ABBREVIATION 
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DESCRIPTION 
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STAT v X 
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STAT can equal any of the
  character’s stats, STR, END, FNS or INT. 
X can equal a target’s STAT or
  it’s DEF (Defense). 
Most class skills make use of a
  ‘versus’ roll. When making a versus roll, roll the dice associated with that
  STATs level (reference character sheet) and add that STAT’s level to the
  roll. Example: A player is asked to roll STR. The player’s character
  may have a STR of 3, which means they roll 2d6 and add 3 to the result. 
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AoO 
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Attack of Opportunity. 
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ATK 
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Attack. Generally refers to
  weapon attack. 
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AoE 
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Area of Effect. Will be followed
  for a “Level” and number. The number refers to the size of the effect. 
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DMG 
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Damage. When seen, this refers
  to general weapon damage from the result of a standard versus roll with no
  other modifier added to it. 
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DEF 
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P. DEF – Physical Defense Roll. 
M. DEF – Magical Defense Roll. 
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WR 
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Weapon Rating. 
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DoT 
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Damage over Time. Does damage
  over a given number of rounds. 
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FIGHTER
            Whether
a tavern brawl or a goblin horde, Fighters are found in the thick of things.
They can be found carrying mighty shields as bulwarks against evil or swinging
great weapons of carnage against their foes. A fighter is prepared for any
arena of combat, from the sands of a tournament to the stone of a treasure
cave.
CLASS INFO
Base HP 
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HP Gained Upon Leveling 
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Base Initiative 
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10 + 1d8 
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1d8 + END Level 
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5 
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CLASS ABILITIES
LVL 
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BERSERKER 
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GLADIATOR 
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DUELIST 
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1 
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Cleave: STR v P. DEF 
+3 ATK 
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Feint Retreat: FNS v P. DEF 
Roll FNS + main weapon rating. 
+1 ATK 
Retreat 1 square any direction. 
Does not initiate AoO. 
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Lunge: FNS v P. DEF 
Roll FNS + Main WR. 
+1 Attack Range 
+1 ATK 
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4 
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War Cry: STR v INT 
AoE Level 2 
Immobilizes targets for 2
  rounds. 
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Fighting Dirty: FNS v FNS 
Blind target for 2 rounds. 
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Counter: FNS v P. DEF 
Roll FNS + Main WR. 
Must successfully defend against
  attack and be in range of attacker. 
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7 
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Whirlwind: STR v P. DEF 
AoE Level 1 
+2 ATK; Roll once 
Attacks all targets in AoE. 
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Leap: STR v P. DEF 
Jump up to 3 squares into an
  unoccupied square but next to a target. 
+2 ATK 
Does not initiate AoO and passes
  through medium height obstacle. 
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Dual Strike: STR v P. DEF 
Must be dual wielding. 
Attack with main hand weapon and offhand
  weapon. Add both attacks and compare to target’s one DEF roll. 
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10 
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Blood Rage: STR v P. DEF 
Must be at half health or lower. 
Go into a Blood Rage. Perform a
  basic move and attack after every party member and enemy turn this round or
  until you take damage, whichever comes first. 
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Last Stand: END 
Must be at half health or lower. 
Roll END and heal for that
  amount. 
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Flurry: STR v P. DEF 
Must be dual wielding. 
Attack with Main hand and offhand simultaneously
  with no penalties. Target is also disarmed and immobilized opponent for 1
  round.  
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KNIGHT
Warriors of skill and courage,
Knights are the heroic commanders on many fields. Knights are often found
routing the vile undead, commanding troops, and rallying their allies to
victory thru their titanic will, immense skill and dauntless courage.
CLASS INFO
Base HP 
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HP Gained Upon Leveling 
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Base Initiative 
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10 + 1d8 
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1d8 + END Level 
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5 
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CLASS ABILITIES
LVL 
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PROTECTOR 
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SHADOW 
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LANCER 
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1 
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Shield Bash: STR v P. DEF 
Roll STR+Stat Lvl for DMG. 
Stuns target for 1 round. 
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Rend: STR v P. DEF 
+2 ATK + damage equal to STR
  Stat Lvl for 2 rounds. 
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Sweep: STR v P. DEF 
AoE Level 1 
DMG 
Knockdown 
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4 
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Righteous Blaze: INT (v M. DEF) 
Heal target friendly. 
DMG any enemies adjacent to
  friendly. 
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Shadow Blight: INT v M. DEF 
AoE Level 2 Self Target 
DoT for 2 rounds 
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Vault: STR v P. DEF 
Requires Pole or Spear 
Move up to 3 Squares over flat
  or gently sloping terrain. 
+2 ATK 
Pushes target back one square unless
  square is occupied, then target is moved to either side of occupied square. 
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7 
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Radiant Shield: M. DEF 
Cast a Shield in front of a
  target ally. Shield absorbs damage in amount rolled. If damage exceeds
  shield, excess transfer onto target ally. 
Lasts for one attack only. 
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Vampiric Strike: STR v P. DEF 
Restores HP in amount of damage
  done to target. 
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Piercing Displacement: STR v P. DEF 
+3 ATK 
Stab your enemy and pick them up
  with your weapon. Choose an adjacent square to the Knight to deposit the
  target. Knight rotates to face target’s new position. 
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10 
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Radiant Hammer: INT v M. DEF 
DMG 
AoE Level 2 Self-Target 
All enemies are pushed out of
  the AoE and cannot enter for 2 rounds. 
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Dark Penance: INT v M. DEF 
Area of Effect Level 2. 
DMG 
For every target affected by
  Dark Penance, restore 1 expended class skill to party members starting with
  the member closest to the affected area. 
Does not restore class skill of
  caster. 
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Meteoric Strike: INT v P. DEF 
(Add WR to INT Roll) 
AoE Level 2 
Requires Pole or Spear 
Must target an empty square.
  Move up to 4 squares and up to twice character height. 
Infuse your weapon with magical
  energies before hurling it into the sky. Crashing back to earth, it does
  damage and teleports you to the square where it lands. 
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MAGE
            Wizards,
Sorcerers, Magi; by whatever name they are known, Mages are the renowned spell
workers of the world. Bending the arcane flows, the black shadows of magic, or
even the very minds of their opponents, no power seems beyond their grasp.
Mages are a formidable foe and a powerful ally.
CLASS INFO
Base HP 
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HP Gained Upon Leveling 
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Base Initiative 
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10 + 1d6 
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1d6 + END Level 
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2 
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CLASS ABILITIES
LVL 
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ARCANE 
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DARK 
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NEUROMANCY 
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1 
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Arcane Arrow: INT v DEF 
Range: 4 
+2 ATK + damage equal to
  caster’s INT level for 1 round. 
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Necrotic Bolt: INT v M. DEF 
Range: 4 
+1 ATK 
Lowers target’s DEF equal to
  caster’s INT level for 1 round. 
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Aneurism: INT v END 
Range: 4 
DMG 
Ignores target’s AP. 
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4 
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Phase: INT 
Re-roll a failed defense roll
  using INT instead. If successful, move up to 3 squares in any direction
  without penalty of AoO and take no damage from initial attack. 
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Siphon: INT v END 
Range: 4 
Restore HP in amount of damage
  done. 
Ignores target’s AP. 
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Confuse: INT v M. DEF 
Range: 4 
Target attack one of their
  allies on caster’s turn. Player cannot control target’s movements. 
Lasts 1 turn. 
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7 
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Shock: INT v M. DEF 
Range: 4 
+2 ATK and target is stunned for
  1 round. 
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Boil Blood: INT v END 
Range: 4 
Does increasing damage for 3
  rounds. 
Ignores target’s AP. 
ROUND
                  DMG 
     1
                     Damage 
     2
                  Damage
  + 1 
     3
                  Damage
  + 3 
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Illusionary Blade: INT v M. DEF 
Range: 4 
Target hallucinates, seeing a
  floating blade attacking them. Ignoring everything else around them, target
  can only attack the phantom blade. Any AoO from the affected target are
  negated. 
Illusionary Blade lasts for 2
  rounds. 
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10 
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Nova: INT v M. DEF 
Range: 4 
AoE Level 2 
+2 ATK. All targets in area,
  regardless of successful M. DEF roll or not, are Dazed for 1 round. 
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Risen Corpses: INT v P. DEF 
Range: 4 
Requires: Dead Bodies 
+3 ATK 
Up to 3 dead bodies on the
  combat grid rise up and rush the target nearest to them at a maximum range of
  4. 
All risen corpses attack for
  amount rolled by the caster. After attack, corpses collapse in front of the
  target. 
If multiple corpses attack a
  single target, target must roll a separate defense for each attack. 
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Mass Hallucination: INT v M. DEF 
Range: 4 
AoE Level 2 
All affected targets see the
  caster’s allies as representatives of their worst nightmares. 
-2 to all DEF rolls for 2
  rounds. 
If a character critically
  attacks an affected target, and target survives, target flees prompting AoO
  from all player-characters they pass. 
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NATURALIST
            While
Mages may wield the arcane, Nature and her powers are the sole domain of the
Naturalist. A select group of spell weavers, they command the very soul of the
world, and can conjure her spirits and elements to mend, or crush, those whom
they choose.
CLASS INFO
| 
   
Base HP 
 | 
  
   
HP Gained Upon Leveling 
 | 
  
   
Base Initiative 
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| 
   
10 + 1d6 
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1d6 + END Level 
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3 
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CLASS ABILITIES
| 
   
LVL 
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RESTORATION 
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EVOCATION 
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ELEMENTAL 
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| 
   
1 
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Leech: INT v M. DEF 
Range: 4 
DMG a target while removing a
  negative status effect from an ally. 
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Evoke Fire: INT 
Imbue your weapon with fire for
  this attack. 
Does DMG + INT level. 
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Stone Fist: STR v P. DEF 
+2 ATK (Unarmed) 
Stun for 1 round. 
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| 
   
4 
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Cleansing Waters 
Range: 4 
Restore HP equal to casters INT
  level per round for 3 rounds. 
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Evoke Earth: INT 
Range: 3 
Create a 10ft. high wall 2
  squares wide granting players full cover. 
Climb rating = 7+ 
Wall’s DEF = 7; HP = 12 
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Quake: INT v FNS 
Range: 4 
AoE Level 2 
The movement rate for all
  targets is reduced by 2 for 1 round. 
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7 
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Life Spring: END 
Range: 4 
Roll END for damage to self. 
Revive friendly target,
  restoring HP for amount rolled. Caster’s HP cannot drop below 1. 
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Evoke Air: INT v STR 
Range: 3 
Create a small vortex,
  immobilizing target for 3 rounds. 
Target may make STR roll against
  initial INT roll on every turn. If successful, target breaks free of vortex. 
Attacking the target will cancel
  Evoke: Air. 
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Wild Fire: INT v M. DEF 
Range: 4 
INT level in damage for 2
  rounds. 
All adjacent enemies to target
  must roll DEF. If any fail, they are affected by Wild Fire. 
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10 
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Rejuvenate 
Range: 3 
AoE Level 1 
Restore 1 used class skill to
  all party members in affected area. 
Does not affect caster. 
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Evoke Water: INT v M. DEF 
Range: 3 
AoE Level 1 
Target Dependent 
Affected Targets : ATK + 3 and
  Stunned for 1 Round. 
Friendly Targets in Area:  Restore HP in amount rolled by Caster. 
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Gaia’s Rage INT v M. DEF 
Range: 4 
Caster creates an elemental golem to attack
  this turn. Select one golem from the list below: 
Earth: ATK +2, Stunned for 1 round, Target’s
  P.DEF lowered by 2 for 1 round. 
Air: AoE Level 1; ATK +2, Silenced for 1 round. 
Fire: AoE Level 1; Damage, INT level in damage
  for next 2 rounds. 
Water: AoE Level1; Damage, Immobilized for 1
  round. 
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ORACLE
            Any
adventurer will tell you that they could never survive the feats of daring they
perform without the aid and cunning magics of an experienced Oracle. The
support, guidance and helpful healing magics they wield have left many a
monster dead, and a hero very much alive.
CLASS INFO
Base HP 
 | 
  
HP Gained Upon Leveling 
 | 
  
Base Initiative 
 | 
 
10 + 1d6 
 | 
  
1d6 + END Level 
 | 
  
2 
 | 
 
CLASS ABILITIES
LVL 
 | 
  
THAUMATURGY 
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ENHANCEMENT 
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HERMETIC 
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1 
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Piercing Light: INT v M. DEF 
Range: 4 
Target Dependent; 
Target Friendly: Heal for amount
  rolled. 
Target Enemy: +2 ATK 
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Boost 
Range: 3 
+2 ATK to friendly target’s next
  attack (basic or class skill). 
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Prismatic Crush: INT v M. DEF 
Range: 4 
+2 ATK 
Immobilizes target for 2 rounds. 
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4 
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Cure 
Range: 3 
Remove all negative status
  effects from a friendly target. 
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Protection: INT 
Range: 3 
Casts a barrier around a
  friendly target that absorbs damage in the amount rolled by caster. 
If damage amount exceeds
  barrier’s HP, the friendly target must make a normal DEF roll (unless
  specified) against extra damage amount. 
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Temporal Shift: INT 
Re-roll a failed DEF roll using
  INT instead. If INT is higher than initial attack, take no damage. 
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7 
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Replenish 
Range: 3 
Restores one expended class
  skill for a friendly target. 
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Reflect 
Range: 3 
Casts a barrier around a
  friendly target that reflects any incoming damage back to the attacker.
  Dissipates upon use. Attacker cannot defend against reflection.  
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Transfusion: INT v END 
Range: 4 
Damages target. 
Heal a friendly target within a
  range of 4 from target for amount of damage done. 
Ignores target’s AP. 
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10 
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Radiance: INT v M. DEF 
Range: 4 
AoE Level 2 
Add all damage done to affected
  targets. Any allies within the affected area are healed for that amount. 
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Heroes Mantra 
Range: 4 
AoE Level 2 
All friendly targets gain +2 to
  all rolls for the next 2 rounds. 
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Crystal Prison: INT v M. DEF 
Range: 4 
-2 DEF and Stuns all affected
  targets for 1 round. 
Does no damage to targets. 
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SCOUT
            When
a secret need be found, or a purse be slit, or even a merry tale be told; even
the great bards of old would turn to the wary Scouts. With a sharp blade, a
quick bow and an eye for adventure, few can match the bravado or the zest that
the average scout seeks in his life.
CLASS INFO
Base HP 
 | 
  
HP Gained Upon Leveling 
 | 
  
Base Initiative 
 | 
 
10 + 1d6 
 | 
  
1d6 + END Level 
 | 
  
6 
 | 
 
CLASS ABILITIES
LVL 
 | 
  
THIEF 
 | 
  
RANGER 
 | 
  
ASSASSIN 
 | 
 
1 
 | 
  
Back Stab: STR v DEF 
Must be behind target. 
+3 ATK 
(added to standard attack from
  behind modifier). 
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Aimed Shot: FNS v DEF 
Range: Weapon +1 
Requires: Bow 
+2 ATK 
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Bleed: FNS v DEF 
DoT 
1st Round: DMG 
2nd and 3rd Round (if
  initial attack is successful): damage in amount equal to FNS level. 
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4 
 | 
  
Black Jack: STR v END 
Must be behind target. 
+1 ATK 
Stuns target for 2 rounds or
  until attacked. 
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Poison Shot: FNS 
Range: Weapon 
Requires: Bow 
DoT 
1st Round: DMG 
2nd and 3rd
  Round (if initial attack is successful): damage in amount equal to FNS level
  +2. 
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Smoke Bomb: FNS 
AoE Level 1 
Affected targets are Blind for 1
  round. 
If player has not moved yet,
  Smoke Bomb negates any AoO. 
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7 
 | 
  
Shank: FNS v DEF 
Must be dual wielding. 
+3 ATK with main weapon. If
  successful in attack, attack with offhand weapon ignoring offhand penalty.
  Offhand weapon damage is applied for 2 rounds. 
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Quick Shot: FNS 
Range: Weapon 
Requires: Bow 
Fire two shots with a bow either
  at the same or different targets within range. 
Roll for each shot fired. 
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Rushing Blade: STR 
DMG 
Move up to 4 squares, passing
  through enemy targets and ending in an empty square. 
Negates AoO. 
Must attack at least one target. 
 | 
 
10 
 | 
  
Gambler’s Strike: FNS v DEF 
Roll FNS and add weapon rating. 
If total roll with added modifiers is even:
  2X DMG 
If total roll with added modifiers is odd:
  No DMG 
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Volley: FNS 
Range: Weapon 
Requires: Bow 
AoE Level 2 
All affected targets are
  immobilized for 1 round and unable to make an AoO. 
 | 
  
Dance of Death: FNS v DEF 
Move around
  the target in a circle. Attack target on all four sides (not diagonals). If squares
  surrounding target are occupied, move through occupant(s) but don not attack
  them. End attack in same square that you started. 
Do not
  attack from starting/ending square twice. 
  Main weapon only. 
Include any
  modifiers for flanking or attacking from behind. 
Negate
  attack of opportunity. 
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