These are the basic stats for any basic character class you want to make. If you want to make a multiclass character, talk to me or Silverblade. There are status changes for cross class characters. We will Mix stats some better some worse, but be aware, there will be special quirks or flaws in your character assigned for the boost of stats.
Mage:
Base Attk.-Low(d6)
Base Def.-Med(d10)
Base Life.-Low(d10)
Base Saving Throw vs. Magic.-High(d20)
Base Attk. Dmg.- 1D4
Base Mana: 20
Cross Class: warrior/shadow(ninja)/Bio-Mech/mystic
Class Ability:
Concentration (A mage can cast 2 spells per round 2 times per battle.)
***supplimented by Magic
Warrior:
Base Attk.-Med.(d10)
Base Def.-Med.(d10)
Base Life-Med.(d10)
Base ST vs. Mgk.-Med.(d10)
Base Attk. Dmg.- 1D8
Base Mana: 12*
Multiclass: Mage/Shadow(ninja)/Bio-Mech/mystic
Class Ability:
Crushing blow: If the maximum attack role on a dice is roled for attack, damage is multiplied x2.
Weapon Finesse:Warriors get 2 actions/round. Warriors gain an extra dice of damage every 3 levels, starting at level 3.
*When cross-classed with mage.
Mech:
Base Attk.-High(d20)
Base Def.-Low(d6)
Base Life-High(d20)
Base ST vs. Mgk.-Low(d6)
Base Mana: N/A
Cross Class: N/A*
Class Ability:
Weapons Upgrade: Dmg. for mechs increase 2 dice per lvl. instead of the one normally, so a 2D8 at lvl. 1 becomes a 4D8 at lvl.2.
Infrared Sensors: Mechs are immune to the Shadow/Ninja skill backstab. No ordinary means of hiding can fool them, not even shadow-meld.
***Weak against lightning based attacks. It does one and a half times dmg.
Bio-Mech:
Base Attk.-Med.(d10)
Base Def.-Med.(d10)
Base Life-High(d20)
Base ST vs. Mgk.-Low(d6)*
Base Dmg.- 2D6**
Base Mana: 8***
Cross Class: Mage/shadow(ninja)/warrior
Class Ability:
Weapon Meld: Can absorb a weapon into a mechanical part permanently. It can thus be hidden.
NanoMed: Nanobots reside in the mechanical portions of the Bio-Mech. Automatically disturbutes nanobots to injured part repairing at a rate of 1d6 per round.
*Saving Throw versus Magick never goes up.
**but alternate weapons can make it be higher.
*** When cross-classed with mage.
****Weak against lightning based dmg. it does +25% dmg.
Shadow/Ninja:
Base Attk.-Med.(d10)
Base Def.-High(d20)
Base Life-Low(d6)
Base ST vs. Mgk.-Med.(d10)
Base Attk. Dmg.- 1D10
Base Mana: 16*
Cross Class: Mage/warrior/bio-mech/mystic
Class Abilities:
Backstab: first attack to an enemy is at x2 dmg. from surprise.
This only applies on either the first target when you come out of hiding, or if an area is too dark to see in.
(Thus, if the hallway is utterly dark, then you can get a backstab on every opponent once, if not...then only the first opponent, cause the others saw you attack him.)
Required Skills:
Shadow Meld: You can hide in (or if you're a dark magic user literally melt into the) shadows, so as to surprise a foe.
*When cross-classed with mage.
High: D20
Med: D10
Low: D6
Mana doubles at lvl. 10 for all classes
Mana doubles again at lvl. 20
NOTE: Limit your character specific abilities to 4 or less....and be reasonable.
Starting at first level, you will receive maximum hit dice. This means that if you have a high, you will get 20 to start, if you have med. you will get 10 to start, and if you have low you will get 6 to start.
At every level you will role a coinciding die to see how much life you get.
Starting at lvl. 2 you will get a +2 to all your base roles, and after this you will get another +2 at every other level.
Damage increases at a rate of 1 dice per level. This means that if you start of with 1D6, then next level, you'll have 2D6. If you had 2D8, then next level you'll have 3D8.
Leveling this way, everybody will get an even boost in there attack capabilities based on level, while still keeping a certain variability by rolling for health. Your bases, however, will always stay the same, for they are specific to class.
Mage:
Base Attk.-Low(d6)
Base Def.-Med(d10)
Base Life.-Low(d10)
Base Saving Throw vs. Magic.-High(d20)
Base Attk. Dmg.- 1D4
Base Mana: 20
Cross Class: warrior/shadow(ninja)/Bio-Mech/mystic
Class Ability:
Concentration (A mage can cast 2 spells per round 2 times per battle.)
***supplimented by Magic
Warrior:
Base Attk.-Med.(d10)
Base Def.-Med.(d10)
Base Life-Med.(d10)
Base ST vs. Mgk.-Med.(d10)
Base Attk. Dmg.- 1D8
Base Mana: 12*
Multiclass: Mage/Shadow(ninja)/Bio-Mech/mystic
Class Ability:
Crushing blow: If the maximum attack role on a dice is roled for attack, damage is multiplied x2.
Weapon Finesse:Warriors get 2 actions/round. Warriors gain an extra dice of damage every 3 levels, starting at level 3.
*When cross-classed with mage.
Mech:
Base Attk.-High(d20)
Base Def.-Low(d6)
Base Life-High(d20)
Base ST vs. Mgk.-Low(d6)
Base Mana: N/A
Cross Class: N/A*
Class Ability:
Weapons Upgrade: Dmg. for mechs increase 2 dice per lvl. instead of the one normally, so a 2D8 at lvl. 1 becomes a 4D8 at lvl.2.
Infrared Sensors: Mechs are immune to the Shadow/Ninja skill backstab. No ordinary means of hiding can fool them, not even shadow-meld.
***Weak against lightning based attacks. It does one and a half times dmg.
Bio-Mech:
Base Attk.-Med.(d10)
Base Def.-Med.(d10)
Base Life-High(d20)
Base ST vs. Mgk.-Low(d6)*
Base Dmg.- 2D6**
Base Mana: 8***
Cross Class: Mage/shadow(ninja)/warrior
Class Ability:
Weapon Meld: Can absorb a weapon into a mechanical part permanently. It can thus be hidden.
NanoMed: Nanobots reside in the mechanical portions of the Bio-Mech. Automatically disturbutes nanobots to injured part repairing at a rate of 1d6 per round.
*Saving Throw versus Magick never goes up.
**but alternate weapons can make it be higher.
*** When cross-classed with mage.
****Weak against lightning based dmg. it does +25% dmg.
Shadow/Ninja:
Base Attk.-Med.(d10)
Base Def.-High(d20)
Base Life-Low(d6)
Base ST vs. Mgk.-Med.(d10)
Base Attk. Dmg.- 1D10
Base Mana: 16*
Cross Class: Mage/warrior/bio-mech/mystic
Class Abilities:
Backstab: first attack to an enemy is at x2 dmg. from surprise.
This only applies on either the first target when you come out of hiding, or if an area is too dark to see in.
(Thus, if the hallway is utterly dark, then you can get a backstab on every opponent once, if not...then only the first opponent, cause the others saw you attack him.)
Required Skills:
Shadow Meld: You can hide in (or if you're a dark magic user literally melt into the) shadows, so as to surprise a foe.
*When cross-classed with mage.
High: D20
Med: D10
Low: D6
Mana doubles at lvl. 10 for all classes
Mana doubles again at lvl. 20
NOTE: Limit your character specific abilities to 4 or less....and be reasonable.
Starting at first level, you will receive maximum hit dice. This means that if you have a high, you will get 20 to start, if you have med. you will get 10 to start, and if you have low you will get 6 to start.
At every level you will role a coinciding die to see how much life you get.
Starting at lvl. 2 you will get a +2 to all your base roles, and after this you will get another +2 at every other level.
Damage increases at a rate of 1 dice per level. This means that if you start of with 1D6, then next level, you'll have 2D6. If you had 2D8, then next level you'll have 3D8.
Leveling this way, everybody will get an even boost in there attack capabilities based on level, while still keeping a certain variability by rolling for health. Your bases, however, will always stay the same, for they are specific to class.
