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Post by FalloutChic on Jan 26, 2018 23:15:17 GMT -5
Class: Description: Skills Notes:
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Post by maindelune on Jan 30, 2018 12:54:53 GMT -5
Class: Taroteer Description: Using a deck of limited cards yields unlimited, but random, results for this capricious class. All rolled actions acquire a bonus random effect as per the Major Arcana List. Skills
1. The Magus: ALL Allies and Opponents gain stun effect for 1 round 2. High Priestess: a blast of dusty wind accompanies the attack, limiting visibility 3. The Empress: a torrent of chill water accompanies the attack, all fires doused, and ground becomes slippery for 1 round 4. The Emperor: a wall of fire erupts from the ground, 1d6 damage if crossed, (no damage unless crossed) 5. The Hieroplant: the earth shakes, and gives high ground advantage to allies 6. The Lovers: ALL Allies and Opponents heal hp for number of diced used 7. The Chariot: ALL Allies gain 1 free nat6 shield dice, to block a dice of damage. Can not be used to cause damage, expires at end of battle. 8. Fortitude: Explosive Elemental Effect added to all attacks for the rest of the battle, 6s rolled get a second roll which applies direct damage 9. The Hermit: Taroteer can move out of range of any other characters without penalty 10. Wheel of Fortune: All Allies and Opponents reroll dice. 11. All Allies and Opponents gain a 1 time use extra die of combat and an extra nat6 shield die (that cannot be used for damage) until end of battle. 12. The Hanged Man: Sacrifice any number of dice, all allies except taroteer gain extra dice equal to the number sacrificed. 13. Death: Battle considered ended, all until end of battle effects end. 14. Temperance: Target enemy rooted for 1 round 15. The Devil: target ally chooses, can get a nat6 die to next round, but must take 1d6 damage. 16. The Tower: A quick flight attack, sends taroteer and targeted enemy (singular) rocketing upwards. Fall Damage not negated 17. The Star: Acquire starlight glow (5ft radius). Effects as per normal starlight. Lasts until end of battle. 18. The Moon: Acquire moonlight glow (10ft radius) until end of battle. Effects as per normal moonlight. Lasts until end of battle. 19. The Sun: Acquire sunlight glow (15ft radius) until end of battle. Effects as per normal sunlight. Lasts until end of battle. 20. Judgement: Effects Allies and Opponents, character at highest health gains an extra die of attack for 1 round. Character at lowest health gains impenetrable shield for 1 round. In case of ties, all tied get effect. 21. The World: Incapacitate all enemies and self. 0. The Fool: At anytime the taroteer can sacrifice all dice and use this ability. No other actions can be taken, not even movement. Regain health equal to total number ON the dice rolled. No incoming damage taken.
Level 1 Gain Access to The Major Arcana List 1-9 (Bad Add when more than 1 dice, example 9+9+2=20, 2+0 =2)
Level 6 Gain Access to the Major Arcana List 1-20
Level 12 Gains last two Major Arcana, and ability to BUST doubles at will (can choose to break a double digit down to its single digit)
Notes: Allies includes the taroteer unless otherwise stated. Shield dice MUST be declared BEFORE damage is determined.
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Post by maindelune on Jan 30, 2018 13:15:19 GMT -5
Class: Elemental Brawler A melee fighter with gauntlets of elemental power. The elemental brawler chooses a more elemental path. Their path is lonelier, considering other magic-users consider them rough and brutish, and other fighters consider them cheaters.
Every six levels, they get a new ability and an extra die every three levels.
1st level Elements Earth: boulder-like fists and stony flesh, 1 extra point damage, and 1 extra point to use against taking damage per round Fire: fire bursts on attacks, causing persistent 1 point burn damage for number-of-dice rounds Water: water splashes on attacks, causing a 5ft radius of slippery floor for opponents, pass/fail or slip and fall Air: dusty wind swirls around the elemental brawler, making opponents accuracy drop on attacks against them
6th level Higher Elements Shock: target enemy is stunned by lightning for number of pass dice (rolled above 3), chains effect to any opponents within 20ft Ice: Root the targeted enemy for number of pass dice (rolled above 3) turns
12th level Persistent Element When initiated Persistent Element sustains the current elemental bonus even past gauntlet changes, can only be used once per battle.
Notes: To change gauntlets requires 1 round, can not attack during gauntlet switch
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Post by maindelune on Jan 30, 2018 13:29:31 GMT -5
Class: Dualist Description: A fighter who chooses two one-handed weapons for more attack at the cost of defense. Every six levels, they get a new ability and an extra die every three levels. Skills
Level 1 Flurry of Blows Can split all even die rolls into two separate attacks (1 die rolled as 4 can be 2 attacks of 2)
Level 6 Mirrored Butterfly Stroke Split even die rolls twin score instead of divide. (1 die roll of 4 is two attacks of 4, cannot twin 6s)
Level 12 Whistling Blades A dualist can "save" any split or twin dice, instead of using them immediately, and then use all saved dice in one turn once per battle.
Notes:
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Post by maindelune on Jan 30, 2018 13:50:29 GMT -5
Class: Chakram Guard Description: Many multiple chakram shields are this tank's bread and butter. Why not defend and attack with the same thing? Skills
Level 1 Thrown Shield Sacrifice an attack die to block an opponent's die at an ally, or attack at a different target at range with each attack die.
Level 6 Ricochet Any 6s rolled can do double duty, as an attack at a ranged target and as a block for a die against an ally.
Level 12 Illusion Cover Shield For the rest of the battle, a constant blur of thrown chakram shields causes all opponents accuracy to drop, each dice roll that would cause damage to an ally decreases by 1.
Notes: Ally includes self
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