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Gaians in Black: Your first, last, and only line of defense. 

Tags: The GIB, Gaians, Black, Zurg, Agent 

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Vincente

PostPosted: Fri Sep 14, 2007 11:46 pm


Reserved for a more lengthy intro
PostPosted: Fri Sep 14, 2007 11:54 pm


BARD

A bard is a versatile class, capable of combat and of magic derived from a surprisingly different source than usual. Bards use their artistic talents to induce magical effects. A bard is trained on the special magic that music holds and doesn't require the arcane training or knowledge that normally takes years to master. This is not to say the Bard is one who doesn't spend a great deal of time honing their craft, but it allows them more time to diversify their skills.

The Bard is best described as a jack of all trades and master of his own craft. Able to live on their own craft as musicians, they truly flourish as part of band of adventures. A good alternative to a magic user since they retain their hand to hand skills.

Level 0
Power: 2 +1.5x
Defense: 2 +x
Intelligence: 4 +x
Speed: 3 +x
Accuracy: 4 +x
Life: 40 +1.5x
Magic: 40 +1.5x

Starting Skill Points- 12
Starting Stat Points- 12

Equipment:
Armor: Light
Weapons: Instrument & Short Swords

Starting Skills:
Bard's Lullaby- Places target in a restorative trance. (Status=Sleep) 3SP
Tune Instrument- Fine Tunes your instrument, releasing more power from it. (Acc. +1, Int +2) 4SP
Song of Storms- Weather Manipulation song that summons clouds & Thunder. Increases the power of Water and Light based techniques as well as reducing visibility. 5SP
Coin Toss- Sacrifice a set amount of gold up to 40g. For each gold piece thrown, half damage is done. 3SP
Elemental Strings- Must purchase so that you can play the Tier2 element spells. 1SP
Street Smarts- Int +2, Def +3 4SP
Song of Healing- Removes all status ailments from a target. 3SP

Intermediate Skills:
Minuet of Forest- Earth Based Attack. Creates a shield of Earth Power that deals forest damage to an enemy when it hits. (Passive and Offensive skill) 6 SP
Bolero of Fire- Fire Based Attack. Summons Orbs of fire which spiral around a target and grind into the earth with Fire damage. 6SP
Serenade of Water- Water Based Attack. Summons a torrent of water and ice crystals to swirl up from beneath a target and deal water damage. 6SP
Nocturne of Shadow- Dark Based Attack. Summons shadows that rapidly crawl across every surface to strike your enemy or wraps you in a dark shield. (Passive and Offensive skill) 6SP
Requeim of Spirit- Air Based Attack. Directs the winds to arc around you and then shoot forward at your enemy with concussive force. 6SP
Prelude to Light- Light Based Attack. Summons from within, a shining light that is directed by your strings to wrap about your enemies. Light Damage and Paralysis 6SP
Encore- Use your last dice roll's results for another turn. Alternately, after casting a spell, you may follow up with a physical attack. 5SP
Quick Draw- Can attack same turn as you draw or switch your weapon. 3SP
Self Defense- Pow +2, Def +1 3SP

Adept Skills:
Song of Time- A melody that shatters the protections of an enemy and inflicts slow upon them while strengthening the player. (Strips protection off of an enemy, inflict status "Slow", and cast "protect") 9SP
Guild Membership- All stats +3 and increase damage of songs by 3 dmg 5SP
Elegy of Emptiness- Creates a clone of the player that can play supplemental songs. However, you must give up a maintenance cost of half the spell's AP from your AP and HP. The HP you give to your clone will be its HP. 11SP
Desperado- Upgrade to Quick Draw. (Pow +2, Def +1) 6SP

Vincente


Vincente

PostPosted: Sat Sep 15, 2007 1:15 am


WARLOCK


The Warlock is a balancer of the elementals of light and dark. Unlike the Cleric, who is a vocal evocator, one who must pray to activate their spells, the Warlock is a symbolic evocator, one who uses symbols and seals to produce spells. Warlocks derive their name from the term "caller of Spirits" since it is theorized that the spells of the first warlock were bartered for from the spirits. The spells are represented in the symbols, circles, and totems that are a Warlock's power triggers.

Warlocks have an advantage in purely destructive forces over their cohorts, but they have less versatility than the other practitioners of the arts. They also have a better ability to balance their physical aspects since once a symbol is drawn, it can be used at any time, as opposed to having to memorize a great deal of spells or read from a book.

Level 0
Power: 3 +x
Defense: 2 +x
Intelligence: 4 +x
Speed: 3 +x
Accuracy: 2 +1.5x
Life: 35 +2x
Magic: 50 +1.5x

Starting Skill Points- 12
Starting Stat Points- 12

Equipment:
Armor: Light & Medium
Weapon: Staff & Knives

Starting Skills:
Chemistry- The Ability to mix your own potions outside of battle for cheaper than store price. 3SP
Enchant Weapon- For an amount of AP in battle, you can strengthen your weapon, or outside of battle, for a certain amount of gold you can imbue a weapon with power. 5SP
Shadow Bind- Darkness Element. Does Level 1 darkness damage and inflicts paralysis on the target. 5SP
Light Lance- Light Element. Does Level 1 Light damage and pierces armor for full damage. 5SP
Street Smarts- Int +2, Def +3 4SP
Illusion- creates an illusion whose power is determined by the max tier level of your spells. This illusion can manifest in any way and be used to escape from battle or confuse the enemy. Takes 1 turn to prepare. 6SP
Target Practice- Acc +1, Spd +2 3SP

Intermediate Skills:
Gravity- Depending on enemy's size category, this spell can do a great deal of damage. Take size number, and multiply by the AP cost.
Blood Price- by sacrificing your HP, you can deal that amount of damage to a target. Slicing open your palm, you pool the blood within your cupped hand and then form it into an orb that fragments and missiles into your target. 8SP
Lightning- Light Element. Does Level 2 Light Damage to a target and inflicts Burn upon your enemy. 9SP
Shade Warp- Darkness Element. Level 2 spell. The shadows of your target twist and contort beneath them, causing a reaction similar in both body and spirit of the target before it returns to normal. Damages both HP and AP. 9SP
Eagle Eye- Acc +1, Pow +2 4SP
Capture- Providing that you have a crystal in your possession, you may capture 1 spirit type creature whose level must be lower than yours. Its base stats are added to your current stats. Depending on which crystal you have, changes what level you may capture.
Alchemy- Create better potions as well as elixirs for an amount of gold outside of battle. 6SP
Magi Steel-
Resistance- doubles ability to resist status changing effects 9 SP


Adept Skills:
Darkness Heart- Level 3 Darkness Elemental. Collect all shadows from your vicinity into an orb of shadow substance. 12SP
Crystal Star- Level 3 Light Elemental. Crystalizes light into a jagged crystal star and then shatters as the crystals fly everywhere, exploding on contact. 12SP
Animate Dead- Able to do one of two things. Either subjucate the dead (assembled from whatever there is) or revive one of your comrades as an "Undead"
Rosetta Stone- Create the most potent potions and elixir you can outside of battle. 12SP
PostPosted: Sat Sep 15, 2007 1:32 am


BARBARIAN


The barbarian is seen as the archetypal warrior who uses brute strength and raw fury to excel in combat, instead of the honed skills of the Fighter. Of all the classes, only the barbarian begins the game illiterate and is forced to expend extra skill points in order to read and write.

The Barbarian is ideal if you want to fight without regards to defense. Their automatic suspicion skill means that they will not suffer a turn preparing after an attack.


Level 0
Power: 4 +1.5x
Defense: 4 +x
Intelligence: 2 +x
Speed: 3 +x
Accuracy: 2 +x
Life: 40 +2x
Magic: 15 +1.5x

Starting Skill Points- 12
Starting Stat Points- 12

Equipment:
Armor: Light & Medium
Weapon: Swords & Clubs

Starting Skills:
Rage- +3 POW, DEF, SPD/ 3 turns but fatigued for the rest of battle. 3 SP
Suspicion- when an ambush is sprung, the character is not taken by surprise 5 SP
Reflex- +2 DEF, SPD permanent 6 SP
Feral Alert- Higher awareness 3 SP
Sprint- When running straight ahead, moves faster than the enemy 5 SP
Heavy Weapon- Allows to use a large weapon without penalty 4 SP
Healing Factor- Regains HP twice as fast when rested 6 SP
Reading- Literacy 3 SP
Natural affinity- able to observe nature and halves the weather condition penalties 2 SP
Tracking- able to track better than other members of the party 4 SP
Leatherwork- Able to make Leather Armor 1 SP


Intermediate Skills:
Fury- An enhancement for Rage. Double Rage's effect. 6 SP
Resistance- doubles ability to resist status changing effects 9 SP
Endurance- Able to withstand hunger/fatigue twice as long 10 SP
Intermediate Tracking- Able to track better 7 SP
Elemental Defense- Able to quarter damage of 1 of the 4 elements. (may be purchased twice) 5 SP
Trample- When running, you can tackle and run over a target 9 SP
Frenzy- Casts confuse on an enemy by channeling your wild spirit into the air 8 SP

Adept Skills:
Berserker- Triples Rage's effects. 12 SP
Iron Body- Halves all damage by foes at the same level or 5 higher. May be used once for every level gained. 15 SP
Elemental Null- May nullify one element's effect on player. (purchased only once) 17 SP
Noble Demeanor- +4 Int, +2 Pow, +1 Spd, +1 Def (permanent) 10 SP

Vincente

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