Welcome, welcome creatures of the world... welcome to the world of Tervary. In this world, many different beings live, creatures big and small. Goblins, fish people, orcs. Those are only examples of creatures from this world. The world itself is filled with lush forests and lands. Lakes, rivers and mountains as far as the eyes can see... And here and there multiples villages of creautures and humans... though theres is a problem.
Humans... for centuries, they've destroyed innocent villages, killing the women and children without even so much as thinking about anything other than 'EXP', and the monsters have tried to fight back, however, their strange, arbitrary rules (such as never taking on a class, and never taking weapons from their own chests) have been keeping them from being anything more than fodder to the humans. Now, it's time to fight back, it's time to break those traditions, and finally do something about the humans, though, there might be something bigger going on.
Classes:
and the playable races...
Levels: Each level would take 100 exp to get to from the previous level, and enemies will give less exp depending on your level, as well. Your stat gains per level up are d3 + half of your class bonus… results less than zero would equal zero.
Stats:
Strength - determines attack at a 1 to 2 ratio, and, in turn, modifies the damage dealt by most weapons.
Endurance - determines max HP, with HP starting at 5, and gets an additional 1 for every 1 endurance.
Stamina - determines defense at a 1 to 2 ratio, and, in turn, modifies, for the most part, how much damage you resist from most weapons.
Agility - determines how easily you can hit someone at a ratio of 1 for every 2 agility, also determines how far you can move in one post. (at 10 extra feet per 5 agility... you'd be able to move 10 feet per turn if your AGI is 4 or lower.)
Dexterity - determines the damage of some weapons (at a 1 to 2 ratio), as well as the ease of success in some random, non-battle rolls (at a one to two ratio) (IE: wall-climbing).
Magic - determines max MP, which starts at 3, and gets an additional 1 for every 2 magic.
Wisdom - determines how much damage you resist from all spells at a 1 to 2 ratio... that is, before actual resistances are factored in.
Spirit - determines how effective your healing magic is, at a 1 SPI to 1 healing point ratio.
Intelligence - determines how effective your destructive spells are at a 1 INT to 1 extra damage ratio
Luck - determines how easily you can evade attacks at a 1 to 2 ratio, and how easily you crit with a reduced threshold for every 8 luck.
Humans... for centuries, they've destroyed innocent villages, killing the women and children without even so much as thinking about anything other than 'EXP', and the monsters have tried to fight back, however, their strange, arbitrary rules (such as never taking on a class, and never taking weapons from their own chests) have been keeping them from being anything more than fodder to the humans. Now, it's time to fight back, it's time to break those traditions, and finally do something about the humans, though, there might be something bigger going on.
Classes:
Warrior capable of wielding heavy weaponry and heavy armors. His Strength, Stamina, Wisdom and Endurance are great in the beginning. However he suffers from lowered Dexterity, Agility, Magic, Spirit and Intelligence.
Skill : Two Handed - Can Wield Swords/Axes/Hammers with two hands, effectively doubling the damage output.
Ability 1 : Advance - Attacks with greater power, sacrifices defense. Lasts for one turn.
Ability 2 : Basic Sword Arts - Perform low level sword arts.
Wields : Swords, Axes, Hammers, Maces, Polearms.
Strength - +3 [+2]
Endurance - +3 [+2]
Stamina - +3 [+2]
Agility - 0 [±0]
Dexterity - -1 [±0]
Magic - -1 [±0]
Wisdom - +3 [+2]
Spirit - -1 [±0]
Intelligence - 0 [±0]
Luck - +1 [+1]
Knight:
Defensive specialists capable of wielding a wide variety of weapons and heavy armor. Can also cast low-to-mid level healing magic on allies, and cover them when they are severely damaged.
Skill : Cover - Covers critically wounded allies that are up to 30 feet away.
Ability 1 : Sword Arts : Perform special sword arts. Limited ability to do so. Also included are some low-to-mid level healing spells.
Ability 2 : Perfect Guard - Physical damage taken is reduced to 1 point. Instakilling attacks don't work. Works as Defend, Synergy with Cover.
Hidden Skill 1 : Knightly Might - Attacks may stun/paralyze enemies.
Hidden Skill 2 : Shield Wall - Protects the entire party from physical attacks, has a 10% chance to fail. Acts as 'Defend' if it fails.
Wields : Swords, Hammers, Polearms.
Strength - +4 [+2]
Endurance - +6 [+3]
Stamina - +5 [+3]
Agility - 0 [±0]
Dexterity - -1 [±0]
Magic - 0 [±0]
Wisdom - +3 [+2]
Spirit - +2 [+1]
Intelligence - 0 [±0]
Luck - +1 [+1]
Dragoon
Offensive specialists who have an odd ability to jump high into the air and drop down on their opponent, letting gravity do most of the work of their attacks. This skill seems to work better against dragons than it does human, unfortunately... though, perhaps those half-dragon creatures, the draconians might also be effected.
Skill : Dragon's Bane - Deals more damage to dragons (as well as draconians and lizardmen). Effect tripled when using Spear. Doubles the previous bonus if Dual Wields Spears.
Ability 1 : Jump - Leaps into the air for one turn. Next turn descends on foe, dealing big damage. Damage doubled when using spears. Has chance of injuring Dragons (as well as draconians and lizardmen).
Ability 2 : Lancet - Requires one spear. Stabs enemy, draining HP and MP. Health drained cannot exceed Max Damage, Mana drained cannot exceed 10% of health drained value.
Hidden Skill 1: Vital Strikes - Increased Critical Strike rate.
Hidden Skill 2: Spear Mastery - Increases damage done by spears to 150%, has an extra +50% to hit with a spear equipped.
Wields : Swords, Polearms.
Strength - +6 [+3]
Endurance - +3 [+2]
Stamina - +3 [+2]
Agility - +2 [+1]
Dexterity - +2 [+1]
Magic - 0 [±0]
Wisdom - +3 [+1]
Spirit - 0 [±0]
Intelligence - 0 [±0]
Luck - +1 [+1]
Skill : Two Handed - Can Wield Swords/Axes/Hammers with two hands, effectively doubling the damage output.
Ability 1 : Advance - Attacks with greater power, sacrifices defense. Lasts for one turn.
Ability 2 : Basic Sword Arts - Perform low level sword arts.
Wields : Swords, Axes, Hammers, Maces, Polearms.
Strength - +3 [+2]
Endurance - +3 [+2]
Stamina - +3 [+2]
Agility - 0 [±0]
Dexterity - -1 [±0]
Magic - -1 [±0]
Wisdom - +3 [+2]
Spirit - -1 [±0]
Intelligence - 0 [±0]
Luck - +1 [+1]
Knight:
Defensive specialists capable of wielding a wide variety of weapons and heavy armor. Can also cast low-to-mid level healing magic on allies, and cover them when they are severely damaged.
Skill : Cover - Covers critically wounded allies that are up to 30 feet away.
Ability 1 : Sword Arts : Perform special sword arts. Limited ability to do so. Also included are some low-to-mid level healing spells.
Ability 2 : Perfect Guard - Physical damage taken is reduced to 1 point. Instakilling attacks don't work. Works as Defend, Synergy with Cover.
Hidden Skill 1 : Knightly Might - Attacks may stun/paralyze enemies.
Hidden Skill 2 : Shield Wall - Protects the entire party from physical attacks, has a 10% chance to fail. Acts as 'Defend' if it fails.
Wields : Swords, Hammers, Polearms.
Strength - +4 [+2]
Endurance - +6 [+3]
Stamina - +5 [+3]
Agility - 0 [±0]
Dexterity - -1 [±0]
Magic - 0 [±0]
Wisdom - +3 [+2]
Spirit - +2 [+1]
Intelligence - 0 [±0]
Luck - +1 [+1]
Dragoon
Offensive specialists who have an odd ability to jump high into the air and drop down on their opponent, letting gravity do most of the work of their attacks. This skill seems to work better against dragons than it does human, unfortunately... though, perhaps those half-dragon creatures, the draconians might also be effected.
Skill : Dragon's Bane - Deals more damage to dragons (as well as draconians and lizardmen). Effect tripled when using Spear. Doubles the previous bonus if Dual Wields Spears.
Ability 1 : Jump - Leaps into the air for one turn. Next turn descends on foe, dealing big damage. Damage doubled when using spears. Has chance of injuring Dragons (as well as draconians and lizardmen).
Ability 2 : Lancet - Requires one spear. Stabs enemy, draining HP and MP. Health drained cannot exceed Max Damage, Mana drained cannot exceed 10% of health drained value.
Hidden Skill 1: Vital Strikes - Increased Critical Strike rate.
Hidden Skill 2: Spear Mastery - Increases damage done by spears to 150%, has an extra +50% to hit with a spear equipped.
Wields : Swords, Polearms.
Strength - +6 [+3]
Endurance - +3 [+2]
Stamina - +3 [+2]
Agility - +2 [+1]
Dexterity - +2 [+1]
Magic - 0 [±0]
Wisdom - +3 [+1]
Spirit - 0 [±0]
Intelligence - 0 [±0]
Luck - +1 [+1]
Agile and witty combatant, runs around opponents in circles for Hit-and-Run tactic. Has Great Agility, Dexterity, and Luck. However he has a bit lower Strength, Stamina, and Endurance.
Skill : Vigilance - Prevents Ambushes and Back Attacks. if these try to occur, induces -50% Initiative penalty upon enemies.
Ability 1 : Steal - Steals an item from enemy.
Ability 2 : Flee - Attempts to distract enemies and flee from battle. Higher chance of success than typical Run Away.
Hidden Ability : Lockpicking - Opens locked doors.
Wields : Daggers, Thrown Weapons (Not to be mistaken with Throwables)
Strength - 0 [±0]
Endurance - 0 [±0]
Stamina - 0 [±0]
Agility - +3 [+2]
Dexterity - +3 [+2]
Magic - 0 [±0]
Wisdom - +1 [+1]
Spirit - 0 [±0]
Intelligence - 0 [±0]
Luck - +3 [+2]
Rogue
Agile thieves who often mug their opponents of their items... may also be capable of stealing an enemy's weapon as they're using it. Can also injure humans with their 'weak spot' skill.
Skill : Dirty Fighting - Applies status effects on direct combat. May apply multiple statuses if a character has two copies of this skill.
Ability 1 : Mug - Attacks enemy, distracts them and steals the most precious thing they carry.
Ability 2 : Escape - Utilizes Smoke Bomb to allow all allies escape with 100% probability.
Hidden Skill 1: Weak Spot - Has a 20% chance to injure humans, no matter how much damage is given, also leaves them open for a critical hit if it activates. Doesn't activate as often with ranged weaponry.
Hidden Skill 2 : Agile Disciple - Always has 1st turn. Dual Wields.
Wields : Daggers, Thrown Weapons, Bows/Arrows.
Strength - +1 [+1]
Endurance - 0 [±0]
Stamina - +1 [+1]
Agility - +5 [+3]
Dexterity - +5 [+3]
Magic - 0 [±0]
Wisdom - +2 [+1]
Spirit - 0 [±0]
Intelligence - +1 [+1]
Luck - +5 [+3]
Duelist
Agile swordsmen who like to taunt their opponents into attacking them while they prepare to counter their attack. Prefers to wield rapiers instead of the typical, bulky sword.
Skill : En Garde - When attacking foe, Duelist duels them. Enemy facing him/her has decreased stats.
Ability 1 : Insult to injury - Taunts one foe to attack Duelist. Counters the attack with twice the strength.
Ability 2 : Sword Arts - Perform special sword attacks.
Hidden Skill 1 : Finesse - Both Strength and Agility modify his attack. Can Dual Wield. Also has 1st turn.
Hidden Skill 2 : Great Perception - Heavily increased chances of Evading and Parrying attacks.
Wields: Rapiers, Swords, Daggers.
Strength - +4 [+2]
Endurance - +1 [+1]
Stamina - +2 [+1]
Agility - +4 [+2]
Dexterity - +3 [+2]
Magic - 0 [±0]
Wisdom - +1 [+1]
Spirit - 0 [±0]
Intelligence - +1 [+1]
Luck - +4 [+2]
Skill : Vigilance - Prevents Ambushes and Back Attacks. if these try to occur, induces -50% Initiative penalty upon enemies.
Ability 1 : Steal - Steals an item from enemy.
Ability 2 : Flee - Attempts to distract enemies and flee from battle. Higher chance of success than typical Run Away.
Hidden Ability : Lockpicking - Opens locked doors.
Wields : Daggers, Thrown Weapons (Not to be mistaken with Throwables)
Strength - 0 [±0]
Endurance - 0 [±0]
Stamina - 0 [±0]
Agility - +3 [+2]
Dexterity - +3 [+2]
Magic - 0 [±0]
Wisdom - +1 [+1]
Spirit - 0 [±0]
Intelligence - 0 [±0]
Luck - +3 [+2]
Rogue
Agile thieves who often mug their opponents of their items... may also be capable of stealing an enemy's weapon as they're using it. Can also injure humans with their 'weak spot' skill.
Skill : Dirty Fighting - Applies status effects on direct combat. May apply multiple statuses if a character has two copies of this skill.
Ability 1 : Mug - Attacks enemy, distracts them and steals the most precious thing they carry.
Ability 2 : Escape - Utilizes Smoke Bomb to allow all allies escape with 100% probability.
Hidden Skill 1: Weak Spot - Has a 20% chance to injure humans, no matter how much damage is given, also leaves them open for a critical hit if it activates. Doesn't activate as often with ranged weaponry.
Hidden Skill 2 : Agile Disciple - Always has 1st turn. Dual Wields.
Wields : Daggers, Thrown Weapons, Bows/Arrows.
Strength - +1 [+1]
Endurance - 0 [±0]
Stamina - +1 [+1]
Agility - +5 [+3]
Dexterity - +5 [+3]
Magic - 0 [±0]
Wisdom - +2 [+1]
Spirit - 0 [±0]
Intelligence - +1 [+1]
Luck - +5 [+3]
Duelist
Agile swordsmen who like to taunt their opponents into attacking them while they prepare to counter their attack. Prefers to wield rapiers instead of the typical, bulky sword.
Skill : En Garde - When attacking foe, Duelist duels them. Enemy facing him/her has decreased stats.
Ability 1 : Insult to injury - Taunts one foe to attack Duelist. Counters the attack with twice the strength.
Ability 2 : Sword Arts - Perform special sword attacks.
Hidden Skill 1 : Finesse - Both Strength and Agility modify his attack. Can Dual Wield. Also has 1st turn.
Hidden Skill 2 : Great Perception - Heavily increased chances of Evading and Parrying attacks.
Wields: Rapiers, Swords, Daggers.
Strength - +4 [+2]
Endurance - +1 [+1]
Stamina - +2 [+1]
Agility - +4 [+2]
Dexterity - +3 [+2]
Magic - 0 [±0]
Wisdom - +1 [+1]
Spirit - 0 [±0]
Intelligence - +1 [+1]
Luck - +4 [+2]
Living tanks fighting with brute force. Their Strength Endurance and Stamina are unequaled, however their Agility, Dexterity, and Wisdom suffers greatly.
Skill : Inner Strength - Fists deal a lot more damage than other weaponry. Additionally deals more damage to armored enemies.
Ability 1 : Kick - Deals damage to enemies with flying roundhouse kick. Weaker than normal attack, damages all enemies in line.
Ability 2 : Retaliate - Similar to defend command. Counterattacks when struck. (unlike the defend command, this takes up a standard action)
Wields : Knuckles, Claws
Strength - +4 [+2]
Endurance - +4 [+2]
Stamina - +4 [+2]
Agility - -3 [-1]
Dexterity - -2 [-1]
Magic - 0 [±0]
Wisdom - -3 [-1]
Spirit - 0 [±0]
Intelligence - 0 [±0]
Luck - 0 [±0]
Iron Fist
A monk whose dedication to the marital arts has made them far stronger than what is normal for their species. Capable of dealing huge damage and taking just as much. They are capable of healing themselves in the middle of battle by meditating.
Skill: Critical fists: Increases the probability of critical hits when fighting without wielding a weapon.
Ability1: Grapple - Holds and possibly throws an opponent, using your strength against either their strength or agility.
Ability2: Meditate - Heals 20% of maximum HP and decreases the damage done to you (by 20%) for two rounds... also takes a round to perform.
Ability3: Crisis fist - Can hit up to five times with an attack as long as you're not wielding a weapon... can only be performed if you have low (25% or less) HP.
Wields: Claws, Knuckles.
Strength - +6 [+3]
Endurance - +5 [+3]
Stamina - +1 [+1]
Agility - +4 [+2]
Dexterity - +4 [+2]
Magic - +1 [+1]
Wisdom - +1 [+1]
Spirit - +1 [+1]
Intelligence - +1 [+1]
Luck - +3 [+2]
Black Belt
A monk whose dedication to the martial arts has let him see things beyond what others see. Obviously, they're still incredibly strong. They can now heal allies with their chakra ability.
Skill : Martial Prowess - Upon hitting enemy gains initiative bonus and fills "Combo" gauge. Upon connecting 5 hits. His next attack deals quadrupled damage, as it consists of two hits and kicks. Contains Inner Strength
Ability 1 : Build Up - Builds up his power through meditation. First phase doubles damage of attack/Combo. Second phase triples it. Third phase discharges the built up power and halves current health.
Ability 2 : Chakra - Restore 20% of target's HP + 10% Missing HP. Restore 25% of HP restored value as MP. Clear Poison, Venom, Blindness, Paralyze. Cannot heal self with this ability.
Wields : Staves, Knuckles, Claws.
Strength - +4 [+2]
Endurance - +5 [+3]
Stamina - +3 [+2]
Agility - +5 [+3]
Dexterity - +2 [+1]
Magic - +1 [+1]
Wisdom - +4 [+2]
Spirit - +1 [+1]
Intelligence - +1 [+1]
Luck - +2 [+1]
Skill : Inner Strength - Fists deal a lot more damage than other weaponry. Additionally deals more damage to armored enemies.
Ability 1 : Kick - Deals damage to enemies with flying roundhouse kick. Weaker than normal attack, damages all enemies in line.
Ability 2 : Retaliate - Similar to defend command. Counterattacks when struck. (unlike the defend command, this takes up a standard action)
Wields : Knuckles, Claws
Strength - +4 [+2]
Endurance - +4 [+2]
Stamina - +4 [+2]
Agility - -3 [-1]
Dexterity - -2 [-1]
Magic - 0 [±0]
Wisdom - -3 [-1]
Spirit - 0 [±0]
Intelligence - 0 [±0]
Luck - 0 [±0]
Iron Fist
A monk whose dedication to the marital arts has made them far stronger than what is normal for their species. Capable of dealing huge damage and taking just as much. They are capable of healing themselves in the middle of battle by meditating.
Skill: Critical fists: Increases the probability of critical hits when fighting without wielding a weapon.
Ability1: Grapple - Holds and possibly throws an opponent, using your strength against either their strength or agility.
Ability2: Meditate - Heals 20% of maximum HP and decreases the damage done to you (by 20%) for two rounds... also takes a round to perform.
Ability3: Crisis fist - Can hit up to five times with an attack as long as you're not wielding a weapon... can only be performed if you have low (25% or less) HP.
Wields: Claws, Knuckles.
Strength - +6 [+3]
Endurance - +5 [+3]
Stamina - +1 [+1]
Agility - +4 [+2]
Dexterity - +4 [+2]
Magic - +1 [+1]
Wisdom - +1 [+1]
Spirit - +1 [+1]
Intelligence - +1 [+1]
Luck - +3 [+2]
Black Belt
A monk whose dedication to the martial arts has let him see things beyond what others see. Obviously, they're still incredibly strong. They can now heal allies with their chakra ability.
Skill : Martial Prowess - Upon hitting enemy gains initiative bonus and fills "Combo" gauge. Upon connecting 5 hits. His next attack deals quadrupled damage, as it consists of two hits and kicks. Contains Inner Strength
Ability 1 : Build Up - Builds up his power through meditation. First phase doubles damage of attack/Combo. Second phase triples it. Third phase discharges the built up power and halves current health.
Ability 2 : Chakra - Restore 20% of target's HP + 10% Missing HP. Restore 25% of HP restored value as MP. Clear Poison, Venom, Blindness, Paralyze. Cannot heal self with this ability.
Wields : Staves, Knuckles, Claws.
Strength - +4 [+2]
Endurance - +5 [+3]
Stamina - +3 [+2]
Agility - +5 [+3]
Dexterity - +2 [+1]
Magic - +1 [+1]
Wisdom - +4 [+2]
Spirit - +1 [+1]
Intelligence - +1 [+1]
Luck - +2 [+1]
Children of luck. Gamblers are not too strong, but they compensate it with often critical strikes. His stats are comparable to Thieves, but they have big luck Bonus but he has lower Endurance and Stamina.
Skill : Lucky Dice - If a hit connects and it is not critical, Gambler may try again up to two times to make the hit critical.
Wields: Darts, Bows/Arrows, Polearms
Strength - 0 [±0]
Endurance - -1 [±0]
Stamina - 0 [±0]
Agility - +2 [+1]
Dexterity - +1 [+1]
Magic - 0 [±0]
Wisdom - +1 [+1]
Spirit - 0 [±0]
Intelligence - +2 [+1]
Luck - +5 [+3]
Merchant
A businessman who has taken to traveling around the globe with a few other adventurers to keep himself safe, and to keep suckers friends nearby. He can buy, sell, and even just throw his money at enemies. Gold coins can never weigh this man down, and he would give his life before giving his bag of money. He can also buy and sell items off of enemies... right in the middle of battle!
Skill: Shrewd Looter - can find extra gold in chests, and on humanoid corpses... can also, at higher levels, find better equipment from the same places. Extra gold found can be anywhere from an extra 1%, to an extra 100% depending on a roll.
Ability 1: Money Toss - can throw your money at an enemy for some damage dependent only on the amount of money you threw, may also get some (1-20%) of that money back again once the fight's over.
Ability 2: Negotiator - can buy items at anywhere from 60%-30% of their normal sell value, and can sell items at 130%-160% of their normal sell back value. Can also talk enemies out of attacking for a turn, sometimes, for some money... or buy and sell items from them.
Hidden Ability: Summon Mercenaries - Can summon up to three random mercenaries with random classes for a price dependent on how many are summoned. Mercenaries summoned are at two levels lower than the summoner, and will stop attacking enemies if they aren't paid every turn. They will also leave after three turns.
Wields: Bows/Arrows, Polearms, Hammers, Darts
Strength - +2 [+1]
Endurance - +1 [+1]
Stamina - +1 [+1]
Agility - +3 [+2]
Dexterity - +3 [+2]
Magic - 0 [±0]
Wisdom - +1 [+1]
Spirit - 0 [±0]
Intelligence - +3 [+2]
Luck - +6 [+3]
Card Shark
Gamblers who have mastered their art, and have learned how to better use it as a weapon against others… their luck is incredible, and can be used to attack, as well.
Skill: Lucky Draw: Can replace up to two 1 rolls with a 20, can be used once per long rest… may fail (50% chance) if used twice in a row.
Ability 1: Card Toss: Throws a random (1-20) number of cards, each of which deal one damage, and pierce through defense. Has a 5% chance to confuse its target.
Ability 2: Lucky Dagger: If the user of this ability is wielding a dagger, can use luck instead of dexterity for its damage, and if a crit happens with this ability, has a 5% chance to deal even MORE damage… or a 5% chance to miss, instead.
Hidden Ability 1: Card Counting: Can 'store' a single roll for later use, can only use once per long rest. Said roll can be used for any later action which requires a roll. Cannot store a roll that has been changed in any way.
Hidden Ability 2: Luck of the Draw: Adds (or subtracts) to the user's luck depending on a roll: anything at or above 10 would add, with 20 adding 10, and 10 adding 1. Anything lower would subtract, with one subtracting 9, and 9 subtracting 1.
Wields: Daggers, Darts, Bows/arrows, Polearms
Strength - +3 [+2]
Endurance - +1 [+1]
Stamina - +1 [+1]
Agility - +3 [+2]
Dexterity - +2 [+1]
Magic - 0 [±0]
Wisdom - +2 [+1]
Spirit - 0 [±0]
Intelligence - +2 [+1]
Luck - +7 [+4]
Skill : Lucky Dice - If a hit connects and it is not critical, Gambler may try again up to two times to make the hit critical.
Wields: Darts, Bows/Arrows, Polearms
Strength - 0 [±0]
Endurance - -1 [±0]
Stamina - 0 [±0]
Agility - +2 [+1]
Dexterity - +1 [+1]
Magic - 0 [±0]
Wisdom - +1 [+1]
Spirit - 0 [±0]
Intelligence - +2 [+1]
Luck - +5 [+3]
Merchant
A businessman who has taken to traveling around the globe with a few other adventurers to keep himself safe, and to keep suckers friends nearby. He can buy, sell, and even just throw his money at enemies. Gold coins can never weigh this man down, and he would give his life before giving his bag of money. He can also buy and sell items off of enemies... right in the middle of battle!
Skill: Shrewd Looter - can find extra gold in chests, and on humanoid corpses... can also, at higher levels, find better equipment from the same places. Extra gold found can be anywhere from an extra 1%, to an extra 100% depending on a roll.
Ability 1: Money Toss - can throw your money at an enemy for some damage dependent only on the amount of money you threw, may also get some (1-20%) of that money back again once the fight's over.
Ability 2: Negotiator - can buy items at anywhere from 60%-30% of their normal sell value, and can sell items at 130%-160% of their normal sell back value. Can also talk enemies out of attacking for a turn, sometimes, for some money... or buy and sell items from them.
Hidden Ability: Summon Mercenaries - Can summon up to three random mercenaries with random classes for a price dependent on how many are summoned. Mercenaries summoned are at two levels lower than the summoner, and will stop attacking enemies if they aren't paid every turn. They will also leave after three turns.
Wields: Bows/Arrows, Polearms, Hammers, Darts
Strength - +2 [+1]
Endurance - +1 [+1]
Stamina - +1 [+1]
Agility - +3 [+2]
Dexterity - +3 [+2]
Magic - 0 [±0]
Wisdom - +1 [+1]
Spirit - 0 [±0]
Intelligence - +3 [+2]
Luck - +6 [+3]
Card Shark
Gamblers who have mastered their art, and have learned how to better use it as a weapon against others… their luck is incredible, and can be used to attack, as well.
Skill: Lucky Draw: Can replace up to two 1 rolls with a 20, can be used once per long rest… may fail (50% chance) if used twice in a row.
Ability 1: Card Toss: Throws a random (1-20) number of cards, each of which deal one damage, and pierce through defense. Has a 5% chance to confuse its target.
Ability 2: Lucky Dagger: If the user of this ability is wielding a dagger, can use luck instead of dexterity for its damage, and if a crit happens with this ability, has a 5% chance to deal even MORE damage… or a 5% chance to miss, instead.
Hidden Ability 1: Card Counting: Can 'store' a single roll for later use, can only use once per long rest. Said roll can be used for any later action which requires a roll. Cannot store a roll that has been changed in any way.
Hidden Ability 2: Luck of the Draw: Adds (or subtracts) to the user's luck depending on a roll: anything at or above 10 would add, with 20 adding 10, and 10 adding 1. Anything lower would subtract, with one subtracting 9, and 9 subtracting 1.
Wields: Daggers, Darts, Bows/arrows, Polearms
Strength - +3 [+2]
Endurance - +1 [+1]
Stamina - +1 [+1]
Agility - +3 [+2]
Dexterity - +2 [+1]
Magic - 0 [±0]
Wisdom - +2 [+1]
Spirit - 0 [±0]
Intelligence - +2 [+1]
Luck - +7 [+4]
Mages following secrets of the heart. They smite opponents with Fire, Ice and Lightning. They have great Wisdom, Intelligence, Agility and Magic. Suffers from lowered Strength, Endurance, and Stamina.
Skill : Focus - May randomly increase INT for duration of combat.
Ability 1 : Magic - Cast Medium to High level Back Magic. Cannot cast ultimate magic.
Ability 2 : Bluff - Lower all enemies defense by 5% and Increase Intelligence by 2%. Stacks up to 5 times in battle. Can be used twice per turn.
Wields: Wands, Daggers, Bows/Arrows.
Strength - -1 [±0]
Endurance - -1 [±0]
Stamina - -2 [-1]
Agility - +2 [+1]
Dexterity - +1 [+1]
Magic - +3 [+2]
Wisdom - +3 [+2]
Spirit - +1 [+1]
Intelligence - +3 [+2]
Luck - +1 [+1]
Magus
A black mage who has trained even further in destructive magic, and has become somewhat chaotic as a result. They are still somewhat frail, but are capable of casting magic that's far more powerful than a black mage's.
Skill : Wrath - Spells cast may induce status inflicting spells.
Ability 1 : Magic - Cast all Black Magic spells.
Ability 2 : Focusing Bluff - Lowers enemies Armor and Resistance by 25% and Doubles Intelligence. Works once.
Hidden Skill : Chaotic - When casting High level magic, lower level magic surround caster. (When he will be casting Firaga-like spell, he is surrounded with Fira-like spell)
Wields: Wands, Flails, Daggers, Bows/Arrows.
Strength - 0 [±0]
Endurance - 0 [±0]
Stamina - -1 [±0]
Agility - +1 [+1]
Dexterity - +1 [+1]
Magic - +5 [+3]
Wisdom - +5 [+3]
Spirit - +2 [+2]
Intelligence - +6 [+3]
Luck - +1 [+1]
Mystic Knight
Black mages who have taken to the sword to better protect themselves in close range... and have also started wearing heavier armor so that they're not completely frail. Their magic isn't quite as powerful as a Magus', but they have more staying power thanks to their higher defenses.
Skill : Critical Reflect - Reflects magic back at caster when near KO.
Ability 1 : Spellblade - Enchants carried weapons with magic. Cannot use "Forbidden" spells.
Ability 2 : Chain Slash - Attacks enemy four times for 55% of weapon damage. Spells might activate with each strike. Allies might get one boosting spell on them with each slash.
Hidden Skill : Elemental Wrath - Attacking him results in firing off Medium level Black Magic spell at attacker.
Wields: Swords, Maces, Flails, Staves, Hammers.
Strength - +3 [+2]
Endurance - +2 [+1]
Stamina - +3 [+2]
Agility - -1 [±0]
Dexterity - +1 [+1]
Magic - +3 [+2]
Wisdom - +3 [+2]
Spirit - +1 [+1]
Intelligence - +4 [+2]
Luck - +1 [+1]
Skill : Focus - May randomly increase INT for duration of combat.
Ability 1 : Magic - Cast Medium to High level Back Magic. Cannot cast ultimate magic.
Ability 2 : Bluff - Lower all enemies defense by 5% and Increase Intelligence by 2%. Stacks up to 5 times in battle. Can be used twice per turn.
Wields: Wands, Daggers, Bows/Arrows.
Strength - -1 [±0]
Endurance - -1 [±0]
Stamina - -2 [-1]
Agility - +2 [+1]
Dexterity - +1 [+1]
Magic - +3 [+2]
Wisdom - +3 [+2]
Spirit - +1 [+1]
Intelligence - +3 [+2]
Luck - +1 [+1]
Magus
A black mage who has trained even further in destructive magic, and has become somewhat chaotic as a result. They are still somewhat frail, but are capable of casting magic that's far more powerful than a black mage's.
Skill : Wrath - Spells cast may induce status inflicting spells.
Ability 1 : Magic - Cast all Black Magic spells.
Ability 2 : Focusing Bluff - Lowers enemies Armor and Resistance by 25% and Doubles Intelligence. Works once.
Hidden Skill : Chaotic - When casting High level magic, lower level magic surround caster. (When he will be casting Firaga-like spell, he is surrounded with Fira-like spell)
Wields: Wands, Flails, Daggers, Bows/Arrows.
Strength - 0 [±0]
Endurance - 0 [±0]
Stamina - -1 [±0]
Agility - +1 [+1]
Dexterity - +1 [+1]
Magic - +5 [+3]
Wisdom - +5 [+3]
Spirit - +2 [+2]
Intelligence - +6 [+3]
Luck - +1 [+1]
Mystic Knight
Black mages who have taken to the sword to better protect themselves in close range... and have also started wearing heavier armor so that they're not completely frail. Their magic isn't quite as powerful as a Magus', but they have more staying power thanks to their higher defenses.
Skill : Critical Reflect - Reflects magic back at caster when near KO.
Ability 1 : Spellblade - Enchants carried weapons with magic. Cannot use "Forbidden" spells.
Ability 2 : Chain Slash - Attacks enemy four times for 55% of weapon damage. Spells might activate with each strike. Allies might get one boosting spell on them with each slash.
Hidden Skill : Elemental Wrath - Attacking him results in firing off Medium level Black Magic spell at attacker.
Wields: Swords, Maces, Flails, Staves, Hammers.
Strength - +3 [+2]
Endurance - +2 [+1]
Stamina - +3 [+2]
Agility - -1 [±0]
Dexterity - +1 [+1]
Magic - +3 [+2]
Wisdom - +3 [+2]
Spirit - +1 [+1]
Intelligence - +4 [+2]
Luck - +1 [+1]
Devoted healers, seeking to help out allies whenever they can. They have stats comparable to Black Mage, but he has instead higher Spirit than Intelligence.
Skill : Devotion - Curative spells may sometimes induce status removing spell, capped by Healing Spells' level.
Ability 1 : Magic - Cast Medium to High level magic. Cannot cast Ultimate spells.
Ability 2 : Prayer - 50% Chance to either cast low level healing spell or do nothing.
Wields: Staves, Daggers.
Strength - -1 [±0]
Endurance - -2 [-1]
Stamina - -1 [±0]
Agility - +2 [+1]
Dexterity - +1 [+1]
Magic - +2 [+1]
Wisdom - +3 [+2]
Spirit - +3 [+2]
Intelligence - +1 [+1]
Luck - +2 [+1]
Devout
A white mage who has not stepped from the path of magic, and, as a result, is still rather frail. However, their uncanny ability to heal basically anything makes up for that.
Skill : White Mastery - Low level white magic costs nothing. Carries on "Devotion"
Ability 1 : Magic - Cast all White Magic spells.
Ability 2 : Miracle - 50% of either casting High level Healing spell alongside Removing Status Effects, or Medium level Healing Spell.
Hidden Skill : Angelic - When casting curative spells on Near KO state party members, enemies trying to attack Healer/Target are pushed back to prevent finishing off.
Wields: Staves, Daggers.
Strength - 0 [±0]
Endurance - 0 [±0]
Stamina - 0 [±0]
Agility - +2 [+1]
Dexterity - +1 [+1]
Magic - +3 [+2]
Wisdom - +4 [+2]
Spirit - +6 [+3]
Intelligence - +2 [+1]
Luck - +2 [+1]
Paladin
A white mage who has turned towards heavy armor and swords to better protect themselves. They are still very capable of healing, just, not as much as a devout is.
Skill : Retribution - Attacks might deal bonus Holy damage.
Ability 1 : Magic - Cast high level White Magic.
Ability 2 : Cover - Covers target ally from physical damage no matter their state. Passively covers critically wounded allies.
Hidden Skill : Holy Knight - Gains bonus resistance to Fire, Lightning and Darkness spells, casts regen on all allies.
Wields: Swords, Staves, Hammers, Axes.
Strength - +3 [+2]
Endurance - +4 [+2]
Stamina - +4 [+2]
Agility - -1 [±0]
Dexterity - 0 [±0]
Magic - +1 [+1]
Wisdom - +3 [+2]
Spirit - +3 [+2]
Intelligence - +2 [+1]
Luck - +1 [+1]
Skill : Devotion - Curative spells may sometimes induce status removing spell, capped by Healing Spells' level.
Ability 1 : Magic - Cast Medium to High level magic. Cannot cast Ultimate spells.
Ability 2 : Prayer - 50% Chance to either cast low level healing spell or do nothing.
Wields: Staves, Daggers.
Strength - -1 [±0]
Endurance - -2 [-1]
Stamina - -1 [±0]
Agility - +2 [+1]
Dexterity - +1 [+1]
Magic - +2 [+1]
Wisdom - +3 [+2]
Spirit - +3 [+2]
Intelligence - +1 [+1]
Luck - +2 [+1]
Devout
A white mage who has not stepped from the path of magic, and, as a result, is still rather frail. However, their uncanny ability to heal basically anything makes up for that.
Skill : White Mastery - Low level white magic costs nothing. Carries on "Devotion"
Ability 1 : Magic - Cast all White Magic spells.
Ability 2 : Miracle - 50% of either casting High level Healing spell alongside Removing Status Effects, or Medium level Healing Spell.
Hidden Skill : Angelic - When casting curative spells on Near KO state party members, enemies trying to attack Healer/Target are pushed back to prevent finishing off.
Wields: Staves, Daggers.
Strength - 0 [±0]
Endurance - 0 [±0]
Stamina - 0 [±0]
Agility - +2 [+1]
Dexterity - +1 [+1]
Magic - +3 [+2]
Wisdom - +4 [+2]
Spirit - +6 [+3]
Intelligence - +2 [+1]
Luck - +2 [+1]
Paladin
A white mage who has turned towards heavy armor and swords to better protect themselves. They are still very capable of healing, just, not as much as a devout is.
Skill : Retribution - Attacks might deal bonus Holy damage.
Ability 1 : Magic - Cast high level White Magic.
Ability 2 : Cover - Covers target ally from physical damage no matter their state. Passively covers critically wounded allies.
Hidden Skill : Holy Knight - Gains bonus resistance to Fire, Lightning and Darkness spells, casts regen on all allies.
Wields: Swords, Staves, Hammers, Axes.
Strength - +3 [+2]
Endurance - +4 [+2]
Stamina - +4 [+2]
Agility - -1 [±0]
Dexterity - 0 [±0]
Magic - +1 [+1]
Wisdom - +3 [+2]
Spirit - +3 [+2]
Intelligence - +2 [+1]
Luck - +1 [+1]
Mage versatile in both Black and White Magic, as well as he can wield swords and armors. He doesn't really have any strengths or weaknesses to exploit, making him a complete all-rounder.
Skill : Infuser - Upon hitting with any attack or spell there is 15% chance to fire off basic elemental spell at the enemy. (if that hit's a crit, a mid-level elemental spell will be fired, instead). The spell fired off as a result of this will not trigger the skill.
Ability 1: Magic - Can cast both healing and destructive spells at equal proficiency.
Ability 2: Agile Attacker - Sacrifices some Stamina, but allows the user to more easily evade and or block enemy attacks.
Hidden Ability: Dualcast - May cast two spells at the cost and speed of one.
Wields: Rapiers, Maces, Swords, Daggers.
Strength - +1 [+1]
Endurance - +1 [+1]
Stamina - +1 [+1]
Agility - +1 [+1]
Dexterity - +1 [+1]
Magic - +1 [+1]
Wisdom - +1 [+1]
Spirit - +1 [+1]
Intelligence - +1 [+1]
Luck - +1 [+1]
Mage Knight
A red mage who has finally decided to specialize... somewhat. A mage knight still has some of the magical abilities of a mage, but is more focused on physical abilities, instead.
Skill: Blade Mage - Allows one to cast spells on any ally or enemy's weapon to either buff or debuff the weapon directly... debuffs applied this way can be removed the same way a curse would be.
Ability 1: (Dis)Enchant: Can learn enchantments from disenchanting weapons and armor, and then apply those same enchantments (though, sometimes at a lower power) to new weapons and armor. Can also cast high-leveled destructive and healing spells (but not the ultimate in either)
Ability 2: Runic - Nullifies anywhere from 1-3 enemy spells... spells nullified this way give back all of their MP cost to the Mage Knight. Has a 5% chance to fail, with a 5% extra chance to fail for every consecutive round it's used.
Hidden Ability: Reshape - Can resize armor to fit on smaller or larger creatures, however, their stats will also be changed in the process (IE: a human-sized +3 armor, -2 agi plate armor would resize to a goblin-sized +2 armor, -1 agi plate armor)
Wields: Hammers, Rapiers, Swords, Maces.
Strength - +3 [+2]
Endurance - +3 [+2]
Stamina - +2 [+1]
Agility - +3 [+2]
Dexterity - +3 [+2]
Magic - 0 [±0]
Wisdom - 0 [±0]
Spirit - +2 [+1]
Intelligence - +2 [+1]
Luck - +2 [+1]
Red Wizard
A red mage who has finally decided to specialize... somewhat. A red wizard has some of the physical abilities of a knight, but is more focused on the magical abilities of a mage, instead.
Skill: Bookworm - Can learn magical spells from equipping books. Keeping them equipped long enough will allow the equipper to use the spell even without the book.
Ability 1: Magic - Can cast both healing and destructive magic at a high level. Can cast ultimate spells if they are equipped with the appropriate book.
Ability 2: Invert - Can invert the effects of any debuff or status effect cast onto the user. (IE: Poison would become regen, and attack- would become attack+, cannot invert injuries)
Hidden Ability: Invert Curse - Can undo and invert any curse put upon an ally's weapon or armor... inverting can only be done once per long rest, and undoing can only be done once every short or long rest.
Weilds: Books, Grimoires, Rapiers, Staves, Wands.
Strength - +2 [+1]
Endurance - 0 [±0]
Stamina - 0 [±0]
Agility - +2 [+1]
Dexterity - +2 [+1]
Magic - +3 [+2]
Wisdom - +3 [+2]
Spirit - +3 [+2]
Intelligence - +3 [+2]
Luck - +2 [+1]
Skill : Infuser - Upon hitting with any attack or spell there is 15% chance to fire off basic elemental spell at the enemy. (if that hit's a crit, a mid-level elemental spell will be fired, instead). The spell fired off as a result of this will not trigger the skill.
Ability 1: Magic - Can cast both healing and destructive spells at equal proficiency.
Ability 2: Agile Attacker - Sacrifices some Stamina, but allows the user to more easily evade and or block enemy attacks.
Hidden Ability: Dualcast - May cast two spells at the cost and speed of one.
Wields: Rapiers, Maces, Swords, Daggers.
Strength - +1 [+1]
Endurance - +1 [+1]
Stamina - +1 [+1]
Agility - +1 [+1]
Dexterity - +1 [+1]
Magic - +1 [+1]
Wisdom - +1 [+1]
Spirit - +1 [+1]
Intelligence - +1 [+1]
Luck - +1 [+1]
Mage Knight
A red mage who has finally decided to specialize... somewhat. A mage knight still has some of the magical abilities of a mage, but is more focused on physical abilities, instead.
Skill: Blade Mage - Allows one to cast spells on any ally or enemy's weapon to either buff or debuff the weapon directly... debuffs applied this way can be removed the same way a curse would be.
Ability 1: (Dis)Enchant: Can learn enchantments from disenchanting weapons and armor, and then apply those same enchantments (though, sometimes at a lower power) to new weapons and armor. Can also cast high-leveled destructive and healing spells (but not the ultimate in either)
Ability 2: Runic - Nullifies anywhere from 1-3 enemy spells... spells nullified this way give back all of their MP cost to the Mage Knight. Has a 5% chance to fail, with a 5% extra chance to fail for every consecutive round it's used.
Hidden Ability: Reshape - Can resize armor to fit on smaller or larger creatures, however, their stats will also be changed in the process (IE: a human-sized +3 armor, -2 agi plate armor would resize to a goblin-sized +2 armor, -1 agi plate armor)
Wields: Hammers, Rapiers, Swords, Maces.
Strength - +3 [+2]
Endurance - +3 [+2]
Stamina - +2 [+1]
Agility - +3 [+2]
Dexterity - +3 [+2]
Magic - 0 [±0]
Wisdom - 0 [±0]
Spirit - +2 [+1]
Intelligence - +2 [+1]
Luck - +2 [+1]
Red Wizard
A red mage who has finally decided to specialize... somewhat. A red wizard has some of the physical abilities of a knight, but is more focused on the magical abilities of a mage, instead.
Skill: Bookworm - Can learn magical spells from equipping books. Keeping them equipped long enough will allow the equipper to use the spell even without the book.
Ability 1: Magic - Can cast both healing and destructive magic at a high level. Can cast ultimate spells if they are equipped with the appropriate book.
Ability 2: Invert - Can invert the effects of any debuff or status effect cast onto the user. (IE: Poison would become regen, and attack- would become attack+, cannot invert injuries)
Hidden Ability: Invert Curse - Can undo and invert any curse put upon an ally's weapon or armor... inverting can only be done once per long rest, and undoing can only be done once every short or long rest.
Weilds: Books, Grimoires, Rapiers, Staves, Wands.
Strength - +2 [+1]
Endurance - 0 [±0]
Stamina - 0 [±0]
Agility - +2 [+1]
Dexterity - +2 [+1]
Magic - +3 [+2]
Wisdom - +3 [+2]
Spirit - +3 [+2]
Intelligence - +3 [+2]
Luck - +2 [+1]
Not a fighter type. They prefer a good book over a fight. They support their allies by telling off an enemy's weaknesses. Has increased Dexterity, Intelligence, and Agility, but has lowered Strength, Endurance, Wisdom and Stamina.
Skill : Heightened Learning - Attains bonus EXP in combat. Can also gain INT or WIS up to a certain cap (50% of current Wis or Int) during battle.
Ability 1 : Study - Studies' enemy current state and weak points.
Ability 2 : Magic - Cast Spells. Can use all Schools of Magic except Summons.
Hidden Skill : Pharmacology - Items are twice as effective.
Wields : Books
Strength - 0 [±0]
Endurance - 0 [±0]
Stamina - -1 [±0]
Agility - +3 [+2]
Dexterity - +3 [+2]
Magic - 0 [±0]
Wisdom - 0 [±0]
Spirit - +1 [+1]
Intelligence - +3 [+2]
Luck - 0 [±0]
Savant
A scholar who has studied, and is interested in magic. They have gotten quite capable at casting magic, and have some mana in order to do so, themselves. Of course... that isn't to say anything about how much they've studied the enemies you will come across.
Skill : Savantism - Knows all Enemies' statistics and moveset, as well as things they carry.
Ability 1 : Supreme Study - Remove all positive effects from enemy, add all elemental weaknesses to it.
Ability 2 : Magic - Cast Magic. Can use all Schools except Summoning.
Hidden Skill 1 : Unequaled Knowledge - Items' effects are Quadrupled and they have additional effect.
Hidden Skill 2 : Invoke - Instead of attacking, induces magic from Grimoires. Dependent on Job Mastery, spells are stronger and multi targets.
Wields : Books, Grimoires
Strength - 0 [±0]
Endurance - 0 [±0]
Stamina - -1 [±0]
Agility - +2 [+1]
Dexterity - +2 [+1]
Magic - +6 [+3]
Wisdom - +3 [+2]
Spirit - +1 [+1]
Intelligence - +5 [+3]
Luck - +1 [+1]
Inventor
A scholar who has studied and is interested in magical and technological contraptions. They are capable of repairing their own contraptions as well as the party's armor and weapons, or possibly improve their effectiveness if their level is high enough.
Skill : Technical Contraption - Character is assisted by Mechanical, Floating Orb, invulnerable to magic. It has the same amount of Initiative as Inventor.
Ability 1 : Analyze - Orb studies' targets' stats and moveset. Inventor performs normal attack during this.
Ability 2 : Invent - Creates an item with reagents at disposal. Can damage enemy or heal allies.
Hidden Skill 1 : Breakdown - Can break down his own unused items to regain reagents, and is capable of recreating other things into reagents.
Hidden Skill 2 : Orb Assistance - When performing attacks, Orb independently casts Medium level Lightning magic in form of Beams and Bullets.
Wields: Books, Grimoires, Hammers, Crossbows/Bolts.
Strength - +2 [+1]
Endurance - +1 [+1]
Stamina - 0 [±0]
Agility - +2 [+1]
Dexterity - +4 [+2]
Magic - +2 [+1]
Wisdom - +3 [+2]
Spirit - 0 [±0]
Intelligence - +5 [+3]
Luck - 0 [±0]
Skill : Heightened Learning - Attains bonus EXP in combat. Can also gain INT or WIS up to a certain cap (50% of current Wis or Int) during battle.
Ability 1 : Study - Studies' enemy current state and weak points.
Ability 2 : Magic - Cast Spells. Can use all Schools of Magic except Summons.
Hidden Skill : Pharmacology - Items are twice as effective.
Wields : Books
Strength - 0 [±0]
Endurance - 0 [±0]
Stamina - -1 [±0]
Agility - +3 [+2]
Dexterity - +3 [+2]
Magic - 0 [±0]
Wisdom - 0 [±0]
Spirit - +1 [+1]
Intelligence - +3 [+2]
Luck - 0 [±0]
Savant
A scholar who has studied, and is interested in magic. They have gotten quite capable at casting magic, and have some mana in order to do so, themselves. Of course... that isn't to say anything about how much they've studied the enemies you will come across.
Skill : Savantism - Knows all Enemies' statistics and moveset, as well as things they carry.
Ability 1 : Supreme Study - Remove all positive effects from enemy, add all elemental weaknesses to it.
Ability 2 : Magic - Cast Magic. Can use all Schools except Summoning.
Hidden Skill 1 : Unequaled Knowledge - Items' effects are Quadrupled and they have additional effect.
Hidden Skill 2 : Invoke - Instead of attacking, induces magic from Grimoires. Dependent on Job Mastery, spells are stronger and multi targets.
Wields : Books, Grimoires
Strength - 0 [±0]
Endurance - 0 [±0]
Stamina - -1 [±0]
Agility - +2 [+1]
Dexterity - +2 [+1]
Magic - +6 [+3]
Wisdom - +3 [+2]
Spirit - +1 [+1]
Intelligence - +5 [+3]
Luck - +1 [+1]
Inventor
A scholar who has studied and is interested in magical and technological contraptions. They are capable of repairing their own contraptions as well as the party's armor and weapons, or possibly improve their effectiveness if their level is high enough.
Skill : Technical Contraption - Character is assisted by Mechanical, Floating Orb, invulnerable to magic. It has the same amount of Initiative as Inventor.
Ability 1 : Analyze - Orb studies' targets' stats and moveset. Inventor performs normal attack during this.
Ability 2 : Invent - Creates an item with reagents at disposal. Can damage enemy or heal allies.
Hidden Skill 1 : Breakdown - Can break down his own unused items to regain reagents, and is capable of recreating other things into reagents.
Hidden Skill 2 : Orb Assistance - When performing attacks, Orb independently casts Medium level Lightning magic in form of Beams and Bullets.
Wields: Books, Grimoires, Hammers, Crossbows/Bolts.
Strength - +2 [+1]
Endurance - +1 [+1]
Stamina - 0 [±0]
Agility - +2 [+1]
Dexterity - +4 [+2]
Magic - +2 [+1]
Wisdom - +3 [+2]
Spirit - 0 [±0]
Intelligence - +5 [+3]
Luck - 0 [±0]
Witty, fast fighters which utilize Ambushes and back Attacks to plunge enemies into chaos and take down important targets. Stats the same as Thief, but has even weaker Strength, Stamina, Wisdom and Endurance. A ninja always carries around a bamboo blowgun (weight: 0kg).
Hidden Skill - Dual Wield - Can Wield two weapons at the same time.
Ability 1: Throw - Throws Weapons and Throwables (Shuriken, Kunai etc.) at enemies. This allows the ninja to use his blowgun (requires darts)
Skill : Darkness - Slight increase in Pre-Emptive attacks chances.
Wields : Daggers, Swords, Katana.
Strength - -1 [±0]
Endurance - -1 [±0]
Stamina - -1 [±0]
Agility - +4 [+2]
Dexterity - +4 [+2]
Magic - 0 [±0]
Wisdom - 0 [±0]
Spirit - 0 [±0]
Intelligence - +1 [+1]
Luck - +4 [+2]
Shinobi
A ninja who has trained him or herself even further in the art of staying hidden... as well as the art of actually knowing the actual word for 'ninja'. They still carry around their blowgun, and can still make use of it.
Hidden Skill : Rapid Attacks - Attacking always scores few hits. Additionally increases Critical Strike chances.
Ability 1 : Throw - Throws Weapons and Throwables. This allows the shinobi to use his blowgun (requires darts)
Ability 2 : Ninjutsu - Utilizes different Magic and Techniques through Ninjutsu.
Hidden Skill 1 : Strike from the Shadows - Increases chances of Pre-Emptive strikes.
Skill: Agile Disciple - Always has 1st turn. Dual Wields.
Wields : Daggers, Katana, Thrown Weapons.
Strength - +1 [+1]
Endurance - 0 [±0]
Stamina - 0 [±0]
Agility - +6 [+3]
Dexterity - +6 [+3]
Magic - 0 [±0]
Wisdom - +1 [+1]
Spirit - 0 [±0]
Intelligence - +1 [+1]
Luck - +5 [+3]
Samurai
A ninja who has come to be ashamed of how he or she used to fight, and has decided to follow the path of honor rather than the path of shadows. Is no longer quite as agile as he used to be, but can now wear heavy armor, and carry heavier weapons.
Skill : Last Stand - Upon receiving hit that knocks unconscious, Performs one of Bushido - Iainuki in desperate attempt to end the battle. If all enemies are slain with it, Samurai lasts with 1 HP.
Ability 1 : Bushido - Perform sword arts. Some attacks are altered. (isn't usable when a bow and arrows are equipped)
Ability 2 : Twirling Slash - Attacks enemies in circle. Affected by Katana's reach. (Changes to 'Circle of Arrows' when a bow is equipped.)
Hidden Skill 1 : Edge of Honor - His attacks lower enemy Initiative.
Hidden Skill 2 : Wind Slash : 25% of making ranged attack. (adds wind element instead if a bow and arrows are equipped)
Wields: Katana, Swords, Bows/Arrows.
Strength - +6 [+3]
Endurance - +2 [+1]
Stamina - +2 [+1]
Agility - +3 [+2]
Dexterity - +3 [+2]
Magic - 0 [±0]
Wisdom - +1 [+1]
Spirit - 0 [±0]
Intelligence - +1 [+1]
Luck - +2 [+1]
Hidden Skill - Dual Wield - Can Wield two weapons at the same time.
Ability 1: Throw - Throws Weapons and Throwables (Shuriken, Kunai etc.) at enemies. This allows the ninja to use his blowgun (requires darts)
Skill : Darkness - Slight increase in Pre-Emptive attacks chances.
Wields : Daggers, Swords, Katana.
Strength - -1 [±0]
Endurance - -1 [±0]
Stamina - -1 [±0]
Agility - +4 [+2]
Dexterity - +4 [+2]
Magic - 0 [±0]
Wisdom - 0 [±0]
Spirit - 0 [±0]
Intelligence - +1 [+1]
Luck - +4 [+2]
Shinobi
A ninja who has trained him or herself even further in the art of staying hidden... as well as the art of actually knowing the actual word for 'ninja'. They still carry around their blowgun, and can still make use of it.
Hidden Skill : Rapid Attacks - Attacking always scores few hits. Additionally increases Critical Strike chances.
Ability 1 : Throw - Throws Weapons and Throwables. This allows the shinobi to use his blowgun (requires darts)
Ability 2 : Ninjutsu - Utilizes different Magic and Techniques through Ninjutsu.
Hidden Skill 1 : Strike from the Shadows - Increases chances of Pre-Emptive strikes.
Skill: Agile Disciple - Always has 1st turn. Dual Wields.
Wields : Daggers, Katana, Thrown Weapons.
Strength - +1 [+1]
Endurance - 0 [±0]
Stamina - 0 [±0]
Agility - +6 [+3]
Dexterity - +6 [+3]
Magic - 0 [±0]
Wisdom - +1 [+1]
Spirit - 0 [±0]
Intelligence - +1 [+1]
Luck - +5 [+3]
Samurai
A ninja who has come to be ashamed of how he or she used to fight, and has decided to follow the path of honor rather than the path of shadows. Is no longer quite as agile as he used to be, but can now wear heavy armor, and carry heavier weapons.
Skill : Last Stand - Upon receiving hit that knocks unconscious, Performs one of Bushido - Iainuki in desperate attempt to end the battle. If all enemies are slain with it, Samurai lasts with 1 HP.
Ability 1 : Bushido - Perform sword arts. Some attacks are altered. (isn't usable when a bow and arrows are equipped)
Ability 2 : Twirling Slash - Attacks enemies in circle. Affected by Katana's reach. (Changes to 'Circle of Arrows' when a bow is equipped.)
Hidden Skill 1 : Edge of Honor - His attacks lower enemy Initiative.
Hidden Skill 2 : Wind Slash : 25% of making ranged attack. (adds wind element instead if a bow and arrows are equipped)
Wields: Katana, Swords, Bows/Arrows.
Strength - +6 [+3]
Endurance - +2 [+1]
Stamina - +2 [+1]
Agility - +3 [+2]
Dexterity - +3 [+2]
Magic - 0 [±0]
Wisdom - +1 [+1]
Spirit - 0 [±0]
Intelligence - +1 [+1]
Luck - +2 [+1]
Archers who are very accurate with the bow, who also get their training from the wilderness. They typically only wield bows, but can also wield daggers, and smaller weapons.
Skill: Accurate shot: During attack, reduce the effect of agility of the target by half.
Ability 1: Dual Shot: Hit an enemy with 2 shots, each with their own rolls, doing 75% of a normal arrow damage
Ability 2: Focus. For 3 turns, up dexterity by 4-14 (depending on level) points, but reduce agility by half the amount.
Wields: Bows/Arrows, Daggers
Strength - +1 [+1]
Endurance - -1 [±0]
Stamina - +1 [+1]
Agility - +3 [+2]
Dexterity - +3 [+2]
Magic - -1 [±0]
Wisdom - 0 [±0]
Spirit - 0 [±0]
Intelligence - +1 [+1]
Luck - +3 [+1]
Sniper
A ranger who has further trained in their art, and, through hard work, and focus, they have gotten even more accurate with their bow, and can now apply some effects to their arrows.
Skill: Eagle Eye: Reduces the chance of an attack made with a bow and arrow to miss by 10%.
Ability 1: Sniper's Quiver: Can use an arrow that can have various effects, including enchantments and spell effects... effects include Poison, Fire Burst, Ice Burst, Thunder Burst, Sleep, Burning, and Explosive Burst. Spell effects will cost MP, and other effects will cost certain items.
Ability 2: Multi-Shot: Attacks all enemies with several arrows... doesn't work if you don't have enough arrows to at least attack all enemies once.
Hidden Ability 1: Sniper's Eye: Boosts the damage done to an enemy from a critical hit to triple normal damage instead of double for three turns.
Hidden Ability 2: Hyper focus: Costs one turn, and some MP, but the next attack, if it hits, is guaranteed to be a critical hit.
Wields: Crossbows/Bolts, Longbows, Daggers, Bows/Arrows
Strength - +4 [+2]
Endurance - 0 [±0]
Stamina - +1 [+1]
Agility - +4 [+2]
Dexterity - +5 [+3]
Magic - 0 [±0]
Wisdom - 0 [±0]
Spirit - 0 [±0]
Intelligence - +1 [+1]
Luck - +3 [+2]
Beastmaster
A ranger who has further become one with nature, and may now control the various non-sapient creatures of the world, well, the living ones, anyways. They might not have as much power as a sniper, however, they can get some enemies to betray their former masters.
Skill: Tame: When this character attacks a non-sapient, living creature and said creature is low on health, they have a (20%) chance to turn to the character's side.
Ability1: Blue Magic: Can use certain attacks and magic learned from various non-sapient creatures.
Ability 2: Aim: Takes a number of turns, and, depending on how long it was charged, will have higher accuracy, and damage. (+1d6 damage, +1 accuracy threshold every turn)
Hidden Ability 1: Beast Heart: Can command a tamed creature to attack for triple the attack power once in a battle. Can be used once per short rest.
Hidden Ability 2: Command: Has a (10% each) chance to control all non-sapient creatures in any given battle. Does not work on humans or any of the playable races. Can only be used once per long rest.
Wields: Crossbows/Bolts, Bows/Arrows, Daggers.
Strength - +2 [+1]
Endurance - 0 [±0]
Stamina - +1 [+1]
Agility - +3 [+2]
Dexterity - +4 [+2]
Magic - 0 [±0]
Wisdom - 0 [±0]
Spirit - +2 [+1]
Intelligence - +3 [+2]
Luck - +3 [+2]
Skill: Accurate shot: During attack, reduce the effect of agility of the target by half.
Ability 1: Dual Shot: Hit an enemy with 2 shots, each with their own rolls, doing 75% of a normal arrow damage
Ability 2: Focus. For 3 turns, up dexterity by 4-14 (depending on level) points, but reduce agility by half the amount.
Wields: Bows/Arrows, Daggers
Strength - +1 [+1]
Endurance - -1 [±0]
Stamina - +1 [+1]
Agility - +3 [+2]
Dexterity - +3 [+2]
Magic - -1 [±0]
Wisdom - 0 [±0]
Spirit - 0 [±0]
Intelligence - +1 [+1]
Luck - +3 [+1]
Sniper
A ranger who has further trained in their art, and, through hard work, and focus, they have gotten even more accurate with their bow, and can now apply some effects to their arrows.
Skill: Eagle Eye: Reduces the chance of an attack made with a bow and arrow to miss by 10%.
Ability 1: Sniper's Quiver: Can use an arrow that can have various effects, including enchantments and spell effects... effects include Poison, Fire Burst, Ice Burst, Thunder Burst, Sleep, Burning, and Explosive Burst. Spell effects will cost MP, and other effects will cost certain items.
Ability 2: Multi-Shot: Attacks all enemies with several arrows... doesn't work if you don't have enough arrows to at least attack all enemies once.
Hidden Ability 1: Sniper's Eye: Boosts the damage done to an enemy from a critical hit to triple normal damage instead of double for three turns.
Hidden Ability 2: Hyper focus: Costs one turn, and some MP, but the next attack, if it hits, is guaranteed to be a critical hit.
Wields: Crossbows/Bolts, Longbows, Daggers, Bows/Arrows
Strength - +4 [+2]
Endurance - 0 [±0]
Stamina - +1 [+1]
Agility - +4 [+2]
Dexterity - +5 [+3]
Magic - 0 [±0]
Wisdom - 0 [±0]
Spirit - 0 [±0]
Intelligence - +1 [+1]
Luck - +3 [+2]
Beastmaster
A ranger who has further become one with nature, and may now control the various non-sapient creatures of the world, well, the living ones, anyways. They might not have as much power as a sniper, however, they can get some enemies to betray their former masters.
Skill: Tame: When this character attacks a non-sapient, living creature and said creature is low on health, they have a (20%) chance to turn to the character's side.
Ability1: Blue Magic: Can use certain attacks and magic learned from various non-sapient creatures.
Ability 2: Aim: Takes a number of turns, and, depending on how long it was charged, will have higher accuracy, and damage. (+1d6 damage, +1 accuracy threshold every turn)
Hidden Ability 1: Beast Heart: Can command a tamed creature to attack for triple the attack power once in a battle. Can be used once per short rest.
Hidden Ability 2: Command: Has a (10% each) chance to control all non-sapient creatures in any given battle. Does not work on humans or any of the playable races. Can only be used once per long rest.
Wields: Crossbows/Bolts, Bows/Arrows, Daggers.
Strength - +2 [+1]
Endurance - 0 [±0]
Stamina - +1 [+1]
Agility - +3 [+2]
Dexterity - +4 [+2]
Magic - 0 [±0]
Wisdom - 0 [±0]
Spirit - +2 [+1]
Intelligence - +3 [+2]
Luck - +3 [+2]
A mage who has undergone special training and has great Magic, some Intelligence, and some Spirit. Has slightly more strength than the average mage, but has low agility.
Skill: Begginer's luck. Increase the chance of getting a crit with a spell by 2 points.
Ability: Magic - has a random array of magical spells that they can use... spells may be of either the black or white magic type.
Ability 2: Rest: Can restore anywhere from 25% to 50% of max MP, but uses a turn.
Wields: Wands, Staves, Daggers.
Strength - +1 [+1]
Endurance - 0 [±0]
Stamina - 0 [±0]
Agility - -1 [±0]
Dexterity - 0 [±0]
Magic - +3 [+2]
Wisdom - +2 [+1]
Spirit - +2 [+1]
Intelligence - +2 [+1]
Luck - +1 [+1]
Time Mage
Apprentices who have learned to have a limited, yet useful control over time. This control over time has made them much faster than they used to be as an apprentice.
Skill: Time Slip - will rewind a battle from the very beginning after a loss, but, this can only be done once per long rest. All stats for both the enemy and allies will be reset to what they were at the beginning of the battle... minus 10 MP from the time mage, of course.
Ability 1: Time Magic - Can cast time magic, up to and including Meteor (the ultimate offensive time spell). Keep in mind that the only spell that can go back in time is Rewind, which restarts the battle, resetting all stats.
Ability 2: Flicker - Can be used to easily dodge enemy attacks through alternating between timelines... can only dodge three enemy attacks per use, and you have to wait three turns after the illusion's been destroyed to use it again.
Hidden Ability: Temporal Anomaly - Slows all enemies and hastens all allies, letting all allies attack twice, with a full advantage, and making enemies only attack once every other turn, and at a full disadvantage for three turns. Costs 20 MP.
Wields: Staves, Wands, Daggers
Strength - +1 [+1]
Endurance - +1 [+1]
Stamina - 0 [±0]
Agility - +4 [+2]
Dexterity - 0 [±0]
Magic - +5 [+3]
Wisdom - +2 [+1]
Spirit - +2 [+1]
Intelligence - +4 [+2]
Luck - +1 [+1]
Summoner
Apprentices who have studied the art of summoning allies into battle to help them and their not-summoned allies fight against their enemies. They aren't nearly as fast as a time mage, but have more magic and more intelligence.
Skill: Emergency Summon - When HP is 40% or lower, can summon any summonable creature for half MP, and twice the speed. Can only be used once per short rest.
Ability 1: Summon - can use all forms of summoning magic, allowing the user to summon a monster from any element... keep in mind that all summons are about equal in strength, with each one specializing in either a different element or class (including some summons that specialize in support magic, or physically attacking). Summons will stick around for anywhere from two to five turns, can only summon one creature at a time.
Ability 2: Magic - Can cast up to mid-leveled black magic.
Hidden Ability: Summon All - Summons all of your summonable creatures to help out for one turn. After that turn, one of them (chosen at random) will stay for three turns. Costs 99 MP. Can only be used once per long rest.
Wields: Wands, Hammers, Daggers.
Strength - +1 [+1]
Endurance - +1 [+1]
Stamina - 0 [±0]
Agility - +1 [+1]
Dexterity - 0 [±0]
Magic - +6 [+3]
Wisdom - +2 [+1]
Spirit - +2 [+1]
Intelligence - +6 [+3]
Luck - +1 [+1]
Skill: Begginer's luck. Increase the chance of getting a crit with a spell by 2 points.
Ability: Magic - has a random array of magical spells that they can use... spells may be of either the black or white magic type.
Ability 2: Rest: Can restore anywhere from 25% to 50% of max MP, but uses a turn.
Wields: Wands, Staves, Daggers.
Strength - +1 [+1]
Endurance - 0 [±0]
Stamina - 0 [±0]
Agility - -1 [±0]
Dexterity - 0 [±0]
Magic - +3 [+2]
Wisdom - +2 [+1]
Spirit - +2 [+1]
Intelligence - +2 [+1]
Luck - +1 [+1]
Time Mage
Apprentices who have learned to have a limited, yet useful control over time. This control over time has made them much faster than they used to be as an apprentice.
Skill: Time Slip - will rewind a battle from the very beginning after a loss, but, this can only be done once per long rest. All stats for both the enemy and allies will be reset to what they were at the beginning of the battle... minus 10 MP from the time mage, of course.
Ability 1: Time Magic - Can cast time magic, up to and including Meteor (the ultimate offensive time spell). Keep in mind that the only spell that can go back in time is Rewind, which restarts the battle, resetting all stats.
Ability 2: Flicker - Can be used to easily dodge enemy attacks through alternating between timelines... can only dodge three enemy attacks per use, and you have to wait three turns after the illusion's been destroyed to use it again.
Hidden Ability: Temporal Anomaly - Slows all enemies and hastens all allies, letting all allies attack twice, with a full advantage, and making enemies only attack once every other turn, and at a full disadvantage for three turns. Costs 20 MP.
Wields: Staves, Wands, Daggers
Strength - +1 [+1]
Endurance - +1 [+1]
Stamina - 0 [±0]
Agility - +4 [+2]
Dexterity - 0 [±0]
Magic - +5 [+3]
Wisdom - +2 [+1]
Spirit - +2 [+1]
Intelligence - +4 [+2]
Luck - +1 [+1]
Summoner
Apprentices who have studied the art of summoning allies into battle to help them and their not-summoned allies fight against their enemies. They aren't nearly as fast as a time mage, but have more magic and more intelligence.
Skill: Emergency Summon - When HP is 40% or lower, can summon any summonable creature for half MP, and twice the speed. Can only be used once per short rest.
Ability 1: Summon - can use all forms of summoning magic, allowing the user to summon a monster from any element... keep in mind that all summons are about equal in strength, with each one specializing in either a different element or class (including some summons that specialize in support magic, or physically attacking). Summons will stick around for anywhere from two to five turns, can only summon one creature at a time.
Ability 2: Magic - Can cast up to mid-leveled black magic.
Hidden Ability: Summon All - Summons all of your summonable creatures to help out for one turn. After that turn, one of them (chosen at random) will stay for three turns. Costs 99 MP. Can only be used once per long rest.
Wields: Wands, Hammers, Daggers.
Strength - +1 [+1]
Endurance - +1 [+1]
Stamina - 0 [±0]
Agility - +1 [+1]
Dexterity - 0 [±0]
Magic - +6 [+3]
Wisdom - +2 [+1]
Spirit - +2 [+1]
Intelligence - +6 [+3]
Luck - +1 [+1]
and the playable races...
Piglike folk who have been warring against humans for centuries... not that they've been taken seriously, given their overall small size and weakness. In fact, they're often considered to be basic, 'level 1' monsters by humans.
Freedom Surge : Breaks free from movement restrains and gains movement speed.
Strength - 2
Endurance - 1
Stamina - 3
Agility - 4
Dexterity - 5
Magic - 3
Wisdom - 3
Spirit - 3
Intelligence - 3
Luck - 3
Freedom Surge : Breaks free from movement restrains and gains movement speed.
Strength - 2
Endurance - 1
Stamina - 3
Agility - 4
Dexterity - 5
Magic - 3
Wisdom - 3
Spirit - 3
Intelligence - 3
Luck - 3
Lizardlike people who resemble featherless velociraptors. Much like the goblins, their camps, villages, and towns are periodically destroyed by humans... even the ones that haven't done anything. They don't appear to have any strengths or weaknesses.
Dirty Fighting : 25% chance of applying either Cripple, Bleeding, Slow, or Poison when attacking. There is a small chance of applying two at once.
Strength - 3
Endurance - 3
Stamina - 3
Agility - 3
Dexterity - 3
Magic - 3
Wisdom - 3
Spirit - 3
Intelligence - 3
Luck - 3
Dirty Fighting : 25% chance of applying either Cripple, Bleeding, Slow, or Poison when attacking. There is a small chance of applying two at once.
Strength - 3
Endurance - 3
Stamina - 3
Agility - 3
Dexterity - 3
Magic - 3
Wisdom - 3
Spirit - 3
Intelligence - 3
Luck - 3
Large, hulking figures with a somewhat humanoid appearance (other than their size, and skin tone obviously). They are often hunted down by humans for some sort of trophy, or, perhaps just bragging rights. They're incredibly tough, and can hold two-handed weapons with ease.
Brute Force : When active, increases the power of physical attacks by 50%, reduces physical damage by 50% for a short time. (once the effects wear off, the user is immobile for one turn, has 25% less defense, and is incapable of dodging for that turn)
Strength - 5
Endurance - 5
Stamina - 3
Agility - 3
Dexterity - 1
Magic - 3
Wisdom - 3
Spirit - 3
Intelligence - 1
Luck - 3
Brute Force : When active, increases the power of physical attacks by 50%, reduces physical damage by 50% for a short time. (once the effects wear off, the user is immobile for one turn, has 25% less defense, and is incapable of dodging for that turn)
Strength - 5
Endurance - 5
Stamina - 3
Agility - 3
Dexterity - 1
Magic - 3
Wisdom - 3
Spirit - 3
Intelligence - 1
Luck - 3
Large, fur-covered, apelike creatures who are renowned for their ability to regenerate, and are apparently capable of eventually recovering from even large wounds, and possibly injuries. Their thick fur does, however, make them susceptible to fire.
Regeneration : Steadily regenerates 10% of their max HP... cannot regenerate if you have 0 or less HP. Can be stacked with a single regen spell to double the effect.
Strength - 3
Endurance - 5
Stamina - 4
Agility - 3
Dexterity - 2
Magic - 3
Wisdom - 2
Spirit - 2
Intelligence - 2
Luck - 4
Regeneration : Steadily regenerates 10% of their max HP... cannot regenerate if you have 0 or less HP. Can be stacked with a single regen spell to double the effect.
Strength - 3
Endurance - 5
Stamina - 4
Agility - 3
Dexterity - 2
Magic - 3
Wisdom - 2
Spirit - 2
Intelligence - 2
Luck - 4
The aquatic reptilian-fish humanoids of the ocean’s waves call themselves the “S’Augwin” which roughly translates to “(Child) of Old Ones,” However, due to the cultural discovery of pesky humans, they have also adopted the human term “Sagahin.” They claim to trace their ancestry from the first of ancient marine rulers, sea creatures who had evolved beyond and became the first transcendent sapients. This claim may be true as they resemble their terrestrial cousins the Kobold in some ways with longer tails, fins and webbed claws. The key differentiating feature is the comparative length of the muzzle between the Kobold, which features a longer snout, as well as their reptilian scales, which are dry as opposed to the slimier scales of the Sagahin. Human scholars suggest some divergent evolution between the two species, much to the dismay of Sagahin scholars.
Regardless, living within the sea waters have kept the Sagahin relatively safe, as humans were terrestrial creatures, thus most of the Sagahin population remains protected under the depths of around 3000 meters and cool water temperatures. Humans most commonly encounter the small villages which stay near the shallows, but these are the equivalent of backwater Sagahin which are hardly the educated and mysterious race they truly are. These backwater Sagahin tend to misrepsent the culture and intelligent society the Sagahin have created within the deeper oceans and are often slaughtered by heroic humans for their assumed practices of worshiping demonic cults and kidnapping human citizens from local farms or stealing during times of hard fishing.
While the backwater Sagahin are indeed the more miscreant and unrefined of their race, the Sagahin belief system is a mixture of rationalism and mysticism. They believe in a scientific origin for their racial origins to a certain degree of evolutionary processes, but the original creators of their ancestral origins were primordial beings known as the “Augwin” or The Old Ones. The Old Ones are powerful ancient forces, living embodiments of life which existed in the deepest oceans as their physical avatars slumber in the depths since creation. Their “Gods” include a pantheon of mystic entities that are indeed often portrayed as amalgamations of fantastic sea-life to inspire grandeur and mystery of these great Old Ones. Thus the appearance of barbaric tendencies comes from practices as these and of course eating their meals raw and as fresh as possible.
Being almost completely aquatic, the Sagahin have developed their cuisine without the intervention of fire, although they are able to use the heat from the undersea vents as forges to create their metal craft, these volcanic hotspots would easily burn through flesh. Therefore, the Sagahin have always devoured their meals raw, and often still living as a method of avoiding bacterial growth on spoiled foodstuffs. While upon land they are seen as carnivorous, They are actually omnivorous and will maintain a diet of kelp and laver, however in keeping with such practice, every meal becomes a hunt for Sagahin not living near the great cities that have public food gardens filled with kelps and small schools of farmed fish. Sometimes conditions near the water’s edge are so terrible that humans report instances of cannibalism to further their assumptions that Sagahin are indeed monsters.
It may be true that, while the backwater Sagahin may infest water sources and find themselves populating human sewage systems to glean scraps, these are the outcasts the society and are amongst the lower rungs of proper Sagahin culture. A human may find the uncouth appearance of these Sagahin to be insulting as they wear little attire, usually from fish scales or animal skin, to cover their otherwise monstrous forms. However, within the oceans Sagahin wear colourful attire of eel skins and fish scales, with woven seaweed cloths, flowing in the waters like fine ghostly sashes as they move. They adorn themselves with fanciful metal charms and bracelets, iridescent shell rings or piercings upon dorsal spines, tails and fins. High society clearly exists within the greatest cities of the Sagahin: Aug’toor.
Aug’toor is the eldest city in the seas of the Sagahin realms. The name in their language means “Old Tower.” In reference of the ancient structure made of the great spine of some horrific ancient marine life regard by them to be the earthly remains of one of their Gods. The towering structure, carved out through the centuries to reach a high point of roughly 400 meters as sits in the middle of the city pointing towards the surface. The tower was once used as a religious temple, a gift by some great sacrifice of their gods, yet now it has a new purpose in educating the generations of Sagahin as the Top intuition in the field of Magic, Science, and the Arts. It is an educational wonderland with each level of spinal column devoted to some form of greater learning. The City has since built itself around the tower and expanded to include various districts expected of large cities. Culture, entertainment, housing, commerce, business and agricultural sectors are devoted in an ever-expanding ring around the city to the point where it has become an undersea metropolis.
The socioeconomics of the Sagahin are generally restricted to intraspecies trading due to their relative isolation. Thus while the humans have sea routes for shipping purposes, the Sagahin have a network of underwater trade routes. These undersea routes eventually branch out the water’s edge where the outskirts trade for supplies from the cities, who then in turn trade with other local races such as Kobolds or Goblins. Ogres and trolls are frowned upon culturally, although they do make for good brutes and minions for the more manipulating of the backwater Sagahin and are easily bribed with shiny pretties or enchanted charms. The best treasures humans find from the Sagahin are not their carved stone tablets on treatises on the metaphysics of magics or inscribed with words of ancient power, but rather for their metalworking abilities. The use of non-soft metals are a rare development in Sagahin culture, as they were unable to use metal weaponry as their Goblin or Kobold counterparts due to the marine environment discourage use of corroding metals. Thus for centuries the Sagahin were placed at a technological disadvantage, yet in such a trade-off the Sagahin turned to their more mystic arts and developed magic to a science long before humans did. With the advent of humans however, breakthroughs in Sagahin metallurgy techniques and metal alloy compositions have made it possible for them to create steel weapons that do not rust. When they encounter humans, it is the precious metal weaponry which are searched for first and confiscated off the dead bodies of the Sagahin.
The bodies of the Sagahin themselves show clear evidence of marine adaptations: webbed appendages and fins for swimming, powerful serpentine bodies with long muscular tails ending in large fins. While they are sleek and streamline in the water, their gait on Land is somewhat more restrained, with their tails supporting their body weight behind them to account for the lack of buoyancy. This results in them being neither agile nor very dexterous with respect to land, although quite slippery in the water. Unfortunate specimens of Sagahin have revealed Human scholars the anatomy of the species, including the Gill-Lung respiratory system and tri-membrane eyes. On either side of their thick longish necks are a set of gill slits that require a constant supply of oxygenated water to sustain life. Lacking a set of lungs, the Sagahin have instead a specialized organ filled with water and connected to the nasal cavities which can help increase surface area to capture dissolve oxygen as the oxygenated water is slowly fed through the gills. As such, Sagahin are very susceptible to drying out on land and usually carry absurd amounts of water or wear moisture retaining clothing, unless they wish to suffocate on land. The tri-membrane eyes are also a feature studied by the humans and consist of a light-enhancing layer between a protective membrane and a selectively polarizing membrane as an adaptation to both enhancing light in the deep dark waters and filtering light closer to the surface. As such, the biological aspects of the Sagahin are quite fascinating to humans.
Sagahin society is largely a meritocracy with few exceptions. Sagahin are raised in clutches and generations spawn in unison, raised by the overseers who are charged with keeping the nurseries safe and keep an orderly return of the spawnlings to their respective genetic families. Within the large settlements, young Sagahin receive basic education through a communal school, before they are subject to rigorous examinations. In succeeding these tests, they are given rights to access higher education such as skilled trades, magic and sciences; failing however, and they become outcasts of society and drift out to live with their backwater kin. Those who survive the ordeal of taking up higher education with their sanity intact may find themselves a fully functional member of Sagahin society and enjoy the benefits recognized as being a Magus, Scientist or Artisan within the higher ranks. Magi are considered the mystics: defending the society from external forces, while Scientists are the scholars: defending the society from ignorance and stagnation, and finally the artisans are the maestros: defending the society from cultural and economic collapse. The other professions in society include mercantile, food and agricultural, construction and various others which contribute to their talents to society. One such example is in the varied architecture as the Sagahin make their homes and cities from local materials. These include corals, bones, animal skins, kelp fibers, rocks and minerals. The Greatest city Aug’toor features beautiful spiraling shells built from the extracts of Mollusks as concluded possible by the artisans, scientists and magi and used by the city constructers.
The Sagahin Language is developed for undersea communications where the speed of sound is much faster and carried out more effectively than air. Given this, the language is composed of soft hisses , short vowels, and sharp consonant sounds that make the language seem carnivorous, as if each word had a bite in it. Since the discovery of other races, it is mandatory for all Sagahin to learn their own language, but also common and at least one other language. The belief that the educational system is the only thing which separates their race from the other animals, it is this pseudo-evolutionary philosophical theory which keeps the Sagahin largely isolated they retreat to their tablets of learning. It is only recently that more of the deepwater Sagahin venture to observe the outside world with the guidance of their backwater kin.
Ability: Spear Master - can use polearms with any class, and has a +50% chance to hit with said weapon, as well.
Strength - 3
Endurance - 3
Stamina - 2
Agility - 1
Dexterity - 2
Magic - 4
Wisdom - 4
Spirit - 3
Intelligence - 5
Luck - 2
Regardless, living within the sea waters have kept the Sagahin relatively safe, as humans were terrestrial creatures, thus most of the Sagahin population remains protected under the depths of around 3000 meters and cool water temperatures. Humans most commonly encounter the small villages which stay near the shallows, but these are the equivalent of backwater Sagahin which are hardly the educated and mysterious race they truly are. These backwater Sagahin tend to misrepsent the culture and intelligent society the Sagahin have created within the deeper oceans and are often slaughtered by heroic humans for their assumed practices of worshiping demonic cults and kidnapping human citizens from local farms or stealing during times of hard fishing.
While the backwater Sagahin are indeed the more miscreant and unrefined of their race, the Sagahin belief system is a mixture of rationalism and mysticism. They believe in a scientific origin for their racial origins to a certain degree of evolutionary processes, but the original creators of their ancestral origins were primordial beings known as the “Augwin” or The Old Ones. The Old Ones are powerful ancient forces, living embodiments of life which existed in the deepest oceans as their physical avatars slumber in the depths since creation. Their “Gods” include a pantheon of mystic entities that are indeed often portrayed as amalgamations of fantastic sea-life to inspire grandeur and mystery of these great Old Ones. Thus the appearance of barbaric tendencies comes from practices as these and of course eating their meals raw and as fresh as possible.
Being almost completely aquatic, the Sagahin have developed their cuisine without the intervention of fire, although they are able to use the heat from the undersea vents as forges to create their metal craft, these volcanic hotspots would easily burn through flesh. Therefore, the Sagahin have always devoured their meals raw, and often still living as a method of avoiding bacterial growth on spoiled foodstuffs. While upon land they are seen as carnivorous, They are actually omnivorous and will maintain a diet of kelp and laver, however in keeping with such practice, every meal becomes a hunt for Sagahin not living near the great cities that have public food gardens filled with kelps and small schools of farmed fish. Sometimes conditions near the water’s edge are so terrible that humans report instances of cannibalism to further their assumptions that Sagahin are indeed monsters.
It may be true that, while the backwater Sagahin may infest water sources and find themselves populating human sewage systems to glean scraps, these are the outcasts the society and are amongst the lower rungs of proper Sagahin culture. A human may find the uncouth appearance of these Sagahin to be insulting as they wear little attire, usually from fish scales or animal skin, to cover their otherwise monstrous forms. However, within the oceans Sagahin wear colourful attire of eel skins and fish scales, with woven seaweed cloths, flowing in the waters like fine ghostly sashes as they move. They adorn themselves with fanciful metal charms and bracelets, iridescent shell rings or piercings upon dorsal spines, tails and fins. High society clearly exists within the greatest cities of the Sagahin: Aug’toor.
Aug’toor is the eldest city in the seas of the Sagahin realms. The name in their language means “Old Tower.” In reference of the ancient structure made of the great spine of some horrific ancient marine life regard by them to be the earthly remains of one of their Gods. The towering structure, carved out through the centuries to reach a high point of roughly 400 meters as sits in the middle of the city pointing towards the surface. The tower was once used as a religious temple, a gift by some great sacrifice of their gods, yet now it has a new purpose in educating the generations of Sagahin as the Top intuition in the field of Magic, Science, and the Arts. It is an educational wonderland with each level of spinal column devoted to some form of greater learning. The City has since built itself around the tower and expanded to include various districts expected of large cities. Culture, entertainment, housing, commerce, business and agricultural sectors are devoted in an ever-expanding ring around the city to the point where it has become an undersea metropolis.
The socioeconomics of the Sagahin are generally restricted to intraspecies trading due to their relative isolation. Thus while the humans have sea routes for shipping purposes, the Sagahin have a network of underwater trade routes. These undersea routes eventually branch out the water’s edge where the outskirts trade for supplies from the cities, who then in turn trade with other local races such as Kobolds or Goblins. Ogres and trolls are frowned upon culturally, although they do make for good brutes and minions for the more manipulating of the backwater Sagahin and are easily bribed with shiny pretties or enchanted charms. The best treasures humans find from the Sagahin are not their carved stone tablets on treatises on the metaphysics of magics or inscribed with words of ancient power, but rather for their metalworking abilities. The use of non-soft metals are a rare development in Sagahin culture, as they were unable to use metal weaponry as their Goblin or Kobold counterparts due to the marine environment discourage use of corroding metals. Thus for centuries the Sagahin were placed at a technological disadvantage, yet in such a trade-off the Sagahin turned to their more mystic arts and developed magic to a science long before humans did. With the advent of humans however, breakthroughs in Sagahin metallurgy techniques and metal alloy compositions have made it possible for them to create steel weapons that do not rust. When they encounter humans, it is the precious metal weaponry which are searched for first and confiscated off the dead bodies of the Sagahin.
The bodies of the Sagahin themselves show clear evidence of marine adaptations: webbed appendages and fins for swimming, powerful serpentine bodies with long muscular tails ending in large fins. While they are sleek and streamline in the water, their gait on Land is somewhat more restrained, with their tails supporting their body weight behind them to account for the lack of buoyancy. This results in them being neither agile nor very dexterous with respect to land, although quite slippery in the water. Unfortunate specimens of Sagahin have revealed Human scholars the anatomy of the species, including the Gill-Lung respiratory system and tri-membrane eyes. On either side of their thick longish necks are a set of gill slits that require a constant supply of oxygenated water to sustain life. Lacking a set of lungs, the Sagahin have instead a specialized organ filled with water and connected to the nasal cavities which can help increase surface area to capture dissolve oxygen as the oxygenated water is slowly fed through the gills. As such, Sagahin are very susceptible to drying out on land and usually carry absurd amounts of water or wear moisture retaining clothing, unless they wish to suffocate on land. The tri-membrane eyes are also a feature studied by the humans and consist of a light-enhancing layer between a protective membrane and a selectively polarizing membrane as an adaptation to both enhancing light in the deep dark waters and filtering light closer to the surface. As such, the biological aspects of the Sagahin are quite fascinating to humans.
Sagahin society is largely a meritocracy with few exceptions. Sagahin are raised in clutches and generations spawn in unison, raised by the overseers who are charged with keeping the nurseries safe and keep an orderly return of the spawnlings to their respective genetic families. Within the large settlements, young Sagahin receive basic education through a communal school, before they are subject to rigorous examinations. In succeeding these tests, they are given rights to access higher education such as skilled trades, magic and sciences; failing however, and they become outcasts of society and drift out to live with their backwater kin. Those who survive the ordeal of taking up higher education with their sanity intact may find themselves a fully functional member of Sagahin society and enjoy the benefits recognized as being a Magus, Scientist or Artisan within the higher ranks. Magi are considered the mystics: defending the society from external forces, while Scientists are the scholars: defending the society from ignorance and stagnation, and finally the artisans are the maestros: defending the society from cultural and economic collapse. The other professions in society include mercantile, food and agricultural, construction and various others which contribute to their talents to society. One such example is in the varied architecture as the Sagahin make their homes and cities from local materials. These include corals, bones, animal skins, kelp fibers, rocks and minerals. The Greatest city Aug’toor features beautiful spiraling shells built from the extracts of Mollusks as concluded possible by the artisans, scientists and magi and used by the city constructers.
The Sagahin Language is developed for undersea communications where the speed of sound is much faster and carried out more effectively than air. Given this, the language is composed of soft hisses , short vowels, and sharp consonant sounds that make the language seem carnivorous, as if each word had a bite in it. Since the discovery of other races, it is mandatory for all Sagahin to learn their own language, but also common and at least one other language. The belief that the educational system is the only thing which separates their race from the other animals, it is this pseudo-evolutionary philosophical theory which keeps the Sagahin largely isolated they retreat to their tablets of learning. It is only recently that more of the deepwater Sagahin venture to observe the outside world with the guidance of their backwater kin.
Ability: Spear Master - can use polearms with any class, and has a +50% chance to hit with said weapon, as well.
Strength - 3
Endurance - 3
Stamina - 2
Agility - 1
Dexterity - 2
Magic - 4
Wisdom - 4
Spirit - 3
Intelligence - 5
Luck - 2
Giant falcon like birds who have only just recently gained sapience. They're extremely fast, but not too durable unfortunately. They typically hold their weapons either in their beak, or talons.
Ability: Phoenix: When at 0hp or less (though, must have more than -10hp), has a 5% chance of revival every three turns. Once revived, remaining health is determined by a d20 roll, with 20 = 20hp. Can be used once every long rest.
Strength - 3
Endurance - 2
Stamina - 1
Agility - 5
Dexterity - 4
Magic - 3
Wisdom - 4
Spirit - 3
Intelligence - 3
Luck - 2
Ability: Phoenix: When at 0hp or less (though, must have more than -10hp), has a 5% chance of revival every three turns. Once revived, remaining health is determined by a d20 roll, with 20 = 20hp. Can be used once every long rest.
Strength - 3
Endurance - 2
Stamina - 1
Agility - 5
Dexterity - 4
Magic - 3
Wisdom - 4
Spirit - 3
Intelligence - 3
Luck - 2
Drakes are the descendants of dragons, even more so than their cousins the Kobold. They are best described as anthromorphic dragons, with digitigrade feet and scales which bind together to make somewhat rough skin. They come in a variety of colors, though this depends on the family line they descend from and the region they come from (for example, a red drake may come from a magma region, but a drake may be red in a grass region if the family line is genetically red). Compared to other races such as the Kobold, Drakes are natural intellectuals with mysteriously strong magical powers, though this results in poor health and frail structure for most Drake.
They have rather peaceful relations with both dragons and humans, being middlemen and ambassadors for either race during discussions. In both respective kingdoms, they are known to be mages, apprentices, royal enchanters and even scholars. Normal jobs in their typical regions are not nearly as good, but still provide an ample amount of opportunity for Drake in terms of experience. They usually hire strong workers from other races to do construction and other jobs requiring strength, due to their feeble nature. Despite this, Drake are known to be manipulative and devious, resulting in often slave-like conditions for these workers if they are not smart enough. Then again, uprisings are not uncommon with the work of sympathizers.
They are known to be human-aligned and have strained relations with their cousins, the Kobold, which they refer to affectionately as the "Bold." They once had a small skirmish which blew out to near-total war with the Kobold, and because of their frail nature they requested assistance from other races. The dragons initially declined due to having to interfere in a battle between both descendants (the Kobold and Drakes), but the humans stepped and began supporting the Drakes in battle, resulting in mutual cooperation between the two races.
Every year, Drakes celebrate their ancestry with dragons by flying kites in the shape of dragons, as well as reciting genealogy records from their original descendant to present. Usually this is shortened to half-initials to save time and increase productivity, something Drakes have done as a result of more logical thinking.
Drakes make great (theoretical) engineers, scholars and other jobs requiring intelligence. Any other roles (such as those requiring strength) are usually shunned due to their lacking abilities in physical strength, though that does not mean all are unable to become magic-wielding paladins or aggressive mages.
Racial ability: [Element] Breath: Deals level-based and INT-based damage to enemies up to 30 feet away... this skill costs 2MP, but the user doesn't have to see their target to use it. (its element is decided upon character creation, and you should replace [Element] with whatever element you chose, also erase everything between the ( ) when you make your app. Read the level-based damage notes, and add that damage somewhere in the skill description.)
Strength - 1 (-2)
Endurance - 2 (-1)
Stamina - 2 (-1)
Agility - 3 (0)
Dexterity - 3 (0)
Magic - 4 (+1)
Wisdom - 3 (0)
Spirit - 4 (+1)
Intelligence - 4 (+1)
Luck - 4 (+1)
They have rather peaceful relations with both dragons and humans, being middlemen and ambassadors for either race during discussions. In both respective kingdoms, they are known to be mages, apprentices, royal enchanters and even scholars. Normal jobs in their typical regions are not nearly as good, but still provide an ample amount of opportunity for Drake in terms of experience. They usually hire strong workers from other races to do construction and other jobs requiring strength, due to their feeble nature. Despite this, Drake are known to be manipulative and devious, resulting in often slave-like conditions for these workers if they are not smart enough. Then again, uprisings are not uncommon with the work of sympathizers.
They are known to be human-aligned and have strained relations with their cousins, the Kobold, which they refer to affectionately as the "Bold." They once had a small skirmish which blew out to near-total war with the Kobold, and because of their frail nature they requested assistance from other races. The dragons initially declined due to having to interfere in a battle between both descendants (the Kobold and Drakes), but the humans stepped and began supporting the Drakes in battle, resulting in mutual cooperation between the two races.
Every year, Drakes celebrate their ancestry with dragons by flying kites in the shape of dragons, as well as reciting genealogy records from their original descendant to present. Usually this is shortened to half-initials to save time and increase productivity, something Drakes have done as a result of more logical thinking.
Drakes make great (theoretical) engineers, scholars and other jobs requiring intelligence. Any other roles (such as those requiring strength) are usually shunned due to their lacking abilities in physical strength, though that does not mean all are unable to become magic-wielding paladins or aggressive mages.
Racial ability: [Element] Breath: Deals level-based and INT-based damage to enemies up to 30 feet away... this skill costs 2MP, but the user doesn't have to see their target to use it. (its element is decided upon character creation, and you should replace [Element] with whatever element you chose, also erase everything between the ( ) when you make your app. Read the level-based damage notes, and add that damage somewhere in the skill description.)
Strength - 1 (-2)
Endurance - 2 (-1)
Stamina - 2 (-1)
Agility - 3 (0)
Dexterity - 3 (0)
Magic - 4 (+1)
Wisdom - 3 (0)
Spirit - 4 (+1)
Intelligence - 4 (+1)
Luck - 4 (+1)
Levels: Each level would take 100 exp to get to from the previous level, and enemies will give less exp depending on your level, as well. Your stat gains per level up are d3 + half of your class bonus… results less than zero would equal zero.
Stats:
Strength - determines attack at a 1 to 2 ratio, and, in turn, modifies the damage dealt by most weapons.
Endurance - determines max HP, with HP starting at 5, and gets an additional 1 for every 1 endurance.
Stamina - determines defense at a 1 to 2 ratio, and, in turn, modifies, for the most part, how much damage you resist from most weapons.
Agility - determines how easily you can hit someone at a ratio of 1 for every 2 agility, also determines how far you can move in one post. (at 10 extra feet per 5 agility... you'd be able to move 10 feet per turn if your AGI is 4 or lower.)
Dexterity - determines the damage of some weapons (at a 1 to 2 ratio), as well as the ease of success in some random, non-battle rolls (at a one to two ratio) (IE: wall-climbing).
Magic - determines max MP, which starts at 3, and gets an additional 1 for every 2 magic.
Wisdom - determines how much damage you resist from all spells at a 1 to 2 ratio... that is, before actual resistances are factored in.
Spirit - determines how effective your healing magic is, at a 1 SPI to 1 healing point ratio.
Intelligence - determines how effective your destructive spells are at a 1 INT to 1 extra damage ratio
Luck - determines how easily you can evade attacks at a 1 to 2 ratio, and how easily you crit with a reduced threshold for every 8 luck.
1. Basic RP rules apply... that means no godmodding (playing for other players), no metagaming (using information your character shouldn't have access to), and no powergaming (basically, never taking a hit, and always hitting, yourself... though, that SHOULD be difficult in this set up.)
2. Please don't post one-liners. If you're confused on what stat you're using for a roll, ask me, and I'll come up with an answer. Incorporate said result into your post, rather than just posting a tiny post, and then asking me about a die result.
3. If you have no abilities which can change the outcome of a die, please do not complain about the outcome... even if you roll three 1's in a row.
4. If a character reaches -10hp, they are considered 'at death's door'. They cannot fight in any way, they cannot move, and if they remain in that state for too long, they could die. In which case, you can make a new character.
2. Please don't post one-liners. If you're confused on what stat you're using for a roll, ask me, and I'll come up with an answer. Incorporate said result into your post, rather than just posting a tiny post, and then asking me about a die result.
3. If you have no abilities which can change the outcome of a die, please do not complain about the outcome... even if you roll three 1's in a row.
4. If a character reaches -10hp, they are considered 'at death's door'. They cannot fight in any way, they cannot move, and if they remain in that state for too long, they could die. In which case, you can make a new character.