[Classes]


ABBREVIATION
DESCRIPTION
STAT v X
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.
AoO
Attack of Opportunity.
ATK
Attack. Generally refers to weapon attack.
AoE
Area of Effect. Will be followed for a “Level” and number. The number refers to the size of the effect.
DMG
Damage. When seen, this refers to general weapon damage from the result of a standard versus roll with no other modifier added to it.
DEF
P. DEF – Physical Defense Roll.
M. DEF – Magical Defense Roll.
WR
Weapon Rating.
DoT
Damage over Time. Does damage over a given number of rounds.

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
HP Gained Upon Leveling
Base Initiative
10 + 1d8
1d8 + END Level
5

CLASS ABILITIES
LVL
BERSERKER
GLADIATOR
DUELIST
1
Cleave: STR v P. DEF
+3 ATK
Feint Retreat: FNS v P. DEF
Roll FNS + main weapon rating.
+1 ATK
Retreat 1 square any direction.
Does not initiate AoO.
Lunge: FNS v P. DEF
Roll FNS + Main WR.
+1 Attack Range
+1 ATK
4
War Cry: STR v INT
AoE Level 2
Immobilizes targets for 2 rounds.
Fighting Dirty: FNS v FNS
Blind target for 2 rounds.
Counter: FNS v P. DEF
Roll FNS + Main WR.
Must successfully defend against attack and be in range of attacker.
7
Whirlwind: STR v P. DEF
AoE Level 1
+2 ATK; Roll once
Attacks all targets in AoE.
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.
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.
10
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.


Last Stand: END
Must be at half health or lower.
Roll END and heal for that amount.
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.


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
HP Gained Upon Leveling
Base Initiative
10 + 1d8
1d8 + END Level
5

CLASS ABILITIES
LVL
PROTECTOR
SHADOW
LANCER
1
Shield Bash: STR v P. DEF
Roll STR+Stat Lvl for DMG.
Stuns target for 1 round.
Rend: STR v P. DEF
+2 ATK + damage equal to STR Stat Lvl for 2 rounds.
Sweep: STR v P. DEF
AoE Level 1
DMG
Knockdown
4
Righteous Blaze: INT (v M. DEF)
Heal target friendly.
DMG any enemies adjacent to friendly.
Shadow Blight: INT v M. DEF
AoE Level 2 Self Target
DoT for 2 rounds
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.
7
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.
Vampiric Strike: STR v P. DEF
Restores HP in amount of damage done to target.
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.
10
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.
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.


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.


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
HP Gained Upon Leveling
Base Initiative
10 + 1d6
1d6 + END Level
2

CLASS ABILITIES
LVL
ARCANE
DARK
NEUROMANCY
1
Arcane Arrow: INT v DEF
Range: 4
+2 ATK + damage equal to caster’s INT level for 1 round.
Necrotic Bolt: INT v M. DEF
Range: 4
+1 ATK
Lowers target’s DEF equal to caster’s INT level for 1 round.
Aneurism: INT v END
Range: 4
DMG
Ignores target’s AP.
4
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.
Siphon: INT v END
Range: 4
Restore HP in amount of damage done.
Ignores target’s AP.
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.
7
Shock: INT v M. DEF
Range: 4
+2 ATK and target is stunned for 1 round.
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
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.
10
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.
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.
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.


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
10 + 1d6
1d6 + END Level
3

CLASS ABILITIES

LVL
RESTORATION
EVOCATION
ELEMENTAL
1
Leech: INT v M. DEF
Range: 4
DMG a target while removing a negative status effect from an ally.
Evoke Fire: INT
Imbue your weapon with fire for this attack.
Does DMG + INT level.
Stone Fist: STR v P. DEF
+2 ATK (Unarmed)
Stun for 1 round.
4
Cleansing Waters
Range: 4
Restore HP equal to casters INT level per round for 3 rounds.
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
Quake: INT v FNS
Range: 4
AoE Level 2
The movement rate for all targets is reduced by 2 for 1 round.
7
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.
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.
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.
10
Rejuvenate
Range: 3
AoE Level 1
Restore 1 used class skill to all party members in affected area.
Does not affect caster.
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.
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.


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
ENHANCEMENT
HERMETIC
1
Piercing Light: INT v M. DEF
Range: 4
Target Dependent;
Target Friendly: Heal for amount rolled.
Target Enemy: +2 ATK
Boost
Range: 3
+2 ATK to friendly target’s next attack (basic or class skill).
Prismatic Crush: INT v M. DEF
Range: 4
+2 ATK
Immobilizes target for 2 rounds.
4
Cure
Range: 3
Remove all negative status effects from a friendly target.
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.
Temporal Shift: INT
Re-roll a failed DEF roll using INT instead. If INT is higher than initial attack, take no damage.
7
Replenish
Range: 3
Restores one expended class skill for a friendly target.
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.
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.
10
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.
Heroes Mantra
Range: 4
AoE Level 2
All friendly targets gain +2 to all rolls for the next 2 rounds.
Crystal Prison: INT v M. DEF
Range: 4
-2 DEF and Stuns all affected targets for 1 round.
Does no damage to targets.


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).
Aimed Shot: FNS v DEF
Range: Weapon +1
Requires: Bow
+2 ATK
Bleed: FNS v DEF
DoT
1st Round: DMG
2nd and 3rd Round (if initial attack is successful): damage in amount equal to FNS level.
4
Black Jack: STR v END
Must be behind target.
+1 ATK
Stuns target for 2 rounds or until attacked.
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.
Smoke Bomb: FNS
AoE Level 1
Affected targets are Blind for 1 round.
If player has not moved yet, Smoke Bomb negates any AoO.
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.
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.
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
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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