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Posts : 23 Points : 18391 Reputation : 0 Join date : 2014-12-14 Age : 30 Location : Tennessee, USA
Character sheet Race: Brute Class: Rogue Inventory:
| Subject: PLAYABLE CLASSES Mon Dec 14, 2015 8:54 am | |
| PLAYABLE CLASSES
- FIGHTER:
FIGHTER: Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, rageful barbarians, bandit kings and freed gladiators, as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat.
CLASS ABILITIES Rage Empowerment - (Once Per Day)(+2 STR for 30 Minutes) Weapon Specialization - (+1 STR & +1 DEX)(When Using Specialized Weapon) Intimidate - (Ability to intimidate someone into submission)(Doesn't always work)(At Will Power) Rally Cry - (Ability to strike fear into the hearts of your enemies with a mighty roar)(At Will Power)
- HUNTER:
HUNTER: A Hunter is at his strongest when he is hidden. Hunters always make sure that they know where you are, but never show themselves in return. Hunters ambush their opponents, moving quickly around them dodging attacks and hitting with deadly accuracy. The Hunter also utilizes quite well, probably even better than the sword, his bow. However Hunters are poor front line combatants.
CLASS ABILITIES Tracking - (Hunters are excellent trackers, their eyes are open to even the smallest signs) Archery - (+1 STR & +1 DEX)(When Using A Bow of Any Kind) Trapmaker - (Ability to set various types of traps, as well as know how to disarm them) Favored Terrain - (+1 STR in wild places, -2 STR/-1 CON in civilized places)
- ROGUE:
ROGUE: Thieves, assassins, imperial agents, etc. Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, bringing resourcefulness and versatility to their adventuring parties.
CLASS ABILITIES Silvertoung - (Rogues are master liars and quite adept with words) Pickpocketing - (This skill is a must for even the most naive of rogues) Trap Sense - (Ability to sense/notice hidden traps) Sneak - (Ability to sneak around silently & unnoticed)
- MONK:
MONK: For the truly exemplary, martial skill transcends the battlefield—it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding weapons within themselves just as capable of crippling or killing as any blade. These monks (so called since they adhere to ancient philosophies and strict martial disciplines) elevate their bodies to become weapons of war, from battle-minded ascetics to self-taught brawlers.
CLASS ABILITIES Pain Immunity - (Through the force of pure will power, many monks are capable of completely shutting off the feeling of pain) Purity of Body - (Through discipline of the mind and purity of the body, monks can gain immunity to all non magical poisons) Meditation - (Many monks use meditation as a method of concentrating all their energy on healing themselves)(One hour to heal minor to moderate wounds) Evasion - (Slightly better chance of dodging hits from enemies)
- CLERIC:
CLERIC: Best described as champions of the divine both good and evil. Clerics are intermediaries between the mortals the elemental gods. As varied as the gods they serve, they strive to embody the handiwork of their deities. In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. CLASS ABILITIESSEE COMMON PANTHEON
- SORCERER:
SORCERER: The most common type of magic user. Sorcerers practice "Indirect Magic" and gain their powers through various magical arts such as Runicai, Alchemy & Arcana. Wielding enchanted items such as scrolls, charms, armor, magical runes, symbols, rings, necklaces, as well as enchanted weapons such as wands, staffs & blades. Many sorcerers are just dabblers, but there are those select few who dedicate their entire lives to studying magical lore.
CLASS ABILITIES (SPECIALIZE IN ONE)
Runicai - (Also known as runic magic, or blood magic)(Magical Blood = More Powerful Runic Spells) Alchemy - (Focuses on the creation of magical potions & transmutation) Arcania - (Deals With Enchanting Items)(Transferring powers found in nature and binding it to an item via ritual) Magicia - (Mastery & perfection of slight of hand, illusion, hypnosis, mentalism, etc)
- MYSTIC:
MYSTIC: The mind has hidden powers that even the most learned scholars don’t fully understand. There exist people gifted with extraordinary abilities. These people are often called "Mystics", "Psychics" or "Psions". They have visions or a sense of what others are thinking. They can influence the minds of those around them or even affect the physical world with their thoughts. Some confuse their power with sorcery, but it is not the same. Still, those who possess such gifts often conceal them, out of concern that others will fear or misunderstand them.
CLASS ABILITIES (CHOOSE FOUR/SPECIALIZE IN ONE)
Telekinesis - (Moving objects via willpower alone)(Must be able to lift the object yourself) Telepathy - (Reading Minds & Pushing Thoughts)(One Way Conversations) Clairvoyance - (Seeing visions of people & places far away) Astral Projection - (Projecting your spirit outside your body) Astral Perception - (An enhanced sense of all things going on around you) Precognition - (Seeing visions of the future, near or far, always vague) Retrocognition - (Seeing visions of the past, near or far, always clear) Illusion - (Ability to cause others to hallucinate & see false visions) Dream Scrying - (Ability to walk inside the dreams of another & manipulate it to your will) Empathy - (Ability to sense & feel the emotions of others) Omnilinguism - (Ability to psychically translate any spoken word of any language) Pain Touch - (Ability to cause unbearable physical pain to another via touch alone) Sleep Touch - (Ability to cause a deep sleep just by touching someone) Inducement - (Ability to force the feeling of certain emotions on others)
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