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 4. Classes
scurrilous
 Posted: Dec 5 2011, 09:11 PM
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CLASSES

The combat system of Kateria is based on classes. Classes are professions for your character; they determine what your character does in battle, what kind of weapon they use, and whether or not they can wield magic. Classes are permanent. Once you choose your character's class, you cannot change it. Your character can also not do anything that their class does not allow. A rogue cannot heal, a warrior cannot use a bow, and so on and so forth. All classes are powerful and have access to certain elements, weapons, or magics, which means that you the player can create your own spells. Keep in mind, however, to make them balanced and believable. We are also a-okay with you ripping spells and attacks from video games. Remember, however, to avoid godmodding, power playing, and any other obscene activities.

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scurrilous
 Posted: Dec 6 2011, 12:17 AM
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CLERIC

ROLE: HEALER, SUPPORT, MINOR OFFENSE

TYPES OF CLERICS

ALCHEMIST An alchemist is a healer that lacks magic and instead relies on potions, recipes, and creations to heal their allies. They are masters of mixing ingredients and creating concoctions to mend wounds and cleanse diseases. An alchemist almost always has vials and various ingredients on them as well, and are usually quite the travelers, though some do choose to stay in villages and be the personal village doctor.

PRIESTS A light based healer that can call forth holy power and heal the wounds of their allies, cleanse diseases and curses, and provide blessings through the power of light. They are a very spiritual class and most of their spells involve prayer, worship, and meditation. They usually stick to churches to practice their magics though they have been known to expand and travel Kateria. They are also capable of using their holy powers offensively, though they aren't particularly dangerous either.

DRUIDS A nature based healer that harnesses the power of nature to do their bidding. They are very in tune with the land and all of its creatures and, as such, usually use its very life force to aid their companions. They can heal wounds, abolish poisons from their allies veins, and boost their powers briefly. Druids lack severe offensive capabilities, however, and are usually more of a distraction as their magic relies more on the healing capabilities of nature and not the dangerous capabilities.

SHAMAN An elemental healer that possesses the ability to use the elements. They can heal with the power of water, cleanse magics with electricity, and protect themselves and oftentimes an ally with the power of earth. They are the strongest of the healers and can oftentimes use the elements as their own offense as well, though their powers are certainly lacking in comparison to a mage. Still, a strong shaman is a force to be reckoned with, as is any other healer.

ORACLE The strangest of all the clerics, the oracle is a healing hybrid that is more offensive than it is defensive. Oracles cannot heal; instead they can tap into the darkside and can twist what would normally be helpful magics into dangerous and strange things. They can poison and curse their enemies and they can even steal their enemies very life force, though minorly, of course. They also sometimes possess the ability to see briefly into the future, though it's uncontrollable and minor at best.

PURIFIER A purifier is a healer that practices the art of taming fire. They heal and cleanse their allies by burning them. Their art is dangerous and terrifying and can sometimes fail, though it also has the capability of being the strongest heal as well. They are the trickiest of healing to master, and even the best purifier sometimes messes up. Purifiers, like shamans, can also cast offensive magics fairly decently, though they still don't compare to a mage by any means.


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scurrilous
 Posted: Dec 6 2011, 05:08 PM
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MAGE

ROLE: RANGED, MASSIVELY OFFENSIVE, POWERHOUSE


TYPES OF MAGES

SUMMONER A summoner is a mage that has the ability to summon aid to their side during battle. They can reach into another alternate world and bring forth a creature, person, or object and use it to their advantage for a short period of time. Summoners are very connected to their summoned partners -- in fact, at first they have to prove themselves to their summons and solidify their contracts to earn the right to summon them.

ELEMENTALIST An elementalist is a master of the elements. They can spin fire, control ice, harnass electricity and use wind to do their bidding. Elementalists do have a catch, however; they have to be around the element their calling on to use it. For instance, usually an elementalist will carry around a jug of water just so they don't end up somewhere completely defenseless.

GEOMANCER A geomancer is a mage that has mastered the way of the land. Much like druids, geomancers can harnass nature and the world in general to help them out, though their spells are always offensive, unlike a druid. Geomancers can cause earthquakes, landslides, and quicksand when they master their powers and even at lower levels they are a force to be reckoned with.

NECROMANCER A necromancer is quite like a summoner although instead of summoning a living creature or an inanimate object to help them out, they revive a recently deceased creature. Like summoners, necromancers must earn the trust of their allies, although their contracts are more like blood pacts and are often considered dark and taboo.

ILLUSIONIST An illusionist is a mage that is all about tricking the mind. Illusionists possess the ability to conjure images and work on fear and fear alone. They can bring forth their enemies worst fear at the snap of a finger, though their conjurations are always harmless. The trick to an illusionist, however, is that their enemies never really know that what they're seeing isn't real. Illusionists also possess the ability to change their own appearance for brief periods of time, as well.

TIMESHIFTER A timeshifter is a mage that possesses the ability to mess with the threads of time. They can speed up their own actions and movements and even slow down time so that they can blink through it, getting to their destinations faster. They cannot, however, alter someone elses timeline; they can't slow down another being, nor can they overpower them by means of time and time alone.

ENCHANTER/ENCHANTRESS An enchanter is a mage that works with the art of seduction. They possess the ability to charm monsters and lesser beings to do their bidding. They possess amazing charisma and are often considered the seducers of the magic world.


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scurrilous
 Posted: Dec 6 2011, 05:30 PM
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ROGUE

ROLE: RANGED OR MELEE, OFFENSIVE, SNEAKY DAMAGE DEALER


TYPES OF ROGUES

ARCHER An archer is a simple rogue; they use a bow and arrow to get things done, though unlike beastmasters and snipers, they possess the ability to imbue their arrows with elements. They can fire arrows tipped with lightning and fire and set traps with frost and ice. Archers tend to hide and sneak to avoid their foes, and they prefer to be unseen in battle.

BEASTMASTER A beastmaster is an archer that lacks elemental capabilities and instead relies on the help of an animal companion. Beastmasters are equally skilled in archery, sure, but most of their damage comes from their animal taming capabilities. Some beastmasters pick one lifelong animal companion, however some have been known to be hunters of sorts. They choose dangerous animals, too -- saber tigers, dinosaurs, and birds of prey are all available in their arsenal if they so choose.

SNIPER A sniper is the sure-shot of archers. They possess amazing marksmen capabilities and rarely miss their shots. They are skilled to the gills with a bow and even have a few traps they can throw your way. Snipers don't possess animal taming or elemental capabilities, however; instead they tip their arrows with venom. A sniper can put their foe to sleep or confuse them, and sometimes they can eventually actually poison their enemy.

THIEF A thief is a rogue that wields double blades instead of a bow. Thieves possess the ability to stealth and sneak to their destination. Thieves are extremely agile and can blend into the shadows with ease. What they lack in amazing offensive capabilities, they make up for in the element of surprise. A thief can steal your lunch money and throw you off your game before you even know they're there.

ASSASSIN An assassin is, like a thief, a rogue that wields double blades instead of a bow. Unlike a thief, however, they lack the ability to stealth and use the shadows as an invisibility cloak. Instead they're powerful -- assassins know pressure points and are much, much more offensively dangerous than a thief. They're quick and powerful and, as such, don't need to hide to get their work done.

SABOTEUR A saboteur wields neither a bow nor daggers. Saboteurs are the engineers of Kateria; they can craft bombs and grenades from materials they find in their travels and can use said concoctions to their advantage. Saboteurs are the masters of gadgets and can be quite a force to be reckoned with on the battle field.


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scurrilous
 Posted: Dec 6 2011, 05:42 PM
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WARRIOR

ROLE: MELEE, DAMAGE DEALER, PROTECTOR


TYPES OF WARRIORS

LANCER A lancer is a strong, capable warrior that wields large weapons, usually spears, lancers, and greatswords, and can overpower larger enemies with their impressive strength. Lancers are slow fighters, sure, but their swings and attacks cause much, much more damage than your average warriors. They can also be quite deceiving; even the smallest being can be a lancer because their strength is in a special set of gloves they acquire and not their bodies.

DRAGOON A dragoon, like a lancer, usually chooses spears to fight with, though their weapons aren't nearly as large nor powerful. A dragoon also isn't a ground fighter by any means. Dragoons usually are trained in the art of the dragons themselves and, as such, are referred to as the jumpers of the warriors. They can hurtle themselves several hundred feet into the air and they spiral downwards at remarkable speeds to spear their foes.

PALADIN A paladin is a holy warrior that uses their strength and abilities to protect their allies and damage their foes. Their swords are imbued with the element of light and they generally possess a shield, as well. They aren't the most offensive of warriors at all, though they can still pack quite a punch, however they generally are the protector of the warrior field.

RUNE KNIGHT A rune knight is a magical sort of warrior that wields double swords scripted with elemental runes. Rune knights generally possess the ability to absorb certain amounts of magic and enchant their own swords with it for a very brief period of time. They are also fast and agile, like a thief, though they aren't heavy hitters like dragoons and lancers.

REAVER A reaver is a warrior that masters the art of death and imbues their weapons with it. A reaver's sword possesses the ability to spread curses or diseases throughout their enemies veins with a single, successful slash. Reavers generally carry battleswords or sabers, though they have been known to dual-wield as well.


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scurrilous
 Posted: Dec 6 2011, 05:56 PM
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ENTERTAINER

ROLE: RANGED, DAMAGE DEALER, SUPPORT


TYPES OF ENTERTAINERS

BARD A bard is an entertainer that usually uses a lute. Bards can soothe and excite their allies with their songs, providing them with temporary blessings and increasing their abilities to fight. Bards also possess few offensive capabilities and can even write songs with curses imbued into them, though they aren't always successful.

DANCER A dancer is an entertainer that uses their body to do the dirty-work. Dancers, much like bards, can dance and provide their teammates with blessings, though most of their dances are used as distractions or attacks towards their foes. They possess more offensive capabilities than bards, as most of their dances can blind, poison, or even charm their enemies.

MIME A mime is the copy-cat of the entertainers. Mimes possess the ability to take an attack that someone has used against them and use it to their own advantage. Of course, their mimicked attacks are generally weaker than that of their foe, but it can be used as many times as they like.

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