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Classes Breakdown (By MomijiLoop)

The document provides a detailed breakdown of various classes in the Sword World 2.5 role-playing game, categorized into Warrior, Wizard, and Other types. Each class is described with its type, grade, abilities, leveling merits, notable considerations, and sources. The classes include Fighters, Sorcerers, Priests, Scouts, and many others, each with unique skills and requirements.

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0% found this document useful (0 votes)
12 views4 pages

Classes Breakdown (By MomijiLoop)

The document provides a detailed breakdown of various classes in the Sword World 2.5 role-playing game, categorized into Warrior, Wizard, and Other types. Each class is described with its type, grade, abilities, leveling merits, notable considerations, and sources. The classes include Fighters, Sorcerers, Priests, Scouts, and many others, each with unique skills and requirements.

Uploaded by

tocos63624
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
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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 Description This warrior fights with their body, punching and kicking foes, as well
weapons. Provided that you meet the Minimum Strength and Rank- as other techniques. Although limited to wrestling-weapons and
proficiency required, you can wield almost every melee and thrown severely limited in armor choice, Grapplers automatically acquire the
weapon, with no particular limitations on armor or shields. Active Combat 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 Description All ranged attacks may be performed by this class, and shooting
offense and defense, the Fencer comes with varied attacks and the attacks are exclusive to Marksmen.
potential to unleash incredible one-hit damage. The Fencer’s Strength Unlike other Warrior-type classes, they cannot evade attacks, making
Score is halved (rounding up) to determine which Minimum Strength it dangerous to get caught up in close combat.
requirements they 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 Notable Resource Used: Ammo for Shooting Attacks
Considerations of calculating the Strength Requiremen to equip armor, shields, and Considerations
weapons.

Source Core I Source Core I

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 Description This caster learns Spiritualism Magic. Spiritualism spells offer a variety
system that can be called traditional, as their spells offer many ways of supportive effects, and the ability to manipulate constructs, such as
to deal direct damage, and at the same time, it also has convenient dolls, for reconnaissance and other useful tasks.
spells such as 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- Spellcasting has -4 penalty with metal armor, -2 penalty with non-
metal armor with a minimum strength of 10 or more metal armor with a minimum strength of 10 or more
Resource Used: MP Resource Used: MP

Source Core I Source Core I


Sword World 2.5 - Classes Breakdown
Class Priest Class Artificer
Type Wizard Type Wizard
Grade Major Grade Major
Description This caster learns Divine Magic. Through faith, Priests heal and Description This caster learns Magitech. They use Magitech Spheres (magispheres)
mitigate damage, as well as oppose Barbarous and Undead creatures. to create useful tools and effects. Artificers are the only class able to
When you first become a Priest, you will choose a single deity whom use Guns, which can deliver damage, healing, and more through the
you worship, and in turn they will grant you specialized, and thematic, use of Bullets.
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 Bullet spells requires Marksman Class to be effective
have 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 Description The Druid is a class that uses Nature Magic. Nature Magic allows the
born from the interference of mana with nature, and they exist Druid to call upon animal and plant spirits to bestow their abilities to
everywhere in Raxia. Fairy Magic is the art of making a contract with the Druid's allies, or use their powerful abilities to attack their
these fairies and having them use their powers in exchange for the enemies.
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
Spellcasting has -4 penalty with metal armor armor
Must be able to vocalize spells Restrictions: Runefolk cannot take this class
Restrictions: Runefolk cannot take this class Resource Used: MP
Resource Used: MP

Source Core II Source Monstrous Lore (Supplement)

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

Leveling Merits Proficiency with Technique, Movement, and Observation-type Leveling Merits Proficiency with Technique, Movement, and Observation-type
Package Related Checks. Package Related Checks.
+1 to Technique, Movement, and Observation-type Package Checks +1 to Technique, Movement, and Observation-type Package Checks
per level per 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
Considerations Other than Initiative Checks, does not provide any combat abilities. Considerations be 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


Considerations Weaknesses, 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
create advantages in battle. It is not a class that can use weapons, but supportive or hindering effects on nearby listeners.
it 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 Description Some people have the strange ability to process and synthesize items
class levels are colloquially known as jockeys. out of 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 either 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 Description The Tactician class inspires and motivates allies in battle, leading them
harnessing the “Qi” (life force) that fills the world. They can exert to victory with their charisma, precise touch, and reputation. The
various effects around them, making them the Masters of the Land. main features of the Tactician class are increased Initiative and
Geomancers' effects in an area are called Aspects, broadly categorized Stratagems that support allies. As a Tactician, a character can lead
into those that deal fixed damage, those that give disadvantages, their comrades, take the initiative, and support their allies with
those that heal, and those that give advantages. Stratagems when the battle begins.

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, and 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 in order to use
Maneuvers

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

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