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+ | __TOC__ | ||
+ | <onlyinclude><div class="toccolours mw-collapsible"> | ||
+ | ='''[[V9: Classes| Classes]]'''= | ||
+ | <div class="mw-collapsible-content"> | ||
+ | In Amtgard, your chosen class or classes will help define your play experience and signal to others how you are looking to participate on the battlefield and/or within the community. | ||
+ | |||
+ | Amtgard classes are divided into two categories: [[V9: Combat Classes| Combat Classes]] and [[V9: Non-Combat Classes| Non-Combat Classes]]. | ||
+ | |||
+ | Combat classes are designed for use in combat activities. | ||
+ | |||
+ | Non-Combat classes are designed around non-combat activities, such as [[V9: Roleplay|roleplay]], crafting, service, or leadership. | ||
+ | |||
+ | {{:V9: Credits and Levels}} | ||
+ | {{:V9: Combat Classes}} | ||
+ | <includeonly><br><br><br><br>[[File:221030---V9-Seal.png | center | 250px]]<br></includeonly></div></div></onlyinclude><br><br> | ||
+ | {{V9 Classes}}[[Category:V9 Rules Sections]] |
Latest revision as of 22:52, 12 November 2023
- The Amtwiki is the official home and primary source for Amtgard V9 Rules as of February 25, 2023.
- These rules are currently in Open Alpha Playtest. See the Playtest Disclaimer for more details.
- To learn more about Amtgard V9 Development, please visit Amtgard.com.
- To view the current Amtgard V8 ruleset, please see the Amtgard V8 Rulebook.
Contents
- 1 Classes
- 1.1 Credits and Levels
- 1.2 Combat Classes
- 1.2.1 General Rules
- 1.2.2 Picks-System Classes
- 1.2.3 Point-Buy Classes
- 1.2.4 Other Classes
- 1.2.5 Monster
Classes
In Amtgard, your chosen class or classes will help define your play experience and signal to others how you are looking to participate on the battlefield and/or within the community.
Amtgard classes are divided into two categories: Combat Classes and Non-Combat Classes.
Combat classes are designed for use in combat activities.
Non-Combat classes are designed around non-combat activities, such as roleplay, crafting, service, or leadership.
Credits and Levels
General Rules
In the game of Amtgard, players are able to earn experience (called Attendance Credits or just Credits) and use that to gain levels in the classes of their choice. Both combat and non-combat classes are able to gain levels this way.
Combat classes will gain extra combat abilities and unlock access to roleplay abilities as they level up, whereas levelling non-combat classes will only unlock access to roleplay abilities.
Players can earn one or more Attendance Credits each time they attend and sign-in to an Amtgard function. By logging into your Online Record Keeper (ORK), you can spend your accumulated credits to level up your classes as you see fit.
Levels are gained by the player, not the character
In Amtgard, class progress is tied to the player, not the character. All class levels listed on your ORK account are player-specific and can be immediately applied to any new characters you create. You do not need to level up classes for each new character. Likewise, you will never lose any progress if you stop playing a character or class for whatever reason.
Do I need to play a class to gain levels in it?
It is highly recommended, but not required, to actually play the combat classes that you are gaining levels in. Players are expected to know their own class rules on the battlefield and Rules Authorities may temporarily reduce a player’s level or ability selection if they demonstrates that they have not learned their own rules enough to participate and are actively placing that burden on others.
To support all this, Kingdoms and Parks will often have Class Guilds and Guildmasters who can help guide players as they learn the ins and outs of their chosen class.
CREDITS TO LEVEL | ||
---|---|---|
LEVEL | COST | TOTAL CREDITS REQUIRED |
Lv. 1 | 0 credits | 0 |
Lv. 2 | 2 Credits | 2 |
Lv. 3 | 3 Credits | 5 |
Lv. 4 | 4 Credits | 9 |
Lv. 5 | 5 Credits | 14 |
Lv. 6 | 6 Credits | 20 |
+1 Devotion | 20 Credits | 40, 60, 80 100, etc. |
Maximum Level
The maximum level for each class is six (6). Any credits invested in a class after that point will go towards earning Devotion ranks (see below).
Devotion Ranks
Devotion ranks can only be earned after attaining level 6 in a class. For every 20 credits invested thereafter, the player gains 1 rank of devotion towards that class. Devotion ranks offer no in-game benefit other than showcasing your commitment to a certain class.
Devotion Favors
Players with at least one rank of devotion may carry a personal devotion favor, a belt favor, garment, or other item designed to represent the class they are devoted to. This favor may be adorned with a number of gold symbols to indicate the amount of favor the player has. For example, a player with 3 devotion ranks in bard might carry a musical instrument with 3 gold music notes. A player with 5 devotion in warrior might have a sword with a purple crossguard and five gold stars.
To keep the presentation options open for customization, devotion favors are not reserved symbols - players may still use gold symbols freely for other purposes, and it is up to the designer of each devotion favor how much or little they want it to stand out from normal garb and accessories.
Credit Distribution Limits
Only one (1) regular Attendance Credit may be given on a single day, although Kingdoms may empower certain authorities to award bonus attendance credits according to their Corpora. Kingdoms may only award a maximum of four (4) bonus attendance credits per player in a single month and no more than one (1) bonus credit may be earned per one (1) regular attendance credit.
Developer Note:The above format for credit acquisition and level purchasing is pending further approval of the V9 ruleset and additional work from the ORK development team. As such, the ORK website will not be able to reflect the above changes to credits and leveling at this time.For the time being, use the ‘Total Credits’ column from the chart above to easily calculate your V9 levels from the data that already exists on your ORK page.
If you have any questions about this, please contact the V9 Team or your Kingdom Rules Representative.
Combat Classes
General Rules
Combat classes are designed for use in combat activities.
Playing an activity with combat classes will introduce special abilities and powerful effects into the game, including enchantments, healing, fireballs, and a slew of verbal magic, which allow players to affect each other at a distance without making physical contact.
Each combat class brings a unique set of abilities and equipment limitations to the battlefield. These classes are designed to be played alongside each other as part of a team or adventuring party. While each class offers a flexible playstyle, there will always be some classes that are better tailored to certain tasks than others. Take the time to read the playstyle summaries, talk with veteran players, and try a few out on the battlefield to help you find the class that is best suited for your preferred playstyle.
CAN I CHANGE MY COMBAT CLASS?
Players may change their combat class freely between activities. You can play Scout during your first game, switch to a Wizard for some roleplay, and then finish the day as a Paladin. You can choose to play each of these as the same character or change it up at your leisure. Since progression is tied to your ORK account, you can play any character as any class, up to the highest level you have unlocked in that class.
CLASS NAME | ||||
---|---|---|---|---|
Description | ||||
Playstyle | ||||
Class Identifier | ||||
Weapons | ||||
Shields | ||||
Armor | ||||
Garb Bonus |
Class Name
This is the name of the class.
The names used to describe the classes do not define how you must play and portray them. Your character and persona are defined through your actions, garb, and roleplay choices, not the name of the class or the abilities it gives you. The classes exist here in this form to support the execution of game mechanics; it is up to you to give them life, substance, and personality.
- For example, you can choose to play the Barbarian class as a Samurai, or the Healer class as a Cultist. With a little flair and creativity, the Druid class makes an excellent Alchemist.
With that in mind, the class name listed in each class profile is the universal term all players must acknowledge regardless of whether they are playing that class with a stereotypical presentation or something different.
- For example, someone playing Barbarian to represent a Samurai must still acknowledge that they are the Barbarian class and respond appropriately when they are identified as a Barbarian during gameplay.
Class Description
This briefly describes and explains the inspiration for the class in Amtgard, as well as provides some typical examples of the class in history and/or pop culture. While players are free to roleplay any class in any manner, you will find that the abilities and presentation are generally centered around the themes presented here.
Class Playstyle
This briefly explains the intended playstyle for the class by providing some keywords to crystallize their role on the battlefield. As with the class descriptions above, this text does not force a player to fight a certain way, nor does it prevent experimentation, however the equipment and abilities for each class are generally intended to support the playstyles expressed here.
Class Identifier
This lists the visual indicator that is required to denote you are playing the class, usually a Sash. This identifier must be worn at all times during combat activities. A player without a class identifier can only play the Peasant class.While not required, players are also encouraged to dress in thematic garb in addition to wearing the class-specific identifier.
Class Weapons
This will denote the weapon types available to the class. If the weapon types are presented as a list, players may freely switch between available weapon types over the course of the activity. If the player is required to ‘choose’ one or more options, then the choice must be locked in with the rest of class customization and cannot be changed during the course of the activity.
Class Shields
This will denote the shield sizes available to the class. If the shield size is presented as "up to X size", players may freely use any shield equal or smaller than that size and may switch between available shield sizes over the course of the activity. If the player is required to ‘choose’ one or more options, then the choice must be locked in with the rest of class customization and cannot be changed during the course of the activity.
Class Armor
This denotes the maximum armor point value the class may receive from Physical Armor. This limit is only applied after armor point totals are fully calculated and averaged.
Low Armor Compensation
Some classes may be offered compensation in the form of extra abilities whenever the player is wearing fewer armor points in each hit location than the total available to them. The compensation gained depends on the combined total of all armor points gained from physical armor across all locations.
- Armor point totals are calculated and compensation is locked in at the start of the game. Players may choose to play with less total armor points than they are actually wearing in order to receive compensation, as long as it does not create a situation where two visually similar hit locations have different maximum armor values.
- For instance, a player might choose to play with a reduced torso armor value in order to meet a 15pt threshold and get compensated; however if both their legs are similarly armored, they couldn't reduce one without also reducing the other.
- Damage and enchantments during gameplay will not affect this compensation.
- If physical armor must be added or removed mid-game, bonuses are recalculated between lives and the player should do their best to inform Rules Authorities and other players about the change.
- For example, A Warrior player wearing 4 points on torso, 2 points on each arm, and 3 points on each leg would have 14pts total (4 + 2 + 2 + 3 + 3 = 14) and thus gain +1 use of Shake It Off as compensation for wearing less armor than what is available to their class.
Example Armor entry from Warrior. Armor May wear up to 6pts of physical armor in each hit location. May gain 🌶️Low-Armor Compensation as indicated below.
- 21-30pts = No compensation.
- 11-20pts = +1 use of Shake It Off
- 0-10pts = +2 uses of Shake It Off
Garb Bonus
The Garb Bonus is a reward for players who wear garb and present a visual appearance that evokes the Heroic Fantasy theme of Amtgard.
There is no minimum amount of costume or covering required as long as the overall appearance is clearly costumed or decorated in some way beyond a normal mundane appearance. This can include prosthetics, tattoos, body paint, accessories, etc. in addition to traditional fantasy clothing and apparel.
The Garb Bonus is a game-by-game bonus, assessed and awarded at the discretion of the Game Organizer or an associated Rules Authority. The following points should be always considered when assessing players for the Garb Bonus:
- Players should be encouraged to garb appropriately for their local weather and climate conditions. Safety always comes first.
- Players must always adhere to applicable, real-world clothing regulations and decency laws.
- Modern Shoes, necessary medical gear, and relevant safety apparel may be worn without forfeiting the garb bonus as long as their quantity and/or design is not unreasonably obtrusive to the overall fantasy appearance, as determined by the Game Organizer for each activity. For example, sunglasses should be allowed but novelty "Happy New Year 2023" glasses should be rejected.
Basic Garb Bonus
Requirements: Appropriately garbed "Top" and "Bottom" with no visible mundane garments.
- "Top" refers to the area a T-shirt would cover. "Bottom" refers to the area that shorts would cover.
- These areas do not need to be completely covered, they just need to be visually appropriate for the theme. A shirtless player or someone with a sleeveless tunic can still meet these requirements as long as their lack of coverage contributes to their overall garb look.
- For monsters specifically, all garb worn must align with any additional monster garb requirements and reflect the specific monster being portrayed.
Reward: Choice of Magic Item from the Garb Bonus Curios list.
Superior Garb Bonus
Requirements: Awarded by the Game Organizer in addition to the Basic Garb bonus for having a reasonable amount of additional garb or costuming above and beyond the basic requirements listed above. This includes but is not limited to: fantasy headwear, fantasy footwear, facepaint, prosthetics, accessories clearly visible from 20ft away, etc.
Reward: The curio chosen for the basic garb bonus receives +1 use.
Note: There is no exact amount of extra garb or costuming required. Rather, this bonus should be awarded in good faith to those who have clearly made some effort to go above and beyond the basic garb bonus requirements outlined above.
Class Customization
Players have the ability to customize their class based on their current level in that class.
The Game Organizer decides when players are required to finalize class selection, as well as when to lock in any customization choices.
There are three types of class customization:
In addition, some classes may have access to Archetypes (see below).
Archetypes
Archetypes are special customization options that provide rare and powerful benefits in exchange for limiting class customization and/or additional drawbacks.
- When present, archetypes may be chosen after achieving level 3 in the desired class.
- A player can only choose to have one archetype at a time.
- Archetypes cannot modify or restore abilities granted by enchantments and magic items. For example, a magic item or enchantment that grants Shake It Off cannot be restored by the Guardian or Juggernaut archetypes.
Picks
This customization method is used for melee and equipment-oriented classes.
HOW IT WORKS
- At level 1, you will receive a preset list of abilities.
- For levels 2-6, you will make picks from a list of rows and options within those rows. The higher level you are, the more picks you can make.
- If you are level 3 or above, you may also choose an archetype that offers extra benefits in exchange for restricting your picks and possibly other drawbacks.
See below for a visual example with further details
EXAMPLE PICKS CHARTS
When viewing on mobile, rotate horizontally or 'view as desktop' to avoid resizing issues.
Level 1 You always get these abilities when you play this class. |
Level 1 abilities No Options - Gain everything here | |||
---|---|---|---|---|
Levels 2-6 For each level beyond 1, pick a row you have not already chosen and gain the abilities within. If that row has multiple options, pick one of those options and gain everything from that option. |
ROW A | Row A No Options - Gain everything here | ||
ROW B | Row B No Options - Gain everything here | |||
ROW C | Row C Option 1 |
Row C Option 2 |
Row C Option 3 | |
ROW D | Row D Option 1 |
Row D Option 2 |
Row D Option 3 | |
ROW E | Row E Option 1 |
Row E Option 2 |
Row E Option 3 | |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you cannot make more than one pick from outside that archetype’s column. Row A and B are part of all 3 columns. |
Archetype 1 Row A and B are part of every archetype |
Archetype 2 Row A and B are part of every archetype |
Archetype 3 Row A and B are part of every archetype |
Point-Buy
This is the customization method used for ranged and ability-focused classes.
HOW IT WORKS
You are given a number of customization points based on your level which can be used to purchase abilities from a tiered list (see example below). The list is divided into three tiers: Expert, Adept, and Novice. You will receive a number of Expert points equal to your level, and then LV+1 for Adept and LV+2 for Novice. Unspent points in a higher tier can be ‘dropped down’ and spent at lower tiers.
- Cost is how many points you must spend to purchase the ability.
- Max is the maximum amount of times you may purchase the ability.
- Your total uses may be greater than this maximum if the ability grants multiple uses per purchase (see below).
- Frequency is the frequency and amount of uses you receive for each purchase.
- For example, if something is Cost: 1, Max: 4, and has a Frequency of 1/Life, you could spend 4 points to purchase it 4 times and your total amount of uses would be 4/Life.
- As another example, if something is Cost: 1, Max: 3, and has a Frequency of 2/Life, you could spend 3 points to purchase it 3 times and your total amount of uses would be 6/Life because each purchase grants 2 uses.
- The Archetype columns show which abilities are part of which Archetypes. The available Archetypes themselves are listed underneath the main list of options.
- Range and Type are just providing quick references to the Range and Ability Type for the ability. They do not impact class customization.
CUSTOMIZATION POINTS BY LEVEL | |||
---|---|---|---|
EXPERT | ADEPT | NOVICE | |
Lv. 1 | 1 | 2 | 3 |
Lv. 2 | 2 | 3 | 4 |
Lv. 3 | 3 | 4 | 5 |
Lv. 4 | 4 | 5 | 6 |
Lv. 5 | 5 | 6 | 7 |
Lv. 6 | 6 | 7 | 8 |
EXAMPLE POINT BUY CHART
See below for a visual example of the ability list with further details.
Archetype | Ability Name | Cost | Max | Frequency | Range | Type | |||
EXPERT Points Available = Your Level Unspent points may be used at a lower tier. |
|||||||||
B | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | |||
A | C | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | ||
A | B | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | ||
A | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | |||
B | C | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | ||
C | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | |||
B | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | |||
A | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | |||
C | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | |||
C | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | |||
ADEPT Points Available = Your Level+1 Unspent points may be used at a lower tier. |
|||||||||
A | B | C | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | |
A | C | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | ||
B | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | |||
A | C | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | ||
A | B | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | ||
A | C | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | ||
B | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | |||
C | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | |||
B | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | |||
A | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | |||
B | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | |||
C | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | |||
NOVICE Points Available = Your Level+2 Unspent points at this tier are wasted. |
|||||||||
B | C | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | ||
A | C | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | ||
B | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | |||
A | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | |||
B | C | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | ||
C | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | |||
C | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | |||
A | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | |||
B | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | |||
A | C | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | ||
B | C | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | ||
A | B | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment | ||
B | Example Name | 1 | 2 | 1/Life ♻10 | 20ft | Verbal | |||
A | Example Name | 1 | 4 | 1/Refresh ♻20 | 5ft Other | Enchantment |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you can only purchase abilities listed with as part of that archetype. |
Archetype A Gain Benefit Suffer Drawback |
Archetype B Gain Benefit Suffer Drawback |
Archetype C Gain Benefit Suffer Drawback |
---|
Monster Selection
This customization method is exclusive to the Monster class. Instead of choosing specific abilities, you choose a preset monster from the list of Standard Battlegame Monsters in this rulebook or from a supplementary document (with permission from the Game Organizer. Each specific monster will have little, if any, customization options themselves, however some abilities will gain more uses based on your Monster level.
Symbols and Extra Notations ⬗ ♻ 🛡️ ✅
There are three types of symbols you may encounter during class customization:
- ⬗ This symbol is related to casting. See Free Hand requirements.
- ♻ This symbol is related to resting and restoring ability uses.
- 🛡️ This symbol and other emojis are related to archetypes or class-specific abilities.
- ✅ This symbol means that this class or archetype gains this ability for free.
Picks-System Classes
Anti-Paladin | ||||
---|---|---|---|---|
Description | Anti-Paladins are armored fighters who use dark magic to harm their enemies and control the flow of battle. | |||
Playstyle | Frontline, Hybrid, Melee, Shield User, Crowd Control, Damage, Durable | |||
Class Identifier | Magenta Sash | |||
Weapons | Dagger, Short, Long, Flail, Great, Reach, Pike, Javelin | |||
Shields | Any | |||
Armor | May wear up to 4pts Physical Armor in each hit location.
May gain 🌶️Low Armor Compensation as indicated below. | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Level 1 You always get these abilities when you play this class. |
ROW A | Immune to Afraid (T) Fear 😱 2/Life ♻20 | ||||
---|---|---|---|---|---|---|
Levels 2-6 For each level beyond 1, pick a row you have not already chosen and gain the abilities within. If that row has multiple options, pick one of those options and gain everything from that option. |
ROW B | ⬗Steal Life Essence 2/Life ♻10 Dark Pact (Unlimited) | ||||
ROW C | ⬗Poison Weapon (Self) 1/Life ♻10 | |||||
ROW D | Wounding 💀 1/Life ♻20 |
OR | ⬗Curse Strike 😱 2/Life ♻20 |
OR | Fireball 🔥 1 Ball | |
ROW E | Raise Dead 💀 1/Life ♻20 |
OR | ⬗Dying Breath 😱 1/Life |
OR | Incinerate Armor 🔥 1/Life ♻10 | |
ROW F | ⬗Undead Minion 💀 2/Refresh ♻60 |
OR | Cowardice 3/Refresh ♻30 |
OR | ⬗Flame Blade (Self) 3/Refresh | |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you cannot make more than one pick from outside that archetype’s column. Rows A, B, and C are part of all 3 columns. |
Dark Revenant 💀
Whenever you use Dark Pact, you may declare and restore one 💀 ability instead of choosing one of the other options. |
Dread Blade😱
Whenever you use Dark Pact, you may declare and restore one 😱 ability instead of choosing one of the other options. |
Dragoon 🔥
Gain double uses from abilities with 🔥. |
⬗ = Does not require Free Hand | ♻ = Rest Time | ✅ = Included with Archetype | 🎺👻🛡️etc. = Archetype-relevant | 🌶️ = Experimental Rule |
Archer | ||||
---|---|---|---|---|
Description | Archers are long-range, bow-users that use precision shots and specialty arrows to strike down enemies and create advantages for their allies. | |||
Playstyle | Backline, Bow User, Damage, Evasive, Ranged, Shield User, Versatile | |||
Class Identifier | Orange Sash | |||
Weapons | Dagger, Short, Bow | |||
Shields | None | |||
Armor | May wear up to 2pts Physical Armor in each hit location.
May gain 🌶️Low Armor Compensation as indicated below. | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Level 1 You always get these abilities when you play this class. |
ROW A | 🎯Reload 1/Life ♻20 Custom Quiver (3) | ||||
---|---|---|---|---|---|---|
Levels 2-6 For each level beyond 1, pick a row you have not already chosen and gain the abilities within. If that row has multiple options, pick one of those options and gain everything from that option. |
ROW B | Custom Quiver (3) | ||||
ROW C | 🎯Phase Arrow 1 Arrow | |||||
ROW D | 🎯Teleport (Self) 1/Life ♻20 |
OR | Custom Quiver (2) | OR | Heal (Self) 1/Life ♻20 | |
ROW E | 🎯Ice Barrier 1/Life ♻20 |
OR | Custom Quiver (2) | OR | Mend (Self) 1/Life ♻20 | |
ROW F | 🎯Phase Arrow 1 Arrow |
OR | Custom Quiver (2) | OR | May use a Buckler. | |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you cannot make more than one pick from outside that archetype’s column. Rows A, B, and C are part of all 3 columns. |
Sniper
Picks with 🎯 grant double uses. Any arrow acquired through Custom Quiver may be exchanged for 2 Poison Arrows each during class customization. Cannot use Pinning Arrows. |
Mystic Archer
May have up to 8 arrows of the same type using Custom Quiver. Cannot use Short weapons. May only wear up to 1pt of physical armor per hit location. |
Pavesario
If Buckler is picked, may wield any size shield. May wear up to 3pts of physical armor per hit location. Cannot use Reload. |
⬗ = Does not require Free Hand | ♻ = Rest Time | ✅ = Included with Archetype | 🎺👻🛡️etc. = Archetype-relevant | 🌶️ = Experimental Rule |
Assassin | ||||
---|---|---|---|---|
Description | Assassins are mobile, opportunistic fighters that excel at slipping in and out of enemy lines to take out targets with deadly efficiency. | |||
Playstyle | Bow User, Evasive, Melee, Ranged, Skirmisher, Versatile | |||
Class Identifier | Black Sash | |||
Weapons | Dagger, Short, Long, Small Thrown, Large Thrown, Bow | |||
Shields | None | |||
Armor | May wear up to 3pts Physical Armor in each hit location.
May gain 🌶️Low Armor Compensation as indicated below. | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Level 1 You always get these abilities when you play this class. |
ROW A | ⬗ Shadowstep 👻 2/Life ♻10 ⬗ Assassinate (Unlimited) | ||||
---|---|---|---|---|---|---|
Levels 2-6 For each level beyond 1, pick a row you have not already chosen and gain the abilities within. If that row has multiple options, pick one of those options and gain everything from that option. |
ROW B | ⬗ Blink 👻 1/Life ♻20 ⬗ Cunning (Unlimited) | ||||
ROW C | ⬗ Poison Weapon (Self) 1/Life ♻10 Coup De Grace | |||||
ROW D | Poison Arrow & Poison Bolt Any combination of 2 Arrows/Balls |
OR | ⬗ Blink 👻 1/Life ♻20 |
OR | Hold Person 🧨 1/Life ♻20 | |
ROW E | ⬗ Pass Without Trace 👻 1/Life ♻20 |
OR | ⬗ Decoy 1/Life |
OR | Dimensional Rift 🧨 1/Life ♻30 | |
ROW F | ⬗ Suppressing Strike 1/Life ♻20 |
OR | ⬗ Teleport 👻 2/Life ♻20 |
OR | Lay Curse🧨 2/Life ♻20 | |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you cannot make more than one pick from outside that archetype’s column. Rows A, B, and C are part of all 3 columns. |
Ninja
If Poison Arrows/Balls are picked, it grants any combination of 6 instead of 2. Poison Weapon, if picked, becomes Vorpal Blades 1/Life Can only use Daggers, Bows, Poison Bolts, and Poison Arrows (Cannot use regular arrows). |
Shadowcloak
👻 abilities become ♻10. May use 👻 abilities on themselves while Insubstantial, replacing the existing insubstantial effect. Cannot wear more than 1pt of armor in each location. Will still receive the extra ability from low armor compensation. |
Saboteur
🧨 abilities become ♻10. Hold Person, if picked, may be replaced with Entangle 1/Ball during class customization. May wield a Buckler. Cannot Dual Wield melee weapons. |
⬗ = Does not require Free Hand | ♻ = Rest Time | ✅ = Included with Archetype | 🎺👻🛡️etc. = Archetype-relevant | 🌶️ = Experimental Rule |
Barbarian | ||||
---|---|---|---|---|
Description | Barbarians are relentless melee brawlers that use might and aggression to crush their opponents before them. | |||
Playstyle | Damage, Durable, Frontline, Melee, Shield User, Skirmisher | |||
Class Identifier | White Sash | |||
Weapons | Dagger, Short, Long, Flail, Great, Reach, Pike, Javelin, Large Thrown, Rocks | |||
Shields | Up to Medium | |||
Armor | May wear up to 4pts Physical Armor in each hit location.
May gain 🌶️Low Armor Compensation as indicated below. | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Level 1 You always get these abilities when you play this class. |
ROW A | Immune to Stopped (T) | ||||
---|---|---|---|---|---|---|
Levels 2-6 For each level beyond 1, pick a row you have not already chosen and gain the abilities within. If that row has multiple options, pick one of those options and gain everything from that option. |
ROW B | ⬗Adrenaline (Unlimited) | ||||
ROW C | ⬗Blood and Thunder 1/Life | |||||
ROW D | ⬗Feel No Pain 1/Life |
OR | ⬗Shake It Off 1/Life |
OR | ⬗Blood and Thunder 2/Life | |
ROW E | ⬗Curse Strike 1/Life |
OR | ⬗Shove Strike 1/Life |
OR | ⬗Suppressing Strike 1/Life | |
ROW F | ⬗Undying Will 3/Refresh |
OR | +1 use of an already picked Power Strike | OR | ⬗Berserk (Any) 3/Refresh | |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you cannot make more than one pick from outside that archetype’s column. Rows A, B, and C are part of all 3 columns. |
Berserker
Gain Berserk (Self) 1/Life Undying Will, if chosen, becomes 1/Life. Cannot use shields. |
Hulk
Shake It Off, if picked, becomes Unlimited. Cannot receive enchantments from other players. |
Warboss
Blood and Thunder and Adrenaline become Range: 5ft (Any) Cannot use projectiles. |
⬗ = Does not require Free Hand | ♻ = Rest Time | ✅ = Included with Archetype | 🎺👻🛡️etc. = Archetype-relevant | 🌶️ = Experimental Rule |
Monk | ||||
---|---|---|---|---|
Description | Monks are mystic skirmishers that are hard to pin down. Their special arts allow them to support their allies and challenge sorcerous foes. | |||
Playstyle | Effective vs Abilities, Evasive, Melee, Ranged, Skirmisher, Support | |||
Class Identifier | Gray Sash | |||
Weapons | Dagger, Short, Long, Flail, Great, Reach, Pike, Large Thrown | |||
Shields | None | |||
Armor | May wear up to 1pt Physical Armor in each hit location.
May gain 🌶️Low Armor Compensation as indicated below. | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Level 1 You always get these abilities when you play this class. |
ROW A | Immune to Verbal abilities (T) Missile Block (T) | ||||
---|---|---|---|---|---|---|
Levels 2-6 For each level beyond 1, pick a row you have not already chosen and gain the abilities within. If that row has multiple options, pick one of those options and gain everything from that option. |
ROW B | Heal 2/Life ♻10 | ||||
ROW C | Transfer Life (Unlimited) | |||||
ROW D | ⬗Taunting Strike 1/Life ♻20 ⬗Inner Fire (Unlimited) |
OR | ⬗Shove Strike 1/Life ♻20 ⬗Inner Fire (Unlimited) |
OR | ⬗Suppressing Strike 1/Life ♻20 ⬗Inner Fire (Unlimited) | |
ROW E | +1 use of an already picked Power Strike | OR | Banish 1/Life ♻10 |
OR | Shove 🔮 1/Life ♻10 | |
ROW F | ⬗Flight 1/Life ♻20 |
OR | Rebuke 1/Life ♻10 |
OR | Break Concentration 🔮 1/Life ♻10 | |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you cannot make more than one pick from outside that archetype’s column. Rows A, B, and C are part of all 3 columns. |
Eternal Challenger
Gain Fireball Cannot use Large Thrown. |
Ascetic
Gain Meditate Cannot wear physical armor. May still gain Low Armor compensation. |
Mage Hunter
Whenever you use Inner Fire, you may declare and restore one 🔮 ability instead of the normal effect. |
⬗ = Does not require Free Hand | ♻ = Rest Time | ✅ = Included with Archetype | 🎺👻🛡️etc. = Archetype-relevant | 🌶️ = Experimental Rule |
Paladin | ||||
---|---|---|---|---|
Description | Paladins are armored guardians that wield formidable equipment alongside sacred magic to support and protect their allies. | |||
Playstyle | Durable, Frontline, Hybrid, Melee, Shield User, Support | |||
Class Identifier | Aquamarine Sash | |||
Weapons | Dagger, Short, Long, Flail, Great, Reach, Pike, Javelin | |||
Shields | Any | |||
Armor | May wear up to 5pts Physical Armor in each hit location.
May gain 🌶️Low Armor Compensation as indicated below. | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Level 1 You always get these abilities when you play this class. |
ROW A | Immune to Afraid (T) | ||||
---|---|---|---|---|---|---|
Levels 2-6 For each level beyond 1, pick a row you have not already chosen and gain the abilities within. If that row has multiple options, pick one of those options and gain everything from that option. |
ROW B | ⬗Aegis (Self) 1/Life ⬗Conviction (Unlimited) | ||||
ROW C | Rebuke 🛡️ 2/Life ♻10 | |||||
ROW D | ⬗Adaptive Blessing (Other)✨ 1/Life |
OR | ⬗Safeguard 🛡️ 1/Life ♻10 |
OR | Taunt ⚔️ 2/Life ♻10 | |
ROW E | Resurrect ✨ 1/Life ♻20 |
OR | ⬗Blessing Against Harm (Any) 3/Refresh |
OR | ⬗Rally 1/Life | |
ROW F | Swift ✨ 1/Refresh ♻10 |
OR | ⬗Shake It Off 🛡️ 1/Life ♻10 |
OR | ⬗Shove Strike ⚔️ 2/Life ♻20 | |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you cannot make more than one pick from outside that archetype’s column. Rows A, B, and C are part of all 3 columns. |
Cleric
Gain double uses of abilities with ✨. Weapons are limited to Dagger, Short, and Flail. Cannot wear more than 3 points of armor in any single location. |
Guardian
Whenever you use Conviction, you may declare and restore one 🛡️ ability instead of the normal effect. Cannot bear enchantments that grant offensive abilities or strike enhancements (such as Armor Breaking). |
Avenger
Whenever you use Conviction, you may declare and restore one ⚔️ ability instead of the normal effect. Can only use up to small shields. |
⬗ = Does not require Free Hand | ♻ = Rest Time | ✅ = Included with Archetype | 🎺👻🛡️etc. = Archetype-relevant | 🌶️ = Experimental Rule |
Scout | ||||
---|---|---|---|---|
Description | Scouts are versatile combatants that take advantage of a versatile skill set to improvise, adapt, and overcome any obstacle. | |||
Playstyle | Bow User, Evasive, Melee, Ranged, Shield User, Skirmisher, Support, Versatile | |||
Class Identifier | Green Sash | |||
Weapons | Dagger, Short, Long, Great, Large Thrown, Bow | |||
Shields | Up to Small | |||
Armor | May wear up to 4pts Physical Armor in each hit location.
May gain 🌶️Low Armor Compensation as indicated below. | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Level 1 You always get these abilities when you play this class. |
ROW A | Prepared (T) Level/Life ♻20 Heal (Prepared), Release (Prepared) ⬗Insight (Unlimited) | ||||
---|---|---|---|---|---|---|
Levels 2-6 For each level beyond 1, pick a row you have not already chosen and gain the abilities within. If that row has multiple options, pick one of those options and gain everything from that option. |
ROW B | ⬗Adaptive Blessing (Self) (Prepared) | ||||
ROW C | ⬗Tracking (Prepared) | |||||
ROW D | Hold Person (Prepared) |
OR | Mend (Prepared) |
OR | Pinning Arrow 1 Arrow | |
ROW E | ⬗Shadow Step (Prepared) |
OR | ⬗Suppressing Strike (Prepared) |
OR | Suppression Arrow 1 Arrow | |
ROW F | ⬗Safeguard (Prepared) |
OR | Expose Weakness (Prepared) |
OR | ⬗Pass Without Trace (Prepared) | |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you cannot make more than one pick from outside that archetype’s column. Rows A, B, and C are part of all 3 columns. |
Ranger
Gain the following: Cannot use great weapons. |
Wildborn
Gain ⬗Barkskin (Self)(Prepared) May wear up to two enchantments from other players and only one from themselves. Total limit is still two. Cannot use projectiles. |
Hunter
Specialty Arrow picks grant 2 arrows instead of 1. Gain Reload (Prepared) Cannot use shields. |
⬗ = Does not require Free Hand | ♻ = Rest Time | ✅ = Included with Archetype | 🎺👻🛡️etc. = Archetype-relevant | 🌶️ = Experimental Rule |
Warrior | ||||
---|---|---|---|---|
Description | Warriors are consummate fighters who use their martial skills and superior equipment to forge a powerful presence on the field. | |||
Playstyle | Damage, Durable, Equipment Focus, Frontline, Melee, Shield User | |||
Class Identifier | Purple Sash | |||
Weapons | Dagger, Short, Long, Flail, Great, Reach, Pike, Javelin | |||
Shields | Any | |||
Armor | May wear up to 6pts Physical Armor in each hit location.
May gain 🌶️Low Armor Compensation as indicated below. | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Level 1 You always get these abilities when you play this class. |
ROW A | ⬗Scavenge (Unlimited) ⬗Shake It Off | ||||
---|---|---|---|---|---|---|
Levels 2-6 For each level beyond 1, pick a row you have not already chosen and gain the abilities within. If that row has multiple options, pick one of those options and gain everything from that option. |
ROW B | ⬗Harden (Self) 1/Life | ||||
ROW C | Taunt 🖤 2/Life ♻10 | |||||
ROW D | ⬗Safeguard 🖤 2/Life ♻20 |
OR | ⬗Undying Will 3/Refresh ♻60 |
OR | ⬗Taunting Strike 2/Life ♻20 | |
ROW E | Reforge 🖤 1/Life ♻20 |
OR | ⬗Temper Armor (Self) 3/Refresh ♻30 |
OR | ⬗Runic Armor (Self) 3/Refresh ♻30 | |
ROW F | ⬗Ancestral Shield (Self) 3/Refresh |
OR | ⬗Ancestral Armor (Self) 3/Refresh |
OR | ⬗Ancestral Weapon (Self) 3/Refresh ♻60 | |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you cannot make more than one pick from outside that archetype’s column. Rows A, B, and C are part of all 3 columns. |
🖤 Ironheart
Whenever you use Scavenge, you may declare and restore one 🖤 ability instead of the normal effect. |
Juggernaut
Whenever you use Scavenge, you may declare and restore one use of Shake It Off, if picked, instead of the normal effect. Shake It Off becomes ♻20 instead of ♻10. |
Blademaster
Taunting Strike, if chosen, is replaced by Blade Mastery 2/Life ♻20 Whenever you use Scavenge, you may declare and restore one use of Blade Mastery instead of the normal effect. Cannot use shields. |
⬗ = Does not require Free Hand | ♻ = Rest Time | ✅ = Included with Archetype | 🎺👻🛡️etc. = Archetype-relevant | 🌶️ = Experimental Rule |
Point-Buy Classes
Bard | ||||
---|---|---|---|---|
Description | Bards are dashing hybrid spellcasters that use martial bravado and verbal magic to inspire allies and hinder foes. | |||
Playstyle | Crowd Control, Hybrid, Melee, Shield User, Support, Versatile | |||
Class Identifier | Blue Sash | |||
Weapons | ||||
Shields | Buckler | |||
Armor | May wear up to 2pts Physical Armor in each hit location.
May gain 🌶️Low Armor Compensation as indicated below. | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Level 1 | May spend customization points to purchase additional abilities from the list below. Points available are based on level. |
---|
Archetype | Ability Name | Cost | Max | Frequency | Range | Type | |||
EXPERT Points Available = Your Level Unspent points may be used at a lower tier.
| |||||||||
🎺 | Berserk | 1 | 4 | 1/Refresh ♻30 | 5ft (Other) | Enchantment | |||
💃 | 🏴☠️ | Cowardice | 1 | 4 | 1/Refresh ♻30 | 20ft (Other) | Verbal | ||
💃 | 🎺 | Discordia | 1 | 4 | 1/Life ♻30 | Self | Verbal | ||
💃 | 🎺 | Inspired Soul | 1 | 4 | 1/Refresh ♻60 | 5ft (Other) | Enchantment | ||
💃 | 🎺 | Revitalize | 1 | - | 1/Refresh ♻60 | 5ft (Other) | Verbal | ||
🏴☠️ | ⬗ Song of Battle | 2 | 1 | Unlimited | Self | Verbal | |||
🏴☠️ | 🎺 | ⬗ Song of Survival | 1 | 2 | 1/Life ♻60 | Self | Verbal | ||
🏴☠️ | ⬗ Suppressing Strike | 1 | 4 | 1/Refresh ♻20 | Strike | Power Strike | |||
ADEPT Points Available = Your Level+1 Unspent points may be used at a lower tier.
| |||||||||
💃 | 🏴☠️ | Fear | 1 | 2 | 1/Life ♻20 | 20ft (Other) | Verbal | ||
💃 | Hold Person | 1 | 2 | 1/Life ♻20 | 20ft | Verbal | |||
💃 | 🏴☠️ | 🎺 | Mend | 1 | 2 | 1/Life ♻10 | 5ft (Any) | Verbal | |
🎺 | Silver Tongue | 1 | 2 | 1/Life ♻30 | 5ft (Other) | Enchantment | |||
🏴☠️ | 🎺 | Small Shield | 1 | 1 | - | - | Equipment | ||
🏴☠️ | 🎺 | ⬗ Song of Determination | 2 | 1 | Unlimited | Self | Verbal | ||
🏴☠️ | 🎺 | ⬗ Song of Freedom | 2 | 1 | Unlimited | Self | Verbal | ||
💃 | 🏴☠️ | Suppress Aura | 1 | 4 | 1/Refresh ♻20 | 20ft | Verbal | ||
NOVICE Points Available = Your Level+2 Unspent points at this tier are wasted.
| |||||||||
✅ | 🏴☠️ | 🎺 | Ambulant | 1 | - | 1/Refresh ♻10 | - | Meta-Magic | |
🎺 | Amplify | 1 | 2 | 1/Life ♻30 | 5ft (Other) | Enchantment | |||
💃 | 🎺 | Break Concentration | 1 | 4 | 1/Life ♻10 | 20ft | Verbal | ||
💃 | 🎺 | Choreograph | 1 | 2 | 1/Life ♻30 | 5ft (Other) | Enchantment | ||
💃 | 🏴☠️ | 🎺 | Confidence | 1 | - | 1/Refresh ♻10 | 5ft (Other) | Verbal | |
💃 | 🏴☠️ | 🎺 | Extension | 1 | - | 1/Refresh ♻10 | - | Meta-Magic | |
💃 | 🏴☠️ | 🎺 | Innate | 1 | 4 | 1/Refresh ♻10 | Self | Verbal | |
💃 | 🏴☠️ | 🎺 | Release | 1 | - | 1/Life ♻10 | 5ft (Any) | Verbal | |
💃 | 🎺 | Renew | 1 | - | 1/Life ♻10 | 5ft (Other) | Verbal | ||
💃 | 🏴☠️ | 🎺 | Shove | 1 | 4 | 1/Life ♻10 | 20ft (Other) | Verbal | |
💃 | 🏴☠️ | 🎺 | Song of Power | 0 | 1 | Unlimited | Self | Verbal | |
💃 | 🏴☠️ | 🎺 | Swift | 1 | - | 1/Refresh ♻10 | - | Meta-Magic | |
💃 | 🏴☠️ | Taunt | 1 | 4 | 1/Life ♻10 | 20ft | Verbal | ||
🏴☠️ | ⬗ Taunting Strike | 1 | 4 | 2/Life ♻10 | Strike | Power Strike |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you can only purchase abilities listed with as part of that archetype. |
Coryphée 💃 Gain Ambulant (Unlimited). Can only purchase abilities with the 💃 tag. |
Swashbuckler 🏴☠️ May dual-wield weapons and cast spells without a free hand. Gain Bravado (Unlimited). Can only purchase abilities with the 🏴☠️ tag. |
Troubadour 🎺 Purchased uses of Renew are not expended when used on allies bearing your enchantments. Can only purchase abilities with the 🎺 tag. |
---|
⬗ = Does not require Free Hand | ♻ = Rest Time | ✅ = Included with Archetype | 🎺👻🛡️etc. = Archetype-relevant | 🌶️ = Experimental Rule |
Druid | ||||
---|---|---|---|---|
Description | Druids are control mages and enchanters that specialize in bolstering their team’s armor and granting offensive boons. | |||
Playstyle | Bow User, Crowd Control, Damage, Ranged, Support | |||
Class Identifier | Brown Sash | |||
Weapons |
| |||
Shields | None | |||
Armor | None | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Level 1 | May spend customization points to purchase additional abilities from the list below. Points available are based on level. |
---|
Archetype | Ability Name | Cost | Max | Frequency | Range | Type | |||
EXPERT Points Available = Your Level Unspent points may be used at a lower tier.
| |||||||||
🗿 | Berserk | 1 | 4 | 1/Refresh ♻30 | 5ft (Other) | Enchantment | |||
⚡ | 🍃 | Blessing Against Harm | 1 | 4 | 1/Refresh ♻60 | Self | Enchantment | ||
🗿 | ⚡ | 🍃 | Bow or Short Weapon | 2 | 1 | - | - | Equipment | |
⚡ | Firestorm | 1 | 4 | 1/Life ♻30 | Self | Verbal | |||
⚡ | Iceball | 2 | 2 | 1 Ball | Strike | Spellball | |||
⚡ | Icy Blast | 1 | 4 | 1/Refresh ♻30 | 20ft | Verbal | |||
🗿 | 🍃 | Stoneskin | 2 | 2 | 1/Refresh ♻60 | 5ft (Other) | Enchantment | ||
🗿 | 🍃 | Temper Armor | 1 | 4 | 1/Refresh ♻60 | 5ft (Other) | Enchantment | ||
🗿 | 🍃 | Word of Mending | 1 | - | 1/Refresh ♻30 | 5ft (Any) | Verbal | ||
ADEPT Points Available = Your Level+1 Unspent points may be used at a lower tier.
| |||||||||
⚡ | Flight | 1 | 4 | 1/Refresh ♻20 | Self | Verbal | |||
🗿 | 🍃 | Giant Strength | 1 | 4 | 1/Refresh ♻60 | 5ft (Other) | Enchantment | ||
🗿 | ⚡ | Gift of Air | 1 | 4 | 1/Refresh ♻30 | 5ft (Other) | Enchantment | ||
🗿 | 🍃 | Gift of Earth | 1 | 4 | 1/Refresh ♻30 | 5ft (Other) | Enchantment | ||
🗿 | ⚡ | Gift of Fire | 1 | 4 | 1/Refresh ♻30 | 5ft (Other) | Enchantment | ||
⚡ | 🍃 | Hold Person | 1 | 2 | 1/Life ♻20 | 20ft | Verbal | ||
🗿 | ⚡ | Incinerate Armor | 1 | 4 | 1/Life ♻10 | 20ft | Verbal | ||
⚡ | Lightning Bolt | 1 | 2 | 1 Ball | Strike | Spellball | |||
🍃 | Pass Without Trace | 1 | 4 | 1/Refresh ♻20 | Self | Verbal | |||
🗿 | 🍃 | Poison Weapon | 1 | 4 | 1/Life ♻20 | 5ft (Other) | Enchantment | ||
🗿 | Reforge | 1 | 4 | 1/Life ♻20 | 5ft (Any) | Verbal | |||
🗿 | ⚡ | 🍃 | Teleport | 1 | 4 | 1/Life ♻20 | 5ft (Any) | Verbal | |
NOVICE Points Available = Your Level+2 Unspent points at this tier are wasted.
| |||||||||
🗿 | ⚡ | 🍃 | Ambulant | 1 | - | 2/Refresh ♻10 | - | Meta-Magic | |
🗿 | 🍃 | Barkskin | 1 | 4 | 1/Life ♻30 | 5ft (Other) | Enchantment | ||
🗿 | ⚡ | 🍃 | Entangle | 1 | 4 | 2 Balls | Strike | Spellball | |
🗿 | ⚡ | 🍃 | Extension | 1 | - | 2/Refresh ♻10 | - | Meta-Magic | |
🗿 | ⚡ | 🍃 | Gift of Water | 1 | 4 | 1/Life ♻30 | 5ft (Other) | Enchantment | |
🗿 | 🍃 | Heal | 1 | - | 1/Life ♻10 | 5ft (Any) | Verbal | ||
🗿 | ⚡ | Ice Barrier | 1 | 4 | 1/Life ♻10 | Self | Verbal | ||
🗿 | ⚡ | 🍃 | Innate | 1 | 4 | 2/Refresh ♻10 | Self | Verbal | |
🗿 | ⚡ | 🍃 | Mana Harvest | 1 | 4 | 2/Life | Self | Verbal | |
🗿 | ⚡ | 🍃 | Meditate | 1 | 4 | 1/Life | Self | Verbal | |
🗿 | ⚡ | 🍃 | Mend | 1 | - | 2/Life ♻10 | 5ft (Any) | Verbal | |
🗿 | ⚡ | Poison Bolt | 1 | 4 | 1 Ball | Strike | Spellball | ||
🗿 | ⚡ | 🍃 | Release | 1 | - | 1/Life ♻10 | 5ft (Any) | Verbal | |
🗿 | 🍃 | Renew | 1 | - | 1/Life ♻10 | 5ft (Other) | Verbal | ||
🗿 | 🍃 | Safeguard | 1 | 4 | 1/Life ♻10 | 5ft (Other) | Verbal | ||
⚡ | 🍃 | Shove | 1 | 4 | 1/Life ♻10 | 20ft (Other) | Verbal | ||
🗿 | ⚡ | 🍃 | Swift | 1 | - | 2/Refresh ♻10 | - | Meta-Magic |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you can only purchase abilities listed with as part of that archetype. |
Shaman 🗿 Purchased uses of Mend and Renew are not expended when used on allies bearing your enchantments. Can only purchase abilities with the 🗿 tag. |
Tempest ⚡ Gain Elemental Barrage (Unlimited) May not use a bow. Can only purchase abilities with the⚡ tag. |
Greenwarden 🍃 Gain Mulch (Unlimited). Can only purchase abilities with the 🍃 tag. |
---|
⬗ = Does not require Free Hand | ♻ = Rest Time | ✅ = Included with Archetype | 🎺👻🛡️etc. = Archetype-relevant | 🌶️ = Experimental Rule |
Healer | ||||
---|---|---|---|---|
Description | Healers are team-oriented spellcasters with a variety of spells to support their allies and harm their foes. | |||
Playstyle | Backline, Crowd Control, Melee, Ranged, Shield User, Support | |||
Class Identifier | Red Sash | |||
Weapons |
| |||
Shields | None | |||
Armor | None | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Level 1 | May spend customization points to purchase additional abilities from the list below. Points available are based on level. |
---|
Archetype | Ability Name | Cost | Max | Frequency | Range | Type | |||
EXPERT Points Available = Your Level Unspent points may be used at a lower tier.
| |||||||||
🛡️ | Blessing Against Harm | 1 | 4 | 1/Refresh ♻60 | 5ft (Any) | Enchantment | |||
🚨 | 💀 | Gift of Light | 1 | 4 | 1/Refresh ♻30 | 5ft (Any) | Enchantment | ||
🚨 | 💀 | Iceball | 2 | 2 | 1 Ball | Strike | Spellball | ||
🛡️ | 🚨 | 💀 | Medium Shield or Short | 1 | 1 | - | - | Equipment | |
🛡️ | 🚨 | Phoenix Tears | 1 | - | 1/Refresh ♻60 | 5ft (Other) | Verbal | ||
🛡️ | 🚨 | Runic Armor | 1 | 4 | 1/Refresh ♻60 | 5ft (Other) | Enchantment | ||
🚨 | 💀 | Sever Spirit | 1 | 2 | 1/Life ♻20 | 20ft | Verbal | ||
🛡️ | 🚨 | Temper Armor | 1 | 4 | 1/Refresh ♻60 | 5ft (Other) | Enchantment | ||
ADEPT Points Available = Your Level+1 Unspent points may be used at a lower tier.
| |||||||||
🛡️ | 🚨 | Blessing Against Projectiles | 1 | 4 | 2/Refresh ♻60 | 5ft (Other) | Enchantment | ||
💀 | Expose Weakness | 1 | 2 | 1/Life ♻20 | 20ft | Verbal | |||
🛡️ | 🚨 | Harden | 1 | 4 | 2/Refresh ♻60 | 5ft (Other) | Enchantment | ||
🚨 | 💀 | Hold Person | 1 | 2 | 1/Life ♻20 | 20ft | Verbal | ||
🛡️ | Inspired Soul | 1 | 4 | 2/Refresh ♻60 | 5ft (Other) | Enchantment | |||
💀 | Lay Curse | 1 | 4 | 1/Life ♻20 | 20ft | Verbal | |||
🛡️ | 🚨 | Resurrect | 1 | - | 1/Life ♻20 | 5ft (Other) | Verbal | ||
🛡️ | ✅ | 💀 | Small Shield | 2 | 1 | - | - | Equipment | |
🛡️ | 💀 | Teleport | 1 | 4 | 1/Life ♻20 | 5ft (Any) | Verbal | ||
💀 | Undead Minion | 1 | 2 | 1/Refresh ♻60 | 5ft (Other) | Enchantment | |||
🛡️ | 🚨 | Ward | 1 | 4 | 2/Refresh ♻60 | 5ft (Other) | Enchantment | ||
NOVICE Points Available = Your Level+2 Unspent points at this tier are wasted.
| |||||||||
🛡️ | Adaptive Blessing | 2 | - | 1/Life ♻30 | 5ft (Other) | Enchantment | |||
🛡️ | 🚨 | 💀 | Ambulant | 1 | - | 2/Refresh ♻10 | - | Meta-Magic | |
🛡️ | 🚨 | 💀 | Banish | 1 | 4 | 1/Life ♻10 | 20ft | Verbal | |
🛡️ | 🚨 | Blessing Against Wounds | 1 | - | 2/Life ♻30 | 5ft (Other) | Enchantment | ||
🚨 | 💀 | Entangle | 1 | 4 | 1 Ball | Strike | Spellball | ||
🛡️ | 🚨 | 💀 | Extension | 1 | - | 2/Refresh ♻10 | - | Meta-Magic | |
🛡️ | 🚨 | 💀 | Heal | 0 | 1 | Unlimited | 5ft (Any) | Verbal | |
🛡️ | 💀 | Ice Barrier | 1 | 4 | 1/Life ♻10 | Self | Verbal | ||
🛡️ | 🚨 | 💀 | Innate | 1 | 4 | 2/Refresh ♻10 | Self | Verbal | |
🛡️ | 🚨 | 💀 | Mana Harvest | 1 | 4 | 2/Life | Self | Verbal | |
🛡️ | 🚨 | 💀 | Meditate | 1 | 4 | 1/Life | Self | Verbal | |
🚨 | 💀 | Mend | 1 | - | 1/Life ♻10 | 5ft (Any) | Verbal | ||
💀 | Raise Dead | 2 | 4 | 1/Life ♻20 | 5ft (Other) | Verbal | |||
🚨 | 💀 | Rebuke | 1 | 2 | 1/Life ♻10 | 20ft (Other) | Verbal | ||
🛡️ | 🚨 | 💀 | Release | 1 | - | 1/Life ♻10 | 5ft (Any) | Verbal | |
🛡️ | 🚨 | Renew | 1 | - | 1/Life ♻10 | 5ft (Other) | Verbal | ||
🛡️ | 🚨 | Safeguard | 1 | 4 | 1/Life ♻10 | 5ft (Other) | Verbal | ||
💀 | Shove | 1 | 4 | 1/Life ♻10 | 20ft (Other) | Verbal | |||
🛡️ | 🚨 | 💀 | Swift | 1 | - | 2/Refresh ♻10 | - | Meta-Magic |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you can only purchase abilities listed with as part of that archetype. |
Warder 🛡️ Purchased uses of Release and Renew are not expended when used on allies bearing your enchantments. Cannot wield Short or Flail weapons. Can only purchase abilities with the 🛡️tag. |
War Priest 🚨 Meta-Magics become Per-Life and Max: 4. May use up to Medium shields. Can only purchase abilities with the 🚨 tag. |
Necromancer 💀 Undead Minion becomes ♻10 and Max: 5. Double your total uses of Expose Weakness, Lay Curse, Raise Dead, and Sever Spirit. Can only purchase abilities with the 💀 tag. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | ✅ = Included with Archetype | 🎺👻🛡️etc. = Archetype-relevant | 🌶️ = Experimental Rule |
Wizard | ||||
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Description | Wizards are offensive spellcasters that use a variety of powerful abilities to destroy or restrict their opponents. | |||
Playstyle | Damage, Ranged, Backline, Crowd Control, Evasive | |||
Class Identifier | Yellow Sash | |||
Weapons |
| |||
Shields | None | |||
Armor | None | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Level 1 | May spend customization points to purchase additional abilities from the list below. Points available are based on level. |
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Archetype | Ability Name | Cost | Max | Frequency | Range | Type | |||
EXPERT Points Available = Your Level Unspent points may be used at a lower tier.
| |||||||||
👟 | 🔥 | 🔮 | Blessing Against Harm | 1 | 4 | 1/Refresh ♻60 | Self | Enchantment | |
👟 | 🔮 | Coup De Grace | 1 | 4 | 1/Refresh ♻60 | 20ft | Verbal | ||
👟 | 🔮 | Dragged Below | 1 | 4 | 1/Refresh ♻60 | 20ft | Verbal | ||
🔮 | Firestorm | 1 | 4 | 1/Life ♻30 | Self | Verbal | |||
🔥 | Iceball | 2 | 2 | 1 Ball | Strike | Spellball | |||
👟 | Icy Blast | 1 | 4 | 1/Refresh ♻30 | 20ft | Verbal | |||
🔮 | Pestilence | 1 | 4 | 1/Life ♻30 | Self | Verbal | |||
🔥 | 🔮 | Phase Bolt | 2 | 2 | 1 Ball | Strike | Spellball | ||
🔥 | 🔮 | Sphere of Annihilation | 3 | 1 | 1 Ball | Strike | Spellball | ||
👟 | 🔮 | Wounding | 1 | 4 | 1/Life ♻20 | 20ft | Verbal | ||
ADEPT Points Available = Your Level+1 Unspent points may be used at a lower tier.
| |||||||||
👟 | 🔮 | Dimensional Rift | 1 | 4 | 1/Refresh ♻30 | 20ft | Verbal | ||
🔥 | 🔮 | Fireball | 1 | 4 | 1 Ball | Strike | Spellball | ||
🔥 | 🔮 | Flight | 1 | 4 | 1/Refresh ♻20 | Self | Verbal | ||
👟 | Hold Person | 1 | 4 | 1/Life ♻20 | 20ft | Verbal | |||
🔥 | 🔮 | Lightning Bolt | 1 | 4 | 1 Ball | Strike | Spellball | ||
👟 | Mend | 1 | 4 | 1/Life ♻10 | 5ft (Any) | Verbal | |||
👟 | 🔥 | Release | 1 | 4 | 1/Life ♻10 | 5ft (Any) | Verbal | ||
👟 | 🔥 | 🔮 | Short Weapon | 1 | 1 | - | - | Equipment | |
👟 | Suppress Aura | 1 | 4 | 1/Refresh ♻20 | 20ft | Verbal | |||
🔥 | 🔮 | Suppression Bolt | 1 | 4 | 2 Ball | Strike | Spellball | ||
👟 | 🔥 | 🔮 | Teleport | 1 | 4 | 1/Life ♻20 | 5ft (Any) | Verbal | |
NOVICE Points Available = Your Level+2 Unspent points at this tier are wasted.
| |||||||||
✅ | 🔥 | Ambulant | 1 | - | 2/Refresh ♻10 | - | Meta-Magic | ||
👟 | 🔮 | Banish | 1 | 4 | 1/Life ♻10 | 20ft | Verbal | ||
👟 | Break Concentration | 1 | 4 | 1/Life ♻10 | 20ft | Verbal | |||
🔥 | Entangle | 1 | 2 | 2 Balls | Strike | Spellball | |||
👟 | 🔮 | Expose Weakness | 1 | - | 1/Life ♻10 | 20ft | Verbal | ||
👟 | 🔮 | Extension | 1 | - | 2/Refresh ♻10 | - | Meta-Magic | ||
🔥 | Force Bolt | 1 | - | 3 Balls | Strike | Spellball | |||
🔥 | 🔮 | Ice Barrier | 1 | 4 | 1/Life ♻10 | Self | Verbal | ||
👟 | 🔮 | Incinerate Armor | 1 | - | 1/Life ♻10 | 20ft | Verbal | ||
👟 | 🔥 | 🔮 | Innate | 1 | 4 | 2/Refresh ♻10 | Self | Verbal | |
👟 | 🔮 | Lay Curse | 1 | - | 1/Life ♻10 | 20ft | Verbal | ||
👟 | 🔥 | 🔮 | Mana Harvest | 1 | 4 | 2/Life | Self | Verbal | |
👟 | 🔥 | 🔮 | Meditate | 1 | 4 | 1/Life | Self | Verbal | |
🔥 | 🔮 | Poison Bolt | 1 | 4 | 2 Balls | Strike | Spellball | ||
👟 | Shove | 1 | 4 | 1/Life ♻10 | 20ft (Other) | Verbal | |||
👟 | 🔥 | 🔮 | Swift | 1 | - | 2/Refresh ♻10 | Self | Meta-Magic |
Archetypes If you are level 3 or above, you MAY choose to take an archetype. If you do, you can only purchase abilities listed with as part of that archetype. |
Battlemage 👟 Gain Ambulant (Unlimited). Can only purchase abilities with the 👟 tag. |
Evoker 🔥 Gain Elemental Barrage 1/Life ♻10. Can only purchase abilities with the 🔥 tag. |
Warlock 🔮 Extension and Swift become Per-Life and Max: 4 instead. Can only purchase abilities with the 🔮 tag. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | ✅ = Included with Archetype | 🎺👻🛡️etc. = Archetype-relevant | 🌶️ = Experimental Rule |
Other Classes
Peasant | ||||
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Description | Peasants are the common folk. They are not blessed with any noteworthy skills or abilities and must rely solely on their own hard work, wits, and ingenuity to survive each day. | |||
Playstyle | Melee, Challenge, No Abilities | |||
Class Identifier | None. Players without a class identifier can only play the Peasant class. | |||
Weapons | Choose one: Dagger, Short, Long, or Stab-Only Great. Cannot Dual Wield. | |||
Shields | None | |||
Armor | None | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Customization | Peasants do not gain any combat abilities as they level up. |
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Monster
General Rules
Leveling the Monster Class
The Monster class represents all monsters in the game. Anytime a player participates as a type of monster - whether it’s a goblin, a harpy, or even a dragon - they are playing as the Monster class.
Gaining levels in the Monster class grants the player benefits for each and every monster they play.
Monster Garb & Class Identifiers
The garb requirements and class identifiers for the monster class are slightly different than they are for the non-monster classes.
- 🌶️Monsters do not wear a class sash. In exchange for being able to access a wide variety of different playstyles under a singular class, monster players are held to a higher standard when it comes to their garb. Specifically, they are required to costume themselves appropriately so they are easily recognizable as the monster they are portraying. This does not have to be a perfect or realistic costume, rather it should clearly evoke the monster to the same degree that the colored sashes indicate the other classes.
- Each monster entry has a minimum expectation for garb, this is usually a mask or other stereotypical visual for that monster, such as fairy wings or a mermaid tail. If the player is wearing no other monster-specific garb, they should at least wear these items in a way that is easy to notice and identify.
- Being able to identify a monster at a glance is all that matters. If a player’s monster costume is unmistakable as the intended monster, the minimum garb items are not necessary. For example, if Shawna wants to play a Skeleton, the minimum expectation is a skeleton mask. However if she decides to use face paint alongside skeleton-print clothing, then she does not need to wear a mask since it is clear what she is playing based on her chosen look.
- If a monster player’s garb becomes altered or adjusted mid-activity in such a way that they can no longer be reasonably identified as their chosen monster, the Game Organizer or associated Rules Authority may require them to correct their garb or to participate as the Peasant class for the remainder of the activity.
- In places where mask-wearing is restricted or outright prohibited, Game Organizers and Rules Authorities are encouraged to allow reasonable alternatives to the minimum garb options for their monster players, such as allowing them to wear a mask as a belt-favor instead, until such a time that they can acquire a suitable maskless costume. Everyone involved should do their best to determine fair accommodations when necessary.
- Garb Bonus Curios are awarded to monsters in the same way as other classes except that all their garb must suit the monster being portrayed in addition to being appropriate for the heroic fantasy theme.
- A Note For Rules Authorities: When reviewing garb for non-humanoid monsters such as drakes and unicorns, remember that there is still a human player underneath and we’re not expecting them to fight on their hands and knees. Be reasonable and award the garb bonus in good faith in the same way you would other non-monster players.
- All players should do their best to avoid garb and costumes that may cause them to appear to be a monster class when they are not, and vice-versa. If there is any potential for confusion, actual monster players should be given preferred access to monstrous looks over non-monster players since that is an essential part of their class. When in doubt, players should simply present themselves before the activity to their peers and the Game Organizer so that everyone is on the same page and who is playing what.
- This rulebook includes profiles for twelve (12) Standard Battlegame Monsters. These standard monsters do not require any special permission to use and can be freely played anytime a player can play a combat class. Only these standard battlegame monsters are guaranteed to be accessible to monster players for any given activity.
- Non-standard monsters may still be designed for the battlegame category, however monster players wishing to play them must first receive case-by-case permission from the Game Organizer in order to do so. Non-standard monsters can often have custom abilities and effects that are not found in the Rules of Play. They may also be untested and unrefined, depending on their source, so organizers should use caution when allowing non-standard battlegame monsters in their activities.
- Adventure Monsters are not intended to be used as a regular battlegame monster or played as a PC in a roleplay activity. These profiles might have custom abilities and effects that are not found in the Rules of Play. They may also be untested and unrefined, depending on their source. With that in mind, these problems are often solved by the monster being focused more on playing a part and trying to create an enjoyable experience for their opponents instead of trying to “win”.
- Any monster not explicitly listed as a Battlegame Monster is an Adventure Monster.
- There are no Adventure Monster profiles in this rulebook, however they can be found in the Dor Un Avathar (Amtgard’s Monster Manual), as well as many of the homebrew compendiums and player-made monster collections.
- 16-25pts = No compensation.
- 6-15pts = +1 use of Ice Barrier
- 0-5pts = +1 use of Ice Barrier and Flight
- 1-10pts = No compensation.
- 0pts = +1 Pinning Arrow or Suppression Arrow.
- 1-5pts = No compensation.
- 0pts = +1 Poison Bolt
- 16-25pts = No compensation.
- 6-15pts = +2 Fireballs or +1 use of Elemental Barrage
- 0-5pts = +4 Fireballs or +2 uses of Elemental Barrage
- 1-10pts = No compensation.
- 0pts = +1 use of Blink
- 11-20pts = No compensation.
- 0-10pts = +1 use of Tracking
🌶️Paragon Monsters
Developer Note: The following entry is the V9 Committee’s vision for Paragon Monster symbolism. It is written to support the design and goals of the Monster class in Amtgard V9. It is included here for the sake of gathering feedback but should only be used if and when the Amtgard V9 ruleset is officially adopted.
The recommended symbol for Paragon Monster is a personalized, silver-trimmed garment, armor component, or piece of equipment depicting monster iconography (also in silver), such as imagery of paragon’s best known monster(s). Paragon monsters are further encouraged to add silver-trimmed elements to their monster garb as an additional way to show that this goblin or skeleton is more than meets the eye. Some ideal pieces include shoulder pads, tabards, and shields.
Note about Reserved Symbols: For obvious reasons, “silver-trimmed garb, armor, and equipment” cannot be reserved wholesale; however monster players are encouraged to avoid wearing pieces that might suggest that they are paragons until such a time that they have earned that honor. This is not a hard rule, merely a courtesy, so as to avoid stifling creativity in monster garb design.
Monster Apprentices: Silver-trimmed belt favors are the reserved symbol for Apprentices. The symbol for an Apprentice Monster is a silver-trimmed belt favor with any two-color background, depicting monstrous iconography (usually matching their mentor and/or their own best known monsters).
Monster Categories
Monsters are divided into two broad categories: Battlegame Monsters and Adventure Monsters.
Battlegame Monsters
Battlegame Monsters are monsters intended to be used by players as part of everyday class battlegames and activities. They are designed and balanced for use alongside the other non-monster classes.
Click here to go to the list of Standard Battlegame Monsters.
Adventure Monsters
Adventure Monsters are monsters intended to be employed as NPCs by a Game Organizer in roleplay scenarios, quests, and other such activities. They are usually assigned directly to players by the Game Organizer as part of a larger story or scenario rather than being chosen by the player themselves.
Custom Monsters
The Dor Un Avathar and Game Organizer Guide has tips and guidance about designing and implementing custom Monsters for your activities.
Standard Battlegame Monsters
This section includes the profiles for the 12 Standard Battlegame Monsters. These 12 monsters do not require any special permission to use and can be freely played anytime a player can play a combat class. Only these standard battlegame monsters are guaranteed to be accessible to monster players for any given activity.
Entangling Mass | ||||
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Description | Though they only seem to be heaps of rotting vegetation, unwary travelers pass by them only to be attacked and ingested for nutrients or left with a dreadful sickness. | |||
Roleplay Inspiration | I am a carnivorous plant-monster. I want to blend into my surroundings and then lash out to entrap my prey in vines and consume them. | |||
Playstyle | Crowd Control, Durable, Frontline, Melee | |||
Class Identifier | Plant-like Mask or otherwise be clearly identifiable as an entangling mass to other players. Other Suggestions include: ghillie suit, mass of leaves and/or vines | |||
Weapons | Dagger, Short, Flail | |||
Shields | Buckler | |||
Armor | None. | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
|
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Fairy | ||||
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Description | Fairies are generally fun-loving pranksters. Their small stature and natural abilities allow them to get into all sorts of trouble. | |||
Roleplay Inspiration | I want to be fae. I want to be glittery and fly with wings. I want to play tricks and be mischievous while being hard to retaliate against. I am pretty harmless at the end of the day and might even help you if you play with me. | |||
Playstyle | Evasive, Crowd Control, Backline, Skirmisher, Ranged | |||
Class Identifier | Fairy Wings that can be seen from all sides, or otherwise be clearly identifiable as a Fairy to other players. | |||
Weapons | Dagger, Small Thrown | |||
Shields | None | |||
Armor | None | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
|
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Gargoyle | ||||
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Description | Gargoyles are grotesque, stone-carved statues designed to frighten away evil spirits from cathedrals and castles. They are usually made of magically animated or transformed stone but often have animal or chimeric traits. | |||
Roleplay Inspiration | I want to be a monstrous ward against evil. I want to be gothic and scary. I want to be made of stone and able to turn into a statue. I want to fly. | |||
Playstyle | Durable, Frontline, Shield User, Melee, Evasive, Ranged | |||
Class Identifier | Stone-like Gargoyle Mask or otherwise be clearly identifiable as a Gargoyle to other players. | |||
Weapons | Dagger, Short, Long, Flail, Rock | |||
Shields | Any | |||
Armor | Up to 5pts Physical Armor per hit location. May gain 🌶️Low Armor Compensation as indicated below.
| |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Goblin | ||||
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Description | Goblins are small, green-skinned humanoids that are usually mischievous but often malicious. As their most famous trait is physical frailty, they tend to move in groups for protection, stealing and hoarding anything shiny they can get their hands on. | |||
Roleplay Inspiration | I want to be a squirrely, comedic character with potential for treachery and shenanigans. I love shinies. I’m not durable but I’ve got my wits and dozens of brothers and sisters to avenge me. | |||
Playstyle | Challenge, Melee, Bow User | |||
Class Identifier | Goblin Mask, Green Facepaint, or otherwise be clearly identifiable as a Goblin to other players. | |||
Weapons | Dagger, Short, Small Thrown, Large Thrown, Bow | |||
Shields | Up to Small Shield | |||
Armor | None | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Gorgon | ||||
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Description | Gorgons are mythical creatures with hair made of living, venomous snakes and horrifying visages that turn those who behold them to stone. | |||
Roleplay Inspiration | I am a mythical snake-like humanoid. Anyone who approaches close enough to see my face will be turned to stone. I cast hexes and fire enchanted arrows. | |||
Playstyle | Bow User, Crowd Control, Ranged, Hybrid | |||
Class Identifier | Medusa Mask, Snake Hair, or otherwise be clearly identifiable as a Gorgon to other players. | |||
Weapons | Dagger, Short, Flail, Bow | |||
Shields | Buckler | |||
Armor | Up to 2pts Physical Armor per hit location. May gain 🌶️Low Armor Compensation as indicated below.
| |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Harpy | ||||
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Description | Harpies are avians of the worst temperament. Both their bodies and minds are only partially human and they consider all ‘no- wings’ to be both expendable and tasty. While many are known for their potent hexes, those looking to secure a harpy’s aid often find it is they who are being used. | |||
Roleplay Inspiration | I want to be a bird-person. I want to fly around and harry my foes from afar. I want to invoke witch-like rituals and hexes. | |||
Playstyle | Skirmisher, Evasive, Crowd Control, Hybrid, Ranged | |||
Class Identifier | Bird Mask or otherwise be clearly identifiable as a Harpy to other players. | |||
Weapons | Dagger, Short, Javelin | |||
Shields | None | |||
Armor | Up to 1pts Physical Armor per hit location. May gain 🌶️Low Armor Compensation as indicated below.
| |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Red Drake | ||||
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Description | Drakes are lesser cousins to true dragons. They are smaller and not as powerful but much easier to train, so they are often used as guardians or beasts of war. | |||
Roleplay Inspiration | I am basically a feral dragon. I breathe fire and rampage through my foes with tooth, claw, and tail. My scaly hide protects me from harm and my strength overwhelms those before me. | |||
Playstyle | Damage, Frontline, Melee, Durable | |||
Class Identifier | Red Draconic Mask or otherwise be clearly identifiable as a red drake to other players. | |||
Weapons | Dagger, Short, Flail, Great, Reach | |||
Shields | None | |||
Armor | Up to 5pts Physical Armor per hit location. May gain 🌶️Low Armor Compensation as indicated below.
| |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
|
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Shroomkin | ||||
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Description | Shroomkin are sentient humanoid mushrooms that come in a variety of shapes, colors, and sizes. Shroomkin love company but their contributions can vary from symbiotic to parasitic. | |||
Roleplay Inspiration | I want to wear a big mushroom cap. I want to reflect my specific type of mushroom. I want to have spores that affect friend and foe, either psychologically or physically. | |||
Playstyle | Hybrid, Support, Crowd Control, Shield User, Melee | |||
Class Identifier | Mushroom Cap or otherwise be clearly identifiable as a Mushroom person to other players. | |||
Weapons | Dagger, Short, Long, Magic Staff | |||
Shields | Up to Medium | |||
Armor | None | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
|
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Siren | ||||
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Description | Sirens are half-fish, half-humanoid creatures known to lure travelers to their deaths via enthralling magic and enchanting voices. While they aren’t always evil, their powers to ensorcel weak-willed minds is legendary. | |||
Roleplay Inspiration | I want to sing and lure my victims to a terrifying death. I want a trident. I want water-themed powers and perks. | |||
Playstyle | Crowd Control, Hybrid, Damage, Support, Melee | |||
Class Identifier | Iridescent Fish-Scale Mask, Mermaid Tail/Leggings, or otherwise be clearly identifiable as a Siren to other players. | |||
Weapons | Dagger, Short, Long, Javelin | |||
Shields | None | |||
Armor | Up to 2pts Physical Armor per hit location. May gain 🌶️Low Armor Compensation as indicated below.
| |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
|
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Skeleton | ||||
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Description | Skeletons are the bones of deceased creatures returned to life, sometimes by their own spirit, sometimes by the will of another. They are unfazed by pain and the magic animating them can often allow them to reassemble over and over before they are finally put down for good. | |||
Roleplay Inspiration | I want to be undead. I want the perks that come with not needing the essentials of life. I want to keep coming back whenever I am killed. | |||
Playstyle | Frontline, Durable, Melee, Challenge, Bow User, Ranged | |||
Class Identifier | Skeleton mask or otherwise be clearly identifiable as a Skeleton to other players. | |||
Weapons | Dagger, Short, Long, Flail, Great, Reach, Pike, Javelin | |||
Shields | Any | |||
Armor | Up to 6pts Physical Armor per hit location. May gain 🌶️Low Armor Compensation as indicated below. | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Unicorn | ||||
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Description | The unicorn is one of the most famous mythical creatures: a horse with a spiraling horn erupting from its forehead. It is a creature of purity and it is sought out for its potent healing powers. Killing a unicorn is said to bring bad luck and grim tidings. | |||
Roleplay Inspiration | I am a rare, sacred, horse-like creature with a single horn and super-charged healing powers. I am majestic. I am kind and benevolent. My blessings are bestowed on pure souls and my death is lamented as a great tragedy. | |||
Playstyle | Support, Backline | |||
Class Identifier | Unicorn Mask and Horn or otherwise be clearly identifiable as a Unicorn to other players. | |||
Weapons | Dagger. Cannot Dual Wield | |||
Shields | None | |||
Armor | None | |||
Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Werewolf | ||||
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Description | Werewolves are individuals who can shapeshift (willingly or otherwise) into feral wolf-like monsters. Werewolves enjoy the primal nature of the hunt and are prone to succumbing to their more base instincts the longer they stay transformed. | |||
Roleplay Inspiration | I want to be wild and feral. I want to stalk my prey. I want to be a killing machine. I want to have wolf-perks. I want to transform. | |||
Playstyle | Front Line, Crowd Control, Damage, Melee, Bow User, Shield User | |||
Class Identifier | Werewolf Mask or otherwise be clearly identifiable as a Werewolf to other players. | |||
Weapons | Dagger, Short, Long, Large Thrown, Bow | |||
Shields | Up to Small | |||
Armor | Up to 4pts Physical Armor per hit location. May gain 🌶️Low Armor Compensation as indicated below.
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Garb Bonus | Choice of Garb Bonus Curio. +1 use if Superior Garb Bonus. |
Monster Abilities You always get these abilities when you play this monster. Your monster level may increase the amount of uses you receive. Text in italics represents flavor suggestions for the associated abilities. They have no functional impact on gameplay. |
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⬗ = Does not require Free Hand | ♻ = Rest Time | 🌶️ = Experimental Rule |
Classes Credits and Levels · Combat Classes · Non-Combat Classes