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re: [Information] The Chosen Classes

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CLASS1

 

 



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The knight is a master at not only themselves, but manipulating the situation around them to favor them in melee combat. The knight is not only sworn to duty, they are the enforcers of law and generally tend to lean toward being lawful-good. While this is not always so, the knight is known for being a shield that defends the weak. 

STANDARD CLASS INFORMATION:

Standard Dice Roll: 1D10

Standard Movement: 15 feet + Attack / 20 feet + No Attack 

Standard Weapon Choices

  • 1H Sword / Shield: 1D10 + Strength + 2 Attack (Long Range = 25 feet)
  • 2H Sword : 1D10 + Strength + 4 Attack (Short Range = 20 feet)

Standard Armor Choices:

  • Heavy Armor (Full Plate): + 8 Defense / -6 Mana
  • Heavy Armor (Half-Plate): +7 Defense / -4 Mana

Standard Passive Modifiers:

  • Defender of the Weak: Knight will gain +2 to Defense if there is a commoner in play.
  • Salve Regina: Knight will gain +1 to Defense if there is an aristocrat in play.
  • NOTE: Only one passive modifier may be in use at a time. If both an aristocrat and a commoner are in play, the knight must yield to the aristocrat.

Standard Spells:

 

SPELL MANA COST DESCRIPTION
TAUNT 3 Knight will roll their standard dice (without the strength modifier) against the opponent to determine success of the taunt. Highest number is the victor. If the taunt is successful, they may roll a standard dice attack. If unsuccessful, they forefeit their turn to attack. 
PURSUIT OF JUSTICE 10 Knight is allowed to double their standard movement and add a standard dice roll attack. 
SHIELDBASH 7 Knight uses their shield as a weapon, allowing for a roll of 1D4 in addition to a standard dice roll attack.

 



Last edited by Lady Sunwhisper on Tue May 03, 2016 3:31 pm; edited 15 times in total


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The cleric is the master of life and death on the battlefield. Where they can breathe life into a fallen comrade, they can just as easily learn to take life away. Generally clerics are very faithful to their given religions, and some even have specific deities they worship. 

 

STANDARD CLASS INFORMATION

Standard Dice Roll: 1D5 (used for both healing and attacking)

Standard Movement: 30 feet + Attack / 60 feet + No Attack

Standard Weapon Choices:

  • 1H Mace / Shield: 1D5 + Intellect +2 Healing / Attack (Short Range = 30 feet)
  • 2H Wooden Staff: 1D5 + Intellect +4 Healing / Attack  (Long Range = 60 feet)

Standard Armor Choices:

  • Light Armor (Studded Leather): +3 Defense / -1 Mana
  • Light Armor (Padded Cloth): +1 Defense / +2 Mana

Standard Passive Modifiers:

  • Unquestioned Faith: +4 to Healing if Cleric is below 30% Health (15 HP)
  • Disparity: +8 to Attack if Cleric is below 20% Health (10 HP)

Standard Spells:

 

SPELL MANA COST DESCRIPTION
SHIELD OF PROTECTION 7 Cleric may cast a shield over an allied target to increase their Defense by 5 for one round.
SAVIOR 10 Cleric may cast a standard healing for up to 3 allied targets. Targets must be within 20 feet of each other. Targets must also be within casting range.
SACRIFICE 10 Cleric may exchange health with another member of the party. Cleric will also lose one turn.


Last edited by Lady Sunwhisper on Tue May 03, 2016 3:33 pm; edited 8 times in total


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The masters of the arcane; the wielders of great and terrible magic. Wizards are both the harbingers of death and the eyes of the future. As it was once written: You anger a knight and a man may die. You anger a wizard and whole cities vanish in the blink of an eye. 

STANDARD CLASS INFORMATION

Standard Dice Roll: 1D10

Standard Movement: 30 feet + Attack / 60 feet + No Attack

Standard Weapon Choices:

  • 1H Sword / Off-Hand Tome: 1D10 + Intellect + 4 Attack (Short Range = 30 feet)
  • 2H Wooden Staff: 1D10 + Intellect + 2 Attack (Long Range = 60 feet)

Standard Armor Choices:

  • Light Armor (Padded Cloth): +1 Defense / +2 Mana
  • Light Armor (Chain Shirt): +4 Defense / -1 Mana

Standard Passive Modifiers:

  • Cauterize: +4 to Healing done to the Wizard if the Wizard is below 30% Health (15 HP)
  • Servant of Khadgar: +8 Attack in addition to the normal attack roll if the Wizard is below 20% Health (10 HP)

Standard Spells:

 

SPELL MANA COST DESCRIPTION
ARCANE FIELD 10 The wizard creates a field of arcane in a 40 foot circle around them for 3 turns that decreases Defense against spellcasting by 3. Once cast, the wizard may not make an attack roll.
FLAMESTRIKE 7 The wizard casts fire upon their enemy target that does standard damage then does 3 damage to the same target for 2 turns.
FROSTBITE 7 The wizard rolls standard dice to rain ice shards down on up to 3 enemy targets. Targets must be at least 20 feet from one another and no more than 60 feet away from the wizard


Last edited by Lady Sunwhisper on Tue May 03, 2016 3:33 pm; edited 5 times in total


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Lords of the earth and speakers of the movements of life itself, druids are a mysterious people who seem far more content to be among the bramble and flora of the world than with people. Often found in villages far outside of cities, they come together in small groups where they will worship one of the many earth-bound gods.

 

STANDARD CLASS INFORMATION

Standard Dice Roll: 1D10

Standard Movement: 20 feet + Attack / 40 feet + No Attack

Standard Weapon Choices:

  • 1H Mace (Dual-Wield): 1D10 + Dexterity + 4 Attack (Short Range = 20 feet)
  • 2H Wooden Staff: 1D10 + Dexterity + 2 Healing (Long Range = 40 feet)

Standard Armor Choices:

  • Medium Armor (Hide): +3 Defense / -1 Mana
  • Medium Armor (Chainmail): +5 Defense / -2 Mana

Standard Passive Modifiers:

  • Seed of Protection: +8 Defense for Druid if they fall below 30% Health (15 HP) for 1 turn.
  • Sanctuary: If the Druid chooses to use this, enemies may not attack the druid, but the druid may not attack or heal. 

Standard Spells:

SPELLS MANA COST DESCRIPTION
BEAR FORM 5 The Druid may shift into a bear form where their Defense is increased by 1 and gain the ability to Taunt. Taunt must be rolled against the opponent with highest number being a success. They may then make a standard attack roll.
CURE 7 Druid may cast a heal by rolling a 1D5 + Intellect. 
OAKENSPEAR 10 Druid creates a weapon forged from the earth to fight alongside them for 1 turn. Weapon rolls a 1D5 in addition to a standard attack roll. 

 



Last edited by Lady Sunwhisper on Tue May 03, 2016 3:34 pm; edited 4 times in total


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Rogues are the masters of subtlety and diversion. They rely on their quick wits and quicker blades to ensure that their enemy is taken down swiftly and silently. Some notable rogues have become 'Agents of the Crown' and serve through Quel'Athillien as servants in espionage and "problem solving."

 

STANDARD CLASS INFORMATION

Standard Dice Roll: 2D5

Standard Movement: 20 feet + Attack / 40 feet + No attack

Standard Weapon Choices:

  • 1H Daggers (Dual-Wield): 2D5 + Dexterity + 4 Attack (Short Range = 20 feet)
  • 1H Swords (Dual-Wield): 2D5 + Dexterity + 2 Attack (Long Range = 40 feet)

Standard Armor Choices:

  • Light Armor (Studded Leather): +3 Defense / -1 Mana
  • Medium Armor (Chain Mail): +5 Defense / -2 Mana

Standard Passive Modifiers:

  • Concealment: Rogue hides into the shadows, allowing for +2 Healing to be done to them if they are below 30% Health (15 HP)
  • Piracy: +2 Dexterity when another Rogue is in play.

Standard Spells:

 

SPELLS MANA COST DESCRIPTION
POISONED 5 The rogue applies poisons to their weapons that adds +2 to their attacks for 2 turns. The rogue may also roll for a standard attack roll. 
BLADE DANCE 10 Rogue may roll for standard attack against up to 3 enemy targets. Targets must be within 20 feet of one another. 
HEARTSTRIKE 7 Rogue rolls their Dexterity against the enemy target to determine ability to sneak. If successful, they may roll a standard attack roll that will ignore the enemy defense. 

 



Last edited by Lady Sunwhisper on Tue May 03, 2016 3:34 pm; edited 5 times in total


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One with the woods and the animals, Rangers are a sufficient cross between a druid and an archer. They prefer to live out in the woods and to live off of the land, but will sometimes make their way into the cities for the things they need. Rangers will sometimes have a companion with them be it a dog, a wolf, or sometimes a bear. 

 

STANDARD CLASS INFORMATION

Standard Dice Roll: 2D7

Standard Movement:  30 feet + Attack / 60 feet + No Attack

Standard Weapon Choices:

  • 1H Sword / 1H Short Bow: 2D7 + Dexterity + 4 Attack (Short Range = 30 Feet)
  • 2H Long Bow / 1H Dagger: 2D7 + Dexterity + 2 Attack (Long Range = 60 Feet)

Standard Armor Choices:

  • Medium Armor (Hide): +3 Defense / -1 Mana
  • Medium Armor (Chainmail): +5 Defense  / -2 Mana

Standard Passive Modifiers:

  • Druidism: +4 to all Healing done to the Ranger if the Ranger falls below 20% Health (10 HP). This does not include any self-heals.

Standard Spells:

 

SPELLS MANA COST DESCRIPTION
CURE  7 Ranger is able to cast a 1D5+Intellect self-heal.
COMPANION 10 Ranger is able to call upon a standard companion (boar, wolf, or dragonhawk) that rolls a 1D5 + Dexterity in addition to a standard attack with no weapon modifiers.
CAMOUFLAGE 5 Ranger increases Defense by 2 for 1 round. They may also make a standard roll attack. 


Last edited by Lady Sunwhisper on Tue May 03, 2016 3:35 pm; edited 4 times in total


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A wandering minstrel, or simply a person who understands the power of music -- the Bard is a motivational ally to have. Everywhere they go, they sing about the things they have seen and the tales of the past so that future generations will never forget. Aside from being musical historians, they are known for being strong contenders.

 

STANDARD CLASS INFORMATION

Standard Dice Roll: 1D7

Standard Movement: 20 feet + Attack / 40 feet + No Attack 

Standard Weapon Choices:

  • 1H Sword / Guitar (Lute): 1D7 + Charisma + 4 Attack (Short Range = 20 feet)
  • 1H Mace / Pan Flute: 1D7 + Charisma + 2 Healing (Long Range = 40 feet)

Standard Armor Choices:

  • Light Armor (Padded Cloth): +1 Defense / +2 Mana
  • Medium Armor (Hide): +3 Defense / -1 Mana

Standard Passive Modifiers:

  • Goodberry: Gain +4 Attack when the Bard is below 30% Health (15 HP)
  • Bandmates: Gain + 2 Charisma when another Bard is in play.

Standard Spells:

 

SPELLS MANA COST DESCRIPTION
SPIRITSONG 7 The bard sings a song that heals up to 2 nearby allies by rolling a 1D5 + Charisma. Allies must be within 25 feet of the bard. 
DARKNESS 10 The bard creates an aura of 40 feet of supernatural shadow, rolling a standard attack roll that affects all within range -- ally and enemy alike. 
HEROISM 10 The bard increases +2 Attack to all party members for 1 round.


Last edited by Lady Sunwhisper on Tue May 03, 2016 2:50 pm; edited 4 times in total


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Bred for battle, Fighters are those who seek out war in one form or another. Fighters are constantly training their bodies and their skills, viewing death in battle as the only righteous way to die. Cowardice has no place for a fighter; their life's goal is to make their names legendary.

STANDARD CLASS INFORMATION:

Standard Dice Roll: 1D10

Standard Movement: 15 feet + Attack / 30 feet + No Attack

Standard Weapons Choices:

  • 2H Greataxe: 1D10 + Strength + 4 Attack (Short Range = 20 feet)
  • 1H Longsword (Dual-Wield): 1D10 + Strength +2 Attack (Long Range = 30 feet)

Standard Armor Choices:

  • Heavy Armor (Splint Mail): +6 Defense / -2 Mana
  • Heavy Armor (Half Plate): +7 Defense / -4 Mana

Standard Passive Modifiers:

  • Guard Training: +2 to all Healing done to the Fighter if they are below 20% Health (10 HP)
  • Bulwark: +2 to Defense if another Fighter is in play.

Standard Spell Choices:

SPELLS MANA COST DESCRIPTION
BLOODY MESS 12 Fighter adds +4 Attack to standard attack roll for 1 turn and ignores Defense of enemy target.
ENRAGE 5 Fighter inspires one nearby ally and increases their Attack by 2 for 1 turn.
DISARM 7 The Fighter may roll against the target enemy's strength to determine success in removing the weapon bonus to the standard attack for 1 round. This counts as a standard attack, so the Fighter may not roll an attack after. 


Last edited by Lady Sunwhisper on Tue May 03, 2016 2:36 pm; edited 2 times in total


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While some may shrink away at the thought of calling upon the darker forces of Azeroth and beyond, Warlocks are not only able to call upon it but control it. Warlocks are casters who have stolen away from their original teachings of the arcane or shamanism and hold the belief that the darkness they command serves them. 

STANDARD CLASS INFORMATION:

Standard Dice Roll: 1D10

Standard Movement: 20 feet + Attack / 40 feet + No Attack

Standard Weapons Choices:

  • 2H Wooden Staff: 1D10 + Intellect + 4 Attack (Long Range = 60 Feet)
  • 1H Longsword / Grimoire: 1D10 + Intellect + 2 Attack (Short Range = 40 Feet)

Standard Armor Choices:

  • Light Armor (Padded Cloth): +1 Defense / +2 Mana
  • Light Armor (Studded Leather): +3 Defense / -1 Mana

Standard Passive Modifiers:

  • Dark Savior: If the Warlock is below 30% Health (15 HP), they will immediately gain +5 Health at the cost of 1 Mana. This happens only 1 per encounter.

Standard Spell Choices:

SPELLS MANA COST DESCRIPTION
DEMONIC SUMMON 10 The Warlock may summon a demonic companion into play that will roll a 1D5 in addition to the standard attack roll for 2 turns. 
FIELD OF ENTROPY 10 The Warlock casts a field of defile in a 50 foot radius around them that decreases healing taken by 4 to all enemies within the field. 
CURSE 7 The Warlock rolls a standard attack upon one target that ignores their Defense. 

 



Last edited by Lady Sunwhisper on Tue May 03, 2016 2:49 pm; edited 2 times in total


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Salt of the earth, commonfolk are the people who make the kingdom run. While they are not professional soldiers nor are they amazing casters, they have every right to defend their homes and their families. They are down-to-earth and sometimes comically bumbling, but they are very loyal and always willing to lend a hand. 

STANDARD CLASS INFORMATION:

Standard Dice Roll: 1D7

Standard Movement: 20 feet + Attack / 40 feet + No Attack

Standard Weapons Choices:

  • 2H Pitchfork: 1D7 + Strength + 4 Attack (Long Range = 40 feet)
  • 1H Iron Pan / 1H Rolling Pin: 1D7 + Strength + 2 Attack (Short Range = 20 feet)

Standard Armor Choices:

  • Light Armor (Padded Cloth): +1 Defense / +2 Mana
  • Light Armor (Leather): +2 Defense / -1 Mana

Standard Passive Modifiers:

  • Drinking Buddies: +3 Strength to the Commonfolk if there is another commoner in play.
  • Maggie's Meat Pie: +4 to Healing done to a Commoner if they are below 30% Health (15 HP)

Standard Spell Choices:

 

SPELL MANA COST DESCRIPTION
HOMESTEADING 12 The Commoner may roll their Strength against their enemy to determine success. Success is determined by the higher number. If successful, they may roll a standard attack roll that will ignore the enemy's defense.
FLINGING FECES 10 The Commoner may roll an additional 1D5 as well. The enemy target will have their ability to be healed reduced by 3 for 1 round.
RIOT 12 If there is another commoner in play, they may combine Health and Mana for 1 turn, increasing their attack to 6. If they are attacked while combined, they share a health bar and when separated, the health will be reduced equally as will the mana used. 


Last edited by Lady Sunwhisper on Tue May 03, 2016 3:17 pm; edited 3 times in total


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The money, the fame, the glitz and glitter are not everything the aristocracy is known for. With charisma and charm, they often can find themselves getting into and out of trouble very quickly. They are the creme de la creme, but have not forgotten that their job is to protect their people -- and their pocketbooks. 

STANDARD CLASS INFORMATION:

Standard Dice Roll: 1D7

Standard Movement: 20 feet + Attack / 40 feet + No Attack

Standard Weapons Choices:

  • 1H Rapier / 1H Law Book: 1D7 + Charisma + 2 Attack (Short Range = 20 feet)
  • 2H Greatsword: 1D7 + Charisma + 4 Attack (Long Range = 40 feet)

Standard Armor Choices:

  • Light Armor (Padded Cloth): +1 Defense / +2 Mana
  • Light Armor (Studded Leather): +3 Defense / -1 Mana

Standard Passive Modifiers:

  • Silvertongued: When the Aristocrat goes below 30% Health (15 HP), they will gain 5 Health immediately. This may happen once per encounter.
  • Upperclass: +3 Charisma if there are other aristocrats in play.

Standard Spell Choices:

SPELLS MANA COST DESCRIPTION
RAPIER WIT 12 The Aristocrat may roll a standard attack roll plus two additional 1D5 rolls that add up together as a single attack. 
ARM OF THE LAW 10 In pursuit of the law, the Aristocrat may roll to double their movement and make a standard attack roll. 
REVELRY 5 The Aristocrat may roll a 1D5 + Intellect for a standard heal. 

 



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