for three turns each. It costs 30 mana to cast one on an ally on themselves. They can cast Wings of light, which allows the player flight for three turns, Iron Limbs which encases a limb of choice in iron for three turns, and Mind Enhancement which makes a player invulnerable to any mental or intimidating attacks for three turns.
  94.  
  95. Perk 2: allows the player to once per fight make a player invulnerable to all damage for three turns at the cost of all their mana
  96.  
  97. Perk 3: At the last perk you now have a chance to enchant your enemies and convince one of them to join your allies permanently as a follower for an +90 role.
  98. ---------------------------------------------------------------------------------------------------------
  99. Class Name: Samurai
  100. Starting Gear: Iron Katana, Iron Samurai Armor
  101. Starting Abilities: None
  102.  
  103. Perk 1: Master of weapons; Samurais can use any weapon that they are capable of legitimately lifting effectively. This allows them to not provoke any attacks too easily or having trouble using martial and fancy weapons such as, for example, a nanchaku. They can also effectively block with weapons as if they were sheilds, remaining stable while blocking with their weapons from strong attacks.
  104.  
  105. Perk 2: Stance of valor: The samurai can take a valor stance, but can only move at half his/her original speed. The valor stance will allow the samurai to deal more damage and even attack with two consecutive hits. They take bonuses on attacking.
  106. Defensive stance: The samurai can take a defensive stance at the cost of not moving, allowing him/her to take little damage from physical attacks if he/she can block it. This stance can be shifted into the stance of valor in one round.
  107.  
  108. Perk 3: Last stand: The samurai can, once per battle resolve to face terrible battle wounds. Damage from ranged and melee deals minimal damage to the samurai for six rounds, in addition the samurai can swing his/her blade to launch a ranged blade of wind at the foe.
  109. --------------------------------------------------------------------------------------------------------------
  110. Class Name: Sergeant (Pole-Arm Specialist)
  111. Starting Gear: Iron Pole-Arm of choice as well as iron plate armor
  112. Starting Abilities:: None
  113.  
  114. Perk 1: Momentum. You can make a second attack in one around, if the post is reasonable enough. Additionally using your poleaxe against a shield has a higher chance of breaking its guard.
  115.  
  116. Perk 2: When you swing your polearm in a full arc, it’s counted as a full attack against all foes in front of you. Additionally your reach can be extended by several feet for one round, this has a cooldown of 3 rounds.
  117.  
  118. Perk 3: Your momentum ability can now have 3 attacks chained instead of two. You also gain an aura effect that boosts the ally’s defenses on the frontline.
  119. ----------------------------------------------------------------------------------------------------------------
  120.  
  121. Class Name: Cleric*
  122. Starting Gear: Wooden Staff
  123. Starting Abilities: Heal minor injuries for 10 mana. Also gains the offensive spell "Spear of light" which he can hurl at an enemy for 15+ mana damage to inflict piercing damage.
  124.  
  125. Perk 1: Allows the Cleric to choose an iron weapon of choice to wield alongside with staff. Can relieve the player of illusion,Distraction,Blinding abilities/spells for 20 mana per person
  126.  
  127. Perk 2: +50 mana, Cleric gets a holy steel chain that they can use to cast over dark-aligned enemies if they get a 60+ roll. Said trapped enemies will be unable to move while subdued by chain. Also gains the spell major heal for 50 mana which can heal a player from the gravest of wounds
  128.  
  129. Perk 3: Full party minor heal for 30 mana, And full party Relieve all for 30 mana
  130. --------------------------------------------------------------------------------------------------------------------
  131. Class Name: Illusionist*
  132. Starting Gear: Grey Robes, Wooden Staff
  133. Starting Abilities: Echo, able to cause the target to hear voices coming from all directions within their head, distracting, and very annoying (Three times per fight)
  134.  
  135. Perk 1: Due to working with illusions, you’re more resistant to them. Additionally, you may cast a new spell, double for 10 mana. The double is unable to harm anything but you may make an exact image (that moves, breaths, smells, and looks) of a target, including yourself. The double cannot be harmed and lasts for two rounds. Also gets to choose an iron weapon of choice
  136.  
  137. Perk 2: +30 mana. You gain the ability to assume a fearsome visage, having a high chance of instilling fear in your surrounding foes. This fear effect costs 20 mana to cast. You also gain the ability to conjure illusory weapons, at the cost of 10 mana. Illusory weapons don’t actually harm foes, but they feel the pain of it as if it had made contact on them. Phantasmal weapons are dispelled easily, but last 3rounds.
  138.  
  139. Perk 3: Phantasmal animals. You may conjure illusions of up to large size. (A grizzly bear, for example). You can have up to two phantasmal animals conjured on the field. They’re immune to all damage, but are dispelled easily. Those hit by a phantasmal animal feel the pain but show no physical damage.
  140. -------------------------------------------------------------------------------------------------------------------
  141.  
  142. Class Name: Bard*
  143. Starting Gear: Traveling Clothes, Instrument of Choice, Iron Dagger/Shortsword
  144. Starting Abilities: Able to sing/play a song of distraction to change an enemy's attention to yourself. Can only have one target's attention changed.
  145.  
  146. Perk 1: Can turn instrument into some form of weapon (Ask Dm for Help). Also can now play a countersong to deactivate a spell before its cast up to two times.
  147.  
  148. Perk 2: Jack of All Trades: The Bard gains a bonus for situational things; i.e rolling to stop yourself from drowning, climbing things, moving across rough terrain, etc.
  149.  
  150. Song of Distraction now has a chance to outright stun the enemy for one round with a roll 70+
  151.  
  152. Perk 3: The bard can now apply his countersong 3 times.
  153.  
  154. Additionally he gains Inspire Courage! The bard sings and cannot make any action other than singing. While singing, his allies all gain a bonus to all rolls and fighting.
  155.  
  156. Perk 4: Captivating Song: The bard's song of distraction now has a 50+ chance to stun the foe. At 70+ The enemy becomes the Bard's ally for the rest of the match. A target that's resisted song of distraction once cannot be captivated.-------------------------------------------------------------------------------------------------------------------
  157. Class Name: Chaos Mage*
  158. Starting Gear: Rainbow Robes, and Chaos Axe
  159. Starting Abilities: A random effect is applied to anything the handaxe touches including terrain, allies, enemies, armor, projectiles, or other weapons. Four outcomes are usually chosen by the dm, two in favor of the player and two in favor of the enemy
  160.  
  161. Perk 1: Chaos Bolt (30 mana) is the raged version of the Chaos Axe's ability and instead of effecting a limb or a piece of armor as the axe would, it infects the whole set or the whole body.
  162.  
  163. Perk 2: Can buy chaos potions for 50c in between fights. Will give a random effect when consumed or doused with by the ally, player, or enemy.
  164.  
  165. Perk 3: Can Switch the Chaos enchantment to another weapon of choice as well once per fight conjure a chaos steed, which will be determined by the dm. Can range from a dragon, to a giant bunny.
  166. --------------------------------------------------------------------------------------------------------------------
  167. Class name: Shaman*
  168. Starting gear: Short staff, Ceremonial Dagger, Magic Mask
  169. Starting Abilities: Conjure Small Animal (10 mana) allows the Shaman to summon any small animal (10-40lbs) at the DM's discretion.|| Lifelink (30 mana) the Shaman links the lifeforce of two or more teammates to his own, doubling the amount of damage they can take. However, damage is shared and if the Shaman is hit, all those in the lifelink suffer a major injury, DM's choice.
  170.  
  171. Perk 1: +30 mana|| The Shaman can now summon an animal twice the size as before (80-160lbs).|| Shaman Lifelink can now effect 3 teammates, triples amount of damage that can be taken, if Shaman is hit; all those in the lifelink suffer a Medium injury.|| Minor Possess (30 mana) allows the Shaman to possess animals and weak minded enemies, undead are immune. Possessions only last the match.
  172.  
  173. Perk 2: +40 mana|| Conjure animal now can be used for larger animals (160-320lbs).|| Shaman Lifelink quadruples the amount of damage those in the lifelink can take, damage is now only half-shared, if the Shaman is hit; all those in the lifelink sustain a minor injury.|| Medium Possess (50 mana) possess now works on stronger enemies.|| Blood Magic, if an enemy is killed with the Ceremonial Dagger, all mana for the entire party is restored (takes 2 turns)
  174.  
  175. Perk 3: +50 mana|| Conjure animal now can be used for animals as large as Elephants.|| Shaman Lifelink makes those ensnared by the link nearly invisible, damage is no longer shared, if Shaman is hit, the lifelink breaks.|| Major Possess (80 mana) only the most powerful and strong willed enemies can resist the Shaman's call now.|| Ritual Sacrifice, if a humanoid enemy is killed by the Ceremonial Dagger, all minor injuries are healed, and all mana is refilled for the entire party. (2 turns, 100 mana)
  176.  
  177. Perk 4: +100 mana|| The Shaman can now conjure beasts of EPIC proportions!|| Godspeak, the Shaman may now call upon the spirits of the dead to wash over the enemies in a sea of blades, all enemies ground based enemies take major damage (4 turns, 150 mana)
  178. -------------------------------------------------------------------------------------------------------------
  179. Class Name: Duelist
  180. Starting Gear: Duelist’s clothes (leather armour), steel rapier
  181. Starting Abilities: Feint; The Duelist can feint an attack that has a chance to bluff the enemy into dodging or attacking, allowing your next attack to be a sure hit.
  182.  
  183. Perk 1: Pierce, the Duelist’s attacks are armour piercing; the level of this armour pierce is equal to their perk level (it scales). Parry/Riposte; The duelist may, once per match, parry an attack with a one-handed weapon. This has a lower success rate for larger creatures. When the duelist successfully parrys, they may lunge in for an attack to critical damage.
  184.  
  185. Perk 2: Projectile deflection: Your one handed weapon can be used to deflect projectiles. The larger the projectile, the lesser chance of success; arrows will more than likely be easily bounced away if focused on. Acrobatic Charge: The Duelist can charge through debris and land-based obstacles with no penalty.
  186.  
  187. Perk 3: Lightning strikes: You may attack twice every round with a light handed weapon rather than once. The Counter: If you take damage, you may instantly lash back and land a blow.(if logically possible)
  188. -----------------------------------------------------------------------------------------------------------------------------
  189. Class name: Dracomancer
  190. Starting gear: Iron Dragonscale Mail and an Iron weapon of their choice
  191. 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.
  192.  
  193. Perk 1: Dragon Strength: The User can channel their dragon power into stronger melee attacks.
  194.  
  195. Perk 2: Dragon Fire: Welp Breath is now a full fledged dragonfire on terms with a basic fireball.
  196.  
  197. Perk 3: Dragon-wings: The User grows wings and can now fly.
  198.  
  199. 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.
  200. -----------------------------------------------------------------------------------------------------------------------------
  201. Class name: Grey Guard
  202. Starting gear: Iron Chainmail, Iron Halberd, 5 Anti-magic Poisons
  203. Starting abilities: Can three times per match redirect a spell in flight towards him or herself.
  204.  
  205. Perk 1: Can negate the damage once per match of any basic spell, and reduced the damage of a stronger one significantly.
  206.  
  207. Perk 2: Gains a tower shield that allows the user to absorb mana in the form of low-level enemy magical attacks and bestow this mana to allies.
  208.  
  209. Perk 3: Can now redirect a spell towards an opponent 50% of the time.
  210.  
  211. Perk 4: 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.
  212. -----------------------------------------------------------------------------------------------------------------------------
  213. Class name: Scout:
  214. Starting gear: Leather Armor, Two Iron Dagger, a Parascope
  215. Starting abilities: Spot Enemies: You can check any notable features that are within the enemies that you normally wouldn't see.
  216.  
  217. Perk 1: For two turns you can not be damaged by enemy attacks, but not damage them.
  218.  
  219. Perk 2: Spot Weaknesses: You can spot weaknesses within the enemie's ranks or within themselves. Using your knowledge on various facts you can also relay many other weaknesses on the individual enemies to the others.
  220.  
  221. Perk 3: You can turn invisible and scout ahead, but not attack, and distract the enemy as well as attempt to disarm them for four turns.
  222. -----------------------------------------------------------------------------------------------------------------------------
  223. Class name: Arena Fighter:
  224. Starting gear: Iron Armor, Iron Sword, Iron Round Shield
  225. Starting abilities: none
  226.  
  227. Perk 1: Zeal: You know how to fight in the arena and impress the audience so you get 25 extra gold every fight.
  228.  
  229. 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.
  230.  
  231. Perk 3: Spectacle: IF you increase the length of your fight with an opponent you can get 10 extra gold for every extra turn (up to three turns) you have with him.
  232.  
  233. 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.)
  234. -----------------------------------------------------------------------------------------------------------------------------
  235. Class name: Arena Prophet*
  236. Starting gear: Any weapon; Due to the prophet's influence over the arena, lord crock allows them to select a basic weapon of their choice. Armor is limited to robes.
  237. Starting Abilities:The Prophet may pray to lord Crock for a random boon or smite at the cost of 20 mana. Lord Crock has a chance of ignoring the prayer, but has a higher chance of answering it when offering a sacrifice. The smite and boon is up to the Arena god's decision.
  238.  
  239. Perk 1: Can now take a turn of prayer to restore an ally's mana or health.
  240.  
  241. Perk 2: Can bestow upon themselves or their allies a holy blessing by praying for a turn which will increase rolls by 10 for two turns once per fight.
  242.  
  243. Perk 3: By sacrificing an enemy or having an ally willingly sacrifice themself, the Arena Prophet can ascend to becoming an angel. Gains golden wings, weapons imbued with holy fire, and an armor of holy light. Will be able to heal injuries with holy healing powers. This form lasts for three turns.
  244. -----------------------------------------------------------------------------------------------------------------------------
  245. Class Name: Inquisitor
  246. Starting gear: Medium armor (I.E: Chainmail, scale mail, etc.). A mace. 30 mana.
  247. Starting abilities: Can use one of two judgements that call upon the god of the arena's divine intervention. Can only have one judgement active and it lasts for a single turn with a three turn cool down. Take's a whole turn to activate a judgement and requires the Inquisitor to remain still while making the appropriate prayers.
  248. *Death: The inquisitor selects an enemy and marks them for death. During this time, his attacks are treated as holy against that creature.
  249. *Resiliency: The inquisitor takes on a defensive stance, gaining bonuses against all sources of attacks.
  250.  
  251. Perk 1: Walls of Light: At the cost of 30 mana, the Inquisitor can bind a target in an impenetrable box of light for one turn. Silence: The Inquisitor disables a mage's casting for 2 turns.
  252.  
  253. Perk 2: *Smite: The Inquisitor casts an upgraded version of their spells. Subject to the DM. Remove heresy: The Inquisitor gains a bonus against all priests against their religion.
  254.  
  255. Perk 3: Desecrate: Enemies that are marked for death disintegrate to ashes, preventing them from being revived or regenerating. The Inquisitor can also cancel out a holy spell at a cost equal to the spell cast.
  256.  
  257. Perk 4: Sanctuary: The Inquisitor can mark an area as a holy location at the cost of all their mana(Minimum of 100 required). For two(three? Up to crock) turns, all allies gain regeneration, attack bonuses, and defensive bonuses against enemies attacking the holy location. Enemies also take damage over time in the sanctuary. Sanctuary cannot be improved by anything; including the smite judgement.
  258. -----------------------------------------------------------------------------------------------------------------------------
  259. Class Name: Panhandler
  260. Starting gear:Rags and FISTS.
  261. Starting abilities:
  262. Worthless: As long as the Panhandler is dressed in rags, they won't be targeted by the enemy.
  263. Panhandle: The Panhandler can beg the target enemy for mercy. On a successful roll the panhandler will be left alone; sometimes, the enemy will toss gold coins, to the dm's discretion.
  264.  
  265.  
  266. Perk 1: The Panhandler gains a +1 counter for doing nothing! The Panhandler can only have an amount of counters equal to their perk level * 10.
  267.  
  268. Any roll made against the panhandler consumes the stacks, granting them a bonus equal to the amount (or penalty, if the roll is against them.)
  269.  
  270. Perk 2:
  271. Urchin's luck: The Panhandler gains a +5 bonus to any roll they make.
  272. Mug: The Panhandler gains a bonus to attacking an unsuspecting target. They also gain a bonus when attempting to steal goods.
  273.  
  274. Perk 3:
  275. Better Panhandle: Once per battle, the Panhandler's first panhandle attempt will succeed and grant them a reward to the DM's discretion.(Gear, gold, etc.). Additionally they receive a bonus to all panhandling, with a change of earning the enemy's gear as well as gold.
  276.  
  277. Perk 4: Chavland: The Panhandler conjures a 2 chavs to fight alongside him. The Chavs have all the Panhandler abilities, up to perk 3.
  278. ------------------------------------------------------------------------------------------------------------------------------------
  279.  
  280. class Name: Turtle King
  281. Starting Gear: Turtle Armor (Shell, Gauntlets, Leggings, Scale Mail, Helm)
  282. Starting Abilities: Although the Turtle King has no starting weapons, he instead chooses to use the sheer weight and force of his shell to literally crush his enemies by headbutting, charging and bashing at them. At the cost of mobility.
  283.  
  284. Perk 1: The Turtle Shell now has a unique defense mechanism. There are razor sharp spikes planted all over it!
  285.  
  286. Perk 2: At the cost of literally being able to do nothing, the Turtle King retracts his entire body into his shell. During a period of 5 turns, the Turtle King recovers 10 mana each turn and slowly regenerates!
  287.  
  288. Perk 3: The Turtle King trains himself in the art of JUMPING REALLY HIGH. Letting gravity do the majority of the work, anybody under when the Turtle King launches into the sky would have either their entire armor cracked and a lot of bones broken.
  289.  
  290. Perk 4: The Turtle King now has more control of where he's going to land during midair!
  291. ------------------------------------------------------------------------------------------------------------------------------------
  292. Class Name: Cleric of Doom
  293. Starting Gear: Iron Scythe, Iron Scalemail Armor
  294. Starting Ability: Shock: A free ranged lightning spell that deals decent damage, can be used for free every 2 turns.
  295.  
  296. Perk 1: Healing Surge: A lightning spell that heals all nearby allies, can be used every 4 turns.
  297.  
  298. Perk 2: Major Smite: Calls down an unholy lightning bolt from the sky, can be used every 3 turns. & Lightning Zombie: Turn an undead body into a weaker zombie with lightning, can be used every 5 turns.
  299.  
  300. Perk 3: Summon Lightning Valkyrie: Summons a Minor Lightning Valkyrie to assist in combat with no limit to number, can be used every 8 turns.
  301.  
  302. Perk 4: Lightning Storm (100 Mana): Summons a storm of Lightning that reduces cooldown of Lightning Spells by 2.
  303. ------------------------------------------------------------------------------------------------------------------------------------
  304. Class Name: Hexer*
  305. Starting Gear: Robes
  306. Starting Abilities:
  307. Hex (20): A target opponent has a 20% chance to completely fail any action they take, even moving, and is treated as a critical failure.
  308.  
  309. Perk 1: Gravity Orb (25): Hurls a slow moving ball of dark energy that can be placed in a space for 4 turns and draws in enemies through gravity, slowing them down, making them heavier, and deals light damage over time while under it's effect; explodes and deals massive damage if it hits the target.
  310.  
  311. +30 Mana
  312.  
  313. Perk 2: Mana Drain: The Hexer drains 30 mana from a nearby, or Hexed enemy.
  314.  
  315. Hex of Speed, Strength, and Dexterity (30): The user chooses either Speed, strength, or Dexterity, and the targeted enemy or ally has their Speed, Strength, or Dexterity cut by 1/3. Meaning they are 1/3 slower, or 1/3 less strong, or 1/3 less dexterous (Ability to hit with melee/range.)
  316.  
  317. Perk 3: Twisted Barricade:(50 Mana, 10 per turn, and requires blood to activate.) Creates a warped, hexed environment around the Hexer where all incoming attacks from enemies, projectile or melee, take a 33% chance to fail instantly and completely miss their target and are treated as a critical failure.
  318.  
  319. +30 Mana
  320. ------------------------------------------------------------------------------------------------------------------------------------
  321. Class Name: Bloodletter*
  322. Starting Gear: Dagger, Robes
  323. Starting Abilities:
  324. Dark orb: Hurls a ball of dark energy to crush the target; deals massive damage, but costs 20 mana.
  325.  
  326. Perk 1: Dark Pact: The Bloodletter sacrifices one of his limbs to refill 50% of his mana. Additionally, using dark pact removes any debuffs. (Poisoning, damage over time, etc.)
  327.  
  328. +30 Mana
  329.  
  330. Perk 2: Numbness: The target feels absolutely no pain from an attack for 3 rounds. 20 mana.
  331.  
  332. Dark Hail: Releases several tiny orbs of dark energy in front of the user; a scattershot attack. Each orb deals little damage on their own, but up close is pretty much an instant kill. 30 mana.
  333.  
  334.  
  335. Perk 3: Pursuers: Creates 3-5 dark orbs of energy around the Hexer. The orbs can be sent whenever the Hexer pleases. He may create up to 10 Dark Orbs before sending them towards a single target at once; Pursuers are slow, but home in on the target, making it almost impossible to miss. 50 Mana per cast.
  336.  
  337.  
  338. Perk 4: Dead again: Release a chant that causes the corpses around the Bloodletter to spontaneously combust in black flame. Drains 50% of mana; requires at least 100 to cast.
  339.  
  340. +30 Mana
  341. -------------------------------------------------------------------------------------------------------------------------------------------
  342. Class Name:Yandere
  343. Starting Gear: Maid's dress (tm), Giant billhook, becomes female if not already.
  344. Starting Abilities:
  345. Love Link: Upon selecting the Yandere class, select another PC as your true love/honeybunch/snookums/cupcake/sweetiepie! Should the linked PC be flirted with or put into harms way, the Yandere falls into a psychopathic frenzy, granting them more damage on their next attack towards whoever did these actions to their crush.
  346.  
  347. Heartbreak: If the Yandere's husbando/waifu dies, the Yandere flies into a permanent rage, granting them incredible pain tolerance and increased damage. They MUST focus the target that brought their crush harm; purposefully harming anyone else(that doesn't get in the way) ends this buff.
  348.  
  349.  
  350. Perk 1:
  351. Protection: If within range of your love link, you may immediately leap in to take an attack that would normally damage them.
  352.  
  353. Paranoia: If someone so much as LOOKS at your snookums, you immediately suspect them to be a threat. Basically a buff towards love link; grants you additional damage for people remotely budging towards your man.
  354.  
  355.  
  356. Perk 2:
  357.  
  358. A little nudge(Cooldown of 3): You may shove your lover. The distance of this shove pushes them incredibly far, but it's ineffective against anyone else. Your lover takes no damage from this, and you cannot use this ability if it would bring them to harm.
  359.  
  360.  
  361. Perk 3:
  362.  
  363. With a kiss, I die!: With a kiss, the Yandere may sacrifice their life to revive their lover.
  364.  
  365. The tango: The Yandere may swap their positions with their lover from anywhere on the battlefield, up to twice per fight.
  366. -----------------------------------------------------------------------------------------------------------------------------------------
  367. Class Name: Copy Cat
  368. Starting Gear: Full Body White Cloak and White Face Mask
  369. Starting Abilities:
  370. Endless Cloak: Allows the player to store the entirety of their belongings within the boundless confines of their cloak as long as it's the only thing that they are wearing. This includes weapons, armors, and siege weapons. Corpses and living things are not able to be confined within cloaks.
  371.  
  372. Weapon Copy: Allows the player to choose a weapon on the battlefield and remove a replica of it from their cloak. They can do this twice per fight and any weapon that their allies are visibly wielding is fair game. Weapons that enemies are holding require an 80+ roll to replicate and if the replication fails it takes up an attempt.
  373.  
  374.  
  375. Perk 1:
  376. Ability Copy: Allows the player to choose two abilities to copy per fight displayed by their allies
  377. Spell Copy: If the player buys a mana pack, they will be able to copy two spells used during the battle. If the spell that's copied is one casted by a teammate then it doesn't require a roll but if it's a spell used by an enemy it requires a +60 roll.
  378.  
  379.  
  380. Perk 2:
  381. Mimic Blade: Player gains a blinding white bladed longsword which is on par to that of a steel weapon. The blade allows the player to steal and copy the abilities and traits of other blades that it trades blows with. The player can use the Mimic Blade's ability to copy a trait or enhancement once per fight with a 60+ roll and can then employ that ability in future fights.
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