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Ponies Of Zahnrad

Classes and Skills

HamsterFluf

Resident
D
Every Character has a class and every class has its own set of skills
In the second post you will find all the starting info for each class. after that each post will contain all the skills for one class.
 

HamsterFluf

Resident
D
Courser
Can be held by all ponies
Masters of the melee weapon they use swords, axes, maces, and even shields to attack and defend themselves. Most ponies wield the weapons in their mouths.
Weapons used: Ax, sword, mace, club, mouth held spear
Starting HP: 50
HP growth: 1d10
Starting skill charges: 2
Starting Skills:
Mighty blow - a devastating swing with amazing strength. Deals 1d12 +strength die + weapon die
Parry - negates ½ incoming physical melee damage tell it's your turn again

Destrier
Can be held by all ponies
Also known as jousters these fast but strong horses use saddle mounted weaponry
Weapons used: saddle mounted spears, saddle mounted lances,
Starting HP:40
HP growth: 1d8
Starting skill charges: 3
Starting Skills
Swift charge - Lets you attack twice with your weapon
bulldoze - Deals 2d6 damage and knocks the target prone

Rogue
Can be held by all ponies
Sneaks and thieves. Relying on fast low power attacks and devastating sneak attacks
Weapons used: Knives, Dagers
Starting hp: 30
Hp growth: 1d6
Starting skill charges: 2
Starting Skills
Disarming strike - deals weapon + dex damage and has a 50% chance to make the opponent drop their weapon. If Opponent is unarmed but attack is successful the target is stupfyed
Sneak attack - can only be used if character has not been spotted by the opponent, does weapon + dex x3 damage

Mage
Held by Unicorns,Einhorns, and fay
High powered magical wielding warriors. They can quickly cast spells in combat.
Weapons used: Stavs, books, charms
Starting hp: 30
HP growth: 1d6
Starting skill charges: 4
Starting Skills
Mana Bolt - a bolt of raw magic that does 3d6 damage to one creature
Sheald - Defends yourself with a magical shield. Shield has 10 hp that must be depleted before your pony takes damage.

Paladin
Held by all ponies
Magic and weapon wielding ponies. Impressive warriors who cast spells through contact of their weapons.
Weapons used: swords, spears, and maces
Starting HP: 50
HP growth: 1d10
Starting skill charges: 3
Starting Skills
Burning blade - channeling fire magic into the weapon edge or end and striking. Does 1d6 + str + weapon. Causes Burn.
Lightning charge - takes two turns one to channel and then strike on the second turn. Deals 2d10 damage

Ranger
Held by all ponies
Bows in this world have a stake at one end, stuck into the ground and then pulled back with the hoof or mouth. Also known for their survival skills
Weapons used: Bows
Starting HP:40
HP growth: 1d8
Starting skill charges: 2
Starting Skills
Target - Take a turn to aim at your enemy. Deals dex + weapon damage x2 on the second turn
Arrow rain - attack up to 3 enemies for 1d6 each.
 
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HamsterFluf

Resident
D
Courser

Level 4
Shield bash - must be wielding a shield - knocks an opponent back and Stupify them for one turn deals 1d4 +str damage

Level 8
Swift strike - deals 2d4 + Str may attack or take another action right after

Level 12
Crush - must be wielding a mace, club, or other blunt weapon - Dose 3d4 damage + str

Level 16
second wind - recover 1d4 HP for every turn you do not take an action. lasts until an action is taken.

Level 20
Double edge - for this skill you may sacrifice 2 hp at a time to add 1d4 to your basic attack roll. so if you sacrificed 4 hp you would roll 1d4 + weapon die + str
 
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HamsterFluf

Resident
D
Destrier

Level 4
Side swipe - lets you attack two opponents at the same time for weapon + str

level 8
Charge - back yourself up for one turn and deal double damage on your next move

level 12
Stand your ground - prepare yourself to withstand a hard blow. reduces all damage taken tell next round by 5

level 16
Confident call - raze yours or a targets str by 1 die type till the end of battle

level 20
Trample - Deal 3d4 damage to a prone target
 
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HamsterFluf

Resident
D
Roge

Level 4
Poison blade - Dose 1d4+dex damage and inflicts Poison onto the target

Level 8
Vanish - take yourself out of battle and dissapear into the darkness. must have cover to do this. Character is no longer visible

level 12
Doge - jump out of the way befor the next attack hits you. negates all damage of one attack used against you

level 16
Quick Step - Next time you are attacked you may attack back for weapon + dex damage

level 20
Death blow - only works if character has not been spotted- deal 2d20 +dex to one target. If target survives they are stupifyed
 
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HamsterFluf

Resident
D
Mage

Level 4
Cure - removes all status effects from the target

Level 8
Chain lightning - hits the first target for 1d8 then hits all other enemies for 1d4

Level 12
Minor healing - heals the target for 1d10 damage

Level 16
Major healing - heals the target for 1d20 damage

Level 20
Fire ball - deals 2d12 fire damage to all creatures in range anything that survives receives a burn
 
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HamsterFluf

Resident
D
Paladin

Level 4
Stupifying strike - deals 1d10 damage and stupifys the target

Level 8
Blade of light - deals double weapon + intuness to anything considered undead

Level 12
Heeling Touch - most touch the target, heals for 1d10

level 16
Guard - Lets you take the damage for another player. used on your turn but takes effect the next time the chosen player takes damage

Level 20
Earth quake - deal 2d12 damage to one target with a single mighty earth quaking blow
 
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HamsterFluf

Resident
D
Ranger

level 4
Spinning Arrow - hits the target for 1d6 + dex and stupifys them

Level 8
Snipe - If the target has not scene you you may deal double damage

level 12
Mark - Puts a magical tag on one enemy all damage done to this enemy is double until casters next turn

level 16
True aim- take a moment to aim and deal double damage on your next turn

level 20
Hunt - if the target is below half health you deal 2d20 damage. if the target is above half helth you deal 1d20
 
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