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Sephiroth
Heartless Angel
Heartless Angel
Sephiroth


Posts : 202
Join date : 2013-06-09

Classes Empty
PostSubject: Classes   Classes Icon_minitimeTue Apr 07, 2015 1:29 am

Cleric - Sun Arcana
Weapon: Staff, Wand
Armor: Cloth
Begin with six Health and gain one additional Health per level.
Begin with twelve Arcana and gain five additional Arcana per level.
Begin with two Action Points and gain one additional Action Point every ten levels.
Base Damage: 1d4

Abilities
Level: 1 - Invocation (Heal the entire party for 75% of their maximum Health and cure all status ailments. This ability can be used once per battle or once per session, whichever is longer.)

Virtues
Level: 10 - Arcana Defense (Reduce damage taken from Arcana by ten percent)

Arcana
Level: 1 - Isilé (Heal a non-undead Target or deal damage to anu ndead Target equal to ten Health per Caster Level at a cost of two Arcana per Caster Level)
Level: 3 - Koré (Prevent one Target from taking an action at a cost of three Arcana per Target Level minus one Arcana per Caster Level; minimum three Arcana cost)
Level: 5 - Bomekri (Daeg Damage; Power Level: 5; 2 Arcana Cost per Caster Level)
Level: 5 - Borksuma (Reduce damage from Ogisu-type attacks by 30% for five rounds at a cost of twelve Arcana)
Level: 6 - Vuezumo (Heal a Target from Poison at a cost of four Arcana)
Level: 7 - Borkiekem (Prevent one non-undead Target from being put to Sleep for one round at a cost of seven Arcana)
Level: 7 - Virusaki (Reduce the amount of physical damage taken by a single Target by 50% for one round at a cost of eight Arcana or by multiple Targets at a cost of ten Arcana per Target)
Level: 9 - Bovuso (Reduce damage taken from Meli-type attacks by 30% for five rounds at a cost of twelve Arcana)
Level: 10 - Borvuek (Reduce the amount of damage taken from Poison by 50% at a cost of eight Arcana)

Priest - Moon Arcana
Weapon: Staff, Wand
Armor: Cloth
Begin with four Health and gain one additional Health per level.
Begin with fourteen Arcana and gain six additional Arcana per level.
Begin with two Action Points and gain one additional Action Point every ten levels.
Base Damage: 1d4

Abilities
Level: 1 - Arcana Genesis (Reduce the Arcana cost of all Arcana to zero for five turns.  This ability can be used once per battle or once per session, whichever is longer.)

Virtue
Level: 10 - Arcana Attack (Increase damage dealt by Arcana by ten percent)

Arcana
Level: 1 - Kisum (Raeli Damage; Power Level: 5; 2 Arcana cost per Caster Level)
Level: 3 - Vuek (Inflict the Poison status upon a non-undead Target at a cost of three Arcana; if 1d10 > TargetPoisonResistance; success)
Level: 4 - Biroem (Inflict the Blind status upon a corporeal Target at a cost of three Arcana; if 1d10 > TargetBlindResistance; success)
Level: 5 - Vuso (Meli Damage; Power Level: 7; 3 Arcana cost per Caster Level)
Level: 7 - Beomdu (Prevent one Target from changing position at a cost of three Arcana per Target Level minus one Arcana per Caster Level; minimum five Arcana cost)
Level: 9 - Aoru (Eos Damage; Power Level: 7; 5 Arcana cost per Caster Level)
Level: 10 - Biraezi (Ogisu Damage on Contact; Power Level: 11; 7 Arcana cost per Caster Level; 3 Arcana cost per Caster Level Upkeep)

Chevalier - Armament
Weapon: Sword, Mace
Armor: Heavy, Shield
Begin with seventeen Health and gain six additional Health per level.
Begin with zero Arcana and gain zero additional Arcana per level.
Begin with three Action Points and gain one additional Action Point every ten levels.
Base Damage: 3d10

Abilities
Level: 1 - Crucial Strike (All melee attacks become Critical Hits for the next five turns. This ability can be used once per location per visit or once per session, whichever is longer)
Level: 5 - Incite (Force one enemy to ignore all other party members)

Virtue
Level: 10 - Physical Defense (Reduce the amount of damage taken from physical attacks by ten percent)

Temja - Dominion
Weapon: Whip, Dagger
Armor: Light
Begin with fifteen Health and gain five additional Health per level.
Begin with four Arcana and gain one additional Arcana per level.
Begin with one Action Points and gain one additional Action Point every ten levels.
Base Damage: 1d10

Ability
Level: 1 - Dominate (Force one enemy creature to become an ally; if (1d10 + CharacterLevel) / (1d10 + TargetLevel) > 1; success)
Level: 5 - Arbiter (Force one enemy non-undead to become an ally; if (1d10 + CharacterLevel) / (1d10 + TargetLevel) > 1; success)

Virtue
Level: 10 - Beast Master (Increase the amount of damage dealt by Beast-type familiars by ten percent)

Sagire - Hunting
Weapon: Any
Armor: Any
Begin with sixteen Health and gain five additional Health per level.
Begin with two Arcana and gain one additional Arcana per level.
Begin with two Action Points and gain one additional Action Point every ten levels.
Base Damage: 2d10

Abilities
Level: 1 - Spate (Absorb Health equal to 25% of the damage dealt to the enemy. This ability can be used once per battle.)
Level: 5 - Arcane Lust (Transfer all Arcana damage dealt to an ally to the user. This ability can be used once per round.)

Virtue
Level: 10 - Physical Attack (Increase the damage dealt by physical attacks by ten percent)

Ranger - Marksmanship
Weapon: Bow, Crossbow
Armor: Light
Begin with eleven Health and gain three additional Health per level.
Begin with six Arcana and gain two additional Arcana per level.
Begin with three Action Points and gain two Action Points every ten levels.
Base Damage: 2d10

Abilities
Level: 1 - Focus (Attacks cannot miss for the remainder of the battle.  This ability can be used once per location per visit or once per session, whichever is longer)
Level: 5 - Inquest (Search the current room for hidden items; 1d10, 5 difficulty + 1 per Rarity Level. This ability can be used once per turn)

Virtue
Level: 1 - Detection (Identify creatures in a room upon entering)
Level: 5 - Vigilance (The first time an attack by the user strikes an enemy in a battle is always a Critical Hit)

Necromancer - Necromancy
Weapon: Wand
Armor: Cloth
Begin with two Health and gain two additional Health per level.
Begin with sixteen Arcana and gain four additional Arcana per level.
Begin with two Action Points and gain one additional Action Point every ten levels.
Base Damage: 1d4

Abilities
Level: 1 - Thrall (Prevents an undead familiar from being automatically dismissed at the end of a battle)

Virtues
Level: 1 - Blood Harvest (Sacrifice a minion to regain Health equal to ten percent of the minion's maximum Health)

Sentinel - Ordnance
Weapon: Shield
Armor: Heavy
Begin with eighteen Health and gain six additional Health per level.
Begin with zero Arcana and gain one additional Arcana per level.
Begin with two Action Points and gain one additional Action Point every ten levels.
Base Damage: --

Abilities
Level: 1 - Tranquility (Reduce all damage taken to zero. This ability can be used once per location per visit or once per session, whichever lasts longer)
Level: 5 - Loyalty (Transfer all physical damage dealt to an ally to the user. This ability can be used once per roun.)

Virtues
Level: 1 - Steadfast (Attacks dealt against the user cannot deal critical damage)

Rogue - Rogue
Weapon: Bow, Dagger
Armor: Cloth, Leather
Begin with eight Health and gain three additional Health per level.
Begin with eight Arcana and gain two additional Arcana per level.
Begin with four Action Points and gain two additional Action Points every ten levels.
Base Damage: 1d6

Abilities
Level: 1 - Dodge (All melee attacks are guaranteed to miss. This ability can be used once per location or once per session, whichever lasts longer)
Level: 5 - Steal (Steal an item from an enemy; 1d10, difficulty 5 + 1 per Rarity Level. This ability can be used once per turn)

Virtues
Level: 5 - Avarice (Increase the amount of silver dropped by enemies by ten percent)
Level: 10 - Wind Walker (The user has a 1d10; difficulty 10 chance to avoid all damage from an attack)

Echo - Simulacra
Weapon: Artifact
Armor: Light
Begin with six Health and gain two additional Health per level.
Begin with twelve Arcana and gain three additional Arcana per level.
Begin with two Action Points and gain two additional Action Points every ten levels.
Base Damage: --

Abilities
Level: 1 - Reflection (Whenever the user takes damage, deal damage to the enemy equal to the amount of damage the user was dealt. This ability can be used once per battle)

Virtues
Level: 10 - Thick Skin (The user has a 1d10; difficulty 10 chance to avoid being affected with a status)

Summoner - Summoning
Weapon: Staff
Armor: Cloth
Begin with five Health and gain two additional Health per level.
Begin with thirteen Arcana and gain four additional Arcana per level.
Begin with two Action Points and gain one additional Action Point every ten levels.
Base Damage: 1d4

Abilities
Level: 1 - Substance (Prevents a summoned familiar from being automatically dismissed at the end of a battle)

Virtues
Level: 1 - Soul Harvest (Sacrifice a minion to regain Health equal to ten percent of the minion's maximum Health)
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