Post by Neopoke on Mar 21, 2019 4:27:26 GMT
Knight
Knights are warriors who have trained themselves to be living shields sworn to protect those they hold dear. Knights are a primarily defensive job focusing on defense over offense. They are capable of wielding some of the heaviest armor with ease along with a shield and sword.
Perks
Knight (Job) - The Knight is a warrior that focuses on mitigating incoming damage, and converting it into offensive power through Adrenaline and Heroics. Knights gain 'Adrenaline Stacks' every time they reduce damage, up to 10 stacks of Adrenaline. You may spend 1 Adrenaline stack per turn in order to regain 1d8+CON HP, or in order to add 1d6+STR damage to a single attack, spell, or ability of your choice. Knight's infusion spells may not be stacked with other Jobs' infusion spells.
+100 HP, + 20 MP, +50 SP, +2 base AC.
Resilience (T1) - Every time the Knight is damaged by an attack for over 15 damage, they gain +2 impenetrable passive damage reduction. This continues to stack up to passive 10 damage reduction. This bonus lasts until the end of a battle.
Resolve (T1) - A Knight is trained to make the very most of their life-force. A Knight is able to transform physical energy into vitality with sheer resolve. By spending 20 SP, a Knight may regenerate 5d12 HP, once per battle as a bonus action.
Tower-Shield (T2) - The Knight can easily wield a gigantic Tower Shield with one arm, and maneuver another weapon with his other hand simultaneously. The Tower Shield hardly encumbers the Knight at all. Knights do not suffer the Dexterity de-buff from Tower Shields.
Shattering Blows (T2) - Knights throw their weight around far more than any other Job. They are trained to ensure that each blow is meant to blow past an opponent's defenses, so as to allow them an edge when it comes to outlasting a Melee combatant. When a Knight deals damage to a target with a melee attack or General Weapon Ability, that target is granted 1 stack of 'Shatter' - which lasts for up to 2 rounds. Each stack of 'Shatter' causes the creature to take 1d6 additional damage when dealt damage from any source. Each Shatter stack applied refreshes the cooldown back to 2 rounds. If A creature goes 2 rounds without having Shatter applied, all stacks are lost. A creature may only have up to 3 stacks of Shatter applied at a time, for a total of 3d6 additional damage. If a creature is healed while Shatter stacks are active, all Shatter stacks are lost. [Regeneration does not resolve this effect.]
Heavy Armament (T3) - The Knight is trained to wear Heavy Armour, as they are meant to be elite solo fighters, serving as their own tank. Heavy Armor no longer grants them any downsides.
Blades-man (T3) - The Knight who focuses on the Blade is far more efficient than one who utilizes ranged weaponry. A Knight who is a trained Blades-man gains +1 PAB, and 5 PDB, so long as they are not utilizing a ranged weapon.
Steel Body (T4) - The Knight’s body is trained, and toned to resist outside forces attempting to bring it down, a true tank. The Knight is immune to Poison, Break, and Doom.
Unmatched Resilience (T4) (Semi Unique) - This Knight is more resilient than most, they are now able to gain up to 20 extra damage reduction from 'Resilience', and gain Resilience stacks from any amount of damage.
Knight of the Party (T4) - A Knight is generally viewed as the 'front liner' of a party, and as such - they are generally counted on to draw in the aggro of the greatest threats, and suffer more blows than their counterparts, to keep the battlefield under control. As such, their body and soul has been tempered to receive aid far more efficiently than others. When they are affected by a friendly Green Magic, they are granted 5 additional HP as restoration. In addition, whenever a healing effect procs on them ; they regain an additional 10 HP in addition to whatever healing or regeneration occurred normally.
Unmatched Vigor (Unique) (T5) - If the Knight's HP reaches zero, they are able to release latent, stored Mana in order to raise their HP back to 40%. Their Mana is also restored up to 50%. This has a 3 OOC day cool-down. Incompatible with 'Hero'.
Hero (Unique) (T5) - This Knight has proven to be incomparably reckless compared to other Knights. Rather than having nigh unstoppable defenses, like their more vigorous counterparts - this Knight has chosen to pursue the path of flashy recklessness, and throws caution to the wind. This, however, grants them the benefit of growing stronger throughout the duration of combat. A Knight with this perk gains +2 STR per round of combat, capping at +6 after 3 rounds, which lasts until the end of battle. Incompatible with 'Unmatched Vigor'.
Honorable Duel (D) - The Knight points at an opponent, and calls on the power of their heroics in order to force a target creature to fight them, and only them. So long as only the Knight is targeting their attacks towards the creature, that creature must fight them. This can only be used on one creature at a time. Bonus action.
(Drains 5 Stamina per turn active.)
Thrill of Battle (C) - The Knight is trained to use his adrenaline to its fullest potential in order to last longer on the battlefield. Through Mana infusion and mixing of Adrenaline, the Knight becomes more durable. +5 damage reduction for 4 turns. This is slightly draining initially but does not drain over time. [Cannot exceed 30 total Damage reduction.]
[-20 Stamina.]
Holmgang (C) - The Knight slams their weapon into the ground, and activates Gravity Magic within it. The center of gravity of the area becomes wherever the blade is stuck in the ground as long as the blade is in the ground, and pulls people and things towards it. This wears off when the weapon is removed from the ground.
[Damage: 1d12+STR | Prompts a STR saving throw of 15, dealing half damage and no pull on a success. Inflicts 'slow' to pulled targets. 7x7 pulling AoE, -15 Stamina to cast.]
Engage (C) - The Knight focuses on a single target. They then hold their weapon in a backwards grip, and kick off towards them by augmenting their legs with a burst of energy. This allows them to approach a target at an additional 2 tiles of extra movement, and perform a basic Melee Attack on them if they are able to reach them. If this Melee attack hits, the target is forced into the effects of 'Honorable Duel' - but the effect only drains 2 Stamina per turn active rather than 5, if activated this way [starting on the turn after this is procced].
[-10 Stamina.]
[-10 Stamina.]
Overpower (C) - The Knight focuses Mana and Adrenaline into their muscles, and slams their fists together in-front of them to send a shockwave of wind and mana forward with a radius of eight yards, and in the shape of a cone.
[Damage: 2d8+STR | Ranged attack roll (1d20+STR+1) 3 Tile Wide Cone, -15 Stamina.]
Deliverance (C) - The Knight gains a blue aura around their weapon which increases its effective cutting power, draining mana a bit during activation, but easy to sustain.
[Weapon gains +1 to hit, and 1d8+STR extra damage. Drains 5 Mana per turn active.]
Blade of Resilience (C) - The Knight is able to imbue the resilience of their spirit into their blade, expunging all stacks of Adrenaline in order to deal extra damage for their next Melee attack. This consumes all Adrenaline stacks.
(Next Melee attack deals 1d4 extra damage per Adrenaline point spent. -20 Mana.)
Storm’s Path (B) - The Knight prepares their weapon in a backwards grip at their side, and begins to focus their Mana into the weapon whilst preparing their muscles. They then swing horizontally, and a blade-like beam of horizontal magic lashes outward in front of them, covering a large area. Opponents hit by this beam will suffer a temporary decrease to their durability for a turn after.
[Damage: 2d12+STR | 3 Tile Wide projectile, 6 tile range. STR Attack roll [DC+STR+Rank Bonus], inflicting -2 AC to creatures who are hit ; lasting 2 rounds. -30 Stamina.]
Lockdown (B) - The Knight focuses all of their energy on entirely locking a target down, by washing a wave of restrictive, binding energy outward in the form of a wave. This ability can only be utilized on a creature under the effects of 'Honorable Duel'. If it is, that creature must make a Fortitude saving throw, DC 18. If the saving throw is failed, that creature has their tile movement reduced by 5 (to a minimum of 1) - and is inflicted with the 'Heavy' and 'Weakness' status effects.
[-40 Stamina.]
[-40 Stamina.]
Steel Cyclone (B) - The Knight charges their weapon with Mana, and spins around in a circle, kicking up a whirlwind around their body as they dig their feet into the ground. This releases sharp and powerful winds in a circle around them.
[Damage: 2d12+STR | Prompts a DEX save of 15 in order to take full or half damage, 5x5 AoE, 4 Tile Knockback on hit. -15 Stamina, -15 Mana.]
Unchained (B) - The Knight is able to use the adverse of Thrill of Battle’s power by removing themselves of their anger and burdens, as well as calming themselves thus deactivating their Adrenaline Rush and causing Thrill of Battle to be unable to be used whilst active. Gain +1 to hit, +5 damage to all attacks, and disables all Damage Reduction - even from equipment. [4 turns, deactivates Thrill of Battle during use.]
[-40 Mana.]
Defiance (B) - The Knight’s Mana-Adrenal rush is extremely powerful. When activated, the Knight’s mana and adrenaline work together to restore his body, which allows him to perform at a level far greater than that of normal (+3 turns Regen, Haste.)
[-25 Mana, -25 Stamina, absorbs all Adrenaline stacks.]
[-25 Mana, -25 Stamina, absorbs all Adrenaline stacks.]
Oath of Order (A) - The Knight is able to utilize a peculiar manifestation of willpower, to magically reinforce their body. Their resolve to protect others, and keep the concept of 'Order' alive in the world is so strong, that they can mentally manifest power and draw it out around themselves. The Knight gains an aura of power, and their ability to protect themselves as well as dish out justice is generally increased. This enhanced state lasts for 5 rounds, and grants the following benefits at the cost of 50 Mana:
[+2 PAB, 2d8 additional damage on Melee attacks and General Weapon Abilities, +2 STR.]
Imprison (A) - The Knight is able to call upon the power of 'Law' and 'Authority' in order to cast the Imprison spell on a target creature. They point their weapon forward, and call upon justice itself, to begin casting a set of binding runes on a given creature. The creature must make a Will saving throw, DC 20. If they fail the saving throw, they are surrounded in a jail-cell like structure manifested from a transparent, crystal-like structure. While within this jail-cell, the creature is protected from harm - but also cannot use any abilities, or attack from the inside. The prison must be destroyed from the outside, and has 100 HP.
[-40 Mana, -30 Stamina.]
[-40 Mana, -30 Stamina.]
Aegis Strike (S) - The user holds their shield or weapon forward grounding their feet as they shift all their energy into their shield or weapon. They then dash forward shield or weapon raised brimming with energy. They then crash their shield into the target, thus hitting them with a solid wall that sends shockwaves throughout their body.
(Damage: 5d10 + Current Damage Reduction | Attack Roll (1d20+STR+4), - 45 Mana.)