Post by Emmarie on May 23, 2011 17:10:56 GMT -5
You may choose from the following classes for your character. You may choose a primary class and a secondary class. You only get the bonus for our primary class in the beginning. THESE ARE OPTIONAL, you are not required to use these bonuses if you don't want to deal with them. Class bonuses ALWAYS stack, you can always use a class bonus unless GM deems otherwise.
When you have reached Gles'ni Defender Rank, then you may choose to take a third class. Your secondary becomes a primary class and you gain that bonus, but you do not gain the bonus for your third class, ever. It merely allows you more opportunity for skills and activity.
FIGHTING CLASSES
Knight : Bonus - "Knight's Armor" +3 Defense throughout combat while wearing your knightly armor.
[Knights are armored fighters that follow a code of honor.]
Fighter : Bonus - "Fighter's Weapon" A fighter chooses a weapon that he/she has become proficient with, and when using that weapon he gains a +3 to all attacks. State which weapon!
[Fighters are a broad class that include all types of fighters, usually those that use weapons of some sort.]
Brawler : Bonus - "Brawler's Rage" During regular combat, you get +2 to physical attacks. During brawls you get +4 to physical attacks.
[Brawlers live for the fight, whether on the street, in the bar or on the battlefield. They make up for their lack of finesse with sheer strength.]
Monk : Bonus "Chi Strike" A skilled, and trained monk can use an unarmed strike that channels their special chi powers through their body and into their hands/feet. This attack is treated like magical damage and gives a +3 to all unarmed attacks.
[Monks are religious warriors that usually fight hand to hand.]
Ranger : Bonus - "Silent Tracker" - You can move in complete silence, outdoors, negating any need to roll for moving quietly. You gain low-light vision, seeing three times further than normally in starlight, moonlight, torchlight and other conditions of poor lighting. You are able to track just about anything that leaves a trail of any kind, scent, etc.
[Rangers are the trackers and protectors of the forest, most choosing a bow for their weapon of choice. You cannot be a Ranger & a Druid. You must have a damn good storyline to be an evil ranger.]
SUPPORT CLASSES
Healer : Bonus - "Healer's Touch" A healer has double the amount of healing points at any given rank they may use.
Automatic Skills: Healing Affinity
[Healers mend the wounds of those around them.]
Bard : Bonus - "Inspire Allies" Bards are great inspiration to their allies, and when they play or sing their music pushes their allies to greatness, giving all allies within hearing range a +3 to attack or defense (chosen at the start). Instead of attacking on their turn, though, the bard must continue to sing or play their instrument to keep the bonus going.
Rogue : Bonus - "Trap Detection" Rogues are very important to any adventure, and they gain the ability to detect traps at will. No roll needed. Getting past the trap...now that's another story. They also gain "Surprise Attack", allowing them upon their first attack in combat, a one time +5 to attack.
Noble : Bonus - "Noble Bearing" Those choosing to be a primary Noble have effect on those around them, gaining respect and admiration. They are naturally able to convince others to see things their way, giving them a +5 to Diplomacy and Knowledge of Nobility Checks.
Charmer : Bonus - "Silver Tongue" A charmer has the ability to charm those around him or her with their carefully chosen words. They can just about talk their way out of anything, and gain a +5 to Bluff and Diplomacy checks. They also have a talent in watching for the slightest body language and attitudes of others giving them a +5 to Insight.
MAGICAL CLASSES
Cleric : Bonus - "Divine Aura" A cleric has a divine aura that gives them a boost to defense. This aura gives them a +3 defense in combat.
Automatic Skills: Rezz the Dead, Magical Affinity
[Clerics are the priests and priestesses of the land, holy or unholy. ]
Druid : Bonus - "Shapeshift" Druids are able to take the shape of any animal, plant or tree that they wish, for as long as they wish. They also gain "Totem Weapon" of any type (usually a quarterstaff though), imbued with a spirit of their choosing, that gives them a +3 to attack throughout combat.
Automatic Skills: Magical Affinity, Healing Affinity
[Druids are highly attuned to nature and it's call. They have a natural Magical Affinity. You cannot be a Druid and a Ranger. You must have a damn good storyline to be an evil druid (called Dark Side Druids). Most druids are neutral, and you cannot be undead and be a druid!]
Psion : Bonus - "Awareness" You've always been aware of your surroundings. You are able to hear better, see farther and have the uncanny ability to notice things most others would not. This gift gives the Psion a +1 on all saves, and a +5 to Spot and Listen.
Automatic Skills: Psionic Affinity
Mage : Bonus - "Surge of Power" Mages are given a +3 to all magical attacks they make in combat, whether registered spells or not.
Automatic Skills: Magical Affinity
When you have reached Gles'ni Defender Rank, then you may choose to take a third class. Your secondary becomes a primary class and you gain that bonus, but you do not gain the bonus for your third class, ever. It merely allows you more opportunity for skills and activity.
FIGHTING CLASSES
Knight : Bonus - "Knight's Armor" +3 Defense throughout combat while wearing your knightly armor.
[Knights are armored fighters that follow a code of honor.]
Fighter : Bonus - "Fighter's Weapon" A fighter chooses a weapon that he/she has become proficient with, and when using that weapon he gains a +3 to all attacks. State which weapon!
[Fighters are a broad class that include all types of fighters, usually those that use weapons of some sort.]
Brawler : Bonus - "Brawler's Rage" During regular combat, you get +2 to physical attacks. During brawls you get +4 to physical attacks.
[Brawlers live for the fight, whether on the street, in the bar or on the battlefield. They make up for their lack of finesse with sheer strength.]
Monk : Bonus "Chi Strike" A skilled, and trained monk can use an unarmed strike that channels their special chi powers through their body and into their hands/feet. This attack is treated like magical damage and gives a +3 to all unarmed attacks.
[Monks are religious warriors that usually fight hand to hand.]
Ranger : Bonus - "Silent Tracker" - You can move in complete silence, outdoors, negating any need to roll for moving quietly. You gain low-light vision, seeing three times further than normally in starlight, moonlight, torchlight and other conditions of poor lighting. You are able to track just about anything that leaves a trail of any kind, scent, etc.
[Rangers are the trackers and protectors of the forest, most choosing a bow for their weapon of choice. You cannot be a Ranger & a Druid. You must have a damn good storyline to be an evil ranger.]
SUPPORT CLASSES
Healer : Bonus - "Healer's Touch" A healer has double the amount of healing points at any given rank they may use.
Automatic Skills: Healing Affinity
[Healers mend the wounds of those around them.]
Bard : Bonus - "Inspire Allies" Bards are great inspiration to their allies, and when they play or sing their music pushes their allies to greatness, giving all allies within hearing range a +3 to attack or defense (chosen at the start). Instead of attacking on their turn, though, the bard must continue to sing or play their instrument to keep the bonus going.
Rogue : Bonus - "Trap Detection" Rogues are very important to any adventure, and they gain the ability to detect traps at will. No roll needed. Getting past the trap...now that's another story. They also gain "Surprise Attack", allowing them upon their first attack in combat, a one time +5 to attack.
Noble : Bonus - "Noble Bearing" Those choosing to be a primary Noble have effect on those around them, gaining respect and admiration. They are naturally able to convince others to see things their way, giving them a +5 to Diplomacy and Knowledge of Nobility Checks.
Charmer : Bonus - "Silver Tongue" A charmer has the ability to charm those around him or her with their carefully chosen words. They can just about talk their way out of anything, and gain a +5 to Bluff and Diplomacy checks. They also have a talent in watching for the slightest body language and attitudes of others giving them a +5 to Insight.
MAGICAL CLASSES
Cleric : Bonus - "Divine Aura" A cleric has a divine aura that gives them a boost to defense. This aura gives them a +3 defense in combat.
Automatic Skills: Rezz the Dead, Magical Affinity
[Clerics are the priests and priestesses of the land, holy or unholy. ]
Druid : Bonus - "Shapeshift" Druids are able to take the shape of any animal, plant or tree that they wish, for as long as they wish. They also gain "Totem Weapon" of any type (usually a quarterstaff though), imbued with a spirit of their choosing, that gives them a +3 to attack throughout combat.
Automatic Skills: Magical Affinity, Healing Affinity
[Druids are highly attuned to nature and it's call. They have a natural Magical Affinity. You cannot be a Druid and a Ranger. You must have a damn good storyline to be an evil druid (called Dark Side Druids). Most druids are neutral, and you cannot be undead and be a druid!]
Psion : Bonus - "Awareness" You've always been aware of your surroundings. You are able to hear better, see farther and have the uncanny ability to notice things most others would not. This gift gives the Psion a +1 on all saves, and a +5 to Spot and Listen.
Automatic Skills: Psionic Affinity
Mage : Bonus - "Surge of Power" Mages are given a +3 to all magical attacks they make in combat, whether registered spells or not.
Automatic Skills: Magical Affinity