Character Sheet:
These stats are modeled after FFXIV and will utilize a 1d20 via rolls.org. Each point is worth +1 modifier. In addition to affecting combat rolls, certain stats will also effect related actions and save rolls. You do not need to use all 5 attribute points if it does not fit your character. 0 points in an attribute is considered normal.
When creating your character sheets, I ask you do not mini-max. Do not worry if your character is weak in multiple areas, as it will make you rely more on your partner to fill in the gaps and vice-versa.
Attributes:
This portion is more freeform and is based on your character's skillset and special abilities. They can be completely original and can have a +/- 1-2 Modifier.
You are allowed THREE +/- 1 skills/abilities or ONE +/- 2 skill/ability.
Example:
Elemental Affinity - Wind:Â All wind-based elemental attacks and defenses are increased thanks to an inborn talent. +1 Modifier to attack and defense rolls for and against the wind element.
The Chosen must then select one of the following default skills:
Combat Basics:
Ultimately, combat rolls will be the attackers offensive roll vs the defender's defensive roll.
For physical attacks, it will be the attacker's STR vs the defender's VIT. For magic, it will be the attackers INT vs the Defender's PIE. Note that almost all offensive skills except healing skills still require a combat roll to determine success.
There are no critical hits, regardless of actual injury. Even if your character's arm is cut off, as long as he still has has 1HP, he can still technically fight. The Atheneum will force your character to stay alive by infusing his body with enough Aether to continue until he is completely incapacitated or killed.
Upon death and revival, your character will be restored to the state he was when he was Chosen, reversing any sort of permanent damage sustained during his bid for the Atheneum. This allows combatants to go as far as they want without worrying about permanently destroying their characters.
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Skill Guidelines:
All modifiers will be rounded DOWN. All MP and HP costs will be rounded UP.
All "regular" skills and spells will cost 1MP.
Cross-class skills are allowed.
Offensive skills and spells require combat rolls to be successful. Healing spells do not.
AoE Skills/Spells: Party-wide beneficial spells have a minimum of 1/2MP per person affected. AoE offensive spells have a minimum of 1MP per person affected. MP costs are not added for affected allies caught in your offensive spells/skills.
Channeled Skills/Spells: Cast time of 2 turns. If hit by an attack, roll 1D20+MND with a difficulty check of the attacker's offensive roll to determine if caster is interrupted. If SILENCED during the cast, roll a 1D20+MND vs the attacker's offensive roll to determine if the spell backfires. If spell backfires, -1HP.
Buff skills like Raging Strikes, Blood for Blood, Swiftcast, Surecast, Shroud of Saints, Second Wind, etc. Are Free Actions and the player can still use another skill or attack in the same turn. You can only use two Free Actions per turn. Unless specifically stated in the skill, you cannot take free actions during your opponent's turn.
All debuffs/buffs are removed at the beginning of the turn if the duration has expired. So, Raging Strikes is still active until the beginning of your next turn, allowing you to benefit from it if you use Haymaker during your opponent's attack.
DoTs can be shaken off before their full duration expires. The victim rolls a 1d20+VIT vs the original attack roll of the DoT. Damage is applied BEFORE this save roll.
These stats are modeled after FFXIV and will utilize a 1d20 via rolls.org. Each point is worth +1 modifier. In addition to affecting combat rolls, certain stats will also effect related actions and save rolls. You do not need to use all 5 attribute points if it does not fit your character. 0 points in an attribute is considered normal.
When creating your character sheets, I ask you do not mini-max. Do not worry if your character is weak in multiple areas, as it will make you rely more on your partner to fill in the gaps and vice-versa.
Attributes:
- Strength:Â Affects physical melee attacks.
- Dexterity:Â Affects ranged attacks/Initiative bonus.
- Vitality:Â Affects melee and ranged defense.
- Constitution: Overall HP. Each point is worth 1HP. If no points are placed, default to 3HP.
- Intelligence:Â Affects Magic Attacks.
- Mind:Â Affects Healing Power. If no points are placed, default healing spells to 1HP. Healing spells gain 1/2HP per point.
- Piety:Â Overall MP/Magic Defense. Each point is worth 1MP. If no points are placed, default to 4MP.Â
This portion is more freeform and is based on your character's skillset and special abilities. They can be completely original and can have a +/- 1-2 Modifier.
You are allowed THREE +/- 1 skills/abilities or ONE +/- 2 skill/ability.
Example:
Elemental Affinity - Wind:Â All wind-based elemental attacks and defenses are increased thanks to an inborn talent. +1 Modifier to attack and defense rolls for and against the wind element.
The Chosen must then select one of the following default skills:
- Magic Resistance: The Atheneum has granted you an aetherial shield against magical assaults. +1 to magic defense rolls.
- Independent Action: The Atheneum has granted you 2 additional points in an attribute of your choice if you operate independently of your partner or if your partner is deceased. This attribute can be changed at the beginning of each battle.
- Mad Enchantment: At the beginning of each battle, the Atheneum increases your STR by 3 at the cost of your sanity, making you attack anything that gets in range, including your allies. Lasts until all but yourself and your partner are standing. Disengaging is practically impossible unless dragged away from the conflict somehow.
- The Mind's Eye: The Atheneum has blessed you with knowledge of your opponent's fighting styles and spells. +1 to physical defense.Â
- Presence Concealment: The Atheneum enhances your skill in subversion. You receive a +4 to initiative roll and your first attack if it is a sneak attack or ambush of some kind.
- Aether Burst: The Atheneum increases your magical potency over the course of the battle. You gain a +2 modifier to your first, third, and fifth magic attack.
- Heart and Harmony: The Atheneum boosts your healing potency as the battle rages. Your first, third, and fifth healing skill or spell restores an extra 1HP.
Combat Basics:
Ultimately, combat rolls will be the attackers offensive roll vs the defender's defensive roll.
For physical attacks, it will be the attacker's STR vs the defender's VIT. For magic, it will be the attackers INT vs the Defender's PIE. Note that almost all offensive skills except healing skills still require a combat roll to determine success.
There are no critical hits, regardless of actual injury. Even if your character's arm is cut off, as long as he still has has 1HP, he can still technically fight. The Atheneum will force your character to stay alive by infusing his body with enough Aether to continue until he is completely incapacitated or killed.
Upon death and revival, your character will be restored to the state he was when he was Chosen, reversing any sort of permanent damage sustained during his bid for the Atheneum. This allows combatants to go as far as they want without worrying about permanently destroying their characters.
-----------------------------------
Skill Guidelines:
All modifiers will be rounded DOWN. All MP and HP costs will be rounded UP.
All "regular" skills and spells will cost 1MP.
Cross-class skills are allowed.
Offensive skills and spells require combat rolls to be successful. Healing spells do not.
AoE Skills/Spells: Party-wide beneficial spells have a minimum of 1/2MP per person affected. AoE offensive spells have a minimum of 1MP per person affected. MP costs are not added for affected allies caught in your offensive spells/skills.
Channeled Skills/Spells: Cast time of 2 turns. If hit by an attack, roll 1D20+MND with a difficulty check of the attacker's offensive roll to determine if caster is interrupted. If SILENCED during the cast, roll a 1D20+MND vs the attacker's offensive roll to determine if the spell backfires. If spell backfires, -1HP.
Buff skills like Raging Strikes, Blood for Blood, Swiftcast, Surecast, Shroud of Saints, Second Wind, etc. Are Free Actions and the player can still use another skill or attack in the same turn. You can only use two Free Actions per turn. Unless specifically stated in the skill, you cannot take free actions during your opponent's turn.
All debuffs/buffs are removed at the beginning of the turn if the duration has expired. So, Raging Strikes is still active until the beginning of your next turn, allowing you to benefit from it if you use Haymaker during your opponent's attack.
DoTs can be shaken off before their full duration expires. The victim rolls a 1d20+VIT vs the original attack roll of the DoT. Damage is applied BEFORE this save roll.