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Base Class Info



Setup

[Class]

Desc:

Need Gain
•   Stats: (Main, Combined, Other)
•   Skills:
•   Knowledge:
•   Language:
•   FCS:
•   Stats: (Main, Combined, Other)
•   Skills:
•   Special Effect (SE):
•   Resistance Chance: (Damage, Condition)
•   Speed: (Ground, Swim, Flight, Climb, Burrow)
•   Knowledge:
•   Language:
•   Trait: (Damage, Movement, Other, Unlocked)
   ◦   Damage
   ◦   Movement
   ◦   Other
   ◦   Unlocked
•   Nat.Weapons:
•   Other:

Expanded

Ability

  • Trait: Class: [Class]: Active, Passive
  • Action Cost: 1-4AP, 1-4RP, 1BP, Free
  • Range: self, _ unit(s)
  • Components:
  • Impact: Tangible, Intangible, Mix
  • Duration:  Instant, #Round, Concentration, Toggle
  • Use: Regular, X uses per [short,medium,long] Rest or Day
  • Resource: X, Free
  • Prerequisite:
  • Description:

Starting Stats

L(+Stat)=Per Level: Add # each level for stat S(±Stat)= - Start: Add/ Subtract # for stat in Character Creation - Assume this is the case even without the “S”

Other

Notes:

Level based scaling has a level 30 limit. Focus (FCS) stat is gained from the first non-Innate class you obtain. When multiclassing, you must have the stats/info needed for all the classes you wish to have without including the gained info/stats from previous classes. Remember to keep track of prerequisites for classes.

Modifier guide

Symbols

  • Main
    • B = Base
    • M = Modifier
    • Assume stat mentioned is Base (B) unless otherwise stated
  • Positive/Negative
    • Negative: -(B) = -(M)
    • Assume Positive: (B) = (M)
    • Positive: +(B) = +(M)

Modifier count

  • X(B) = 1(M)
  • Skill (X=3)
  • Main Stat (X=4)
  • Special Effect (X=4)
  • Resistance Chance [Damage and Condition] (X=4)
  • Spirit (X=5)
  • Movement Speed (X=5)
  • Language (X=5)