Choose your class, pick one main weapon, one offhand weapon and one armor set.
Salamancer
An acolyte of the mysterious Cult of the Salamander, able to harness the powers of the raging inferno and summon ferocious fiends.
Equipment:Main Weapons: - Bronze Trident: A weapon usually used by gladiators on arena battles for flashy effects, turned out pretty useful in managing some of the more stubborn feinds.
[24 Piercing Damage, 6 Blunt Damage]
- Summoner's Staff: A lightweight, charred staff. It emanates a strange aura and bears an innate flame.
[16 Fire Damage, 12 Blunt Damage, Fireball (16/16 charges, 2d6 Fire Damage)]
Offhand Weapons: - Rapier: Popular self-defense thrusting sword.
[12 Piercing Damage, +1 to parrying action]
- Fire Catalyst: A crystal with innate flame, used mostly in alchemy but can make-do as an improvised weapon.
[8 Blunt Damage, Combustion (4d6 Fire Damage)]
Armors: - Blackscale Armor: A sturdy armor crafted from scales of an obsidian lizard. Provides a decent protection against fire and slashing and piercing damage, yet is weak against blunt damage.
[Physical Protection: 2 (20 Slashing, 15 Piercing, 5 Blunt), Medium Fire Resistance (50%)]
- Nomad Heirloom: A traditional garb of the eastern nomadic tribes.
[Physical Protection: 2 (15 Slashing, 10 Piercing, 10 Blunt)]
Skills: - Sparks: Creates a small wave of sparks able to ignite flammable objects or temporarily blind enemies, 1d6 Fire Damage, 1d6 chance to blind for 2 turns, 1 turn cooldown.
- Summon Fire Lizard: Spawns a lizard-like creature composed of fire, 24 Fire Damage, 24 Physical Damage, lasts 2 turns, 4 turns cooldown.
Active Effects: - Fiend's Eyes:
[+1 Perception Roll Bonus]
Legionnaire
A typical troop of the Foreign Legion who took part in many of the mercenary campaigns.
Equipment:Main Weapons: - Legion Shortsword: A standard issue weapon of the Foreign Legion, praised for its versatility and sturdy construction.
[16 Slashing Damage, 8 Piercing Damage, 8 Blunt Damage]
- Legion Spear: A standard issue weapon of the Foreign Legion, used mostly in specific combat formations.
[24 Piercing Damage, 12 Blunt Damage, Shield Splitter (deal 1d6 Piercing Damage through a shield)]
Offhand Weapons: - Combat Dagger: A typical dagger used by warriors, no more, no less.
[14 Piercing Damage, 10 Slashing Damage, 6 Blunt Damage]
- Shortbow: The shortest of the bows, but definitely can come in handy in fast paced combat.
[24 Piercing Ranged Damage, 4 Blunt Damage]
Armors: - Legion Officer Mail: A set of sturdy chain, plate and studded leather. Standard issue armor of the Foreign Legion.
[Protection: 3 (24 Slashing, 18 Piercing, 16 Blunt)]
- Plate Mail: A set of heavy full plate armor.
[Protection: 4 (36 Slashing, 24 Piercing, 18 Blunt)]
Skills: - Warcry: A battle cry that grants a 2d6 buff to Physical Damage, +1 offensive bonus and -1 defensive penalty, lasts 2 turns, 2 turn cooldown
- Resonant Weapon: Doubles the damage output of a weapon for 2 turns, but weakens the structure of a weapon, 4 turns cooldown
Active Effects: - Resilience:
[Starts with doubled Health Points]
Knight
A noble warrior protecting the Kingdom of Coldrith.
Equipment:Main Weapons: - Longsword: Longer and harder to master than a shortsword, it still bears its versatility at an increase of its destructive potential.
[36 Slashing Damage, 24 Piercing Damage, 12 Blunt Damage]
- Flail: A brilliant combination of a spiked iron ball, a chain and a handle.
[24 Blunt Damage, 24 Piercing Damage]
Offhand Weapons: - Kite Shield: A typical board that goes along your sword.
[12 Blunt Damage, Protection: 4 (36 Physical Protection)]
- Light Crossbow: A deadly handheld projectile weapon.
[36 Piercing Damage, Slow Reload]
Armors: - Royal Plate: A set of full plate imbued with protective magic.
[Protection: 4 (36 Physical Protection), Weak Elemental Resistance (25%)]
- Protector Armor: The heaviest of the plates, requiring great strength, but providing excellent protection.
[Protection: 5 (48 Physical Protection)]
Skills: - Poise of the Giants: Doubles damage and grants immunity to staggers and losing balance for 2 turns, but halves health points for one turn, 4 turns cooldown.
- Furious Bash: Increases the Blunt damage of the next attack by 2d6, 2 turns cooldown.
Active Effects: - Weapon Mastery
[All weapons deal 1d6 damage more]
Wanderer
A man strange to this land, seemingly originating from an entirely different world.
Equipment:Main Weapons: - Zweihander: A heavy two-handed sword with a very long reach.
[36 Slashing Damage, 24 Piercing Damage, 12 Blunt Damage, Shield Splitter (deal 1d6 Piercing Damage through a shield)]
- Dark Axe: A crescent battle axe giving off an unpleasant aura.
[24 Slashing Damage, 8 Blunt Damage, Bloodlust (Heals 1d6 Health Points for every two successful hits)]
Offhand Weapons: - Great Bow: The largest of the bows, shooting incredbily huge arrows.
[48 Piercing Ranged Damage, 12 Blunt Damage]
- Demon Horn: An improvised weapon made out of a horn torn out from a body of a behemoth.
[24 Fire Damage, 24 Dark Damage, 4 Piercing Damage]
Armors: - Wanderer's Cloak: Versatile garb of a weary traveller.
[Protection: 2 (24 Slashing, 14 Piercing, 12 Blunt)]
- Resistant Cloak: A worn down cloak imbued with protective magic.
[Protection: 1 (8 slashing, 12 Piercing, 6 Blunt), Medium Elemental Resistance (50%), Weak Dark Resistance (25%)]
Mundane Folk
The spark awakened within this person, yet it did not gave it any powers. In fact, the spark hinders this person's progress, as if the accumulated power was meant to be used in a different way.
Equipment:Armors: - Torn Rags: Rags of a lowly peasant that provide no protection.
Skills: - Arcane Wave: Unleash a stream of wild, primal energy that deals 24 Arcane Damage + 1d6 damage, on each [6] roll, add another 1d6 to the pool, no cooldown.
- Devourer: Every kill increases the output of Arcane Wave by 1d6, passive.
Active Effects: - Sigil Curse:
[This character cannot level up]
[Immunity to Arcane]