Classes

This section I will list all the classes this RPG offers as well as the class
features you gain as you progress with your level.

Barbarian / Fighter / Monk / Paladin / Ranger / Cleric / Sorceror

Barbarian

Lv.
Class Features
1
Rage: 1 / day
2
3
4
Rage: 2 / day
5
6
7
DR: 5
8
Rage: 3 / day
9
10
DR: 10
11
Greater Rage
12
Rage: 4 / day
13
DR: 15
14
15
16
Rage: 5 / day, DR: 20
17
Tireless Rage
18
19
DR: 25
20
Rage: 6 / day, Mighty Rage

Rage: With this ability, you can throw yourself into a frenzy, giving you a +10 Str,
+15 Spd, and a +5 to Def. (Stat Lv's can temporarily raise) You also gain 5 Hp per Lv. you currently have.
Example: A Lv. 5 Barbarian half-orc uses rage, gaining 25 temporary Hp. (character Lv. x 5 Hp per Lv.) This extrodinary ability lasts for 4 turns + your Def. Lv., and then the character is fatigued, suffering -10 Str, -15 Spd and -5 to Def for 3 turns. The temprorary Hp are lost as well.

Damage Reduction: Once your character advances enough Lv.'s in the Barbarian class, you gain a DR: 5.

Greater Rage: This is the same as Rage, except for the following... Abilities raise as follows: Str +20, Spd +30, +10 Def. This still lasts 4 + Def. Lv. of rounds and you suffer the same affects for 3 turns.

Tireless Raise: You no longer get fatigued after raging.

Mighty Rage: This is the same as Rage, except for the following... Abilities raise as follows: Str +30, Spd +45, Def +15. This still last 4 + Def. Lv. of rounds and you no longer suffer
the same affects of fatigue due to having Tireless Rage.

Fighter / Knight

Lv.
Class Features
1
+10 Sp
2
+10 Sp
3
+10 Sp
4
5
Deadly Strike: 1 / Fight
6
+10 Sp
7
8
9
+10 Sp
10
Deadly Strike: 2 / Fight
11
12
+10 Sp
13
14
15
+10 Sp, Deadly Strike: 3 / Fight
16
17
18
+10 Sp
19
20
Deadly Strike: 4 / Fight

Sp Bonus: You gain extra Sp.

Deadly Strike: Once during your turn, you can declare you're making a deadly strike. This extrodinary ability increases the damage dealt to your enemy. When the Deadly Strike is executed, multiply your character level to your strength when determining damage.

Monk

Lv.
Class Features
1
Martial Artist
2
3
Fast Movement
4
5
Purity of Body
6
Fast Movement
7
Wholeness of Body
8
9
Fast Movement
10
11
Diamond Body
12
Fast Movement
13
14
15
Fast Movement
16
17
Timeless Body
18
Fast Movement
19
20
Perfect Self

Martial Artist: When a monk fights unarmed, the damage dealt is his Str x 1.2.

Evasion: You gain +15 to your agility for 2 turns.

Fast Movement: At 3rd level and every 3rd after (6th, 9th, etc...) you get a +5 to both speed and agility permenantly.

Purity of Body: You gain immunity to all diseases except for supernatural and magical diseases. (such as the curse of lycanthropy) class, you gain a DR: 5.

Wholeness of Body: The monk is now able to heal himself, or those around her once a day. She can heal a number of Hp with 3 x her current Monk level. Example, you're a level 10 Monk. You use Wholeness of Body and you heal 30 Points of Hp.

Improved Evasion: Same as Evasion, accept you get a +25 to agility.

Diamond Body: Gain immunity to all poisons.

Timeless Body: You no longer take negative affects of old age, but you still get the benefits.

Perfect Self: .



Paladin

Lv.
Class Features
1
Smite Evil: 1 / day
2
Lay on Hands
3
Divine Health
4
5
Smite Evil: 2 / day
6
Remove Disease: 2/ week
7
8
9
Remove Disease: 2 / week
10
Smite Evil: 3 / day
11
12
Remove Disease: 3 / week
13
14
15
Smite Evil: 4 / day, Remove Disease: 4 / day
16
17
18
Remove Disease: 5 / day
19
20
Smite Evil: 5 / day

Smite Evil: You have the divine power to strike down evil creatures. You can
add your Int Score to damage as well as your Lv. Exmple, a Lv. 4 Paladin wishes
to smite an evil goblin. He then deals a damage of 34 (15 Str Score + 5 Weapons,
+4 Lv, + 10 Int Score).

Lay on Hands: The Paladin has the extrodinary ability to restore lost Hp by
placing his hands on that creature, or himself. He can heal 5 x his current Lv. once
per day. He can also split this out through the day, meaning he doesn't have to
heal his maximum healing all at once.

Divine Health:

Remove Disease: The Paladin acquires the ability to remove some natural or
supernatural disease from a character by simply placing his hands on that creature

Ranger

Lv.
Class Features
1
1st Favored Enemy
2
Combat Style
3
4
5
2nd Favored Enemy
6
Improved Combat Style
7
8
9
Evasion
10
3rd Favored Enemy
11
Combat Style Mastery
12
13
14
15
4th Favored Enemy
16
17
18
19
20
5th Favored Enemy

Favored Enemy: Choose a race or creature of which you find an enemy of yours.
You gain 1 additional block and dodge as well as your Str damage raising 1
point per level (max you can gain is +20).

Combat Style: You must choose a combat style: archery or two-weapon combat.
You either gain the Two-Weapon Fighting special ability or the Precise Shot
special ability. You do not need the requirements to gain these

Improved Combat Style: Same as Combat Style, except you choose Improved
Two-Weapon Fighting or Manyshot.

Combat Style Mastery: Same as Combat Style, except you choose Greater
Two-Weapon Fighting or Improved Precise Shot

Evasion: You gain 1 free dodge during a fight.

Cleric

Lv.
Class Features
1
Cleric Spells Lv. 1
2
3
Cleric Spells Lv. 2
4
5
Cleric Spells Lv. 3
6
7
Cleric Spells Lv. 4
8
9
Cleric Spells Lv. 5
10
11
Cleric Spells Lv. 6
12
13
Cleric Spells Lv. 7
14
15
Cleric Spells Lv. 8
16
17
Cleric Spells Lv. 9
18
19
20

Cleric Spells: You may choose cleric spells of this level.


Sorceror

Lv.
Class Features
1
Sorceror Spells Lv. 1
2
3
Sorceror Spells Lv. 2
4
5
6
Sorceror Spells Lv. 3
7
8
9
Sorceror Spells Lv. 4
10
11
12
Sorceror Spells Lv. 5
13
14
15
Sorceror Spells Lv. 6
16
17
18
Sorceror Spells Lv. 7
19
20

Sorceror Spells: You may choose sorceror spells of this level.