Difference between revisions of "Classes"
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Characters obtain most of their important powers from classes. | Characters obtain most of their important powers from classes. | ||
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=== Special Classes === | === Special Classes === | ||
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{{:Arcane master}} | {{:Arcane master}} | ||
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Revision as of 01:16, 27 December 2012
Characters obtain most of their important powers from classes. SMW::off
Special Classes
Special classes, for whatever reason, don't belong to any particular tier.
Hero Special Tier Expertise
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Bonuses: | |
♦ If you have been eliminated from your original player's party for any reason, at least an hour has passed, and that player has enough unspent points to accomodate you, they may roll 1d10 to attempt to have you return somehow, alive and undominated, with success on a 7 or higher. Your return happens within one minute. If the roll fails, the player may not try again until progressively more time has passed: one day, one week, one month, and one year. | |
Special: Each player may have the Hero class on one of their characters for free. |
Unliving Special Tier Expertise
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Prerequisites Must have been brought back by Raise dead. | |
Bonuses: | |
♦ You now count as an [ Undead ] creature. | |
♦ You no longer need to breathe, and you survive on a soul diet instead of your normal kind. | |
♦ You cannot age. | |
♦ While exposed to bright light, you get a -1 penalty to Perception. | |
♦ You may ignore the first Wound that would be inflicted on you each round. | |
♦ You lose this class when you die. |
Skeleton Special Tier Expertise
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Prerequisites Must have been brought back by animate skeletons or a rot flower with Corpse Infestation. | |
Bonuses: | |
♦ You now count as an [ Undead ] creature, and are no longer [ Blooded ]. | |
♦ You no longer need to breathe, and you survive on a bone diet instead of your normal kind. | |
♦ You have only a vestigial mind, and lose your other class levels and skill points. You cannot speak or think much for yourself. | |
♦ While exposed to bright light, you get a -1 penalty to Perception. | |
♦ Your Fear Response changes to Frenzy. | |
♦ You lose this class when you die. |
Common Classes
Warrior Common Tier Expertise
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Bonuses: | |
♦ Choose another Fear Response: When you would suffer a fear response, you may pick either that one or your original one. | |
♦ You get +3 meters to your movement speeds. | |
♦ When you fling a creature, you may fling it 2 extra meters. | |
Special: This class may be taken multiple times. |
Defender Common Tier Expertise
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Bonuses: | |
♦ If your position would grant cover to someone or something, you may grant total cover instead. | |
♦ As a move action, you may Defend: One target within reach gets a +1 bonus to Toughness until your next turn or until it stops being adjacent, whichever comes first. While it gets that bonus to Toughness, any damage dealt to it is dealt to you as well. |
Elite Classes
Veteran Elite Tier Expertise
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Bonuses: | |
♦ You get +1 to Will when making later Will saves to recover from fear effects you are already suffering from. | |
♦ You ignore penalties to Perception given to you by status effects. | |
♦ If you and a conscious willing creature are on opposite sides of a target (the smallest angle between you from the target's perspective is 135 degrees or more), both of you get +1 to Accuracy against that target. If the willing creature also has Veteran, this bonus increases to +2. The bonus does not stack. |
Sniper Elite Tier Expertise
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Bonuses: | |
♦ All ranged attacks you make gain another range increment, twice as far as the current farthest one. | |
♦ As an immediate action, you may reroll an attack roll you just made, and get a +1 bonus to Accuracy with that attack. |
Assassin Elite Tier Expertise
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Bonuses: | |
♦ When you make a non-area attack, you may accept a penalty of up to 5 to your attack roll to get that as a bonus to your damage roll if you hit. The penalty must be the same for all rolls when making an attack that hits multiple targets. | |
♦ You get +1 to Agility. |
Rapid Shooter Elite Tier Expertise
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Bonuses: | |
♦ Your semiautomatic weapons become automatic, and your non-automatic weapons become semiautomatic. | |
♦ You get +5 meters to your movement speeds. | |
Special: This class may be taken up to two times. |
Berserker Elite Tier Expertise
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Prerequisites Frenzy fear response | |
Bonuses: | |
♦ While you suffer from the Frenzy fear response, you get +1 Muscle and you suffer no penalty for being injured. | |
♦ You get +6 meters to your movement speeds. | |
♦ When you inflict two or more wounds during a single turn, creatures other than yourself within 15 meters find you to be Frightening. You may designate any number of creatures you are aware of to get -3 to the DC. |
Spelunker Elite Tier Expertise
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Exploration of caves has helped you learn to hop from overhangs and survive cave-ins. | |
Bonuses: | |
♦ Your jump distance doubles. | |
♦ The DC for Grab Ledge decreases by 3. | |
♦ You can Duck and Cover: As an immediate action, you get a +1 bonus to your Toughness and AD until you next take an action. If you already had this ability, it does not improve. | |
Special: This class may be taken multiple times. |
Sadist Elite Tier Expertise
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Bonuses: | |
♦ As a standard action, you may kill an unconscious creature within reach. If you do, all other creatures within 20 meters who are aware of this find you Frightening X, where X is dependent on the victim's tier (Common: 3, Elite: 5, Paragon: 6, Legend: 8). You may designate any number of creatures you are aware of to get -3 to the DC. If you already had this ability, the distance at which creatures are affected increases by 30 meters. | |
♦ Other creatures within reach get a -1 penalty to Will saves. This penalty does not stack with other instances of Sadist on this character or any other. | |
♦ You can make a Cut Out attempt as an Attack Option, at an additional -2 penalty to accuracy. If you already had this ability, the penalty decreases by 1. | |
Special: This class may be taken multiple times. |
Adept Elite Tier Expertise
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Bonuses: | |
♦ You learn a single Elite spell. | |
♦ You gain one Elite charge. Note that you can't cast a spell unless you have the appropriate Gem(s). | |
♦ You can attune an Elite spell you know to a non-implanted gem you are holding that has one of its color(s), replacing whatever spell was attuned to that gem before. This takes a move action. | |
♦ You can handle implanting one additional gem without problems. | |
Special: This class may be taken multiple times. |
Warlock Elite Tier Expertise
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Prerequisites Adept | |
Bonuses: | |
♦ You learn two Boosts, such that for each Boost, applying it and no other makes the spell you learned it for Elite tier. | |
♦ You gain one Elite charge. | |
♦ Recharging your Elite spells takes half as long, to a minimum of 1 round of concentration. | |
Special: This class may be taken multiple times. |
Paragon Classes
Brute Paragon Tier Expertise
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Bonuses: | |
♦ The first attack you make each round may be a heavy attack, even if the action you are using specifically disallows heavy attacks. | |
♦ Whenever you inflict any wounds, you may fling that target 2 meters per wound inflicted in the direction of your choice. If you already had this ability, the distance increases by 2 meters. | |
♦ You can move through non-creature obstacles that have less Toughness than you, destroying them in the process. This costs you 2 meters of movement per point of HP the obstacle had. If you already had this ability, treat obstacles as having 1 less Toughness. | |
♦ You get +4 meters to movement speeds. | |
Special: This class may be taken multiple times. |
Stunt Shooter Paragon Tier Expertise
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Bonuses: | |
♦ You get +1 to Agility. | |
♦ When you would inflict wounds, you may trade wounds inflicted for causing one of the following on a one-for-one basis: prone, drop a held item or have an attached non-armor item fall off, on fire, lose a sense of your choice for 1 round, disoriented for 4 rounds, flung 4 meters directly away from you or 1 meter in the direction of your choice. If you already had this ability, you can inflict one of those things without trading a wound. | |
Special: This class may be taken multiple times. |
Opportunist Paragon Tier Expertise
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Bonuses: | |
♦ You may make a non-Heavy attack as an immediate action. | |
♦ You get +1 to Damage against the creature(s) whose turn it is. | |
♦ You get +1 to Agility. |
Interrupter Paragon Tier Expertise
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Bonuses: | |
♦ When you successfully wound someone, one action of your choice that they are currently taking is canceled. | |
♦ You can Ready as a Standard action. |
Quickfoot Paragon Tier Expertise
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Bonuses: | |
♦ You get +8 meters to your movement speeds. | |
♦ You can move half of one of your movement speeds as an Immediate action. If you interrupted an action that targeted you, the acting creature may change its target. Taken a second time, you can move ¾ of one of your movement speeds with the immediate action. Taken a third time, you can move at full speed. | |
♦ You get +1 to Agility. | |
Special: This class may be taken up to three times. |
Doctor Paragon Tier Expertise
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Bonuses: | |
♦ You can Resuscitate: You attempt to resuscitate an unconscious target within reach as a Standard action. Roll 1d6 against a DC of 2 minus two times the target's current HP. If you succeed, they stop being unconscious. If you already had this ability, resuscitate affects an additional unconscious target within reach when used. | |
♦ You can Revive: You attempt to revive a dead target within reach as a Standard action. Roll 1d6 against a DC of 4 + half the number of rounds ago the target died: they are restored to life at a number of negative hit points that's 1 point away from death. If you already had this ability, you get +1 to the roll. | |
Special: This class may be taken multiple times. |
Warlord Paragon Tier Expertise
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Bonuses: | |
♦ Whenever someone finds you Frightening, they find you 1 more Frightening. | |
♦ You can make people "snap out of it". As a standard action, you may roll a Will Save. For every effect on a creature within reach that originally offered a Will Save to resist, if your roll is equal to or higher than that DC, the creature is cured of that effect. [ Linked ] effects can only be cured with this if all targets of the effect are in the area. | |
♦ As a standard action, you can survey the battlefield, for a +2 bonus to Perception until your next turn. |
Mage Paragon Tier Expertise
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Prerequisites Adept | |
Bonuses: | |
♦ You learn a single Paragon spell. | |
♦ You gain one Paragon charge. Note that you can't cast a spell unless you have the appropriate Gem(s). | |
♦ You can attune a Paragon spell you know to a non-implanted gem you are holding that has one of its color(s), replacing whatever spell was attuned to that gem before. This takes a move action. | |
♦ You can handle implanting one additional gem without problems. | |
Special: This class may be taken multiple times. |
Sorcerer Paragon Tier Expertise
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Prerequisites Adept | |
Bonuses: | |
♦ You learn two Boosts, such that for each Boost, applying it and no other makes the spell you learned it for Paragon tier. | |
♦ You gain one Paragon charge. | |
♦ Recharging your Paragon spells takes half as long, to a minimum of 1 round of concentration. | |
Special: This class may be taken multiple times. |
Legend Classes
Evader Legend Tier Expertise
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Prerequisites Quickfoot | |
Bonuses: | |
♦ As an immediate action you may automatically avoid one attack or succeed on one save, before the attack or save is rolled. If the attacker or source of the save is a lower tier than you, you get +2 to AD, GD, and Will Saves against the attacker or source until the start of your next turn. | |
♦ You get +8 meters to your movement speeds. | |
♦ You get +1 to Agility. |
Ultimate Charger Legend Tier Expertise
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Prerequisites Brute | |
Bonuses: | |
♦ When you Rush, you may make a non-Heavy melee attack against any creature that passes within your reach. This triggers only the first time you pass by any given creature. | |
♦ When you move through non-creature obstacles using the Brute bonus, ignore 2 points of obstacle HP per round. | |
♦ When you fling a creature, you may fling it 5 extra meters. | |
♦ You get +4 meters to your movement speeds. | |
Special: This class may be taken multiple times. |
Archmage Legend Tier Expertise
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Prerequisites Mage | |
Bonuses: | |
♦ You learn a single Legend spell. | |
♦ You gain one Legend charge. Note that you can't cast a spell unless you have the appropriate Gem(s). | |
♦ You can attune a Legend spell you know to a non-implanted gem you are holding that has one of its color(s), replacing whatever spell was attuned to that gem before. This takes a move action. | |
♦ You can handle implanting one additional gem without problems. | |
Special: This class may be taken multiple times. |
Arcane Master Legend Tier Expertise
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Prerequisites Adept | |
Bonuses: | |
♦ You learn two Boosts, such that for each Boost, applying it and no other makes the spell you learned it for Legend tier. | |
♦ You gain one Legend charge. | |
♦ Recharging your Legend spells takes half as long, to a minimum of 1 round of concentration. | |
Special: This class may be taken multiple times. |