Post by The Overseer on Oct 5, 2020 19:07:59 GMT
There be monsters out there, and some of them might be nice enough to help you out on your adventure!
Tier 1
Tier 1
Monster Tamer: Unlike those who came before you, you are able to convince some of the monsters you've battled to join your journey to help the world. After defeating a monster roll a 1d100+Appeal. Based on the roll you might end up recruiting the defeated monster. Each monster is different, but even the weakest monsters need you to get at least an 85 to consider going on this adventure with you!
Friendly Demeaner: You're known for being a pretty friendly dude, maybe that's the reason why you're able to convince people that you've fought that you would be a good person to team up with. Gain +X to appeal where X is the amount of tiers you have unlocked in this class.
Friendly Demeaner: You're known for being a pretty friendly dude, maybe that's the reason why you're able to convince people that you've fought that you would be a good person to team up with. Gain +X to appeal where X is the amount of tiers you have unlocked in this class.
Tier 2
Monster Talk: Most monsters across the world can talk the same language as you, but some of them don't have as good of a grasp on a language you understand. Luckily you do understand monster very well! From now on when talking to anything that could be considered a type of monster you can both understand each other's meaning perfectly.
Heal: A good hero knows how to take care of their team. Once Per Encounter cast Heal based off of your intelligence.
Heal: A good hero knows how to take care of their team. Once Per Encounter cast Heal based off of your intelligence.
Tier 3
Squelch: While heal can take care of any damage your party takes it won't cure any poisons that might currently be affecting them. This ability will! Once Per Encounter cast Squelch, and remove any poisons currently affecting one of your allies.
My Body as A Shield: The connection between you, and your monsters is one that runs deep. There are times where your heroic nature gets the better of you, and you move with acting. This has rubbed off on your monsters. Once Per Encounter as an instant interrupt you can jump in front of an attack that is aimed at an ally. Once Per Encounter a monster can do the same for an attack that's aimed at you.
My Body as A Shield: The connection between you, and your monsters is one that runs deep. There are times where your heroic nature gets the better of you, and you move with acting. This has rubbed off on your monsters. Once Per Encounter as an instant interrupt you can jump in front of an attack that is aimed at an ally. Once Per Encounter a monster can do the same for an attack that's aimed at you.
Tier 4
Monster Taming Practice: You've gotten a bit better at taming the various monsters that you have come across. The weakest monsters you come across will now only need a 75 or above to be tamed, and the stronger monsters will also require lower rolls!
Woosh: Combat spells might not be your signature techniques, but you still know one or two that can mess up an enemy. With this new spell you're going to be able to blow away anyone who tries to attack you on your journey. Once Per Encounter cast Woosh and summon a gale of wind to strike at a group of enemies based off of int.
Woosh: Combat spells might not be your signature techniques, but you still know one or two that can mess up an enemy. With this new spell you're going to be able to blow away anyone who tries to attack you on your journey. Once Per Encounter cast Woosh and summon a gale of wind to strike at a group of enemies based off of int.
Tier 5
Sharing is Caring: You have a ton of monsters who are all willing to lend you a hand, and that includes in teaching you how to pull of versions of some of their techniques. Just don't think too much about how a dragon can actually teach you how to breath fire, or about how that fish creature you tamed taught you how to breath underwater. Once Per Day use an ability that is known by one of the monsters that you have tamed. Using these abilities is based off of appeal.
Supportive Spellcaster: You're pretty talented when it comes to the art of helping out your allies through mystical means. Gain +X/2 to Int where X is the amount of tiers that you currently have in this class.
Supportive Spellcaster: You're pretty talented when it comes to the art of helping out your allies through mystical means. Gain +X/2 to Int where X is the amount of tiers that you currently have in this class.
Tier 6
Peep: The first time that you got caught off guard by a mimic was unlucky. The seventeenth time convinced you that something had to be done. So you picked up a spell that it will help you check for those kind of things, and also help you check for other kinds of traps that might try to get the better of you while you're excited over the cool loot you've found. You can now cast Peep! This spell alerts you to any traps on an item, or small area, you cast it on! Based on Int.
Tier 7
Absorb Magic: A spell designed to absorb other spells? Feels a bit like cheating, but then again who cares when it saves you from getting your hide charred by a fireball that was thrown your way by an angry wizard. Once Per Encounter you can cast Absorb Magic as an instant interrupt to absorb a magic attack. If you succeed you will find your own magical reserves restored based on the strength of the attack absorbed. Based off of Int.
Tier 8
Party Swap: Sometimes a mission ends up not going how you thought it would, and the fish you brought along to help you in the underwater palace isn't equipped to go toe to toe with the phoenix that you're now being forced to fight. This is why you have perfected the ancient art of switching supports! Once Per Day/Mission/Bounty switch out your current support with a different support you have access to. (Both supports receive half exp for the mission.)
Tier 9
The Monster Mash: Over your travels you've recruited a lot of monsters to your side. It's just a shame that they can't all attack at once in some awesome barrage of all of your friends. Well be ashamed no longer! As with this ability Once Per Day/Mission/Bounty you can attack with all of the monsters that you have tamed based off of your appeal. This attack gains an extra d10 for every two monsters that are a part of it.
Tier 10
Caring means Sharing: Being able to use one of your tamed monster's abilities once per day is great, but friendship is a two way street! Just like they taught you how to use some of their techniques, you have to teach them how to use some of yours! Once Per Day/Mission/Bounty your support can use one of your abilities. If the ability is on a time restriction then it they can't use it again until the restriction is up, but you still can. (For example they use a once per day you have. They can't use it until tomorrow, you can still use it normally.)
The Strength of a Hero: Sometimes magic, and friendship doesn't cut it. Sometimes you have to pick up a sword, and slice your enemy into a tiny little bits. Gain +X/4 to Robustness where X is the amount of tiers you have in this class.
The Strength of a Hero: Sometimes magic, and friendship doesn't cut it. Sometimes you have to pick up a sword, and slice your enemy into a tiny little bits. Gain +X/4 to Robustness where X is the amount of tiers you have in this class.