Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Master Helvar

Pages: [1]
1
It is still a work in progress, i'm trying to think up new abilities and construct a theme of it that still fits what the class is suppose to be. have to be careful though because its a support class and inst meant to be stronger than combat classes until it is boosted by an equipment build.

2
i only have a few abilities down as i'm still learning skill tree systems and where to properly place bonuses, skills and other abilities. I've been a little distracted from editing he class on here. i'm hoping that ill be able to give quality descriptions on each ability once i get back to them. i,m trying top start with a foundation to the class before i throw more skills and abilities in.

3
i'm not sure what to do for active abilities

4
Auraist- someone who has trained in making auras to defend or using AOE attacks to harm. they follow one of three branches, light, dark, or elemental.

Dark- based around weakening and slowing you enemies while they take damage, dark Auraist are one of the two defensive branches of the auraist class. They drain power and life from any enemies who get close to them.

Light- These auraists focus on boosting their allies as well as healing those around them with their auras. they are the second of the two defensive branches of the auraist class. with a aura that heals and buffs allies near them they can become an important part of the team.

Elemental- The elemental branch of the auraist class is the most aggressive, they focus on blowing up, electrocuting or freezing large areas of the battlefield. what they lack in targeted combat they make up with destroying sections of any group, army or maybe the landmass

Hit dice: d8

Main stat: wisdom

Aura Burst: a wave of force erupts from you pushing back enemies and dealing small amounts of damage to them. (1d8 + wisdom mod)

Plague aura(dark): This aura weakens the enemies, making them frailer and less powerful (1d4 + wisdom mod)

Bolstering aura(light): power oozes from the auraist and strengthens their allies (1d4 + wisdom mod )

Purifying aura(light): the power of this aura heals you and your allies, renewing their health. (1d6 + 1d6 per 3 levels + wisdom mod)

Feeding Aura(dark): enemies who enter this aura begin to feel their life sap away and bolster the dark auraist, feeding on all enemies who enter.  (1d6 + 1d6 per 3 levels + wisdom mod)

Rippling aura (light & dark): this aura depending on branch boosts your allies speed or severely slows your enemies. the ground itself feels as if it is pushing you onward or away.
(1d4 + 1d4 per 5 levels + wisdom mod)

living Aura: this ability allows an auraist to create an aura that will follow its target and applies its effect to them if they are in range. size (5ft + 1ft per 4 levels), speed (15ft +1d8 per 6 levels), number (1+ 1 per 10 levels), and power (1d6 + 1d6 per 3 levels + wisdom mod) of the aura(s) depends on the level of the auraist. per 3 levels

Lumina Aura: this aura depending on the branch has one of three effects, (light) it will illuminate the area around the auraist with a glare that hurts the eyes of enemies; (dark) it will dampen all light around the auraist, making it hard to see and disorienting the enemies; (Elemental) the air around the elemental auraist seeps with primal power boosting the effective power of their spells and dampening any other spells that enter the aura (including the auras of enemies)

Thundering aura(elemental): this aura from the elemental can be placed and left as a trap, the power and duration of the aura is based on the level of the auraist. The distance that they can place it is a maximum of 30 feet away. it does electric damage to enemies who enter it. (1d6 + 1d6 per 3 levels + wisdom mod)

Burning aura(elemental): this aura from the elemental can be placed and left as a trap, the power and duration of the aura is based on the level of the auraist. The distance that they can place it is a maximum of 30 feet away. it does fire damage to enemies who enter it. (1d6 + 1d6 per 3 levels + wisdom mod)

Chilling aura(elemental): this aura from the elemental can be placed and left as a trap, the power and duration of the aura is based on the level of the auraist. The distance that they can place it is a maximum of 30 feet away. it does ice damage to enemies who enter it. (1d6 + 1d6 per 3 levels + wisdom mod)

Cursing aura(dark): this highly powerful aura curses enemies who enter, making it harder for them to make their attacks hit. (1d6 + 1d6 per 3 levels after 11 + wisdom mod)

Proficiency:
martial weapons
light armor
medium armor
sheilds


LevelBABFortRefWillSpecial
1+0+2+0+2
2+1+3+0+3
3+2+3+1+3
4+3+4+1+4
5+3+4+1+4
6+4+5+2+5
7+5+5+2+5
8+6/+1+6+2+6
9+6/+1+6+3+6
10+7/+2+7+3+7
11+8/+3+7+3+7
12+9/+4+8+4+8
13+9/+4+8+4+8
14+10/+5+9+4+9
15+11/+6/+1+9+5+9
16+12/+7/+2+10+5+10
17+12/+7/+2+10+5+10
18+13/+8/+3+11+6+11
19+14/+9/+4+11+6+11
20+15/+10/+5+12+6+12

(table by Threadnaught)

5
ill keep checking this post to see what people have to say

6
how do you want me to quote the message and modify the op

7
Auraist- someone who has trained in making auras to defend or using AOE attacks to harm. they follow one of three branches, light, dark, or elemental. these warriors are not full fledged mages but due to intense training and will power have gained the ability to manifest their will into something that will help them survive. ( The design of this class is to be a support class that can still survive on their own but is better to be using in a group. Depending on the branch that they follow will determine the role they are best for in that group. Light auraists will be more responsible for keeping people alive and able to fight, Dark auraists will turn the battle against people and weaken the enemies so that they are easy prey, Elemental auraists are specialized in bending the elements to they will, they can create large explosions, freeze a patch of ground making it slippery or encase someone in stone as armor or as a trap.)

Dark- based around weakening and slowing you enemies while they take damage, dark Auraist are one of the two defensive branches of the auraist class. They drain power and life from any enemies who get close to them.

Light- These auraists focus on boosting their allies as well as healing those around them with their auras. they are the second of the two defensive branches of the auraist class. with a aura that heals and buffs allies near them they can become an important part of the team.

Elemental- The elemental branch of the auraist class is the most aggressive, they focus on blowing up, electrocuting or freezing large areas of the battlefield. what they lack in targeted combat they make up with destroying sections of any group, army or maybe the landmass

Hit dice: d8

Main stat: wisdom

Saves against the auras are either will saves or balance saves

aura size: 5ft + 5ft per 4 levels + 1ft per point of wisdom mod

(level 1) Aura Burst: a wave of force erupts from you, pushing back enemies and dealing small amounts of damage to them. (1d8 + wisdom mod) (force damage). distance pushed = wisdom modifier

(to be decided)(level 20) Aura pull: You draw allies and enemies towards you, pulling anyone who is around you into your aura. Effect: all people and creatures within 10ft + wisdom mod of your aura(s) are pulled to you. distance pulled is 10ft + 2 feet per 10 levels + wisdom mod. They cant be pulled any closer than 5 ft of you.

(level 15) Plague aura(dark): This aura weakens the enemies, making them frailer and less powerful (1d4 + wisdom mod) (ability damage)

(level 10) Bolstering aura(light): power oozes from the auraist and strengthens their allies (1d4 + wisdom mod to chance to hit and damage)

(level 1) Purifying aura(light): the power of this aura heals you and your allies, renewing their health. (1d6 + 1d6 per 3 levels + wisdom mod)(healing)

(level 1) Feeding Aura(dark): enemies who enter this aura begin to feel their life sap away and bolster the dark auraist, feeding on all enemies who enter.  (1d6 + 1d6 per 3 levels + wisdom mod) (damage, damage dealt to enemies heals Auraist)

(level 4) Rippling aura (light & dark): this aura depending on branch boosts your allies speed or severely slows your enemies. the ground itself feels as if it is pushing you onward or away.
(1d4 + 1d4 per 5 levels + wisdom mod)(percent bonus or minus to speed of movement)

(level 15) living Aura: this ability allows an auraist to create an aura that will follow its target and applies its effect to them if they are in range. size (5ft + 1ft per 4 levels), speed (15ft +1d8 per 6 levels), number (1+ 1 per 10 levels), and power (1d6 + 1d6 per 3 levels + wisdom mod) of the aura(s) depends on the level of the auraist. per 3 levels

(level 4) Lumina Aura: this aura depending on the branch has one of three effects, (light) it will illuminate the area around the auraist with a glare that hurts the eyes of enemies( raises visibility by 1 rank per 6 levels, dark to low light is one rank); (dark) it will dampen all light around the auraist, making it hard to see and disorienting the enemies( lowers visibility by 1 rank per 6 levels, low light to dark is one rank); (Elemental) the air around the elemental auraist seeps with primal power boosting the effective power of their spells and dampening any other spells that enter the aura (including the auras of enemies) (dc is number of HD + wisdom mod)

(level 4) Thundering aura(elemental): this aura from the elemental can be placed and left as a trap, the power and duration of the aura is based on the level of the auraist. The distance that they can place it is a maximum of 30 feet away. it does electric damage to enemies who enter it. (1d6 + 1d6 per 3 levels + wisdom mod)(electrical damage)

(level 1) Burning aura(elemental): this aura from the elemental can be placed and left as a trap, the power and duration of the aura is based on the level of the auraist. The distance that they can place it is a maximum of 30 feet away. it does fire damage to enemies who enter it. (1d6 + 1d6 per 3 levels + wisdom mod)(fire damage)

(level 1) Chilling aura(elemental): this aura from the elemental can be placed and left as a trap, the power and duration of the aura is based on the level of the auraist. The distance that they can place it is a maximum of 30 feet away. it does ice damage to enemies who enter it. (1d6 + 1d6 per 3 levels + wisdom mod)(ice damage)

(level 10) Cursing aura(dark): this highly powerful aura curses enemies who enter, making it harder for them to make their attacks hit. (1d6 + 1d6 per 3 levels after 11 + wisdom mod)(reduce chance to hit and damage)


Aura control: Auraists can activate and deactivate their auras if they take 1 round per aura to do so

Proficiency:
martial weapons
light armor
medium armor
Heavy armor
Tower shields
shields


LevelBABFortRefWillSpecial
1+0+2+0+2
2+1+3+0+3
3+2+3+1+3
4+3+4+1+4
5+3+4+1+4
6+4+5+2+5
7+5+5+2+5
8+6/+1+6+2+6
9+6/+1+6+3+6
10+7/+2+7+3+7
11+8/+3+7+3+7
12+9/+4+8+4+8
13+9/+4+8+4+8
14+10/+5+9+4+9
15+11/+6/+1+9+5+9
16+12/+7/+2+10+5+10
17+12/+7/+2+10+5+10
18+13/+8/+3+11+6+11
19+14/+9/+4+11+6+11
20+15/+10/+5+12+6+12

(table by Threadnaught)



8
Introduce Yourself / Hello
« on: November 20, 2017, 04:43:51 PM »
Hello i am Master Helvar and i enjoy making new concepts. i play a lot of games in case my username seems familiar if not then maybe you'll see me in a game someday. look forward to working with people.

Pages: [1]