Classes and templates

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Classes and templates

Post by Gorlok on Mon 27 Jul - 9:11

Classes define your role in a team. Basically, people can know at a quick glance whats the possible roles you could have in an adventure, or if they have any cahnces of beating you in arena.These class templates are classes we willb e using to create characters, but you can create a subclass from a pre-existing one. A class determines your spells and/or powers, as well as some stat changes. Remeber, if you ever want to create a new sub-class, you HAVE to contact a moderator and he will approve it and/or help you balance it out so it can be approved. Once a class is approved, it will be added to the current list of templates. So here is the first Class: Fighter.

Fighter

Has a starting class, fighter is probably the best one out there. the fighter is a well-rounded warrior who just does good at everything. Bows, axes, guns and shields, a fighter never backs down on any weapon offered to him. A fighter will most likely tend to specialise in one thing, but if the situation demands it, he can do the job of someone else just fine.

Weapon and armor proficiency: All (The weapons/shields and armor your class can equip without the user being hindered)

Attack Roll bonus per level: +1 (Each time you want to attack, you have to make an attack roll. This is a value that you add to your score to help ou hit your oponnent)

Bonus check points: +4 Any skill that has anything to do with combat (A bonus you can add to certain checks)

Action Points(AP): 3 (Amount of stuff your character can do in a single turn. Attacking normaly uses 2AP, while drinking a potion takes 1AP.)
Movement points(MP): 2 (Amount of moving your character can do in a turn.Running makes you travel triple the distance but costs 2MP.)

Class powers:
Level1: Strong Swing, Focused shot
Level3: Sprint, Toughness
Level5: Cleave, Multi-Shot
Level7: Bash, Shoveback
Level9: Bonus check point = +5, Bonus Stat point of your choice, +1AP
Level11: Greater Swing, Greater Shot
Level13: +1 Movement point
Level15: Toughness, Dual wielding, +1AP
Level17: Hand of steel, Light breathing
Level19: Greater Cleave, Greater Multi-Shot
Level20: Master of Weaponry, +1AP

Strong Swing: The fighter winds up his next attack, causing it to be less accurate but more deadly.
Cost: 1AP (The cost of your spell/power in action point)
Category: Free power (The category this attack is in, Free, Standard or Daily. Reminder: If you choose this attack, it takes a spot on your character sheet and cannot be changed until your next level. Free spells can be done whenever. Standard spells are 1 time per encounter OR 5min.Daily spells are, well daily, have to wait until the day is over to use it again.)
Effect: -4 on the attack roll, +2 damage on next hit. Applied only this turn.
Greater swing: -2 on the attack roll, +2damage on next hit.

Focused shot: The fighter readies his next attack, sacrificing power to make it more accurate.
Cost: 1AP
Category: Free power
Effect: -4 on the damage roll, +2 on the attack roll. Applied only this turn.
Greater Shot: -2 on the damage roll, +2 on the attack roll.

Sprint: The fighter sprints into action, wether its to help his commrades or lead the charge.
Cost: 1AP
Category: Standard power
Effect: Doubles the amount of movement points the fighter can use this turn.

Toughness: The fighter has hardened from his numerous trainings and battles.
Cost: Nothing
Category: Bonus
Effect: +3HP. Stackable with other toughness.

Cleave: The fighter swings his weapon in an arc, damaging every foe around him.
Cost: 2AP
Category: Standard Power
Effect: Damages everyone surrounding the fighter, depending on the length of the weapon used.
Greater Cleave: Whenever you kill someone, automatically do another cleave for free.

Multi-Shot: The fighter shoots two projectiles at two different ennemies in the same turn.
Cost: 3AP
Category: Standard Power
Effect: Attacks twice with a ranged weapon. has to be two different targets, otherwise the damage of the second arrow is reduced by half.
Greater Multi-shot: You can now shoot 3 projectiles.

Bash: The fighter bashes someone in the head, stunning them for one turn.
Cost: 2AP
Category: Standard Power
Effect: The fighter must make a strength check higher than the target's constitution in order to stun them. This attack also deals the amount of damage the weapon would normally do.

Shoveback: The fighter shoves back any ennemy too close to him. Get out of my face please.
Cost: 2AP
Category: Free Power
Effect: The fighter pushes back its target with a melee weapon, dealing only half the damage.

Dual wielding: The fighter is so adapt with his weapon, than he can now dual wield them without any penalty.
Cost: None
Category: Bonus
Effect: Normally, dual wielding would lead to a -2 on attack rolls with your normal weapon, and a -4 on your off-hand. This buff negates it.

Hand of steel: The fighter's combat senses have made him impossible to get disarmed
Cost: None
Category: Bonus
Effect: Disarm effects do not affect you.

Master of weaponry: The fighter is so skilled, that any weapon he picks up hes already mastered
Cost: None
Category: Bonus
Effect: All your weapons do +5 damage, and you have a +5 attack roll when using a weapon.
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Re: Classes and templates

Post by Mega Grievous on Fri 4 Sep - 0:06

Assassin – Melee
(Subtype of Thug)

The assassin has it hard, especially when they rely on melee combat. Though strong and agile, they have to be incredibly stealthy in order to get the jump on their target. Of course, that's no problem for most assassins. Fighters might say “Sure, I can do that!”, but assassins will say “You think I can't kill him?”.

Weapon and armor proficiency: Light, effective weapons and no shields

Attack Roll bonus per level: +1, +2, +1 (first level-up +1, next +2, one after +1, etc.)

Bonus check points: +4 Any skill that has to do with stealth

Action Points(AP): 3 (Amount of stuff your character can do in a single turn. Attacking normally uses 2AP, while drinking a potion takes 1AP.)
Movement points(MP): 4 (Amount of moving your character can do in a turn. Running makes you travel triple the distance but costs 2MP.)

Class powers:
Level1: Knife Flash
Level3: Knife Toss, Backstab
Level4: Supreme Agility
Level7: +2 AP and Attack
Level9: Bonus check point = +5, Bonus Stat point of your choice, +3 MP
Level11: Shadow Slash, Sharpened Stab
Level13: +1 AP,
Level15: Sprint Slash, +2 Evasion
Level17: Dual Wielding, Roundhouse Knife Toss
Level19: Shadowmaster
Level20: Slitthroat, +5 Dexterity and Attack

Knife Flash: The assassin flashes their knife in the light, blinding the opponent for one turn.
Cost: 1AP (The cost of your spell/power in action point)
Category: Free Power
Effect: Deals no damage, target's Instinct must be at least two less than assassin's Intelligence.

Knife Toss: The assassin throws his knives with deadly skill and accuracy, landing one in the target's thigh. This attack is unavoidable.
Cost: 2AP
Category: Free power
Effect: -1 damage for every 3 feet between assassin and opponent. The assassin must move to the dead target to retrieve the knife, retrieval takes all AP.

Backstab: The assassin sneaks up behind the target and stabs them in their back with their knife.
Cost: 3AP
Category: Standard Power
Effect: +5 on damage roll, -2 opponent's armor. Assassin must be behind target at most ½ foot away.

Supreme Agility: The assassin has spent great time improving their agility.
Cost: Nothing
Category: Bonus
Effect: +2 Dexterity and Evasion.

Shadow Slash: The assassin imbues his knife with dark energy and slashes the opponent.
Cost: 2AP
Category: Standard Power
Effect: +4 on damage roll, -2 evasion until battle is over.

Sharpened Stab: The assassin takes one turn to sharpen his blade, then stabs the target. Must be within 1 foot of the target and not be attacked while sharpening.
Cost: 3AP
Category: Free Power
Effect: The user spends one turn unable to move or attack, then attacks next turn. Double the damage roll when attacking. Uses all AP on attacking turn as well.

Sprint Slash: The assassin sprints towards the target and slices it.
Cost: 1AP, 2 MP
Category: Standard Power
Effect: Takes the user to the target and deals damage no matter the distance, -3 on damage roll. Must be a clear, unbroken path to target.

Roundhouse Knife Toss: The assassin tosses their knife horizontally like a frisbee at the target.
Cost: 2AP
Category: Standard Power
Effect: The assassin must move to the dead target to retrieve their knife, retrieval takes all AP.

Dual Wielding: The assassin is so skilled at using knives that they can use two at the same time unhindered.
Cost: None
Category: Bonus
Effect: Normally, dual wielding would lead to a -2 on attack rolls with your normal weapon, and a -4 on your off-hand. This buff negates it.

Shadowmaster: The assassin is so good at becoming a shadow that they are unable to be seen within them, even with skills or feats that allow it.
Cost: None
Category: Bonus
Effect: Unable to be seen in shadows.

Slitthroat: When the assassin attacks a humanoid opponent from behind and catches them off guard, the victim is instantly killed. This fails if the target has a neck guard.
Cost: all AP for that turn
Category: Free Power
Effect: All ambush attacks on humanoid opponents result in an instant kill.
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Mega Grievous
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Character sheet
Class: Ranged Assassin
Level: 1
Hitpoints:
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Re: Classes and templates

Post by Mega Grievous on Fri 4 Sep - 0:06

Assassin - Ranged
(Subtype of Thug)

The assassin has it hard, even when they attack from a distance. Though strong and agile, they have to be incredibly stealthy in order to get the jump on their target. Of course, that's no problem for most assassins. Fighters might say “Sure, I can do that!”, but assassins will say “You think I can't kill him?”.

Weapon and armor proficiency: Light, effective weapons and no shields

Attack Roll bonus per level: +1, +2, +1 (first level-up +1, next +2, one after +1, etc.)

Bonus check points: +4 Any skill that has to do with stealth

Action Points(AP): 3 (Amount of stuff your character can do in a single turn. Attacking normally uses 2AP, while drinking a potion takes 1AP.)
Movement points(MP): 4 (Amount of moving your character can do in a turn. Running makes you travel triple the distance but costs 2MP.)

Class powers:
Level1: Poisoned Arrows, Burning Arrows, Rusted Arrows (only one)
Level3: Lock-On, Point-Blank Shot
Level4: Supreme Agility
Level7: +2 AP and Attack
Level9: Bonus check point = +5, Bonus Stat point of your choice, +3 MP
Level11: Shadowbolt, Sharpened Shot
Level13: +1 AP,
Level15: Sniper Stance, +2 Evasion
Level17: Arrow Shadowwall, Knife Arrows
Level19: Shadowmaster
Level20: Unparallelled Archery, +5 Dexterity and Attack

Poisoned/Burning/Rusted Arrows: The assassin's arrows are either poisoned, flaming, or rusted.
Cost: None (The cost of your spell/power in action point)
Category: Bonus
Effect: Arrows either inflict Poisoned, On Fire, or Infected upon strike. The check goes as follows:
-Poisoned/Rusted: The target makes a Constitution check. If the check ends up being above 10 + assassin's Dexterity, they do not take additional damage. If it isn't, the Poison or Infection will do 1 damage per turn for the next three turns (victim can remove the arrow to remove the debuff at the cost of 1 AP).
-On Fire: The target makes an Instinct check. If the check ends up being above 10 + assassin's Dexterity, they do not take additional damage. If it isn't, the blaze will do 1 damage per turn for the next three turns (victim can drop and roll to remove the flames at the cost of 1 AP).

Lock-On: The assassin takes a turn to aim their shot at the opponent, making their next attack unavoidable.
Cost: all AP
Category: Free power
Effect: Cannot move until the assassin attacks. Attacks second turn. Can be used without cost while in Sniper Stance.

Point-Blank Shot: The assassin shoots an arrow into the target from close range.
Cost: 3AP
Category: Free Power
Effect: +5 on damage roll, -2 opponent's armor. Assassin must be near target, at most ½ foot away.

Supreme Agility: The assassin has spent great time improving their agility.
Cost: Nothing
Category: Bonus
Effect: +2 Dexterity and Evasion.

Shadowbolt: The assassin imbues his arrow with dark energy and shoots the opponent.
Cost: 2AP
Category: Standard Power
Effect: +4 on damage roll, -2 evasion until battle is over.

Sharpened Shot: The assassin takes one turn to sharpen his arrow tip, then shoots the target. Must be at least 3 feet away from the target and not be attacked while sharpening.
Cost: 3AP
Category: Free Power
Effect: The user spends one turn unable to move or attack, then attacks next turn. Double the damage roll when attacking. Uses all AP on attacking turn as well.

Sniper Stance: The assassin hops up to five feet in the air to set up on a tall object that may be normally unreachable.
Cost: 1AP, 2 MP
Category: Standard Power
Effect: The user cannot move while in sniper stance. +3 on all damage rolls when in stance. Cannot attack using melee weapons.

Arrow Shadowwall: The assassin creates a wall of arrows made of shadow energy and launches them forward.
Cost: 2AP
Category: Daily Power
Effect: The assassin must not have any character within three feet of them. The arrows do not pass through solid objects.

Knife Arrows: The assassin is so skilled at using bows that they can use their knives as arrows.
Cost: None
Category: Bonus
Effect: The assassin must move to the dead target to retrieve the knife. Retrieval takes all AP. Add knife's damage to bow's damage roll.

Shadowmaster: The assassin is so good at becoming a shadow that they are unable to be seen within them, even with skills or feats that allow it.
Cost: None
Category: Bonus
Effect: Unable to be seen in shadows.

Unparallelled Archery: The assassin fires an extremely sharp and serrated arrow into a humanoid opponent's neck, killing them instantly. Neck guards nullify this attack.
Cost: all AP for that turn
Category: Free Power
Effect: The assassin uses all of their AP to take aim at the target, then uses all of their AP the next turn to attack the opponent. While aiming, the assassin cannot take damage or else the attack will fail. Because of the arrow's odd shape, the opponent must be within 9 feet of the assassin.
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Mega Grievous
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Character sheet
Class: Ranged Assassin
Level: 1
Hitpoints:
10/10  (10/10)

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Re: Classes and templates

Post by Mega Grievous on Fri 4 Sep - 1:56

Thug

A thug is a thief. Simple knowledge. Though they might not excel at combat, most thugs are amazing for loot runs. Fighters and mages are excellent combatants, but won't do much when it comes to chests or doors protected from magic or weapons. Showing them a chest they can't unlock is pretty hard, but if you do, you'll know their next goal.

Weapon and armor proficiency: Short weapons and light shields. Armor: Cloth, Leather, Studded Leather.

Attack Roll bonus per level: +1

Bonus check points: +4 Any skill that has to do with picking locks or sneaking quietly

Action Points(AP): 4 (Amount of stuff your character can do in a single turn. Attacking normally uses 2AP, while drinking a potion takes 1AP.)
Movement points(MP): 3 (Amount of moving your character can do in a turn. Running makes you travel triple the distance but costs 2MP.)

Class powers:
Level1: Security Check, Knife Toss
Level3: Backstab, +1 Dexterity
Level4: +2 Evasion
Level7: +1 Feat Point, Stealthy Crawl, Shadow Throw
Level9: Bonus check point = +5, Bonus Stat point of your choice, +3 MP
Level11: Superior Pick, Stealthy Master
Level13: +1 Dexterity and Evasion
Level15: Roundhouse Knife Toss, +1 Dexterity
Level17: ½ cost all lock picks in shops, Enhanced Superior Pick
Level19: +1 Strength, +2 MP
Level20: Shadowmaster, Unbeatable Burglary

Security Check: The thug uses a magical spell to highlight all nearby traps.
Cost: 1AP (The cost of your spell/power in action point)
Category: Free Power
Effect: Allows the thug to make a detection (Dexterity) check. If it succeeds, traps and locks in a 30 foot radius will glow bright blue for five minutes.

Knife Toss: The thug throws their knife with deadly skill and accuracy, landing it in the target's thigh. This attack is unavoidable.
Cost: 2AP
Category: Free power
Effect: -1 damage for every 3 feet between thug and opponent. The thug must move to the dead target to retrieve the knife, retrieval takes all AP.

Backstab: The thug sneaks up behind the target and stabs them in their back with their knife.
Cost: 3AP
Category: Standard Power
Effect: +5 on damage roll, -2 opponent's armor. Thug must be behind target at most ½ foot away.

Stealthy Crawl: The thug army crawls past all targets unnoticed.
Cost: 3 MP
Category: Free Power
Effect: The thug crawls past all opponents unnoticed in dim or nonexistent light. Any light brighter than the far reaches of a torch's brightness expose the thug. If spotted, the spotter performs an Instinct check. If it's higher than the thug's Dexterity, the thug is spotted. If the light level is higher, the spotter's Instinct raises for the check depending on the light.

Shadowknife Throw: The thug imbues their knife with dark energy and tosses it skillfully at the opponent.
Cost: 2AP
Category: Standard Power
Effect: +4 on damage roll, -2 evasion until battle is over.

Superior Pick: The thug uses magic to create a key that can unlock anything.
Cost: None
Category: Bonus
Effect: The thug is so used to picking locks that he can unlock any lock with a value of 6 or lower easily.

Stealthy Master: The thug has mastered the art of stealth.
Cost: None
Category: Bonus
Effect: +4 evasion, +1 Dexterity.

Roundhouse Knife Toss: The thug tosses their knife horizontally like a frisbee at the target.
Cost: 2AP
Category: Standard Power
Effect: The thug must move to the dead target to retrieve their knife, retrieval takes all AP.

Enhanced Superior Pick: The thug's Superior Pick can now unlock locks value 12 or lower.
Cost: None
Category: Bonus
Effect: The magic key of Superior Pick now unlocks all locks with a value of 12 or under.

Shadowmaster: The thug is so good at becoming a shadow that they are unable to be seen within them, even with skills or feats that allow it.
Cost: None
Category: Bonus
Effect: Unable to be seen in shadows.

Unbeatable Burglary: The thug is able to unlock anything, no matter the lock value.
Cost: None
Category: Bonus
Effect: The thug can unlock all locks.
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Mega Grievous
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Character sheet
Class: Ranged Assassin
Level: 1
Hitpoints:
10/10  (10/10)

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Re: Classes and templates

Post by Mega Grievous on Fri 4 Sep - 2:59

Knight
(Subtype of Fighter)

Knights are valiant warriors that are honorable and chivalrous. It's pretty rare to find a knight that's not polite in the face of nobility or those who are polite back. Even though they're honorable and polite, they usually have a liking for alcohol, which doesn't work well with their reputation. Unlike fighters, knights mainly focus on offense and one-on-one combat.

Weapon and armor proficiency: All melee weapons. All armor.

Attack Roll bonus per level: +1

Bonus check points: +4 Any skill that has to do with sword combat.

Action Points(AP): 4 (Amount of stuff your character can do in a single turn. Attacking normally uses 2AP, while drinking a potion takes 1AP.)
Movement points(MP): 2 (Amount of moving your character can do in a turn. Running makes you travel triple the distance but costs 2MP.)

Class powers:
Level1: Honor Seal, +1 AP
Level3: Mighty Slash, Forward Charge
Level4: Loyalty of the Guard, Polearm Thrust, +1 Strength
Level7: +3 Strength
Level9: Enraging Taunt, +1 AP
Level11: +2 Charisma, +1 Strength, +1 MP
Level13: Perfect Taunts
Level15: Knockback Uppercut
Level17: Superior Swordsmanship, +1 Dexterity
Level19: Strength of Iron Fists, +1 Strength
Level20: Combat Mastery, +2 Stat Points

Honor Seal: The knight gains buffs or debuffs depending on the opponent's advantages.
Cost: None (The cost of your spell/power in action point)
Category: Passive Power
Effect: The knight gains a +1 to all damage rolls when they are on even grounds or at a disadvantage. If the knight has a clear advantage or their team outnumbers the opponent, the knight receives a -1 to all damage rolls.

Mighty Slash: The knight slashes the target with extreme force.
Cost: 2AP
Category: Free Power
Effect: +3 on damage roll. Cannot attack or move next turn.

Forward Charge: The knight cries valiantly and all allies charge forward ten feet.
Cost: 3AP, 2 MP
Category: Standard Power
Effect: All allies gain a +3 attack modifier for the next two minutes.

Loyalty of the Guard: The knight deals double damage to opponents with the opposite alignment.
Cost: None
Category: Passive Power
Effect: The knight deals double damage to all opponents with the alignment opposite theirs. If they have no alignment, this buff does not apply.

Polearm Thrust: The knight imbues his polearm with fighting energy and shoves it forward.
Cost: 2AP
Category: Standard Power
Effect: +4 on damage roll.

Enraging Taunt: The knight taunts a target up to ten feet away, causing them to target the knight.
Cost: 1 AP
Category: Free Power
Effect: The opponent makes an Intelligence check. If the check is higher than the knight's Charisma, the taunt fails. If the check fails, the target drops whatever they're doing to attack the knight.

Knockback Uppercut: The knight uppercuts the target with extreme force.
Cost: 2AP
Category: Standard Power
Effect: The target is knocked back ten feet, +1 on damage roll.

Perfect Taunts: The knight's taunting capabilities are buffed.
Cost: None
Category: Bonus
Effect: +5 on Charisma checks for Enraging Taunt, opponent has to make two Intelligence checks when the knight taunts. If either fail, the knight's taunt succeeds. If both fail, then the knight gains a +2 to all damage rolls against that target.

Superior Swordsmanship: If the enemy attacks the knight with a sword, the knight parries it with ease.
Cost: None
Category: Passive Power
Effect: If the knight is attacked with a sword, the knight parries it with their own at no extra cost. Only works if the sword is equipped in their on-hand slot. Once-per-turn.

Strength of Iron Fists: The knight has attained such strength with his arms that all punch attacks deal +3 damage.
Cost: None
Category: Bonus
Effect: All punch attacks do +3 damage. Knockback Uppercut is now a free power.

Combat Mastery: The knight is a master of all melee weapons.
Cost: None
Category: Bonus
Effect: +6 to all damage rolls when you attack with a melee weapon. If it is a sword or polearm, -1 armor to the opponent.
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Mega Grievous
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Class: Ranged Assassin
Level: 1
Hitpoints:
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Re: Classes and templates

Post by Mega Grievous on Fri 4 Sep - 17:51

Paladin
(Subtype of Fighter)

Paladins are very similar to knights in the sense that they hold honor and chivalry in high regard, though there are key differences between the two. A paladin will focus on their defense and will sometimes uses spells to help their team or themselves.

Weapon and armor proficiency: All melee weapons. All armor. Must have a shield at all times.

Attack Roll bonus per level: +1, +0, +1 (First level-up +1, next +0, etc.)

Bonus check points: +4 Any skill that has to do with sword combat or Constitution.

Action Points(AP): 4 (Amount of stuff your character can do in a single turn. Attacking normally uses 2AP, while drinking a potion takes 1AP.)
Movement points(MP): 2 (Amount of moving your character can do in a turn. Running makes you travel triple the distance but costs 2MP.)

Class powers:
Level1: Honor Seal, +2 Armor Class
Level3: Gallant Guard, Forward Charge
Level4: Loyalty of the Guard, Shield Bash, +1 HP
Level7: +2 Armor Class, +1 HP
Level9: Crazy Gloat, +1 AP
Level11: +2 Charisma, +1 Armor Class, +1 AP
Level13: Noble Sacrifice
Level15: Outrageous Courage
Level17: Defensive Stance, +1 Dexterity
Level19: Master of the Iron Defense, +1 AP
Level20: Shield Mastery, +2 Stat Points

Honor Seal: The paladin gains buffs or debuffs depending on the opponent's advantages.
Cost: None (The cost of your spell/power in action point)
Category: Passive Power
Effect: The paladin gains +1 Armor Class when they are on even grounds or at a disadvantage. If the paladin has a clear advantage or their team outnumbers the opponent, the paladin receives a -1 to their Defense.

Gallant Guard: The paladin casts a magical shield around their teammates.
Cost: 2AP
Category: Free Power
Effect: +2 Armor Class for all teammates for two turns. Useable every three turns.

Forward Charge: The paladin cries valiantly and all allies charge forward ten feet.
Cost: 3AP, 2 MP
Category: Standard Power
Effect: All allies gain a +3 attack modifier for the next two minutes.

Loyalty of the Guard: The paladin deals double damage to opponents with the opposite alignment.
Cost: None
Category: Passive Power
Effect: The paladin deals double damage to all opponents with the alignment opposite theirs. If they have no alignment, this buff does not apply.

Shield Bash: The paladin charges forward with their shield, ramming into the target and knocking them back three feet.
Cost: 2AP
Category: Standard Power
Effect: +1 on damage roll. Knocks opponent back three feet. Opponent must be less than two feet away.

Crazy Gloat: The paladin shouts a taunt to a group of enemies of the same race in a thirty foot vicinity.
Cost: 1 AP
Category: Standard Power
Effect: The opponent makes an Intelligence check. If the check is higher than the paladin's Charisma, the taunt fails. If the check fails, the targets drop whatever they're doing to attack the paladin.

Noble Sacrifice: The paladin casts a spell that allows them to take 50% of the damage dealt to teammates rather than the teammates.
Cost: 2AP
Category: Standard Power
Effect: Takes 50% of the damage dealt to teammates. +2 on all damage rolls while active. Lasts until battle is over or five minutes if used outside of battle.

Outrageous Courage: The paladin is never intimidated and is a master of enraging enemies.
Cost: None
Category: Bonus
Effect: +2 on Charisma checks for Crazy Gloat and +3 feet in range. The paladin cannot be intimidated.

Defensive Stance: The paladin always enters battle with their shield in front of them, preventing long-range attacks until broken.
Cost: None
Category: Passive Power
Effect: Paladin is immune to arrows from the front until they break the stance. -1 Armor Class when attacked from behind.

Master of the Iron Defense: The paladin receives a buff to their HP and Armor Class.
Cost: None
Category: Bonus
Effect: +5 HP, +2 Armor Class, +1 Constitution.

Shield Mastery: The paladin is a masterful defender.
Cost: None
Category: Passive Power
Effect: A magical copy of the paladin's shield is created behind them, but breaks whenever attacked more than three times. Regenerates every ten minutes.
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Mega Grievous
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Character sheet
Class: Ranged Assassin
Level: 1
Hitpoints:
10/10  (10/10)

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