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Classes

Swordsman Berserker Ranger Gunner Cleric Magus Freelancer Monk Rogue Dragoon Trickster Cartographer

STR CON DEX INT WIS CHA Any buffs cannot press beyond -1
3 3 -3 -2 -3 -3 2 2 -1 2 -2 -3 2 3 -2 -1 -2 -2 2 -1 -1 -2 -3 3 3 3 -1 -3 1 -2 -3 -3 2 3 2 2 -2 -2 3

2 2 3 -2 -3

3 2 2 -2 3

3 3 2 2

-2 3

CLASS SKILLS
Swordsman (Select 1) Passive Skills Swordsmanship: +1 to all swords Riposte: Can get a +1 to defense when using a blade to Defend. Swordsman can also receive an Attack of Oppertunity if they have a critical block. Dualwield: Proficiency in handling two swords at once. 1d6 + 1d6 in a single turn. If two weapons in hand, Swordsman is unable to block. Vanguard: Can use a shield in their off hand. Sheilds can block and also do damage. Blocking with a sheild is more effective than blocking with a weapon. Offers ability to take damage for a party member and block. Berserker [Beastkin/Nightwalker Only] (Select 2) Rush: Ability to fight while ignoring a single status effect for a single turn. Only activated once per battle. Last Breath: If their health reaches 0 they have 1 turn to stay alive and Finish their enemy. If they slay their enemy in that turn they are brought back to 1 HP and are in critical condition. Can only be used once. Bloodrage: If you were dealt damage this turn, take the damage you took and add it on to your attack roll. (2 per battle) Defending the Weak: Berserker can take full damage of another party member if they are unable to block. Ranger (Select 2) Through the Heart: A two turn ability. Archers spend their first turn studying the weak spot of their enemy. On their second turn, they attack their enemy and treat their attack like a critical strike. This ability can be silenced and stopped as it is considered a channel. Enchanted Arrows: The ability to echant normal arrows to deal elemental damage (+1). Elements must be chosen before battle has begun. (Elements are as follows: Fire,Water, Earth, Wind, Shock and Ice) Hunter of the Wilds: Ability to see signs of enemy activity. Allows for pre-emptive strikes on enemy hordes. Animal Companion: Allows a familiar to travel with the Ranger. Depending on the size, the animal can attack and can also hold some equipment. Gunner (All 3 Gunner skills are automatically equipped) Aim: Gunner expends one turn to lock onto a target. No Challenge roll required. Damage is dealed directly to an enemy. Can be interrupted. Sleight of Hand: Increases reload time. (Ex.If Double Shot is used, instead of taking another turn to reload, Gunner can reload right after the attack is initiated.) Can only be used once in a fight. Duck and Cover: Allows Gunner to take cover behind debris and fire their weapons with their normal accuracy. Cleric (Choose 2) Voice of Revelation: Cleric's are capable of 'seeing' the maximum HP of an enemy as well as any obvious weaknesses. Consecrate: The Cleric prays to his/her god and the ground around the Cleric turns holy. Anything within a 15 ft radius of the Cleric will be healed 1d4 per turn. In addition, any enemy within this radius will be hurt 1d4 per turn. The Good Will Rest: After obtaining victory in battle, everyone within 10ft of the Cleric will restore 1d6 HP. Sacred Hand: The Cleric deals 1d6 plus the Cleric's level damage to a single target. Should this target be an Ally it will heal them instead. Chosen One's Guide: If a Cleric should attack someone that is against their god/goddess, they will deal double damage. In addition, if they are versing someone who is at war with their God/Goddess, they will take double damage and damage delt to said enemy will be halfed. Holy Weapons of the Trade: A Cleric can make a Holy weapon for themselves. (Holy Weapons deal extra +2 points of damage) Magus (Choose 2) Focus: A Magus can channel their energy into their next spell to double its power. Dispell: The Magus may negate a magical effect whose center is no more than 2 feet from his hand. Sense Charm: The magus is able to detect enchantments on people or objects by touching them. Enchantment: The ability to chant an allies weapon or ones own with an element (Fire, Water, Earth, Wind, Shock and Ice) or a status effect (Poison, Paralysis, etc.) Freelancer Jack of All Trades: The ability to equip any and all weapons, even Class specific. Monk (Choose 2) Protection Barrier: Drawing a line in the dust, the Monk becomes able to keep most hostile forces outside as long as they are not on a higher level than him. Purifying Seal: Using blessed ink, the Monk is able to remove curses, poison, paralysis or pretty much any negative property from people or objects as long as he has time to draw the needed amount of symbols. Complexity of the seal increases with severity of the affliction. Body Mastery: The ability to discern a weakpoint on a target and attack. When physical attacks are successful, roll a 1d6. If the challenge is met, the opponent is staggered. Can be used twice in battle. Mind's Eye: The capability to 'feel' the flow of combat. Can be used once per battle. The Monk can find an opening and cleanly dodge a single melee attack without adding in DEX. Rogue (Choose 2) Conceal Presence: The ability to sneak by targets undetected. Only works if combat has not been initiated. Lockpicking: Rogue's are able to break into locked chests and doors without the use of a key. As long as they have lockpicks, they are able to open any kind of locks, even enchanted ones. Hinder: Rogue's are capable of interfering with an opponents attempt to defend themselves. -1 to enemy CON next turn. Movement: Increased movement speed for the Rogue class. +1 to DEX. Dragoon [Dracovin Only] (Choose 2) Jump: Dragoon have the ability to leap/fly into the air to avoid taking damage. On the first turn, they prepare for flight. On the second turn, the Dragoon ascends into the air. On the last they come down with lance in hand to deal 2x (DMG) to target. Dragon Rush: Dragoon can declare attack as a Dragon Rush and charge through enemies. Will deal armor piercing damage and deal a WIS Bonus as well as an additional +2 in damage calculation. Fleet Foot: When a Dragoon chooses not to take action for one turn, their DEX will receive a +3 bonus when calculated into a dodge attempt. Tension: By focusing their inner spirit, a Dragoon can add STR modifiers to their next physical attack. (+2 > +4 > +6 (Max)) Does not stack for Jump or Dragon Rush. Trickster [Human/Elf Only] (Choose 1) Skill Theft: Tricksters are able to 'observe' during battle and steal the magic and skills of enemies, then use those skills and magic against them. Recourse: The ability to 'trick' even time to get another chance. If a roll fails, Trickster is allowed to roll a second time for another chance. Used once every battle. Illusionist: Tricksters are capable of fooling the opponents eyes with cheap magic tricks! Enemies WIS is halved for two turns. Only used once per battle. Mime: Trickster is capable of mimiking the last attack/skill/magic done by an ally this turn.

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