Posted June 26, 2011
Milkman, here's your current character:
Player Name: Swizzle66
Character Name: The Milkman
Brief Bio: A milkman in his former life, he is a mysterious man who has been described as insane by both world renowned therapists and the voices in is head.
Class: Warrior
HP: 33
Base attack value: 1d6 + 4
Weapon (Pick one): Longsword (Melee)
Modified attack value: 1d6 + 4
Range with weapon: 2
Skills/Spells :
Skill/Spell 1: Focus (1)
Skill/Spell 2: Seize (1)
Passive Abilities
Block 20%
Items:
1. None.
2.
3.
__________________
Let's go to level 2 first.
You have 10 stat points.
As a Warrior, you can buy stats for this price:
1 attack: 5 pts.
1 HP: 1 pt.
Any remaining stat points can be carried over for the next level up.
_________________________
You also have 10 skill points, but at level 2, you only have access to the original skills. When we move you to level 3 after this, you will have access to the new skills.
Each "use" of a skill costs 4 for the Warrior. Any points you have remaining after picking extra skill "uses" will carry over for level 3.
So basically, you can only get 2 uses right now for a total of 8, and you'll have an extra 2 points for next time. Which do you want?
Skills list:
1. Rage: Attack Modification. If you are performing a traditional attack this turn, Rage modifies that attack: you deal an additional 6 damage. You lose 3HP if that attack is successful. Requires: level 1 Warrior. (Maximum uses: 2)
2. Seize: If you land a successful attack against an enemy this turn, there is a 50% chance that enemy will be "seized." Seized enemies cannot attack or use special abilities during their next turn. Requires: level 1 Warrior.
(Maximum uses: 2)
3. Tank: Pick an ally. You may do so in secret by messaging me. The next time that ally is dealt physical damage, prevent it. Instead, you lose 4HP. If that ally is not dealt damage next turn, this ability persist until he is dealt damage. It does not wear off. Requires: level 1 Warrior. (Maximum uses: 2)
4. Focus: Attack modification. Any attack you make this turn cannot be blocked or dodged and deals an additional 3 damage. Requires: level 1 Warrior. (Maximum uses: 2)
5. Rush: You may move 2 more spaces this turn. This is in addition to any spaces you moved during the movement phase. Requires: level 1 Warrior. (Maximum uses: 2
_____
After that, the only thing that remains to be done before we move on to level 3 is picking a subclass.
You can remain a Warrior which is the most flexible Warrior type class, as you have access to all Warrior skills. Or, you can become a Ranger, Berserker or Knight. If you become a Ranger, Berserker or Knight, you only have access to level 1 Warrior skills (the 5 that are listed above) and skills from your particular subclass. BUT, you can purchase those skills for less and you can get more uses for them (the max amount of uses increase).
Here's a list of the level 3 Warrior skills for you to help plan which subclass, if any, you would like.
Here's a list of the class modifiers for weapons. These modifiers aren't too significant and shouldn't matter much in the long run, but they can be a factor:
Warrior: none
Ranger: +2 ranged, -2 non-ranged
Knight: +2 one-handed weapons, -2 two-handed weapons.
Berserker: +1 sharp, -1 non-sharp
Player Name: Swizzle66
Character Name: The Milkman
Brief Bio: A milkman in his former life, he is a mysterious man who has been described as insane by both world renowned therapists and the voices in is head.
Class: Warrior
HP: 33
Base attack value: 1d6 + 4
Weapon (Pick one): Longsword (Melee)
Modified attack value: 1d6 + 4
Range with weapon: 2
Skills/Spells :
Skill/Spell 1: Focus (1)
Skill/Spell 2: Seize (1)
Passive Abilities
Block 20%
Items:
1. None.
2.
3.
__________________
Let's go to level 2 first.
You have 10 stat points.
As a Warrior, you can buy stats for this price:
1 attack: 5 pts.
1 HP: 1 pt.
Any remaining stat points can be carried over for the next level up.
_________________________
You also have 10 skill points, but at level 2, you only have access to the original skills. When we move you to level 3 after this, you will have access to the new skills.
Each "use" of a skill costs 4 for the Warrior. Any points you have remaining after picking extra skill "uses" will carry over for level 3.
So basically, you can only get 2 uses right now for a total of 8, and you'll have an extra 2 points for next time. Which do you want?
Skills list:
1. Rage: Attack Modification. If you are performing a traditional attack this turn, Rage modifies that attack: you deal an additional 6 damage. You lose 3HP if that attack is successful. Requires: level 1 Warrior. (Maximum uses: 2)
2. Seize: If you land a successful attack against an enemy this turn, there is a 50% chance that enemy will be "seized." Seized enemies cannot attack or use special abilities during their next turn. Requires: level 1 Warrior.
(Maximum uses: 2)
3. Tank: Pick an ally. You may do so in secret by messaging me. The next time that ally is dealt physical damage, prevent it. Instead, you lose 4HP. If that ally is not dealt damage next turn, this ability persist until he is dealt damage. It does not wear off. Requires: level 1 Warrior. (Maximum uses: 2)
4. Focus: Attack modification. Any attack you make this turn cannot be blocked or dodged and deals an additional 3 damage. Requires: level 1 Warrior. (Maximum uses: 2)
5. Rush: You may move 2 more spaces this turn. This is in addition to any spaces you moved during the movement phase. Requires: level 1 Warrior. (Maximum uses: 2
_____
After that, the only thing that remains to be done before we move on to level 3 is picking a subclass.
You can remain a Warrior which is the most flexible Warrior type class, as you have access to all Warrior skills. Or, you can become a Ranger, Berserker or Knight. If you become a Ranger, Berserker or Knight, you only have access to level 1 Warrior skills (the 5 that are listed above) and skills from your particular subclass. BUT, you can purchase those skills for less and you can get more uses for them (the max amount of uses increase).
Here's a list of the level 3 Warrior skills for you to help plan which subclass, if any, you would like.
Here's a list of the class modifiers for weapons. These modifiers aren't too significant and shouldn't matter much in the long run, but they can be a factor:
Warrior: none
Ranger: +2 ranged, -2 non-ranged
Knight: +2 one-handed weapons, -2 two-handed weapons.
Berserker: +1 sharp, -1 non-sharp