Board Thread:Hosting Game/@comment-34762995-20190103201427

Have you played 25 floors of fun? Well, this is kinda like it. You can choose from any one of these following classes

Fighter

Wizard

Rouge

Cleric

Gunslinger

Dragonborn

Druid

Alchemist

You can create up to 4 passives, spells or attacks for your class, but they are subgect to change by me and kinda have to fit within the theme of the class and some classes have a few criteria.

Fighter:

You have to have more attacks then spells, and your attack stat has to be higher than your magic stat

Wizard:

You have to have more spells then attacks and your magic stat has to be higher than your attack stat

Rouge:

You have to be kinda theif themed, and either your dexterity or speed start has to be at least your second highest stat. You get +1 in speed and +1 in dexterity

Cleric:

You have to have at least 2 spells that can heal or help alies in any ways, and your magic stat has to be at least your third highest stat. You get +2 in magic.

Gunslinger:

All your attacks and spells have to be using guns in any sort of way. All your spells and attacks use your dexterity stat instead of attack or magic. You get +1 in dexterity.

Dragonborn:

One of your spells or attacks has to be the following, although it can be customised:

Breath weapon

Spell

This attack does [Insert element here] dammage. Your dammage is your magic stat X1.5 rounded down. 1 turn cooldown. [Add extra effect based on element here] Can be used outside of battle.

You also get +3 to strength.

Druid:

You cannot have attacks outside of your basic. All of your spells and passives must be plant or earth based. +1 to health and +4 to magic.

Alchemist

All of your spells must use potions which are counted as a reasource. You must also have the following spell:

Brew

Spell

This spell gives you (1/3 of your magic stat with a minimum of 1 and maximum of 3) Potions. No cooldown. Cannot  be used outside of battle.

You also get +3 to health and +2 to magic, but -1 to speed.

You have 20 start points that you can split amongst these following stats

HP

Attack

Magic

Dexterity

Defence

Speed

Each of these is used for a specific purpose.

HP: 1/3 of your HP  stat +10 equals your final HP

Attack: Used in your basic and any other attacks

Magic: Used in your spells

Dexterity: Used in certan checks and can be used as an extra modifier for spells or attacks.

Defence: Used in certan checks and can be used as an extra modifier in spells or passives based on defence.

Speed: Used in certan checks and your speed / 2 equals your place in the turn order used in battles

Character creation template:

Name:

HP:

Attack:

Magic:

Dexterity:

Defence:

Speed:

Passives:

Attacks:

Spells:

Inventory:

How to make spells attacks Spells or Passives:

Name

Attack / Spell / Passive

How the spell works goes here. If its a spell it can use your magic stat but cannot use use your attack start. Attacks are the reverse of this. Passives can use either. I will determine if it can be used only in battle or if it can be used outside, and what it's cooldown will be.

Elements

Fire

Water

Electric

Life

Necrotic

Psycic

Attacks and enemies can be elemtally based. Some elements are strong angainst others, and certan elemental based attacks have extra effects.

Strengths / weaknesses

Water -> Fire

Electric -> Water

Life <-> Necrotic

Necrotic -> Psycic

Psycic -> Life

Extra effects:

Fire: Burns enemies

Electric: Stunns enemies

Life: All healing spells, attacks, or passives must have the life effect. Necrotic enemies can take dammage from healing attacks, spells, or passives

Players:

1

2

3

4

5

6

Map:

Campaingn summary:

A suspicious cult has been appearing more and more in rumors and in person... You guys are traveling adventurers and have vowed to solve it for the good of the people. 