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Posted: Thu Dec 21, 2017 12:31 am
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BASIC MAGIC CLASSES
MAGE
CLASS TRAITS
Key Abilities: Intelligence; Wisdom, Dexterity Armor Proficiencies: Cloth. Weapon Proficiencies: Anima Tomes. Bonus to Defense: +1 Ref, +1 Will Hit Points at 1st Level: 10+ Constitution Score. Hit Points per Level Gained: 4 Trained Skills: Arcana, History. From the skills list below, choose 2 more trained skills at 1st level.
Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex)
Class Features:
Level 1
Magic +2: Passive Bonus. Treat all tome attack powers as if the Mages's Intelligence score was 2 higher.
Level 5
Focus: Passive Bonus. When no creature is within 5 squares of the Mage, tome attack powers score critical hits on attack rolls of 18-20.
DARK MAGE
CLASS TRAITS
Key Abilities: Intelligence; Constitution, Charisma Armor Proficiencies: Cloth. Weapon Proficiencies: Dark Tomes. Bonus to Defense: +2 Fort. Hit Points at 1st Level: 12+ Constitution Score. Hit Points per Level Gained: 5 Trained Skills: Arcana, Intimidate. From the skills list below, choose 2 more trained skills at 1st level.
Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex)
Class Features:
Level 1
Hex: Constant Aura 2. All enemies within the aura have their defenses lowered by 2.
Level 5: Pick one of the following
Anathema: Constant Aura 5. All enemies within the aura have their defenses lowered by 1 (does not stack with Hex) and tome attacks powers score a critical hits on an attack roll of 19-20
Malefic Aura: Constant Aura 3. All enemies within the aura take an extra 1d6 damage from tome attack powers. (Increases to 2d6 at level 10 and 3d6 at level 20)
LIGHT MAGE
CLASS TRAITS
Key Ability: Intelligence; Wisdom, Charisma Armor Proficiencies: Cloth. Weapon Proficiencies: Light Tomes. Bonus to Defense: +2 Will. Hit Points at 1st Level: 10+ Constitution Score. Hit Points per Level Gained: 4 Trained Skills: Arcana, Heal. From the skills list below, choose 2 more trained skills at 1st level.
Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex)
Class Features:
Level 1
Sacrifice: Encounter, Standard Action, Melee 1. A Light Mage may place his hand on and ally and transfer his hit points to the target. The target may also make a saving throw for each effect on them a save can end. The Light Mage must transfer a least 1 hit point and cannot use this power to reduce their own hit points to lower than 1.
Level 5:
Corona: Encounter, Free Action, Trigger: The Light Mage hits a target with a tome attack power. Effect: The target gains vulnerable 5 radiant for the attack. (Increases to vulnerable 10 radiant at level 10 and vulnerable 15 at level 20) The target also takes a -5 penalty to its chance to hit until the end of the Light Mage's next turn.
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Posted: Fri Dec 22, 2017 2:09 am
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BASIC MARTIAL CLASSES
ARCHER
CLASS TRAITS
Key Ability: Dexterity; Wisdom, Constitution Armor Proficiencies: Leather Weapon Proficiencies: Bow Bonus to Defense: +2 Ref. Hit Points at 1st Level: 12+ Constitution Score. Hit Points per Level Gained: 5 Trained Skills: Perception, Athletics. From the skills list below, choose 2 more trained skills at 1st level.
Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex)
Class Features:
Level 1
Skill +2 Passive Bonus. The Archer gains +2 to hit with all bow attack powers.
Level 5: Pick one of the following
Prescience: During the first round of every encounter, the Archer gains +2 to hit and +2 to defenses against any creature it acts before.
Quick Draw: During the first round of every encounter, the Archer does and extra 1d10 damage against any creature it acts before. (2d10 damage at level 10, 3d10 at level 20)
BARBARIAN
CLASS TRAITS
Key Ability: Strength; Constitution, Wisdom Armor Proficiencies: Leather, Hide. Weapon Proficiencies: Axe. Bonus to Defense: +2 Fort. Hit Points at 1st Level: 17+ Constitution Score. Hit Points per Level Gained: 7 Trained Skills: Athletics, Endurance. From the skills list below, choose 2 more trained skills at 1st level.
Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex)
Class Features:
Level 1
Despoil: Encounter, Free Action, Trigger: the Barbarian hits with an attack. Effect: the Barbarian may roll a thievery check with a bonus equal to his strength modifier against the targets reflex defence. If the Barbarian succeeds on his check he steals a random item from the target determined by the DM. Some creatures, such as animals, might have anything on them to steal.
Level 5:
Gamble: Before the Barbarian makes and attack, he may choose to take a -2 to his attack modifier. If he does so the Barbarians attack may score a critical hit on an attack roll of 18-20
BARD / DANCER
CLASS TRAITS
Key Ability: Charisma, Dexterity, Intelligence Armor Proficiencies: Cloth, Leather Weapon Proficiencies: Sword Bonus to Defense: +1 Ref. +1 Will Hit Points at 1st Level: 10+ Constitution Score. Hit Points per Level Gained: 4 Trained Skills: Diplomacy, Acrobatics. From the skills list below, choose 2 more trained skills at 1st level.
Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex)
Class Features:
Level 1
Inspiring Swing: Passive Bonus. A Bard or Dancer may use his Charisma modifier in place of his strength modifier when calculating his chance to hit and damage with sword attacks.
Sing/Dance: At-Will, Standard Action. The Bard/Dancer allows an ally within five squares of them to make a basic range or melee attack.
Level 5
Lucky: Encounter, Minor Action. The Bard/Dancer rolls a 1d4 and adds that number to his next attack roll, skill check roll, or saving throw.
CAVALIER
CLASS TRAITS
Key Ability: Strength, Dexterity, Wisdom Armor Proficiencies: Leather, Hide, Chainmail Weapon Proficiencies: Lance, Sword Bonus to Defense: +1 Fort, +1 Ref. Hit Points at 1st Level: 12+ Constitution Score. Hit Points per Level Gained: 5 Trained Skills: Athletics, Nature. From the skills list below, choose 2 more trained skills at 1st level.
Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex)
Class Features:
Level 1
Horse Mount: Cavaliers start the game with a Horse Mount. The horse mount has a speed of 10 squares and counts as a large creature though its size is only 1 by 2 squares. The horse mount levels up with the Cavalier and has the same defenses and half the hit points of the Cavalier. The horse mount has no actions of his own and otherwise follows the rules for mounted combat. If the horse mounts dies in combat, the player works out with the DM how the Cavalier replaces his horse mount.
Outdoor fighter: Passive Bonus. The Cavalier gains +1 to their hit and defenses when fighting outdoors.
Level 5
Shelter: Encounter, Immediate Interrupt, Trigger: An ally adjacent to the Cavalier is hit by an attack. Effect: The Cavalier blocks the attack, causing the attack to miss.
FIGHTER
CLASS TRAITS
Key Ability: Strength; Constitution, Wisdom Armor Proficiencies: Leather, Hide Weapon Proficiencies: Axe. Bonus to Defense: +2 Fort. Hit Points at 1st Level: 15+ Constitution Score. Hit Points per Level Gained: 6 Trained Skills: Athletics, Endurance. From the skills list below, choose 2 more trained skills at 1st level.
Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex)
Class Features:
Level 1
HP+5: Passive Bonus. This skill grants the bearer a +5 bonus to health. (Increases to +10 HP at level 10 and 15 HP at level 20)
Level 5
Zeal Passive Bonus. The fighter can score a critical hit on attack roll of 19-20.
KNIGHT
CLASS TRAITS
Key Ability: Strength; Constitution, Wisdom Armor Proficiencies: Platemail, Heavy Shield Weapon Proficiencies: Lance Bonus to Defense: +2 Fort. Hit Points at 1st Level: 12+ Constitution Score. Hit Points per Level Gained: 5 Trained Skills: Athletics, Endurance. From the skills list below, choose 2 more trained skills at 1st level.
Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex)
Class Features:
Level 1
Defense +2: Passive Bonus. This skill grants the bearer a +2 bonus to Armor Class(AC).
Level 5:Pick one of the following
Indoor Fighter: Passive Bonus. The Knight gains a +1 bonus to hit and defenses while fighting in an inclosed space. (buildings, caves, etc)
Natural Cover: When the Knight has any cover or concealment he receives damage reduction equal to his constitution modifier.
MERCENARY
CLASS TRAITS
Key Ability: Strength; Dexterity, Wisdom Armor Proficiencies: Leather, Hide, Chainmail, Light Shield Weapon Proficiencies: Sword Bonus to Defense: +1 Ref, +1 Will. Hit Points at 1st Level: 12+ Constitution Score. Hit Points per Level Gained: 5 Trained Skills: Athletics, Insight. From the skills list below, choose 2 more trained skills at 1st level.
Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex)
Class Features:
Level 1
Patience: Passive Effect. Whenever a Mercenary is attacked he gains a +1 bonus to hit and Defenses against that target until the end of his next turn.
Level 5:Pick one of the following
Good Fortune: Encounter, Minor Action. The Mercenary recovers a quarter of his hit points.
Strong Riposte: Passive Effect. Whenever a Mercenary is attacked he gains an additional 1d8 to damage rolls against that target until the end of his next turn.
MYRMIDON
CLASS TRAITS
Key Ability: Dexterity, Wisdom, Charisma Armor Proficiencies: Leather. Weapon Proficiencies: Sword. Bonus to Defense: +2 Ref. Hit Points at 1st Level: 10+ Constitution Score. Hit Points per Level Gained: 4 Trained Skills: Acrobatics, Insight. From the skills list below, choose 2 more trained skills at 1st level.
Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex)
Class Features:
Level 1
Speed, not Strength Passive Bonus. The Myrmidon may use his dexterity modifier in place of his strength modifier when calculating his chance to hit and damage with sword attacks.
Duelist Blow: Passive Bonus. After attacking a target, the Myrmidon gains +2 to its defenses against that target until the end of his next turn.
Level 5
Vantage: At will, immediate interrupt. When a Myrmidon is at or below half his health. He may make a melee basic attack against a target attacking him as a immediate interrupt.
PEGASUS KNIGHT
CLASS TRAITS
Key Ability: Dexterity, Wisdom, Intelligence Armor Proficiencies: Leather, Hide Weapon Proficiencies: Lance, Bonus to Defense: +2 Ref. Hit Points at 1st Level: 10+ Constitution Score. Hit Points per Level Gained: 4 Trained Skills: Acrobatics, Nature. From the skills list below, choose 2 more trained skills at 1st level.
Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex)
Class Features:
Level 1
Speed, not Strength Passive Bonus. The Pegasus Knight may use his dexterity modifier in place of his strength modifier when calculating his chance to hit and damage with Lance attacks.
Pegasus Mount: Pegasus Knights start the game with a Pegasus Mount. The pegasus mount has a a movement speed of 8 squares and a fly speed of 8 squares and counts as a large creature though its size is only 1 by 2 squares. The pegasus mount levels up with the Pegasus Knight and has the same defenses and half the hit points of the Pegasus Knight. The pegasus mount has no actions of his own and otherwise follows the rules for mounted combat. If the pegasus mounts dies in combat, the player works out with the DM how the Pegasus Knight replaces his pegasus mount.
Speed + 2 Passive Bonus. Treat all lance attack powers as if the Pegasus Knight's dexterity score was 2 higher.
Level 5
Relief: Passive Bonus. When no creature is within 5 squares of the Pegasus Knight, the Pegasus Knight regenerates 1 hit point per level of the Pegasus Knight per round.
THIEF
CLASS TRAITS
Key Ability: Dexterity, Intelligence, Charisma Armor Proficiencies: Leather. Weapon Proficiencies: Dagger. Bonus to Defense: +2 Ref. Hit Points at 1st Level: 10+ Constitution Score. Hit Points per Level Gained: 4 Trained Skills: Stealth, Thievery. From the skills list below, choose 2 more trained skills at 1st level.
Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex)
Class Features:
Level 1
Steal: At-Will, Standard Action. A Thief may make a thievery check against a target's reflex defense. If the Thief succeeds on his check he steals one item from the target that the target is carrying but does not have equipped.
Level 5
Enhanced Movement: Passive effect, the Thief's speed increases by 2.
WYVERN RIDER
CLASS TRAITS
Key Ability: Strength, Constitution, Wisdom Armor Proficiencies: Chainmail Weapon Proficiencies: Axe Bonus to Defense: +2 Fort. Hit Points at 1st Level: 15+ Constitution Score. Hit Points per Level Gained: 6 Trained Skills: Athletics, Nature. From the skills list below, choose 2 more trained skills at 1st level.
Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex)
Class Features:
Level 1
Wyvern Mount: Wyvern Riders start the game with a Wyvern Mount. The wyvern mount has a a movement speed of 6 squares and a fly speed of 6 squares and counts as a large creature. The wyvern mount levels up with the Wyvern Rider and has the same defenses and half the hit points of the Wyvern Rider. The wyvern mount has no actions of his own and otherwise follows the rules for mounted combat. If the wyvern mounts dies in combat, the player works out with the DM how the Wyvern Rider replaces his wyvern mount.
Strength + 2: Passive Bonus. Treat all Axe attack powers as if the Wyvern Riders's strength score was 2 higher.
Level 5
Tantivy: Passive Bonus. When there are no allies within 5 squares of the Wyvern Rider, the Wyvern Rider's chance to hit and defenses increase by 1.
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Posted: Fri Dec 22, 2017 2:47 pm
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BASIC HEALER CLASSES
CLERIC
CLASS TRAITS
Key Ability: Wisdom, Intelligence, Charisma Armor Proficiencies: Cloth Weapon Proficiencies: Staff Bonus to Defense: +2 Will. Hit Points at 1st Level: 10+ Constitution Score. Hit Points per Level Gained: 4 Trained Skills: Heal, Religion. From the skills list below, choose 2 more trained skills at 1st level.
Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex)
Class Features:
Level 1
Miracle: Encounter, Immediate Reaction,Trigger: The Cleric is hit by an attack that brings them to 0 or less hit points. Effect: The Cleric instead survives the attack with 1 HP.
Level 5
Healtouch: Passive effect. The cleric adds his wisdom modifier in bonus healing to heal powers he uses though his staff.
TROUBADOUR
CLASS TRAITS
Key Ability: Wisdom, Intelligence, Charisma Armor Proficiencies: Cloth Weapon Proficiencies: Staff Bonus to Defense: +1 Will, +1 Ref. Hit Points at 1st Level: 10+ Constitution Score. Hit Points per Level Gained: 4 Trained Skills: Heal, Nature. From the skills list below, choose 2 more trained skills at 1st level.
Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex)
Class Features:
Level 1
Horse Mount: Troubadours start the game with a Horse Mount. The horse mount has a speed of 10 squares and counts as a large creature though its size is only 1 by 2 squares. The horse mount levels up with the Troubadour and has the same defenses and half the hit points of the Troubadour. The horse mount has no actions of his own and otherwise follows the rules for mounted combat. If the horse mounts dies in combat, the player works out with the DM how the Troubadour replaces his horse mount.
Resistance + 2: Passive Bonus. The Cavalier gains a +2 bonus to Will defense.
Level 5
Noble Mantle: Constant Aura. All Allies within 3 squares of the Troubadours receive 2 damage reduction against all attacks. (3 damage reduction at level 10, 4 damage reduction at level 15 and 5 damage reduction at level 20)
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Posted: Tue Dec 26, 2017 7:44 pm
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SHAPE SHIFTING CLASSES
BEAST FORM
Prerequisite: Member of the Laguz race. Features and form depend on species of Laguz
CLASS TRAITS
Key Ability: Strength or Dexterity(Cat, Raven Laguz); Constitution, Wisdom Armor Proficiencies: Cloth, Leather, Hide Weapon Proficiencies: Beaststone Bonus to Defense: + 1 Fort, +1 Ref, +1 Will. Hit Points at 1st Level: 12+ Constitution Score. Hit Points per Level Gained: 5 Trained Skills: Perception, Nature. From the skills list below, choose 2 more trained skills at 1st level.
Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex)
Class Features:
Level 1
Speed, not Strength: (Cat, Raven Laguz only) Passive Bonus. A Cat or Raven Laguz transformed into animal form may use his dexterity modifier in place of his strength modifier when calculating his chance to hit and damage with Beaststone attacks.
Tough Hide: (Hawk, Lion, Tiger ,Wolf Laguz only) Passive bonus. When these Laguz are transformed into animal form they may add their Constitution or Wisdom modifier to their Armor Class.
Even Rhythm: Passive Bonus. Laguz transformed into animal form gain +1 to hit and +1 to all defenses on even rounds
Level 5:
Beast Bane: Passive Bonus. Laguz transformed into animal form deal an extra weapon die in damage when they attack other beast units or units mounted on Horses Pegasus's or Griffins.
MANAKETE
Prerequisite: Character must be a member Manakete race
CLASS TRAITS
Key Ability: Charisma; Constitution, Intelligence Armor Proficiencies: Cloth Weapon Proficiencies: Dragonstone Bonus to Defense: + 1 Fort, +1 Ref, +1 Will. Hit Points at 1st Level: 12+ Constitution Score. Hit Points per Level Gained: 5 Trained Skills: Diplomacy, Endurance. From the skills list below, choose 2 more trained skills at 1st level.
Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha), Thievery (Dex)
Class Features:
Level 1
Dragon Scales: Passive Bonus. When a Manakete is transformed into dragon form they gain +8 to their Armor Class.
Odd Rhythm: Passive Bonus. When a Manakete is transformed into dragon form they gain +1 to hit and +1 to all defenses on odd rounds
Level 5:
Wyrmsbane: Passive Bonus. When a Manakete is transformed into dragon form they deal an extra weapon die in damage when they attack other dragon units or units mounted on Wyverns.
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