Post by Head Moderator on Nov 5, 2011 17:48:34 GMT -5
1] When you join OH you choose a class from the following four classes: Combat, Support, Devout and Arcane. You gain a bonus for having that class. This is known as your "Primary" Class.
2] When you reach Topaz rank you may then choose a profession from your class, such as Fighter in the Combat Class, or Healer in the Support Class. You gain a bonus for your profession. this is your "Primary" Profession.
3] When you reach Sapphire rank, you may choose another class from the four offered: Combat, Support, Devout and Arcane. This is your "Secondary Class". This enables you to craft a character exactly how you wish them to be, such as if you want a Battlepriest you'd pick [Class: Combat / Profession: Fighter] [Secondary Class: Devout]
4] When you reach Ruby rank, you may now choose a profession from your second class choice. So keeping with the Battlepriest model, you might choose [Class: Combat / Profession: Fighter] [Secondary Class: Devout / Profession: Priest]
5] When you reach Diamond Victor rank, you may choose a third class from the four offered. This is your "Third Class". At Diamond Vanguard you can choose a third profession from the class you chose.
→Class bonuses ALWAYS stack, you can always use a class bonus unless DM deems otherwise.
→You may pick the same class again, gaining that bonus twice (or even thrice with Diamond)! You may NOT take your profession again though, though.
COMBAT CLASS
Combat Bonus: Extra 1d Attack, once per combat. So if you are 2d, you'd roll a 3d. A 3d rolls a 4d, and if you are one of the lucky few that eventually gain 4d, you'd roll a 5d!
Free Skills: Combat Affinity
PROFESSIONS
Knight : Bonus:"Knight's Armor" Gain knightly heavy armor (banded mail) that has +32 defense (DEF) without having to purchase anything. Only take Medium armor penalty of -5 to Initiative Rolls. QCK penalty still applies. You also gain "Pillar of Strength" which allows them to choose to boost themselves and all allies with a +2 Strike, +2 Saves, or +2 Checks during combat. You must choose which one you are going to boost and it cannot be changed during the same combat.
Free Skills: You may choose one free combat or knight skill.
[Knights are armored fighters that follow a certain code of honor. For holy knights, see Paladin in the Devout Class.]
Fighter : Bonus - "Fighter's Weapon" A fighter chooses any ranged or melee weapon (at no cost), or unarmed that he/she has become proficient using, giving them a +3 damage (DMG) and +3 Strike with that favored weapon or unarmed fighting.
Automatic Skills: You may choose one free combat or fighter skill.
[Fighters are a broad class that include all types of fighters, usually those that use weapons, ranged or melee, of some sort; but can also include unarmed fighters.]
Brawler : Bonus - "Brawler's Rage" During combat, you get +5 DMG to unarmed physical attacks. You may also take an unarmed defense tech +3 DEF (at no cost).
Automatic Skills: You may choose one free combat or brawler skill.
[Brawlers live for the fight, whether on the street, in the bar or on the battlefield. They make up for their lack of finesse with sheer strength. They only use hand to hand.]
Ranger : Bonus - "Silent Tracker" You can move in complete silence, outdoors, negating any need to roll for moving quietly. You gain low-light vision, seeing three times further than normally in starlight, moonlight, torchlight and other conditions of poor lighting. You are able to track just about anything that leaves a trail of any kind, scent, etc. You also get "Ranger's Boon" which gives a +3 damage (DMG) and +2 Strike to your ranged attacks only.
Automatic Skills: You may choose 1 free combat or ranger skill.
[Rangers are the trackers and protectors of the forest, most choosing a bow for their weapon of choice.]
Swashbuckler : Bonus - "Not Left Handed" - A swashbuckler can use two weapons naturally as per the Dual-Wield skill, allowing them to take any skills that have "Dual-Wield" as a prerequisite. You also gain "Corsair Prowess", which grants you a +3 to Strike when you are using two weapons.
Automatic Skills: You may choose one free combat or swashbuckler skill, or the Acrobatic skill.
[Swashbucklers are flashy, acrobatic fighters who radiates personality and panache and moves all over the place, dashing and dodging blows, while striking in the most opportune times.]
Swordmaster : Bonus - "Dance Partner" A swordmaster chooses a light melee, one-handed or two-handed sword (at no cost) that he/she has become proficient in the dance of swordplay, giving them a +3 damage (DMG) & +3 Strike with that favored sword only (must mark on Dossier what weapon it is).
Automatic Skills: You may choose one free combat or swordmaster skill.
[Swordmasters take great joy in the dance of the blade, and are a mix between a traditional fighter and the more flashy swashbuckler, with a little supernatural edge thrown in.]
SUPPORT CLASS
Support Bonus: You may choose 2 free support skills (non-combat/defense), you must meet the prerequisites.
PROFESSIONS
Healer : Bonus - "Healer's Touch" A healer has double the amount of healing points at any given rank they may use.
Automatic Skills: Healing Affinity, 1 Free Healing Skill
[Healers mend the wounds of those around them, whether physically, mentally or emotionally. They may be natural healers, magical healers, physicians, combat medics or any type of healer in between. They are one of the most important members of any team.]
Bard : Bonus - "Inspire Allies" Bards are great inspiration to their allies, and when they perform pushes their allies to greatness, giving all allies within hearing range a +3 to DMG or DEF which adds to any DMG or DEF they already have (chosen at the start). Once they've used a turn to inspire their allies, the bonus lasts the entire combat; they do not have to continue to play each round and are free to make other actions.
Automatic Skills: Choose 1 free bard skill.
[Bards are singers, dancers, storytellers, musicians and entertainers of all sort that can either boost their allies, or adversely affect their enemies.]
Rogue : Bonus - "Trap Sense" Rogues are very important to any adventure, and they gain the ability to detect traps at will. No roll needed, they simply know where the traps are in their immediate area. Getting past the trap...now that's another story. They also gain "Primary Strike", allowing them upon their first attack in combat, a one time +5 to Strike.
Automatic Skills: Choose 1 free rogue skill.
[Rogues are the sneak-thieves, lockpickers and trap disablers of our world. They can be deadly with their stealthy attacks.]
Noble : Bonus - "Noble Bearing" Those choosing the Noble profession have an effect on those around them, gaining respect and admiration. They are naturally able to convince others to see things their way, giving them a +5 to Diplomacy and Gather Information as well as Knowledge (Nobility) Checks. You also gain a one-time 2500gp when you take this 'profession', please let tesarikone know to add this gold to the roster.
Automatic Skills: Choose 1 free noble skill.
[Nobles are born from the aristocracy. They are the sons and daughters of Lords, Barons, and even Kings. They were raised around the finest things in life, and were given a superb education.]
Charmer : Bonus - "Silver Tongue" A charmer has the ability to charm those around him or her with their carefully chosen words. They can just about talk their way out of anything, and gain a +5 to Bluff and Diplomacy checks. They also have a talent in watching for the slightest body language and attitudes, called "I Notice Everything!", giving them a +5 to Insight.
Automatic Skills: Choose 1 free charmer skill.
[A charmer is basically a very capable seducer, who uses his or her beguiling ways to get what they want.]
Bloodhound : Bonus - "Bloodhound's Mark" A bloodhound can target or mark an individual humanoid or monstrous humanoid foe to better hunt that enemy. To do so, the bloodhound must focus on a foe who is present and visible, or on the depiction or description of one who is not, for 1 round. Once this study is complete, that target is called a mark. A bloodhound can only have one "mark" at a time. A bloodhound adds +5 to all checks involving finding the mark including Gather Information, Listen, Search, Spot, Insight, Knowledge, etc.
Automatic Skills: Choose 1 free bloodhound skill.
[The Bloodhound specializes in hunting down fugitives, and bringing them in dead or alive. They are the bounty hunters of our world.]
DEVOUT CLASS
Devout Bonus: "Holy (or Unholy) Symbol" A devout gains a holy symbol of any material and shape they desire, it can even be tattooed upon them. This holy symbol, when worn, gives the devout a +2 to any saves made against magic spells cast upon them as they are chosen and protected by their deity or spiritual guide.
Free Skill: Combat Affinity OR Magical Affinity OR Psionic Affinity
PROFESSIONS
Monk : Bonus "Chi Blow" A skilled, and trained monk can use an unarmed attack that channels their special chi powers through their body and into their hands/feet. This attack is boosted by the monk's supernatural powers and gives a +5 DMG to all unarmed damage rolls. Their attacks can be counted as magical so that they bypass an DR/magic. They also gain a free one-handed unarmed tech or one-handed monk weapon (at no cost).
Automatic Skills: You may choose one free Devout or Monk skill and Rezz Dead.
[Monks are spiritual warriors that usually fight hand to hand or with specific monk type weapons..]
Shaman : Bonus - "Shaman's Staff" A shaman's magic and power lies in his staff. It is his staff through which he channels the rapturous and often dangerous divine energies required for his spells. A staff is considered as a simple weapon made out of wood, bone or any other material that occurs in nature. A shaman has Magical Affinity as long as they have access to their staff. This is considered a weapon (quarterstaff) and is a free weapon you gain when you take this profession. A shaman who uses their staff is also allowed to write 2 extra spells per gemstone rank, usually carved into the staff itself.
Automatic Skills: Animal Spirit Guide, Magical Affinity
[Shamans are divine spellcasters who draw their spells from the spirit world. ]
Priest : Bonus - "Divine Turning" A priest has the ability to turn undead, which means that they may attempt to turn undead back into merely a corpse (with DM permission). On your turn you may state you are using Divine Turning, and roll an opposed check, adding a +3 to your roll. If you roll higher, then the undead turns into a harmless, rotting corpse. This can be used once per gemstone rank during any one combat. Priests may also write ONE extra DIVINE spell per gemstone rank. Primary Priests may wear any type of armor without taking the penalty to using magic.
Automatic Skills: Rezz the Dead and 1 Free Priest or Devout Skill
[These are the priests and priestesses of the land, holy or unholy. ]
Druid : Bonus - "Shapeshifting" Druids are able to take the shape of any animal, plant or tree that they wish, for as long as they wish. They also gain "Totem Weapon" of any one-handed melee type, quarterstaff, or approved weapon imbued with a spirit of their choosing, free of cost. This totem weapon can have a totem ability based on the animal spirit, please work this out with the Storyline Mod. You also gain the language, Druidic, for free. Druids who wear light or medium armor made of leather, wood, bone or something completely natural like blueice do not suffer any magic penalties normally associated with Medium armor.
Automatic Skills: Healing Affinity and 1 Free Druid or Devout Skill
[Druids are highly attuned to nature and it's call. You must have a damn good storyline to be an evil druid (called Dark Side Druids). Most druids are neutral, and you cannot be undead and be a druid!]
Paladin : Bonus - "Paladin Armor" Paladins must be of lawful good alignment. They gain any Medium or Heavy Armor (free of charge), and do not take any penalties for initiative while wearing either kind, though QCK penalties still apply. Any weapon that they choose to wield becomes a "holy" weapon, this does not take up any points of enchantment and effects any weapon they bear.
Automatic Skills: Rezz the Dead, Healing Affinity
[These noble souls dedicate their swords and lives to the battle against evil. Paladins seek not just to spread divine justice but to embody the teachings of the virtuous deities they serve. In pursuit of their lofty goals, they adhere to ironclad laws of morality and discipline.]
Vindicator : Bonus - "Divine Judgement" Vindicators are fierce warriors and gain a +3 DMG. Their weapons are considered "holy" or "unholy" depending on what alignment they share, this does not take up any points of enchantment and effects any weapon they bear.
Automatic Skills: You may choose two free General Combat, Devout or Vindicator Skills
[These are the warriors of the church, be they holy warriors or dark warriors, who put their lives and immortal souls on the line for their faith. They are paragons of battle, eschewing sermons for steel. These men and women are living conduits of divine power, down to their very blood, which they happily shed in a moment if it brings greater glory to their deity or judgment upon heretics, infidels, and all enemies of the faith.]
ARCANE CLASS
Arcane Bonus: You gain a boost to the save difficulty of your spells. All saves required for spellcasting are given a +2 boost. So if a spell at Crystal rank calls for a save of 14, you add your +2 and the save is now 16. You also gain the free skill of "Magical Affinity" or "Psionic Affinity".
PROFESSIONS
Psion : Bonus - "Awareness" You've always been aware of your surroundings. You are able to hear better, see farther and have the uncanny ability to notice things most others would not. This gift gives the Psion a +1 on all saves, and a +5 to Spot, Listen & Insight rolls. You need Psionic Affinity to take this profession.
Automatic Skills: Telepathy, Psicrystal
[Psion 'magic' comes from their mind alone, they need no spellbooks, no spell components, only a mere thought and the magic occurs.]
Mage : Bonus - "Surge of Power" Mages are given a +5 DMG to all magical attacks they make in combat outside of your official spells per combat. Mages may also register 1 extra spell per gemstone rank. You need Magical Affinity to take this profession.
Automatic Skills: Magical Resistance
[These are your general mages, wizards, and witches whose magic specialties are as varied as the ways they cast.]
Spellborn : Bonus - "Innate Magic" Spellborn gain a +5 DMG to all non-regged magical attacks made in combat outside of their official spells.
Automatic Skills: Magical Affinity OR Psionic Affinity, whichever you do not have already, Psychometry
[Spellborn do not need spellbooks or incantations or anything but their own desire or whim to cast magic. They are born of magic, and ooze magic.]
Black Mage : Bonus - "Malignant Soul" Dark power dwells within the body of the black mage, manifesting itself in many unnatural and unseen ways, forming a cocoon of pure, tangible malcontent, acting as a buffer between both the black mage and otherwise lethal blows. This gives them a constant +5 Defense against both magic and mundane attacks. They also may take the Black Tongue as a bonus language.
Automatic Skills: Choose 1 Free Black Mage Skill
[Black mages are the necromancers and darker aligned mages of our world, who often make devilish pacts to gain more power.]
Mystic : Bonus - "Tribal Vestige" A mystic gains both a tribal mask (passed down in their tribe) and a medicine staff. The medicine staff acts as a weapon as well as being able to channel any of the mystic's spells through. The top half of the medicine stick acts as a club [1d5] and the bottom acts as a spear [1d6]. You also get the secret language, "Mumbo Jumbo" for free. Mumbo Jumbo allows you to speak to the spirits, and some undead.
Automatic Skills: Mystic Tattoo
[Mystics are our more primitive, non-religious magic casters. Sometimes, they use tattoos or totem spirits for power.]
Thief Adept : Bonus - "Telekinetic Toolkit" Thief Adepts always have thieves' tools (+5 to Rogue checks, telekinetic tools are summoned), and also uses magic to enhance other physical abilities (+3 to athletics, acrobatics and stealth rolls.) You get the secret language, "Thieves Tongue" for free. Thieves Tongue can ONLY be understood by another Thief Adept!
Automatic Skills: Lock Sense
[Thief Adepts are similar to rogues, except they rely on magic to enhance their roguish skills, and often focus on thievery.]
COMPANION CLASS
This class is ONLY for Animal Companions or Familiars. Animal Companions and Familiars can only be given professions in this section. So, when they rank up enough to choose a second class, they take "Companion" again, and when they take a second profession, you'd choose it from this section as well.
Companion Bonus: 1 free companion (CC) skill can be taken.
Combatant : Bonus - A companion trained as a combatant knows the commands Attack Basic, Down, Stay, Subdue, Bull Rush.
[This is for animal companions or familiars who are going to focus on fighting alongside their owner.]
Defender : Bonus - A companion trained as a defender knows the commands Defend, Stay, Seek, Alert, and Recover.
[This is for animal companions or familiars who are going to focus on defense of their owner.]
Sneaky : Bonus - A companion trained to be sneaky knows the commands Detect, Alert, Sneak and Fetch.
[Sneaky companions are trained in rogue-like skills, and are skilled in stealth and ambush.]
Supportive : Bonus - A supportive companion knows the commands Come, Recover, Get Help, Seek, and Calm.
[This type of companion supports their owner by knowing how to get help, and keep their owner at ease.]
Magical : Bonus - A magical companion knows the commands Come, Stay, Seek Individual, Detect.
[Magical companions are creatures that have their own magical or supernatural abilities, whether from themselves or from a familiar bond with their owner.]
Tracking : Bonus - An animal trained for tracking knows the commands Track, Ambush, Seek, and Come.
[These type of companions are very talented trackers.]
Hunting : Bonus - An animal trained for hunting knows the commands Come, Hunt, Fetch, Flush Out, and Track.
[This type of companion is trained to hunt, and can hunt alongside their owner or on their own.]
Mount : Bonus - An animal trained to bear a rider knows the commands Come, Stop, Home and Stay.
[This type of companion is trained as a normal mount.]
Combat Mount : Bonus - An animal trained as a combat mount knows the commands Armor, Overrun, Come, Stop and Home.
[This type of companion is trained to bear a rider into combat.]