Classes (To Index)
Classes represent the nature and training throughout the character’s growth. Choice of their classes will decide the area of abilities available only for them to specialize.
Knight / Cavalier
The art of combat existed as the most conventional profession in history, and has always played the backbone part of it. The duty of a knight / cavalier varies greatly from holy paladins to mercenaries, and are often much needed in many places.
The knights / cavaliers excel in use of weapons and combat skills and a usually rely on high strength and vitality to fight toe to toe with their enemies in front or backline. They are able to use the widest range of equipments including powerful magical weapons and armors.
Class Ability - Combat Skills
Ranger / Huntress
Throughout all times many has chosen to live away from civilization and adapt the path of nature, learning abilities and skills to help them survive. A ranger / huntress can be a versatile and deadly foe, and are highly capable whether venturing alone or in-group.
The rangers / huntresses are fighters but also own various natural and hunting skills to assist in them. Their combat tactic requires much dexterity and intelligence. The natural skills they own contain the widest range of abilities to use, allowing them to effectively face every situation.
Class Ability - Natural Skills
Bard / Rogue
Although far fewer of them made their names amongst the famous, the bards / rogues are most common to see in the realm. Their skills allow them to earn extra edges not only in battle, but also various situations as well.
The bard / rogue usually live a shadowy life. Through their dexterity and charisma, they often seek to solve conflicts and troubles in ways least expected instead of direct confrontation. They are commonly known for the ability to steal valuable items, or even create them through alchemy.
Class Ability - Traveler’s Skills
Cleric / Priestess
Serving as representative of their divine being, the clerics / priestesses walk in the realm to spread their belief through their actions. Although not all of them are servants of goodness, their divine spells are more often much welcomed in most places.
The cleric / priestess can cast divine spells to benefit and enhance themselves or others in battle, and is much relying on their vitality or charisma to effectively use these powers. Through their magic they can easily protect themselves from most harms in battle while enhance their combat capability.
Class Ability - Divine Spells
Mage / Sorceress
The studying and practice of arcane art started since the Sun Lord, and have developed much throughout thousands of years after. The mages / sorceresses are capable to shape energies within thin air and cause devastating effects.
The mage / sorceress main arsenal is their abilities to effectively learn and cast arcane spells through their intelligence and charisma. Their existence can prove invaluable in both alone or in-group for being able to learn powerful ancient spells that can easily make bless or disaster to others.
Class Ability - Arcane Spells
Feats can affect character’s ability scores in many ways. Each character is allowed to choose up to 3 feats on level 1, and can choose 3 extra feats for each level up.
Names |
Effect |
Max |
Toughness |
+2 Max Hit Point |
10 |
You are grown up in harsh environment and can better stand physical harms. |
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Strong Back |
+1 Weight |
10 |
You are able to carry much more weight and equip heavier gears than you supposedly do. |
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Endurance |
+1 Armor Class |
10 |
Long living in hostile and hazardous environment allows you to better avoiding physical harms. |
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Fast Reflex |
+1 Reflex |
10 |
You act quicker than most others. |
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Courage |
+1 Max Morale |
10 |
You are trained with stronger mind and morale when facing danger. |
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Strong Arms |
+1 Save vs. Strength |
10 |
You are better at resisting against entanglement harms. |
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Greater Fortitude |
+1 Save vs. Vitality |
10 |
You are better at resisting against weakening harms. |
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Avoidance |
+1 Save vs. Dexterity |
10 |
You are better at resisting against physical and trap-based harms. |
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Arcane Defense |
+1 Save vs. Intelligence |
10 |
You are better at resisting against spell energy based harms. |
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Iron Will |
+1 Save vs. Charisma |
10 |
You are better at resisting against mind affecting harms. |
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Unarmed Combat |
+1 To Hit when unarmed |
10 |
You are well trained and expertise in unarmed combat. |
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Quick Feet |
+1 Movement speed |
10 |
You are able to walk with much faster speed than others. |
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Long Sight |
+3 Sight |
10 |
Your eyes are adept and able to see with greater distance and range. |
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Combat Casting |
+1 Focus |
10 |
Characters with this feat can make extra save to prevent disruption when hit during casting. |
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Wounding Critical |
+1 extra damage vs. Critical Hits |
10 |
Characters with this feat can make extra damage when rolled a critical hit. |
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Proficiency - Blunt |
+1 To Hit when use Blunts |
10 |
Includes club, mace, morning star, flail, war hammer and sling. |
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Proficiency - Small Sword |
+1 To Hit when use Small Swords |
10 |
Includes knuckles, dagger, blade, short sword and scimitar. |
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Proficiency - Large Sword |
+1 To Hit when use Large Swords |
10 |
Includes long sword, falchion, bastard sword, katana and great sword. |
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Proficiency - Axe |
+1 To Hit when use Axes |
10 |
Includes axe, battle-axe, broadaxe, great axe and throwing axe. |
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Proficiency - Pole Arm |
+1 To Hit when use Pole Arms |
10 |
Includes quarterstaff, spear, war scythe, halberd and dart. |
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Proficiency - Bow & Crossbow |
+1 To Hit when use Bows & Crossbows |
10 |
Includes short bow, longbow, composite bow, small crossbow, light crossbow and heavy crossbow. |
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Proficiency - Unarmed |
+1 To Hit when Unarmed |
10 |
Includes fists as unarmed weapon. |
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Merchandised Background |
+2% price when sell items to vendors |
10 |
This feat allows character to increase the selling prices of their items beyond the 25% base |
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Skill Proficiency - Strength |
+1 save vs. for Strength |
10 |
You are naturally better at strength-based skills and can cast them with greater efficiency. |
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Skill Proficiency - Vitality |
+1 save vs. for Vitality |
10 |
You are naturally better at vitality-based skills and can cast them with greater efficiency. |
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Skill Proficiency - Dexterity |
+1 save vs. for Dexterity |
10 |
You are naturally better at dexterity-based skills and can cast them with greater efficiency. |
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Skill Proficiency - Intelligence |
+1 save vs. for Intelligence |
10 |
You are naturally better at intelligence-based skills and can cast them with greater efficiency. |
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Skill Proficiency - Charisma |
+1 save vs. for Charisma |
10 |
You are naturally better at charisma-based skills and can cast them with greater efficiency. |
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High Stamina |
+20 Max Stamina |
10 |
You are born with greater stamina, allowing you to last longer in combat or sport. |
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Quick Shot |
+1/5 Range Attack |
10 |
You have greater reflex and precision that allows you to attack more quickly with ranged weapons. |
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Dual Weapon Style |
+1 To Hit when use dual weapons |
10 |
You are adapted in use of dual weapons in combat. |
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Two-Handed Style |
+1 Critical Hit damage when use two-handed weapons |
10 |
You are adapted in use of two-handed weapons in combat. |
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Sword & Shield Style |
+1 Armor Class when use a weapon and a shield |
10 |
You are adapted in use of dual weapon in combat. |
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Single Weapon Style |
-1 Reflex Cost when use single weapon |
10 |
You are adapted in use of dual weapon in combat. |
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