Special abilites.
Each class has it's own special abilities that can be used in battle to damage foes or aid allies.
Warrior – Taunt.A warrior may taunt any 1 enemy to attack them each turn. The effect of the taunt lasts 3 turns but if a warrior taunts they are unable to attack normally.
Berserker – Rage.Berserkers give into a primal rage doing 20 more damage with each successful attack but taking 20 more themselves. The effect lasts the entire battle so use wisely.
Ranger – Bleeding shot.A ranger rolls a D6. On a successful 5 or 6 they inflict bleeding on an enemy for 5 turns, doing 5 damage each turn.
Ninja – Stealth.A rogue can stealth once every 3 turns. The stealth lasts for 2 turns or until they attack. If the attack is successful they deal double damage. If the attack is unsuccessful they will still unstealth.
White mage – Cure.White mages channel their power into a minor healing spell, restoring 20% of a characters life. This can be used every turn.
Black mage – Power of the elements.Black mages channel the power of flames, frost, earth and wind. This attack may be used once a turn, but if an element is used it is unavailable for 3 turns afterward.
NOTE!Only one debillitating effect may be in use on an enemy at any time. I.E. you cannot burn and freeze the same enemy at the same time. You may burn one enemy and freeze another though.
Flames: With a successful roll of the highest number on the dice the enemy will be burned for 3 turns, dealing 5 extra damage a turn. Should the max number be hit several times in a row then the burn will overwrite itself.
Frost: Roll a D12. If you roll a 12 then the enemy will be frozen solid and unable to attack for 3 turns.
Earth: Roll a D8, on a successful 8 the opponent was staggered by the roiling earth, making their attacks inaccurate and only inflicting 50% damage for 2 turns.
Air: Roll a D8, on a successful 8 you will increase the speed of an ally of your choice for 2 turns, making them deal 50% more damage.
Necromancer – Summon dead.Summon dead may be used once every 5 turns. The necromancer rolls a D4 to determine the number of undead summoned. If they roll a 1 however then they fail. 2 will get them 1 minion, 3 will get 2 minions and 4 will get 3 minions. Undead have 10% of the hp of the necromancer that summoned them.
Bard – Cheer.Bards may use this ability once every 5 turns. The bard cheers the party on, spurring them to victory. For 3 turns all attacks do an extra 50% damage.
Beastmaster – Paralyzing roar / Bleeding fangs / Blinding talonsDepending on the animal chosen Beastmasters have 1 of 3 abilities.
Bear - Paralyzing roar.Using a bear the beastmaster rolls a D4, on a successful roll of a 4 the enemy is paralyzed for 3 turns and is unable to attack unless hit. This may be used once every 5 turns.
Wolf – Bleeding FangsThis works the same way as the Rangers Bleeding Shot ability.
Hawk – Blinding talons.
A beastmaster using a hwak rolls a D4. With a successful roll of a 4 the enemy has it's accuracy reduced. Each roll they make for the next 3 turns has less numbers on a dice that are viable to hit with.
(I.E on a 4 sided dice it would go from hitting on 2-4 to hitting on 3-4)
This ability may be used once every 5 turns.
NOTE!!!
Abilities will be changed and tweaked as I get feedback. If something is too powerful or too weak I will look into it, so please speak up if you have issues. Also until any issues with this system have been resolved, if you wish to duel another player, then you will use the traditional dice roll system that is employed in the Star Wars and Skyrim Rp's. Namely
Roll a 2-4 on a 4 sided dice = 30 damage
Roll a 5-8 on an 8 sided dice = 55 damage and
Roll a 10-12 on a 12 sided dice = 80 damage.
Pm me with questions, complaints etc....