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.
|
No comments:
Post a Comment