Post by Manson Doktore on Jan 21, 2015 2:44:52 GMT -5
Custom Class:
Class Name: Tactician
Prestige Class for Savant and Warrior
Tacticians take pragmatism straight into the battlefield and give no quarter to the dull. They are fighters who lack the raw strength of a Knight or the deadly speed of a Duelist so they circumvent physical weakness with strategy and cunning. Typical weapons of the Tactician are the shield, the halberd , and the saber; well rounded weapons that give all possible options in combat: slashing, bashing and stabbing, but with an emphasis on stabbing because a good stab puts you at the least amount of risk while accomplishing the greatest amount of damage.
Tactician Progression:
Custom Class:
Class Name: Fantomas
Prestige Class for Savant and Rogue
Requires Concealment/Artisan of Stealth and 1 Educated Ability
Thieves are a regular fact of life in the history of Terra Heroum. However like flowers in a field, there are a thousand different types of thieves that exist in the world. The rarest type of all however are those individuals who are able to successfully take the name Fantomas. Fantomas was a thief whose skills were said to be so great he could steal the clothes off Dragoon's back and the teeth out of the mouth of a live and awake Dragon. What made Fantomas different from any plainly skilled thief however was his kind bearing and gentlemanly demeanor. He almost exclusively stole not only for himself but for the poor, and he would take on jobs that were purposefully difficult for the sheer opportunity to make complete fools of the rich. There are many individuals, men, women, beastfolk, human, elf, that have taken the name and each of them possessed a vast array of skills that allowed them access to the most highly protected treasure hoards in Terra. To take the name Fantomas is to devote oneself to making stealing a performance art form, with all the vast showmanship that must come with it.
Fantomas Progression:
[/ul]
Class Name: Tactician
Prestige Class for Savant and Warrior
Tacticians take pragmatism straight into the battlefield and give no quarter to the dull. They are fighters who lack the raw strength of a Knight or the deadly speed of a Duelist so they circumvent physical weakness with strategy and cunning. Typical weapons of the Tactician are the shield, the halberd , and the saber; well rounded weapons that give all possible options in combat: slashing, bashing and stabbing, but with an emphasis on stabbing because a good stab puts you at the least amount of risk while accomplishing the greatest amount of damage.
Tactician Progression:
- Tier 1 - Skill Name: Mark Target
Skill Type: Martial
Skill Effect: Mark a number of Targets equal to your Progression Tier in Tactician. Allies now gain your Tactical Advantages when attacking this target. You may mark a target multiple times, this increases the benefit based on the amount of marks. You may place as many marks as you can, but every opponent can only be marked once per turn. Basic Benefit: Overwhelm, increase damage by one hit point per mark if more than one opponent is attacking this target. - Tier 2 - Skill Name: Wariness
Skill Type: Martial
Skill Effect: Tactical Advantage. Decrease the damage this target does by one point per mark. - Tier 3 - Skill Name: Press the Advantage!
Skill Type: Martial
Skill Effect: Tactical Advantage. If your last action taken against this target was a success, increase the effectiveness of this action by the amount of marks put on this opponent. This will continue to increase in effectiveness until your action fails or you take a different action. Example: Attack for 3 Damage, with 1 Mark on the Target. Next attack can do 4 Damage. Then 5. If you Dodge, use an item, defend, or miss your next attack will only do 3 damage. If you Attack for 3 Damage with 4 Marks on the Target, your next attack will do 7 Damage, then 11, and so on. - Tier 4 - Skill Name: Expose Weakness
Skill Type: Martial/Mundane
Skill Effect: Tactical Advantage. Must choose either Offensive Stance before applying, or Defensive Stance. Offensive Stance: If you possess Educated or Artisan skills concerning the opponent, gain one Attack Damage per skill per turn. Defensive Stance: If you possess Educated or Artisan skills concerning the opponent, gain one Armour per skill per turn. Switching stances resets all bonuses. The bonus stops increasing once you have reached double your Attack Damage/Armor. Note: Allies can only receive a one Attack Damage or Armour per turn.
Custom Class:
Class Name: Fantomas
Prestige Class for Savant and Rogue
Requires Concealment/Artisan of Stealth and 1 Educated Ability
Thieves are a regular fact of life in the history of Terra Heroum. However like flowers in a field, there are a thousand different types of thieves that exist in the world. The rarest type of all however are those individuals who are able to successfully take the name Fantomas. Fantomas was a thief whose skills were said to be so great he could steal the clothes off Dragoon's back and the teeth out of the mouth of a live and awake Dragon. What made Fantomas different from any plainly skilled thief however was his kind bearing and gentlemanly demeanor. He almost exclusively stole not only for himself but for the poor, and he would take on jobs that were purposefully difficult for the sheer opportunity to make complete fools of the rich. There are many individuals, men, women, beastfolk, human, elf, that have taken the name and each of them possessed a vast array of skills that allowed them access to the most highly protected treasure hoards in Terra. To take the name Fantomas is to devote oneself to making stealing a performance art form, with all the vast showmanship that must come with it.
Fantomas Progression:
- Tier 1 - Skill Name: Gentlemanly Charm
Skill Type: Fantomas
Skill Effect: Possess the effects of Concealment, even when in public. Your knowledge of proper manners and wide breadth of conversation topics allow you to completely blend into a crowd. You can also fool nobles and other high class citizens into believing you are of similar social status, allowing you access to the treasuries of the rich and the dens of the underworld. This also renders you unable to be recognized by possible pursuers so long as this effect is active. - Tier 2 - Skill Name: Prestidigitation
Skill Type: Fantomas
Skill Effect: If you possess an Educated or Artisan about an object or item you desire, once per every four turns you may suddenly move so stylishly, so distractingly and so fast, that the moment a single person blinks the item will be firmly grasped in your hands. In combat, you may use this within the same time frame to steal your opponent's weapons (or if they possess none, perhaps their underpants or something) and inflicting Disarm upon them for a single turn (its only proper to return it to them, it's not what you're really after) which renders them unable to attack. While Concealed you may use this ability every other turn. - Tier 3 - Skill Name: Twinkletoes
Skill Type: Agent
Skill Effect: If the effects of Concealment are broken, your proper manners and strategic movement shall avail you yet! You will gain the effect Twinkletoes, which means that you will dart and run around the battlefield in such a fabulously annoying manner that all your opponents must take one action just to get in range to attack you. - Tier 4 - Skill Name: I. Am. FANTOMAS!
Skill Type: Fantomas
Skill Effect: Even if someone is directly looking at you, even if they know every single thing about you, you are FANTOMAS! You are able to use all abilities as if you were under the effects of Concealment.
[/ul]
Custom Class:
[b][u]Class Name:[/u][/b] Blasting Mage
Prestige Class for Mage and Savant
WILL RETURRRRRRRRRRRRN as BEST CLASS once I figure it out.
[u]Class Progression Progression:[/u]
[ul type="disc"]
[li]Tier 1 - [u]Skill Name:[/u]
Mana Overdrive
[u]Skill Type:[/u]
Magical
[u]Skill Effect:[/u] Spend your entire turn to charge your mana. Gain two points of mana on top of your usual mana regeneration rate. If used when your mana is full, enter the Mana Overdrive state. When in this state, all mana generated becomes "Spare Mana" that can be called upon at any point in a battle. This spare Mana is carried over between fights, but not between Quests.[/li]
[li]Tier 2 - [u]Skill Name:[/u]
Charge Cast
[u]Skill Type:[/u]
Magical
[u]Skill Effect:[/u] Spend an action in your turn plus an extra 1 Mana to charge the power of your spell. This ability can be used on both actions in that turn. Every time you charge your spell, it gains 50% more damage, rounded down (e.g: Charge 1-> 1.5x damage, Charge 2 -> 2.0x damage, Charge 3 -> 2.5x damage etc. etc.). If you are attacked or a status effect is placed upon you, you lose the benefit of your Charge Casts.
[/li]
[li]Tier 3 - [u]Skill Name:[/u]
Complete Annihilation
[u]Skill Type:[/u]
Magical
[u]Skill Effect:[/u] Pay 5 mana. Your next spell ignores resistances and attempts at defence. All enemies take damage as if they possessed a weakness to the element of your spell.
[/li]
[li]Tier 4 - [u]Skill Name:[/u]
Blasting Zone
[u]Skill Type:[/u]
Magical
[u]Skill Effect:[/u] Choose an Educated skill you possess. You now will gain a spell related to this skill (for example: Educated: Thermodynamics would give you a heat-based spell) known as your "Magnum Opus". To cast this spell costs ALL your mana. You cannot regenerate Mana after this spell is cast. Before casting this spell you must declare the battlefield a Blasting Zone. All targets, allies and enemies, excluding yourself will be affected by your Magnum Opus. It costs 3 full turns to cast this spell. The damage of this spell is a base of 10 multiplied by the amount of Mana you had when you began casting it.
[/li]
[/ul]