page#

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.

Overview#

AttributeValue
Primary Statconstitution
Secondary Statstrength
Rankspage, 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#

NameDescription
greater dodginggives a dc18 - dex mod chance to dodge the first attack each round
shieldsallows efficient use of shelds during combat
all armorallows efficient use of any armor-type as equipment
all slashingallows use of all slashing-based weapons
all piercingallows use of all piercing-based weapons
all bashingallows use of all bashing-based weapons
commonlanguage proficiency

Abilities#

NameLevel Req.CostDescription
turtle010sptake half damage on all attacks for two rounds.
channel stamina0toggledgive any available amount of stamina to target, causes exhaustion prohibiting skills for 4 rounds
leading shout015wpgives party members a +5 on their initiative rolls
basic armor expertise0passive+25% ac +5% missile deflect
reaching strike05spreaches 15 yards away, 1d8+10
shield bash010sp1d20+1d4 chance to stun for 1 rnd
protection1050spprotect target ally taking damage instead of them against all physical non-ranged attacks until released.
channel health10toggledgive any available amount of health to target, cuases exhaustion prhibiting skills for 4 rounds
sweeping strike1020spregular strike to 4 closest enemies with dc10 chance to trip them.
interrupt1020spinterrupt casting and cause 1d12 damage, usable once per round
advanced protection2080sptake half of all non-magical damage
channel willpower20toggledgive any available amount of willpower to target, causes exhaustion prhibiting skills for 4 rounds
blood rage20toggledplayer enters blood rage, giving 5 hp on dealt blow, and 20 hp on killing blows and lose 10 sp per round
light armor expertise20passive+25% ac +10% missile deflect
stripping strike2010spdc10 to render targets armor useless + 1d10+10 regular strike
wall2015spbecome immune to next 2 attacks or until round is over
expert protection30100wptake half of all magical damage
infuse3050wpinfuse target with 100hp, 50wp, and 50sp an dcauses exhaustion prhibiting skills for 4 rounds
pushing strike3015spregular damage + str mod dc5 to knockdown up to large creatures, dc10 for large , dc15 for colossal creatures
reflection305spreflect light into the eyes of the two closest enemies blinding them for 3 rounds
reflect40passivedc15 chance to reflect magical attacks
layhands4075wpfully heal target cuasing exhaustion prohibiting skills for 4 rounds and prohibiting movement for 3
attack shout4025wpgives party members a +5 on their hit rolls
medium armor expertise40passive+25% ac +15% missile deflect
slashing strike4015spregular strike + dc5 to open wound causing 1d4 for 4 rounds, stacks 4 times
rolling counter4015spinstant counter attacks for the next three rounds
polearm mastery50passiveallows usage of polearms in combat situations including while mounted
adaptation50passivetake half damage from poisons, no smaller than 1 damage possible
resurrection50100wpresurrect target to 1 hp
piercing strike5020spregular strike + 1d20 damage, ignores all armor
bombardment5030spRegular attack plus armor piercing 2nd attack, plus dc10 chance of attacking again
advanced adaptation60passivetake half damage from diseases, no smaller than 1 damage possible
defend shout6015wpgives party members a +10 on all ac types
heavy armor expertise60passive+25% ac +20% missile deflect
expert adaptation70passivegain 5 sp when hit by physical attack, and 5 wp when hit by magical attack
purification8040wprid target of disease and poison, and prevent both for 5 rounds
intimidating shout8030wp25% chance to cause enemies in vocal range to flee
exotic armor expertise80passive+25% ac +25% missile deflect
endurance9015wpgain 15 sp every round for 3 rounds unless tripped or knocked down
stone skin10030wpimbue target with stone skin. This absorbs 20 damage before fading. The skin prohibits the ability to hide or sneak for 3 rounds.
leadership100passiveincreases strength of all shouts by 5
shield expertise100passive+25% ac +30% missile deflect