Base Classes Part One (Alpha 0.1)
Added 2021-09-20 15:49:36 +0000 UTCAdventurers of Quests Of Change come in a variety of forms, each with their own specializations. When you first create your character, select from one of the eleven base classes. As a character levels up, players will be able to make decisions regarding what abilities and spells they want to learn from a given class. Each class reaches its maximum level at level 5. However, the maximum level for a character is level 15. When a character would become level 6, select a second base class. Your character will retain all levels and abilities, stats, and levels that they had from their prior class. Once this second class has reached level 5, that character becomes those two classes’ corresponding advanced class.
Each Base Class Provides a character with additional stat boosts that total up to +10, plus a corresponding starting HP and Will benefit.
Every time you level up, you gain an amount of HP equal to half your class’s starting HP
Archer: (Long-ranged physical attackers)
Archers are physical offense-oriented fighters who wield long ranged weapons such as bows in battle. With the best range of any physical base class in Quests of Change, archers can meaningfully contribute to combat from afar. Archers come in all shapes in sizes from bow-focused soldiers to woodland hunters. Regardless of an archer’s background, one can be sure that they’ll be a long-ranged force to be reckoned with.
When making a level one Archer, you gain the following combat stat improvements:
HP: +10
Will: +10
MP: +0
Strength: +2
Mind: +0
Defense: +0
Resolve: +0
Finesse: +4
Speed: +4
Distribute 3 additional points to your choice of among Awareness, Diplomacy, and Physicality
At level One: you become adept with bronze-tier weapons of the following type:
-Shortbow
-Greatbow
Starting Inventory:
-One basic weapon of your chosen type.
-30 basic arrows.
-Basic light armor
At Level One you gain the following abilities:
Advanced Focus: If you forgo your turn to focus, you gain additional benefits. In addition to the normal benefits of focusing, your finesse and strength each increase by +3 until the end your next turn and your next attack gains critical potential. If it already had critical potential, the roll needed to make a critical hit decreases by 1.
Chosen target: At the beginning of each combat, choose one enemy target of your choice that you can see. Whenever you make a ranged weapon attack to hit that target, you may roll accuracy dice twice and use the higher of the two rolls.
Optional Traits: Upon gaining a level of Archer, you may gain one of the following abilities.
Shortbow Expert: Attacks you make with shortbows deal +1 more damage and can land critical hits on rolls of 9.
Greatbow Expert: Attack you make with greatbows deal +1 more damage and gain critical potential.
Camouflage: Two-Handed action: You attempt to hide yourself from the view of others. Every one who can see you rolls 1d10. For every one space between you and a given creature, the result needed to succeed increases by one. If a creature fails this roll, you are treated as invisible to that creature. Whenever you attack or move, every creature that failed this roll and repeat it.
Range +1: As long as you a wielding a ranged weapon, your range with that weapon increases by one space. You may take this ability any number of times as your optional archer trait upon leveling up.
Forceful Shots: When you successfully hit a target with a ranged weapon attack, you can cause them to be pushed back one space. If that space is occupied by another creature, and object, or wall, they instead take an additional 1d6 damage. This damage ignores the target's defense.
Sniper: If you attack a target from your weapon's maximum range, add an additional damage dice.
Loaded quiver (5th Level Only): When you use the focus action, you may ready an additional arrow in your bow. The next time you'd attack a target, make an additional attack against them. (Stacks)
Knight: (Close-ranged physical tanks)
Knights are traditionally short-ranged combatants that are the most physically durable base class in Quests of Change, often functioning as a party’s tank. Often found in the form of mercenaries, personal bodyguards, or fighters in service to a country, Knights are well-trained combatants that are trained in a wide variety of weapon types and are adept in wearing even the heaviest of armor.
When making a level one Knight, you gain the following combat stat improvements:
HP: +10
Will: +10
MP: +0
Strength: +4
Mind: +0
Defense: +4
Resolve: +0
Finesse: +2
Speed: +0
Distribute 3 additional points to your choice from among Diplomacy, Knowledge, and Physicality.
At level One: you become adept with bronze-tier weapons of three of the following types.
-Lance
-Shortsword
-Longsword
-Greatsword
-Axe
-Hammer
Starting inventory:
-One weapon of each of your chosen types.
-A basic shield. If your chosen weapon was a one-handed weapon, you may choose to instead take a second one-handed weapon instead of a basic shield.
-Your choice of basic medium plate armor or basic heavy plate armor
At Level One you gain the following abilities:
Bastion: Allies on adjacent tiles get +2 defense
Duelist: When you attack a target, if there are no other creatures on any spaces adjacent to you or the target, add 2 finesse to your finesse.
Optional Traits: Upon gaining a level of knight you may gain one of the following abilities.
Intervene: If an ally on an adjacent tile would lose HP from a foe’s attack, you may swap positions with the original target, taking that damage instead. (You take the same amount of damage the original target would’ve sustained, not factoring in your stats)
Defensive Stance/Parry: Your forgo all actions on your turn. Until your next turn, your defense increases by +1. Additionally, until your next turn, if take damage, you may make a melee attack against the source as long as it is within your melee attack range.
Armor Master: You gain +1 Defense as long as you're wearing armor and an additional +1 Defense if you are also holding a shield. You can equip any type of medium or heavy armor regardless as long is it fits you.
Second Skin: You are used to wearing cumbersome armor. You ignore speed and movement penalties of armor. (This does not ignore armor-related flying restrictions).
Mediator: You gain +3 diplomacy. You may take this ability any number of times as your optional knight trait upon leveling up.
Shield-Versed: As a one-handed action, you may attack a target with a shield. Shields you attack with have an accuracy die of 1d8 and have a damage die of 1d6.
Reposition: As a one-handed action, you can move one adjacent ally to any other unoccupied space adjacent to you.
Berserker: (Close-ranged physical attackers. Low defense but high critical chance)
Berserkers are fighters that believe the best defense is a good offense, focusing on dealing heavy physical damage to their foes rather than prioritizing their own survival. Primarily Sellswords, mercenaries, gladiators, hunters, and sometimes even bandits, Berserkers are masters of dealing devastating physical attacks to their foes.
When making a level one Berserker, you gain the following combat stat improvements:
HP: +14
Will: +6
MP: +0
Strength: +5
Mind: +0
Defense: +0
Resolve: +0
Finesse: +0
Speed: +5
Distribute 3 additional points to your choice from among Awareness and Physicality.
At level One: you become adept with bronze-tier weapons of three of the following types:
-Lance
-Shortsword
-Longsword
-Greatsword
-Axe
-Hammer
Staring Inventory:
-One weapon of each of your chosen types. If you take a one-handed weapon, you may replace one of your other weapons with a second copy of this one-handed weapon.
-Your choice of a Tropical Clothes, Warm Clothes
At Level One you gain the following abilities:
Brash Offense: When you make a melee attack, you can gain +2 strength and -2 finesse until the beginning of your next turn.
Combative: If a creature has dealt damage to you since your last turn, if you damage to that creature this turn, your attack deals an additional 3 damage.
Optional Traits: Upon gaining a level of Berserker, you may gain one of the following abilities.
Defenseless Combatant: As long as you aren’t wearing armor, Add +2 to your Strength
Forceful Attack: When attacking, you can declare an attack as a forceful attack. If you do, the target is pushed backwards by one tile if your attack successfully connects. You may take this trait numerous times, increasing the number of spaces a target would be pushed.
Critical Riser: If you forgo a turn to focus in combat, until you land a critical hit, the natural roll needed to land a critical hit is reduced by 1. Stacks.
Weighted Critical: When you deal a critical hit, you may ignore the target’s armor when calculating damage.
Bolstering Critical: When you deal a critical hit, you can temporarily bolster your fighting spirit. When you make your first attack on your next turn, your finesse is by a number equal to your level.
Deadly Critical (5th Level Only): Rather than dealing twice as much damage when inflicting a critical hit, you deal three times as much damage instead.