We're into the bottom of the class-barrel now! But who am I to tell fans of these classes they aren't welcome. Bring them on!
The
Ancient Word
-
Do
not suffer disrespect of any Gods, alive or dead.
-
Attempt
to bring subjects of all Gods together as equals.
-
Smite
those that wish to make Gods of themselves.
Symbol
– Marble Staff: Striking
an object with this staff while unleashing an ancient word of power
causes 1d6 damage and ignores armour.
Terrible
Ritual: You
are able to below a word of power that causes anything below human
intelligence to flee immediately.
Wrathful
Ritual: With
a power word you are able to command, but not create, lightning,
water and fire as you wish. If thrown at an enemy these will cause
1d6+WIL Bonus damage.
The
Swordmasters
-
Obey the instructions of senior Swordmasters.
-
Keep your sword and armour clean of blood after battle.
-
Do not use ranged weapons or magic of any sort.
Symbol
– Master Sword and Armour: This
two-handed sword (1d6+2) and ornate, masked armour (Armour 2) are
both required to benefit from Rituals.
Duellist
Ritual: As
long as you are engaging a single opponent with no help from your
allies you may add your STR Score to Damage.
War
Ritual: When
you kill an opponent in melee your allies add your WIL Bonus to all
Damage rolls until your next turn.
The
Dreampainter
-
Never
refuse to paint out a story.
-
Do
not use your illusions to harm the innocent.
-
If
confronted directly, give the truth.
Symbol
– Brush Pendent: You
can conjure impressive illusions that last until touched.
Artist's
Ritual: Your
illusions include sound, smell and thermal effects.
Veiling
Ritual: You
make objects invisible until they are touched.
No comments:
Post a Comment