Warlord
A ruler should be mighty, to represent the military power of the kingdom and the iron will of its people.
Stats:
Health: 128
Energy: 64
Affinities:
Rage: 0/8
Bloodlust: 0/16
(Rage increases the Speed with successful hits, Bloodlust increases Strength with the brutality of the hits)
Equipment:
Plate mail - A sturdy yet mobile set of armour, covers nearly the whole body.
[Physical protection: 32]
Great helm - You look like you have a bucket on your head, but you're safe.
[Physical protection: 16]
Great sword of war - A crusade era bastard sword. It still thirsts blood.
[Physical damage: 3d6]
Buckler - A moderately heavy shield, a little scratched.
[Physical protection: 12, Physical damage: 1d6]
Skills:
Adrenaline - Adds a +1 bonus to all actions for two turns, three turns of cooldown.
Wild strike - Increase Strength and Speed by 2 but decrease Accuracy by 2, no cooldown.
Active effects:
Strength of the Lord
[Strength stat increased by 6]
[Immune to strength modifier penalties]
Sorcerer
A ruler should be wise, to represent the wisdom of the nation.
Stats:
Health: 64
Energy: 256
Affinities:
Arcane: 0/12
Knowledge: 0/8
(Arcane increases Strength with environmental bonuses, Knowledge increases Accuracy with learnt lore)
Equipment:
Wise man's robes - Tattered and worn off, akin more to the rags of a beggar than pompous robes a scholar.
[Arcane protection: 24, Physical protection: 2]
Quarterstaff - A staff and a quarter.
[Physical damage: 1d6]
Skills:
Arcane blast - Unleash a wave of arcane energy from one's palm, dealing 1d6 Arcane damage. Three turns of cooldown.
Shackles of flame - Chain the target to the ground, dealing 2d6 fire damage. Four turns of cooldown.
Armour of frost - Grants immunity to frost. Three turns of cooldown.
Active effects:
Wisdom of the lord
[Increases Intelligence and Wisdom by 6]
[Accuracy of magic skills increased by 1]
Assassin
A ruler should know when to stab their allies in the back when they least expect it.
Stats:
Health: 64
Energy: 128
Affinities:
Stealth: 0/16
Shadows: 0/16
(Hits performed without getting detected increase Strength of the attack, Attacks performed in darkness increase Strength of the attack]
Equipment:
Light aketon - A light and flexible set of armour composed of multiple layers of cloth.
[Physical protection: 8]
Dagger - A longer knife.
[Physical damage: 2d6]
Skills:
Blade Flurry - Deal 4d6 of physical damage with a +2 increase of speed and -1 decrease of accuracy. Four turns off cooldown.
The Shadow - Decrease enemy Perception rolls by 2 for two turns to remain hidden. Three turns of cooldown.
Active effects:
Agility of the lord
[Dexterity increased by 6]
[Speed of physical attacks increased by 1]
Necromancer
A ruler should be rotten, in hidden, to represent the true nature of the kingdom.
Stats:
Health: 128
Energy: 128
Affinities:
Blood: 0/8
Darkness: 0/16
(Being drenched in blood increases the Strength of dark based skills, Attacking from the darkness increases Accuracy of dark based skills]
Equipment:
Dark Robes - Robes that never stop smelling like a rotting corpse.
[Dark protection: 16, Physical protection: 8]
Skills:
Dark blast - Emit a shockwave of dark energy from one's palm, 2d6 damage. Three turns of cooldown.
Raise dead - Animate an undead creature from the corpse of an enemy for two turns. Four turns of cooldown.
Active effects:
Corruption of the lord
[Increases all stats by 4]
[Immunity to dark]
Wanderer
Beyond the path of dark, beyond the path of light. These individuals seek their own way to define what a roller t should be.
Stats:
Health: 128
Energy: 128
Affinities:
Choose two affinities of the previous classes.
Equipment:
Choose four pieces of equipment from the previous classes.
Skills:
You start without any.
Active effects:
Fate of the damned
[All stats increased by 16]