--+*+--Group 1 (Decomissioned)--+*+-- Zephyr - Zephyrus - Pegasus "Rogue" Eight Star - Pickpear - Unicorn "Burglar" Darkshine - Perfect Melody - Pony "Adventurer" (Performer) Quill Inkwell - Emerald Whirl - Pegasus "Student" (Alchemist) Spoiler: Zephyrus Species / Race: Equinis Faust - Pegasus (Flight Allowed, -15% XP Gain) Class: Rogue Current CR: 2 Level: 0 EXP: 15/100 CP: 5/30 HP: 10/10 WP: 5/5 MP: 6/6 SP: 3/3 Strength: 8 Endurance: 14 Magic: -5 Willpower: -2 Speed: 8+2 Stealth: 5 Perception: 8 Knowledge: -2 Aspect of the Racer: +1 Speed for every 1 Trained CR. Able to run 25% further before requiring an Endurance check. Skills: Thief's Hooves: +5% to any monetary amount "found." Pick Pockets Level 3: +45 Bonus Pick Locks Level 3: +45 Bonus Sneak Level 1: +15 Bonus Hide Level 1: +15 Bonus Inventory: Lock Picks: 20 Uses 200 Bits Spoiler: Emerald Whirl Species / Race: Equinis Faust - Pegasus (Flight Allowed, -15% XP Gain) Class: Student Current CR: 2 Level: 0 EXP: 30/100 CP: 0/40 HP: 12/12 WP: 6/6 MP: 4/4 SP: 2/2 Strength: 8 Endurance: 14 Magic: -6 Willpower: 2 Speed: 4 Stealth: 0 Perception: 8 Knowledge: 2+2 Aspect of the Botanist: +1 Knowledge for every 1 Trained CR. +20 on misc skill rolls pertaining to flora. Skills: Multi-Tasker: Able to perform two misc. skills at the same time, once per day. Herbal Lore Level 5: +25 bonus to identifying flora. Basic Potion Making Level 1: Able to make basic potions at level 1 power. Inventory: Mortar & Pestle, 5 empty cured drinking skins, 4 empty jars. 200 Bits --+*+--Group 2--+*+-- Jhera - Throw Down - Draft "Fighter" Tyro the Fox - Arc Gust - Pony "Strider" Legionbrony - Silver Shield - Unicorn "Apprentice" (Mage/Inventor, Primarily Mage for Now) Eight Star - Firebolt - Pegasus "Rogue" Spoiler: Throw Down Species / Race: Equinis Faust - Draft (Better Strength/Endurance, -5% EXP Gain) Class: Fighter Current CR: 2 Level: 0 Experience: 95 CP: 2/26 HP: 15/15 WP: 7/7 MP: 1/1 SP: 1/1 Strength: 20 Endurance: 18 Magic: -6 Willpower: -2+2 Speed: 0 Stealth: -2 Perception: 8 Knowledge: -4 Aspect of Iron Will - +1 Willpower per 1 Trained CR, +25% to Willpower checks. Skills: Mastery In Combat: Able to learn new skills instead of dealing extra damage with crits, optional. Carry Level 5: +25% Fighting Art, Stalwart Stance, R-Rank: +5 Damage Reduction, -5 Init (Fighting Arts are activatable at the beginning of an initiative round, and can be turned on/off during combat between turns.) Power Smash (2 WP) Makes a normal attack deal +5 damage. Heavy Charge (2 WP) Increases damage done from a charge attack by 10. Must meet charge requirements. Inventory: 200 Bits Heavy Armor Set = 18 Weight Units. Seems to be fitted for Throw. +42 Defense to physical attacks. Spoiler: Arc Gust Species / Race: Equinis Faust Class: Strider Current CR: 2 Level: 0 Experience: 25 CP: 1/26 HP: 12/12 WP: 6/6 MP: 4/4 SP: 2/2 Strength: 10 Endurance: 16 Magic: -6 Willpower: -2 Speed: 10+2 Stealth: 2 Perception: 6 Knowledge: -4 Aspect of the Gale: +1 Speed per 1 Trained CR. Activate Skill: 4 WP, increase number of attacks by 1, and make extra attacks deal elemental wind damage. Can be used once a turn for every 10 Speed. Skills: Striding: +1 Base Movement, permanently. Climbing Level 5: +25 Marathon Running Level 1: +3 Fighting Art, Pony Fu, R-Rank: +5 To Hit, +5 Init, -10 vs Mental Effects (Fighting Arts are activatable at the beginning of an initiative round, and can be turned on/off during combat between turns.) Inventory: 200 Bits Ultra Lightweight Armor Set = 1 WU (helmet,) no penalties. +2 Defense, +8 for the Head. Spoiler: Silver Shield Species / Race: Equinis Faust - Unicorn (Telekenisis & Magic Allowed, -20% XP Gain) Class: Apprentice Current CR: 3 Level: 0 CP: 1/30 HP: 4/4 WP: 2/2 MP: 6/12 SP: 6/6 Strength: 8 Endurance: 12 Magic: 18 Willpower: 2 Speed: 4 Stealth: 0 Perception: 6 Knowledge: -2+3 Aspect of the Inventor: +1 Knowledge for every 1 Trained CR, +10 to Knowledge-based Misc. Skill Rolls. Skills: Read From the Book: On Failure of Spell Casting during combat, this character can sacrifice further turns/dodge opportunities to finish the spell at Initiative Zero. Simple Repair Level 2: 10% Simple Modify Item Level 1: 5% Spells: Heal Level 0 (4 MP) Heals Target Pony for 1d6+4 HP. Ice Bolt Level 0 (4 MP) Throws an Ice Bolt (+10 to hit,) which can deal 1d8+2 magic ice damage. Light Level 0 (2 MP - 1 Pool) Creates a light around the caster's horn, projecting a 5' aura of light. Frost Shield Level 1(4 MP) Creates a shield of ice around target pony. This shield takes the first 20 points of damage that would normally hurt the target. Inventory: Mage Apprentice's Orb - Holds up to 30 MP for the holder to cast magic through. This can be worn as a collar, head-piece, ankle jewel, or just kept in saddle bag until brought out for usage. 30/30 MP Leather-Corded Magic Book - Presented by Eight Star, it holds the spells that Silver Shield is able to currently cast. Strange Red Gem - A quick Magic check would tell any unicorn that it's pulsating with an unknown energy. 200 Bits Lightweight Armor Set = 4 Weight Units. A sort of cured leather. Made for ease of limb articulation. +8 Defense to physical attacks. Spoiler: Firebolt Species / Race: Equinis Faust - Pegasus (Flight Allowed, -15% XP Gain) Class: Rogue Current CR: 2 Level: 0 Experience: 20 CP: 0/30 HP: 10/10 WP: 5/5 MP: 6/6 SP: 3/3 Strength: 8 Endurance: 12 Magic: -5 Willpower: -2 Speed: 8+2 Stealth: 5 Perception: 8 Knowledge: -2 Aspect of the Golden Lightning: +1 Speed for every 1 Trained CR. Activate Skill: Imbue one melee attack with elemental chaos damage and deal 5’ knockback for 4 WP. (Based off of cutie mark.) Skills: Thief's Hooves: +5% to any monetary amount "found." Sneak Level 3: +45 Bonus Hide Level 3: +45 Bonus Find Traps & Secrets Level 1: +15 Bonus Critical Blow Level 1: 4% Crit Range Inventory: 200 Bits Lightweight Armor Set = 4 Weight Units. A sort of cured leather. Made for ease of limb articulation. +8 Defense to physical attacks. --+*+--Group 3(Decomissioned)--+*+-- Love<3 - LoveStar - Unicorn "Apprentice" (Specializes in Mental Effects) SaulLaski - Masquerade Butcher - Pegasus "Rogue" Cobrabrony - Robin Hoof - Pony "Archer" Spoiler: LoveStar Species / Race: Equinis Faust - Unicorn (Telekenisis & Magic Allowed, -20% XP Gain) Class: Apprentice Current CR: 3 Level: 0 CP: 0/30 HP: 4/4 WP: 2/2 MP: 12/12 SP: 6/6 Strength: 8 Endurance: 12 Magic: 18 Willpower: 2+3 Speed: 4 Stealth: 0 Perception: 6 Knowledge: -2 Aspect of the Spin Doctor: +1 Willpower for every 1 Trained CR, +10% to Mental Effects against other ponies. Skills: Read From the Book: On Failure of Spell Casting during combat, this character can sacrifice further turns/dodge opportunities to finish the spell at Initiative Zero. Beguile Opposite Gender Level 3: +9 Spells: Awaken Level 0 (4 MP) Heals Target Pony for 1d8+4 WP. Sleep Level 0 (5 MP) Deals 1d8+4 WP damage to target pony. Willpower Vs Willpower battle to succeed. Psychic Bolt Level 0(4 MP) Fires a blast of psychic energy, requires a Perception roll to hit. If it hits, it deals 1d6+4 HP damage. Charm Level 1 (8 MP) Charms the target pony unless the target succeeds in a Willpower RC against 50, (55 for LoveStar.) Inventory: Mage Apprentice's Orb - Holds up to 30 MP for the holder to cast magic through. This can be worn as a collar, head-piece, ankle jewel, or just kept in saddle bag until brought out for usage. 30/30 MP Leather-Corded Magic Book - Presented by Eight Star, it holds the spells that Silver Shield is able to currently cast. 200 Bits Spoiler: Masquerade Species / Race: Equinis Faust - Pegasus (Flight Allowed, -15% XP Gain) Class: Rogue Current CR: 2 Level: 0 CP: 0/30 HP: 10/10 WP: 5/5 MP: 6/6 SP: 3/3 Strength: 8 Endurance: 12 Magic: -5 Willpower: -2 Speed: 8 Stealth: 5+2 Perception: 8 Knowledge: -2 Aspect of the Masquerade: +1 Stealth for every 1 Trained CR. +2 Level of Disguise Skills: Thief's Hooves: +5% to any monetary amount "found." Disarm Traps Level 1: +15 Bonus Critical Blow Level 2: 6% Crit Range Find Traps & Secrets Level 1: +15 Bonus Disguise Level 1+2: +45 Bonus Pick Pockets Level 2: +30 Bonus Sneak Level 1: +15 Bonus Pick Locks Level 1: +15 Bonus Hide Level 2: +30 Bonus Beguile Opposite Gender Level 3: +9 Acrobatics Level 8: +24 Inventory: 200 Bits --+*+--Group 4(Decomissioned)--+*+-- PsychoPunk - Ultra Violet - Unicorn "Student" Legionbrony - Facia - Unicorn "Apprentice" Darkshine - Grey Mane - Unicorn "Rogue" Darkshine Dancer - Sweet Treat Float - Pegasus "Student" Spoiler: Ultra Violet Species / Race: Equinis Faust – Unicorn (-20% XP Gain) Background Options: Adolescence, +15% XP Gain (-5% Total Gain) Class: Student Current CR: 2 Level: 0 CP: 0/40 HP: 12/12 WP: 6/6 MP: 4/4 SP: 2/2 Strength: 2 Endurance: 8 Magic: 10 Willpower: -2 Speed: 4 Stealth: 0 Perception: 8 Knowledge: 2 Aspect of Creativity: +5 Bonus to Self-Learning Skills, +15% to all Artistic, Creative, or Performance skills. Skills: Multi-Tasker: Able to perform two misc. skills at the same time, once per day. Oil Painting Level 3 Instrument – Guitar Level 3 Monster Lore Level 3: Since arriving at the sanctum, Eight Star’s allowed Ultra Violet to display her creativity by creating visual interpretations of the monster descriptions in some of his dusty tomes. This has been allowing him to update and make newer versions, and allowing Violet to express herself. Spells: Light Level 0 (2 MP - 1 Pool) Creates a light around the caster's horn, projecting a 5' aura of light. Inventory: Light Spell Scroll – Taken from the library. Has a few beautification modifications over the usual apprentice’s light spell. 200 Bits Spoiler: Facia Species / Race: Equinis Faust - Unicorn (Telekenisis & Magic Allowed, -20% XP Gain) Background Options: Gullible, +5% XP Gain (Total -15% Gain) Class: Apprentice Current CR: 3 Level: 0 CP: 0/30 HP: 4/4 WP: 2/2 MP: 12/12 SP: 6/6 Strength: 8 Endurance: 12 Magic: 18 Willpower: 2 Speed: 4 Stealth: 0 Perception: 6 Knowledge: -2 Aspect of the Healer: Healing Effects are 50% more effective, +10 to Casting Pink Spells, +20 to Succeed at Healing Skills. Skills: Read From the Book: On Failure of Spell Casting during combat, this character can sacrifice further turns/dodge opportunities to finish the spell at Initiative Zero. Spells: Heal Level 0 (4 MP) Heals Target Pony for 1d6+4 HP. Blast Undead Level 0 (4 MP) Causes an eruption of magic that hurts undead, and elementals. Deals 1d8+8 damage, Willpower to-hit. Life Invigoration Level 0 (4 MP - 2 Pool) Increases target's Strength and Endurance by 2, can stack up to 3 times. Heal Level 1(8 MP) Heals Target Pony for 1d6*2+8 HP. Inventory: Mage Apprentice's Orb - Holds up to 30 MP for the holder to cast magic through. This can be worn as a collar, head-piece, ankle jewel, or just kept in saddle bag until brought out for usage. 30/30 MP Leather-Corded Magic Book - Presented by Eight Star from the sanctum library, it holds the spells that Facia is able to currently cast. Eight Star’s Pouch – Contains a red “Locating Stone,” and a golden stone shaped like a lightning bolt. The stone is claimed by Eight Star to hold as much power as one of the Elements of Harmony. The stone is wrapped inside of white cloth like a miniature baby. 200 Bits Spoiler: Grey Mane Species / Race: Equinis Faust – Unicorn (-20% XP Gain) Class: Rogue Current CR: 3 Level: 0 CP: 0/30 HP: 10/10 WP: 5/5 MP: 6/6 SP: 3/3 Strength: 8 Endurance: 12 Magic: 11 Willpower: -2 Speed: 8 Stealth: 5+3 Perception: 8 Knowledge: -2 Aspect of the Thief: +1 Stealth for every 1 Trained CR. +1 Level of Pickpocket. Skills: Thief's Hooves: +5% to any monetary amount "found." Sneak Level 2: +30 Bonus Hide Level 3: +45 Bonus Pickpocket Level 2+1: +45 Bonus Find Traps & Secrets Level 1: +15 Bonus Critical Blow Level 1: 4% Crit Range Inventory: 200 Bits ---+*+---Group 5---+*+--- Winter-Snow Controlling Light Showers - Unicorn "Apprentice" Legionbrony Controlling Scire - Pony "Psycher" Jhera Controlling Power Surge - Pony "Rogue" Darkshine Controlling Perfect Melody - Pony "Adventurer" Cobrabrony Controlling Robin Hoof - Pony "Rogue" Spoiler: Light Showers Species / Race: Equinis Faust - Unicorn (Telekenisis & Magic Allowed, -20% XP Gain) Class: Apprentice Current CR: 3 Level: 0 CP: 0/30 HP: 4/4 WP: 2/2 MP: 12/12 SP: 6/6 Strength: 8 Endurance: 12 Magic: 18 Willpower: 2 Speed: 4 Stealth: 0 Perception: 6 Knowledge: -2 Aspect of the Healer: Healing Effects are 50% more effective, +10 to Casting Pink Spells, +20 to Succeed at Healing Skills. Skills: Read From the Book: On Failure of Spell Casting during combat, this character can sacrifice further turns/dodge opportunities to finish the spell at Initiative Zero. First Aid; Level 6 Basic Medicine; Level 4 Spells: Heal Level 0 (4 MP) Heals Target Pony for 1d6+4 HP. Life Invigoration Level 0 (4 MP - 2 Pool) Increases target's Strength and Endurance by 2, can stack up to 3 times. Heal Level 1(8 MP) Heals Target Pony for 1d6*2+8 HP. Inventory: Leather-Corded Magic Book - Presented by Eight Star from the sanctum library, it holds the spells that Light Showers is able to currently cast. Medical Tools - Inside of the saddlebags are a number of things, including syringes, gauze, painkiller injections, pennicillin, burn cream... and of course band-aids. 2x Train Tickets Black Calling Card 20 Bits Spoiler: Scire Species / Race: Equinis Faust Class: Psycher Background Options: Mute, +15% XP Current CR: 2 Level: 0 EXP: 30/100 CP: 0/50 HP: 6/6 WP: 3/3 MP: 10/10 SP: 5/5 Strength: 8 Endurance: 12 Magic: 0+2 Willpower: 6 Speed: 4 Stealth: 0 Perception: 4 Knowledge: -2 Aspect of the Seer: This grants the precognition skill while in contact with a being. Only grants the base level of precognition, but grants +5% bonus to training rolls in pre, post, or current cognition skills. Also grants +1 Magic per trained CR. Skills: Dominant Will: When using Psycher skills, gain +10 to affect a target for each consecutive failed attempt before hand. Precognition; Level 1 Survival - Forest; Level 4 Misc. Psychic Abilities; While Scire has these abilities, she has not had any formal training in them, so it's a lot of hoof-in-the-dark with using them. So far she has learned that when concentrating, she can restore a pony's fatigue, but she can only do this for a little bit, or only two one-shots before she would need to wait until the next day. Inventory: 1,000 Bits "Seeker Stone" Mana Gem of the Mind - Affinity Level 1 Spoiler: Power Surge Species / Race: Equinis Faust Class: Rogue Current CR: 2 Level: 0 Experience: 32 CP: 0/30 HP: 10/10 WP: 5/5 MP: 6/6 SP: 3/3 Strength: 8 Endurance: 14 Magic: -5 Willpower: -2 Speed: 8 Stealth: 5 Perception: 8 Knowledge: -2 Aspect of Lightning: +5 Lightning Elemental Defense and Melee Damage (Optional) for every 1 Trained CR. Active Skill: 4 WP - Harness Lightning - Activatable any time Power Surge takes electrical damage, any damage dampened is added onto his next attack. Skills: Thief's Hooves: +5% to any monetary amount "found." Critical Blow Level 3: 9% Chance Find Traps/Secrets Level 1: +10 Bonus Disarm Trap Level 1: +10 Bonus Disguise Level 1: +10 Bonus Pick Lock Level 1: +10 Bonus Sneak Level 1: +10 Bonus Hide Level 1: +10 Bonus Inventory: Black Calling Card Train Ticket Conductive Rod: Bristling with Power Surge's inner energy. 20 Bits Spoiler: Perfect Melody Species / Race: Equinis Faust Class: Adventurer Current CR: 2 Level: 0 EXP: 30/100 CP: 0/50 HP: 8/8 WP: 4/4 MP: 8/8 SP: 4/4 Strength: 10 Endurance: 14 Magic: -4 Willpower: 0+2 Speed: 6 Stealth: 2 Perception: 6 Knowledge: -2 Aspect of the Performer: +1 Willpower per Trained CR, +25% to rolls involving performance skills. Skills: Jack's Luck: Once every 6 hours or so in-game, the player may name a stat-check roll they don't like, and have it re-rolled, but they must accept the result. Instrument - Piano; Level 8 Vocals - Singing; Level 6 Survival - Forest; Level 4 Encouraging Command Level 3: During any situation, this character may encourage an ally, and the ally shall gain a bonus to their roll based on the skill of Encouragement the character has. (Misc Skills like these four get better with usage.) Inventory: Black Calling Card Train Ticket 20 Bits Spoiler: Robin Hoof Species / Race: Equinis Faust Class: Rogue Current CR: 2 Level: 0 Experience: 0 CP: 0/30 HP: 10/10 WP: 5/5 MP: 6/6 SP: 3/3 Strength: 8 Endurance: 14 Magic: -5 Willpower: -2 Speed: 8 Stealth: 5 Perception: 8 Knowledge: -2 Aspect of the Sniper: +5 to hit with a ranged weapon per trained CR. Ranged combat skills cost 2 WP less. Skills: Thief's Hooves: +5% to any monetary amount "found." Find Traps/Secrets Level 1: +10 Bonus Disarm Trap Level 1: +10 Bonus Disguise Level 2: +20 Bonus Pick Lock Level 2: +20 Bonus Sneak Level 2: +20 Bonus Hide Level 2: +20 Bonus Inventory: Fair Longbow - +12 Damage, Ranges 25'/50'/100' Arrows - 1d8 Breaching 8 Armor, 40/40, 3 Have Rope Attached Black Calling Card 20 Bits The RP From the Start The Other RP From the Start
Perception is how well somebody notices the world around them. Edit: Totally just noticed how many Pegasus Rogues there are. I was a thief before it was cool.
Woot! New Character thread! Now it's so much easier to look at stats when I forget! Say, should my character have that red gem thinger listed in his saddlebag/inventory? Or is this just what we started out with?
Nopony's quite as good at getting away though, right? It's the way the level purchase system works. I got you the maximum levels of Lock Picking and Picking Pockets as possible. It'll come in handy later in the game. You can pick up skills like acrobatics and beguile by attempting them in game, but rogue's skills are only able to be learned by mastering your class and going to another class under the rogue tree. The base class is the only time you can choose what amount of skill levels you have and can distribute them, and only if you start as a rogue. So, you've got a leg up in picking pockets and locks from the others. Plus, you're the only one hiding your own lock picks.
As an adventurer, there are many ways in which to earn CP. Adventurers may earn CP in any way that any other base class may also earn CP. They can fight, cast magic, use their limited amount of roguish skills, and even succeed in knowledge-based acts. However, their required CP to class up is 50 in total. In other words, pretty much everything you do will get you a class point, but you also need more points than other classes to class up.
Eight Star's Apprentice? Isn't that canon? :derpe: Anyway... for base class CP gain to advance to another class: (26) Fighters - Defeat Opponents in Combat (20) Peasents - Complete a Day of Work Without Failure (30) Apprentice - Successfully Apply a Spell Cast Usefully (36) Psycher - Successfully Apply a Psycher Power Usefully, or Level Up a Psycher Power (30) Rogue - Succeed at Any of Your Rogue Skills (26) Strider - Out-Run Danger, Win Races, Train-Up Speed, Dodge Deadly Traps (28) Scout - Finding Secrets, Noticing Ambushes, Locating Objectives, Pre-Emptively Discovering Encounters (40) Student - Training Up Knowledge, Training Up Knowledge-Based Skills, Learning New Misc. Skills (50) Adventurer - Like Any of the Above See, that's 9 base classes to choose from. After mastery, you can actually move to another base class, or go up into the tree your base class is at the "base" of. They're called base, 'cause they're like the trunk of a tree. The tiers are the upwards spreading branches. (No, not like a pine tree, like a maple tree or something.) There are even classes that require multiple classes to be mastered. Like Battle Mage, which is a class that requires you first master both Fighter & Apprentice. After Battle Mage is War Mage, which requires mastery of Battle Mage, and Battler & Mage, which are all tier two classes. However, War Mage is tier four, so it's like skipping a tier. The book that's soon to be release to the public, however, only has the Strength-Based, Magic-Based, Stealth-Based, Knowledge-Based, and Rounded class trees. You all get to play with all 9 trees, (lucky you.) Because of this, I can't provide much branching information on Psychers, Scouts, Striders, or Peasents. I only have one straight shoot for each of them. All of the other trees are quite spread out.
Is there a tier 2+ for a performer or a bard or anything like that description? If so thats what I'm aiming to level up to :derpe:
Yes, I know there's a Performer class for Tier 2 Scout, but there's also Dancer, Bard, Gypsy, etc, etc, under Adventurer which can use music and other such things to inspire the rest of the party.
Awesome! So can you give us these trees? I would love to read them all. Edit: But I don't need to. Just, y'know, yeah. If it's fine with you.
Spoiler: Strength-Based Classes Base Fighter - "Trolls?! I hate trolls! LEMME AT 'EM!" Second Tier Battler - The rounded fighter taking another step up. Guard - A more defense-based character. This is getting released initially as a Strength-Based, but it's actually an Endurance-Based class. Martial Artist - A character more focused on finess and skill-usage. Squire - A balanced character strength/endurance wise, with a boost in knowledge and perception. Better at social interactions. Spoiler: Magic-Based Classes Base Apprentice - "The path to mastery of magic is long and hard, but I'm up for the challenge." Second Tier Mage - Magic-caster... honestly. Temple Healer - A character who has pledged their service to a good deity. They focus mostly on defensive and healing or anti-undead magic. Dread Acolyte - A character pledged to a dark deity. They focus mainly on hurting or controlling of others, and sometimes the control of undead. Spoiler: Stealth-Based Classes Base Rogue - "Movie Ninja? Not quite..." Second Tier Burglar - Skillful at entering dungeons and disabling traps or finding secrets. They gain bonuses for working with adventuring parties. Infiltrator - Skillful in the art of sneaking in, and out. Gaining bonuses to sneak, hide, finding traps and secrets, and picking locks. Rogue Chaser - Good at going against rogues, they gain some of the "good" rogue skills, like detect lie, and disarm weapon. They also excel at finding traps and secrets, as well as disarming traps. Thief - They're good at picking pockets and locks. They also have a little more in sneaking and hiding, and gain a more difficult to obtain skill; Copy. Thug - Skilled at hiding out and then ambushing people. They gain bonuses to critical blow, hiding, and the more prestegious assassinate and detect lie. Spoiler: Knowledge-Based Skills Base Student - "Algebra... Calculus... Biology," Draebin laments with a groan. "I should've paid more attention in class. This overnight cramming stuff is killing me!" Second Tier Driver - Skilled at... driving. From boats to spacecraft, this is where it starts. Firestarter - A budding arson. You can get to this class by completing rogue first if you want, instead of student. Tinkerer - The ability to mess with items isn't exactly prestigous. Though, this is where inventors start themselves off. Nurse - Well, a doctor's gotta start somewhere. Shooter - With skill in firing mechanical fire-arms. From crossbows to plasma rifles. N00b Hacker - For your budding hacker needs. Spoiler: Rounded Classes Base Adventurer - "What do I wanna specialize in? Umm... I dunno!" Second Tier Body for Hire - With a bonus to getting more money from paying jobs. A well-rounded mercenary can do anything. Dancer - Able to inspire his or her team members with dances during rest periods that will stick with them for the next whole day. This is probably going to end up in the Speed-Based classes once they're out, but it's more of a support class. Hunter - With the ablity to track, and take out targets at long range. Probably going into the Perception-Based classes once they're out, but we're not so sure. Wanderer - Basically Adventurer 2.0. They gain CP like any other 2nd tier class. Spoiler: Cross-Classes Second Tier Battle Mage - A mixture of Fighter and Apprentice. Okay? Third Tier Witch Blade - A mixture of Mage and Infiltrator to make quite the deadly killer. Fourth Tier War Mage - A mix of Battler, Mage, and Battle Mage to make a hard-to-stop character who can best most opponents in one-on-one confrontation. Nice amount of options, but to increase to another class you must also find someone who has already mastered the class you want to enter to teach that class to you.
I noticed how you mentioned battle mages. Is there something like that, some combination of the Knowledge and Magic class? Cause that's what I'd be aiming for.