[go: up one dir, main page]

0% found this document useful (0 votes)
956 views5 pages

Classes Breakdown (By MomijiLoop)

The document provides an overview of different classes in the Sword World 2.5 roleplaying game system. It describes several warrior classes including Fighter, Grappler, Fencer, Marksman, and Battle Dancer. It also describes several wizard classes including Sorcerer, Conjurer, Priest, and Artificer. For each class it gives the type, grade, description of abilities, leveling merits, notable considerations, and source.

Uploaded by

asiandracula
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
956 views5 pages

Classes Breakdown (By MomijiLoop)

The document provides an overview of different classes in the Sword World 2.5 roleplaying game system. It describes several warrior classes including Fighter, Grappler, Fencer, Marksman, and Battle Dancer. It also describes several wizard classes including Sorcerer, Conjurer, Priest, and Artificer. For each class it gives the type, grade, description of abilities, leveling merits, notable considerations, and source.

Uploaded by

asiandracula
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 5

Sword World 2.

5 - Classes Breakdown
Warrior-Type Classes
Class Fighter Class Grappler
Type Warrior Type Warrior
Grade Major Grade Major
Description A warrior who stands on the frontline, fighting enemies with weapons. Description This warrior fights with their body, punching and kicking foes, as well as
Provided that you meet the Minimum Strength and Rank-proficiency other techniques. Although limited to wrestling-weapons and severely
required, you can wield almost every melee and thrown weapon, with no limited in armor choice, Grapplers automatically acquire the Active Combat
particular limitations on armor or shields. Feat [Chain Attack], which gives them the advantage of multiple attacks. The
Throw wrestling weapon can be used to slam enemies into the ground,
further granting the upper hand in battle.

Leveling Merits Proficiency in Melee Attacks and Thrown Attacks Leveling Merits Proficiency in Melee Attacks
+1 Evasion with Fighter Class per level +1 Evasion with Grappler Class per level
+1 Accuracy with Fighter Class per level +1 Accuracy with Grappler Class per level
+1 Damage with Fighter Class per level +1 Damage with Grappler Class per level

Notable Notable Must use specific equipment to gain access to all abilities.
Considerations Considerations
Source Core I Source Core I

Class Fencer Class Marksman


Type Warrior Type Warrior
Grade Minor Grade Minor
Description Although inferior to Fighters and Grapplers when comparing raw offense Description All ranged attacks may be performed by this class, and shooting attacks are
and defense, the Fencer comes with varied attacks and the potential to exclusive to Marksmen.
unleash incredible one-hit damage. The Fencer’s Strength Score is halved Unlike other Warrior-type classes, they cannot evade attacks, making it
(rounding up) to determine which Minimum Strength requirements they dangerous to get caught up in close combat.
meet. However, Fencers benefit from an increased chance of generating
critical damage with any weapon they wield.
The Fencer’s higher critical chance comes with the potential to unleash
incredible one-hit damage. As a Minor class, the Fencer’s faster growth
rate is another benefit, when advancing alongside other classes.

Leveling Merits Proficiency in Melee Attacks and Thrown Attacks Leveling Merits Proficiency in Shooting Attacks and Thrown Attacks
When attacking with Fencer Class, weapons gain -1 Critical Threshold +1 Accuracy with Marksman Class per level
(Higher Chance of Criticals) +1 Damage with Marksman Class per level
+1 Evasion with Fencer Class per level
+1 Accuracy with Fencer Class per level
+1 Damage with Fencer Class per level

Notable The Fencer's Strength Ability Score is reduced by 1/2 for the purposes of Notable Resource Used: Ammo for Shooting Attacks
Considerations calculating the Strength Requirement to equip armor, shields, and Considerations
weapons.

Source Core I Source Core I

Class Battle Dancer


Type Warrior
Grade Major
Description The Battle Dancer class is a new Warrior-Type class. Similar to the Fighter
and Grappler, the main use of the class is to wear armor and fight
enemies with melee and ranged throwing attacks.
Fighting with the Battle Dancer is to create a situation that is
advantageous to you while moving swiftly, dancing and confusing the
enemy with your movements.

Leveling Merits Proficiency in Melee Attacks and Thrown Attacks


+1 Evasion with Battle Dancer Class per level
+1 Accuracy with Battle Dancer Class per level
+1 Damage with Battle Dancer Class per level

Notable The Battle Dancer can choose an additional Bonus Active Combat Feat at
Considerations level 1 from a limited list that can only be used when using the Battle
Dancer to make Accuracy or Evasion Checks.
The Battle Dancer can learn some Feats exclusive to other Warrior
classes.
They can also freely use most melee and throwing weapons in addition to
Grappler weapons. However they have the same armor restrictions as the
Grappler class, and cannot use shields.

Source Battle Mastery (Supplement)


Sword World 2.5 - Classes Breakdown
Wizard-Type Classes
Class Sorcerer Class Conjurer
Type Wizard Type Wizard
Grade Major Grade Major
Description This caster learns Truespeech Magic. Truespeech Magic is a magic system Description This caster learns Spiritualism Magic. Spiritualism spells offer a variety of
that can be called traditional, as their spells offer many ways to deal supportive effects, and the ability to manipulate constructs, such as dolls, for
direct damage, and at the same time, it also has convenient spells such as reconnaissance and other useful tasks.
lighting a magical light.

Leveling Merits Learns all Truespeech Magic up to the Sorcerer's Level Leveling Merits Learns all Spiritualism Magic up to the Conjurer's Level
Increased MP Increased MP
+1 Sorcerer Magic Power per level +1 Conjurer Magic Power per level

Notable Requires a Magical Medium Notable Requires a Magical Medium


Considerations Can only take Limited Move when Casting Spells Considerations Can only take Limited Move when Casting Spells
Must be able to vocalize spells and have freedom of arms Must be able to vocalize spells and have freedom of arms
Spellcasting has -4 penalty with metal armor, -2 penalty with non-metal Spellcasting has -4 penalty with metal armor, -2 penalty with non-metal
armor with a minimum strength of 10 or more armor with a minimum strength of 10 or more
Resource Used: MP Resource Used: MP

Source Core I Source Core I

Class Priest Class Artificer


Type Wizard Type Wizard
Grade Major Grade Major
Description This caster learns Divine Magic. Through faith, Priests heal and mitigate Description This caster learns Magitech. They use Magitech Spheres (magispheres) to
damage, as well as oppose Barbarous and Undead creatures. When you create useful tools and effects. Artificers are the only class able to use Guns,
first become a Priest, you will choose a single deity whom you worship, which can deliver damage, healing, and more through the use of Bullets.
and in turn they will grant you specialized, and thematic, spells.

Leveling Merits Learns all Divine Magic up to the Priest's Level Leveling Merits Learns all Magitech up to Artificer's Level
Increased MP Increased MP
+1 Priest Magic Power per level +1 Artificer Magic Power per level
Gains additional Spells based on Divinity's Association

Notable Requires a Magical Medium Notable Requires a Magical Medium


Considerations Can only take Limited Move when Casting Spells Considerations Can only take Limited Move when Casting Spells
Must be able to vocalize spells Must be able to vocalize spells
Depending on God's Rank and Influence, the Priest may occasionally have Bullet spells requires Marksman Class to be effective
penalties to their spell's MP costs Resource Used: MP, Bullet Ammo
Restrictions: Tabbits and Runefolk cannot take this class
Resource Used: MP

Source Core I Source Core I

Class Fairy Tamer Class Druid


Type Wizard Type Wizard
Grade Major Grade Major
Description The Fairy Tamer is a class that uses Fairy Magic. Fairies are beings born Description The Druid is a class that uses Nature Magic. Nature Magic allows the Druid
from the interference of mana with nature, and they exist everywhere in to call upon animal and plant spirits to bestow their abilities to the Druid's
Raxia. Fairy Magic is the art of making a contract with these fairies and allies, or use their powerful abilities to attack their enemies.
having them use their powers in exchange for the caster’s mana.

Leveling Merits Learns all Fairy Magic up to Fairy Tamer Level Leveling Merits Learns all Nature Magic up to the Druid's Level
Increased MP Increased MP
+1 Fairy Tamer Magic Power per level +1 Nature Magic Power per level

Notable Fluctuating spell list based on chosen Elemental Fairy Type Repertoire Notable Requires a Magical Medium
Considerations selected each day Considerations Can only take Limited Move when Casting Spells
Requires stronger Fairy Gems at certain Fairy Tamer levels Must be able to vocalize spells and have freedom of arms
Can only take Limited Move when Casting Spells Magic Power (and therefore Spellcasting) has -4 penalty with metal armor
Spellcasting has -4 penalty with metal armor Restrictions: Runefolk cannot take this class
Must be able to vocalize spells Resource Used: MP
Restrictions: Runefolk cannot take this class
Resource Used: MP

Source Core II Source Monstrous Lore (Supplement)


Sword World 2.5 - Classes Breakdown

Class Warlock
Type Wizard
Grade Major
Description The Warlock is a class that uses Summoning Arts. Warlocks draw upon the
powers of the Otherworld to summon Daemons to serve them or possess
their body to empower themselves.

Leveling Merits Learns all Summoning Arts up to Warlock Level


Increased MP
+1 Warlock Magic Power per level

Notable Requires an Imp Seal


Considerations Can only take Limited Move when Casting Spells
Magic Power has -4 penalty with metal armor, -2 penalty with non-metal
armor with a minimum strength of 10 or more
Must be able to vocalize spells
Cannot directly control summoned Daemons
Summoned Daemons must also be banished afterwards
Resource Used: MP, Summoning Sacrificial Items, and Banishment Tribute

Source Monstrous Lore (Supplement)


Sword World 2.5 - Classes Breakdown
Other-Type Classes
Class Scout Class Ranger
Type Other Type Other
Grade Minor Grade Minor
Description Scouts excel at reconnaissance and investigation. They have a variety of Description Like the Scout, Rangers are useful for reconnaissance and investigation, but
skills that benefit hiding, concealment, searching, and can sense danger the class’ capabilities tend to be limited to natural environments.
and traps. Scouts also uniquely possess the Initiative skill, which is Rangers are uniquely adept at handling and administering medicinal herbs
essential for your party to be the first to act in combat. and potions. With such efficiency, Rangers contribute greatly to the safety of
However, some skills are highly penalized by wearing Metal Armor. themselves and their party.

Leveling Merits Proficiency with Technique, Movement, and Observation-type Package Leveling Merits Proficiency with Technique, Movement, and Observation-type Package
Related Checks. Related Checks.
+1 to Technique, Movement, and Observation-type Package Checks per +1 to Technique, Movement, and Observation-type Package Checks per
level level.
Proficiency with Pickpocket, Disguise, Initiative, and Appraise Checks Proficiency with First Aid, Pathology, and Herbology Checks.
Proficient with Potions and Herbs

Notable Receives penalties to rolls when making certain Skill Checks. Notable Some Technique, Movement, and Observation-type Checks can only be
Considerations Other than Initiative Checks, does not provide any combat abilities. Considerations performed in a natural environment.
Receives penalties to rolls when making certain Skill Checks.
Other than efficiency of Potions and Herbs does not provide any combat
abilities.

Source Core I Source Core I

Class Sage
Type Other
Grade Minor
Description A Sage’s strength lies in all matters where knowledge is concerned. Sages
uniquely provide the Monster Knowledge skill, which identifies the
characteristics of monsters, as well as how to exploit their weaknesses.
Also, every time the Sage class is advanced, a new language can be
learned. Sages may learn to either speak or read from any language from
the list of languages.

Leveling Merits Proficiency with Knowledge-type Package Checks.


+1 to Knowledge Package Checks per level
Proficiency with Monster Knowledge Checks
Can learn Monster's Weaknesses to increase party effectiveness in
combat
Learns to Read or Speak any eligible language per level

Notable Other than Monster Knowledge Checks to reveal Monster Weaknesses,


Considerations does not provide any combat abilities.

Source Core I

Class Enhancer Class Bard


Type Other Type Other
Grade Minor Grade Minor
Description Enhancers are a very physical class who use their body with mana to Description Bards play musical instruments, sing songs, and produce various supportive
create advantages in battle. It is not a class that can use weapons, but it or hindering effects on nearby listeners.
can use techniques different from magic.
Leveling Merits Learns 1 Technique per Enhancer level Leveling Merits Proficiency with Insight and Peformance Checks
+1 Bardic Power per level
Learns 1 Spellsong or Finale per Bard level
Learns to speak any additional eligible language per level

Notable Cannot use Full Move when using Techniques Notable Can only take Limited Move when using Spellsongs or Finales
Considerations Must be able to breathe to use Techniques Considerations Requires an Instrument
Resource Used: MP, but is not magical May require the ability to sing a melody
Spellsongs target all characters within range, both allies and enemies
Resource Used: Spellsongs generate Rhythm in order to use Finales

Source Core II Source Core II


Sword World 2.5 - Classes Breakdown
Class Rider Class Alchemist
Type Other Type Other
Grade Minor Grade Minor
Description A class designed to control mounts of various types, those with Rider class Description Some people have the strange ability to process and synthesize items out of
levels are colloquially known as jockeys. their basic materials, as well as create Evocations from magically infused
cards. These people are called Alchemists. The material cards are made of
Prima Materia, the essential element of various substances.

Leveling Merits Proficiency in First Aid, Tumble, Riding, Weakness, Cartography, and Leveling Merits Proficiency in Evocation, Insight, Literature, and Herbology Checks
Monster Knowledge Checks +1 Evocation Check per level
+1 Riding Check per level Learns 1 Evocation per Alchemist level
Can ride or control Animal, Mythical beasts, and Magitech Mounts
Learns 1 Stunt per Rider level
Enhances the abilities of their mount
Mount can act separately in combat

Notable Cannot determine Monster Weaknesses Notable Cannot use Full Move when using Evocations
Considerations Mount must be purchased or rented Considerations Requires an Alchemy Kit
Mount can be targetted by enemies Requires Material Cards of ranks B, A, S, or SS
Different Evocations require different color Material Cards
Must either purchase Material Cards or convert Loot items into Crude
Material Cards
Evocations can be used as a Major Action or a Minor Action
Resource Used: Material Cards, gamels (money)

Source Core III Source Core III

Class Geomancer Class Tactician


Type Other Type Other
Grade Minor Grade Minor
Description The Geomancer class utilizes the power of world creation by harnessing Description The Tactician class inspires and motivates allies in battle, leading them to
the “Qi” (life force) that fills the world. They can exert various effects victory with their charisma, precise touch, and reputation. The main features
around them, making them the Masters of the Land. of the Tactician class are increased Initiative and Stratagems that support
Geomancers' effects in an area are called Aspects, broadly categorized allies. As a Tactician, a character can lead their comrades, take the initiative,
into those that deal fixed damage, those that give disadvantages, those and support their allies with Stratagems when the battle begins.
that heal, and those that give advantages.

Leveling Merits Proficiency in Search and Meteorology Checks Leveling Merits Proficiency in Initiative Checks
Learns 1 Aspect per Geomancer level Learns 1 Strategem or Maneuver per Tactician Level

Notable Requires a Geograph Notable Requires a Strategist Insignia


Considerations Can only take Limited Move while Geograph is deployed Considerations Can only be used in combat
Aspects affect random targets within range and cannot be resisted Requires vocalization
Aspects remain in effect until cancelled Strategems only effect designated allies, not the Tactician
Resource Used: Qi, generated each turn while Geograph is deployed High level Strategems can only be used after lower level Strategems in the
prior turn
Resource Used: Edge, generated by Strategems to use Maneuvers

Source Magus Arts (Supplement) Source Magus Arts (Supplement)

You might also like