Safav Hamon
Self-Ejected
- Joined
- May 15, 2018
- Messages
- 2,141
Information is finally revealed about the 11 new subclasses. New spells, abilities, and passives were designed for every subclass with the exception of the Bellower.
Those who can rally their wit in the heat of battle are known as "Tacticians." These warriors see all forms of combat as only pieces moving in play. Frequently assuming leadership positions within a structured military, Tacticians weaponize cleverness and sharpen experience.
Bonus
Restore Discipline when successfully Interrupting an enemy action.
Gain Brilliant Tactician.
Penalty
Penetration and Accuracy is reduced when attacking a target that is not being attacked by an ally.
Gain Tactical Dilemma
Brilliant Tactician: When all allies are flanked, and no enemies are flanked, gain the Brilliant inspiration
Tactical Dilemma: When flanked, become shaken and confused
Bonus
Restore Discipline when successfully Interrupting an enemy action.
Gain Brilliant Tactician.
Penalty
Penetration and Accuracy is reduced when attacking a target that is not being attacked by an ally.
Gain Tactical Dilemma
Brilliant Tactician: When all allies are flanked, and no enemies are flanked, gain the Brilliant inspiration
Tactical Dilemma: When flanked, become shaken and confused
Furyshapers carry a burden of trauma in their past lives, suffering when those emotions inexplicably bleed into their current psyche. These rare individuals can manifest their emotions in a physical form, inflicting their rage, terror, or madness onto the world.
Bonus
Gain Shape Ward: Frenzy at Power Level 1.
Gain Shape Ward: Fear at Power Level 4.
Gain Shape Ward: Blood at Power Level 8.
Gain bonus Accuracy against spirits.
Penalty
If a Ward is destroyed, take immediate Raw Damage and a Power Level penalty until combat ends.
Will is reduced.
Frenzy Ward: Increases action speed of nearby allies
Fear Ward: Terrifies nearby enemies
Blood Ward: Grants nearby allies health based on the damage they deal
Bonus
Gain Shape Ward: Frenzy at Power Level 1.
Gain Shape Ward: Fear at Power Level 4.
Gain Shape Ward: Blood at Power Level 8.
Gain bonus Accuracy against spirits.
Penalty
If a Ward is destroyed, take immediate Raw Damage and a Power Level penalty until combat ends.
Will is reduced.
Frenzy Ward: Increases action speed of nearby allies
Fear Ward: Terrifies nearby enemies
Blood Ward: Grants nearby allies health based on the damage they deal
As charming as they are devious, these rogues use cleverness and diplomacy to achieve their goals. Often acting only in self-interest, they have been known to contract high-society thefts, unveil scandals, or even perform the occasional white-glove assassination.
Bonus
Gain significant Hit to Crit against Charmed targets.
Gain Roguish Charm ability.
Gain Hit to Graze against attacks when not affected by any afflictions.
Penalty
Cannot Engage.
Gain Cowardice ability.
Roguish Charm: Convince a Kith to turn on their allies and join your side. If the rogue is at a higher level the target will gain bodily inspirations while charmed. The higher the level, the more powerful the inspirations.
Cowardice: Receive a penalty to accuracy and defenses if no allies are near
Bonus
Gain significant Hit to Crit against Charmed targets.
Gain Roguish Charm ability.
Gain Hit to Graze against attacks when not affected by any afflictions.
Penalty
Cannot Engage.
Gain Cowardice ability.
Roguish Charm: Convince a Kith to turn on their allies and join your side. If the rogue is at a higher level the target will gain bodily inspirations while charmed. The higher the level, the more powerful the inspirations.
Cowardice: Receive a penalty to accuracy and defenses if no allies are near
The Steel Garrote is a feared paladin order dedicated to Woedica. They work with powerful individuals and business interest to hunt down those who violate contracts, especially if said contracts were endorsed by a priestess of the Exiled Queen. They were founded in the Aedyr Empire and are active throughout the region - branching out as far as the Dyrwood and the Vailian Republics.
Bonus
Heal for a portion of the damage dealt to afflicted targets.
Gain Garrote ability.
Garrote Ability: Choke the target paralyzing them and dealing raw damage overtime. When the effect ends, the target is proned.
Bonus
Heal for a portion of the damage dealt to afflicted targets.
Gain Garrote ability.
Garrote Ability: Choke the target paralyzing them and dealing raw damage overtime. When the effect ends, the target is proned.
A rare few find themselves gifted in both physical ability and the more cerebral, arcane talents. Arcane Archers are among those few, and apply their innate aptitude with magic by temporarily infusing spells into their projectiles. More commonly seen among traveling performers or during archery contests, these skilled individuals are both admired and reviled for their abilities.
Bonus
Imbue spell effects gain increased Accuracy from Arcana skill.
Gain Imbue: Missiles at Power Level 1.
Gain Imbue: Web at Power Level 3.
Gain Imbue: Fireball at Power Level 5.
Gain Imbue: Eora at Power Level 7.
Gain Imbue: Death at Power Level 9.
Penalty
Receive a penalty to Accuracy with attacks not of the following traits: Imbue, Elements, Fire, Frost, Acid, Electricity, and Spell.
Max health is reduced.
Imbue Spells: Enchant your arrows with a magical effect for a temporary amount of time
Bonus
Imbue spell effects gain increased Accuracy from Arcana skill.
Gain Imbue: Missiles at Power Level 1.
Gain Imbue: Web at Power Level 3.
Gain Imbue: Fireball at Power Level 5.
Gain Imbue: Eora at Power Level 7.
Gain Imbue: Death at Power Level 9.
Penalty
Receive a penalty to Accuracy with attacks not of the following traits: Imbue, Elements, Fire, Frost, Acid, Electricity, and Spell.
Max health is reduced.
Imbue Spells: Enchant your arrows with a magical effect for a temporary amount of time
Followers of cryptic teachings rooted in a dark past, these monks are among the few granted - or cursed - with knowledge of forbidden techniques. Their martial prowess was said to corrupt the very soul of the wielder. Believing that great and terrible events justify their use, these monks travel Eora weighing the balance between the purity of their soul and the necessity of conflict.
Bonus
Gain Wounds and Health when Hostile effects expire.
Gain Forbidden Fist ability.
Penalty
No longer gain Wounds from damage received.
Forbidden Fist Ability: Perform a forbidden technique that projects part of the soul in a blast of pure force. Those struck are interrupted and feebled. After each use the monks soul will be cursed for a short amount of time, increasing the wound cost and damage of Forbidden Fist, as well as increasing the duration of existing curses. Each curse afflicted on the monk will continually cause damage.
Bonus
Gain Wounds and Health when Hostile effects expire.
Gain Forbidden Fist ability.
Penalty
No longer gain Wounds from damage received.
Forbidden Fist Ability: Perform a forbidden technique that projects part of the soul in a blast of pure force. Those struck are interrupted and feebled. After each use the monks soul will be cursed for a short amount of time, increasing the wound cost and damage of Forbidden Fist, as well as increasing the duration of existing curses. Each curse afflicted on the monk will continually cause damage.
Bellowers are often found in communities steeped in hardship, particularly among those that have experienced recent misfortune. Their tales better resemble a collections of ramblings and gibberish than coherent stories. Their name stems from the rare, violent, empassioned outbursts of fearsome magic.
Bonus
Invocations grant (and benefit from) a brief bonus to Power Level based on the number of held Phrases.
Penalty
Invocations consume all remaining Phrases.
Chant radius is reduced.
Bonus
Invocations grant (and benefit from) a brief bonus to Power Level based on the number of held Phrases.
Penalty
Invocations consume all remaining Phrases.
Chant radius is reduced.
Priests and Priestesses of the Exiled Queen express their faith as lawyers and judges in towns and urban centers. The most prominent among them have served as advisers in royal court. They are of particular importance in the Empire of Aedyr, where business contracts require their endorsement. Woedica's devotees are typically found in the upper classes, but any tradition-minded person who longs for a vanished past will find a place in her faith. "When Woedica takes back her throne" is a common saying amongst her followers, signifying a utopian future when society will be properly ordered once again, and she will take her rightful place as ruler of the gods.
Bonus
Automatically learn the following priest spells at new power levels:
1. Writ of Engagement
2. Spiritual Weapon
3. Writ of Consumption
4. Divine Terror
5. Writ of War
6. Pillar of Holy Fire
7. Writ of Sorcery
8. Hand of Weal and Woe
9. Writ of Mending
Writ of Engagement: Restrict engagement in an area
Writ of Consumption: Restrict potion and scroll consumption in an area
Writ of War: Apply shaken and restrict all non-spell abilities in an area
Writ of Sorcery: Apply confused and restrict all spell abilities in an area
Writ of Mending: Apply enfeebled and restrict all mending in an area
Spiritual Weapon: Astral Fists
Bonus
Automatically learn the following priest spells at new power levels:
1. Writ of Engagement
2. Spiritual Weapon
3. Writ of Consumption
4. Divine Terror
5. Writ of War
6. Pillar of Holy Fire
7. Writ of Sorcery
8. Hand of Weal and Woe
9. Writ of Mending
Writ of Engagement: Restrict engagement in an area
Writ of Consumption: Restrict potion and scroll consumption in an area
Writ of War: Apply shaken and restrict all non-spell abilities in an area
Writ of Sorcery: Apply confused and restrict all spell abilities in an area
Writ of Mending: Apply enfeebled and restrict all mending in an area
Spiritual Weapon: Astral Fists
Not all Ancients are venerable in form, but many have walked Eora for hundreds of years. Primal in nature, these zealots of Galawain tend to keep to themselves in forests and extreme environments, warding off would-be travelers and conjuring untamed magics.
Bonus
Gain bonus Power Level with Beast and Plant spells.
Automatically learn the following druid spells at new power levels:
1. Summon Sporelings
2. Hold Beasts
3. Wild Growth
4. Form of the Delemgan
5. Wall of Thorns
6. Venombloom
7. Call to the Primordials
8. Fire Stag
9. Aspect of Galawain
Penalty
Reduced defense against Veil-Piercing attacks.
Increased damage received from vessels.
Summon Sporelings: Call two sporelings to assist the Druid
Hold Beasts: Paralyze all animals in an area
Form of the Delengan: Allies gain wooden skin, faster speed, are less vunerable to disengagement attacks, and are immune to Dexterity afflictions
Venomblood: Grow a field of flowers on the battlefield that frighten, weaken, and deal raw damage overtime to those in the area
Call to the Primordial: Summon random amount of oozes and slimes
Aspect of Galawain: Summon a beast of unruly size, a true aspect of Galawain (???)
Bonus
Gain bonus Power Level with Beast and Plant spells.
Automatically learn the following druid spells at new power levels:
1. Summon Sporelings
2. Hold Beasts
3. Wild Growth
4. Form of the Delemgan
5. Wall of Thorns
6. Venombloom
7. Call to the Primordials
8. Fire Stag
9. Aspect of Galawain
Penalty
Reduced defense against Veil-Piercing attacks.
Increased damage received from vessels.
Summon Sporelings: Call two sporelings to assist the Druid
Hold Beasts: Paralyze all animals in an area
Form of the Delengan: Allies gain wooden skin, faster speed, are less vunerable to disengagement attacks, and are immune to Dexterity afflictions
Venomblood: Grow a field of flowers on the battlefield that frighten, weaken, and deal raw damage overtime to those in the area
Call to the Primordial: Summon random amount of oozes and slimes
Aspect of Galawain: Summon a beast of unruly size, a true aspect of Galawain (???)
Devoted to the belief that blood fuels the power of the soul, Blood Mages walk a painful and self-destructive path to arcane mastery. Though reputable animancers have discredited their beliefs, those few that have witnessed blood magic cannot deny that gratuitous self-harm can indeed preface unbelievable - often terrible - magical events.
Bonus
Gain Blood Sacrifice ability.
Gain passive health regeneration.
Penalty
Unable to use Empower.
All defenses against bloodied attackers are reduced.
Blood Sacrifice: Receive a variable amount of raw damage in order to restore a spell level of equal or lesser proportion to the damage recieved. After use, wizard spells will receive a bonus to power level for a short time.
Bonus
Gain Blood Sacrifice ability.
Gain passive health regeneration.
Penalty
Unable to use Empower.
All defenses against bloodied attackers are reduced.
Blood Sacrifice: Receive a variable amount of raw damage in order to restore a spell level of equal or lesser proportion to the damage recieved. After use, wizard spells will receive a bonus to power level for a short time.
Psions are quite rare, often beginning as prodigal young minds that slowly unlock secrets deemed incomprehensible to even the wisest scholars. Their powers require intense meditation, but can allow them to manipulate the conscious mind or move objects with incredible force.
Bonus
Gain Soul Mind passive ability.
Gain Telekinetic Burst ability.
Penalty
Loses Soul Whip ability.
Receiving damage disables Soul Mind briefly.
Soul Mind: Can meditate in battle and gain focus passively unless attacked
Telekinetic Burst: Interrupt enemy and blast everyone nearby backwards
Bonus
Gain Soul Mind passive ability.
Gain Telekinetic Burst ability.
Penalty
Loses Soul Whip ability.
Receiving damage disables Soul Mind briefly.
Soul Mind: Can meditate in battle and gain focus passively unless attacked
Telekinetic Burst: Interrupt enemy and blast everyone nearby backwards
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