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Guild Perk System

This document summarizes the rules for combat and classes in an RPG system. It outlines the following: - Character classes have different starting hit points depending on their armor type. Perks allow additional bonuses and are divided into combat, non-combat, and buff categories. - Combat uses a d20 system with critical hits on 19-20 and critical fails on 1. Damage and healing amounts are also outlined. - The abilities and perks for several character classes are defined, including Paladin, Warrior, Shaman, Hunter, Priest, Mage, Druid, and Monk. Council members have additional powerful perks. - Out of combat healing rounds and rules are described.

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0% found this document useful (0 votes)
121 views6 pages

Guild Perk System

This document summarizes the rules for combat and classes in an RPG system. It outlines the following: - Character classes have different starting hit points depending on their armor type. Perks allow additional bonuses and are divided into combat, non-combat, and buff categories. - Combat uses a d20 system with critical hits on 19-20 and critical fails on 1. Damage and healing amounts are also outlined. - The abilities and perks for several character classes are defined, including Paladin, Warrior, Shaman, Hunter, Priest, Mage, Druid, and Monk. Council members have additional powerful perks. - Out of combat healing rounds and rules are described.

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Anonymous gJzNV4
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HP Class

Cloth ->6/6 HP Leather/Mail ->8/8 HP Plate->10/10 HP

System
/roll 20 system
1 are critical fails || 20 are critical hits
All hits are 1 DMG/+1 HP, all crits are 2 DMG/+2 HP || All DMG taken is 1. If you roll a
crit fail in a Def round, youll suffer 2 DMG instead. The DM and/or perks may change
this number.
NOTE: Def rolls that equal a crit DO NOT INFLUENCE THE OUTCOME!
Unless the DMs say so, or youve chosen a perk to do so.

Perk are divided by three categories:


Buffs: Casted at the start of the MISSION. It will buff the whole party until the
end. LIMIT 3 BUFFS PER MISSION;
Combat: Passive and active bonuses of this type are only used while fighting;
Non-combat: All buffs and bonus of this type can only be added or used while
OUTSIDE OF COMBAT;
COMBAT ROLLS
There are 2 type rolls while in combat:
Hit rolls: You /roll 20 to see if you can hit the enemy;
Def rolls: You /roll 20 to see if you can avoid damage;
OOCombat Healing round rules
When the DM allows a OOCombat healing round, Paladins, priests, druids and
monks (if theyve taken the perk) can heal +1 HP without the need to roll to heal
themselves or anyone they want.
Class rules:
Each class can only choose 2 perks. Council members have a special perk.

Paladin
Blessed Blade

Combat

Holy shield Combat


Blessing of Kings Buff

When fighting the Undead or Demons, if you succeed on your hit


roll, youll automatically crit.
When you succeed on a Def roll, youll strike back at the enemy,
dealing 1 DMG (This roll cant critical hit)
Party members HP is raised by +2 for the remaining of this mission.

Blessing of Might Buff


Light Follows Combat

You bless the party, all critical hits now deal +1DMG.

Your combat hit rolls may now be used to heal. (Paladin can
OOCombat heal, without this perk)

Bodyguard Combat You gaze your looks towards a friendly member. For the rest of the
MISSION all COMBAT DMG they take, you take instead. While you have this activated, you can
RANGE attack.
Holy Wrath Combat

When you crit, you now deal 1DMG instead, but heal +1 HP to a
friendly target (cannot be split).

Blessed tongue Non-combat

You speak with lights will, all persuade rolls have a bonus +3.

Warrior
CHARGE! Combat You now charge into battle, ignoring move time between enemies.
Youre placed in melee range each time you need to move.
FOR VICTORY! Combat

When you crit hit, you boost your party members will, increasing
their def roll by +1 by one turn.

IGNORE THE PAIN Combat


MEATGRINDER Combat
BASH Combat

You have +4HP.

When you crit hit you hit every enemy you see for that damage.

When you crit fail, you just dont care You still deal 1 DMG, but fail just the
same.

Just a flesh wound Non-combat During healing rounds in out of combat, you heal +1HP
without the need of first aid or a healer.

Shaman
Earthen power Combat
Lava Burst Combat

You have +2 HP.

If at any given moment your TOTAL hit roll is equal to the amount
needed to crit hit, youll do so.

Winds guide me! Combat


Riptide Combat
Streaming Totem Non-combat

You have a +3 on hit rolls.

Your crit heals, now restore +1 HP.


During out of combat healing, you restore +1 HP to the
entire party.

Overload Combat
Ancestral Guide

When you crit hit, you overload yourself in power, granting +1 DMG to
all party members NEXT attack.
Non-combat Once a Mission in an out of combat moment you can fully
heal a friendly target. But all hit rolls will suffer a -2.

Hunter
Rapid Strikes Combat

When you crit hit, you deal +1 DMG, divide the total amount has you
see fit between the enemies.

Seasoned hunter Non-combat


Marked Combat

You have +4 in non-combat rolls about survival and


perception.

At the beginning of each fight, you mark a target. Party members have a
+1 hit roll when they attack that target.

Lone wolf Combat You and your pet have a strong bond. When you hit roll above +16,
youll make the enemy attack easier to avoid for your friendlies.
Flanking Combat

When youre by the enemy side, you get a +3 bonus of hit rolls.

Keen senses Non-combat When the party rests for out of combat healing, you may /roll 20
to scout ahead with your eyes. If you succeed you can inform the party of a possible ambush,
gaining a +10 in the first def roll if youre ambushed.
Quick Draw Combat

During a Def roll, if anyone in your party crit fail, you deal 1 DMG to
the enemy instantly.

Priest
Mark of light Combat

When you crit heal, you may now divide that healing as you see fit.

Prayer of guidance Buff

All party hit rolls have a +2 for the remaining of this mission.

Prayer of retribution Buff All party crit hits are now 19 and 20 rolls for the remaining of this
mission.
Blessed tongue Non-combat

You speak with lights will, all persuade rolls have a bonus +3.

Holy Nova Non-combat During healing out of combat, you may bless the party with a holy
nova. You restore +2 HP to all party members, but your unable to crit hit and do anymore Out
of Combat healing.
Mind Spike Combat

You invade the targets mind, after you crit roll the enemy will be
stunned (restrictions against bosses).

Mage
Ice Block Combat

Upon reaching 0 HP you ice block, saving you. You are healed +1HP. Only
ONCE a MISSION.
Pyromania Combat

Arcane aura Buff

Critical hits now deal +1DMG.

You protect your party members, giving them +2 in def rolls for the
remaining of this MISSION.
Mana barrier Combat

You have +1HP.

Arcana Non-combat Your knowledge is vast about arcane matters. You have +4 on all
arcana/magic rolls.
Flurry Combat

When you crit hit, you may /roll 20 a second time and add that DMG to
your hit.

Druid
Feral Instincts Combat
Nature blessing Combat

You have +3 HP.

When you heal, normal or crit add +1 HP to the total amount.

Astral commune Combat Link yourself with another friendly. When you or he crits, the one
that didnt crit roll, ignores his rolls and crits hits.
Pack Leader Combat

If you crit hit during a def round, you may save yourself plus one
more friendly target from damage.

Monk
Emperors last words Buff
Dodge Roll Combat

Youre nimbler than anyone you know, you get +3 on all physical def
rolls.

SLAM IT Combat
Mistweaving Combat

You buff the party, increasing all crit heals by +1.

You do +1DMG versus enemies bigger than you.

Your combat hit rolls may now be used to heal. You also have access
to OOCombat healing.

Lighting Reflexes Combat When you crit fail during a Def round, next attack round youll
automatically crit hit with DMG or HEAL.

Council
Crystalseer Once a mission the leader of the Shards can moralize her troops into impossible
feats. While also lowering the moral of those enemies. Once a MISSION, next Attack round,
they all take DOUBLE DAMAGE.
High Anchorite Shes one with the light. Shes blessed by the purest of form. The light just
finds its way to her target. She may never miss or crit miss during an attack round. But being so
pure shes unable to attack anyone.
High Arcanist Armed with the knowledge of arcane, she has made one of her most powerful
spells usable by her new crafted gear. Once a MISSION she may lose her attack round to
charge up then unleash a 2 turn attack that deals 5HP a turn. After that shes unable to crit.
High Farseer The elements are with her. Her fury unmatched. She just unleashes the fury of
hell itself at an enemy. Once a MISSION she can stun all enemies in her sight, even bosses,
causing them to lose their turn.
High Vindicator The light once forgotten by the High Vindicator, now shines bravely on her
chest! Once a mission she can become an avatar of pure justice! Healing +1HP and having +6
on def rolls and +5 on attack rolls until all enemies are vanished from her sight!
Rangari Prime The Rangari leader has an impressive bond with her animal. The two share a
spirit like no other could imagine. When you attack in attack round, your pet helps you greatly.
Crit DMG is increased by +2DMG.

How to set up!


Merely put the needed information in the OOC tab, or in one of the first glance windows.

Made by Valdoine, for the Shard of Oros guild

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