Friday, April 2, 2010

Step 3: Class

Choose from any of the following classes. There are four categories, each having their own benefits. These classes are in groups of four going down the list, so in order, the categories are: Fighters, Mages, Spiritualists, and Rogues.

Fighters

Warrior - Warriors are the stereotypical fighter class and should predominantly focus on fitness over all else, since they will almost always be on the front lines in any battle. They can equip any armor or weapon at no cost. Warriors have to be physically strong, so gain an additional 15 fitness. They also have to be able to be in battle as soon as they can, so training running gives 5 additional points of speed. Warrior HP is determined by the equation: HP = 3d10 + (Fitness / 5, rounded down) + 1d10 per level after 1.

Monk - Monks are people who follow a personal code or a god so they can improve themselves. They do not use weapons or armor (with the exceptions of unarmed weapons). They automatically gain the "Unarmed Fighting" skill at no cost. Pristine health and physical training gives monks 10 bonus points of fitness, mental focus and meditation bring 5 points of mind, and martial arts training gives the monks an additional 5 points to speed, as well. Monk HP is determined by the equation: HP = 2d10 + (Fitness / 5, rounded down) + (1d10 + 1) per level after 1.

Barbarian - Barbarians are illiterate wild men and women. They cannot learn to read or write, but they make up for this with automatic ranks in Claymore Specialization (2 ranks). They can only wear light armors, but have a natural damage resistance to up to 5 damage (this is a bonus to natural damage resistance, not the Pain Resistance skill). Barbarians are extremely strong, having more manual labor in their societies than in others, so they gain a bonus 20 points in fitness. However, because their societies are significantly simpler than others and they are illiterate, they lose 5 points of mind. Years of hunting with melee weapons gives them a bonus of 5 points of speed, as well. They have the same amount of HP as a warrior.

Reaper - A robed farmer who has trained in nothing but farm tools. They can equip any weapon, but excel with claws and farm tools. They don't gain any natural benefits, but can only wear robes. They gain an automatic bonus of 1% to their chance to critical with all weapons, but lose 1% in their chance to hit. Reapers gain 10 points of fitness and speed from farming faster than any other farmers. They gain the same HP as monks.

Mages

Battlemage - The brightest of the students at military academies are trained to use magic. They can only use spells written in their spell books. They can cast up to 4x their level in spell ranks each day, so a level 1 battlemage can cast a rank 4 fireball, then nothing else until they rest for at least 8 hours. Battlemages can wear any armors, but are far more likely to fail when casting spells in heavier armors. Battlemages get 15 points of mind from their studies at the academy, as well as 5 points of fitness from physical training. Battlemage HP is determined by the equation HP = 1d10 + (Fitness / 10, rounded down) + 1d10 / level after 1.

Wild Mage - Wild mages are the primary mage class of barbarian clans. They gain their ability to use magic soon after puberty, often learning about them disastrously when they fill with rage. By the time they can actually use their magic by choice, it is often very refined. They start out with fewer points to spend on skills and magic than battlemages, but don't need spell books to store their spells and can cast up to 6x their level in spell ranks per day. Wild mages cannot wear any armors that barbarians can't wear. Wild mages gain 15 points of mind due to their natural intellect. They gain 5 points of speed, as well, due to their need to hunt as barbarians. Wild mage HP is determined by the equation HP = 1d10 + (Fitness / 10, rounded down) + 1d10 / level after 1.

Nightblade - A nightblade is essentially an assassin who kills with magic instead of weapons. They can use any skills an assassin can and can wear the same armors. A nightblade and an assassin are almost indistinguishable outside of battle. Nightblades can cast 5x their level in spell ranks each day. Nightblades get 10 points of mind from mental training and 10 points of speed from training at hiding, climbing, and the like. Nightblade HP is determined by the equation HP = 1d10 + (Fitness / 10, rounded down) + 1d10 / level after 1.

Ritualist - A ritualist is someone who can communicate with the dead and perform various rituals for blessings and curses. They can't learn very many actual attack spells, so they often rely on the rest of the group to protect them as they cast spells. Ritualists can cast 10x their level in spell ranks. Years of living in the woods have given ritualists 10 points in fitness in addition to 10 points of mind from natural intelligence. Ritualist HP is determined by the equation HP = 1d10 + (Fitness / 10, rounded down) + 1d10 / level after 1.

Spiritualists

Cleric - A cleric is a holy man or woman who follows his or her god's will. They often specialize in healing (for benevolent gods) or wrath (for wrathful gods) spells, but can learn quite a few. They can wear any armors, but can only use their god's favored weapon. They must have a holy symbol to cast their spells and spend a turn praying to their god before the spell is cast. They can cast up to 8 ranks of spells per level. A cleric gets 10 additional points in fitness and 10 additional points in mind. Cleric HP is determined by the equation HP = 1d10 + (Fitness / 5, rounded down) + 1d10 / level after 1.

Druid - A lonesome wanderer of the woods. Most druids are hermits who act neither for the greater good nor themselves. They follow the god of the woods and cast natural magics. They will attack anyone who harms nature deliberately, often in the same way that the one who offends them harms nature. They can cast up to 8 ranks of spells per level. Druids gain 5 points in each attribute, with another 5 added to mind. Druid HP is determined by the equation HP = 1d10 + (Fitness / 5, rounded down) + 1d10 / level after 1.

Crusader - A warrior priest who fights in the name of his or her god. He or she tries to help anyone who doesn't oppose their gods and can cast a few holy spells (4 ranks per day). They can only use magic of their god's influences. Crusaders gain 5 points in all attributes and another 5 in fitness. Crusader HP is determined by the equation HP = 1d10 + (Fitness / 5, rounded down) + 1d10 / level after 1.

Shaman - A barbarian medicine man or woman. They focus on healing and will do so for anyone who seeks their aid. They can cast up to 10 ranks of spells per day, but can only wear robes. Shaman gain 15 mind and 5 fitness. Shaman HP is determined by the equation HP = 1d10 + (Fitness / 5, rounded down) + 1d10 / level after 1.

Rogues

Duelist - A noble who has become somewhat of a master of using weapons quickly. They start with a the Quick Reload skill, as well as a point of weapon specialization in any weapon. They gain 5 points in all attributes and an additional 5 in speed. Duelist HP is determined by the equation HP = 2d10 + (Fitness / 10, rounded down) + 1d10 / level after 1.

Pirate - One who has taken to the seas (or highways) to earn a living looting and pillaging. A pirate starts with one rank in Longsword Specialization. In their hometown, pirates are respected, gaining a temporary rank in charisma. Elsewhere, they are not well liked, losing a temporary rank in charisma. Pirates start out with an additional 15 points in speed and 5 points in mind. Pirate HP is determined by the equation HP = 2d10 + (Fitness / 10, rounded down) + 1d10 / level after 1.

Assassin - An assassin is trained to kill for a living. They benefit greatly from the ability to hide in shadows and sneak attack. They deal an additional d10 damage when they surprise attack a target in this way. They can wear any armors, but there are penalties to their thief skills when they wear heavier armors. They lose 5 points of fitness, but gain 5 points of mind and 20 points of speed. Assassin HP is determined by the equation HP = 2d10 + (Fitness / 10, rounded down) + 1d10 / level after 1.

Bard - A bard is not meant to be one who sneaks up on foes. Instead, he makes his presence known as either a distraction or a beneficial totem. A bard starts with 1 rank of charisma and 1 rank in their musical instrument of choice. Bards can wear light and medium armors and use light melee and one-handed melee weapons. Bards get 10 points of mind and 10 points of speed. Bard HP is determined by the equation HP = 2d10 + (Fitness / 10, rounded down) + 1d10 / level after 1.

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