Journey: Classes
We're not here yet, but we have some ideas for what classes we want, so this page is being made so that we can track the list.
Contents
[hide]Class Types
Classes fall into three general types.
- Combat: This is a class that focuses on physical combat. Combatants run the gamut from stealthy assassins to honorable knights.
- Force: This is a class that focuses on the use of a force. To be a force-user is to strongly align oneself with a particular worldview.
- Hybrid: This is a class that combines multiple styles. A hybrid could attempt to take the best of two combat styles, attempt to reconcile two forces, or intertwine a fighting style with a force.
- General: This is a class that is not necessarily focused on the use of a force or a particular fighting style. While such classes have some skill with fighting or a force, that is not usually their focus.
Class List
This is the list of classes.
Combat
Archer (Arrow)
- Skilled with bows, crossbows, and similar weaponry, the archer excels if he can fight his foes from afar.
Assassin (Dynamite)
- A cunning, secretive death-dealer, the assassin's skill lies not with raw combat ability, but instead in stealth, poison, and deceit. An assassin strikes without her target's knowledge, then slips into the shadows.
Defender (Rock)
- A warrior who focuses on his armor and defensive skills. Heavily-armored and armed with simple weapons or polearms, the defender's fighting style is one that emphasizes patience and using attrition to your advantage.
Einhander (Scissors)
- A warrior who focuses on skill with weapons over all else. Lightly-armored but heavily armed, the einhander is a force to be reckoned with, using the philosophy that the best defense is a perfect offense.
Unfettered (Paper)
- A warrior who focuses on speed, agility, and footwork. Lightly-armored and armed with light weapons, the unfettered's strength lies not with his offensive or defensive prowess, but with his sheer mobility.
Force
Akashic (Blue)
- The memories of the world run deep, flooded with the knowledge of all the beings that have ever walked upon it. The akashic learns to tap into this pool of knowledge, allowing him to pull upon lost knowledge or secrets that have been kept for ages, and use this information to his advantage.
Anarch (Chaos)
- Luck, randomness, entropy, freedom - the anarch emphasizes these tenets and beliefs over all else. Drawing upon the impersonal force of probability and the perhaps too-personal force of luck, the anarch exerts his will onto the world in a seemingly nonsensical fashion.
Druid (Nature)
- While some look to the skies for something to believe in, others look only to nature, and find something powerful lying dormant in the earth itself. Druids learn to call upon this power, enabling them to manipulate the elements.
Inventor (Technology)
- Science in a world where magic roams is an unusual tool, but some things can only be done with proper knowledge of engineering and physics. The inventor utilizes a wide variety of technological devices to great effect.
Mage (Magic)
- Years of reading esoteric tomes and attempting to understand arcane scrolls culminates in the trade of the mage. Able to call upon arcane forces and bend the world to his will, the mage is a force not to be trifled with.
Priest (Divine)
- A devout follower of a deity or saint, or perhaps even someone with a strong belief in a cause, the priest calls upon the source of their inspiration and smites foes, protects the weak, and heals their allies.
Psionicist (Psionics)
- Deep and careful personal reflection unlocks abilities latent within the mind; those who overcome their inner demons earn the right to be called psionicists. Wielding a skill with no outward sign, the psionicist's domain is the mind.
Templar (Time)
- Tested to ensure that she will not abuse her power, taught the secrets of manipulating both time and space, the templar gradually gains the ability to manipulate, distort, then outright change time and space itself.
Voidchild (Void)
- Every light casts a shadow; existence itself is like a light, in that it casts the shadow of nonexistence. The voidchild walks a fine line between these two, becoming a conduit for this nonexistence into the world, and - in the process - becomes a dangerous being.
Hybrid
Gambler (Hybrid: Chaos General)
- Wit, charm, and a bit of luck are the gambler's weapons of choice. Using the power of chaos to manipulate probability, he succeeds where others fail.
Harrier (Hybrid: Time Paper)
- Combining a combat style focused on speed and mobility with the ability to manipulate time and space, the harrier is blindingly fast and strikes just as quickly.
Karateka (Hybrid: Scissors Paper)
- Unarmed and dressed lightly, the karateka is a master of fighting using only his own body as a weapon. Extensive training allows him to move quickly and strike hard, but he cannot pierce heavy armor.
Knight (Hybrid: Rock Scissors)
- Trained to fight in honorable combat, the knight comes to master both the sword and the shield, making him a dangerous adversary - if he can get into close combat.
Learner (Hybrid: Blue Rock)
- Taught an unusual application of world memory, the learner gains power by observing the powers of monsters. As this is a dangerous job, the learner is also taught combat methods that give him a greater chance to survive.
Medic (Hybrid: Technology General)
- Taught the basics of medicine and equipped with some knowledge of chemistry, the medic is able to provide better healing for those in her care, though such methods take time.
Metamorph (Hybrid: Nature Scissors)
- A follower of nature who has given himself up wholly to the ideal that only the strongest survive. Able to change himself into more and more of a monster, the metamorph is an able combatant.
Ninja (Hybrid: Void Dynamite)
- An understanding of nonexistence combined with stealth, the ninja is a deadly combatant. Not only is he able to slip into the shadows, but with the assistance of the void, he is able to become one with them.
Paladin (Hybrid: Divine Rock)
- A warrior whose devotion to a deity, saint, or cause equips him with divine strength and perseverance. Where other warriors call only upon their skill and have mortal limits, the paladin calls upon a higher power to transcend such limits.
Swashbuckler (Hybrid: Paper Rock)
- Lightly armed and armored, the swashbuckler is an unlikely combatant: however, he fends off attacks by parrying, and his speed allows him to strike faster than one would otherwise think; however, he cannot stand toe-to-toe with a true swordsman.
Wuxia (Hybrid: Psionic Paper)
- The ability to manipulate one's movements with psionic power is the key to the wuxia's abilities. Able to jump, tumble, and fight farther, further, and faster than others, the wuxia is a dangerous foe.
General
Journeyman (General)
- A skilled craftsman whose knowledge of itemcraft goes beyond mundane materials. Equipped with the knowledge necessary to temporarily enhance items to nigh-magical levels, the journeyman's specialty is items, both their construction and destruction.
Mediator (General)
- Not all conflicts must be resolved with swords - some can be resolved only with words. The mediator's trade is speech, and his ability to encourage rational discussion can be useful even for those who risk their lives for adventure.
Rogue (General)
- Rogues are quick of tongue and fleet of foot. Rogues tend to have a realistic view of the world, and tend to have several skills that make it easier for them to get by in it.
Class-Related Ideas
Random stuff.
Hybrids
There are three possible setups for the hybrids...
Setup 1
- Rock/Scissors: Knight (weak to Paper, because of lack of mobility)
- Scissors/Paper: Karateka (weak against Rock - can't hit very hard)
- Paper/Rock: Swashbuckler (weak against Scissors - defends with weapon, but is not as good as a scissors)
Setup 2
- Rock/Scissors: Knight (weak to Paper, because of lack of mobility)
- Scissors/Paper: Samurai (weak against Rock - emphasis on swordplay and footwork)
- Paper/Rock: Karateka (weak against Scissors - sword beats hands)
Damage Progressions
Here's an idea of what the damage progression table will look like.
Lvl Worst Inf Poor Avg Good Best Legend 1 1d2 1d3 1d4 1d6 1d8 1d10 1d12 2 1d2 1d3 1d4 1d6 1d8 1d10 1d12 3 1d2 1d3 1d4 1d6 1d8 1d10 2d8 4 1d2 1d3 1d4 1d6 1d8 1d12 2d8 5 1d2 1d3 1d4 1d6 1d10 1d12 2d10 6 1d2 1d3 1d4 1d8 1d10 1d12 2d10 7 1d2 1d3 1d6 1d8 1d10 2d8 2d12 8 1d2 1d3 1d6 1d8 1d10 2d8 2d12 9 1d2 1d4 1d6 1d8 1d12 2d8 3d10 10 1d3 1d4 1d6 1d8 1d12 2d10 3d10 11 1d3 1d4 1d6 1d10 1d12 2d10 4d8 12 1d3 1d4 1d6 1d10 1d12 2d10 4d8 13 1d3 1d4 1d8 1d10 2d8 2d12 4d10 14 1d3 1d4 1d8 1d10 2d8 2d12 4d10 15 1d3 1d4 1d8 1d10 2d8 2d12 4d12 16 1d3 1d4 1d8 2d6 2d8 3d10 4d12 17 1d3 1d6 1d8 2d6 2d10 3d10 5d10 18 1d3 1d6 1d8 2d6 2d10 3d10 5d10 19 1d3 1d6 1d10 2d6 2d10 4d8 7d8 20 1d4 1d6 1d10 2d6 2d10 4d8 7d8 21 1d4 1d6 1d10 2d8 2d12 4d8 6d10 22 1d4 1d6 1d10 2d8 2d12 4d10 6d10 23 1d4 1d6 1d10 2d8 2d12 4d10 8d8 24 1d4 1d6 1d10 2d8 2d12 4d10 8d8 25 1d4 1d8 2d6 2d8 3d10 4d12 7d10 26 1d4 1d8 2d6 2d10 3d10 4d12 7d10 27 1d4 1d8 2d6 2d10 3d10 4d12 9d8 28 1d4 1d8 2d6 2d10 3d10 5d10 9d8 29 1d4 1d8 2d6 2d10 4d8 5d10 9d10 30 1d6 1d8 2d6 2d10 4d8 5d10 9d10
Classes will not normally be able to access "legendary." It's there for comparison purposes.
May need to reconsider this later - there's got to be a better way to do it... hold on, I think I might have it.
We're going to build off of the idea that you can separate the damage dice from the rate at which they increase. Duh - why didn't I realize that you could do it this way before?
So, here's the deal. Every class is given a base damage for each type of weapon (or whatever), then given a progression for it.
TABLE: DAMAGE PROGRESSION (v2) Lvl WORST INF POOR AVG GOOD SUP BEST 1 2 +1 3 +1 4 +1 5 +1 +2 6 +1 7 +1 +2 8 +1 +2 9 +3 10 +2 +3 11 12 +2 +3 +4 13 14 +2 +4 15 +3 16 +2 +4 +5 17 +5 18 +3 19 +6 20 +4 +5 21 +3 +6 22 23 +7 24 +3 +4 +6 +7 25 +5 26 +8 27 28 +4 +7 +8 29 30 +5 +6 +9
These numbers indicate how far up the scale you move at any given level.
TABLE: DAMAGE SCALE GRADE DAMAGE RANGE AVG 1 1d2 1-2 1.5 2 1d3 1-3 2.0 3 1d4 1-4 2.5 4 1d6 1-6 3.5 5 1d8 1-8 4.5 6 1d10 1-10 5.5 7 1d12 1-12 6.5 8 2d8 2-16 9.0 9 2d10 2-20 11.0 10 2d12 2-24 13.0 11 3d10 3-30 16.5 12 4d8 4-32 18.0 13 3d12 3-36 19.5 14 4d10 4-40 22.0 15 4d12 4-48 26.0 16 5d10 5-50 27.5
So a defender might have something like, "Melee: 1d8 (Good)" as its damage progression. This indicates that it starts at 1d8, then, at each point listed on the damage progression table for the "good" progression, it improves to the next die size.
Light weapons use one lower. Two-handed use one higher. Bam.
So this means that you could have dude who is Legendary, but with a base of 1d4 damage - that means he'll be doing 4d8 damage at 30th level.
Fantastic. This does exactly what we want it to do - it separates the damage progression into rate of increase and base damage.