Classes#
Each standard class has 5 ranks, Rank 2 is available at 100, Rank 3 at 200, Rank 4 at 300, and Rank 5 is available at level 400. These ranks are bestowed titles that grant privileges and rights to the player in society. A title may be declined and does not affect the player’s actual rank upon doing so. Note that all levels above 100 are heroic levels. The classes all have their own peculiar two stats that they are more adept to and build their foundation upon. The first ability stat is their Primary Stat, or Skill Stat. Skill Stats are those abilities in which all skills are based around. The skills use the modifiers for that perspective ability to enhance their outcome such that if the class’s primary stat was dexterity and they attack then roll the necessary dice and add the modifier of the ability dexterity to increase the outcome of the attack. The Secondary Stat or Support Stat offers more room for customization within the game and growth into a more defined and independent character in the world. The Primary stat increases the maximum ability score by 5, and the support stat increases it by 3. All classes represent different role-playable areas within the world but are not so much restraints as they are general suggestions. Each character is not defined as what they do more-as what they have experienced. There are basic core restraints such as humans can’t fly etc. but these core restraints never need to be said as they are most often than not self-explanatory.
elementalist#
Description#
Elementalists emblazon themselves with powerful elemental auras to protect themselves from enemies. Elementalists are like battle mages, their magic naturally occurs and in much greater power than a mageling, but with less precision and control. They are warriors of a rare kind and relish the chaotic part of nature.
| Primary Stat | Secondary Stat | Ranks |
|---|---|---|
| strength | intelligence | elementalist,nihilist,sorceror,arcanist,myrmidon |
Roleplay And Details#
The class starts as elementalist, nihilist, sorcerer, arcanist, and eventually becomes a Myrmidon. Myrmidons are reflexive casters adept in warfare who relish the power and naturally carry their abilities into the battlefield with almost a nonchalant manner. Myrmidons may speak a number of languages innately, unknowingly perhaps, and are quit adept at counter spelling mages or necromancer’s natural elements. A Myrmidon may only have one type of shield on at a time. They also may immolate only one kind at a time. They may cast any element spell under any kind of shield or immolation. If they, however, cast a fire spell under a fire shield, that spell is amplified by 10 in damage. Any element that is received, as an example under the fire shield will be reduced by 10 damage save for fire in which damage would be thenceforth amplified by 10 damage. Outgoing magic of non-fire elements are not diminished in power when under the fire shield. This works for all elements respectfully. Elemental Specification stacks with the damage amplified and diminished by the shields. Saturation deducts all amplification of incoming spells when under effect of a shield. Elemental Allocation completely bypasses all incoming amplifications of shields and moves the elemental type into the type with most resistance. The most efficient races for the Myrmidon are Human, Dwarf, Goblin, Troll, Half-Orc, and the most common race: Orc.
Proficiencies#
| Name | Description | |—|—| | hand to hand | combat allowed when unarmed. | | wands | wands may be used. | | light armor | light armor may be worn as equipment. | | medium armor | medium armor may be worn as equipment. | | heavy armor | heavy armor may be worn as equipment. | | slashing | combat with all slashing weapons. | | basic piercing | combat with all piercing weapons less than or equal to level 15. | | common | language proficiency. | | celestial | language proficiency. | | infernal | language proficiency. | | arcanic | language proficiency. |
Abilities#
| Name | Level Req. | Cost | Description | |—|—|—|—| | fireball | 0 | 25wp | fire elemental attack dealing 1d8+int mod damage. | | vicerating fire | 0 | 5sp | adds +1 damage to each fire elemental immolation tick, stacks 5 times. | | immolate fire | 0 | 50sp | elemental fire melee attack deals 1d4+int mod damage per round for 5 rounds, stacks 5 times. | | frostcone | 10 | 30wp | water elemental attack dealing 2d4+int mod damage. | | vicerating ice | 10 | 5sp | adds +1 damage to each water elemental immolation tick, stacks 5 times. | | lightning ball | 20 | 40wp | air elemental attack dealing 1d12+int mod damage. | | vicerating lightning | 20 | 5sp | adds +1 damage to each air elemental immolation tick, stacks 5 times. | | immolate ice | 20 | 50sp | elemental water melee attack deals 1d4+int mod damage per round for 5 rounds, stacks 5 times. | | earthquake | 30 | 20wp | earth elemental attack dealing 1d8+int mod damage. | | vicerating pulse | 30 | 5sp | adds +1 damage to each earth elemental immolation tick, stacks 5 times. | | plaguing strike | 40 | 30wp | strike dealing 1d6+int mod damage and leaves trace of poison for an additional 1d4+int mod damage for 4 rounds. | | vicerating darkness | 40 | 5sp | adds +1 damage to each spirit elemental immolation tick, stacks 5 times. | | immolate sparks | 40 | 50sp | elemental air melee attack deals 1d4+int mod damage per round for 5 rounds, stacks 5 times. | | wreath of fire | 45 | 10wp | decrease ones resistance to elemental fire and increase ones aptitude to deal more fire damage. | | wreath of ice | 46 | 10wp | decrease ones resistance to water and increase ones aptitude to deal more damage with water. | | wreath of lightning | 47 | 10wp | decrease ones resistance to air elemental and increases ones aptitude to deal more air damage. | | wreath of earth | 48 | 10wp | decrease ones resistance to earth elemental and increases ones aptitude to deal more earth damage. | | wreath of poison | 49 | 10wp | decreases resistance to spirit element and increases aptitude to deal more spirit damage. | | intimidation presence | 50 | 50wp | add charisma mod to all damage and increases critical strike damage by current charisma. | | reflex casting | 50 | passive | gives dc15 chance to allow counterspell opportunity. | | elemental protection | 50 | passive | immune to the current immolation if it’s also a wreath. | | elemental specification | 50 | passive | an elemental damage cast will refresh a viceration of the same elemental type. | | elemental amplitude | 50 | passive | each cast of immolation and viceration adds two stacks instead of one. | | demand presence | 60 | 50wp | halts all aggro for 5 rounds or until enemies are attacks or myrmidon attacks, in which all affected targets exit demand. | | elemental spontaneity | 60 | passive | makes spells harder to dispel or counterspell by dc15. | | immolate pulses | 60 | 50sp | elemental earth melee attack deals 1d4+int mod damage per round for 5 rounds, stacks 5 times. | | darkness presence | 70 | 50wp | all abilities must be a charisma + 1d20 vs charisma + 1d20 in order to cast, else abilities still cost, but don’t activate. | | saturation | 70 | passive | immolated elements take some of the magic out of incoming attacks by 10 damage. | | blood presence | 80 | 50wp | all attacking enemies within 10 yards takes 1d4 damage per round, and if enemy is subject to presence for 4 rounds, it opens a wound causing an additional 1d4 per round. | | simplify energies | 80 | passive | immolated elements enhance energies making sub-elemental attacks into elemental. | | immolate darkness | 80 | 50sp | elemental spirit melee attack deals 1d4+int mod damage per round for 5 rounds, stacks 5 times. | | infectious presence | 90 | 50wp | all attacking enemies within 10 yards take 1d4 damage per round, and 1d12 if enemy is affected by a wound. | | natural reflection | 90 | passive | gives dc15 chance to allow reflection of spells not successfully counterspelled. | | pulse of disease | 100 | 50wp | attacks everyone afflicted by a wound with spirit elemental attack that deals 1d20+int mod damage. | | elemental allocation | 100 | passive | allows incoming attacks to distribute amongst your most powerful resistance. | | elemental precision | 100 | passive | an elemental cast can refresh an immolation affect of the same element. |
gravedigger#
Description#
A gravedigger feels the need to expand his knowledge of the mostly unknown and mystic subject of death. They sometimes find that pain can be delightful and relish their own death, hoping that surely it could be strung out a bit longer if possible so they could assess its many developments upon the way. Gravediggers can be somewhat social at times, but it isn’t uncommon to see a hermetic gravedigger or necromancer.
| Primary Stat | Secondary Stat | Ranks |
|---|---|---|
| intelligence | charisma | gravedigger,ritualist,warlock,necromancer,liche |
Roleplay And Details#
The class starts as a gravedigger, ritualist, warlock, necromancer, and eventually becomes a Liche. A Liche can control 1 creature for every 10 levels and 1 summon at a time. A Liche can hold up to 1 soul for every 10 levels for a maximum of 10 souls end-game as well. Creatures cannot be ordered to wield instruments on the ground but instead understand the commands simply: Attack! Defend! Stay! Follow! Creatures will not act on their own, and when are done with their last command will remain in one spot until commanded to do something else. Infused creatures may communicate in infernal. Lichen may communicate with spectrals, phantoms, spirits, wraiths, but may not speak with Archons for they speak celestial not infernal. Horrors do not communicate legitimately because they are constantly in a rage. For a list of enslave-able or souled creature archetypes refer to creature archetypes. The most favored races for a Liche are Elf, Goblin, Orc, Pixie, and Sprite; however, currently the most dominate race is Human. Liches are most commonly found in the wilds, reclusive like the Druid or Hermit. A Liche will do whatever it takes to learn more about death and magic forbidden to them by the mage spire.
Proficiencies#
| Name | Description | |—|—| | magical aptitude | grants dc18-int mod to add 10 elemental or sub-elemental resistance against magical attacks. once per round. | | light armor | allows use of light armor. | | medium armor | allows use of medium armor. | | basic piercing | allows use of all piercing lower than or equal to level 15. | | common | language proficiency. | | infernal | language proficiency. |
Abilities#
| Name | Level Req. | Cost | Description | |—|—|—|—| | summon zombie | 0 | 10sp | 100hp+10/10lvls 1d4 unarmed +1hitroll/lvl +1damroll/5lvls (melee) | | deteriorate | 0 | 30wp | causes bleeding damage (2d20) and wounds the target. | | shackle soul | 0 | 25sp | prevent target from moving for 5 rounds. | | absorb soul | 0 | passive | nearby deaths increase stamina by 1d12+6+intelligence modifier. | | gather soul | 0 | passive | nearby deaths increase health by 1d12+6+intelligence modifier. | | raise dead | 0 | 20wp | raise a soulless creature from a corpse to command. | | blind | 0 | 20wp | blind target for 1 rnd for every 20 player levels. | | sap | 0 | 25wp | chance to stun enemy for one round, and does 1d8+int mod spirit elemental damage. | | summon skeleton mercenary | 10 | 20sp | 110hp+10/10lvls 1d10 slash +1hitroll/lvl +1damroll/5lvls (melee) | | plague | 10 | 30wp | infects target with transferable disease and opens 1d4 wounds/20lvls | | animate dead | 10 | 20sp | moves a soulless creature | | silence | 10 | 20wp | prevent target from using spells for 1 rnd for every 20 player levels. | | poison mist | 10 | 40wp | deals 1d20 spirit elemental damage and then another 1d4 for 2 rounds. | | summon skeleton tracker | 20 | 30sp | 80hp +10/10lvls 1d6 pierce +1hitroll/lvl +1damroll/5lvls (30yd range) | | funnel life | 20 | 0wp | gives 10 of players life to friendly target. | | soul burn | 20 | 30sp | deal 3d12+intelligence modifier spirit damage to target | | corpse shield | 20 | 10wp | forces target undead to protect caster from next attack. | | slow | 20 | 20wp | slow targets attack rating by 10 for every 50 player levels. | | bio | 20 | 50wp | deal 2d20 spirit elemental damage. | | summon skeleton nihilist | 30 | 40sp | 70hp +10/10lvls 1d8 fireball or 1d6 frostcone +1damroll/5lvls (30yd range) | | acidic geyser | 30 | 100wp | strong elemental blast 20/20lvls earth and 20/20lvls air and 20/20lvls | | release soul | 30 | 30wp | stun target for 3 rounds by temporarily separating their soul from their body | | empower undead | 30 | 30wp | gives target undead +10mhp/10lvls | | shatter | 30 | 30wp | break random bone in targets body. 1d4: 1:leg, 2:arm, 3:hand, 4:failure. | | poison tendrils | 30 | 40wp | reach out and attack an enemy, the closest enemy nearby within 15yd, and the 2nd closest enemy nearby the target all for 1d10 spirit elemental damage. | | summon zombie lord | 40 | 50sp | 120hp + 10/10lvls 1d8 exotic +1hitroll/lvl +1damroll/5lvls (melee) | | boil | 40 | 20wp | causes targets current disease and wounds to append double damage for 3 rnds | | soul shield | 40 | 20sp | increase elemental resistance and reduce elemental amplitude by 30. | | revive undead | 40 | 25wp | reassembles target destroyed undead to refight for the player. | | encase | 40 | 35wp | prevents target from moving for 2 rounds or until attacked. | | whispers of poison | 40 | 50wp | deal 1d6 spirit elemental damage for 2 rounds to target. | | summon skeleton savant | 50 | 60sp | 120hp +10/10lvls 1d12bash +1hitroll/lvl +1damroll/5lvls (melee) | | corruption | 50 | 50wp | forces target to protect player from attacks for 2 rounds. | | infuse soul | 50 | 20sp | decrease elemental resistance and increase elemental amplitude by 30. | | consume minion | 50 | 5wp | gives player a 10% of his base hp pool. | | leech | 50 | 0wp | takes 10 health from enemy and returns it as willpower. | | infect | 50 | 35wp | infect wound to prevent healing, lasts 8 rounds. | | summon skeleton ranger | 60 | 70sp | 90hp+10/10lvls 1d10pierce +1hitroll/lvl +1damroll/5lvls (30yd range) | | tear soul | 60 | 100wp | deal great damage to those who are nearing death. | | summon skeleton wizard | 70 | 80sp | 80hp+10/10lvls 2d10 magic missiles or 1d20 chain lightning +1damroll/5lvls (30yd range) | | consume soul | 70 | 0wp | deal damage to self in order to increase damage and chance to hit others for 5 rounds. | | summon schilla | 80 | 90sp | 100hp+10/10lvls 2d8 armor piercing +2damroll/5lvls (melee) | | command death | 80 | 50wp | dc1/5wp-int mod to push non-sentient soul from body and have held spectral command the target shall lose 1d20+char level damage on fall | | summon mud golem | 90 | 100sp | 120hp +10/10lvls 1d20 armor piercing +3damroll/5lvls (melee) | | abandon | 90 | 10wp | spectral enters frenzy and explodes, dealing 3d20 and causes plague in 8yd radius. | | summon flesh golem | 100 | 100wp | 110hp+10/10lvls 1d10armor piercing +3damroll/5lvls +5hp regen/rnd (melee) | | overflow | 100 | 20wp | spectral feeds on enemies life for 2d20, upon death is given to nearby party in hp. |
headhunter#
Description#
Headhunters are warriors who find little difficulty in disposing of thieves and law-breakers. They use the shadows to hide and break their opponents. They give orders easily to others forming controlled combat situations. They develop great authority quickly and at times can seem to resemble an extension of the law itself.
| Primary Stat | Secondary Stat | Ranks |
|---|---|---|
| strength | charisma | headhunter,mercenary,savant,sexton,warlord |
Roleplay And Details#
The class begins as headhunter, mercenary, savant, sexton, and eventually becomes warlord. Warlords are most commonly known as hunters of thieves. They are very adept in merging themselves into the underground of thievery. They carry a common assortment of underground tactics in subduing their enemies. They are dexterous warriors in a nutshell usually wielding two weapons of any kind except ranged weapons. It is sometimes rumored that a warlord had once mastered the art of Shadow Walking and had merged between the worlds of the ancients and man congruently. Of course this is still considered a rumor but suspicions arise commonly in the Maginaerum Arcanum where Master Mattik resides as the Minister of Political Affairs. The most common races for the class are Human, Dwarf, Elf, Goblin, Halfling, Troll, Orc, and Half-Orc.
Proficiencies#
| Name | Description | |—|—| | blind fighting | allows fighting in the dark or when blinded | | greater dodging | gives a dc10 chance to doge the first attack a rounds | | hand to hand | allows combat when unarmed | | dual wielding | allows combat with two weapons | | shields | allows combat with shields | | light armor | allows light armor to be efficiently worn as equipment | | medium armor | allows medium armor to be efficiently worn as equipment | | heavy armor | allows heavy armor to be efficiently worn as equipment | | all weapons | allows combat with all types of weapons | | common | language proficiency | | narsik | language proficiency |
Abilities#
| Name | Level Req. | Cost | Description | |—|—|—|—| | rally | 0 | 10wp | party gets +1 to physical damaging attacks per each party member, max of 5. this lasts for the next 2 rnds usuable only once per battle. | | mastered slashing | 0 | passive | take lvl/10 less damage, deal lvl/10 more damage, and dc18 to dodge slashing weapons | | envenom weapon | 0 | 15wp | envenoms a weapon with target poison | | leading shout | 0 | 15wp | gives party members a +5 on their initiative rolls | | trip | 0 | 10sp | prohibits target from moving for 2 rounds. requires player + 5 + current dexterity + 1d20 vs opponent + current dex + 1d20. deal 1d4 damage if successful, take 1d4 damage if fails. | | expert eye | 0 | passive | can distinguish a thief out of a crowd easily | | subdue | 10 | 20sp | renders target unmovable until warlord releases him or her, warlord may not move until released | | target | 20 | 25wp | target receives double damage for one round. usable only once per battle. | | mastered piercing | 20 | passive | take lvl/10 less damage, deal lvl/10 more damage, and dc18 to dodge piercing weapons | | devastating attack | 20 | passive | x2 damage on target withwound | | blood rage | 20 | 0wp | player enters blood rage, giving 5 hp on dealt blow, 20 hp on killing blow and loses 10sp/rnd until released | | wound | 20 | 20sp | wounds target after standard attack causing 1d12 damage/rnd until healed | | reflex adaptation | 20 | passive | gives an instant reflex save to all sprung snares or traps, ranged attacks and non-spirit elemental attacks. teh difficulty of the spell is the spells level plus teh casters level. in order to break that spell the warlock rolls a d20 and adds their character level. note that reflex save is in most cases very difficult to succeed unless that warlord is either much high level, the spell is smaller spell, or the roll is a 20, which is not considered a full success or critical, but a natural roll added like all other die outcomes. | | critical strike | 30 | passive | increases critical strike range by 2 and triples damage instead of doubles it | | recon | 40 | 20wp | party gets free heals an dresurrects for next rounds. usable only once per battle. | | mastered bashing | 40 | passive | take lvl/10 less damage, deal lvl/10 more damage, and dc18 to dodge bashing weapons | | stunning attack | 40 | 15wp | dc15 chance to knockout enemy with wounds, 1d12 + standard attack | | attack shout | 40 | 25wp | gives party members a +5 on their hitrolls | | lightning strike | 40 | 50sp | instant attack, may not be used again for 3 rounds | | basic hunting | 40 | passive | staying alert the warlord is immune to backstabs, forcing them to be regular attacks. | | cleave | 50 | passive | on critical strike one nearby opponent takes some damage as original target | | purge | 60 | 30wp | party gets dc10 fortitude save on all bad magical affects or debuffs to remove them | | mastered unarmed | 60 | passive | take lvl/10 less damage, deal lvl/10 more damage, and dc18 to dodge fists | | dangerous attack | 60 | 50wp | every strike is a critical hit, attacks received are x4 damage | | defend shout | 60 | 15wp | gives party members a +10 on all ac types | | expert hunting | 60 | toggled | the warlord can see anything inside the shadows easily | | formation | 80 | 20wp | party doesnt need to roll to hit next round on all standard non-ability attacks. | | mastered exotic | 80 | passive | take lvl/10 less damage, deal lvl/10 more damage and dc18 to dodge exotic weapons | | supporting attack | 80 | 100wp | instantly strike an enemy every time a nearby party member is attacked, limit 4 attacks per round | | intimidating shout | 80 | 30wp | 25% chance to cause enemies in vocal range to flee | | purge venom | 80 | 25wp | the player rids target of poison, level 1 up to level 20, 2 to 40, 3 to 60, 4 to 80 and 5 to 100 | | focus | 100 | 30wp | party gets critical success on all standard non-ability attacks next round. | | two hand specialization | 100 | passive | deal lvl/10 more damage | | kinetic attack | 100 | 100sp | add 10 damage to each consecutive strike topping at 100 damage. | | leadership | 100 | passive | increases strength of all shouts by 5 | | shadow walking | 100 | 40sp | the player melds with the shadows |
hermit#
Description#
Hermits live always curious about the many weaves or magic they can see and distinguish amongst the world. All elemental weaves are accessible to them. With all the knowledge in the world there is still more meaning, a question that begs the quandering of their feeble brains. They search long and wide for questions, not answers, something they cannot solve.
| Primary Stat | Secondary Stat | Ranks |
|---|---|---|
| wisdom | intelligence | hermit,spellbreaker,soulreaver,demi-psion,psion |
Roleplay And Details#
The class starts as a hermit, spellbreaker, soulreaver, demi-psion, and eventually becomes a Psion. Hermits live always curious about the many weaves of magic they can see and distinguish amongst the world. All elemental weaves, spirit, draconian sub-elemental magic is accessible to them and with all the knowledge in the world there is still more meaning, a question that begs the quandering of their feeble brains. They search long and wide for questions, not answers, something they cannot solve. They of coarse live secluded away from society and develop unnatural speech patterns or unacceptable social behavior. The idealistic races for a Psion would be Gnome, Half-elf, Goblin, Orc, Pixie, or Sprite. Naturally though the most common is Human.
Proficiencies#
| Name | Description | |—|—| | magical affinity | grants a +10 to lore on magical concepts and mysterium | | magical aptitude | grants dc18+int mod chance to add 10 elemental or sub-elemental resistance against attacks once per round | | hand to hand | allows combat when unarmed | | two-handed weapons | allows two-handed weapons to be wielded | | dual wielding | allows the wielding of two weapons at once | | light armor | allows light armor as equipment | | magical arcanum | allows usage of staves, wands and orbs | | basic slashing | allows combat with shortsword, longsword, hatchet, axe and scimitar | | basic piercing | allows combat with dagger, katar, javeline and spear | | basic bashing | allows combat with staff, mace, scepter and club | | exotic weapons | allows combat with all exotic weapons | | common | language proficiency |
Abilities#
| Name | Level Req. | Cost | Description | |—|—|—|—| | clumsiness | 0 | 25wp | target drops held item or weapon(s) | | mastered slashing | 0 | passive | take lvl/10 less damage, deal lvl/10 more damage and dc18 to dodge slashing weapons | | expertise dodging | 0 | passive | ability to dodge mastered weapons proficiently | | feather | 0 | 20wp | reduce all stamina cost by half except ability costs | | basic balance structure | 5 | passive | dc15 chance to counterattack | | dimensional perception | 10 | 30sp | ability to see outside body 10 yards in any direction. may not pass walls or locked doors. | | formless balance structure | 10 | passive | dc10 chance to counterattack | | relative balance structure | 15 | passive | dc5 chance to counterattack | | detour energy | 20 | 50wp | consume the ability cost of incoming attacks for the next 3 rounds | | mastered piercing | 20 | passive | take lvl/10 less damage, deal lvl/10 more damage and dc18 to dodge slashing weapons | | natural levitation | 20 | passive | passive ability allowing water walking and prohibiting fall damage | | graduated balance structure | 20 | passive | 100% chance to counterattack | | combat balance structure | 25 | passive | 100% chance to counterattack, dc15 chance to double counter attack | | magnify energy | 30 | 100wp | increase the immediate areas potency for elemental magic. | | expert balance structure | 30 | passive | 100% chance to counterattack, dc10 chance to double counter attack | | unnatural balance structure | 35 | passive | 100% chance to counterattack, dc5 chance to double counter attack | | negate energy | 40 | 100wp | decrease the immediate areas potency for elemental magic. | | mastered bashing | 40 | passive | take lvl/10 less damage, deal lvl/10 more damage and dc18 to dodge slashing weapons | | natural conservation | 40 | passive | no need for food or water. | | kinetic balance structure | 40 | passive | 100% chance to counterattack twice. | | arcane balance structure | 45 | passive | 100% chance to counterattack twice, 100% chance to magic counter | | compression | 50 | 50wp | area affect causing skill costs to increase as the pressure increases around targets. | | psionic balance structure | 50 | passive | 100% chance to counterattack twice, 100% chance to magic counter twice | | spectral leaping | 60 | 20sp | ability to pass through creatures and doors while moving | | mastered unarmed | 60 | passive | take lvl/10 less damage, deal lvl/10 more damage and dc18 to dodge slashing weapons | | insomnia | 60 | passive | no need for sleep, unable to sleep | | kaleidoscope | 70 | 40wp | all spells being cast or magic affects are dispelled with a dc10 to cause blindness for 3 rounds. | | cognitive blast | 80 | 50wp | physical 2d20+20 attack that interrupts and silences target | | mastered exotic | 80 | passive | take lvl/10 less damage, deal lvl/10 more damage and dc18 to dodge slashing weapons | | natural immunities | 80 | passive | immune to poisons and diseases | | rip time | 90 | 30wp | cosmic 2d20+20 attack that stuns and deafens a target. | | energy bonding | 100 | 50sp | steal 15wp from target for the next 3 moves until its depleted | | mastered art of balance | 100 | passive | take lvl/5 less damage from art of balance, and deal lvl/5 more damage and dodge | | transcendence | 100 | passive | characters race is accommodated to their perspective qualities, avarie or daemune | | innate linguistics | 100 | passive | character can communicate with all languages |
mageling#
Description#
Mages form a well-structured society of scholars and socialites. Mages form colleges and go throughout life and their travels always looking for another piece of information that they know nothing about. There is little they would not delve their fingers into when it comes to knowledge except the forbidden art of necromancy.
| Primary Stat | Secondary Stat | Ranks |
|---|---|---|
| intelligence | wisdom | mageling,mage,wizard,magus,supreme magi |
Roleplay And Details#
The class starts as a mageling, mage, wizard, magus, and eventually becomes a Supreme Magi. Mages form a well-structured society of knowledge harbingers and socialites. Mages form colleges and go throughout life and their travels always looking for another piece of information that they know nothing about. There is little they would not delve their fingers on except the forbidden art of necromancy. The most popular races for the class are Gnome, Half-elf, Goblin, Orc, Pixie, and Sprite; however, the most common of this class is a Human. The class is predominately found in Tharsis at the spire. This class has been found to be more common throughout the continent of Sedia as the age progresses. More and more with the gift of magic sight have been found possibly indicating another age of Magic soon. When a child is found to have the gift of magic sight they are sent to the school to develop their skills and learn the responsibilities of magic. A few drop-outs from the school are found littering the continent as Necromancers or lowly magicians and tricksters who have no respect or skill qualified enough to defend themselves or others. Mages have a tendency to be haughty with words and quick to scowl at times, but like all others they are well diversified and generally found and referred to as scholars.
Proficiencies#
| Name | Description | |—|—| | magical affinity | grants +10 to lore on magical concepts and mysterium | | magical aptitude | gives dc18-int mod chance to add 10 resistance to all elements once successfully a round | | wands | allows use of all wand types | | staves | allows use of all stave types | | light armor | allows efficient use of light armor as equipment | | common | language proficiency | | arcanic | language proficiency |
Abilities#
| Name | Level Req. | Cost | Description | |—|—|—|—| | magic sign | 0 | 20sp | allows the magic user to view magic weaves and understand their creator and modulator. | | create light | 0 | 5sp | conjure random light | | feather | 0 | 15sp | skill reducing stamina cost by half in all instances not pertaining to abilities | | magic missiles | 0 | 5wp | 1d4+int mod non-elemental range attack. 1d4 chance for knockdown, knockdown on creatures who are immune to knockdown | | zapping grasp | 0 | 5wp | 1d20+intmod air elemental touch attack | | enroot | 0 | 5wp | forces target from moving for 4 rounds. 1d4 chance for thorns, opening wounds and causing 1d4 damage per round. | | cold touch | 0 | 5wp | 1d20+int mod ice elemntal touch attack. 1d4 chance to freeze for 1 rnd | | flaming hands | 0 | 5wp | 1d20+int mod fire elemental touch attack, 1d4 chance to light aflame for 3 rounds | | invisibility | 10 | 15sp | causes target to remain invisible as long as the weaves are held. any damage incurred removes affect | | color spray | 10 | 20wp | color spray 1d10+int mod damage, and dc15 chance to blind target, 1d4 chance to spread to nearby enemy. | | lightning sphere | 10 | 15wp | 1d20+int mod air elemental range attack dc18 chance to blind target | | earthquake | 10 | 50wp | causes 1d4+int mod damage to area every turn for 6 turns | | frost cone | 10 | 10wp | 1d10+int mod to elemental range attack in 30 degree cone for 10 yards. 2d4 chance to cause freeze for 1 rnd | | fireball | 10 | 10wp | 1d12+int mod fire elemental range attack, 2d4 chance to light aflame causing 1d20 per round for 2 rounds | | magic reach | 20 | 30wp | cast upon onself, allows the next spells range to increase by 15yd. | | create food | 20 | 10sp | conjure random food | | detect invisibility | 20 | 15sp | allows sight of invisibility beings | | pulse | 20 | 70wp | causes deaf, blind, mute, knockdown, and dc18 to knockout target, causes exhaustion for 4 rnds. | | chain lightning | 20 | 30wp | channeled 1d20 air attack per turn until released, cannot focus on other spells & reserve | | geyser | 20 | 60wp | causes 5d20 + int mod earth elemental damage to target causes exhaustion for 1 rnd. | | blizzard | 20 | 80wp | concentrated channeling, 1d8 damage per turn to area with ice elemental damage. causes freeze to only enemies. | | inferno | 20 | 20wp | 1d10+int mod fire elemental area attack, lights aflame for 6 rounds. | | haste | 30 | 15sp | reduces stamina cost by half, or by 3/4 if feather is active. does not pertain to ability costs. | | arcane shield | 30 | 10sp | decrease all incoming and outgoing elemental attacks and increase incoming and outgoing physical attacks. | | lightning shield | 30 | 10sp | decrease all incoming and outgoing elemental and physical attacks and increase incoming and outgoing elemental air attacks. | | earthen shield | 30 | 10sp | decrease all incoming and outgoing elemental and physical attacks and increase incoming and outgoing elemental earth attacks. | | ice shield | 30 | 10sp | decrease all incoming and outgoing elemental and physical attacks and increase incoming and outgoing elemental water attacks. | | fire shield | 30 | 10sp | decrease all incoming and outgoing elemental and physical attacks and increase incoming and outgoing elemental fire attacks. | | battle casting | 40 | 50wp | prevents interrupts | | create drink | 40 | 10sp | conjure random drink | | slow | 40 | 15sp | causes stamina cost to be double or nulls feather and haste, making it cost spell, losing reserve. | | arcane explosion | 40 | 30wp | cuases 4d10+wis mod damage to area, and dc18 to cause knockdown, causes exhaustion for 4 rnds. | | cerberus casting | 40 | 50wp | causes next spell cast to be split into three clones | | fortified spell | 40 | 30wp | combine with spell to cause it to deal half as much more damage and add 20% more complexity. | | ice burst | 40 | 30wp | freezes target for 6 rounds dealing 1d4 damage per round. 1d4 chance to cause spike on further ice elemental strikes, doubling damage and increases freeze time by 1 | | fire strike | 40 | 20wp | lights 3 nearby enemies on fire causing 1d20 damage per round for 4 rnds. | | magus missiles | 50 | 60wp | impossible to counterspell, deals 1d20+intmod | | clairvoyance | 50 | 10wp | allows magi to understand the environ at all times, whether someones changing it, or it of its own accord. | | spell masking | 50 | 50wp | cast upon oneself, makes the next spell cast unable to be reflected or dispelled. | | clear-casting | 50 | 100sp | combine with spell to remove its spell cost | | reflex casting | 50 | 50wp | combine with spell to cause it on instant counter cast. requires an enemy int + enemy spell complexity + 1d20 vs player int + 1d20 to succeed | | reflect | 50 | 60wp | reflect next incoming spell if int+d20 vs int+d20 check wins (instant) | | fire shower | 50 | 75wp | concentrated channeling, causes flames to shower within the area causing 1d10 damage per turn | | magus armor | 60 | 60wp | removes 15 damage from attacks | | silence | 60 | 50wp | combine with reflex casting and a spell to silence targeted attacker for 2 rounds | | change weather | 60 | 50wp | allows magi to change the environ of an area to benefit his casting | | glacier spear | 60 | 100wp | causes 4d20+int mod damage to target, and dc18 to do x3 damage if targets frozen | | weaving | 70 | 60wp | combines to merge two complimentary element spells together to cast at the same time | | rift | 70 | 100wp | steals all magic in the area until spell is released, will cause death if interrupted | | advanced weaving | 80 | 80wp | combine with weaving to make any two elemental spells cast together | | dispel | 80 | 30wp | dispel targeted level or under spell on item or being | | phasing | 80 | 60wp | dc10 chance to avoid all phsyical attacks when under the effect of phasing | | pattern weaving | 90 | 40wp | combine with weaving and advanced weaving to make any two spells cast together | | teleport | 90 | 100wp | teleport self to known non-temporary gate. they are located throughout urd. | | elemental sentience | 100 | 50sp | pick sentient element the mage will never take damage from, and if combined with its shield, the mage will actually be healed for hte amount of the spell. | | complex casting | 100 | 50wp | combine with spell to cause 3d20+int mod damage to anyone who dispels the spell being cast or reflects the spell. | | create bed | 100 | 40sp | conjure random bed | | nexus | 100 | 150wp | creates a temporary gate, allowing passage by anyone must be linked to a known gate. |
minstrel#
Description#
Minstrels bring the harmony of music and lilting melodies to the battlefield unconventionally to boost the morale of their comrades or later in their training as a much more discrete and unfathomable way: battle. Minstrels are generally happy, lively and bring joy to their comrades. Their presence in battle with its boost in morale and stats is always a welcome. Minstrels can bring a battle from the midst of losing to a winning situation. They are the support strings of any group and should never be considered less then fully capable warriors as well.
| Primary Stat | Secondary Stat | Ranks |
|---|---|---|
| charisma | luck | minstrel,bard,harlequin,bladesinger,blademaster |
Roleplay And Details#
The class begins as a Minstrel, Bard, Harlequin, Bladesinger, and eventually becomes a Blademaster. Minstrels bring the harmony of music and lilting melodies to the battlefield unconventionally to boost the morale of their comrades or later in a much more discrete and unfathomable way, battle. Minstrels are happy and are the livelier bunch that most often than not can pull a losing battle in the opposite direction with merely their presence. They are the support strings of any group and should never be considered less then fully capable warriors as well. The most common races for Minstrels are Elf, Halfling, Goblin, and Troll.
Proficiencies#
| Name | Description | |—|—| | parry | grants dc18 - dex mod chance to parry attacks of proficient weapon damage types | | greater dodging | basic dodge grants dc18 - dex mod chance to dodge first attack each round | | magical aptitude | grants dc18 - int mod chance to add 10 elemental resistance | | dual wielding | allows wielding of two weapon | | light armor | allows light armor as equipment | | medium armor | allows medium armor as equipment | | all slashing | allows wielding of any slashing weapon | | common | language proficiency |
Abilities#
| Name | Level Req. | Cost | Description | |—|—|—|—| | dual wielding | 0 | passive | ability to enter combat with two weapons wielded with 1/2 damage on off-hand | | melody of battle | 0 | 30wp | grants party 10 to hitroll to help prevent missing. | | song of strength | 0 | 20wp | boosts parties strength by 5 | | melody of wind | 10 | 30wp | grants party 10 to their initiative so they have greater chance to attack first. | | song of speed | 10 | 20wp | boosts parties dexterity by 5 | | ambidexterity | 20 | passive | removes penalty of 1/2 damage on off-hand | | melody of the cheetah | 20 | 25wp | enhances parties attack patterns, granting them the ability to have a second free physical attack per round. | | song of love | 20 | 20wp | boosts parties charisma by 5 | | melody of the ghost | 30 | 50wp | turns party ethereal | | song of fortification | 30 | 20wp | boosts parties constitution by 5 | | harmonizing blade | 40 | passive | deals 10 extra damage to wounded | | melody of the elements | 40 | 50wp | elemental blast that deals 1d10 of each element to the current sector | | song of intellect | 40 | 20wp | boosts parties intelligence by 5 | | dance of destruction | 50 | 50sp | 2d20 damage to single target per round | | rhythmic attenuation | 50 | passive | 50% chance to ignore interrupts and instants | | melody of renewal | 50 | 30wp | gives party 1d6 hp per round for 4 rounds | | song of wisdom | 50 | 20wp | boosts parties wisdom by 5 | | hallow tone | 60 | 50wp | increases all physical damage dealt by 10 | | dance of growth | 60 | 50sp | 1d12 hp to party per round | | expressive motion | 60 | passive | increases strength of all dances by 5 | | song of protection | 60 | 20wp | boosts parties armor class by 5 | | dance of dreams | 70 | 50sp | 1d10 chance to cause sleep lasting 5 rnds per round may stack once | | wordless expression | 70 | passive | immune to silence or mute | | song of combat | 70 | 20wp | boosts parties physical damage done 8 | | blade skipping | 80 | passive | gives a free attack for every successful parry | | dance of repetition | 80 | 50sp | 1d12 chance to bring back fallen party members with 1 hp per round | | harmonizing tone | 80 | passive | increases strength of songs and melodies by 5 | | song of nature | 80 | 20wp | boosts parties resistance to elements | | dance of death | 90 | 50sp | deal damage to enemies in the vicinity | | instant expression | 90 | passive | no wait on affects, instant on channeling | | song of magic | 90 | 20wp | boosts parties amplitude to elements | | blade of the eternal | 100 | passive | gives 5 extra damage to attacks dealt during a dance and melody combo | | dance of blades | 100 | 20sp | 1d5 chance to repeat attack per round | | synchronized motion | 100 | passive | allows songs or melodies during a dance | | song of stars | 100 | 20wp | boosts parties luck by 5 |
monk#
Description#
Monks are peaceful warriors who battle without weapons and are martially biased to avoid combat if at all possible. Monks relish peace and try their best to avoid confrontation whenever possible.
| Primary Stat | Secondary Stat | Ranks |
|---|---|---|
| wisdom | dexterity | monk,dosai,medusai,mendusai,morusai |
Roleplay And Details#
The class begins as monk, Dosai, Medusai, Mendusai, and eventually becomes the esteemed Morusai. Monks are peaceful warriors who battle without weapons and are martially biased to avoid combat if at all possible. Monks relish peace and will see to its means in all ways possible. The strongest race for a monk is a Half-elf. The most common races are however, Human, Gnome, Elf, Halfling, Quickling, Pixie, and Sprite.
Proficiencies#
| Name | Description | |—|—| | greater dodging | gives a dc18 - dex mod chance to dodge first attack each round | | hand to hand | allows use of unarmed combat | | light armor | allows efficient use of light armor as equipment | | medium armor | allows efficient use of medium armor as equipment | | common | language proficiency |
Abilities#
| Name | Level Req. | Cost | Description | |—|—|—|—| | punch | 0 | 2sp | basic method, 1d6+wis mod damage | | aura of heat | 0 | 25wp | causes wis mod +1d6 fire damage to attacking target, and adds wis mod elemental damage on attack | | meditation | 0 | 100sp | 5 rnds to heal fully when sitting outside of battle | | hando | 0 | 50wp | spirit healing, 2d20+wis mod heal | | khai stance | 0 | toggled | adds 1d8 damage to each attack | | kick | 2 | 2sp | basic method, 1d6+dex mod damage | | elbow | 4 | 2sp | basic method, instant interrupt magic, 1d4 damage, lose turn if miss | | knee | 6 | 2sp | basic method, instant interrupt skill, 1d4 damage, lose turn if miss | | roundhouse | 8 | 5sp | basic method, 1d8+dex mod damage | | snap kick | 10 | 10sp | dosai method, 1d12+con mod damage | | aura of cold | 10 | 25wp | causes wis mod+1d6 water damage to attacking target, and adds wis mod elemental damage on attack | | han stance | 10 | toggled | takes 1d8 damage off incoming physical attacks | | crescent kick | 12 | 15sp | dosai method, 1d10+dex mod damage, dc18 to knockdown | | jump kick | 14 | 10sp | dosai method, 1d8+wis mod damage | | flip kick | 16 | 20sp | dosai method, 1d12+cha mod damage, target loses 1 turn | | claw | 18 | 10sp | dosai method, 2d6+dex mod damage, open wounds | | chop | 20 | 20sp | morusai method, 3d8+dex mod damage, target loses 1 turn | | aura of wind | 20 | 25wp | causes wis mod +1d6 air damage to attacking target, and adds wis mod elemental damage on attack | | energy renewal | 20 | 30wp | +5hp +5wp +5sp every rnd | | nachi | 20 | 25wp | purge venom, poison and diseases that are level 5 and below, +3dc/lvl higher | | nu stance | 20 | toggled | immune to disease and poison effects | | double punch | 22 | 10sp | morusai method, 2d6+wis mod damage | | jab | 24 | 10sp | morusai method, dc18 instant interrupt, 1d6 damage, dc18 lose turn | | sweep | 26 | 10sp | morusai method, 1d6 damage and knockdown | | side kick | 28 | 5sp | morusai method, 1d4 damage and blind | | double kick | 30 | 10sp | mendusai method, 2d6+dex mod damage | | aura of pressure | 30 | 25wp | causes wis mod +1d6 earth damage to attacking target, and adds wis mod elemental damage on attack | | cho stance | 30 | toggled | each damage dealt heals you for 1d8 | | shadow punch | 32 | 20wp | mendusai method, stealthed 1d10+wis mod damage, crit is 18-20 | | shadow kick | 34 | 20wp | mendusai method, stealthed 1d10+dex mod damage, crit is 18-20 | | swift kick | 36 | 30sp | mendusai method, 3d6+20+dex mod damage | | stunning punch | 38 | 25sp | mendusai method, 1d12+wis mod, knockdown, dc18 to stun for 3 rounds | | shattering blow | 40 | 30sp | morusai method, 2d20+wis mod, 1d4, 1 breaks arm, 2 breaks leg, 3 breaks hand, 4 fails | | aura of sickness | 40 | 25wp | causes wis mod +1d6 spirit damage to attacking target, and adds wis mod elemental damage on attack. | | spiritual phasing | 40 | 20sp | 20% chance that blows taken will be of half effect | | oedo | 40 | 60wp | spirit walking, walking outside of body, may not pass through locked doors or walls | | omn stance | 40 | toggled | takes 1d8 damage off incoming magical attack | | thunderstrike | 42 | 30wp | morusai method, 3d20+dex mod, open wounds | | tiger gash | 44 | 30sp | morusai method, 3d20+wis mod, open wounds | | rebound punch | 46 | 20sp | morusai method, 2d8+wis mod damage | | rebound kick | 48 | 20sp | morusai method, 2d8+dex mod damage | | combat expertise | 50 | passive | allow methods under any stance | | elemental shifting | 50 | passive | allows two complimentary auras to be activated at one time | | rin stance | 50 | toggled | +10 to hit | | breathing mastery | 60 | 40wp | gives no cost for skills to self for 4 rounds | | omnae | 60 | 40wp | shadow-stepping, appear within any location that has touching shadows with current location | | unbound feed | 80 | 40wp | gives no cost for skills for 2 rnds to party | | dosai | 80 | 50wp | increased elemental amplitude by 15 for personal attacks | | mindful techniques | 100 | 50wp | adds 10 damage to all attacks | | chinjing | 100 | 20wp | increased personal physical amplitude by 15 for personal attacks |
page#
Description#
Pages are well-versed in armor and protection. They are defenders of their cause. A page is fully capable, if any one person is, to stand up to the strongest foe with the smallest amount of effort. They protect for it is just to value others before yourself.
| Primary Stat | Secondary Stat | Ranks |
|---|---|---|
| constitution | strength | page,squire,knight,centurion,templar |
Roleplay And Details#
The class starts as page, squire, knight, centurion, and eventually becomes a templar. Pages are well-versed in armor and protection. They are defenders of their cause, whatever it may be, and are fully capable if any one person is to stand up to the strongest foe with the smallest amount of effort. They protect for it is just to value others before yourself. The most popular races for the class are Human, Dwarf, Troll, Orc, and Half-Orc.
Proficiencies#
| Name | Description | |—|—| | greater dodging | gives a dc18 - dex mod chance to dodge the first attack each round | | shields | allows efficient use of shelds during combat | | all armor | allows efficient use of any armor-type as equipment | | all slashing | allows use of all slashing-based weapons | | all piercing | allows use of all piercing-based weapons | | all bashing | allows use of all bashing-based weapons | | common | language proficiency |
Abilities#
| Name | Level Req. | Cost | Description | |—|—|—|—| | shield bash | 0 | 10sp | 1d20+1d4 chance to stun for 1 rnd | | reaching strike | 0 | 5sp | reaches 15 yards away, 1d8+10 | | basic armor expertise | 0 | passive | +25% ac +5% missile deflect | | leading shout | 0 | 15wp | gives party members a +5 on their initiative rolls | | channel stamina | 0 | toggled | give any available amount of stamina to target, causes exhaustion prohibiting skills for 4 rounds | | turtle | 0 | 10sp | take half damage on all attacks for two rounds. | | interrupt | 10 | 20sp | interrupt casting and cause 1d12 damage, usable once per round | | sweeping strike | 10 | 20sp | regular strike to 4 closest enemies with dc10 chance to trip them. | | channel health | 10 | toggled | give any available amount of health to target, cuases exhaustion prhibiting skills for 4 rounds | | protection | 10 | 50sp | protect target ally taking damage instead of them against all physical non-ranged attacks until released. | | wall | 20 | 15sp | become immune to next 2 attacks or until round is over | | stripping strike | 20 | 10sp | dc10 to render targets armor useless + 1d10+10 regular strike | | light armor expertise | 20 | passive | +25% ac +10% missile deflect | | blood rage | 20 | toggled | player enters blood rage, giving 5 hp on dealt blow, and 20 hp on killing blows and lose 10 sp per round | | channel willpower | 20 | toggled | give any available amount of willpower to target, causes exhaustion prhibiting skills for 4 rounds | | advanced protection | 20 | 80sp | take half of all non-magical damage | | reflection | 30 | 5sp | reflect light into the eyes of the two closest enemies blinding them for 3 rounds | | pushing strike | 30 | 15sp | regular damage + str mod dc5 to knockdown up to large creatures, dc10 for large , dc15 for colossal creatures | | infuse | 30 | 50wp | infuse target with 100hp, 50wp, and 50sp an dcauses exhaustion prhibiting skills for 4 rounds | | expert protection | 30 | 100wp | take half of all magical damage | | rolling counter | 40 | 15sp | instant counter attacks for the next three rounds | | slashing strike | 40 | 15sp | regular strike + dc5 to open wound causing 1d4 for 4 rounds, stacks 4 times | | medium armor expertise | 40 | passive | +25% ac +15% missile deflect | | attack shout | 40 | 25wp | gives party members a +5 on their hit rolls | | layhands | 40 | 75wp | fully heal target cuasing exhaustion prohibiting skills for 4 rounds and prohibiting movement for 3 | | reflect | 40 | passive | dc15 chance to reflect magical attacks | | bombardment | 50 | 30sp | Regular attack plus armor piercing 2nd attack, plus dc10 chance of attacking again | | piercing strike | 50 | 20sp | regular strike + 1d20 damage, ignores all armor | | resurrection | 50 | 100wp | resurrect target to 1 hp | | adaptation | 50 | passive | take half damage from poisons, no smaller than 1 damage possible | | polearm mastery | 50 | passive | allows usage of polearms in combat situations including while mounted | | heavy armor expertise | 60 | passive | +25% ac +20% missile deflect | | defend shout | 60 | 15wp | gives party members a +10 on all ac types | | advanced adaptation | 60 | passive | take half damage from diseases, no smaller than 1 damage possible | | expert adaptation | 70 | passive | gain 5 sp when hit by physical attack, and 5 wp when hit by magical attack | | exotic armor expertise | 80 | passive | +25% ac +25% missile deflect | | intimidating shout | 80 | 30wp | 25% chance to cause enemies in vocal range to flee | | purification | 80 | 40wp | rid target of disease and poison, and prevent both for 5 rounds | | endurance | 90 | 15wp | gain 15 sp every round for 3 rounds unless tripped or knocked down | | shield expertise | 100 | passive | +25% ac +30% missile deflect | | leadership | 100 | passive | increases strength of all shouts by 5 | | stone skin | 100 | 30wp | imbue target with stone skin. This absorbs 20 damage before fading. The skin prohibits the ability to hide or sneak for 3 rounds. |
pickpocket#
Description#
Pickpockets think outside the box and three steps ahead. They are aware at all times. Pickpockets have luck, live for pleasure and think little of consequences. They are a rare breed in the law-making cities of the new world, and are remnants of history; fading in and out of the shadows, always there but rarely seen.
| Primary Stat | Secondary Stat | Ranks |
|---|---|---|
| dexterity | luck | pickpocket,rogue,thief,assassin,shadow walker |
Roleplay And Details#
The class starts as pickpocket, rogue, thief, assassin, and eventually becomes a shadow walker. Pickpockets are simply the thieves. They think around the corner, are aware at all times, have luck, live for pleasure, and think little of consequences. Pickpockets are a rare breed in the law-making cities of the new world, but are a remnant of history and fade in and out of the shadows, always there, but rarely seen. The most popular races for the shadow walker are Human, Elf, Halfling, Troll, Quickling, Pixie, and Sprite.
Proficiencies#
| Name | Description | |—|—| | parry | gives a dc18 - dex mod to parry attacks of proficient weapon damage types | | greater dodging | gives a dc18 - dex mod to dodge first attack per round | | hand to hand | allows combat when unarmed | | dual wielding | allows wielding of two weapons | | light armor | allows light armor as equipment | | basic slashing | allows combat with basic slashing weapons | | all piercing | allows combat with all piercing weapons | | advanced bashing | allows combat with all non-basic bashing weapons | | basic ranged | allows combat with basic ranged weapons | | common | language proficiency | | narsik | language proficiency |
Abilities#
| Name | Level Req. | Cost | Description | |—|—|—|—| | peek | 0 | 15wp | look into targets inventory, dc10+target level - player level - luc mod | | trip | 0 | 10sp | instant. prohibits target from moving for 1 round. requires player+5+currentdexterity+1d20 vs opponent+current dex+1d20. deal 1d4 damage if successful, take 1d4 damage if fails. only usable one per round. | | expert wound | 0 | 20sp | cause regular damage and open a wound that deals 1d8 damage for 4 rounds | | counter strike | 0 | 15sp | instantly return a normal physical non-ability strike may be used only once per round | | fortify lock | 5 | 5wp | adds +5dc to lock difficulty, cannot fortify magical locks. | | hide | 10 | 25wp | ability to hide an object or oneself | | dirt kick | 10 | 5sp | blind target for 2 rounds, dc10 | | carve | 10 | 15sp | re-opens closed wounds and causes 2d8 damage to them for 4 rounds | | shadow strike | 10 | 20sp | deal 2d8 + dex mod damage with offhand weapon | | reflex adaptation | 15 | passive | instant. gives an instant reflex save to all sprung snares or traps, ranged attacks, and non-spirit elemental attacks. dc attack level+10 - player level | | sneak | 20 | 50wp | ability to move without making sound. | | gouge eyes | 20 | 20sp | dc-15 chance to blind target, opening wounds causing 2d8 damage | | backstab | 20 | 50sp | deal x4 damage with main hand, crit range lowered by dex mod. | | crippling strike | 20 | 25sp | prevent target from moving for 3 rounds dealing normal physical damage | | cover tracks | 25 | 10sp | prevents shadow walker from being tracked | | pick basic lock | 30 | 10wp | pick any basic lock, dc5 | | disarm | 30 | 10sp | disarm targets eapon, only one weapon if two are held, dc10 - dex mod | | hamstring | 30 | 30sp | prevents movement permanently and deals 1d12 damage, opens wound causing 1d4 damage per round. dc10-dex mod | | circle strike | 30 | 50sp | attack immediately surrounding targets, up to 4 dealing 2d8 damage each | | track | 35 | toggled | allows the thief to track targets and the location they may have gone in the recent past. | | stalk shadows | 40 | 20wp | ability to move without being seen, way more powerful than sneak - this one is unrootable | | knockout | 40 | 50sp | renders target with 10% & under health into a temporary comatose dc10 - dex mod | | spinal cut | 40 | 40sp | deals 1d12+30damage and continues 1d12 damage per round for 6 rounds | | double strike | 40 | 20sp | strike twice with main hand weapon | | distract | 45 | 25sp | must be stealthed, stuns 5 yard radius up to 15 yards from thief, will remain stealthed | | pick pocket | 50 | 10wp | take an item from targets inventory. dc target level - player level - luc mod | | distract | 50 | 20sp | instant, interrupts spell casting. only usable once per round. | | kidney stab | 50 | 20sp | deals 1d8 and 1d6 damage per round for 6 rounds | | triple strike | 50 | 50sp | strike two times with mainhand and one time with offhand | | haggle | 55 | passive | allows thieves to buy items at least at their normal price and up to 1d10 where 6 is 60% of original price, 7 is 70% of original price, 8 is 80% of original price, 9 is 90% of original price, 10 and 1-5 gain no benefit from haggle. | | pick complex lock | 60 | 20wp | pick any complex lock dc10 | | pick magical lock | 70 | 50wp | pick any magical look. dc15 | | shadow walk | 80 | 30wp | ability to meld into the shadows extremely deeply, this is an unrootable version of hide | | shadow jump | 90 | 10wp | Ability to immediately leave combat and jump back into the shadows | | bend light | 100 | 80wp | ability to bend shadows to consume players current location. This forces current location to cause everyone to stop fighting for 3 rounds and blind for 4 rounds as the darkness refuses to leave their eyes. |
plainsman#
Description#
Plainsmen are the warriors of the real world, well-versed in natural combat with any weapon and with little remorse or tactical stipulations. They have simple concepts of yes or no, live or die, and think little of consequences. Plainsman think only about the basics of their survival and elimination of their enemies.
| Primary Stat | Secondary Stat | Ranks |
|---|---|---|
| strength | dexterity | plainsman,barbarian,avenger,warmonger,berserker |
Roleplay And Details#
The class starts as Plainsman, barbarian, avenger, warmonger, and eventually becomes a berserker. Berserker’s are famed for their ability to fight multiple opponents at once. They occasionally found in tribal locations where magic is forbidden or outlawed. It is most of their beliefs that magic is against the way of Urd and should be abolished. Berserker’s quite easily annihilate casters without hesitation or problems. Berserker’s use a small assortment of stances with their fighting styles so that they can modulate better how much damage they are taking and are dealing in each situation. This allows them to sustain just long enough to deal off the hardest opponents in the shortest amount of time possible. The famed horse stance has been said to allow the berserker Riengo to best the Orcs beyond the northern reach. It has been said that he stood taking damage from a horde of enemies before unleashing his retaliation amongst them. The strongest berserker balances his rage, retaliation, and fury in an equilibrium allowing great influx of stamina for the allocation of more attacks. Berserker’s admittedly are occasionally in need of medical attention though as their bodies take massive amounts of damage regularly. Unfortunately for them, their lives are usually short as their bodies begin to break down and give into nature. The most popular races for Berserker are Human, Dwarf, Elf, Half-elf, Halfling, Troll, Orc, and Half-Orc.
Proficiencies#
| Name | Description | |—|—| | greater dodging | gives a dc18 - dex mod chance to dodge the first attack each round. | | hand to hand | allows combat when unarmed | | two-handed | allows combat with two-handed weapons | | dual wielding | allows combat with two weapons | | staves | allows combat with staves | | light armor | allows light armor to be efficiently worn as equipment | | medium armor | allows medium armor to be efficiently worn as equipment | | all slashing | allows combat with all slashing-based weapons | | basic piercing | allows combat with basic piercing weapons | | all bashing | allows combat with all bashing weapons | | all exotic | allows combat with all exotic weapons | | thrown weapons | allows combat with thrown-specific ranged weapons | | common | language proficiency |
Abilities#
| Name | Level Req. | Cost | Description | |—|—|—|—| | block stance | 0 | toggled | normal stance, 10 damage resistance per round | | piercing strike | 0 | 10sp | player pierces armor no need for to-hit roll, attacking up to 4 enemies | | fury | 0 | 50sp | player enters a fury doubling dealt damage and doubling damage taken | | tower stance | 10 | toggled | Greatly increase offense at the risk of a lowered defense | | whirlwind strike | 10 | 30sp | player strikes neemies around him on her, up to 4 | | crane stance | 20 | toggled | Greatly increase defense at the risk of a lowered offense | | sweeping strike | 20 | 25sp | regular strike to 4 closest enemies with dc10 chance to trip them | | blood rage | 20 | 50wp | player enters blood rage, giving 5 hp on dealt and taken blows, and 20 hp on kiling blows | | cheetah stance | 30 | toggled | greatly increases the chance at hitting the enemy | | disarming strike | 30 | 50sp | player disarms up to 4 enemies around him | | bear stance | 40 | toggled | greatly increases the damage output while in bear stance | | concussion strike | 40 | 30sp | player strikes 3 enemies and can render the fourth stunned for 4 rounds | | retaliation | 40 | 50sp | player counterattacks all physical strikes with half-damage blows | | horse stance | 50 | toggled | slightly increase the damage output and chance of hitting targets | | spell resistance | 50 | passive | player takes half damage to all spells | | suicidal strike | 50 | 40sp | player takes double damage from all attacks for one round, and deals double damage to up to 8 enemies around him within reaching distance | | split spells | 60 | 50wp | remove two random affects on the target | | advanced retaliation | 60 | 100sp | player counterattacks all physical and magical strikes with half-damage blows | | break spells | 70 | 50wp | interrupts all spell-casting around player | | silence | 80 | 80wp | silence caster, rendering him or her unable to cast magic for 4 rounds | | sacrifice | 80 | 75sp | player sacrifices half of his health and adds to his blow for extra damage | | uproot magic | 90 | 70wp | take magic out of an item or entity | | magical adaptation | 100 | passive | player receives 20 sp when attacked by magic | | rage control | 100 | 30sp | player gains 5sp every round for 10 rounds. |
priest#
Description#
Priests grow through a well-organized foundation of beliefs and political structure and base much of their authority to secure religious structure amongst the priests people. A priest is unfamiliar with combat, but makes up for it by being extremely skilled in politics and healing the wounded and sick.
| Primary Stat | Secondary Stat | Ranks |
|---|---|---|
| charisma | intelligence | priest,deacon,archdeacon,bishop,archbishop |
Roleplay And Details#
The class starts as a Priest, and then becomes a Deacon, Archdeacon, Bishop, and finally an Archbishop. The priest grows through a well-organized foundation of beliefs and political structure and bases much of his or her authority to secure religious ties amongst the people of their province. A priest is unfamiliar with combat and is otherwise extremely skilled in politics and healing the wounded and sick. The class develops through later levels a stronger sense of combat awareness and is in no way ever susceptible to a combat situation where they are unprepared. Their strong healing abilities more than make up for their lack of offensive combat, but it tends to increase the amount of time they’re in combat. The class is located mostly in Crecia where the clerical spire is home. The class, when not within any of the major cities, can usually be found within parties, groups, or combat arrangements as healers are highly welcome and almost always in need. The class follows in close step to the teachings of Ettephemone and can sometimes be heard talking or referring to her teachings. The most proficient races with the class are Elf, Goblin, Orc, Pixies, and Sprites. The most common race for the class however is Humans. Priests are always lawful and follow an alignment respective to their perspective god(s) such that Ettephemone would be good, Lythantos is neutral, and Dekkashraen is evil. Though there is no real alignment in the world of Urd, the different priests have a tendency to be more aggressive or passive and following various role play modules based on their patron god. Because alignment in Plains of Sedia is flexible it leaves more room for leniency and growth in role-play patterns a player might develop. The most renowned priest would be Archbishop Alexander Iridium Oedupai. He was a human and favored Ettephemone. He would commonly refer to her as “Mother Enos” which meant “Mother Time.” Alexander battled next to Mishnal Stonecleaver in their youth and now resides as the Head Chair for the Spire of Clerical Development within the port city of Crecia.
Proficiencies#
| Name | Description | |—|—| | magical affinity | grants +10 to lore on magical concepts and mysterium | | magical aptitude | gives dc18-int mod chance to add 10 resistance to all elements once successfully a round | | light armor | allows light armor to be worn efficiently as equipment | | basic bashing | allows basic bashing weapons to be used during combat | | common | language proficiency | | celestial | language proficiency |
Abilities#
| Name | Level Req. | Cost | Description | |—|—|—|—| | holy bolt | 0 | 5sp | 1d12 damage+int mod with dc5 chance to cause stun for 5 rnds | | aura of devotion | 0 | 50wp | gives 5 ac to all types | | remove curse | 0 | 20wp | dc10+elvl-plvl remove a curse of current level and below | | channel stamina | 0 | 0wp | give 25% of available stamina to target | | minor heal | 0 | 5wp | heals target for 1d20+cha mod hp | | splinter | 5 | 10sp | 1d10damage+int mod with dc18 to cause broken leg, dc15 to cause broken arm | | reverence | 10 | 20sp | 5 yard radius from caster aoe causes 1d20 damage per round for 5 rounds | | channel health | 10 | 0wp | give 25% of available health to target | | fear | 15 | 10sp | causes target to flee from caster for 2 rounds | | respite | 20 | 5sp | stuns target for 2 rounds | | aura of retribution | 20 | 50wp | gives base cha to max willpower pool | | dispel blind | 20 | 30wp | dc10+elvl-plvl dispels blind on target | | channel willpower | 20 | 0wp | give 25% of available willpower to target | | resurrect | 20 | 25wp | revives target with 1 hp | | lesser heal | 20 | 15wp | heals target for 3d20+2+cha mod hp | | exorcism | 25 | 10sp | deals 5d20+cha mod damage to undead | | channel energies | 30 | 0wp | give charges from one item to another item | | aura of reverence | 40 | 50wp | gives a 50% chance each round to refresh a round on affects | | dispel silence | 40 | 30wp | dc10+elvl-plvl dispels silence on target | | channel regeneration | 40 | toggled | give 1% hp/thp to target ea rnd, steals 1% from player until canceled | | greater resurrect | 40 | 50wp | revives target and allows moderate heal free | | moderate heal | 40 | 25wp | heals target for 1d100+6+cha mod hp | | imbue holy | 50 | 25wp | grants x2damage to all undead creatures with imbued melee-only weapon | | channel affects | 50 | 0wp | gives target buff to party and renews buff | | restore stamina | 50 | 15sp | restore 1d20+2+cha mod stamina | | imbue respite | 60 | 50wp | grants x3 damage to all ethereal creatures | | aura of smiting | 60 | 50wp | gives 30 to physical damage | | dispel poison | 60 | 30wp | dc10+poisonlvl-int mod dispels poison on target | | restore willpower | 60 | 30sp | restore 1d20+2+cha mod willpower | | area resurrection | 60 | 100wp | revives all targets within range and allows lesser heal free cast | | major heal | 60 | 40wp | heals target for 2d100+10+cha mod hp+int mod hp ea rnd for 3 rnds | | imbue smiting | 70 | 75wp | increases critical chance by 10% | | restore energies | 70 | 20sp | restore 1d4 charges to item | | imbue shimmer | 80 | 100wp | reg damage+cha on the next 2 strikes | | aura of stability | 80 | 50wp | gives 10 additional dexterity for a short period of time. | | dispel disease | 80 | 30wp | dc10+diseaselvl-int mod dispels disease on target | | greater restore | 80 | 40sp | restore 2d20+4+cha mod stamina and willpower | | greater area resurrection | 80 | 150wp | revives all targets and allows moderate heal free cast to each | | greater heal | 80 | 60wp | heals target for 3d100+20+cha mod hp, 20+int mod ea rnd for 5 rnds | | imbue faith | 90 | 125wp | causes all non-living creatures to flee in terror, else on creatures immune, or unable to flee, it causes shimmer on the next 2 strikes and dissipates | | full restore | 90 | 80sp | restore willpower and stamina of target | | imbue benediction | 100 | 150wp | provides immunity to parry and dodges, seeking the target wholefully. still need to roll to hit. | | aura of holy light | 100 | 50wp | grants sanctuary from undead while cleric doesnt move. those under the effects of holy light may not attack, use abilities or skills | | dispel slow | 100 | 30wp | dc10+elvl-plvl dispels speed and metabolism impairments | | party restoration | 100 | 100sp | restore willpower and stamina of party outside of battle | | revive undeath | 100 | 75wp | revives zombie, skeleton, or other undead creature with half | | healing wave | 100 | 80wp | heals party for 1d20+5+cha mod hp |
runescribe#
Description#
A Runescribe breathes the arcane magic of the dragons and gods into runes. They see the make-up of nature beyond the natural weaves into something more delicate and precise. They are feared greatly and demand great respect by all. Runescribes are a dying breed of warriors who speak little because their presence speaks for them.
| Primary Stat | Secondary Stat | Ranks |
|---|---|---|
| wisdom | charisma | runescribe,draconian,paek’oth,daek’oth,tzaek’oth |
Roleplay And Details#
The class begins as Runescribe, Draconian, Paek’oth, Daek’oth, and eventually evolves into the ancient Tzaek’oth. Runescribes breathe the arcane magic of the dragons and gods into runes. They see the make-up of nature beyond the natural weaves into something more delicate and precise. They are feared greatly and demand great respect by all. They are a dying breed of warriors who speak little because their presence speaks for them. The most common races for the class are Gnome, Elf, and Goblin. Recently greater influxes of humans have learned the bouts of the class system, stemming from ancient texts of elders who were allegedly direct descendants of Lythantos himself.
Proficiencies#
| Name | Description | |—|—| | greater dodging | gives dc18-dex mod chance to dodge first attack each round | | magical affinity | grants +10 to lore on magical concepts and mysterium | | hand to hand | allows combat with unarmed | | all armor | allows any armor found to be worn as equipment | | exotic weapons | allows use of all exotic weapons | | common | language proficiency | | draconian | language proficiency |
Abilities#
| Name | Level Req. | Cost | Description | |—|—|—|—| | vicerating ice | 0 | 10wp | target becomes -10 resistant to water and takes 1d8 ice damage, stacks 5 times | | temper weapon | 0 | 20wp | prepares a weapon for runing | | whisper of cold | 0 | 10wp | non-aggravated, deals 1d12 elemental damage | | vicerating fire | 10 | 10wp | target becomes -10 resistant to fire and takes 1d8 fire damage, stacks 5 times | | whisper of heat | 10 | 10wp | non-aggravated, deals 1d12 elemental damage | | vicerating lightning | 20 | 10wp | target becomes -10 resistant to air and takes 1d8 air damage, stacks 5 times | | runeblade | 20 | 30wp | forces magical properties of a rune into target weapon | | whisper of shock | 20 | 10wp | non-aggravated, deals 1d12 elemental damage | | vicerating pulse | 30 | 10wp | target becomes -10 resistant to earth and takes 1d8 earth damage, stacks 5 times | | whisper of force | 30 | 10wp | non-aggravated, deals 1d12 elemental damage | | vicerating poison | 40 | 10wp | target becomes -10 resistant to spirit and takes 1d8 damage, stacks 5 times | | recite rune | 40 | 15wp | activate magic of rune | | whisper of poison | 40 | 10wp | non-aggravated, deals 1d12 elemental damage | | pressure aura | 50 | toggled | Decreases nearby targets physical resistance by 10 | | translocating energy | 50 | 30wp | Greatly decrease a random elements resistance in a sector and greatly increase a random elements amplitude in a sector for 5 rounds | | vicerating confidence | 50 | 40wp | A decimating attack causes the target to remain in place, not be able to cast spells, possibly drop weapon and lose concentration | | enveloping blizzard | 50 | 40wp | summon a blizzard in the immediate location to deal damage and blind enemies | | breath of ice | 50 | 20wp | deals 1d12+cha mod elemental damage, 1d4 chance to freeze for 2 rnds | | whisper of lilting | 50 | 15wp | non-aggravated, puts target to sleep, for 2 rounds. any dmg awakens | | shifting aura | 60 | toggled | Grants allies phasing affect | | scribe rune | 60 | 30wp | record a rune into ones knowledge so it will be possible to identify and forage that rune in the wild | | inscribe rune | 60 | 50wp | identify the type of rune by inscribing it with power | | enveloping inferno | 60 | 40wp | summon a blazing inferno in the immediate location to deal damage and catch those enveloped on fire | | breath of fire | 60 | 20wp | deals 1d20+cha mod elemenetal damage, 1d4 chance to blind | | pulsing aura | 70 | toggled | Grants allies increased physical damage by 5 | | runeword enhancing | 70 | 20wp | a rune affect is increased by 20, lasts 1 hr | | enveloping lightning flux | 70 | 40wp | Envelop the immediate area with a lighting flux that has a chance of stunning enemies and causing them to drop their weapons | | breath of lightning | 70 | 20wp | 1d20+cha mod elemental damage, 1d4 chance to add shock, dropping weapon | | smooth aura | 80 | toggled | Grants allies increased willpower regeneration by 5 per round | | wyrm affinity | 80 | passive | unable to attack or be attacked by species and may communicate innately. any compromisation of truce via party or ally breaks affinity for 10 rounds. | | forage rune | 80 | 60wp | locate harvestable rune | | enveloping pulse | 80 | 40wp | A deafening pulse explodes in the immediate area causing those affected to slow down for a moment after hitting the ground | | breath of vibrations | 80 | 20wp | deals 1d20+cha mod elemental damage 1d4 chance to add silence for 1 round | | arcane aura | 90 | toggled | Grants allies increased elemental amplitude by 10 | | dragon affinity | 90 | passive | unable to attack or be attacked by species and may communicate innately. any compromisation of truce via party or ally aggression breaks affinity for 10 rounds. | | enveloping plague | 90 | 40wp | A sickening swirl of mist envelopes the immediate area causing, poison and disease. | | breath of poison mist | 90 | 20wp | deals 1d20+cha mod elemental damage 1d4 chance to add small 1d4 poison per round | | elemental aura | 100 | toggled | Grants allies increased elemental resistance by 20 | | wyvern affinity | 100 | passive | unable to attack or be attacked by species and may communicate innately. any compromisation of truce via party or ally aggression breaks affinity for 10 rounds. | | harvest rune | 100 | 5wp | retrieves rune | | enveloping calm | 100 | 40wp | A swirling mist enters the immediate area and forces all targets to exit combat and hide amongst the mist for 3 rounds | | breath of confusion | 100 | 20wp | stuns people in immediate area for two rounds |
scout#
Description#
Scouts are guardians of monks and allow monks to live and reside peacefully without slight of temperament. Scouts are empty-minded warriors of wind who quickly dispatch an enemy and meditate later about the battle. They are of no emotion.
| Primary Stat | Secondary Stat | Ranks |
|---|---|---|
| dexterity | charisma | scout,nu-dosai,nubo-medusai,ado-mendusai,saedu-morusai |
Roleplay And Details#
The class starts as scout, nu-dosai, nubo-medusai, ado-mendusai, and saedu-morusai. Scouts are guardians of monks, and allow monks to live and reside peacefully without slight of temperament. Scouts are empty-minded warriors of wind who quickly dispatch an enemy and meditate later about the battle. Scouts are of no emotion. The strongest race for scouts are elves. The most favored classes are Human, Half-elf, Halfling, Goblin, Quickling, Pixie, and Sprite.
Proficiencies#
| Name | Description | |—|—| | greater dodging | gives a dc18 chance to dodge the first attack each round | | two handed | allows usage of two-handed weapons | | light armor | allows efficient use of light armor as equipment | | medium armor | allows efficient use of medium armor as equipment | | all polearm | allows use of all polearm-based weapons in any category | | common | language proficiency |
Abilities#
| Name | Level Req. | Cost | Description | |—|—|—|—| | slashing strike | 0 | 10sp | slash types only, basic method, 2d8 damage+dex mod open wounds | | hard edge | 0 | 10wp | temporarily adds 10 to physical resistance | | mastered slashing | 0 | passive | take lvl/10 less damage, deal lvl/10 more damage, and dc18-dex mod to dodge slashing weapons | | khai stance | 0 | toggled | increases damroll by 5, basic methods only until combat expertise | | sweeping gash | 2 | 20sp | slash types only, basic method, 2d4 damage+dex mod open wounds, dc16 chance to trip | | cross swipe | 4 | 25sp | slash types only, basic method, reg attack+15 damage, open wounds | | turning sweep | 6 | 50sp | slash types only, basic method, 1d6+8 and chance to trip | | return slash | 8 | 30sp | slash types only, basic method, reg attack +20 damage, open wounds | | piercing strike | 10 | 15wp | pierce types only, dosai method, armor piercing, regular attack | | han stance | 10 | toggled | increases all ac by 5, dosai methods only until combat expertise | | stab | 12 | 10sp | pierce types only, dosai method, reg attack+1d8 damage, open wounds | | double stab | 14 | 20sp | pierce types only, dosai method, reg attackx2 damage, open wounds | | thrusting gouge | 16 | 30sp | pierce types only, dosai method, 1d20+cha mod, open wounds crit=x5 | | wound | 18 | 15sp | pierce types only, dosai method, 1d8+cha mod, open wounds crit=x3 | | hammer | 20 | 35sp | bash types only, dosai method, 2d20+dex mod | | iron grip | 20 | 10sp | immune to disarm | | mastered piercing | 20 | passive | take lvl/10 less damage, deal lvl/10 more damage, and dc18-dex mod to dodge piercing weapons | | nu stance | 20 | toggled | immune to disease and poison effect, medusai methods only until combat expertise | | dashing pummel | 22 | 40sp | bash types only, medusai method, 2d20+dex mod+cha mod | | thunderclap | 24 | 50sp | bash types only, medusai method, 1d20+dex mod to 3 nearby foes | | double sweep | 26 | 60sp | bash types only, medusai method, reg attack to 2 foes and trip | | turning clock | 28 | 80sp | bash types only, medusai method, reg attack to 4 nearby foes dc18 to knockdown each | | punch | 30 | 2sp | unarmed only, mendusai method, 1d6+wis mod damage | | cho stance | 30 | toggled | each round scout is healed for dexterity mod, mendusai methods only until combat expertise | | kick | 32 | 2sp | unarmed only, mendusai method, 1d6+dex mod damage | | elbow | 34 | 2sp | unarmed only, mendusai method, instant interrupt magic | | knee | 36 | 2sp | unarmed only, mendusai method, instant interrupt skill, 1d4 damage, lose turn if miss | | roundhouse | 38 | 5sp | unarmed only, mendusai method, 1d8+dex mod damage | | tigerstrike | 40 | 10sp | exotic types only, morusai method, 5d20+dex mod | | whirlwind strike | 40 | 30sp | attack 3 nearby enemies taking half of the damage of first attack, dealing regular attacks | | mastered bashing | 40 | passive | take lvl/10 less damage, deal lvl/10 more damage, and dc18-dex mod to dodge bashing weapons | | omn stance | 40 | toggled | adds 5 to all resistances, morusai methods only until combat expertise | | cobrastrike | 42 | 10sp | exotic types only, morusai method, 2d20+dex mod+1d6 poison for 4 rounds | | cranestrike | 44 | 10sp | exotic types only, morusai method, 3d10+dex mod+1d10 air elemental damage for 4 rounds | | monkeystrike | 46 | 10sp | exotic types only, morusai method, 5d6+dex mod+1d10 earth elemental damage for 4 rounds | | bearstrike | 48 | 10sp | exotic types only, morusai method, 3d20+dex mod, cha mod+20 damage | | combat expertise | 50 | passive | allows methods under any stance | | natural haste | 50 | passive | +10 to hit, +10 to dodge | | rin stance | 50 | toggled | +10 to hit | | sprint | 60 | passive | no penalty for running | | prism of death | 60 | 50sp | stationary defensive strikes, +20 ac to all types, cant move while in prism | | mastered unarmed | 60 | passive | take lvl/10 less damage, deal lvl/10 more damage, and dc18-dex mod to dodge unarmed attacks | | double strike | 70 | 20sp | x2 normal connected attack damage | | triple strike | 80 | 40sp | x3 normal connected attack damage | | feathered strikes | 80 | passive | +10 to hit when in a stance | | mastered exotic | 80 | passive | take lvl/10 less damage, deal lvl/10 more damage, and dc18-dex mod to dodge exotic weapons | | speed fighting expertise | 100 | passive | each combo move adds 15 more damage | | quadruple strike | 100 | 60sp | x4 normal connected attack damage | | complimentary strikes | 100 | passive | combos give 2 more damage per strike | | expertise defense | 100 | passive | ability to proficiently block, parry and counterattack mastered weapons |
woodsman#
Description#
A Woodsman has little need for society and its petty quarrels and instead relies on his or her intuition and well-versed knowledge of nature to procure the needed inertia to change any outcome of a battle or encounter. Some woodsmen form basic communication skills depending on their background but lack the necessary skills to effectively gather anything more than basic information socially. They aren’t able to persuade or develop constructive insight on civilization-based problems. A Woodsman isn’t usually too prideful to take advice, but because of his or her generally high wisdom they have the tenacity to learn and expand from situations they aren’t too familiar with aside from society and communication skills.
| Primary Stat | Secondary Stat | Ranks |
|---|---|---|
| wisdom | constitution | woodsman,tracker,ranger,druit,druid |
Roleplay And Details#
The class starts with Woodsman then becomes a Tracker, Ranger, Druit, and eventually Druid. The Woodsman has little need for society and its petty quanderings, and instead relies on his intuition and well-versed knowledge of nature to procure the needed inertia to modulate any outcome of a battle or encounter. Some druids form basic communication skills depending on their background but lack the necessary skills to effectively gather sufficient information or persuade and develop constructive insight on civilization-based problems. Druids are almost always found in the wild and are reclusive, much like the Psions and hermits. The most favored races due to bonuses for Druids are Dwarf, Gnome, Half-elf, and Half-Orc; however, elves and humans currently consume the majority. Druids are more-or-less a neutral based class system and think little of laws and order as much as they follow their own moral constructs and abide by codes they make to survive in the wild, whether with a group of peers, family, or by themselves. Druids in their most basic forms are simply those who have melded with nature and understanding its magical quirks, and developed methods that were necessary to survive.
Proficiencies#
| Name | Description | |—|—| | magical affinity | grants +10 to lore on magical concepts and mysterium | | unarmed | allows combat when unarmed | | two-hand | allows combat with two-handed weapons | | light armor | allows use of light armor | | medium armor | allows use of medium armor | | basic slashing | allows use of level 0 required slashing weapons: shortsword, longsword, hatchet, axes and cleaver | | basic bashing | allows use of level 0 required bashing weapons: staff, mace, scepter and club | | all ranged | allows use of short and longbows, compose bows, shurikens, darts, tomahawks, kunai and javelin | | common | language proficiency |
Abilities#
| Name | Level Req. | Cost | Description | |—|—|—|—| | faerie fire | 0 | 75wp | lowers the effective armor class of enemies in a 5 yard radius | | gouge | 0 | 20sp | causes enemy to bleed, creating a wound dealing 1d4 damage per round until healed | | basic hunting | 0 | passive | dc18 to counter backstabs, dc15 to avoid backstabs, dc10 to force them to be regular attacks | | regenerate | 0 | 25wp | regenerates a targets broken limb and heals 2d20hp+wis mod | | fire arrow | 5 | 10sp | standard range+10 fire damage and dc10 to cause 1d4 burn for 3 rounds, +wis mod damage physical | | tracking | 5 | toggled | dc10+elvl-plvl allows uesr to track targets and the location they may have gone in the recent past | | ice arrow | 10 | 15sp | standard range+5 water damage and dc10 to cause slow effect for 3 rounds +wismod damage physical | | plague | 10 | 30wp | gives target a transmutable disease. disease rank = char lvl/20 (1-5 range) | | dirt kick | 10 | 15sp | causes enemy to be blinded for 2 rounds | | expert hunting | 10 | toggled | ability to purge shadows at command revealing its contents | | rejuvenate | 10 | 30wp | flourishes targets body with magic, restoring fatigue 2d20sp+wis mod | | rupture | 10 | 25wp | reg damagex2. targets vital organs of beast or humanoid, earth elemental damage | | ensnare | 10 | 10wp | quickly drops a small dc10+plvl-elvl movement trap that lasts 5 rounds | | earthen arrow | 15 | 15sp | standard range+8 earth damage and dc10 to cause knockdown, target loses 1 round, +wis mod physical damage | | poison arrow | 20 | 10sp | standard range +1d6 damage per round until healed +wis mod damage physical | | infect | 20 | 25wp | infect wound to prevent healing. lasts 8 rounds. | | protect | 20 | 20sp | protect target from its next incoming attack | | reflex adaptation | 20 | passive | gives an instant reflex save to all sprung snares or traps, ranged attacks and non-spirit elemental attacks. the difficulty of the spell is the casters level. in order to break that spell the druid rolls a d20 and adds their character level. note that reflex save is in most cases very difficult to succeed unless that druid is either much higher level, the spell is a small spell or the roll is a 20, which is not considered a full success or critical, but a natural roll added like all other die outcomes. | | greater regenerate | 20 | 50wp | dc10 regenerates a targets broken limb and +1d10hp and +1d10sp regardless of success | | fever strike | 20 | 30wp | lowers targets resistances to spells by wis od lasts for 1 round | | jolting arrow | 25 | 15sp | standard range + armor piercing + wis mod damage physical | | contaminate | 30 | 20wp | contaminates target food, water, potion or pill rendering it to give opposite effect | | hide | 30 | 50sp | ability to hide oneself or an object | | set disarming trap | 30 | 15sp | 5 damage+disarm | | set needler trap | 30 | 20sp | 2d20 damage | | basic trap proficiency | 30 | passive | allows usage and successful disarming of basic traps. refer to ensnare for breaking a trap. dc5 disarm. | | resurrect | 30 | 75wp | resurrects target to 1hp | | natures grasp | 30 | 30wp | prevents target from defending next attacks | | paralysis | 40 | 50sp | causes target to enter paralysis for 3 rounds | | forage | 40 | 50sp | ability to procure either food or drink in unlikely situations, 1d4 (1 drink, 2 food, 3&4 fail) | | set shattering trap | 40 | 40sp | 3d10 damage+1d4 (1 breaks arm, 2 breaks leg, 3&4 fail) | | set explosive trap | 40 | 40sp | 3d20 damage | | complex trap proficiency | 40 | passive | allows usage and successful disarming of complex traps. refer to ensnare for breaking a trap. dc10 disarm | | self-resurrection | 40 | 100wp | resurrects self to 1hp | | ripple effect | 40 | 50wp | reg damage to target, 1d12 to 2nd target, 1d8 to 3rd, attacks 3 targets water damage | | coil of air | 40 | 45wp | adds dc10 chance on each of the next 4 physical attacks to add knockdown | | natures wrath | 50 | 100wp | elements of nature tortures target, 2d20 damage per 20 levels until released | | harvest | 50 | 10sp | ability to harvest foraged food or drink, usually harvestable 3 times | | set burrowing trap | 50 | 50sp | 1d10 damage against target enemy for 5 rounds, inescapable | | set distraction trap | 50 | 40sp | confuses enemies forcing all non-party to hold action for a round | | magic trap proficiency | 50 | passive | allows usage and successful disarming of magic traps. refer to ensnare for breaking a trap. dc15 disarm. | | regrowth | 50 | 50wp | flourishes parties bodies restoring 1d20 wp,hp and sp |