Class Information

To help further define your character and your roleplay experience, we of the Realm of Aloria staff team are pleased to present you with Character Classes! 

 

  • Classes can be selected in the SHIFT+R Roleplay Redux menu for MAIN characters. 

  • For ALT characters you must use a “Mind Wipe” potion to rest your sheet. You only get one reset daily. Please refer to the Combat Rules for more details on the ALT dice setup.

  • Each Class applies its own stat modifiers.

  • Classes also have special abilities. Each ability states how many times it can be used based upon how many Action Points the player has. Please read your class information carefully. 

  • For updated Season 11 Combat Rules please go HERE.

  • Roleplay Redux FAQ!

  • Season 11 Roleplay Redux change log can be located HERE!

Barbarian

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Lupo

Strength - Stamina

 

Description - Barbarians are usually known for their formidable strength, and ability to take a hit. They are often fueled by raw emotions; specifically their rage. They tend to be hot-tempered and the first to leap into a fight. They are Brutish warriors, choosing raw Strength over tactical fighting like that of a Warrior.

 

Combat Abilities

Blood Curdling Shout - The Barbarian channels the rage built up within to unleash a shout.  Upon a successful roll of a fixed (DC10) STR check, this gives +2 to your STR roll for the next attack at the cost of -1 to DEX. This ability costs -2 STAMINA to use and can be used until your STAMINA is out. 

 

Relentless Rage - Combat Ability - The Barbarian is a force of nature and hard to bring down.  If you drop to 0 Hit Points while in battle, you don't fall outright. The Barbarian rolls a CONSTITUTION check, if 15+ you shrug off the last attack and return to 3 HP instead.  This ability can only be used if at 0 Hit Points. This ability costs -4 STAMINA to use. This skill can only be used ONCE per combat encounter.

 

Adrenaline - The Barbarian pounds his chest and gets a massive adrenaline boost coursing through their veins. Upon a successful roll of a fixed (DC12) CONSTITUTION check, this gives +2 to the Barbarian’s Hit Points. This ability costs -2 STAMINA and can only be used ONCE per combat encounter.

 

Roleplay Ability

Intimidating Presence - Your presence instills fear into those around you unless proven otherwise by those with a strong Willpower. You attempt to intimidate all around you with a +3 to your INTIMIDATION roll. Those who failed their save fear the Barbarian for the remainder of the scene. Only affects current scene members. This can only be used ONCE per Encounter.

 

Typical Weapons - Greatswords, Greataxes, Mauls, Glaives.

 

Stats 

+2 Strength

+1 Constitution

+2 Intimidation

Bard

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Anarath

Charisma - Influence

 

Description - Easily the most charismatic player around, don't put it past the bard to try to seduce anyone they can, naturally or magically against their opponents. They are skilled musicians, who weave music and magic as one to inspire, aid their comrades, and alter the minds of their enemies.

 

Combat Abilities

Mocking Bird’s Song - Insult your target using your musical talents. Roll CHA vs WIS and if you win, the target takes -2 Combat Stats until the target's next basic attack as well as takes 1 HP of damage. This ability costs -2 INFLUENCE to use and can be used until your INFLUENCE is out.

 

Charm -  The Bard exudes charm to try and capture the attention of their target.  The bard rolls Charisma vs the target Wisdom. If successful, the Bard Charms the target and they cannot act until broken via Wisdom roll of 15+, they take damage from any source, or until the Bard ends the Charm. This ability costs -4 INFLUENCE to use and can only be used ONCE per combat encounter.

 

Rejuvenating Epic - The Bard performs a song or epic poem that inspires and rejuvenates! Upon a successful roll of a fixed (DC 14) CHARISMA check, this restores 3 ACTION POINTS (Stamina, Energy, Mana, Spirit, Influence) to up to five targets. This ability costs -2 INFLUENCE and can only be used ONCE per combat encounter.

 

Roleplay Ability 

Calm Emotions - The Bard speaks in a calming manner and tone that helps soothe heated emotions and protect against being Intimidated.  The Bard gets a +3 to a Persuasion roll versus the selected targets Wisdom to calm and inspire them if intimidated or make them immune to the next intimidation roll.

 

Typical Weapons - Instruments, daggers, short swords, short bows.

 

Stats

+3 Charisma

+1 Wisdom

+2 Performance

Blood Hunter

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Martialis Vrahn

Intelligence - Mana

 

Description - Practitioners of Hemocraft, often considered a taboo branch of magic, these magic wielders aim to defeat their foes using life essence. Blood hunters find sworn enemies in monsters of all kinds, especially ancients, eldritch beasts, and forces of chaos.

 

Combat Ability

Blood Curse - Casts blood curse on the target instead of their attack and rolls an INT vs WIS check. Upon success, the target is bound to a blood curse damaging 1 HP to their target whilst losing 1 HP themselves. Blood Hunter cannot attack when maintaining a Blood Curse. This ability costs -1 MANA to use and can only be used ONCE per combat encounter.

 

Blood Curse Continued - Only available while inside Blood Cursed status. Roll a INT vs WIS check to see if curse remains. If the curse remains, it uses -1 MANA to continue the curse

 

Blood Boil - The Blood Hunter unleashes a plague from within all their targets. The skin of all their targets festers up with blood-filled boils that are extremely itchy, inciting some fear and panic into the target. Roll INT vs WIS check, the targets take 2 damage and are in extreme pain. This ability costs -4 MANA and can only be used ONCE per Combat Encounter.

 

Blood Shield - The Blood Hunter draws upon their own liquid life to erect a barrier around themselves against attacks. On a Successful Fixed (DC 14) INTELLIGENCE roll, Sacrifice 1 HP  to create a shield that increases your Armor Proficiency by granting 5 Armor Points. Dispels upon your next basic attack. This ability costs -2 MANA and can only be used ONCE per combat encounter.

 

Roleplay Ability

Written In Blood - The Blood Hunter augments their own skin, sacrificing a portion of their life to mark their target or the area surrounding them. The Blood Hunter rolls Arcana vs DC 12.  On a success, they sacrifice 1 HP to gain +4  to Investigation for 60 minutes.  Failure results in 1 HP loss but no bonus. This can only be used once per Roleplay Encounter.

 

Typical Weapons - Bows, swords, short swords, daggers, axes.

 

Stats 

+1 Strength

+1 Dexterity

+2 Intelligence

+1 Investigation

+1 Survival

ainslie2.png

Ainslie

Citizen

Dexterity - Energy

 

Description - Civilians are your average person. They do not specialize in anything in particular regarding combat, though they tend to make great Craftsmen. Civilians are reluctant to raise arms and only do so when threatened, More often will turn and run, choosing their life and to live another day rather than fight and die.

 

Combat Abilities 

Flee - The Citizen has the uncanny ability to RUN! When danger is nearby or they are threatened, citizens do not want to stay around very long. Roll a 2d6 bonus along with your Dexterity versus your opponent's Dexterity to see if you are able to flee after intentions of combat. This ability costs -2 ENERGY to use and can be used until your ENERGY is out.

 

Take Up Arms - Enough is enough. You take up arms of the closest object near you that you can use as a weapon and fight back, gaining +2 DEXTERITY on your next attack roll if you pass a DEXTERITY vs Fixed (DC 10) check. This ability costs -3 ENERGY and can only be used ONCE per Combat Encounter.

 

Distract - The Citizen flails their arms around and distracts the enemy with their wild, chaotic movement and shouts. The Citizen rolls DEXTERITY versus up to five targets WISDOM. If successful, the targets are DISTRACTED and may not take an action upon their next turn. This ability costs -2 ENERGY and can only be used ONCE per Combat Encounter.

 

Roleplay Ability

Savvy Haggler - Being skilled and opportunistic at trade, you roll persuasion and get a +2 bonus as you try to convince your target about the wonders of your goods. This will make them more inclined to purchase to give you business in any way. This can only be used once per Roleplay Encounter

 

Typical Weapons - Frying pans, hammers, hatchets.

 

Stats 

+2 Dex

+2 Profession

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Mayana

Cleric

Wisdom - Spirit

 

Description -  Healers and warriors instilled with divine magic through devotion to the gods. Their abilities are tied to their level of devotion to their deities. They are primarily capable healers, but also have the ability to use battle magic though they are not as skilled with it as some of the other magic users.

 

Combat Abilities

Healing Grace - The divine power fuels your magic to greater heights granting you superior ability to heal allies or yourself in combat. Roll a WISDOM vs Fixed (DC 10) check to successfully heal for twice the amount, using your turn. This ability costs -1 SPIRIT to use and can be used until your SPIRIT is out.

 

Divine Aura - Divine light washes out from you and coalesces in a soft radiance around you and your allies. Roll a Wisdom versus a Fixed (DC 14) check and if successful you remove all negative statuses (Stun, Paralyze, Confused, etc) and heal all allies for 1 HP. This ability costs -3 SPIRIT to use and can only be used once per Combat Encounter.

 

Holy Sacrifice - The Cleric calls upon all of their Divine gifts to strike their target rolling WISDOM versus the target's DEXTERITY.  Upon success, they deal 3 damage to the target and sacrifice all of their remaining SPIRIT. This ability costs ALL your remaining SPIRIT to use (at least 3 SPIRIT to use) and can only be cast once per combat encounter.

 

Roleplay Ability 

Alorian Intervention - You call upon the gods to hear your prayer and give you their favor. Roll Religion vs DC 12 to gain +2 to Medicine, Religion, and Willpower for an hour. Can only be used once per Roleplay Encounter.

 

Typical Weapons - Maces, war-hammers, shields, and wands.​

 

Stats 

+3 Wisdom

+1 Constitution

+2 Medicine

Druid

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Danya

Intelligence/Wisdom - Mana/Spirit

 

Description -  This nature-loving class harvests elemental powers and the forces of nature. They are the most likely class to favor the shapeshifting affliction often embodying their spirit animal when taking their animal forms. The way of the Druid is called the old faith, and they aim to maintain and respect nature's balance and the forces behind it, finding enemies in those who would seek to disrupt it.

 

Combat Ability 

Nature’s Grasp - The Druid calls forth the power of nature to cause rapid and supernatural growth of plants to trap and ensnare their foes with an INTELLIGENCE vs DEXTERITY check. The Druid can lock enemies down in place, preventing them from moving or fleeing for 2 turns. This ability costs -2 MANA to use and can be used until your MANA is out.

 

Solar and Lunar Strike - The Druid summons a powerful beam consisting of both Solar and Lunar energies. When this spell lands, it hits the intended target they are burned from both spectrums, inflicting massive damage. Druid rolls INT vs the targets DEX, if successful losing 3 HP. This ability costs at least -3 MANA, uses ALL your remaining MANA, and can only be cast ONCE per combat encounter.

 

Barkskin - The Druid draws upon nature to give themselves or one ally protection and healing. They temporarily transform their skin into bark sealing a wound in the process. Roll WISDOM vs Fixed (DC 14) Roll to grant 5 Armor Points and healing 1 HP on success.  Armor dispels on the next basic attack. This ability costs -3 SPIRIT and can only be cast ONCE per Combat Encounter.

 

Roleplay Ability

Dreamweaver - The Druid attempts to enter a willing person's dreams, entering a trance-like  state and unable to move.  An ARCANA versus WILLPOWER roll is made to get past mental resistances in order to perform this. While in this state the Druid can help shape or manipulate dreams to cause the person to see whatever the druid wishes.  The target comes to in the end recalling every detail of the dream.

 

Typical Weapons - Staffs, clubs, elemental weapons.​

 

Stats

+2 Wisdom

+2 Intelligence

+1 Animal Handling

+1 Nature

Guardian

guardian.png

Strength - Stamina

 

Description - Guardians are the tried and true champions of the battlefield.  They wade into the thick of it and absorb brutal punishment to protect their comrades in arms or defend their liege; and they can easily take such forms of brutal punishment as they are often seen in the heaviest of armor,  carrying the thickest of shields. 

 

Combat Ability

Shield Bash - Guardian swings their shield as a weapon and smashes it into their foe. On a successful melee attack roll, the Guardian deals 2 HP of damage and stuns their target for their next turn. This in turn damages their own armor, reducing it by 2 Armor points. This ability costs -3 STAMINA to use and can be used until your STAMINA is out.

 

Bang Shield - Guardian bangs against a shield or their armor to make a loud noise drawing the attention of enemies and bolstering themselves. Guardian rolls CONSTITUTION vs a Fixed (DC 12) Roll.  On success, all enemies make Guardian their main target for 1 round. Guardian's armor is boosted by 5. Dispels upon next basic attack. This ability costs -2 STAMINA; only used ONCE per Combat Encounter.

 

Shrug It Off - The Guardian is an unstoppable force. If Crowd Controlled in any manner, they can attempt to break free as a bonus and take their regular action this round.  The Guardian rolls CONSTITUTION vs a Fixed (DC 14) Roll. Upon success, it removes any debuffs and can take action normally.  This ability costs -3 STAMINA to use and can be used ONCE per combat encounter.

 

Roleplay Ability

Takedown - The Guardian uses a strong grip and gets a bonus on their next attempt to grapple or when an attempt to grapple them occurs. The Guardian rolls  ATHLETICS with a +3 Bonus versus a Fixed (DC12) Roll. If successful, the Guardian may use the roll as their roll attempt to grapple or counter a grapple if one is initiated against them. This can only be used once per Roleplay Encounter.

 

Typical Weapons - Longsword, One-handed Axe, One-Handed Hammers, Katana

 

Stats

+1 Strength

+2 Constitution

+2 Athletics

Necromancer

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Stitch

Intelligence - Mana

 

Description - Necromancers are wizards trained in the dark magic of life and death. They have the power to reanimate corpses, commune with the dead, and to steal life force from their enemies. Those who choose this forsaken path tend to lose touch with their humanity, and ultimately their minds causing them to descend into a life of depravity.

 

Combat Ability  

Life Drain - The Necromancer casts Life Drain, drawing out the precious vitae from their target. If they make a successful INTELLIGENCE versus WISDOM attack they damage their target for 2 hit points, and the Necromancer restores 2 hit points. This ability costs -3 MANA and can only be cast ONCE per Combat Encounter

 

Skeletal Servant - Summons an invulnerable skeleton that makes 3 attacks, one per round starting on the Necromancer's next initiative. The skeleton dies immediately after. This ability rolls INTELLIGENCE vs a Fixed DC 12 roll to summon the skeleton. You will have to use ALL your remaining MANA so long as you have at least 3 MANA to use. This ability can only be used ONCE per encounter.

 

Skeletal Servant, Continued -  Once the skeleton is summoned, roll this for its bonus attack on your turn. Roll is a basic Melee attack. Only one attack allowed per round on your turn. You may still use another attack or ability if you have or restore any MANA in conjunction with this one as this counts as a bonus. WHEN SKELETON HAS USED ITS 3 ATTACKS, YOU MUST DESTROY IT OR IT WILL COUNT AGAINST THRALL LIMIT.

 

​Bone Prison - The Necromancer draws up large bones from the ground and forms them into a cage around a single target, trapping their foe within. The Necromancer rolls INTELLIGENCE vs DEXTERITY check to trap the target. The Necromancer can lock an enemy into the cage, preventing them from moving or fleeing for 2 turns. This ability costs -2 MANA to use and can be used until your MANA is out.

 

Roleplay Ability

Walking Dead - As a Necromancer you fear next to nothing. The Necromancer may use Walking Dead to counter any attempt to Intimidate, rolling WILLPOWER with a +3 Bonus versus a Fixed (DC 12) Roll.  If successful, the Necromancer is not affected by the attempt and renders any additional attempts futile for the remainder of the scene. This can only be used once per Roleplay Encounter

 

Typical Weapons - Staffs,  daggers.​

 

Stats 

+3 Intelligence

+1 Wisdom

+2 Deception

Monk

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Yamahara

Dexterity - Energy

 

Description -  Monks are masters of martial arts, perfecting their minds and bodies to enhance their physical abilities and combat prowess. They channel exceptional speed and strength into their unarmed attacks. They tend to live in communes of their own kind, or completely secluded from anything that might hinder their spiritual progress.

 

Combat Abilities

Eel’s Bite - The Monk unleashes a devastating attack with their fist. Upon a successful DEXTERITY vs ARMOR BONUS check their target takes 1 HP of damage and is stunned for their next turn. This ability costs -2 ENERGY to use and can be used until your ENERGY is out.

 

Spinning Crane Kick - The Monk spins and extends a kick out to all enemy targets, testing their agility. The Monk attempts a melee attack on each selected target in range. Each target, if hit, loses 2 HP. This ability costs -4 ENERGY and can only be cast ONCE per Combat Encounter.

 

Deflect Attack - Upon a successful NON-CRITICAL BASIC Attack OR BASIC Spell against the Monk, the Monk may react with this ability to try to deflect. The Monk rolls DEXTERITY versus a Fixed (DC 14) Roll. Upon success, the attack is considered negated. The hitpoint lost will be restored as if never taken. This ability costs -1 ENERGY to use and can be used until your ENERGY is out.

 

Roleplay Ability

Clear Mind - The Monk clears their mind when an attempt to Intimidate or Persuade is made against them. The Monk may use Clear Mind to counter the attempt, rolling WILLPOWER with a +3 Bonus versus a Fixed (DC 12) Roll.  If successful, the Monk is not affected by the attempt and renders any additional attempts futile for remainder of the scene. This can only be used once per Roleplay Encounter.

 

Typical Weapons - Punch daggers, spears, dual swords.​

 

Stats

+2 Dexterity 

+1 Wisdom 

+1 Athletics 

+1 WIllpower

Paladin

paladin.png

Xixifia

Charisma - Influence

 

Description - These religiously devoted fighters are bound to an oath with their chosen deity. They wield the power to heal their sick and injured allies, smite their enemies, and protect allies. They are known to follow their beliefs blindly and see things as good or evil with little in between.

 

Combat Abilities

Aura of Protection - The Paladin can summon up their will to fortify their allies or themselves against danger. Grants a +5 ARMOR POINT buff and cleanses any negative status effect on the Paladin’s target via a CHARISMA vs Fixed (DC 10) check. Control statuses are: Charmed, Stunned, Frozen, and Paralyzed. This skill can only be used once per Encounter and uses all remaining INFLUENCE needing at least 3.

 

Eyes of Xobia - The Paladin judges the target with Holy Fire. Rolling a CHARISMA vs DEXTERITY check against their opponent, burning the target for 2 HP if successful. This ability costs -2 INFLUENCE to use and can be used until your INFLUENCE is out.

 

Lay On Hands - The Paladin puts their hands on two allies. Allied Targets gain 2 Hit Points each. This ability is rolled on a CHARISMA vs a Fixed (DC 14) check. This ability costs the Paladin -2 Hit Points. This ability costs -3 INFLUENCE to use and can be used until your INFLUENCE is out.

 

Roleplay Ability

Divine Sense - Once per RP scene, the Paladin rolls a PERCEPTION check vs the target's WILLPOWER, to determine if the target is hiding something such as an affliction if you have reasonable suspicion. If the roll is in the Paladin’s favor, you decipher there is more than meets the eye.

 

​Typical Weapons -  Maces, axes, or swords and shields.​

 

Stats 

+1 Strength

+1 Constitution

+1 Charisma

+2 Willpower

Psi Warrior

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Haelolin

Intelligence - Mana

 

Description -  Psions are akin to Warriors, though they are just as accomplished with their mind as they are skilled with a blade. The Psi Warrior is a fighter who augments their physical might with psionic weapon strikes, telekinetic powers, and mental forcefield barriers.

 

Combat Ability

Psionic Link - The Psi warrior creates a link with their mind between them and their ally. This link shares a fraction of the Psi Warrior's own power.  The Psi Warrior grants their allies to gain a +2 Strength and +2 Dexterity buff on a successful  INTELLIGENCE check vs Fixed (DC12) roll to successfully cast. This skill costs -2 MANA and can only be cast ONCE per Combat Encounter

 

Psionic Wave - The Psi Warrior unleashes a powerful telekinetic blast forward in a cone, hitting 3 people upon a successful INTELLIGENCE vs DEXTERITY roll and stunning them for their next turn. Selected targets also lose 1 HP upon a successful hit. This ability costs -3 MANA and can be used as long as you have MANA. 

 

Psionic Shield - The Psi Warrior creates a barrier of protection around themself to protect against incoming attacks. Upon a successful INTELLIGENCE vs a Fixed (DC 12), use all your mana to gain +5 Max Armor. Armor dispels on the next basic attack.  all your mana to gain +5 Max Armor. Armor dispels on the next basic attack. This ability costs AT LEAST 3 MANA and can only be used ONCE per combat encounter.

Roleplay Ability

Blur - The Psion attempts to cast an illusion, rolling DECEPTION against a Fixed (DC 12) check. Upon success, they blur the line of reality and cast their illusion. (ie. Making a pile of money APPEAR larger).

 

Typical Weapons -  Mind, Sword, Shield 

 

​Stats

+1 Strength

+2 Intelligence

+1 Arcana

+1 Athletics

Ranger

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Nykk

Dexterity - Energy

 

Description - Adept archers of the wilderness, they are most at home among nature. They are quick-footed and resourceful when it comes to surviving the elements and long adventures. They have the ability to easily attune with nature magic and oftentimes form quick bonds with an animal they consider as close as any companion.

 

Combat Abilities

Hawk Shot  - The Ranger draws back a bow and unleashes a precision shot that cripples their enemy.  On a successful DEXTERITY vs ARMOR BONUS attack roll, the ranger prevents the enemy from being able to flee for one round and deals 1 damage. This skill costs -1 ENERGY and can be used as long as you have ENERGY.

 

Dead Eye - The Ranger has a keen eye to pinpoint the weak spot of the target's armor. The Ranger rolls DEXTERITY vs their target’s DEXTERITY, making their arrow fly and strike true causing 2 HP of damage upon success and shattering armor for 2 points. This ability costs -3 ENERGY and can be used as long as you have ENERGY. 

 

​Call of the Wild - The Ranger howls to answer the call of the wild. Ranger gains 5 ARMOR BONUS and 2 DEXTERITY at the cost of all their ENERGY. Ranger rolls DEXTERITY vs Fixed (DC 12) stat to succeed. This ability requires a minimum of 4 energy and uses all of it. Only usable once per Combat Encounter.

 

Roleplay Ability

Fleet Footed - Being so lithe and dextrous the Ranger gets to make an Escape Artist check when someone attempts to bind, grab, or grapple them. The Ranger rolls an Escape Artist check with +3 versus a Fixed (DC 12) check.  If successful, the Ranger may use that roll as their Escape Artist Attempt.

 

Typical Weapons - Bows, swords, axes.​

 

Stats 

+1 Strength

+2 Dexterity

+2 Survival

Rogue

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Teixilea

Dexterity - Energy

 

Description -  Rogues are stealthy, cunning individuals who excel at hiding and avoiding danger. Their abilities to sneak, and slip away from a fight make them a considerable opponent to defeat. They tend to be skilled climbers and proficient at disarming traps. Rogues range from Pickpockets to Assassins, each able to find ways to manipulate the shadows in their favor.

 

Combat Abilities

Gut and Slice - The Rogue pulls out a pair of daggers, dashing in to cut their foe twice! At the cost of -2 ENERGY, you try to strike at your opponent with a melee attack. Using a DEX vs ARMOR BONUS check, if successful the rogue will stab their enemy in the gut causing the enemy to lose 2 HP and 3 HP if critical. This skill costs -2 ENERGY and can be used as long as you have the ENERGY to cast.

 

Smokescreen - The Rogue throws a glass orb filled with a substance that creates a thick smoke, and attempts to grab an ally and drag them to safety. On a successful flee attempt vs all targets, (DEX vs DEX check), the rogue and one ally of their choosing may flee the encounter. This ability requires you to have a minimum of 3 ENERGY and uses all your remaining ENERGY to use.

 

Skirmish - Combat Ability - The Rogue is an agile fighter on the battlefield. They dash across, using their momentum to strike their enemy! Upon a successful attack roll, (DEX vs ARMOR BONUS), the Rogue gains +2 DEX and deals 2 HP worth of damage to their target. The buff to DEX is dispelled upon the next basic attack. This ability costs -3 ENERGY and can only be used ONCE per combat encounter.

 

Roleplay Ability

Keen Eye - Being more adept at detecting trickery, the Rogue tries to see through you and find out the truth; getting a +3 to their PERCEPTION roll against a DC of 12 towards any illusions or trickery inquired about. (Includes Psion and Wizard RP ability)

 

Typical Weapons -  Daggers, short swords, bows​

 

Stats 

+2 Dexterity

+1 Strength

+1 Stealth

+1 Sleight of Hand

Sorcerer

1sorcerer.png

Carnai

Charisma - Influence

 

Description - These magic wielders draw upon the magics of their ancestry, otherworldly influences, or cosmic exposures. You cannot learn sorcery, the powers choose the sorcerer and because of this the magic of a sorcerer can often be raw and uncontrolled. Sometimes every person in a bloodline becomes a sorcerer, but in older families where the original magic is further removed, it tends to skip a few generations.

 

Combat Ability

Chain Lightning - Summoning up crackling energy the Sorcerer unleashes an arcing strike that lunges towards all chosen targets. The Sorcerer rolls CHARISMA vs each target's DEXTERITY or and on a hit is struck by arcing bolts of lightning that stretch out from their fingers, each target taking 2 damage.This ability costs -4 INFLUENCE and can only be used once per Combat Encounter.

 

Chaos Bolt - You hurl an undulating, warbling mass of chaotic energy at one creature in range. Upon casting the spell, you must roll a CHARISMA vs the target's DEXTERITY. If the Sorcerer is successful in their attack, their target takes 2 HP in damage.This ability costs -2 INFLUENCE and can be used as long as you have INFLUENCE to spend.

 

Mage Armor - The Sorcerer casts a deflective barrier around themself, bolstering their defence! Upon a successful CHARISMA vs Fixed (DC 12) check, this gives the Sorcerer a temporary shield that gives 3 points of armor protection to the Sorcerer. A basic attack dispels this armor buff. This ability costs -1 INFLUENCE and can be cast so long as you have INFLUENCE to use.

 

Roleplay Ability

Prestidigitation - The Sorcerer is able to put on a display of magic to deceive or perform magic tricks to entertain those around!  The Sorcerer is able to add +3 to deceive an audience with tricks of magic, rolling a  DECEPTION check against a DC of 12. Success keeps the audience distracted and focused on the Sorcerer.

 

Typical Weapons -  Staffs, Daggers, Magic.​

 

Stats 

+3 Charisma

+1 Intelligence

+1 Arcana

+1 Persuasion

Warlock

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Kirsi

Charisma - Influence

 

Description -  A Warlock is not given their gifts of magic, but instead make bargains with higher powers, be them holy or unholy, to obtain the magics within them. They seek knowledge and power above all else, always looking to expand their abilities. Their powers range from minor to extraordinary and are always gained from outside sources; knowledge of demons, fae, and other more powerful influencers.

 

Combat Abilities

Otherworldly Bargain - Once per Combat the Warlock may attempt to beseech their Patron into granting them a boost in their power allowing them to deal TRIPLE DAMAGE at the expense of not being able act on their next turn, drained from the effort. Roll CHARISMA vs Fixed (DC 14) check to succeed. This ability costs -4 INFLUENCE to use and can only be used once per Combat Encounter

 

Psychic Scream -The Warlock unleashes their power, blasting their target's mind to stun and strike, rolling a CHARISMA roll vs target’s WISDOM. If successful, the target loses 2 HP and the target is stunned for their next turn, unable to attack. This ability costs -3 INFLUENCE and can be used as long as you have INFLUENCE to use.

 

Eldritch Horror - The Warlock summons the dark magic of a powerful Eldritch creature causing dark, writhing tentacles to lash out at the targets. Warlock rolls CHARISMA versus target's DEXTERITY. Each target takes 1 DAMAGE upon success. This ability costs -3 INFLUENCE and can only be used ONCE per Combat Encounter.

Roleplay Ability

Power Word: Anguish - You speak a word of power that causes waves of intense pain to assail a target. Warlock rolls and Intimidation check against their target’s Willpower. If it is successful, the target is in crippling pain, and incurs a “Pained” status. Otherwise, the spell has no effect.

 

Typical Weapons -  Staffs, swords, daggers, magic.

 

Stats 

+3 Charisma

+1 Intelligence

+1 Arcana

+1 Intimidation

Warrior

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Ingemar Styrbjorn

Strength - Stamina

 

Description - Diverse and skilled fighters who display formidable constitution and strength on the battlefield. In the rush to battle they tend to be right behind the barbarian. Warriors are intelligent in terms of battle, often knowing the right weapon for the job and knowing just where to strike. They can both give, and take a hit.

 

Combat Abilities

Precision Strikes - As a Master of Combat, your strikes land true. With a successful melee attack of STRENGTH vs the target's ARMOR BONUS, the Warrior will deal 2 HP of damage and gain 2 STRENGTH on their next turn. Using a Basic Attack will Dispel the Strength Buff. This skill costs -3 STAMINA and can be used as long as you have STAMINA.

 

Thunder Clap - With all their might, the Warrior takes their weapon and strikes down on their target with electric energy. The Warrior rolls a STRENGTH vs DEXTERITY check against up to 3 targets stunning them, making them unable to attack their next turn. Upon a successful roll, the targets lose 1 HP.This ability costs -2 STAMINA and can be used ONCE per Combat Encounter.

 

Battle Cry - The Warrior shouts an inspirational cry that fortifies themself and their allies. The warrior rolls STRENGTH vs a Fixed (DC 12) check in order to determine if successful. Upon success they and their allies receive a buff to their Armor Bonus! Buff is removed on the next Basic attack used by each target.This ability costs -2 STAMINA and can only be used once per Combat Encounter

 

Roleplay Ability

Heroic Presence -The Warrior’s mere presence inspires many and instills fear in their enemies, getting a +3 to PERSUASION against a DC of 12 as they convince those around them of their stance.

 

Typical Weapons - Any​

 

Stats 

+2 Strength

+1 Constitution

+1 Intimidation

+1 Athletics

Wizard

wizard.png

Uri

Intelligence - Mana

 

Description -  Wizards study many long hours just how to use magic, drawing it from the cosmos itself, and the void between realms. They can accomplish many feats of magic from explosive fireballs, to conjuring monsters from the very edges of existence. Through use of material components, the utterance of a few strange words, and subtle gestures, or focused objects such as a wand or staff, Wizards can truly master any form of magic known to exist.

 

Combat Ability

Fireball -  The Wizard unleashes a devastating fireball among the group that strikes all enemies.  The Wizard rolls INTELLIGENCE vs DEXTERITY and deals 1 damage to maximum 5 targets incapable of avoiding the rapidly expanding flames. This ability costs -2 MANA and can be used as long as you have MANA available.

 

Mirror Image -The Wizard attempts an illusion against their target, rolling an INT vs WIS check to conjure a "mirror image". If successful, the target is fooled and loses their next attack. The Wizard also boosts their defenses in the process.  This buff is dispelled by the next Basic attack the Wizard performs.This ability costs -3 MANA and can only be used ONCE per Combat Encounter

 

​Cone of Cold - The Wizard conjures a chilling blast from their fingertips, washing out and striking up to three targets.  Roll INTELLIGENCE vs DEXTERITY and upon success, deals 1 HP and Freezes the targets in place, unable to act for one turn. This ability does double damage if it critically hits! This ability costs -2 MANA and can be used as long as you have MANA available.

 

Roleplay Ability

Conjure - As a master of all magics, the Wizard is able to conjure up (create something from nothing) the correct item(s) of need, getting +3 ARCANA against a set DC of 12 to conjure said item(s) upon success.

 

Typical Weapons -  Staff, Daggers, Magic.

 

Stats 

+3 Intelligence

+1 Wisdom

+1 Arcana

+1 Willpower