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Post by The Forgotten God on Sept 2, 2020 3:06:53 GMT
As the adventures go on, many quests will unlock new class opportunities for characters. These will be available to move into or new characters may begin taking them.
Unlocked Classes:
Draconic Wrathbringer:
Prerequisites: Any character with more than 75 in at least one weapon skill and more than 70 health
Initiate level: 20 Experience points
Ancient's Will: Become immune to level 1 and 2 enchantment spells Wrath: If under attack by multiple enemies, may add an extra attack per round every time the hero is hit. Tooth and Fang: Gain 60 unarmed or add 10 to unarmed skill higher than that, all unarmed attacks deal extra 1d8 damage per strike Strength of the Master: +5 Strength and Health, halves the roll penalty caused by mortal damage
Journeyman Level: 30 Experience Points, must have initiate
Ancient's Will: Become immune to 3rd level Enchantment Spells and gain 20% spell resistance Burning Hate: May sacrifice own health to add damage to all attacks in a round. Ratio is one health per extra damage dealt. Claws of Diamond: Gain 10 additional unarmed skill, bonus damage is now 1d12 per unarmed strike Strength of the Master (II): Additional +5 Strength A Wise Man Fears: Once a day may produce a dragon fear aura for three rounds. Child of Vengeance: If a party member takes three hits or more in a round, the Wrathbringer gains +10 to all rolls against the offending party and each successful hit deals 10 extra damage. This effect persists for five rounds.
Mastery: ?
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Post by The Forgotten God on Sept 2, 2020 3:26:01 GMT
Dragon's Disciple:
Prerequisite: Must be accepted as a Disciple by a Greater Dragon, must have more than 75 skill in at least 2 different abilities
Initiate : (20 Points)
Eyes change color to match the greater dragon you serve Presence of the Master: 2 step disposition bonus to anyone who worships or reveres dragons Eucharist (I): +5 to Strength, Agility, and Health Know Your Place!: Lesser dragons and other natural reptiles will not attack the Disciple for any reason. Empowered: All attacks and spells deal an additional 1d6 damage of the dragon's preferred damage style. Draconic Power: Gain 40 points in Dracomancy
Journeyman: (40 experience)
Hair changes color to match dragon's type The Rightful Rulers of Earth: All attacks and spell deal 50% bonus damage againt Mist creatures. Eucharist (II): Heal one health a round, immunity from injected or ingested poisons. Empowered (II): Bonus damage is now 2d6 Touch the Sky: When unarmored, may unfurl wings from shoulder blades that allow flight for up to ten minutes at a time. Closer to the Master: Gain 10 points in Dracomancy
Master:
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Post by The Forgotten God on Sept 2, 2020 3:54:10 GMT
Lunatic:
Prerequisites: Any character may become a Lunatic. The moons don't judge.
Initiate: (20 points)
Wax and Wane: A Lunatic gains 5 to all combat and magic and stealth rolls during moonlit nights and suffers a -5 penalty during the day or when there is no moon.
All the Light I Need: Any night at least one moon is shining the Lunatic can see as well at night as a normal human does during the day. If neither moon is shining or a Lunatic is underground or the like his/her vision extends to a minimum of 100 meters
Red Rage (Physical): Once a night when the Red Moon shines, a Lunatic may enter a blessed rage, dealing maximum damage with weapons for 1 round. If the target dies in the round, Red Rage refreshes for another round. Only one version of this ability may be used per night.
Red Rage (Magical): Red Rage causes all spells to cost no mana during the duration of Red Rage. Spells additionally deal maximum damage.
From Nowhere: If a stealth roll beats an enemy observation by at least 20 points, the Lunatic gains a free round of attacks at +5 when opening combat. If every hit is successful the target is automatically knocked unconscious.
Journeyman: 30 Points
The Shadows Belong to Me: A Lunatic can manipulate shadows, making them smaller or larger or shifting the direction they move. Any opponent suffers a 25 point observation roll penalty against a Lunatic.
Afraid of the Dark: Every successful spell or attack made from stealth causes a one round magical fear.
Let's Get Crazy: For two rounds, no player or NPC is in charge of their actions.
Lord/Lady of Shadows: When both moons are out the Lunatic no longer needs to roll regular stealth checks to stay hidden unless being tracked by magical means or another Lunatic.
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Post by The Forgotten God on Sept 2, 2020 7:03:29 GMT
Soul Shepherd:
Prerequisites: 60 or higher in healing or Spiritualism AND 60 or higher in any other magical school and 60 or higher in Charm, Seduce, or Diplomacy
Initiate: 20 points
Ease the Passage: Soul Shepherds who are there for any death prevent the corpse from being magically animated.
Say You'll Haunt Me: Every soul a shepherd eases the passage of imparts a memory. This memory can be used once to replicate a skill the deceased had in life.
Death Proof: Soul shepherds negate death spells within a fifty meter radius.
Spectral Hands: Once a day, a soul shepherd may cast two spells in the same round
Angel of Mercy: Soul Shepherds receive the benefits of any spell they cast on other on themselves, and may add the benefit of a spell cast on themselves to someone else.
Ancient Wisdom: +5 to any magic skill and then +5 to any other skill
Journeyman: 40 points
Death's Ambassador: Everyone humanoid attacking a Soul Shepherd feels a strong sense of unease, incurring a -10 penalty to all rolls that could harm the sorcerer.
Army of Souls: Once a week, the shepherd may call on the spirits of those who have gone on to the next world to assist in this one. On spirit may be summoned for every ten points in the highest magic skill. They last for one round per 10 points of highest magic skill as well.
Guardian Angel: Once a day, the Soul shepherd can create a barrier that absorbs the next offensive spell cast at each member of her party. It lasts no longer than three rounds.
Goats go to Hell: Soul Shepherd offensive spells drain one mana from their intended targets.
Sheep go to Heaven: Soul Shepherds may "lend" their mana to another caster within ten yards to cast spells with.
Master:
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Post by The Forgotten God on Sept 6, 2020 0:42:35 GMT
Warlock:
Prerequisites: None by skill...but you do need a friend in low places
Initiate: 20 points
Dark Blessing: Gain 10 points in any ability desired, subject to current skill cap (85 at time of writing)
Minor Familiar: Warlocks have minor demonic familiars. They give 20 bonus health while alive, but if they're killed the warlock loses 10 mortal
Know My Name: Gain +15 to intimidate rolls against those with occult knowledge scores. Gain two steps disposition bonus to those who follow your patron, and...you won't be too popular if most people find out your new vocation so don't advertise it.
Link to Hell: Gain 40 points in diabolism. Gain 2 points of skillup per point spent until 60
Journeyman: (30 Points)
Dark Blessing 2: Gain 15 points in any skill chosen, subject to skill cap
Friend of the Devil: Gain 50% damage reduction from demonic or Mist creature magic
Open the Gates: Roll Diabolism. One demon can be summoned for every 30 points. The demons last until they choose to leave or one hour, whichever comes first
Infernal blessing: Warlocks can enchant theirs and their companions' weapons to deal hellfire damage for five rounds. Hellfire deals 1d8 damage and heals the user for that same amount. One weapon may be enchanted per 20 points in Diabolism
Master: Unknown
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Post by The Forgotten God on Sept 6, 2020 1:56:49 GMT
Infernal Herald
Prerequisites: I pledge allegiance to Delucine del Pozo, 80 weapon skill in any melee weapon
Initiate: 20 points
Sowing Terror: Enemies within 20 yards of an initiate Herald suffer a -5 penalty to all combat rolls
Fiery Bulwark (Shield users): Infernal Heralds deal 5 damage to anyone who strikes them as hellfire coats their shields
Hellfire Cleave (two handed users): Infernal Heralds can hit multiple targets per strike. Maximum is 1 target per 50 on the roll.
Faster than Hell (Dual wielders): Dual wielding heralds may melee attack and move freely. They can even move backward at half speed.
Standard of the Pit: Infernal Heralds have a standard they must wear on their back or display prominently in combat (have a squire carry it) for any of their special abilities to operate. They roll at +5 with it and -10 without it. Allies within 50 meters of the standard take 10% less damage from physical attacks whether they like the devil or not
Journeyman: 30 points
Fiery footprints: Hellfire burns where Heralds fight, inflicting 10 damage to anything that touches them. Heralds may choose to use or not use this ability
Smite with Salt and Flame: Infernal Heralds are expected to fight armies alone if need be. Once a day they may cause a tornado like conflagration around themselves made of burning salt. Enemies take 15 damage a round while inside it and are blinded. It can be as wide as 50 meters across and lasts for 3 +1d4 rounds.
Cloaked in Fire, Hellfire: While within range of their standard, Infernal heralds are completely immune to natural or magical fire and demonic magic.
Master: ?
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Post by The Forgotten God on Sept 13, 2020 2:50:08 GMT
All initiate levels are being reduced to 15 points to buy. I’ll edit them as I get time
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Post by The Forgotten God on Sept 14, 2020 3:16:11 GMT
Strategos:
Initiate: 15 points
Hold the line: Soldiers in an army led by a strategos have a 50% resistance to supernatural fear
Double envelopment: if a Strategos has an adjusted command roll above 180 he gains two free rounds of attacks
Elite training: each month a Strategos is able to train his army gives +2 to the army’s attack rolls. This bonus may stack to +12
Standard of the Legions: every unit a Strategos controls has a standard. Every greater Mist creature the legion slays gives the standard a +2 bonus to rolls. Every Mistlord slain gives +5. Losing the standard, even temporarily, halves this accumulated bonus.
Siege Expert: Siege rolls with an adjusted roll over 170 completely cancel out the opponent’s opposing siege roll. This essentially gives you a free round of combat.
I Have Brains But I Need Heads! All Strategos skills require at least 100 soldiers to convey the bonuses
Journeyman: 40 points, must have destroyed at least four Greater Mist creatures, minimum 70 command
Blitzkrieg: command rolls adjusted over 200 allow your army to gain a free round of attacks or movement
Double envelopment: if a Strategos rolls over 150 adjusted three consecutive times his army deals double casualties and takes half for the remainder of the fight
Vastatio: Strategos may roll command to pacify an area in the Mist. If the result is over 150 then the Mist will not regenerate creatures within a hundred square mile area (or as limited by geography) for one month. The operation requires one hour per square mile cleared and requires a minimum of 20 men per square mile.
Master of the Castle: any fortifications overseen by a Strategos gain an additional +15 to their defense value
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Post by The Forgotten God on Sept 14, 2020 23:41:33 GMT
Demon Hunter
Intitiate: 15 points
Second Sight: Demon Hunters can see demons possessing people up to 300 feet away. Master demons may make a concealment roll to avoid this ability but it must be refreshed every hour.
Astral Links: Demon Hunter attacks pass planar boundaries, enabling them to ignore demonic Or Mist damage reduction
Fight the Devil with Fire: Demon Hunters may upgrade their attacks with flame once per day, adding 2d4 fire damage per strike for 6 rounds
Absorb their Evil: Demon Hunters drain the essence of slain demons, healing them for 10 health. Excess health becomes temporary maximum health added which lasts up to one day.
Monster’s Blood Venom: Demon hunters can make a poison from Mist monster and Demon’s blood. This poison ignores normal poison immunities from monsters and deals 10 damage per strike with affected weapon. If used against humanoids they instead have to roll their base health score against 120 or else be paralyzed for up to ten minutes.
Journeyman: 40 points
Absorb their Corruption: Every demon slain adds 1d6 to the demon hunter’s subsequent attacks against demons for the next ten minutes. There is no technical cap to this ability outside the time limit
It takes one to Kill one: Journeyman Hunters can duplicate lesser demon skills such as astral projection, dream invasion, and shadow bolts.
Blessed Barrier: Demon Hunters May create a shield once a day that absorbs all demonic spells cast against it for two rounds. It forms a circle forty feet across.
Heaven’s Form: Demon Hunters may channel their holy powers to become a minor Dynast once a day. The type of Dynast turned into depends on which constellations have been unlocked
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Post by The Forgotten God on Sept 16, 2020 22:15:56 GMT
Siren
Prerequisites: 50 singing, 80 or more in either a magic or a weapon skill, 50 or more in Charm or Seduce
Initiate: 15 points
Sweet Lure: An adjusted singing roll over 140 allows the Siren to lure in unwary foes. Allies attacking an enemy affected by lure gain +10 to all rolls
Get their Blood up: Sirens may use their song and blessing from the Goddess of Music to inspire their allies, granting them a stacking +2 bonus to attack and magic rolls in combat. They may sing prior to a fight beginning so long as they give up any chance at stealth or an ambush roll. Out of combat bonus stops at +6. The bonus resets if the bard takes any mortal damage or takes an action outside movement
Sense the Rhythm: Enemies fighting a Siren find she quickly picks up their internal rhythms. Every round enemies gain a stacking -3 penalty to combat rolls against a Siren. At -15 they also deal minimum damage per bit to the Siren
Pop star power: Sirens may roll a Singing roll against an opposing wizard’s ability to break charm or mental domination spells they have on someone else.
Block out the haters: Sirens’ singing stops the effects of monsters who rely on their voice or sound for their primary attacks. While they sing the monsters mist roll against the Siren’s singing skill +100.
Journeyman: 40 points:
Power Ballad: Get Their Blood Up now adds +5 damage to all hits made by allies. Allies also gain 2 damage reduction
Showstopper: If a Siren hits 4 consecutive times she may attack until she misses.
Sonic Blinding: Enemies who rely on Sonics to navigate are ‘blind’ when fighting a singing Siren. If they are in range if her voice for five rounds they require an hour to gain their hearing back
Penelope’s Gift: A Siren may roll a Singing and Instrument roll once a day. For every 50 total points rolled, party members regain 5 health and 1 mana.
Musicology: Music scores become uncapped and 1 experience point spent leads to 2 skill increases
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