Ravenheart
Watcher of the Fallen
When you are posting your character sheets, please do so below! If you have any questions, feel free to ask me in a PM or in the Out of Character thread for this game. If I edit a post, it will always be to add values (i.e. the current damage value of a spell) and then update that kind of information.
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Character Name:
Physical Description: [Short Paragraph]
Class: [Choose]
Level: 1
Experience: 0/100
Hit Points: [Constitution+Constitution Modifier+Armor Bonus (see Armor & Weapons tab)]
Mana / Stamina: 5
Attributes:
StrengthSkills:
Dexterity
Constitution
Intelligence
Wisdom
Charisma
[Select 6, all to be Level 1]
Traits:
[First chosen trait of your class]Abilities:
[First chosen ability of your class]Armor: Initiate's [Choose available type applicable to your class] Armor
+4 [Chosen Type] ArmorWeapon: [Choose from the available list in the Armor & Weapons tab]
+[Given Weapon Damage]
Choose 1 Trait and 1 Ability for your desired class.
Warrior
Two-handed Weapons, polearms, shield & one-handed weapons
Plate Armor, Mail Armor
- Level 1 - TRAITS
-
Sweeping Strikes - Melee attacks have a 50% chance inflict Physical Damage (+Weapon Damage) to enemies next to the primary target. Abilities have a 25% chance and deal more damage (150% Weapon Damage).
Hardiness - Health is passively increased by +Character Level.
Frenzy - Critical strikes have a 50% chance to grant +1 Action for the next round. - Level 1 - ABILITIES
-
Arcing Smash - Swing the Warrior's weapon in a powerful downward arc, dealing Physical Damage and knocking the target back.
Damage | Weapon Damage + 250% Strength ModifierProvoke - Taunts the target, causing it to attack the Warrior. The Warrior gains +2 Initiative against the target and takes 50% less damage from the target.
Type | Physical
Displacement Range | 2 Space
Stamina Cost | 3
Cooldown | 4 Rounds
Type | PhysicalInfuriate - Both critical strike potential and chance is increased by +2 and all damage dealt is increased by 30%.
Range | 6 Spaces
Stamina Cost | 1
Taunt Duration | 2 Rounds
Cooldown | 6 Rounds
Type | Physical
Stamina Cost | 1
Duration | 3 Rounds
Cooldown | 10 Rounds
Ranger
Bow & Shortsword, handaxe, polearm
Leather Armor
- Level 1 - TRAITS
-
Eagle Eye - Increases vision and weapon (bows & crossbows) range by 20%.
Big Game Hunter - Critical strike potential increased by +1, chance by +1, and critical strike damage increased to 225% potential damage against targets above 75% HP
Careful Aim - Accuracy is increased by +1 against targets that are 6 spaces away or farther. - Level 1 - ABILITIES
-
Farshot - Fires an arrow with increased potential range that deals physical damage.
Damage | Weapon Damage + 200% Dexterity ModifierCarve - Strikes the target with a percise melee attack, dealing Physical Damage and reducing the target's Physical Resistance by 50% of the damage dealt. (This ability requires a melee weapon.)
Type | Physical
Range | 120% Weapon Range
Stamina Cost | 2
Cooldown | 5 Rounds
Damage | Weapon Damage + 200% Strength ModifierMultishot - Fires 3 arrows in a cone direction, hitting the first target in their path, each dealing Physical Damage.
Type | Physical
Stamina Cost | 3
Physical Resistance Reduction Duration | 2 Rounds
Cooldown | 5 Rounds
Damage | Weapon Damage + 150% Dexterity Modifier
Type | Physical
Range | 100% Weapon Range
Stamina Cost | 2
Duration | 2 Rounds
Cooldown | 5 Rounds
Cleric
Staff, mace
Cloth Armor
- Level 1 - TRAITS
-
Censure - Dealing damage with a spell has a 10% chance to silence the target for 1 round. Critical strikes increase the chance to 20%.
Provocation - Disabling effects on the Cleric have a 10% chance to be negated.
Enlightenment - Each round has a 10% chance to restore +1 Mana. - Level 1 - ABILITIES
-
Blinding Flash - Unleashes a burst of light to deal Holy Damage in a cone direction, blinding all enemeis afflicted.
Damage | 200% Intelligence ModifierRenew - Chants a healing effect onto the target ally, granting them combat Health Regeneration.
Type | Holy
Range | 7 Spaces
Mana Cost | 2
Blind Duration | 2 Rounds
Cooldown | 6 Rounds
Regeneration | +Charisma ModifierDispel Magic - Can cleanse all negative magical effects afflicting the target.
Type | Holy
Range | 10 Spaces
Mana Cost | 2
Duration | 3 Rounds
Cooldown | 6 Rounds
Type | Holy
Range | 10 Spaces
Mana Cost | 2
Cooldown | 3 Rounds
Wizard
Staff, shortsword
Cloth Armor
- Level 1 - TRAITS
-
Arcane Precision - All of the Mage's Arcane Damage is increased by +Character Level.
Burning Determination - All of the Mage's Fire Damage is increased by +Character Level.
Cold Blooded - All of the Mage's Frost Damage is increased by +Character Level. - Level 1 - ABILITIES
-
Arcane Bolt - Unleashes a bolt of arcane energy to deal damage to the target. This ability has a 20% chance to interrupt any spell-casting.
Damage | 300% Intelligence ModifierFirebolt - Unleashes a bolt of fire to deal damage to the target. This ability applies singed, increasing all Fire Damage against the target by 25%.
Type | Arcane
Range | 10 Spaces
Mana Cost | 1
Blind Duration | 2 Rounds
Cooldown | N/A
Damage | +200% Intelligence ModifierFrostbolt - Unleashes a bolt of frost to deal damage to the target. This ability slows the target by -1 Movement Speed.
Type | Fire
Range | 10 Spaces
Mana Cost | 1
Singed Duration | 2 Rounds
Cooldown | N/A
Damage | +250% Intelligence Modifier
Type | Frost
Range | 10 Spaces
Mana Cost | 1
Slow Duration | 2 Rounds
Cooldown | N/A
Monk
Fist Weapons, staves, glaives
Leather Armor, Cloth Armor, Mail Armor
- Level 1 - TRAITS
-
Seize the Initiative - When being attacked first by an enemy, the Monk has a 25% chance to act as though the Monk was acting before the enemy does.
One With Everything - Successful blocks and dodges grant an increase of critical strike chance by +3 and potency by +3 on the Monk's next attack in the next turn.
Mythic Rhythm - Every third consecutive attack will heal the Monk (+Character Level). - Level 1 - ABILITIES
-
Qi Burst - Unleashes a magical attack in a target direction, striking all enemies in its path, and heals the Monk for 50% of the damage dealt.
Damage | 200% Intelligence ModifierFeint - Dodges all incoming attacks for the next two rounds. Once this effect has ended, the Monk's next attack is empowered.
Type | Nature
Range | 5 Spaces
Mana Cost | 2
Cooldown | 4 Rounds
Damage | +200% Strength ModifierEffuse - Casts healing energies upon an ally, healing them over the next 3 rounds.
Type | Physical
Mana Cost | 2
Duration | 2 Rounds
Cooldown | 6 Rounds
Regeneration | +Wisdom Modifier
Type | Nature
Range | 8 Spaces
Mana Cost | 2
Duration | 3 Rounds
Cooldown | 6 Rounds
Rogue
Daggers, shortswords
Leather Armor, Cloth Armor
- Level 1 - TRAITS
-
Brooding - Each turn the Rogue remains stationary and does not perform an action, the Rogue restores health (+Constitution Modifier).
Fleet Footed - The Rogue has innate +1 to dodging attacks. Successful dodges grant +1 Movement Speed through the next round.
Elaborate Planning - Successful critical strikes increase the damage of the Rogue's next attack by 25%. - Level 1 - ABILITIES
-
Acrobatic Strike - Uses a martial combination to deal damage and land on the opposite side of the target.
Damage | Weapon Damage + 200% Dexterity ModifierRun Through - Lunges forward to deal a crippling blow on the target, dealing damage and slowing the target by -2 Movement Speed.
Type | Physical
Stamina Cost | 2
Cooldown | 2 Rounds
Damage | Weapon Damage + 200% Dexterity ModifierVanish - Disappear into the shadows for a duration, becoming entirely invisible. The first attack during the duration will end the effect and the damage of the attack will have +3 critical strike chance and potency.
Type | Physical
Range | 3 Spaces
Stamina Cost | 2
Slow Duration | 2 Rounds
Cooldown | 6 Rounds
Type | Shadow
Stamina Cost | 1
Duration | 4 Rounds
Cooldown | 5 Rounds
Sorcerer
Dagger, shortsword
Cloth Armor
- Level 1 - TRAITS
-
Shadowy Inspiration - All of the Sorcerer's Shadow Damage is increased by +Character Level.
Mania - All of the Sorcerer's Chaos Damage is increased by +Character Level.
Dark Succor - The Sorcerer has a 10% chance to absorb a critical strike, healing for the damage that would have been dealt. - Level 1 - ABILITIES
-
Shadow Bolt - Unleashes a bolt of shadow energy to deal damage to the target. This ability deals 25% more damage if the target has taken Shadow damage within the last 3 rounds.
Damage | 300% Intelligence ModifierChaos Bolt - Unleashes a bolt of chaotic energy to deal damage to the target. This ability has a increased critical strike potency by +2 and chance by +1.
Type | Shadow
Range | 10 Spaces
Mana Cost | 1
Cooldown | N/A
Damage | +350% Intelligence ModifierPlague Bolt - Unleashes a bolt of shadow to deal damage to the target. This ability applies illness to the target, dealing damage each turn.
Type | Chaos
Range | 10 Spaces
Mana Cost | 2
Cooldown | N/A
Damage | +250% Intelligence Modifier
Damage Over Time | +Intelligence Modifier
Type | Shadow
Range | 10 Spaces
Mana Cost | 1
Duration | 3 Rounds
Cooldown | N/A
Attributes & Skills
Each Attribute will start out at Level 8. However, when you are creating your character, you will have 27 purchase points to distribute among them. No Attribute can go higher than 16 points at Character Level 1, at least via this process. At Character Level 3, players will be granted an additional 8 points to distribute as they see fit. Then Level 6, 9, 12, etc. As for modifiers on your Attributes, here's how to add them:
>Attribute Level: 14 = Attribute Modifier: +2
A.L. 8-9 (A.M. -1)
A.L. 10-11 (A.M. +0)
A.L. 12-13 (A.M. +1)
A.L. 14-15 (A.M. +2)
A.L. 16-17 (A.M. +3)
etc.
Once you have your attributes settled, you can pick your skills. Players can choose up to 6 skills, each starting at Skill Level 1. If you wish to see your skill level to be raised, you must raise your Attribute level. At Attribute Level 20, you will be granted 2 points to put into skills of that Attribute. Then Level 25, 30, etc.
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Armor & Weapons Mechanics
Rather than conventional damage mitagation, armor will simply be attributed to one's health. This will go as follows:
Cloth Armor: 4 Cloth Armor will grant +1 to Maximum HP. [10 Cloth Armor will grant +2 to Maximum HP.]
Leather Armor: 4 Leather Armor will grant +2 to Maximum HP. [10 Leather Armor will grant +4 to Maximum HP.]
Mail Armor: 4 Mail Armor will grant +3 to Maximum HP. [10 Mail Armor will grant +6 to Maximum HP.]
Plate Armor: 4 Plate Armor will grant +4 to Maximum HP. [10 Plate Armor will grant +8 to Maximum HP.]
Melee weapons will only be able to perform basic attacks at targets in the next space to the wielder. Ranged weapons will generally have a specified range listed on them. Shields, when used in blocking, will mitigate damage equal to their Shield Armor value. Using shields for an attack with deal the Shield Armor value as damage. The list of items below will be the starting weaponry for each player.
Initiate's Greatsword, Battleaxe, & Warhammer (Two-Handed Sword, Axe, & Mace, +4 Weapon Damage)
Initiate's Shortsword, Handaxe, & Mace (One-Handed Sword, Axe, & Mace, +3 Weapon Damage)
Initiate's Buckler (Shield, +2 Shield Armor)
Initiate's Dueling Staff (Staff, +2 Weapon Damage)
Initiate's Brawling Gloves (Fist Weapons, +2 Weapon Damage)
Initiate's Combat Dagger (Dagger, +2 Weapon Damage)
Initiate's Shortbow (Bow, +3 Weapon Damage, +10 Range)
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