CHARACTER CLASSES

Started by VonXeno, 17-02-2018

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VonXeno

Classes define a character's archetype. They decide what weapons you can use, spells you can cast, and skills you can perform.

BASE CLASSES: The classes you start out as. From here you can choose to go into ASCENSION to specialize yourself, or combine that with another class as a versatile HYBRID.

Warrior: A melee specialist with good defensive capabilities. Uses all manner of melee weapons and shields. Also uses some throwing weapons, such as javelins and throwing knives. HP: 500
Ranger: A ranged specialist with good utility. Uses Shortbows, Longbows, Repeaters, as well as shortswords and daggers. HP: 380
Gunner: A ranged specialist with advanced weaponry. Uses all manner of firearms and some throwing weapons, such as grenades. HP: 360
Mage: A magic wielder with a wide range of spell versatility. Can choose to specialize in two schools of magic excluding Light. HP: 300
Rogue: A utilitarian with a good bag of tricks in and out of battle. Uses daggers, shortswords, boomerangs, throwing knives, and shortbows. HP: 400
Cleric: A wielder of holy magic who can support allies and greatly combat certain enemies. Uses maces, hammers, fists, and light magic. HP: 450
Summoner: A dark magic wielder who can summon familiars to aid them in battle. Uses daggers and dark magic.  HP: 240
Jester: Fighters cloaked in a guise of games and amusement. Using their wide variety of tricks and spells they are able to befuddle foes, debuffing them and ultimately crumbling their defenses. Typically uses flails and throwable weapons. HP: 230

ASCENSION CLASSES: These classes are specialized versions of the base classes, with access to one more skill, as well as a signature skill.

Hero: An honorific bestowed upon expert warriors. +10 to Melee Defense. HP: 600
Sniper: An honorific bestowed upon peerless rangers. Innate Improved Crit. HP: 450
Desperado: An honorific bestowed upon master gunners. +10 to Hit. HP: 420
Sorcerer: An honorific bestowed upon powerful mages. Able to master a third magic school. HP: 400
Whisper: An honorific bestowed upon nimble rogues. +10 to Ranged Defense. HP: 450
Bishop: An honorific bestowed upon devout clerics. Able to heal two allies in one turn. HP: 500
Necromancer: An honorific bestowed upon eccentric summoners. Able to naturally summon two familiars.  HP: 340
Performer: An honorific bestowed upon outstanding jesters. Inflicted debuffs last longer (+1 Turn). HP: 300

HYBRID CLASSES: Hybrids are a mix of two base classes, which allows them to dip into both of the each classes' skill list. Hybrids gain access to a signature skill. Beware that some hybrid classes take the average health pool of both classes.

Warrior/Rogue > Drifter: A wandering warrior who's no stranger to the shadows. HP: 500
Warrior/Gunner > Musketeer: A soldier who's well versed in firearms, but with good martial training as well. HP: 450
Warrior/Ranger > Strider: An outdoorsman who's more at home in the wilderness. Adept at all forms of physical damage. HP: 480
Warrior/Mage > Spellblade: A disciplined warrior who uses book and blade for combat. HP: 450
Warrior/Cleric > Paladin: A righteous warrior with divine powers. Smites enemies with melee weapons and holy magic. HP: 600
Warrior/Summoner > Dark Knight: A ruthless warrior wielding dark powers. HP: 550
Rogue/Ranger > Assassin: A merciless rogue who has mastered the art of killing. HP: 400
Rogue/Gunner > Outlaw: A gunner with a quick and steady hand. No doubt has a shady past. HP: 380
Rogue/Mage > Trickster: A rogue who creatively uses magic for their...endeavors. HP: 360
Rogue/Cleric > Inquisitor: A cleric who works in the shadows to enact their deity's vision. HP: 430
Rogue/Summoner > Puppeteer: An enigmatic summoner whose familiars bring mischief. HP: 300
Ranger/Gunner > Hunter: A marksman or markswoman who always get their prey. HP: 380
Ranger/Mage > Stormquiver: A mage who uses magic and archery to bring down great beasts. HP: 340
Ranger/Cleric > Bard: A healer who uses magic and music to support their allies. HP: 420
Ranger/Summoner > Beastmaster: A hunter who always travels with their pack. HP: 380
Gunner/Mage > Machinist: An engineer who uses odd inventions to fight their battles. HP: 340
Gunner/Cleric > Chaplain: A soldier who performs holy services on and off the field of battle. HP: 400
Gunner/Summoner > Engineer: A tinkerer who crafts automatons to aid them. HP: 360
Mage/Cleric > Sage: A wise mage who gets their knowledge from magic and divine scriptures. HP: 400
Mage/Summoner > Warlock/Witch: A dark mage who dabbles in contracts with the elementals. HP: 320
Cleric/Summoner > Cultist: A dark cleric devoted to a mad god, drawing power from its minions. HP: 320
Warrior/Jester > Ringleader: A performer who usually takes command in shows, directing all other performers. HP: 290
Ranger/Jester > Minstrel: The people's entertainer, quick-footed and knowledgeable from years of travel. HP: 250
Gunner/Jester > Daredevil: Preforming unbelievably precise and reckless acts, these performers are no stranger to the face of danger. HP: 240
Rogue/Jester > Acrobat: Being exceptionally quick and nimble, their acts can be missed with a simple blink of the eye. HP: 240
Mage/Jester > Illusionist: A performer who conjures up hallucinations to preform extraordinary acts. HP: 260
Cleric/Jester > Troubadour: A singer who's voice proves to be soothing to all that hear it. HP: 250
Summoner/Jester > Tamer: A performer who's devoted their life to preforming stunts with their familiars. HP: 230

RECLASSING: Since this post changes and clarifies a few things,
we're going to put in the option to reclass if you weren't aware of the specifics. That being said, there are two requirements for reclassing.


1. You must reclass in character.
2. You can reclass only once per character.

If you're an ascended or base class, you can reclass to another base class who can ascend or hybrid at a later time.

If you're a hybrid class, you can drop one of the classes for another, or revert to one its base classes to ascend at a later time.
I am not what I think I am, and I am not what you think I am. I am what I think you think I am.

Chespinlover23

#1
In addition, characters may be of the Freelancer class.
This class is a slightly different type of class with slightly different rules than the others.
In essence, it is a class for characters who are either unskilled in, or completely unable to perform combat. These characters could focus on an artisanal craft rather than knighthood, or perhaps are simply travelers without combat training and little more than a dagger to defend themselves with, because not everyone's a born fighter in this world.

Freelancers may pick from skills, as usual, but they get their own pool of skills as well as access to the Rogue skill Flee and the Gunner/Ranger skill Traverse. If they are unskilled in combat yet have one weapon to defend themselves with, they may pick the weapon skill corresponding to it. All attempted combat rolls for a Freelancer are saddled with a -10 to roll, however.

Freelancers may still ascend/gain Legacy Status, however it works a little differently. Once Legacy Status is attained, their -10 to combat rolls will be removed and they may either stay as a Freelancer, becoming a Freelancer+, or move up to a base combat class such as Rogue or Mage, requiring another Legacy Trial to further ascend their new class.
You may get a signature skill as a Freelancer+, however it comes with the following restrictions:
       -You must clear the Legacy Trial/Ascend, like all others.
       -You are limited in what you may do with your signature. It is in most cases not permitted to be combat-related,
        rather something related to what your character does.
       -If you choose to pursue a base combat class instead of remaining as Freelancer+, you may not get a signature
         skill or a sixth skill. Freelancer+ classes do not get a sixth skill slot either.

It is NOT RECOMMENDED to be of the Freelancer class to start out, or even in general, as this causes you to lose out on most combat IC, which is a large driving force of the experience. However, if you would like to make a character that requires this class, please feel free to choose Freelancer.
The sky, if anything, will always be full of colour. The deep blue of day, the orange and purple blend of twilight, the night sky, an obsidian blanket with diamond holes. Even stormy skies, while grey, possess a colour.
We could learn a thing or two from the sky.