Welcome Guest [Log In] [Register]
Welcome to The Realms Of Talithia. We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.


Join our community!


If you're already a member please log in to your account to access all of our features:

Username:   Password:
Add Reply
Custom Classes
Topic Started: Feb 24 2009, 03:46 PM (64 Views)
Someone_haha
Administrator
[ *  *  *  *  *  *  *  *  *  *  *  * ]
This Thread has a list of custom classes for the setting. (( more to come ))




The Kensai


Type: Warrior
Hp:d10
Hp Progression: Same as normal warriors
Tohit0 Progression: Same as warriors (95%)
Saves: As warrior
Prof combat: warrior/general
Prof non combat: warrior/general
Xp table: As ranger or paladin

Req: 9 str, 11 dex, 11 con, 13 wis
Kensais Favor dex/con/wis which represents Agility, Endurance, Disipline and spirit.
A kensai is a Disiplined warrior but therfor does not need to be nesslary lawful but, a Kensai has a sense of honor and disipline so it is needed you make a personal code for such. Kensais are generally lawful.

Kensais can use almost every weapon

Kensais Cannot use armor like a monk they lose there ability to be one with there weapon by doing so. The only armor that by passes this rule is Sheilds/Padded silk/cloths. Fail do so kensais lose there abilitys with there weapons.

Kensais do not gain bonus to hit or bonus damage from there streagth. The kensai draws there real streagth and power from control and will.


At 1st level a kensai gains +1 ab with all Profient weapons. This increases every 4 levels.
(1,4,8,12,16,20)

At 3rd level a kensai gains +1 damage with all Profient weapons. This increases every 4 levels.
(3,7,11,15,19)

At 4th level a kensai gains +1 ac this increases with every 4 levels While weilding a profient weapon.
(4,8,12,16,20)

At 5th level a kensai can Deflect missle attacks with a rod/staff/wand save. Once a round.

Exellent Parry is gained at level 8. It acts as a free parry action that day without lossing an attack action to parry. This gains a other use pure day every 5 levels.
(8,13,18)

A kensais speed of thought and mind connects with his/her actions with there profient weapon. At level 10 they 0.5 extra attacks with a profient weapon. this increases every 6 levels after.
(10,16)

A Kensai is a master of combat and thus at level 15 they gain a automatic once a day skill that allows them to parry any single form of attack. This can even include magical attacks as such as fireball.




The Berzerker


type: Warrior
Hp:1d12
Hp Progression: Roll till level 8 then +4 hp each level after
Tohit0 Progession: As warrior (95%)
Saves: As warrior
Prof Combat: warrior/general
Prof None Combat: warrior/general
Xp table: As ranger/paladin

Req: Str: 13, dex: 9, Con: 13, wis 11
Berzerkers requires intense training in ones Physical capabiltiys for the art pushes the body to its very limits. As well one would need self control to contain there own demons.

Berzerkers Come in a vairety of types. Since there is a few academy buildings to teach the way of this kind of warrior to serve as the emporer's shock troopers. And thus these warriors have more disipline then there more ancestoral cousins.

Berzerkers can use light and med armors. And would need to spend 2 prof slots to learn heavy armors. And all sorts of weapons. Berzerkers may weapon Specilization.

Berzkers can use all weapons.

Berzerker rage comes in 5 forms. Rated in catagorys that the empire also keeps in documents for needs of war. A player must choose there rage type at 1st level and this type cannot be changed for it is trully Psychological with deep inner mentle programing.

Type A: This rage is a rage that can be activated at will for a short period of time based on the users berzerker level rounded down by half + con mod is how long the rage lasts. It is useable only 3 times a day + half the berzerker level.

This is a rage that usually activates upon the weilders control as discriped before usually seen as a foaming rage activated from a psychological source. This rage is most favored by the empire as the weilder in this rage is easy to control and the weilder in this rage has good self control in this rage reguardless of it being a rage.

The raged character gains +2 str and +10 hp +1 hp pure berzking level. as well +1 save vs enchantments. The str and save improves every 8 levels. Thus in the long run at lvl 20 being +4 str +30 hp +3 saves vs enchantments
(1,8,16)

Type B: This rage is more of a rage that does not activate until the berzerker is phsyically damaged towards a 50% of there hp. Causing them to go nuts in battle agasint what is deemed as foes. However this type of warrior can prove less useful then an Type A in most situations this berzerker is still valued in tactical warfare.

The Berzerker gains +2 str and 2 dr the berzerker also gains +4 saves vs enchantment spells. it lasts until everything deemed as a foe is defeated then the rage cannot activate again inless the berzerker gets a intense trigger. the str and dr increases every 8 levels. thus in the long run +4 str and 4 dr and +4 saves vs enchantment. This dr does stack with berzerker default dr.
(1,8,16)

Type C: This rage is similier to a shell shocked soldier. They go num and feel little for there foes they turn into a cold blooded killer and sometimes have a harder time telling between friend and foe which can make them dangerous towards there allys. Luckly this rage is usually activated by a evant or clicking or somthing that activates there rage until everything is silent again. Unlike other rages this one wont make Stupid angry decisions it actually thinks which prooves its uses.

This rage grants +1 str and dex and +1 saves vs enchantments. These increase at level 8 and 16 thus making a totel of +3 in each long run. This rage is very reliable for the gm/dm to make the decision when this rage happens and why.
(1,8,16)

Type D: This rage very similier to Rage Type A activates in a similier way instead of providing a large boost into streagth it provides Agility.

The raged character gains +2 Dex and +10 hp +1 hp pure berzking level. as well +1 save vs enchantments. The str and save improves every 8 levels. Thus in the long run at lvl 20 being +4 str +30 hp +3 saves vs enchantments
(1,8,16)

Type E: These berzerkers are lost causes as they are allways in rage and have no control. What ever made them this way is unknown how ever they are forever stuck in rage and are usually refered to as the rabid dogs in the Academy. These berzerkers once fall under the four catagorys above.

Such a rage type should be treated as a npc. Inless the gm thinks otherwise.

All berzerkers gain a few handy tricks at lvl 4 and 12 and 18 they gain a +1 bonus to Iniative. At level 12,16,20 they gain 1 dr/-




Crav Rizz Assassin

Type: Rogue
Hp:d8
Hp Progression: Same as Clerics
Tohit0 Progression: Custom (75%)
Saves: As Rogue
Prof combat: warrior/general/Rogue *as rogue*
Prof non combat: warrior/general/Rogue *as rogue*
Xp table: As ranger or paladin

Req: Must be Drow or half drow. Str: 9, Dex: 13, Int: 13, Cha: 11
Crav Rizz are a elite group of assassins that come from the drow culture before the drow were conqured by the empire. Thus this assassins guild has become cultish in nature and is often considered a high class assassins guild in the black market. The one that are accepted into the guild are Fit and well perpaired for most encounters. One also must put there feelings for moral judgement away to be A Crav Rizz assassin and thus no good alignment is allowed.


The Crave Rizz assassin Gains Backstab as the thief and gain abilitys as acordingly. They also gain the thief skill table but only 60 skill points to spend on skills and only gain 20 skill points a level to spend accordingly. They May Weapon Specilize.

The Crave rizz Gain spells at lvl 10 that are arkane in nature. They fallow the schools of Shadow/Dimension/Illusion/Enchantment only however.

Spell Progression:
10: 1/0/0/0
11: 2/0/0/0
12: 2/1/0/0
13: 3/1/0/0
14: 3/2/0/0
15: 3/2/1/0
16: 4/3/1/0
17: 4/3/2/0
18: 5/3/2/1
19: 5/4/3/1
20: 5/4/3/2

At level 15 they gain the ability to hide in plain site once a day this increases to twice a day at level 20

At level 17 at they gain the ability to shadow jump 20 ft.



(( more classes to come trust me ))
Offline Profile Quote Post Goto Top
 
Xom
Newbie
[ * ]
Dragoons?
Offline Profile Quote Post Goto Top
 
Someone_haha
Administrator
[ *  *  *  *  *  *  *  *  *  *  *  * ]
Yeah I gotta add em as well give me time bro,
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · The Legend of Zelda Chronical's of Age's · Next Topic »
Add Reply