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Fantasy Titan Age: Reborn |Extra

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Quinlan63

The Overlord


    • Defender - Your END is doubled when wielding a shield (With a minimum of 1 END).

      Dual Wielder - +2 AP and off-hand attacks do full damage when wielding two one-handed weapons.

      Duelist - When using a single one-handed weapon and not holding a shield you can add half you STR to your END stat.

      Great Weapon Master - You deal an additional (Player level+5) damage when wielding a two-handed weapon but gain a -1 AP.

      Iron Fist - You deal an additional (Player level+1) damage when fighting completely unarmed.

      Sharpshooter - You deal an additional (Player level+5) damage when wielding a long range weapon but gain a -5 END.






Passive skills

Iron Fist- You deal an additional (Player level+1) damage when fighting completely unarmed

Duelist- When using a single one-handed weapon and not holding a shield you can add half you STR to your END stat

Dual Wielder- +2 AP and off-hand attacks do full damage when wielding two one-handed weapons

Great Weapon Master- You deal an additional (Player level+5) damage when wielding a two-handed weapon but gain a -1 AP

Sharpshooter- You deal an additional (Player level+5) damage when wielding a long range weapon but gain a -5 END

Defender- Your END is doubled when wielding a shield (With a minimum of 1 END)

Sage- Your spells deal an additional (Player level+10) damage when wielding a two-handed staff but gain a -10 END

Healer- Your healing spells and skills heal an additional (Player level+5)

Lizardkin- You gain a mutation that gives you lizard-like features including poison immunity

Diver- You gain the ability to breath under water

Darkvision- You are able to see in the dark

Summoner- Summons created from spells gain an additional (Player level+5) HP, (Player level) END, and (Player level+2) damage

Ritual Caster- Spells marked as rituals can be cast for free if you take 10 minutes (or 1 round) to cast the spell (while casting a spell as a ritual you are unable to move)

Tough- You gain (Player level*5) HP upon getting this passive then gain and addition 5 HP as you level up

Extra Attack- You can attack twice on your turn whenever you use a normal attack (does not work with spells or attack skills)

Critical Hit- Every 5th attack deals double damage ignoring the targets END stat but after the next time you take damage you take double damage ignoring the END stat

Active skills

Action Surge [Bonus Action] (Cost 1 AP)- The user gets to do one more additional attack

Rage [Bonus Action] (Cost 2 AP)- For the next 10 rounds of combat you have resistance to slashing and burgeoning non-magical attacks and deal an additional (Player level+2) damage with all melee based attacks (You cannot cast spells while using Rage)

Second Wind [Bonus Action] (Cost 1 AP)- In the heat of battle you can heal yourself for (Player level*5) HP

Commander's Strike (Cost 1 AP)- You can have an ally take another attack in place of you on your turn with them dealing (Player level+5) bonus damage

Disarming Attack (Cost 1 AP)- You deal normal damage and knock the weapon out of the targets hand

Evasive Strike (Cost 3 AP)- You deal (Player level) additional damage and automatically will perform the Dodge or Uncanny Dodge actions the next time you are subjected to an attack

Goading Attack (Cost 1 AP)- You deal normal damage and until the end of your next turn the target you attacked will only attack you

En Garde [Reaction] (Cost 2 AP)- When attacked (by a single target attack) you can use a melee weapon to block the attack and retaliate immediately dealing normal damage to the target

Sweep Attack (Cost 2 AP)- You are able to hit 2 Targets with a single melee weapon attack dealing normal damage

Trip Attack (Cost 3 AP)- The target takes half damage, falls prone negating the effects of the END stat, and have to use an action to stand up on their turn

Flurry of Blows [Bonus Action] (Cost 1 AP)- You can perform two bonus unarmed melee attacks

Ki Pulse (Cost 3 AP)- You fire a blast of Ki force energy from your hands dealing (Player level+Strength+10)

Stunning Strike (Cost 3 AP)- With an unarmed melee attack you can disrupt the ki flow in the target stunning them until the end of your next turn

Draining strike (Cost 2 AP)- You attack the target and are healed for half the damage dealt

Volley (Cost 1 AP pre Target)- With a long range weapon you can attack any number of enemies dealing half damage

Stealth (Cost 3 AP)- You become completely invisible to the naked eye and stay that way until you attack (or make contact with) someone/ You deal double damage coming out of stealth

Poison Strike (Cost 2 AP)- You attack the target dealing poison damage (based on your normal damage) then starting on their turn they take (Player level+5) damage for 5 rounds [The poison damage does not stack but resets the duration]

Spells

Magic Missile (Cost 0 AP)- You shoot a missile of pure magic at the target dealing (Player level+ Int) damage

Teleport [Ritual] Cost 3 AP)- You are able to teleport yourself back to any city, village, or campsite that you have been too

Portal [Ritual] (Cost 5 AP)- You are able to open a portal for a group of people back to any city, village, or campsite that you have been too

Heal (Cost 1 AP)- You can heal the target for (Player level*[Int/2]) HP

Firebolt (Cost 1 AP)- You launch a bolt of fire at the target dealing (Player level+Int) damage

Ice Spear (Cost 1 AP)- You fire a spear of ice at the target dealing (Player level+Int) damage

Lightning Steam (Cost 1 AP)- You fire a stream of lightning at the target dealing (Player level+Int) damage

Counterspell [Reaction] (Cost 5 AP)- You negate the effects of a spell cast in the same round

Shield (Cost 2 AP)-The target gains a magical shield that absorbs (Player level+Int+5) damage before they take damage

Magic Weapon [Bonus Action] (Cost 2 AP)- For the next 5 rounds of combat your weapon deals an additional (Int) damage and makes your attacks magical
 
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Daggers deal half damage, deal piercing damage, and can be thrown using DEX to determine the damage

Clubs, hammers, and impact based weapons deal bludgeoning damage

When dual wielding you can make a second bonus attack (using your bonus action) that deals half damage (daggers will do the same amount of damage)

In combat everyone gets to make one action (normal attack, spell, or skill) and one bonus action (actions, abilities or spells labeled bonus action)

Reactions are used after the corresponding action has taken place and have to be done at the beginning of your turn

Weapons like bows and crossbows come with infinite ammo

Bladed weapons do slashing damage

1 round equals every single person involved in combat takes their turn

Leveling will be based on the number of pages in the thread starting with the first level up coming after 4 pages have been written. After that 5 more pages have to be written the 6, 7, 8, 9, 10, 11, and 12 more need to be written to progress in each level. [Note: After each level the number of pages needed to be written starts over and adds to the next level.]
 
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More Skills

Healing Potion (Cost 2 AP)- You create a potion that you can use (or store for later with a max of 3) to heal yourself or another for (Player level*5) [Does not stack with Healer]

Alchemist Fire (Cost 2 AP)- You create a vial of liquid fire that you can throw (or store for later with a max of 3) at a target dealing (Player level+Int) fire damage then deals (Player level+5) fire damage to the target at the beginning of their next 3 turns. [Damage does not stack]

Acid splash (Cost 2 AP)- You create a vial of acid that you can throw (or store for later with a max of 3) at a target dealing (Player level+Int) acid damage then for the next 3 round the target has there END cut in half for 3 rounds

Bravado (Cost 1 AP)- Forfeit your attack turn. You can cast a spell or use a skill with your bonus action, so long as it does not include or incorporate an attack. If you are hit between the casting and your next turn, on your next turn you may take the attack that did the most damage and add the damage before END to an attack against that specific creature. If no enemy in combat attacks you, all enemies are frightened of you and will not willingly move towards you for a whole round.

Bunker Buster (Cost 3 AP)- You pull out a large hand cannon fire a large ball of lead dealing (Player level+Dex) blunt damage (This attack counts as a long range weapon when accounting the Sharpshooter passive skill) [Large targets like giants and dragons become knocked out until the end of your next turn or until they take damage]

Phalanx [Bonus Action] (Cost 0 AP)- When three or more characters with shields perform this action next to each other, they can perform the Dodge action on behalf of the people next to them.

Shield Up (Cost 2 AP)- Raise your shield, blocking all attacks until your next turn. You are unable to attack during this time.

Shield Charge (Cost 3 AP)- Raise your shield and charge for 15 ft, knocking aside and dealing normal dmg to enemies in a line.

Piercing Strike [Must use a dagger] (Cost 2 AP)- Attack causing normal dmg, but leaving the enemies armor weakened, lowering END by (Player level) [This effect does not stack]
 
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More Spells

Call Lightning (Cost 4 AP)- You summon forth a storm cloud that has a 60 ft radius overhead that follows you while in combat for 10 rounds. As a bonus action you can call two lightning bolts to strike two separate targets for (Player level+[Int/2]) lightning damage

Chilling Touch (Cost 1 AP)- Touching the target you deal (Int) ice damage, and can't regain HP until the start of your next turn, and if the target is undead they will miss their next attack

Spectral Blades (Cost 1 AP per blade)- You conjure a blade of spectral energy and launch it at the target dealing (Player level+[Int/2]) piercing damage (At levels 2,4,6, and 8 you can conjure and extra blade)

Haste (Cost 2 AP)- The target of this spell gets another action (which can be used to Attack, cast spell, or use a skill) for 5 rounds. Once the effects of this spell ends the target is unable to move and take any actions until until the end of their next turn. [The caster of this spell can only use this on one person at a time]

Mass Heal (Cost 4 AP)- You gain a pool of healing worth (Player level*70) and can divide that among any number of creatures of your choice

Mirror Image (Cost 2 AP)- 3 illusionary duplicates of yourself appear next to you. The next three times you get attacked a duplicate will take the attack instead and they are destroyed on contact. This spell ends when all 3 duplicates are destroyed.

Fireball (Cost 3 AP)- You throw a ball of fire that explodes in a 20 ft radius area dealing (Player level+Int+10) damage to everyone in the area

Charm (Cost 1 AP)- Your charming qualities shine through charming the target. Until the end of your next turn the target will become non-hostile, unable to attack or move while they are focused on you.

Weapon of Choice [Ritual] (Cost 3 AP)- Select a weapon in your inventory. Until this ritual is cast again, the weapon will do an extra (Player Level) Damage in your hands. This can only be cast once a day, and only on one weapon at a time.

Water Breathing [Ritual] (Cost 3 AP)- The target of this spell is able to breath underwater for 1 hour

Water Walk [Ritual] (Cost 3 AP)- The target of this spell is able to walk on water for 1 hour

Fear (Cost 1 AP)- The target of this spell becomes fearful of the caster and will not willingly approach them until the end of your next turn

Vine Grapple (Cost 2 AP)- The target becomes unable to move for 3 rounds.
 
More Passives

Celestial Blood (Requirement: Level 10)- You gain the blood of a Celestial gaining bonuses. +3 AP/ You can conjure wings of light that you can fly with/ +1 Follower/ +(Player level+5) radiate damage to all attacks [Does not stack with Infernal Blood or Martial Master]

Infernal Blood (Requirement: Level 10)- You gain the blood of an Infernal gaining bonuses. +3 AP/ You can conjure wings of darkness that you can fly with/ +1 Follower/ +(Player level+5) fire damage to all attacks [Does not stack with Celestial Blood or Martial Master]

Martial Master (Requirement: Level 10)- +2AP, Effect of Iron Fist is doubled, cost of all Active Abilities are reduced by 1 (minimum 1) [Does not stack with Infernal Blood or Celestial Blood]

Inspiring Leader- Your followers/Party members/Party member's followers gain a bonus to all stats equal to (Player level/2) [Does not stack]

Elemental Adept- Pick between (lightning, fire, Ice)/ you deal (Player level+1) additional damage with your chosen element [Can be picked more than once to add another element]

Lead From the Front- At the start of battle you get to go first before everyone bypassing the AGI stat. Starting on the next round you go in the correct order. [Bypasses the werewolf racial feature]

Signature Move- Pick one spell or skill you have and at the first turn of battle you are able to use if for free once.

Zen- For every 5 enemies killed you gain back 1 AP back [Stacks for Tortles]

Action Economy- Increase your AP by +3. [Can be picked more than once]
 
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