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Post by The Forgotten God on Apr 4, 2016 0:39:47 GMT
Rogue Class:
Specializations:
-Thief (Human, Elf, Dwarf) 70 in one handed weapons or ranged weapons 50 in one handed weapons, unarmed combat or ranged weapons 70 in stealth 50 in sleight of hand Light armor If stealthed when combat begins, first strike deals double damage. Adds +5 to skill when fighting a single target with an ally. Double chance of rare items appearing in dungeons Two extra skills at 50
-Swashbuckler (Human)
80 in one handed swords and small blades 50 in arquebus May dual wield a sword with a small blade or two small blades 50 in stealth Light armor +5 to rolls when fighting 1v1 40 in Seduction and Taunt 50 Charm If a swashbuckler lands a heavy hit, may disarm opponent instead of causing damage 40 in one art skill One extra skill at 40
-Bombardier (Dwarf) 80 Arquebus or cannon 50 in one handed or two handed weapon --Arquebuses backfire only 5% of the time when used by a Bombardier 50 in Engineering, used for gunpowder or explosives 40 Mathematics 50 in blacksmith or gunsmithing --Bombardiers take half damage from explosions --Bombardiers may not take any magic save fire elementalism or the native psionics ability for dwarves. One extra skill at 50 One extra skill at 40
Bushwhacker (Elf) 80 in one or two handed weapons 70 in longbow 50 in Ambush or Scouting 50 stealth 40 in espionage --If attacking from Ambush Bushwhackers can attack twice in one round, each attack dealing 150% damage --Bushwhackers may set traps at a skill of 50. Traps can 'attack' once at the Bushwhackers trap skill, but have minimum damage, so are typically used in conjunction with nets or poison --Bushwhackers reduce missile attack rolls against them by -10 One additional skill at 50
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Post by The Forgotten God on Apr 4, 2016 4:16:51 GMT
-Beast Master One melee and one ranged weapon at 60 --Leather and Chain armor allowed Psionics 40 in regards to companion May find and tame animal compatriots, maximum depends on level +25% skillups --Bonuses gained may be split with animal companions up to 50% of skillup earned 50 in SurvivaL --Take 20% of maximum health in damage if an animal companion dies (temporary damage) --Begin game with one animal companion, may add 50 starting points to it --Animals gain 50% of Beast Master's magic resistance Two different skills at 50
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Post by The Forgotten God on Apr 5, 2016 1:34:37 GMT
Player Creation:
Justicar (Imperial) All one handed weapons at 40 One handed swords or small blades at 80 Leather and Chain allowed Stealth set to 50 --Espionage set to 60 --Observation set to 50 --Justicars are immune to injected or ingested poisons; gas is the only way to poison them --Every hit the Justicar deals increases the damage of the next consecutive hit by 25% --If functioning on orders from a priest of Mythas, immune to magical compulsion or fear while accomplishing the mission he has been placed under --If under orders from the Church, diverting from the mission requires a roll of 65 or more for every day of diversion due to the geas placed upon them Two additional skills at 50
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Post by The Forgotten God on Sept 5, 2020 17:05:44 GMT
Master Class (Swashbuckler):
Blademaster: Requires 95 in weapons, 70+ in agility
Endless Flurry: Gain one extra attack a round
Arterial strikes: Every successful attack roll over 170 deals an extra damage every round until victim gets medical aid of some sort. This ability stacks ad infinitum
Cut down: Against least or lesser Mist creatures or monsters, or anyone with a weapon skill below 60, a Blademaster's attacks always deal maximum damage. Attack rolls over 190 cause maximum damage against anything.
Sword Mastery: One handed sword skill becomes uncapped.
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Post by The Forgotten God on Feb 2, 2021 19:39:58 GMT
The Wild One (Beastmaster Master class)
40 points
Overrun: All attacks against any target an animal friend has struck the last round cause maximum damage
Hive mind: +20 psionics, animals now communicate with each other with a 30 psionics score
Gain 10 points to any weapon skill
Gain 10 health per pet
Experience bonus is now 50% and pets may earn individual experience
Pets are now immune to fear or any other psychic compulsion
Pets gain 25% bonus health
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