April 28, 2010
"It takes a swordsman 10 seconds to cut you down.   However it only takes me 1 to shoot you down!"

Key Abilities: Dexterity, Intelligence, Charisma

The Gunner is versitile, and a sly fox weather he’s out of combat or not. He goes into the battle waiting to count the kills that they rack up. And also playing a personal game to see how many times they can come face to face with a sword. Although many think they are supposed to be on the back lines.   They would be surprised that just as many Gunners are at the front line as there are behind a line of soldiers…

Submitted by Dashia

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November 15, 2009
"Take your time, I’ll keep them busy"

Key Abilities: Strength, Charisma, Dexterity

Harbingers are the pointmen of battles. Trained to be fast and equipped to be deadly. They speed across the battle field ahead of their allies, thier main priority is to disrupt enemies formations causing chaos and confusion. The road to becoming a Harbinger is a strain on the physical body as it requieres immence strength with minimal weight. Harbingers take great pride in being the fastest of all their allies, and for this reason they prefer to be the only Harbingers in a group as rivalries and bitter competition usually arises when there are two or more Harbingers working together.

Submitted by Nick

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October 26, 2009
"Merry Christmas, you filthy animal. And a Happy New Year, too!"

Key Abilities: Dexterity, Wisdom, Charisma

Gunslingers are ranged fighters who wield alchemical implements called “guns” and “pistols” and “rifles” to hurl projectiles at their foes (although there are some who use one or two crossbows). Their weapons do great damage at long range as well as close-quarters, but come to a disadvantage when it comes time to reload, given their early and experimental nature. Some Gunslingers take the time to make alchemical bullets, with special abilities, such as fire or acid.   Gunslingers prefer to slide around the battlefield, keeping their enemies at a distance.
-Playing a Gunslinger:
Gunslingers have no reservations about murder, but also don’t generally go about seeking it.

Submitted by Dr. Bagelman

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August 16, 2009
"The stance of emptiness can only be met if both opponents are niether moving nor moved."

Key Abilities: Wisdom, Dexterity

Duskblades move through the shadows, striking down the unwary and vanishing again with ease. They walk where others cannot. They blend a training in magic and stealth with a focused mind. This rigorous preperation sharpens their minds and bodies, giving them supernatural elemental powers, and making them phantoms in the eyes of many. Although ninjas in battle lack the staying power of the other Martial classes, they excel at making combat occur on their terms, debilitating their enemies with a crafty arsenal of sharp objects.

Submitted by CaptPoco

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