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Classes
Mar 12, 2012 15:33:35 GMT -8
Post by Pentharis on Mar 12, 2012 15:33:35 GMT -8
Healing Classes: *Guild info: The guild in Meradil is primarily a temple. Any class can go here to receive healing. When healing is performed in this guild, the healed person is guaranteed to be without scars or infection, regardless of severity of injury, though prolonged rest may still be needed. Healing classes can receive free medical supplies here, from healing plants to scalpels. They cannot receive other weapons or armor here, however.
Healing Priests
These characters need a high intelligence, but must prefer to follow than lead. They pray to their god of choice to heal, some with varying results. The little sister is the best choice for a healing priest to follow. These characters tend to be a bit high-and-mighty, but when they can manage humility, they are exceedingly good doctors.
These types of doctors carry staffs, wands, magical items, or sometimes maces.
*Class Skill: Feign Death
Plague Doctors
Just your average, run-of-the-mill doctor. Only not. Even in the Cyber-allied lands, Plague Doctors wear beaklike, scary masks. These doctors don't just heal, they can perform "emergency transplants". Someone cut out your friend's liver? No problem. Steal theirs. These doctors are naturally more evil-aligned than healing priests, but they're just as effective. Cyber-allied characters actually do better with these kinds of doctors, because they tend to have the equipment to make the operations less painful, and less dangerous. (Mind, however, that if you get operated on by a Plague Doctor, there is a good chance of getting an infection, and you're almost guaranteed a scar) but anyone can be a Plague Doctor so long as their starting location's population is Small Town or greater. Note, Plague Doctors do not HAVE to be evil-aligned, but if they aren't, they are more likely to have some form of mental dysfunction, or blue-and-orange morality.
These types of doctors carry small bladed weapons like scalpels, knives, and daggers.
* Class Skill: Basic Bandaging
Shaman
These types of characters work best in the wilderness or less-populated areas. They don't need to pray or operate, because they know exactly what kinds of plants, poultices, and bandages can fix you right up! It also helps that they have some healing magics handy. These types of characters tend to wield knives and staffs interchangeably, but don't usually have the same holy benefits as a healing priest. (Shaman characters cannot come from Aterra or Cyber-alliance).
*Class skill: Herbal Magic
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Classes
Mar 12, 2012 16:02:17 GMT -8
Post by Pentharis on Mar 12, 2012 16:02:17 GMT -8
Fighting Classes
*Guild info: The fighter class guild in Meradil requires loyalty in its members, and occasionally holds tournaments. These tournaments are visible to all audiences, but only fighter guild members are allowed to join. Those who win get a custom set of armor in return, that may or may not be magically blessed.
Knights Knights carry swords and/or shields, work under their leaders without compromise, are very lawful characters (though whether good, neutral, or evil is left up to the creator), and tend to have at least some degree of diplomacy or other skills. Knights come with horses as part of their jobs, and get very attached to their horses. Killing a knight's horse may result in the knight breaking down emotionally, or more likely breaking in your skull. (Note: Knights can come from the island regions and be labelled as 'samurai'.)
*Class skill: Riding
Pirates Yarr! For those of you who prefer the seafaring life, Pirates be the way to go! A mixed fighter/thief class, these guys aren't stealthy enough to be under the thief category, but they're some of the most dextrous fighters around. These types always have their sea-legs, and swashbuckling skill. They have low charisma typically, owing to their scurvy nature, and aren't typically magical classes. They can be good musicians, though.
*Class skill: Drinking Prowess
Barbarians Barbarians tend to live in wilderness type areas, and can carry beast claws, some simple exotic weapons, or blunt objects with ease. They are hardheaded, but are frequently stronger than knights, and know the ways of war like knights know their horses. They don't get emotionally attached to much, but if you make one your friend, you will never again have to worry about monsters at your back.
*Class skill: Berserker Rage
Soldiers These characters come from more highly-developed places. Experienced in projectile weaponry and tactics rather than head-on fights, they prefer guerilla warfare. They might be good at alchemy, or have some mixed abilities. Their weapons are unreliable, however, and get jammed or break frequently in areas with tough climates. (Note, they do not have guns like modern-day weapons. Repeating crossbows, blunderbuss, fireworks, makeshift weaponry, and ballistic knives are okay.)
*Class ability: Commanding
Slayers Werewolves, Vampires, Zombies, dragons, whatever you're hunting, it fears you as a slayer. These characters often worship either the Big Brother or the Big Sister for protection. These characters should be naturally friendly to gypsies, have riding skill, can learn basic potions, and have a tolerance for staying awake for long amounts of time without rest. Note that you can only specialize in a max of two types of characters to slay at any one time. These characters are good with swords, blunt weapons, crossbows, or special slayer weapons (like stakes, silver daggers, etcetera). Werewolf slayers start off with a silver dagger or silver-tipped crossbow bolts. Slayers do not get along with necromancers, and will naturally be suspicious of any humanoid characters that look like or behave like their quarry.
*Class ability: Tracking
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Classes
Mar 12, 2012 16:02:21 GMT -8
Post by Pentharis on Mar 12, 2012 16:02:21 GMT -8
Sneaky Classes
*Guild info: To get into the thieve's guild in Meradil, sneaky classes must move incredibly silently, and never have to kill anyone to survive. Those that do have to kill aren't granted admission to the guild. Those who join the guild are given loud bells to wear, and must wear them at all times, to train themselves to move so that the bell can no longer alert people to their presence. These bells force thieves to be even sneakier than usual, adding to their stealth stats. They are also quite impressive, and increase charisma because of it.
Thieves/Rogues Thieves and rogues are great at moving stealthily, getting into and out of places they shouldn't be, and causing trouble. They wield canes, daggers, bow and arrows, and can come in any flavour of alignment that isn't "lawful". They can be quite good with traps, and even ally themselves with beasts.
*Class ability: Move Silently
Bandit These characters live in less populated regions, often carry scimitars, and are highly weather-resistant. They will steal from anyone and anything, are often chaotic-oriented, and often will not give up a fight. They have a harder time being admitted into the thieve's guild because of their tendency to fight first, stealth later, but they are great at rope-climbing, wall climbing, and backstabbing.
* Class ability: Climb
Hunters
Want an animal pet? Hunters are the way to get that done. Note that anthropomorphised creatures cannot be tamed if they have even close to human-level inteligence. Hunters use traps, projectile weapons, and short knives. They're not particularly sneaky, but they can make leather or scale armour, given the time and supplies. High-level hunters may even be able to tame legendary beasts like Minotaurs, Unicorns, small dragons, or other such creatures, if the conditions are just right.
*Class ability: Train animal
Grave Robber Working closely with Necromancers, these types don't care who you were or how sacred the land you walked on was, they just want what you left behind. If you're close to death, they might call it "good enough" and take your stuff anyway. Sneaky, but often not great with pick-pocketing or back stabbing. these guys can secondarily-specialize in magic, fighting, or music. They're also charismatic fellows, and not very likely to stab you in the back unless the knife's already there. Opportunistic vultures, but very polite about it. Frequently chaotic classes, since graverobbing is generally illegal.
*Class ability: Market Savvy
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Classes
Mar 12, 2012 16:02:28 GMT -8
Post by Pentharis on Mar 12, 2012 16:02:28 GMT -8
Mages
*Mage's Guild is in Meradil, and is also like a massive temple, like the healer's guild. This guild allows for easier purchase of shadier magical items for Necromancers, loves to assign quests to all players for the retrieval of magical artefacts, and is almost always ready for just about any kind of spell. Scrolls of all kinds (healing scrolls as well) can be purchased here. The Mage's guild is the only location in Meradil where nobody will question sacrificing a living being for the sake of magic, while elsewhere it is frowned upon. (It is also almost entirely unnecessary for magic). Guides and teachers for any kind of magic-user can be found here.
Necromancer
Raise the dead, control the dead, make more dead. But hey, you don't have to be evil, you know. Don't have to be emo, either. Still, there's a stygma attached. Necromancers naturally lose charisma. *NOTE: If you raise a party member from death by way of a necromancer, you bring back a zombie, and only an act from the gods themselves will fix it. If a party member dies, you're better off dragging the body back to the mage's guild and getting just about anyone else to heal you.
*Class ability: Not Dead Yet
Chronomancer
Your friend trip on a flagstone and crack his nose? Well then reverse about ten seconds of time! Chronomancers can do some SMALL time manipulation. Fast-forward through a friendly mage's excruciatingly long ceremony, or rewind a knight's death so you can keep him from getting killed (or just watch it over again). This class is most popular in Aterra, Nautilus Wavelands with undersea humans, and the Cyber-Alliance.
*Class ability: I accidentally the whole thing
Elemental magician
Pick your element, and master the magic up to it. Fire, earth, water, air, light. Take your pick. (Note, those who master light also master the darkness, but they cannot make shadows do anything other than be shadows. Making shadows into physical beings is a job for Marionette Magicians. Related, there is no 'blood bending', because that too is the realm of Marionette Magicians).
Elemental Magicians function like the "Benders" of Avatar: The Last Airbender. If you have the object of bending present, you can bend it. Advanced airbenders can also bend other gasses, advanced water benders can bend ice, advanced earth benders can bend metal, and advanced fire benders (who only need air to do their jobs, and differ from Fire Dancers in that they CAN be burned by fire) can bend lightening.
*Class ability (Fire) : Make Fireworks *Class ability (Water) : Pull a Jesus *Class ability (Earth) : Clip Wings *Class ability (air) : Divebomb *Class ability (Light) : Night Sight
Technomancy/Hackers
Wanna work with hardware or software? Technomancers (or Hackers) can do it. These kinds of mages are located in the same areas as Chronomancers, which is good, because technomancy can take time. These kinds of mages can't do much for physical weapons, but they can build and disarm traps, and have the intellect to set them up quicker than most other magicians. Note: These technomancers come in two varieties, Hardware and Software. Hardware technomancers have a harder time with software, and vice versa.
*Class skill: I Made it Myself
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Classes
Mar 12, 2012 16:02:32 GMT -8
Post by Pentharis on Mar 12, 2012 16:02:32 GMT -8
Performing Classes:
*Guild: All Gypsy encampments function as guilds. Gypsies naturally want to help performers and their friends, so you can get helpful healing, nearby rumours, or enlist the aid of gypsies to assist you for nearby quests.
Dancer Class
What, think it's a sissy class? We're talking fire dancers who can touch a bare flame without feeling it because they stay humble before a flame and pray to the Big Brother that they won't be burned, or blade dancers who can hop nimbly between bladed whips or around a bladed ring. These characters are generally very cheerful, have high charisma, high dexterity, and have a resistance to what they work with. (Fire dancers are immune to fire attacks if they mutter a prayer and wear Fire Dancer's arm bands, blade dancers have tough skin immune to blades as long as they practice each day, etc.) There's more than just Fire and blades, though. There are also beast dancers and Storm dancers. The fighters of the performing classes.
*NOTE: Fire Dancers cannot come from the island regions, and are restricted to worshipping the Big Brother, because of their alliance to fire. If they deviate from this, they may get severely burned.
*Class Trait (fire dancers) : Call for Aid *Class Trait (other) : Hypnotize
Bard
Available in any kind of location and any class that has thumbs, the Bard is a musical marvel. They work quite well with dancer classes or magicians, and work well as gypsies. They can have high intellect, dexterity, or strength, and play instruments. A musically-gifted Bard must be good at writing lyrics. Bards can use makeshift weaponry or instruments as weapons. When Bards use instruments as weapons, they are considerably less likely to damage them. A bard that sings well is more likely to have a lot of money, and lower defence, because he typically prefers fineries to armor, so he is weaker to elemental and bladed attacks. Conversely, a bard that sings poorly (while earning less money busking) will have tougher skin, and be more resistant to elemental attacks and blades. A Jack-of-all-trades of the performing class.
*Class skill: Lore (Has a chance of knowing about various magical items, legends, famous characters, anything that would be whispered about in pubs or brothels.)
Artisan These poor starving artists. They work well with Bards. They are magically-inclined, but can mix it up with thieves skills. These characters are required to be good at drawing, sculpting, painting, or whatever other art they prefer. Whatever they create can come to life to aid them until it dies, then the drawing is burned or sculpture is shattered, etc. and cannot be used again, though it can be copied. These artist types must have their supplies to function as artists. They can interchangeably use magical items or thieve's weapons, but if trusted to fight anyone on their own with no supplies, you're going to need a priest, and fast. Low defence, low attack, and weak to fire. The bright side? They eat less than most people. The wizards of the performing class.
*Class skill: Summon Ally (sketches/sculptures/etc.)
Stageman/Stagegirl These types are all about the showmanship. They're witty, charismatic, and by the time you realize they're a stealth class, they've already convinced you to give up the shirt from your back. They're not so much "stealthy" as they are simply clever. These types can take up magical artefacts, makeshift weapons, wrenches, or even fencing foils. So long as it's flashy. They are good at picking locks and pockets, but tend to be overconfident, and will usually go for the front door, rather than actually trying to be sneaky. The thieves of the performing class. Must have absurdly high charisma and bluff talents.
*Class Skill: Bluff
"Escort" Call them by whatever name you prefer. "Escort", "Companion", "Call girl", whatever the case, this is your girl (or guy!) for getting things done in a sneaky fashion. They tend to use magical artefacts or daggers, cannot be fighters, can come from any area on the map that's populated, and they won't do anything if they're not getting paid for it -and well!-. These people are quite good at assassinations. Just keep in mind this is a classy forum. Keep it clean. Also mind that lawful good and Elvish characters may not take kindly to you, on principle. Robots, Fairies, and Dragons cannot be Escorts. Elves can only be escorts if they intend to be shunned by every other elf.
*Class skill: Seduce. (Are immune to seductions, themselves).
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Classes
Mar 12, 2012 16:02:41 GMT -8
Post by Pentharis on Mar 12, 2012 16:02:41 GMT -8
Extra classes:
Hated Furies
If you're gonna piss off the gods, you'd better have a character class for it. Hated Furies are people who want to troll. They're resistant to just about everything, but they're also entirely incapable of using even the most basic magic. If they try, they might actually severely injure themselves just trying to use a healing spell. They have either high dexterity or high strength, not both. Their entire existance is devoted to taking down, hunting, disproving, or just pissing off the gods. Why? Because you freakin' feel like it, that's why. These characters are almost entirely Chaotic Neutral. They are resistant to fire, ice, lightening, and blades. They can still be hurt with blunt weapons, or be drowned, however. So don't think you're invincible, you just haven't pissed off the gods enough YET. Your days were numbered from the start, buddy. Make friends with a necromancer if you really want to piss off the gods, you'll come back and get to do it all over again!
* Class Skill: Not Dead Yet * Resistant to Lightening, fire, ice, and blades.
Zombie:
Eat brains, keep eating till you stop moving, and follow the orders of whoever raised you from the dead. You can use weapons you used in life, but you can't use ranged weapons or traps. They're just too complex for you. Necromancers that come back as a zombie come back as zombies with human inteligence. You're just awesome like that.
*Class skill: Echolocation, Feign Death *Class immunity: Immune to fire, ice, lightening, and blades.
Other classes will be added in the future. This is just the beginning! Have an idea? Send it in!
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Classes
Mar 12, 2012 16:02:51 GMT -8
Post by Pentharis on Mar 12, 2012 16:02:51 GMT -8
Upgraded Classes
The only way to get to these is to get through other classes first. Once you've gone far enough and experienced enough, you can apply to upgrade classes to something more appropriately legendary. Any of the upgraded class' skills you don't already have are given to you when you adopt the new class.
NOTE: Instead of virtually switching classes entirely into one of these, you can instead choose to master your own class. Rules for this will be up shortly.
Exotic Rider
To get to this class you must have been a knight or a hunter first. Ride a horse? BAH. Small potatos! You ride DRAGONS! Dragons, massive birds, unicorns, you ride something special. (If you haven't had the riding ability before now, you now receive it.)
*Class Skill: Train Legendary, Train animal, Riding.
Marionette Magician
Puppetmasters, if ever there were any. This is a difficult style of magic to master, so one must master either elemental magic, or necromancy first. Then they can trade in that ability for the ability in order to control characters by their shadows. These abilities are powerful, but rely entirely on environmental light. The only meelee weapons these magic users can used are fire-based weapons, traps, or piano wire.
*Class skill: Hypnotize, Not Dead Yet, Ventriloquist
Avenger
To be an avenger, you must have been a barbarian or Hated Fury before. Perhaps one of your friends or family was slain? TAKE VENGEANCE! It is your time to be the hero of the story, the most legendary of them all!
*Class skill: Not dead yet, Berzerker Rage, Intimidating Shout
Ninja
Thieves/Rogues and Stagemen/Stagegirls? This is your class. Appear, disappear, leave them dead before they even know you were ever there! This is where you shine as the stealthiest of them all!
*Class skills: Move Silently, Parkour, highest form of flattery
Assassin
Escorts and Soldiers can choose to evolve to Assassins, taking out foes from long-distances as silently as possible. Suddenly, you've become a sneaky class!
*Class skills: Deadshot, Parkour, disguise self
Dread Pirate
Pirates and Bandits can upgrade to Dread pirate. You thought you were scary before? The whole world is terrified of your wrath now! Your charisma may be low now, but that's fine, you've got the muscle to back it up.
*Class skills: Drinking prowess, Commanding, Taunt
Dollmaker
For those morbid few who prefer Plague Doctors and GraveRobbers for your class, become Dollmakers! These types stitch together old parts from other beings and turn them into new ones. No restrictions as to what kinds of living beings you stitch together, either, they just have to have been alive at one time. Your Charisma may take a hit, but it's a small price to pay to make your own dolls.
*Class skills: Sally Stitches, Preserve Organ, Market Savvy
High Priest
Amusingly, not one of the Healing Priest evolutions. The High Priest is for Shaman and dancer types. You may have had to do rituals before, but these can require sacrifices, or hours of ritualistic preparation... if they aren't from you. You can alter the weather, rain down hellish fire on your enemies, or generally kick the crap out of anyone. Have fun! NOTE: Fire dancers who take up High Priest cease to be fire dancers, as all High Priests switch to worshipping nature without a specific deity. As such they lose the ability "Call for Aid"
*Class skills: Philosopher's Stone, Herbal Magic, Hypnotize.
Vernian Wells
Finally, a class that the Chonomancers and Technomancers can agree on! Control time, space, under water travel, and every other kind of travel to your will, via your special machines! One of these guys can take an entire party on a time-traveling adventure, underwater, to the center of the earth, etcetera with the DM's permission. Careful, though. You might not go exactly where you planned...
*Class Abilities: I Accidentally the whole thing, I made it myself, Uncommon Transport
Order of Snow What do Healing Priests and Slayers have in common? They both want a purification of evils from the land. Mind, it's just their opinion of what is 'evil', it seems nobody bothered to write down the tenants of the Order of the Snow. Perhaps there's more going on here that meets the eye. *Class abilities: Lore, Alchemy, Discerning Eye
Renaissance Man/Girl
Artisans and Bards combine their abilities, becoming the ultimate support classes. Your friends may really need your help in the future, so you should get every supporting ability you can get!
*Class abilities: Feign Death, Summon Ally, Channeling Another (works regardless of if you are a naturally magical race. Works twice as well if already a naturally magical race.)
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Classes
Mar 12, 2012 16:02:56 GMT -8
Post by Pentharis on Mar 12, 2012 16:02:56 GMT -8
UPGRADED CLASSES LIST 1/3
So you're really good at what you do, but don't want to change specialties or lose focus? Just pick a focus class! These will just be upgrades of your current class, and allow you to keep the last class skill you had, and get some new ones.
Healing Classes
Miracle Worker
The Healing Priest upgrade. You're still a follower, but when you give advice, people LISTEN. The more humble you are ,the better you can heal, but whatever the case, you won't leave a single scar behind.
*Additional Class skills: Call for Aid, Alchemy, Herbal Magic
Slasher
You're a Plague Doctor, remember. But then again, that's no reason you can't have some fun in the profession. Just try not to be too knife-happy.
Class Traits: Sally Stitches, Herbal Magic, Alchemy
Spirit Mediator
Shamans upgrade into Spirit Mediators. They may not have a specific god (or maybe they do), but they can talk to the animals and trees like nobody's business.
Class traits: Channeling Another, Enlist Plant Aid, Enlist Animal Aid
Fighting Classes
Order of ____ Knight
A brave knight has been assigned an Order! Whether you make your own kingdom, or you've been assigned to an order by your own King or god, you're one of the greatest knights of them all, and your new title will make it known.
Class traits: Make steel armor, Commanding, Train legendary
Captain ____ of _____
In true Pirate fashion, your honorific will be created by the reputation you've established. The DM will suggest a few rumours, and allow you to pick whichever one you prefer.
Class traits: Drinking Game, Don't give a Flying, Spread Rumour
Noble Savage
Having once been a Barbarian, You may actually have some of your charisma back, now that you've upgraded. Or your reputation has preceeded you, and you're looked on as a most fearsome warrior. Whichever.
Class traits: Don't give a flying, Lore, Intimidating Shout
Super Soldier
Sir yes sir! Now that you're no longer a rookie, Soldier, You bark orders and follow only your leader! To hell with everyone else's direction! Especially since you've got the muscle to back it up!
Class traits: I made it myself, Clip Wings, Caffeine
Famed Slayer
No more need to specialize any more, Slayer. Zombies, Dragons, Vampires, Hunters, anything that people want to hire you for, they can!
Class traits: Call for Aid, Deadshot, Caffeine
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Classes
Mar 12, 2012 16:14:06 GMT -8
Post by Pentharis on Mar 12, 2012 16:14:06 GMT -8
UPGRADED CLASS LIST 2/3
Sneaky Classes
Shadow
No matter what kind of a Thief/Rogue you were, you're a Shadow now. Practically invisible to all.
Class traits: Night Sight, Pick lock, Invisible Man
Marauder
Bandit Classes upgrade to Mauraders to show they are the top of the brute-force thieving heap. Whether you're staging mass-onslaughts against castles, or are waging full-fledged war, this is you.
Class traits: Berzerker rage, Ride, Parkour
Legendary Hunter
First you were a Hunter, getting animals for food. Now you can hunt them for sport, or for the kind of cash that comes with slaying dragons as a day job.
Class traits: Tracking, Train legendary, Can I Keep It
Tomb Raider
Traps? Hah. Cake for an ex-Graverobber! You're not even afraid of snakes anymore!
Class traits: Disarm Trap, Dispel Magical Trap, Parkour
Mages
Reaper
First you raised the dead as a Necromancer, now you bring people to death! Your mates might be more careful around you, but you are a necessary evil.
Class traits: Invisible Man, Just a Flesh Wound, Hypnotize
Time Lord
You Chronomancers can now travel anywhere in time and space if you construct or buy a time machine. You may not be terribly accurate, but you're the only one who can work your time machine. Every time lord needs his companion!
Class traits: Uncommon Transport, I Made it Myself, I saw this once in a tavern.
Elemental
You were an elemental magician, but now you are an avatar of this element. You no longer need to worship any god because you are purely constructed of your element, with the mind of your former self. Earth elementals are stronger, Light elementals are sneakier, air elementals are more dextrous, water elementals are swifter, Fire elementals are more charismatic.
Class skills (Earth) : I don't give a flying, Enlist animal aid, Enlist plant aid. Class skills (light) : Invisible Man, Discerning eye, Lie detector Class skills (air) : Clip Wings, Move silently, Dispel magical trap Class skills (water) : Makeshift weapons, singing, clean getaway Class skills (fire) : I can cook, Karma houdini, Hypnotize
Leet Haxxors
Computers? No problem for an old Hacker/Technomancer!, you're the team's IT guy. Your repair skills are INSTANT!
Class traits: Repair, Hack, Disarm trap.
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Classes
Mar 12, 2012 16:14:11 GMT -8
Post by Pentharis on Mar 12, 2012 16:14:11 GMT -8
UPGRADED CLASS LIST 3/3
Performing Classes
Spelldancer
*NOTE Fire Dancer classes actually become Fire Elementals. Non-fire dancer classes, you've become Spelldancers. Your grace is unmatched by anyone but the elementals and gods themselves
Class traits: Seduce, Channeling Another (works the same way as Renaissance Man/Girl's class version), Parkour
Maestro
Bards have upgraded, they're masters of the music and lyrical arts.
Class Traits: Seduce, Channeling Another (See SpellDancer Class), Spread rumour
Masterful Magical Magician
You've mastered the illusionary arts, Stateman/Stagegirl!
Class traits: Invisible Man, Spread rumour, Ventriloquist
Vengeful Courtesan
You're not really an Escort, but that's what everyone remembers you as. What they don't remember is the way you've left entire kingdoms without kings, and assassinated other high-import characters. You're flashy, but that doesn't mean you're not sneaky.
Class traits: Hypnotize, Sing, Bluff
Extra Classes
Fury of Suns
The gods got pissed. So now you're back with a VENGEANCE! A Hated Fury's mission may be to kill gods, or maybe just to send them back from whence they came, but whatever the case, they made the wrong person mad. You made them FEAR.
Class traits: Berzerker Rage, Straw Man, Just a Flesh Wound
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Classes
Mar 12, 2012 16:14:15 GMT -8
Post by Pentharis on Mar 12, 2012 16:14:15 GMT -8
[10]
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