Classes#

Each standard class has 5 ranks, Rank 2 is available at 100, Rank 3 at 200, Rank 4 at 300, and Rank 5 is available at level 400. These ranks are bestowed titles that grant privileges and rights to the player in society. A title may be declined and does not affect the player’s actual rank upon doing so. Note that all levels above 100 are heroic levels. The classes all have their own peculiar two stats that they are more adept to and build their foundation upon. The first ability stat is their Primary Stat, or Skill Stat. Skill Stats are those abilities in which all skills are based around. The skills use the modifiers for that perspective ability to enhance their outcome such that if the class’s primary stat was dexterity and they attack then roll the necessary dice and add the modifier of the ability dexterity to increase the outcome of the attack. The Secondary Stat or Support Stat offers more room for customization within the game and growth into a more defined and independent character in the world. The Primary stat increases the maximum ability score by 5, and the support stat increases it by 3. All classes represent different role-playable areas within the world but are not so much restraints as they are general suggestions. Each character is not defined as what they do more-as what they have experienced. There are basic core restraints such as humans can’t fly etc. but these core restraints never need to be said as they are most often than not self-explanatory.

elementalist#

Description#

Elementalists emblazon themselves with powerful elemental auras to protect themselves from enemies. Elementalists are like battle mages, their magic naturally occurs and in much greater power than a mageling, but with less precision and control. They are warriors of a rare kind and relish the chaotic part of nature.

Primary StatSecondary StatRanks
strengthintelligenceelementalist, nihilist, sorceror, arcanist, myrmidon

Roleplay And Details#

The class starts as elementalist, nihilist, sorcerer, arcanist, and eventually becomes a Myrmidon. Myrmidons are reflexive casters adept in warfare who relish the power and naturally carry their abilities into the battlefield with almost a nonchalant manner. Myrmidons may speak a number of languages innately, unknowingly perhaps, and are quit adept at counter spelling mages or necromancer’s natural elements. A Myrmidon may only have one type of shield on at a time. They also may immolate only one kind at a time. They may cast any element spell under any kind of shield or immolation. If they, however, cast a fire spell under a fire shield, that spell is amplified by 10 in damage. Any element that is received, as an example under the fire shield will be reduced by 10 damage save for fire in which damage would be thenceforth amplified by 10 damage. Outgoing magic of non-fire elements are not diminished in power when under the fire shield. This works for all elements respectfully. Elemental Specification stacks with the damage amplified and diminished by the shields. Saturation deducts all amplification of incoming spells when under effect of a shield. Elemental Allocation completely bypasses all incoming amplifications of shields and moves the elemental type into the type with most resistance. The most efficient races for the Myrmidon are Human, Dwarf, Goblin, Troll, Half-Orc, and the most common race: Orc.

Proficiencies#

NameDescription
hand to handcombat allowed when unarmed.
wandswands may be used.
light armorlight armor may be worn as equipment.
medium armormedium armor may be worn as equipment.
heavy armorheavy armor may be worn as equipment.
slashingcombat with all slashing weapons.
basic piercingcombat with all piercing weapons less than or equal to level 15.
commonlanguage proficiency.
celestiallanguage proficiency.
infernallanguage proficiency.
arcaniclanguage proficiency.

Abilities#

NameLevel Req.CostDescription
fireball025wpfire elemental attack dealing 1d8+int mod damage.
vicerating fire05spadds +1 damage to each fire elemental immolation tick, stacks 5 times.
immolate fire050spelemental fire melee attack deals 1d4+int mod damage per round for 5 rounds, stacks 5 times.
frostcone1030wpwater elemental attack dealing 2d4+int mod damage.
vicerating ice105spadds +1 damage to each water elemental immolation tick, stacks 5 times.
lightning ball2040wpair elemental attack dealing 1d12+int mod damage.
vicerating lightning205spadds +1 damage to each air elemental immolation tick, stacks 5 times.
immolate ice2050spelemental water melee attack deals 1d4+int mod damage per round for 5 rounds, stacks 5 times.
earthquake3020wpearth elemental attack dealing 1d8+int mod damage.
vicerating pulse305spadds +1 damage to each earth elemental immolation tick, stacks 5 times.
plaguing strike4030wpstrike dealing 1d6+int mod damage and leaves trace of poison for an additional 1d4+int mod damage for 4 rounds.
vicerating darkness405spadds +1 damage to each spirit elemental immolation tick, stacks 5 times.
immolate sparks4050spelemental air melee attack deals 1d4+int mod damage per round for 5 rounds, stacks 5 times.
wreath of fire4510wpdecrease ones resistance to elemental fire and increase ones aptitude to deal more fire damage.
wreath of ice4610wpdecrease ones resistance to water and increase ones aptitude to deal more damage with water.
wreath of lightning4710wpdecrease ones resistance to air elemental and increases ones aptitude to deal more air damage.
wreath of earth4810wpdecrease ones resistance to earth elemental and increases ones aptitude to deal more earth damage.
wreath of poison4910wpdecreases resistance to spirit element and increases aptitude to deal more spirit damage.
intimidation presence5050wpadd charisma mod to all damage and increases critical strike damage by current charisma.
reflex casting50passivegives dc15 chance to allow counterspell opportunity.
elemental protection50passiveimmune to the current immolation if it’s also a wreath.
elemental specification50passivean elemental damage cast will refresh a viceration of the same elemental type.
elemental amplitude50passiveeach cast of immolation and viceration adds two stacks instead of one.
demand presence6050wphalts all aggro for 5 rounds or until enemies are attacks or myrmidon attacks, in which all affected targets exit demand.
elemental spontaneity60passivemakes spells harder to dispel or counterspell by dc15.
immolate pulses6050spelemental earth melee attack deals 1d4+int mod damage per round for 5 rounds, stacks 5 times.
darkness presence7050wpall abilities must be a charisma + 1d20 vs charisma + 1d20 in order to cast, else abilities still cost, but don’t activate.
saturation70passiveimmolated elements take some of the magic out of incoming attacks by 10 damage.
blood presence8050wpall attacking enemies within 10 yards takes 1d4 damage per round, and if enemy is subject to presence for 4 rounds, it opens a wound causing an additional 1d4 per round.
simplify energies80passiveimmolated elements enhance energies making sub-elemental attacks into elemental.
immolate darkness8050spelemental spirit melee attack deals 1d4+int mod damage per round for 5 rounds, stacks 5 times.
infectious presence9050wpall attacking enemies within 10 yards take 1d4 damage per round, and 1d12 if enemy is affected by a wound.
natural reflection90passivegives dc15 chance to allow reflection of spells not successfully counterspelled.
pulse of disease10050wpattacks everyone afflicted by a wound with spirit elemental attack that deals 1d20+int mod damage.
elemental allocation100passiveallows incoming attacks to distribute amongst your most powerful resistance.
elemental precision100passivean elemental cast can refresh an immolation affect of the same element.

gravedigger#

Description#

A gravedigger feels the need to expand his knowledge of the mostly unknown and mystic subject of death. They sometimes find that pain can be delightful and relish their own death, hoping that surely it could be strung out a bit longer if possible so they could assess its many developments upon the way. Gravediggers can be somewhat social at times, but it isn’t uncommon to see a hermetic gravedigger or necromancer.

Primary StatSecondary StatRanks
intelligencecharismagravedigger, ritualist, warlock, necromancer, liche

Roleplay And Details#

The class starts as a gravedigger, ritualist, warlock, necromancer, and eventually becomes a Liche. A Liche can control 1 creature for every 10 levels and 1 summon at a time. A Liche can hold up to 1 soul for every 10 levels for a maximum of 10 souls end-game as well. Creatures cannot be ordered to wield instruments on the ground but instead understand the commands simply: Attack! Defend! Stay! Follow! Creatures will not act on their own, and when are done with their last command will remain in one spot until commanded to do something else. Infused creatures may communicate in infernal. Lichen may communicate with spectrals, phantoms, spirits, wraiths, but may not speak with Archons for they speak celestial not infernal. Horrors do not communicate legitimately because they are constantly in a rage. For a list of enslave-able or souled creature archetypes refer to creature archetypes. The most favored races for a Liche are Elf, Goblin, Orc, Pixie, and Sprite; however, currently the most dominate race is Human. Liches are most commonly found in the wilds, reclusive like the Druid or Hermit. A Liche will do whatever it takes to learn more about death and magic forbidden to them by the mage spire.

Proficiencies#

NameDescription
magical aptitudegrants dc18-int mod to add 10 elemental or sub-elemental resistance against magical attacks. once per round.
light armorallows use of light armor.
medium armorallows use of medium armor.
basic piercingallows use of all piercing lower than or equal to level 15.
commonlanguage proficiency.
infernallanguage proficiency.

Abilities#

NameLevel Req.CostDescription
summon zombie010sp100hp+10/10lvls 1d4 unarmed +1hitroll/lvl +1damroll/5lvls (melee)
deteriorate030wpcauses bleeding damage (2d20) and wounds the target.
shackle soul025spprevent target from moving for 5 rounds.
absorb soul0passivenearby deaths increase stamina by 1d12+6+intelligence modifier.
gather soul0passivenearby deaths increase health by 1d12+6+intelligence modifier.
raise dead020wpraise a soulless creature from a corpse to command.
blind020wpblind target for 1 rnd for every 20 player levels.
sap025wpchance to stun enemy for one round, and does 1d8+int mod spirit elemental damage.
summon skeleton mercenary1020sp110hp+10/10lvls 1d10 slash +1hitroll/lvl +1damroll/5lvls (melee)
plague1030wpinfects target with transferable disease and opens 1d4 wounds/20lvls
animate dead1020spmoves a soulless creature
silence1020wpprevent target from using spells for 1 rnd for every 20 player levels.
poison mist1040wpdeals 1d20 spirit elemental damage and then another 1d4 for 2 rounds.
summon skeleton tracker2030sp80hp +10/10lvls 1d6 pierce +1hitroll/lvl +1damroll/5lvls (30yd range)
funnel life200wpgives 10 of players life to friendly target.
soul burn2030spdeal 3d12+intelligence modifier spirit damage to target
corpse shield2010wpforces target undead to protect caster from next attack.
slow2020wpslow targets attack rating by 10 for every 50 player levels.
bio2050wpdeal 2d20 spirit elemental damage.
summon skeleton nihilist3040sp70hp +10/10lvls 1d8 fireball or 1d6 frostcone +1damroll/5lvls (30yd range)
acidic geyser30100wpstrong elemental blast 20/20lvls earth and 20/20lvls air and 20/20lvls
release soul3030wpstun target for 3 rounds by temporarily separating their soul from their body
empower undead3030wpgives target undead +10mhp/10lvls
shatter3030wpbreak random bone in targets body. 1d4: 1:leg, 2:arm, 3:hand, 4:failure.
poison tendrils3040wpreach out and attack an enemy, the closest enemy nearby within 15yd, and the 2nd closest enemy nearby the target all for 1d10 spirit elemental damage.
summon zombie lord4050sp120hp + 10/10lvls 1d8 exotic +1hitroll/lvl +1damroll/5lvls (melee)
boil4020wpcauses targets current disease and wounds to append double damage for 3 rnds
soul shield4020spincrease elemental resistance and reduce elemental amplitude by 30.
revive undead4025wpreassembles target destroyed undead to refight for the player.
encase4035wpprevents target from moving for 2 rounds or until attacked.
whispers of poison4050wpdeal 1d6 spirit elemental damage for 2 rounds to target.
summon skeleton savant5060sp120hp +10/10lvls 1d12bash +1hitroll/lvl +1damroll/5lvls (melee)
corruption5050wpforces target to protect player from attacks for 2 rounds.
infuse soul5020spdecrease elemental resistance and increase elemental amplitude by 30.
consume minion505wpgives player a 10% of his base hp pool.
leech500wptakes 10 health from enemy and returns it as willpower.
infect5035wpinfect wound to prevent healing, lasts 8 rounds.
summon skeleton ranger6070sp90hp+10/10lvls 1d10pierce +1hitroll/lvl +1damroll/5lvls (30yd range)
tear soul60100wpdeal great damage to those who are nearing death.
summon skeleton wizard7080sp80hp+10/10lvls 2d10 magic missiles or 1d20 chain lightning +1damroll/5lvls (30yd range)
consume soul700wpdeal damage to self in order to increase damage and chance to hit others for 5 rounds.
summon schilla8090sp100hp+10/10lvls 2d8 armor piercing +2damroll/5lvls (melee)
command death8050wpdc1/5wp-int mod to push non-sentient soul from body and have held spectral command the target shall lose 1d20+char level damage on fall
summon mud golem90100sp120hp +10/10lvls 1d20 armor piercing +3damroll/5lvls (melee)
abandon9010wpspectral enters frenzy and explodes, dealing 3d20 and causes plague in 8yd radius.
summon flesh golem100100wp110hp+10/10lvls 1d10armor piercing +3damroll/5lvls +5hp regen/rnd (melee)
overflow10020wpspectral feeds on enemies life for 2d20, upon death is given to nearby party in hp.

headhunter#

Description#

Headhunters are warriors who find little difficulty in disposing of thieves and law-breakers. They use the shadows to hide and break their opponents. They give orders easily to others forming controlled combat situations. They develop great authority quickly and at times can seem to resemble an extension of the law itself.

Primary StatSecondary StatRanks
strengthcharismaheadhunter, mercenary, savant, sexton, warlord

Roleplay And Details#

The class begins as headhunter, mercenary, savant, sexton, and eventually becomes warlord. Warlords are most commonly known as hunters of thieves. They are very adept in merging themselves into the underground of thievery. They carry a common assortment of underground tactics in subduing their enemies. They are dexterous warriors in a nutshell usually wielding two weapons of any kind except ranged weapons. It is sometimes rumored that a warlord had once mastered the art of Shadow Walking and had merged between the worlds of the ancients and man congruently. Of course this is still considered a rumor but suspicions arise commonly in the Maginaerum Arcanum where Master Mattik resides as the Minister of Political Affairs. The most common races for the class are Human, Dwarf, Elf, Goblin, Halfling, Troll, Orc, and Half-Orc.

Proficiencies#

NameDescription
blind fightingallows fighting in the dark or when blinded
greater dodginggives a dc10 chance to doge the first attack a rounds
hand to handallows combat when unarmed
dual wieldingallows combat with two weapons
shieldsallows combat with shields
light armorallows light armor to be efficiently worn as equipment
medium armorallows medium armor to be efficiently worn as equipment
heavy armorallows heavy armor to be efficiently worn as equipment
all weaponsallows combat with all types of weapons
commonlanguage proficiency
narsiklanguage proficiency

Abilities#

NameLevel Req.CostDescription
rally010wpparty gets +1 to physical damaging attacks per each party member, max of 5. this lasts for the next 2 rnds usuable only once per battle.
mastered slashing0passivetake lvl/10 less damage, deal lvl/10 more damage, and dc18 to dodge slashing weapons
envenom weapon015wpenvenoms a weapon with target poison
leading shout015wpgives party members a +5 on their initiative rolls
trip010spprohibits target from moving for 2 rounds. requires player + 5 + current dexterity + 1d20 vs opponent + current dex + 1d20. deal 1d4 damage if successful, take 1d4 damage if fails.
expert eye0passivecan distinguish a thief out of a crowd easily
subdue1020sprenders target unmovable until warlord releases him or her, warlord may not move until released
target2025wptarget receives double damage for one round. usable only once per battle.
mastered piercing20passivetake lvl/10 less damage, deal lvl/10 more damage, and dc18 to dodge piercing weapons
devastating attack20passivex2 damage on target withwound
blood rage200wpplayer enters blood rage, giving 5 hp on dealt blow, 20 hp on killing blow and loses 10sp/rnd until released
wound2020spwounds target after standard attack causing 1d12 damage/rnd until healed
reflex adaptation20passivegives an instant reflex save to all sprung snares or traps, ranged attacks and non-spirit elemental attacks. teh difficulty of the spell is the spells level plus teh casters level. in order to break that spell the warlock rolls a d20 and adds their character level. note that reflex save is in most cases very difficult to succeed unless that warlord is either much high level, the spell is smaller spell, or the roll is a 20, which is not considered a full success or critical, but a natural roll added like all other die outcomes.
critical strike30passiveincreases critical strike range by 2 and triples damage instead of doubles it
recon4020wpparty gets free heals an dresurrects for next rounds. usable only once per battle.
mastered bashing40passivetake lvl/10 less damage, deal lvl/10 more damage, and dc18 to dodge bashing weapons
stunning attack4015wpdc15 chance to knockout enemy with wounds, 1d12 + standard attack
attack shout4025wpgives party members a +5 on their hitrolls
lightning strike4050spinstant attack, may not be used again for 3 rounds
basic hunting40passivestaying alert the warlord is immune to backstabs, forcing them to be regular attacks.
cleave50passiveon critical strike one nearby opponent takes some damage as original target
purge6030wpparty gets dc10 fortitude save on all bad magical affects or debuffs to remove them
mastered unarmed60passivetake lvl/10 less damage, deal lvl/10 more damage, and dc18 to dodge fists
dangerous attack6050wpevery strike is a critical hit, attacks received are x4 damage
defend shout6015wpgives party members a +10 on all ac types
expert hunting60toggledthe warlord can see anything inside the shadows easily
formation8020wpparty doesnt need to roll to hit next round on all standard non-ability attacks.
mastered exotic80passivetake lvl/10 less damage, deal lvl/10 more damage and dc18 to dodge exotic weapons
supporting attack80100wpinstantly strike an enemy every time a nearby party member is attacked, limit 4 attacks per round
intimidating shout8030wp25% chance to cause enemies in vocal range to flee
purge venom8025wpthe player rids target of poison, level 1 up to level 20, 2 to 40, 3 to 60, 4 to 80 and 5 to 100
focus10030wpparty gets critical success on all standard non-ability attacks next round.
two hand specialization100passivedeal lvl/10 more damage
kinetic attack100100spadd 10 damage to each consecutive strike topping at 100 damage.
leadership100passiveincreases strength of all shouts by 5
shadow walking10040spthe player melds with the shadows

hermit#

Description#

Hermits live always curious about the many weaves or magic they can see and distinguish amongst the world. All elemental weaves are accessible to them. With all the knowledge in the world there is still more meaning, a question that begs the quandering of their feeble brains. They search long and wide for questions, not answers, something they cannot solve.

Primary StatSecondary StatRanks
wisdomintelligencehermit, spellbreaker, soulreaver, demi-psion, psion

Roleplay And Details#

The class starts as a hermit, spellbreaker, soulreaver, demi-psion, and eventually becomes a Psion. Hermits live always curious about the many weaves of magic they can see and distinguish amongst the world. All elemental weaves, spirit, draconian sub-elemental magic is accessible to them and with all the knowledge in the world there is still more meaning, a question that begs the quandering of their feeble brains. They search long and wide for questions, not answers, something they cannot solve. They of coarse live secluded away from society and develop unnatural speech patterns or unacceptable social behavior. The idealistic races for a Psion would be Gnome, Half-elf, Goblin, Orc, Pixie, or Sprite. Naturally though the most common is Human.

Proficiencies#

NameDescription
magical affinitygrants a +10 to lore on magical concepts and mysterium
magical aptitudegrants dc18+int mod chance to add 10 elemental or sub-elemental resistance against attacks once per round
hand to handallows combat when unarmed
two-handed weaponsallows two-handed weapons to be wielded
dual wieldingallows the wielding of two weapons at once
light armorallows light armor as equipment
magical arcanumallows usage of staves, wands and orbs
basic slashingallows combat with shortsword, longsword, hatchet, axe and scimitar
basic piercingallows combat with dagger, katar, javeline and spear
basic bashingallows combat with staff, mace, scepter and club
exotic weaponsallows combat with all exotic weapons
commonlanguage proficiency

Abilities#

NameLevel Req.CostDescription
clumsiness025wptarget drops held item or weapon(s)
mastered slashing0passivetake lvl/10 less damage, deal lvl/10 more damage and dc18 to dodge slashing weapons
expertise dodging0passiveability to dodge mastered weapons proficiently
feather020wpreduce all stamina cost by half except ability costs
basic balance structure5passivedc15 chance to counterattack
dimensional perception1030spability to see outside body 10 yards in any direction. may not pass walls or locked doors.
formless balance structure10passivedc10 chance to counterattack
relative balance structure15passivedc5 chance to counterattack
detour energy2050wpconsume the ability cost of incoming attacks for the next 3 rounds
mastered piercing20passivetake lvl/10 less damage, deal lvl/10 more damage and dc18 to dodge slashing weapons
natural levitation20passivepassive ability allowing water walking and prohibiting fall damage
graduated balance structure20passive100% chance to counterattack
combat balance structure25passive100% chance to counterattack, dc15 chance to double counter attack
magnify energy30100wpincrease the immediate areas potency for elemental magic.
expert balance structure30passive100% chance to counterattack, dc10 chance to double counter attack
unnatural balance structure35passive100% chance to counterattack, dc5 chance to double counter attack
negate energy40100wpdecrease the immediate areas potency for elemental magic.
mastered bashing40passivetake lvl/10 less damage, deal lvl/10 more damage and dc18 to dodge slashing weapons
natural conservation40passiveno need for food or water.
kinetic balance structure40passive100% chance to counterattack twice.
arcane balance structure45passive100% chance to counterattack twice, 100% chance to magic counter
compression5050wparea affect causing skill costs to increase as the pressure increases around targets.
psionic balance structure50passive100% chance to counterattack twice, 100% chance to magic counter twice
spectral leaping6020spability to pass through creatures and doors while moving
mastered unarmed60passivetake lvl/10 less damage, deal lvl/10 more damage and dc18 to dodge slashing weapons
insomnia60passiveno need for sleep, unable to sleep
kaleidoscope7040wpall spells being cast or magic affects are dispelled with a dc10 to cause blindness for 3 rounds.
cognitive blast8050wpphysical 2d20+20 attack that interrupts and silences target
mastered exotic80passivetake lvl/10 less damage, deal lvl/10 more damage and dc18 to dodge slashing weapons
natural immunities80passiveimmune to poisons and diseases
rip time9030wpcosmic 2d20+20 attack that stuns and deafens a target.
energy bonding10050spsteal 15wp from target for the next 3 moves until its depleted
mastered art of balance100passivetake lvl/5 less damage from art of balance, and deal lvl/5 more damage and dodge
transcendence100passivecharacters race is accommodated to their perspective qualities, avarie or daemune
innate linguistics100passivecharacter can communicate with all languages

mageling#

Description#

Mages form a well-structured society of scholars and socialites. Mages form colleges and go throughout life and their travels always looking for another piece of information that they know nothing about. There is little they would not delve their fingers into when it comes to knowledge except the forbidden art of necromancy.

Primary StatSecondary StatRanks
intelligencewisdommageling, mage, wizard, magus, supreme magi

Roleplay And Details#

The class starts as a mageling, mage, wizard, magus, and eventually becomes a Supreme Magi. Mages form a well-structured society of knowledge harbingers and socialites. Mages form colleges and go throughout life and their travels always looking for another piece of information that they know nothing about. There is little they would not delve their fingers on except the forbidden art of necromancy. The most popular races for the class are Gnome, Half-elf, Goblin, Orc, Pixie, and Sprite; however, the most common of this class is a Human. The class is predominately found in Tharsis at the spire. This class has been found to be more common throughout the continent of Sedia as the age progresses. More and more with the gift of magic sight have been found possibly indicating another age of Magic soon. When a child is found to have the gift of magic sight they are sent to the school to develop their skills and learn the responsibilities of magic. A few drop-outs from the school are found littering the continent as Necromancers or lowly magicians and tricksters who have no respect or skill qualified enough to defend themselves or others. Mages have a tendency to be haughty with words and quick to scowl at times, but like all others they are well diversified and generally found and referred to as scholars.

Proficiencies#

NameDescription
magical affinitygrants +10 to lore on magical concepts and mysterium
magical aptitudegives dc18-int mod chance to add 10 resistance to all elements once successfully a round
wandsallows use of all wand types
stavesallows use of all stave types
light armorallows efficient use of light armor as equipment
commonlanguage proficiency
arcaniclanguage proficiency

Abilities#

NameLevel Req.CostDescription
magic sign020spallows the magic user to view magic weaves and understand their creator and modulator.
create light05spconjure random light
feather015spskill reducing stamina cost by half in all instances not pertaining to abilities
magic missiles05wp1d4+int mod non-elemental range attack. 1d4 chance for knockdown, knockdown on creatures who are immune to knockdown
zapping grasp05wp1d20+intmod air elemental touch attack
enroot05wpforces target from moving for 4 rounds. 1d4 chance for thorns, opening wounds and causing 1d4 damage per round.
cold touch05wp1d20+int mod ice elemntal touch attack. 1d4 chance to freeze for 1 rnd
flaming hands05wp1d20+int mod fire elemental touch attack, 1d4 chance to light aflame for 3 rounds
invisibility1015spcauses target to remain invisible as long as the weaves are held. any damage incurred removes affect
color spray1020wpcolor spray 1d10+int mod damage, and dc15 chance to blind target, 1d4 chance to spread to nearby enemy.
lightning sphere1015wp1d20+int mod air elemental range attack dc18 chance to blind target
earthquake1050wpcauses 1d4+int mod damage to area every turn for 6 turns
frost cone1010wp1d10+int mod to elemental range attack in 30 degree cone for 10 yards. 2d4 chance to cause freeze for 1 rnd
fireball1010wp1d12+int mod fire elemental range attack, 2d4 chance to light aflame causing 1d20 per round for 2 rounds
magic reach2030wpcast upon onself, allows the next spells range to increase by 15yd.
create food2010spconjure random food
detect invisibility2015spallows sight of invisibility beings
pulse2070wpcauses deaf, blind, mute, knockdown, and dc18 to knockout target, causes exhaustion for 4 rnds.
chain lightning2030wpchanneled 1d20 air attack per turn until released, cannot focus on other spells & reserve
geyser2060wpcauses 5d20 + int mod earth elemental damage to target causes exhaustion for 1 rnd.
blizzard2080wpconcentrated channeling, 1d8 damage per turn to area with ice elemental damage. causes freeze to only enemies.
inferno2020wp1d10+int mod fire elemental area attack, lights aflame for 6 rounds.
haste3015spreduces stamina cost by half, or by 3/4 if feather is active. does not pertain to ability costs.
arcane shield3010spdecrease all incoming and outgoing elemental attacks and increase incoming and outgoing physical attacks.
lightning shield3010spdecrease all incoming and outgoing elemental and physical attacks and increase incoming and outgoing elemental air attacks.
earthen shield3010spdecrease all incoming and outgoing elemental and physical attacks and increase incoming and outgoing elemental earth attacks.
ice shield3010spdecrease all incoming and outgoing elemental and physical attacks and increase incoming and outgoing elemental water attacks.
fire shield3010spdecrease all incoming and outgoing elemental and physical attacks and increase incoming and outgoing elemental fire attacks.
battle casting4050wpprevents interrupts
create drink4010spconjure random drink
slow4015spcauses stamina cost to be double or nulls feather and haste, making it cost spell, losing reserve.
arcane explosion4030wpcuases 4d10+wis mod damage to area, and dc18 to cause knockdown, causes exhaustion for 4 rnds.
cerberus casting4050wpcauses next spell cast to be split into three clones
fortified spell4030wpcombine with spell to cause it to deal half as much more damage and add 20% more complexity.
ice burst4030wpfreezes target for 6 rounds dealing 1d4 damage per round. 1d4 chance to cause spike on further ice elemental strikes, doubling damage and increases freeze time by 1
fire strike4020wplights 3 nearby enemies on fire causing 1d20 damage per round for 4 rnds.
magus missiles5060wpimpossible to counterspell, deals 1d20+intmod
clairvoyance5010wpallows magi to understand the environ at all times, whether someones changing it, or it of its own accord.
spell masking5050wpcast upon oneself, makes the next spell cast unable to be reflected or dispelled.
clear-casting50100spcombine with spell to remove its spell cost
reflex casting5050wpcombine with spell to cause it on instant counter cast. requires an enemy int + enemy spell complexity + 1d20 vs player int + 1d20 to succeed
reflect5060wpreflect next incoming spell if int+d20 vs int+d20 check wins (instant)
fire shower5075wpconcentrated channeling, causes flames to shower within the area causing 1d10 damage per turn
magus armor6060wpremoves 15 damage from attacks
silence6050wpcombine with reflex casting and a spell to silence targeted attacker for 2 rounds
change weather6050wpallows magi to change the environ of an area to benefit his casting
glacier spear60100wpcauses 4d20+int mod damage to target, and dc18 to do x3 damage if targets frozen
weaving7060wpcombines to merge two complimentary element spells together to cast at the same time
rift70100wpsteals all magic in the area until spell is released, will cause death if interrupted
advanced weaving8080wpcombine with weaving to make any two elemental spells cast together
dispel8030wpdispel targeted level or under spell on item or being
phasing8060wpdc10 chance to avoid all phsyical attacks when under the effect of phasing
pattern weaving9040wpcombine with weaving and advanced weaving to make any two spells cast together
teleport90100wpteleport self to known non-temporary gate. they are located throughout urd.
elemental sentience10050sppick sentient element the mage will never take damage from, and if combined with its shield, the mage will actually be healed for hte amount of the spell.
complex casting10050wpcombine with spell to cause 3d20+int mod damage to anyone who dispels the spell being cast or reflects the spell.
create bed10040spconjure random bed
nexus100150wpcreates a temporary gate, allowing passage by anyone must be linked to a known gate.

minstrel#

Description#

Minstrels bring the harmony of music and lilting melodies to the battlefield unconventionally to boost the morale of their comrades or later in their training as a much more discrete and unfathomable way: battle. Minstrels are generally happy, lively and bring joy to their comrades. Their presence in battle with its boost in morale and stats is always a welcome. Minstrels can bring a battle from the midst of losing to a winning situation. They are the support strings of any group and should never be considered less then fully capable warriors as well.

Primary StatSecondary StatRanks
charismaluckminstrel, bard, harlequin, bladesinger, blademaster

Roleplay And Details#

The class begins as a Minstrel, Bard, Harlequin, Bladesinger, and eventually becomes a Blademaster. Minstrels bring the harmony of music and lilting melodies to the battlefield unconventionally to boost the morale of their comrades or later in a much more discrete and unfathomable way, battle. Minstrels are happy and are the livelier bunch that most often than not can pull a losing battle in the opposite direction with merely their presence. They are the support strings of any group and should never be considered less then fully capable warriors as well. The most common races for Minstrels are Elf, Halfling, Goblin, and Troll.

Proficiencies#

NameDescription
parrygrants dc18 - dex mod chance to parry attacks of proficient weapon damage types
greater dodgingbasic dodge grants dc18 - dex mod chance to dodge first attack each round
magical aptitudegrants dc18 - int mod chance to add 10 elemental resistance
dual wieldingallows wielding of two weapon
light armorallows light armor as equipment
medium armorallows medium armor as equipment
all slashingallows wielding of any slashing weapon
commonlanguage proficiency

Abilities#

NameLevel Req.CostDescription
dual wielding0passiveability to enter combat with two weapons wielded with 1/2 damage on off-hand
melody of battle030wpgrants party 10 to hitroll to help prevent missing.
song of strength020wpboosts parties strength by 5
melody of wind1030wpgrants party 10 to their initiative so they have greater chance to attack first.
song of speed1020wpboosts parties dexterity by 5
ambidexterity20passiveremoves penalty of 1/2 damage on off-hand
melody of the cheetah2025wpenhances parties attack patterns, granting them the ability to have a second free physical attack per round.
song of love2020wpboosts parties charisma by 5
melody of the ghost3050wpturns party ethereal
song of fortification3020wpboosts parties constitution by 5
harmonizing blade40passivedeals 10 extra damage to wounded
melody of the elements4050wpelemental blast that deals 1d10 of each element to the current sector
song of intellect4020wpboosts parties intelligence by 5
dance of destruction5050sp2d20 damage to single target per round
rhythmic attenuation50passive50% chance to ignore interrupts and instants
melody of renewal5030wpgives party 1d6 hp per round for 4 rounds
song of wisdom5020wpboosts parties wisdom by 5
hallow tone6050wpincreases all physical damage dealt by 10
dance of growth6050sp1d12 hp to party per round
expressive motion60passiveincreases strength of all dances by 5
song of protection6020wpboosts parties armor class by 5
dance of dreams7050sp1d10 chance to cause sleep lasting 5 rnds per round may stack once
wordless expression70passiveimmune to silence or mute
song of combat7020wpboosts parties physical damage done 8
blade skipping80passivegives a free attack for every successful parry
dance of repetition8050sp1d12 chance to bring back fallen party members with 1 hp per round
harmonizing tone80passiveincreases strength of songs and melodies by 5
song of nature8020wpboosts parties resistance to elements
dance of death9050spdeal damage to enemies in the vicinity
instant expression90passiveno wait on affects, instant on channeling
song of magic9020wpboosts parties amplitude to elements
blade of the eternal100passivegives 5 extra damage to attacks dealt during a dance and melody combo
dance of blades10020sp1d5 chance to repeat attack per round
synchronized motion100passiveallows songs or melodies during a dance
song of stars10020wpboosts parties luck by 5

monk#

Description#

Monks are peaceful warriors who battle without weapons and are martially biased to avoid combat if at all possible. Monks relish peace and try their best to avoid confrontation whenever possible.

Primary StatSecondary StatRanks
wisdomdexteritymonk, dosai, medusai, mendusai, morusai

Roleplay And Details#

The class begins as monk, Dosai, Medusai, Mendusai, and eventually becomes the esteemed Morusai. Monks are peaceful warriors who battle without weapons and are martially biased to avoid combat if at all possible. Monks relish peace and will see to its means in all ways possible. The strongest race for a monk is a Half-elf. The most common races are however, Human, Gnome, Elf, Halfling, Quickling, Pixie, and Sprite.

Proficiencies#

NameDescription
greater dodginggives a dc18 - dex mod chance to dodge first attack each round
hand to handallows use of unarmed combat
light armorallows efficient use of light armor as equipment
medium armorallows efficient use of medium armor as equipment
commonlanguage proficiency

Abilities#

NameLevel Req.CostDescription
punch02spbasic method, 1d6+wis mod damage
aura of heat025wpcauses wis mod +1d6 fire damage to attacking target, and adds wis mod elemental damage on attack
meditation0100sp5 rnds to heal fully when sitting outside of battle
hando050wpspirit healing, 2d20+wis mod heal
khai stance0toggledadds 1d8 damage to each attack
kick22spbasic method, 1d6+dex mod damage
elbow42spbasic method, instant interrupt magic, 1d4 damage, lose turn if miss
knee62spbasic method, instant interrupt skill, 1d4 damage, lose turn if miss
roundhouse85spbasic method, 1d8+dex mod damage
snap kick1010spdosai method, 1d12+con mod damage
aura of cold1025wpcauses wis mod+1d6 water damage to attacking target, and adds wis mod elemental damage on attack
han stance10toggledtakes 1d8 damage off incoming physical attacks
crescent kick1215spdosai method, 1d10+dex mod damage, dc18 to knockdown
jump kick1410spdosai method, 1d8+wis mod damage
flip kick1620spdosai method, 1d12+cha mod damage, target loses 1 turn
claw1810spdosai method, 2d6+dex mod damage, open wounds
chop2020spmorusai method, 3d8+dex mod damage, target loses 1 turn
aura of wind2025wpcauses wis mod +1d6 air damage to attacking target, and adds wis mod elemental damage on attack
energy renewal2030wp+5hp +5wp +5sp every rnd
nachi2025wppurge venom, poison and diseases that are level 5 and below, +3dc/lvl higher
nu stance20toggledimmune to disease and poison effects
double punch2210spmorusai method, 2d6+wis mod damage
jab2410spmorusai method, dc18 instant interrupt, 1d6 damage, dc18 lose turn
sweep2610spmorusai method, 1d6 damage and knockdown
side kick285spmorusai method, 1d4 damage and blind
double kick3010spmendusai method, 2d6+dex mod damage
aura of pressure3025wpcauses wis mod +1d6 earth damage to attacking target, and adds wis mod elemental damage on attack
cho stance30toggledeach damage dealt heals you for 1d8
shadow punch3220wpmendusai method, stealthed 1d10+wis mod damage, crit is 18-20
shadow kick3420wpmendusai method, stealthed 1d10+dex mod damage, crit is 18-20
swift kick3630spmendusai method, 3d6+20+dex mod damage
stunning punch3825spmendusai method, 1d12+wis mod, knockdown, dc18 to stun for 3 rounds
shattering blow4030spmorusai method, 2d20+wis mod, 1d4, 1 breaks arm, 2 breaks leg, 3 breaks hand, 4 fails
aura of sickness4025wpcauses wis mod +1d6 spirit damage to attacking target, and adds wis mod elemental damage on attack.
spiritual phasing4020sp20% chance that blows taken will be of half effect
oedo4060wpspirit walking, walking outside of body, may not pass through locked doors or walls
omn stance40toggledtakes 1d8 damage off incoming magical attack
thunderstrike4230wpmorusai method, 3d20+dex mod, open wounds
tiger gash4430spmorusai method, 3d20+wis mod, open wounds
rebound punch4620spmorusai method, 2d8+wis mod damage
rebound kick4820spmorusai method, 2d8+dex mod damage
combat expertise50passiveallow methods under any stance
elemental shifting50passiveallows two complimentary auras to be activated at one time
rin stance50toggled+10 to hit
breathing mastery6040wpgives no cost for skills to self for 4 rounds
omnae6040wpshadow-stepping, appear within any location that has touching shadows with current location
unbound feed8040wpgives no cost for skills for 2 rnds to party
dosai8050wpincreased elemental amplitude by 15 for personal attacks
mindful techniques10050wpadds 10 damage to all attacks
chinjing10020wpincreased personal physical amplitude by 15 for personal attacks

page#

Description#

Pages are well-versed in armor and protection. They are defenders of their cause. A page is fully capable, if any one person is, to stand up to the strongest foe with the smallest amount of effort. They protect for it is just to value others before yourself.

Primary StatSecondary StatRanks
constitutionstrengthpage, squire, knight, centurion, templar

Roleplay And Details#

The class starts as page, squire, knight, centurion, and eventually becomes a templar. Pages are well-versed in armor and protection. They are defenders of their cause, whatever it may be, and are fully capable if any one person is to stand up to the strongest foe with the smallest amount of effort. They protect for it is just to value others before yourself. The most popular races for the class are Human, Dwarf, Troll, Orc, and Half-Orc.

Proficiencies#

NameDescription
greater dodginggives a dc18 - dex mod chance to dodge the first attack each round
shieldsallows efficient use of shelds during combat
all armorallows efficient use of any armor-type as equipment
all slashingallows use of all slashing-based weapons
all piercingallows use of all piercing-based weapons
all bashingallows use of all bashing-based weapons
commonlanguage proficiency

Abilities#

NameLevel Req.CostDescription
shield bash010sp1d20+1d4 chance to stun for 1 rnd
reaching strike05spreaches 15 yards away, 1d8+10
basic armor expertise0passive+25% ac +5% missile deflect
leading shout015wpgives party members a +5 on their initiative rolls
channel stamina0toggledgive any available amount of stamina to target, causes exhaustion prohibiting skills for 4 rounds
turtle010sptake half damage on all attacks for two rounds.
interrupt1020spinterrupt casting and cause 1d12 damage, usable once per round
sweeping strike1020spregular strike to 4 closest enemies with dc10 chance to trip them.
channel health10toggledgive any available amount of health to target, cuases exhaustion prhibiting skills for 4 rounds
protection1050spprotect target ally taking damage instead of them against all physical non-ranged attacks until released.
wall2015spbecome immune to next 2 attacks or until round is over
stripping strike2010spdc10 to render targets armor useless + 1d10+10 regular strike
light armor expertise20passive+25% ac +10% missile deflect
blood rage20toggledplayer enters blood rage, giving 5 hp on dealt blow, and 20 hp on killing blows and lose 10 sp per round
channel willpower20toggledgive any available amount of willpower to target, causes exhaustion prhibiting skills for 4 rounds
advanced protection2080sptake half of all non-magical damage
reflection305spreflect light into the eyes of the two closest enemies blinding them for 3 rounds
pushing strike3015spregular damage + str mod dc5 to knockdown up to large creatures, dc10 for large , dc15 for colossal creatures
infuse3050wpinfuse target with 100hp, 50wp, and 50sp an dcauses exhaustion prhibiting skills for 4 rounds
expert protection30100wptake half of all magical damage
rolling counter4015spinstant counter attacks for the next three rounds
slashing strike4015spregular strike + dc5 to open wound causing 1d4 for 4 rounds, stacks 4 times
medium armor expertise40passive+25% ac +15% missile deflect
attack shout4025wpgives party members a +5 on their hit rolls
layhands4075wpfully heal target cuasing exhaustion prohibiting skills for 4 rounds and prohibiting movement for 3
reflect40passivedc15 chance to reflect magical attacks
bombardment5030spRegular attack plus armor piercing 2nd attack, plus dc10 chance of attacking again
piercing strike5020spregular strike + 1d20 damage, ignores all armor
resurrection50100wpresurrect target to 1 hp
adaptation50passivetake half damage from poisons, no smaller than 1 damage possible
polearm mastery50passiveallows usage of polearms in combat situations including while mounted
heavy armor expertise60passive+25% ac +20% missile deflect
defend shout6015wpgives party members a +10 on all ac types
advanced adaptation60passivetake half damage from diseases, no smaller than 1 damage possible
expert adaptation70passivegain 5 sp when hit by physical attack, and 5 wp when hit by magical attack
exotic armor expertise80passive+25% ac +25% missile deflect
intimidating shout8030wp25% chance to cause enemies in vocal range to flee
purification8040wprid target of disease and poison, and prevent both for 5 rounds
endurance9015wpgain 15 sp every round for 3 rounds unless tripped or knocked down
shield expertise100passive+25% ac +30% missile deflect
leadership100passiveincreases strength of all shouts by 5
stone skin10030wpimbue target with stone skin. This absorbs 20 damage before fading. The skin prohibits the ability to hide or sneak for 3 rounds.

pickpocket#

Description#

Pickpockets think outside the box and three steps ahead. They are aware at all times. Pickpockets have luck, live for pleasure and think little of consequences. They are a rare breed in the law-making cities of the new world, and are remnants of history; fading in and out of the shadows, always there but rarely seen.

Primary StatSecondary StatRanks
dexterityluckpickpocket, rogue, thief, assassin, shadow walker

Roleplay And Details#

The class starts as pickpocket, rogue, thief, assassin, and eventually becomes a shadow walker. Pickpockets are simply the thieves. They think around the corner, are aware at all times, have luck, live for pleasure, and think little of consequences. Pickpockets are a rare breed in the law-making cities of the new world, but are a remnant of history and fade in and out of the shadows, always there, but rarely seen. The most popular races for the shadow walker are Human, Elf, Halfling, Troll, Quickling, Pixie, and Sprite.

Proficiencies#

NameDescription
parrygives a dc18 - dex mod to parry attacks of proficient weapon damage types
greater dodginggives a dc18 - dex mod to dodge first attack per round
hand to handallows combat when unarmed
dual wieldingallows wielding of two weapons
light armorallows light armor as equipment
basic slashingallows combat with basic slashing weapons
all piercingallows combat with all piercing weapons
advanced bashingallows combat with all non-basic bashing weapons
basic rangedallows combat with basic ranged weapons
commonlanguage proficiency
narsiklanguage proficiency

Abilities#

NameLevel Req.CostDescription
peek015wplook into targets inventory, dc10+target level - player level - luc mod
trip010spinstant. prohibits target from moving for 1 round. requires player+5+currentdexterity+1d20 vs opponent+current dex+1d20. deal 1d4 damage if successful, take 1d4 damage if fails. only usable one per round.
expert wound020spcause regular damage and open a wound that deals 1d8 damage for 4 rounds
counter strike015spinstantly return a normal physical non-ability strike may be used only once per round
fortify lock55wpadds +5dc to lock difficulty, cannot fortify magical locks.
hide1025wpability to hide an object or oneself
dirt kick105spblind target for 2 rounds, dc10
carve1015spre-opens closed wounds and causes 2d8 damage to them for 4 rounds
shadow strike1020spdeal 2d8 + dex mod damage with offhand weapon
reflex adaptation15passiveinstant. gives an instant reflex save to all sprung snares or traps, ranged attacks, and non-spirit elemental attacks. dc attack level+10 - player level
sneak2050wpability to move without making sound.
gouge eyes2020spdc-15 chance to blind target, opening wounds causing 2d8 damage
backstab2050spdeal x4 damage with main hand, crit range lowered by dex mod.
crippling strike2025spprevent target from moving for 3 rounds dealing normal physical damage
cover tracks2510spprevents shadow walker from being tracked
pick basic lock3010wppick any basic lock, dc5
disarm3010spdisarm targets eapon, only one weapon if two are held, dc10 - dex mod
hamstring3030spprevents movement permanently and deals 1d12 damage, opens wound causing 1d4 damage per round. dc10-dex mod
circle strike3050spattack immediately surrounding targets, up to 4 dealing 2d8 damage each
track35toggledallows the thief to track targets and the location they may have gone in the recent past.
stalk shadows4020wpability to move without being seen, way more powerful than sneak - this one is unrootable
knockout4050sprenders target with 10% & under health into a temporary comatose dc10 - dex mod
spinal cut4040spdeals 1d12+30damage and continues 1d12 damage per round for 6 rounds
double strike4020spstrike twice with main hand weapon
distract4525spmust be stealthed, stuns 5 yard radius up to 15 yards from thief, will remain stealthed
pick pocket5010wptake an item from targets inventory. dc target level - player level - luc mod
distract5020spinstant, interrupts spell casting. only usable once per round.
kidney stab5020spdeals 1d8 and 1d6 damage per round for 6 rounds
triple strike5050spstrike two times with mainhand and one time with offhand
haggle55passiveallows thieves to buy items at least at their normal price and up to 1d10 where 6 is 60% of original price, 7 is 70% of original price, 8 is 80% of original price, 9 is 90% of original price, 10 and 1-5 gain no benefit from haggle.
pick complex lock6020wppick any complex lock dc10
pick magical lock7050wppick any magical look. dc15
shadow walk8030wpability to meld into the shadows extremely deeply, this is an unrootable version of hide
shadow jump9010wpAbility to immediately leave combat and jump back into the shadows
bend light10080wpability to bend shadows to consume players current location. This forces current location to cause everyone to stop fighting for 3 rounds and blind for 4 rounds as the darkness refuses to leave their eyes.

plainsman#

Description#

Plainsmen are the warriors of the real world, well-versed in natural combat with any weapon and with little remorse or tactical stipulations. They have simple concepts of yes or no, live or die, and think little of consequences. Plainsman think only about the basics of their survival and elimination of their enemies.

Primary StatSecondary StatRanks
strengthdexterityplainsman, barbarian, avenger, warmonger, berserker

Roleplay And Details#

The class starts as Plainsman, barbarian, avenger, warmonger, and eventually becomes a berserker. Berserker’s are famed for their ability to fight multiple opponents at once. They occasionally found in tribal locations where magic is forbidden or outlawed. It is most of their beliefs that magic is against the way of Urd and should be abolished. Berserker’s quite easily annihilate casters without hesitation or problems. Berserker’s use a small assortment of stances with their fighting styles so that they can modulate better how much damage they are taking and are dealing in each situation. This allows them to sustain just long enough to deal off the hardest opponents in the shortest amount of time possible. The famed horse stance has been said to allow the berserker Riengo to best the Orcs beyond the northern reach. It has been said that he stood taking damage from a horde of enemies before unleashing his retaliation amongst them. The strongest berserker balances his rage, retaliation, and fury in an equilibrium allowing great influx of stamina for the allocation of more attacks. Berserker’s admittedly are occasionally in need of medical attention though as their bodies take massive amounts of damage regularly. Unfortunately for them, their lives are usually short as their bodies begin to break down and give into nature. The most popular races for Berserker are Human, Dwarf, Elf, Half-elf, Halfling, Troll, Orc, and Half-Orc.

Proficiencies#

NameDescription
greater dodginggives a dc18 - dex mod chance to dodge the first attack each round.
hand to handallows combat when unarmed
two-handedallows combat with two-handed weapons
dual wieldingallows combat with two weapons
stavesallows combat with staves
light armorallows light armor to be efficiently worn as equipment
medium armorallows medium armor to be efficiently worn as equipment
all slashingallows combat with all slashing-based weapons
basic piercingallows combat with basic piercing weapons
all bashingallows combat with all bashing weapons
all exoticallows combat with all exotic weapons
thrown weaponsallows combat with thrown-specific ranged weapons
commonlanguage proficiency

Abilities#

NameLevel Req.CostDescription
block stance0togglednormal stance, 10 damage resistance per round
piercing strike010spplayer pierces armor no need for to-hit roll, attacking up to 4 enemies
fury050spplayer enters a fury doubling dealt damage and doubling damage taken
tower stance10toggledGreatly increase offense at the risk of a lowered defense
whirlwind strike1030spplayer strikes neemies around him on her, up to 4
crane stance20toggledGreatly increase defense at the risk of a lowered offense
sweeping strike2025spregular strike to 4 closest enemies with dc10 chance to trip them
blood rage2050wpplayer enters blood rage, giving 5 hp on dealt and taken blows, and 20 hp on kiling blows
cheetah stance30toggledgreatly increases the chance at hitting the enemy
disarming strike3050spplayer disarms up to 4 enemies around him
bear stance40toggledgreatly increases the damage output while in bear stance
concussion strike4030spplayer strikes 3 enemies and can render the fourth stunned for 4 rounds
retaliation4050spplayer counterattacks all physical strikes with half-damage blows
horse stance50toggledslightly increase the damage output and chance of hitting targets
spell resistance50passiveplayer takes half damage to all spells
suicidal strike5040spplayer takes double damage from all attacks for one round, and deals double damage to up to 8 enemies around him within reaching distance
split spells6050wpremove two random affects on the target
advanced retaliation60100spplayer counterattacks all physical and magical strikes with half-damage blows
break spells7050wpinterrupts all spell-casting around player
silence8080wpsilence caster, rendering him or her unable to cast magic for 4 rounds
sacrifice8075spplayer sacrifices half of his health and adds to his blow for extra damage
uproot magic9070wptake magic out of an item or entity
magical adaptation100passiveplayer receives 20 sp when attacked by magic
rage control10030spplayer gains 5sp every round for 10 rounds.

priest#

Description#

Priests grow through a well-organized foundation of beliefs and political structure and base much of their authority to secure religious structure amongst the priests people. A priest is unfamiliar with combat, but makes up for it by being extremely skilled in politics and healing the wounded and sick.

Primary StatSecondary StatRanks
charismaintelligencepriest, deacon, archdeacon, bishop, archbishop

Roleplay And Details#

The class starts as a Priest, and then becomes a Deacon, Archdeacon, Bishop, and finally an Archbishop. The priest grows through a well-organized foundation of beliefs and political structure and bases much of his or her authority to secure religious ties amongst the people of their province. A priest is unfamiliar with combat and is otherwise extremely skilled in politics and healing the wounded and sick. The class develops through later levels a stronger sense of combat awareness and is in no way ever susceptible to a combat situation where they are unprepared. Their strong healing abilities more than make up for their lack of offensive combat, but it tends to increase the amount of time they’re in combat. The class is located mostly in Crecia where the clerical spire is home. The class, when not within any of the major cities, can usually be found within parties, groups, or combat arrangements as healers are highly welcome and almost always in need. The class follows in close step to the teachings of Ettephemone and can sometimes be heard talking or referring to her teachings. The most proficient races with the class are Elf, Goblin, Orc, Pixies, and Sprites. The most common race for the class however is Humans. Priests are always lawful and follow an alignment respective to their perspective god(s) such that Ettephemone would be good, Lythantos is neutral, and Dekkashraen is evil. Though there is no real alignment in the world of Urd, the different priests have a tendency to be more aggressive or passive and following various role play modules based on their patron god. Because alignment in Plains of Sedia is flexible it leaves more room for leniency and growth in role-play patterns a player might develop. The most renowned priest would be Archbishop Alexander Iridium Oedupai. He was a human and favored Ettephemone. He would commonly refer to her as “Mother Enos” which meant “Mother Time.” Alexander battled next to Mishnal Stonecleaver in their youth and now resides as the Head Chair for the Spire of Clerical Development within the port city of Crecia.

Proficiencies#

NameDescription
magical affinitygrants +10 to lore on magical concepts and mysterium
magical aptitudegives dc18-int mod chance to add 10 resistance to all elements once successfully a round
light armorallows light armor to be worn efficiently as equipment
basic bashingallows basic bashing weapons to be used during combat
commonlanguage proficiency
celestiallanguage proficiency

Abilities#

NameLevel Req.CostDescription
holy bolt05sp1d12 damage+int mod with dc5 chance to cause stun for 5 rnds
aura of devotion050wpgives 5 ac to all types
remove curse020wpdc10+elvl-plvl remove a curse of current level and below
channel stamina00wpgive 25% of available stamina to target
minor heal05wpheals target for 1d20+cha mod hp
splinter510sp1d10damage+int mod with dc18 to cause broken leg, dc15 to cause broken arm
reverence1020sp5 yard radius from caster aoe causes 1d20 damage per round for 5 rounds
channel health100wpgive 25% of available health to target
fear1510spcauses target to flee from caster for 2 rounds
respite205spstuns target for 2 rounds
aura of retribution2050wpgives base cha to max willpower pool
dispel blind2030wpdc10+elvl-plvl dispels blind on target
channel willpower200wpgive 25% of available willpower to target
resurrect2025wprevives target with 1 hp
lesser heal2015wpheals target for 3d20+2+cha mod hp
exorcism2510spdeals 5d20+cha mod damage to undead
channel energies300wpgive charges from one item to another item
aura of reverence4050wpgives a 50% chance each round to refresh a round on affects
dispel silence4030wpdc10+elvl-plvl dispels silence on target
channel regeneration40toggledgive 1% hp/thp to target ea rnd, steals 1% from player until canceled
greater resurrect4050wprevives target and allows moderate heal free
moderate heal4025wpheals target for 1d100+6+cha mod hp
imbue holy5025wpgrants x2damage to all undead creatures with imbued melee-only weapon
channel affects500wpgives target buff to party and renews buff
restore stamina5015sprestore 1d20+2+cha mod stamina
imbue respite6050wpgrants x3 damage to all ethereal creatures
aura of smiting6050wpgives 30 to physical damage
dispel poison6030wpdc10+poisonlvl-int mod dispels poison on target
restore willpower6030sprestore 1d20+2+cha mod willpower
area resurrection60100wprevives all targets within range and allows lesser heal free cast
major heal6040wpheals target for 2d100+10+cha mod hp+int mod hp ea rnd for 3 rnds
imbue smiting7075wpincreases critical chance by 10%
restore energies7020sprestore 1d4 charges to item
imbue shimmer80100wpreg damage+cha on the next 2 strikes
aura of stability8050wpgives 10 additional dexterity for a short period of time.
dispel disease8030wpdc10+diseaselvl-int mod dispels disease on target
greater restore8040sprestore 2d20+4+cha mod stamina and willpower
greater area resurrection80150wprevives all targets and allows moderate heal free cast to each
greater heal8060wpheals target for 3d100+20+cha mod hp, 20+int mod ea rnd for 5 rnds
imbue faith90125wpcauses all non-living creatures to flee in terror, else on creatures immune, or unable to flee, it causes shimmer on the next 2 strikes and dissipates
full restore9080sprestore willpower and stamina of target
imbue benediction100150wpprovides immunity to parry and dodges, seeking the target wholefully. still need to roll to hit.
aura of holy light10050wpgrants sanctuary from undead while cleric doesnt move. those under the effects of holy light may not attack, use abilities or skills
dispel slow10030wpdc10+elvl-plvl dispels speed and metabolism impairments
party restoration100100sprestore willpower and stamina of party outside of battle
revive undeath10075wprevives zombie, skeleton, or other undead creature with half
healing wave10080wpheals party for 1d20+5+cha mod hp

runescribe#

Description#

A Runescribe breathes the arcane magic of the dragons and gods into runes. They see the make-up of nature beyond the natural weaves into something more delicate and precise. They are feared greatly and demand great respect by all. Runescribes are a dying breed of warriors who speak little because their presence speaks for them.

Primary StatSecondary StatRanks
wisdomcharismarunescribe, draconian, paek’oth, daek’oth, tzaek’oth

Roleplay And Details#

The class begins as Runescribe, Draconian, Paek’oth, Daek’oth, and eventually evolves into the ancient Tzaek’oth. Runescribes breathe the arcane magic of the dragons and gods into runes. They see the make-up of nature beyond the natural weaves into something more delicate and precise. They are feared greatly and demand great respect by all. They are a dying breed of warriors who speak little because their presence speaks for them. The most common races for the class are Gnome, Elf, and Goblin. Recently greater influxes of humans have learned the bouts of the class system, stemming from ancient texts of elders who were allegedly direct descendants of Lythantos himself.

Proficiencies#

NameDescription
greater dodginggives dc18-dex mod chance to dodge first attack each round
magical affinitygrants +10 to lore on magical concepts and mysterium
hand to handallows combat with unarmed
all armorallows any armor found to be worn as equipment
exotic weaponsallows use of all exotic weapons
commonlanguage proficiency
draconianlanguage proficiency

Abilities#

NameLevel Req.CostDescription
vicerating ice010wptarget becomes -10 resistant to water and takes 1d8 ice damage, stacks 5 times
temper weapon020wpprepares a weapon for runing
whisper of cold010wpnon-aggravated, deals 1d12 elemental damage
vicerating fire1010wptarget becomes -10 resistant to fire and takes 1d8 fire damage, stacks 5 times
whisper of heat1010wpnon-aggravated, deals 1d12 elemental damage
vicerating lightning2010wptarget becomes -10 resistant to air and takes 1d8 air damage, stacks 5 times
runeblade2030wpforces magical properties of a rune into target weapon
whisper of shock2010wpnon-aggravated, deals 1d12 elemental damage
vicerating pulse3010wptarget becomes -10 resistant to earth and takes 1d8 earth damage, stacks 5 times
whisper of force3010wpnon-aggravated, deals 1d12 elemental damage
vicerating poison4010wptarget becomes -10 resistant to spirit and takes 1d8 damage, stacks 5 times
recite rune4015wpactivate magic of rune
whisper of poison4010wpnon-aggravated, deals 1d12 elemental damage
pressure aura50toggledDecreases nearby targets physical resistance by 10
translocating energy5030wpGreatly decrease a random elements resistance in a sector and greatly increase a random elements amplitude in a sector for 5 rounds
vicerating confidence5040wpA decimating attack causes the target to remain in place, not be able to cast spells, possibly drop weapon and lose concentration
enveloping blizzard5040wpsummon a blizzard in the immediate location to deal damage and blind enemies
breath of ice5020wpdeals 1d12+cha mod elemental damage, 1d4 chance to freeze for 2 rnds
whisper of lilting5015wpnon-aggravated, puts target to sleep, for 2 rounds. any dmg awakens
shifting aura60toggledGrants allies phasing affect
scribe rune6030wprecord a rune into ones knowledge so it will be possible to identify and forage that rune in the wild
inscribe rune6050wpidentify the type of rune by inscribing it with power
enveloping inferno6040wpsummon a blazing inferno in the immediate location to deal damage and catch those enveloped on fire
breath of fire6020wpdeals 1d20+cha mod elemenetal damage, 1d4 chance to blind
pulsing aura70toggledGrants allies increased physical damage by 5
runeword enhancing7020wpa rune affect is increased by 20, lasts 1 hr
enveloping lightning flux7040wpEnvelop the immediate area with a lighting flux that has a chance of stunning enemies and causing them to drop their weapons
breath of lightning7020wp1d20+cha mod elemental damage, 1d4 chance to add shock, dropping weapon
smooth aura80toggledGrants allies increased willpower regeneration by 5 per round
wyrm affinity80passiveunable to attack or be attacked by species and may communicate innately. any compromisation of truce via party or ally breaks affinity for 10 rounds.
forage rune8060wplocate harvestable rune
enveloping pulse8040wpA deafening pulse explodes in the immediate area causing those affected to slow down for a moment after hitting the ground
breath of vibrations8020wpdeals 1d20+cha mod elemental damage 1d4 chance to add silence for 1 round
arcane aura90toggledGrants allies increased elemental amplitude by 10
dragon affinity90passiveunable to attack or be attacked by species and may communicate innately. any compromisation of truce via party or ally aggression breaks affinity for 10 rounds.
enveloping plague9040wpA sickening swirl of mist envelopes the immediate area causing, poison and disease.
breath of poison mist9020wpdeals 1d20+cha mod elemental damage 1d4 chance to add small 1d4 poison per round
elemental aura100toggledGrants allies increased elemental resistance by 20
wyvern affinity100passiveunable to attack or be attacked by species and may communicate innately. any compromisation of truce via party or ally aggression breaks affinity for 10 rounds.
harvest rune1005wpretrieves rune
enveloping calm10040wpA swirling mist enters the immediate area and forces all targets to exit combat and hide amongst the mist for 3 rounds
breath of confusion10020wpstuns people in immediate area for two rounds

scout#

Description#

Scouts are guardians of monks and allow monks to live and reside peacefully without slight of temperament. Scouts are empty-minded warriors of wind who quickly dispatch an enemy and meditate later about the battle. They are of no emotion.

Primary StatSecondary StatRanks
dexteritycharismascout, nu-dosai, nubo-medusai, ado-mendusai, saedu-morusai

Roleplay And Details#

The class starts as scout, nu-dosai, nubo-medusai, ado-mendusai, and saedu-morusai. Scouts are guardians of monks, and allow monks to live and reside peacefully without slight of temperament. Scouts are empty-minded warriors of wind who quickly dispatch an enemy and meditate later about the battle. Scouts are of no emotion. The strongest race for scouts are elves. The most favored classes are Human, Half-elf, Halfling, Goblin, Quickling, Pixie, and Sprite.

Proficiencies#

NameDescription
greater dodginggives a dc18 chance to dodge the first attack each round
two handedallows usage of two-handed weapons
light armorallows efficient use of light armor as equipment
medium armorallows efficient use of medium armor as equipment
all polearmallows use of all polearm-based weapons in any category
commonlanguage proficiency

Abilities#

NameLevel Req.CostDescription
slashing strike010spslash types only, basic method, 2d8 damage+dex mod open wounds
hard edge010wptemporarily adds 10 to physical resistance
mastered slashing0passivetake lvl/10 less damage, deal lvl/10 more damage, and dc18-dex mod to dodge slashing weapons
khai stance0toggledincreases damroll by 5, basic methods only until combat expertise
sweeping gash220spslash types only, basic method, 2d4 damage+dex mod open wounds, dc16 chance to trip
cross swipe425spslash types only, basic method, reg attack+15 damage, open wounds
turning sweep650spslash types only, basic method, 1d6+8 and chance to trip
return slash830spslash types only, basic method, reg attack +20 damage, open wounds
piercing strike1015wppierce types only, dosai method, armor piercing, regular attack
han stance10toggledincreases all ac by 5, dosai methods only until combat expertise
stab1210sppierce types only, dosai method, reg attack+1d8 damage, open wounds
double stab1420sppierce types only, dosai method, reg attackx2 damage, open wounds
thrusting gouge1630sppierce types only, dosai method, 1d20+cha mod, open wounds crit=x5
wound1815sppierce types only, dosai method, 1d8+cha mod, open wounds crit=x3
hammer2035spbash types only, dosai method, 2d20+dex mod
iron grip2010spimmune to disarm
mastered piercing20passivetake lvl/10 less damage, deal lvl/10 more damage, and dc18-dex mod to dodge piercing weapons
nu stance20toggledimmune to disease and poison effect, medusai methods only until combat expertise
dashing pummel2240spbash types only, medusai method, 2d20+dex mod+cha mod
thunderclap2450spbash types only, medusai method, 1d20+dex mod to 3 nearby foes
double sweep2660spbash types only, medusai method, reg attack to 2 foes and trip
turning clock2880spbash types only, medusai method, reg attack to 4 nearby foes dc18 to knockdown each
punch302spunarmed only, mendusai method, 1d6+wis mod damage
cho stance30toggledeach round scout is healed for dexterity mod, mendusai methods only until combat expertise
kick322spunarmed only, mendusai method, 1d6+dex mod damage
elbow342spunarmed only, mendusai method, instant interrupt magic
knee362spunarmed only, mendusai method, instant interrupt skill, 1d4 damage, lose turn if miss
roundhouse385spunarmed only, mendusai method, 1d8+dex mod damage
tigerstrike4010spexotic types only, morusai method, 5d20+dex mod
whirlwind strike4030spattack 3 nearby enemies taking half of the damage of first attack, dealing regular attacks
mastered bashing40passivetake lvl/10 less damage, deal lvl/10 more damage, and dc18-dex mod to dodge bashing weapons
omn stance40toggledadds 5 to all resistances, morusai methods only until combat expertise
cobrastrike4210spexotic types only, morusai method, 2d20+dex mod+1d6 poison for 4 rounds
cranestrike4410spexotic types only, morusai method, 3d10+dex mod+1d10 air elemental damage for 4 rounds
monkeystrike4610spexotic types only, morusai method, 5d6+dex mod+1d10 earth elemental damage for 4 rounds
bearstrike4810spexotic types only, morusai method, 3d20+dex mod, cha mod+20 damage
combat expertise50passiveallows methods under any stance
natural haste50passive+10 to hit, +10 to dodge
rin stance50toggled+10 to hit
sprint60passiveno penalty for running
prism of death6050spstationary defensive strikes, +20 ac to all types, cant move while in prism
mastered unarmed60passivetake lvl/10 less damage, deal lvl/10 more damage, and dc18-dex mod to dodge unarmed attacks
double strike7020spx2 normal connected attack damage
triple strike8040spx3 normal connected attack damage
feathered strikes80passive+10 to hit when in a stance
mastered exotic80passivetake lvl/10 less damage, deal lvl/10 more damage, and dc18-dex mod to dodge exotic weapons
speed fighting expertise100passiveeach combo move adds 15 more damage
quadruple strike10060spx4 normal connected attack damage
complimentary strikes100passivecombos give 2 more damage per strike
expertise defense100passiveability to proficiently block, parry and counterattack mastered weapons

woodsman#

Description#

A Woodsman has little need for society and its petty quarrels and instead relies on his or her intuition and well-versed knowledge of nature to procure the needed inertia to change any outcome of a battle or encounter. Some woodsmen form basic communication skills depending on their background but lack the necessary skills to effectively gather anything more than basic information socially. They aren’t able to persuade or develop constructive insight on civilization-based problems. A Woodsman isn’t usually too prideful to take advice, but because of his or her generally high wisdom they have the tenacity to learn and expand from situations they aren’t too familiar with aside from society and communication skills.

Primary StatSecondary StatRanks
wisdomconstitutionwoodsman, tracker, ranger, druit, druid

Roleplay And Details#

The class starts with Woodsman then becomes a Tracker, Ranger, Druit, and eventually Druid. The Woodsman has little need for society and its petty quanderings, and instead relies on his intuition and well-versed knowledge of nature to procure the needed inertia to modulate any outcome of a battle or encounter. Some druids form basic communication skills depending on their background but lack the necessary skills to effectively gather sufficient information or persuade and develop constructive insight on civilization-based problems. Druids are almost always found in the wild and are reclusive, much like the Psions and hermits. The most favored races due to bonuses for Druids are Dwarf, Gnome, Half-elf, and Half-Orc; however, elves and humans currently consume the majority. Druids are more-or-less a neutral based class system and think little of laws and order as much as they follow their own moral constructs and abide by codes they make to survive in the wild, whether with a group of peers, family, or by themselves. Druids in their most basic forms are simply those who have melded with nature and understanding its magical quirks, and developed methods that were necessary to survive.

Proficiencies#

NameDescription
magical affinitygrants +10 to lore on magical concepts and mysterium
unarmedallows combat when unarmed
two-handallows combat with two-handed weapons
light armorallows use of light armor
medium armorallows use of medium armor
basic slashingallows use of level 0 required slashing weapons: shortsword, longsword, hatchet, axes and cleaver
basic bashingallows use of level 0 required bashing weapons: staff, mace, scepter and club
all rangedallows use of short and longbows, compose bows, shurikens, darts, tomahawks, kunai and javelin
commonlanguage proficiency

Abilities#

NameLevel Req.CostDescription
faerie fire075wplowers the effective armor class of enemies in a 5 yard radius
gouge020spcauses enemy to bleed, creating a wound dealing 1d4 damage per round until healed
basic hunting0passivedc18 to counter backstabs, dc15 to avoid backstabs, dc10 to force them to be regular attacks
regenerate025wpregenerates a targets broken limb and heals 2d20hp+wis mod
fire arrow510spstandard range+10 fire damage and dc10 to cause 1d4 burn for 3 rounds, +wis mod damage physical
tracking5toggleddc10+elvl-plvl allows uesr to track targets and the location they may have gone in the recent past
ice arrow1015spstandard range+5 water damage and dc10 to cause slow effect for 3 rounds +wismod damage physical
plague1030wpgives target a transmutable disease. disease rank = char lvl/20 (1-5 range)
dirt kick1015spcauses enemy to be blinded for 2 rounds
expert hunting10toggledability to purge shadows at command revealing its contents
rejuvenate1030wpflourishes targets body with magic, restoring fatigue 2d20sp+wis mod
rupture1025wpreg damagex2. targets vital organs of beast or humanoid, earth elemental damage
ensnare1010wpquickly drops a small dc10+plvl-elvl movement trap that lasts 5 rounds
earthen arrow1515spstandard range+8 earth damage and dc10 to cause knockdown, target loses 1 round, +wis mod physical damage
poison arrow2010spstandard range +1d6 damage per round until healed +wis mod damage physical
infect2025wpinfect wound to prevent healing. lasts 8 rounds.
protect2020spprotect target from its next incoming attack
reflex adaptation20passivegives an instant reflex save to all sprung snares or traps, ranged attacks and non-spirit elemental attacks. the difficulty of the spell is the casters level. in order to break that spell the druid rolls a d20 and adds their character level. note that reflex save is in most cases very difficult to succeed unless that druid is either much higher level, the spell is a small spell or the roll is a 20, which is not considered a full success or critical, but a natural roll added like all other die outcomes.
greater regenerate2050wpdc10 regenerates a targets broken limb and +1d10hp and +1d10sp regardless of success
fever strike2030wplowers targets resistances to spells by wis od lasts for 1 round
jolting arrow2515spstandard range + armor piercing + wis mod damage physical
contaminate3020wpcontaminates target food, water, potion or pill rendering it to give opposite effect
hide3050spability to hide oneself or an object
set disarming trap3015sp5 damage+disarm
set needler trap3020sp2d20 damage
basic trap proficiency30passiveallows usage and successful disarming of basic traps. refer to ensnare for breaking a trap. dc5 disarm.
resurrect3075wpresurrects target to 1hp
natures grasp3030wpprevents target from defending next attacks
paralysis4050spcauses target to enter paralysis for 3 rounds
forage4050spability to procure either food or drink in unlikely situations, 1d4 (1 drink, 2 food, 3&4 fail)
set shattering trap4040sp3d10 damage+1d4 (1 breaks arm, 2 breaks leg, 3&4 fail)
set explosive trap4040sp3d20 damage
complex trap proficiency40passiveallows usage and successful disarming of complex traps. refer to ensnare for breaking a trap. dc10 disarm
self-resurrection40100wpresurrects self to 1hp
ripple effect4050wpreg damage to target, 1d12 to 2nd target, 1d8 to 3rd, attacks 3 targets water damage
coil of air4045wpadds dc10 chance on each of the next 4 physical attacks to add knockdown
natures wrath50100wpelements of nature tortures target, 2d20 damage per 20 levels until released
harvest5010spability to harvest foraged food or drink, usually harvestable 3 times
set burrowing trap5050sp1d10 damage against target enemy for 5 rounds, inescapable
set distraction trap5040spconfuses enemies forcing all non-party to hold action for a round
magic trap proficiency50passiveallows usage and successful disarming of magic traps. refer to ensnare for breaking a trap. dc15 disarm.
regrowth5050wpflourishes parties bodies restoring 1d20 wp,hp and sp