EPRP - Warrior Cross Classes Pt. 2

Published by Eight Star in the blog Eight Star's Work Load. Views: 326

This time we'll explore the other five classes that cross over with Warrior.

Knight

This class brings a new amount of team support to a group, able to use their class skill to keep allies fighting on for many turns beyond their normal abilities allow. Knights are normally more full of purpose than most classes, moving towards a certain goal.
This class requires at least 6 Ferocity and 6 Resilience.
Starting Health: 125
Starting Stamina: 75
Starting Skills: One Chosen Skill from Warrior, Once Chosen Skill from Guard, Resolute Sign of the Banner

Resolute Sign of the Banner
Type: Active
Cost: 10 Stamina
Count: 2
Acquired: Knight Class
When used, the knight holds up their symbol of house or estate and encourages nearby allies, restoring their Stamina by 4, and reducing all damage they take by 4 while not their turn. The max range for this skill is 40’. This effect lasts until the beginning of the Knight’s next turn. If used during the previous turn, this skill becomes an instant.

Grand Estate: Use Resolute Sign of the Banner without interruption four turns in a row, affecting at least 2 allies each time.
Reward: Resolute Sign of the Banner now restores 5 Stamina, reduces damage by 5, and has a 50’ radius. +25 Stamina, +1 Resilience, +1 Creativity



Dervish
Tenacious and deadly, the dervish specializes in making more attacks in melee than most starting warriors, and quite a few veterans.
This class requires at least 6 Ferocity and 6 Speed.
Starting Health: 75
Starting Stamina: 125
Starting Skills: One Chosen Skill from Warrior, Once Chosen Skill from Speedster, Whirling Dervish
Whirling Dervish
Type: Full Turn Active
Cost: 30 Stamina
Acquired: Dervish Class
Weapon Types: 1H Weapons, Unarmed
Usable at the beginning of the turn, the user rolls 1d12. At that point, the user has a number of attacks in their turn equal to the number rolled. Combat skills may be used for these attacks except those that give more attacks.

Burst Striker: Achieve a 12 using Whirling Dervish and defeat at least one enemy.
Rewards: Rolling a 1 or a 2 on Whirling Dervish results in a reroll. +1 Melee Skill, +1 Ferocity, +1 Creativity



Crusader
In the hunt for new artifacts to use for their purpose, or that of their lord, a Crusader has more power over magical equipment than most, and seeks them out with serious fervor.
This class requires at least 6 Ferocity and 6 Awareness.
Starting Health: 150
Starting Stamina: 50
Starting Skills: One Chosen Skill from Warrior, Once Chosen Skill from Treasure Hunter, Divine Empowerment

Divine Empowerment
Type: Instant
Cost: 15 Stamina
Acquired: Crusader Award
Activates an artifact, enchanted item, magical device, etc. Any rolls required beyond that, count or timing depend on the device. When activating, any rolls associated with the enchantment gain +2, and an additional +1 for each IQ the item has.

Divine Divinity: Use Divine Empowerment with an IQ 10 enchanted item.
Reward: Divine Empowerment now costs 20 Stamina, but gives +2 for each IQ an item has. +25 Stamina, +1 Willpower, +1 Creativity



Martial Artist
Beauty in combat, a martial artist uses their skills to and knowledge of both combat and artistry in order to show superiority over their enemies in single combat, and keep a calm mind. Their creativity allows them to have a large repertoire of skills to use against their target.
This class requires at least 6 Ferocity and 6 Creativity.
Starting Health: 100
Starting Stamina: 100
Starting Skills: One Chosen Skill from Warrior, Once Chosen Skill from Artist, Asura's Song

Asura’s Song
Type: Active
Cost: 6 Stamina
Acquired: Martial Artist Class
Weapon Type: Martial
This skill allows the user to make a normal melee attack at line of sight range by hitting the enemy with a crescent blade of their own Chi.

Martial Alacrity: Defeat an enemy using only Asura’s Song without the enemy getting into melee range.
Reward: Asura’s Song can now be combined with single-target skills appropriate for the weapon. +1 Martial Skill, +1 Ferocity, +1 Creativity



War Mage
Combining the experience of a mage with the physical prowess of a warrior, this class can excel at a number of things, depending on the preferences of the character/
This class requires at least 6 Ferocity and 6 Willpower.
Starting Health: 100
Starting Stamina: 100
Starting Skills: One Chosen Skill from Warrior, Once Chosen Skill from General Practitioner, Magical Embodiment

Magical Embodiment
Type: Active
Cost: Variable
Count: 2
Acquired: War Mage Class
Upon using this skill, the user poys stamina equal to their Willpower. This skill increases their Ferocity by half of their Willpower rounded down, and reduces their Willpower by the same amount. For every 2 Ferocity increased in this way, 1 Resilience is also added. Cancelling this effect is an instant.

Magical Beefcake: Using Magical Embodiment, break 24 Ferocity.
Reward: Magical Embodiment becomes an instant, allowing it to be activated at any time. +1 Ferocity, +1 Resilience, +1 Creativity, +1 Willpower
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