Class Posts

Crusader

Crusader

Crusader

Every cause needs a champion, a hero to rally otherwise common men to a righteous cause and lead them to victory. The Crusader is that champion. With holy blade in hand he smites the wicked and sends them back to the darkness from whence they crept.

No matter the pressures he faces he will remain strong, finding strength within himself to keep fighting on while inspiring others to do the same. Even in the midst of battle he can galvanize his allies, giving them the strength to fight off madness for a little longer. When the Crusader is leading the charge, all of hell will know to fear the flame.

“A mighty sword-hand anchored by holy purpose.”

Recommended Gear:  Armor Kit, Common Shield, Weapons Kit

Starter Reward:Holy Sword (Inflicts d8 damage dice against Undead and Unholy creatures)

Milestone Rewards:

  • Knight’s Crest (add 1 HEART to your maximum)
  • WIS Power: Commander’s Orders (Grant +3 to all allies next Attempt, or -3 to all enemies)
  • Glittering Spaulders ( +3 Armor)
  • Swordsman’s Crest (+2 Weapon Effort)
  • Defender’s Seal (Roll 1d8 when dying, rather than 1d6)
  • Holy Orders  (+2 to Ultimate Effort)

 

 

 

 

 

Outlander Class

Outlander Class

 Outlander

You stalk the wastes with naked steel in hand, hunting your foes with a savagery that civilized folks find frightening. The skies are your blanket, the horizon your compass and your blade your guide. Some call you a mindless brute, others a blood-letting savage, they know nothing.

Speak to me like that again manling, and I will split your pretty skull.

Recommended Gear:
Common Axe, Common Sword, Common Armor, Worn Long Bow

Starting Gear:
Torq of the Outlander, Item:+1 STR, +1 Armor

Milestones

  • Warrior’s Amulet: Item, None, Use magical effort when learning a weapon
  • Ancestor’s Blade: Magic Effort (Ultimate Effort against demons)
  • Jeweled Armbands: +2 Armor
  • Girdle of Sinew: +1 Con and Roll 1d8 when dying, rather than 1d6
  • Exceptional Harness: +3 Armor
  • Helm of Twisted Horns: +1 Armor, +3 CHA when Intimidating