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There are 3 main classes in KoTM. Warrior, Magic user and Rogue. Each class has different subclasses. You can also pic to be Dual-Class or Multi-Class. Dual-Class means that you will pick 2 class professions while Multi-Class means that you will pick 3.
There are a couple of restrictions. You can not take multiple classes from the warrior classes. You can not choose Shaman or Assassin and dual or multi-class. You can not take Paladin & Thief as a dual class or multi-class. For dual class you must pay the sum of both classes to advance to the next level. Multi-Class pays the cost of all 3 classes to advance to the next level.
All classes have Action Points or AP for special abilities that they can use. Some races have AP abilities as well. Action Points represent extra effort on the persons part to perform special actions. Everyone starts with 10 and earns 1 per level. Once used in combat they do not regenerate until that person rests. This can be either in a camp, inn, tavern, etc. They will need a minimum of 1/2 hour game time of true rest per 10 AP regeneration. True rest is considered sleep, relaxing over a drink and chatting, eating or leaning against a tree and watching a camp fire. Sparring, training, keeping watch over a camp, etc are NOT considered resting and you will not regenerate AP.
Warrior classes
Warrior: This is you normal combat warrior. This is the default class of all warriors. At every 3 levels there will be a bonus of +1 damage. (1-3 = +1, 4-6 = +2, 7-9 = +3, 10-12 = +4, 13-15= +5). This is in addition to any weapon or race bonus. Further more, at 6th level a second attack, every other level is gained at the end of the round (EOR). This increases to every round at 11th level.
Weapon specialist: This is your specially trained warrior. Trained from birth with the use of one main weapon, this is what they use. If a different type of weapon is used, it will be at -15 SD. Profile must state SPL: (Weapon type). The advantage of this is that they start with a second attack every other round at the end of round (EOR). This increases to every round at 6th level. At 11th level the ability to make a called shot is gained. A called shot is at 1/2 SD but if it is successful double damage is done.
Ranger: This is the woodland warrior, one with nature and animals. This is a two weapon combatant. No weapon larger than a long sword may be used in either hand. This type of warrior can make an attack with both weapons per round. The off hand weapon (second weapon) is made at -15 SD. This class gains the warriors damage bonus for the main weapon only. In addition to this they gain one level of Druid spells for every third level. All attacks against the ranger are at -10 SD if both weapons are used due to their skill with dual weapons. If a single weapon is used then they attack as a normal warrior of the same level, including the attacks.
Cavalier: This is your classic knight of old. They seek out more weapons and armor. They live by a strict code of conduct and shall never refuse a challenge. At every 5th level there is a bonus of -5 SD for all attacks against the Cavalier. (5th -5, 10th -10, 15th - 15). A Cavalier may never make a sneaky attack and must always confront a foe in fair combat. This is not an easy class to play as you must fight in a fair fight ONLY.
Paladin: This is the holy warrior of old. They are devoted to a "Good" deity and are sworn to the destruction of evil in all forms. This is a specialty class of Cavalier and as such receive the same limitation of not being able to refuse a challenge of the opposite alignment if it is within 2 levels of the paladin. Against opposite alignment they gain an additional +2 damage bonus. They also receive the -5 SD per 3rd level against opposite alignment. Paladins have their own set of spells that help them in their fight against evil, this is limited as they are more combat oriented than spell oriented. Paladin Spells
Martial Artist: This is the hand to hand combat class. This class may only use the following type of weapons: Claw class, small thrown weapons, fans, shurikens, or Natural Weapons (this will be decided by race). This class, when using it's weapon class, will gain the warriors damage bonus and attacks. If they use a weapon not allowed to the class, they will suffer a -20 SD penalty.
Only the Martial Arts class can do full damage from a hand to hand attack. All other CLASSES will do 1/2 damage, including CS & OS damage.
Amazon: These are the warrior women of legend. They rarely take a mate, and when they do it is most likely to propagate their race. Sometimes, they take a life mate, but the male is subservient to them and are almost never looked upon as more than a slave. All amazons are women only, and must choose a goddess of worship. ONLY humans or elves can be an Amazon.
Spears have the following modifications for amazons, they are the only race that can use a spear one handed. When using a spear two-handed, instead of the normal rules: they get +2 Damage & +0 init . When using a spear one-handed, with a shield: it is +1 damage & +1 Init instead. When using a bow, it is -1 init to whatever init modification there already is.
Amazons are limited to maximum armor of chainmail.
Amazon training starts not long after birth. Therefore they will gain the following bonus'
+3 SC for Physical
+1 Damage as well as the warriors damage bonus
- 10 SD instead of the normal -20SD for unarmed combat
Warrior abilities
Slam: 1AP: A heavy shoulder slam, a shield bash, a strike from your gauntleted fist or even the hilt of your sword can become a devastating weapon. Once during a combat round a warrior class may attempt to slam into their target. On a successful SD roll they will stun their target for the next round of combat. This skill can only be used every other round.
Leg Strike: 2AP: Using the flat of your blade to strike or a heavy boot to a knee, you slow and cripple your opponent. Once during combat round a warrior class may attempt to strike the leg of their target. On a successful SD roll the target will be unable to retreat and will be at a -10 SD (not to drop below 20) for the following 3 rounds. (Note: This can not be used on undead. This can only be used once per target. This can only be used once every 2 rounds.)
Backswing: 3AP: Seeing that opening your heavy swing has brought about, as you balance back you can't help but take that return swing on chance to make contact again. Once during a combat round a warrior class may attempt to gain an extra strike with Backswing. On a successful SD roll, the amount of damage will be figured normally. (Note: Martial Artists are not allowed backswing)
Kick: 1 AP: (Martial Artist ONLY) A dangerous foe you are, with viper like speed of fist and dazzling footwork. You spin and dance in battle and land an axe kick or roundhouse to your enemy as they watch your hands. Once per round the MA may try to perform a kick against their target. This is due to their nature and is an additional chance to do damage. On a successful SD roll the damage will be added up normally.
All Out Attack: 4AP: You put yourself into a deadly fury with not a care for your own safety! You gain an additional +10 to EVER normal attack you can perform but at the same, the enimy will gain a +10 to hit you. If you hit however you will add a massive +5 damage for EVERY normal attack you land. NO other abilities can be used in the same round as AOA.
Magic User Classes
Wizard/Sorceress: These are your typical mages. They spend their life studying the arcane arts, in doing this they are physically weaker than others. Their skill at spell craft more than makes up for it in most ways. At the higher levels it tends to make them a lot more deadly. Starting at level 4, the wizard/sorceress, gains a +1 to SC vs. Magic. (4-6 = 1, 7-9 = 2, 10-12 = 3, 13-15 = 4).
Cleric: The cleric is your holy man, most commonly know as a healer. The amount of damage healed is based on the clerics level. 1D10 plus one for every three levels. (1-3 = 1, 4-6 = 2, 7-9 = 3, 10-12 = 4, 13-15 = 5). In addition to their being able to heal they gain the warriors damage bonus against undead. A cleric must choose a deity and remain faithful to that deity or lose both the healing and the damage bonus to undead.
Druid: A druid is similar to a cleric except that the deities they follow are those that are closer to nature. They have the same healing abilities as a cleric but they tend towards herbs as well. Being so close to nature their spells tend more towards nature and animals. As they are more at one with nature and the lands they are physically more stout than all the other spell casting classes and gain a damage bonus of +1 damage every three levels, starting at level 3. 3-5 = 1, 6-8 = 2, 9-11 = 3, 12-14 = 4, 15 = 5.
Shaman: The Shaman is part of all three, Wizard/Sorceress, Cleric and Druid, spell classes, but master of none. At first level they have first level spells from all three spell classes. Each level they advance they must choose which spell class they are going to advance. The maximum allowed spell level is 8th for any one spell category. Use the shaman class level when determining the spell strength.
Necromancer: This is the master of the arts of death and the dead. It is closely related to the arts of healing, though no healers will have anything to do with necromancy. The practitioner of the necromantic arts receives all the mage class spells as well as the spells in the necromancers tome. Most people react negatively to a necromancer, because of their associations with the dead. The necromancer, as it is closely related to the dead, only gains one DP per level, two on the odd levels. Only a human or a drow can be a necromancer. (This is not a class recommended for an inexperienced player, as it is not an easy one to play) This is a single class ONLY.
Magic User Abilities
Critical Hit: 8 AP: Mastery of the arts allows you to add more umph to your spells from time to time. The magic user can cause their spell to do DOUBLE the normal Damage/heal/effect. A SD roll is still required for the spell itself but due to the extra effort that the ability gives, a success automatically effects the spell. (Note: This does not effect summoning type spells)Spell Juggling: 4 AP: The learned scholar has found a way to devote himself to two spells at once. This allows the caster to cast 2 spells in one round. The tricky move is castings both spells together and therefore the second spell can only be cast from those spells HALF the casters level or lower. A SD roll is required for the second spell.
Persistant Casting: 4AP: Through sheer will you are able to get off that spell, even while being beat upon! This ability can be used when you get attacked in a round and would normally be stunned or if a GM decides that you would be under too much strain to get off your spell, IE a critical hit against you or other distraction.
Call to the Gods: 12 AP: Through devotion to your diety, you are able to call upon them to enforce their blessing upon your casting of ONE spell. NO SD roll if required for the spell to land, it automaticly hits! As an added bonus, the one spell has a 50% chance to crit and a 10% chance of "Divine Intervention" where upon the God will reach down adding an extra UMPH to the spell, granting 3X damage!!
Rogue Classes
Thief: The thief most often earns their living off of others. His skills allow him the abilities of gaining entry into locked places, the picking of pockets, stealth and the disarming of traps. Because of their sneaky nature, they are allowed one attack prior to the first round of combat, if the party is not surprised. In addition to this, when a thief rolls a one on initiative, (figuring in any modifiers that might bring it down to one) they have succeeded in finding an opening so that they can do increased damage. For this round they get a +10 to their SD roll. If they succeed in striking, then they double their damage for that attack. For their thieving skills, more specifically pick pocketing, the thief needs to send the following to the chat room & log their attempt.
<<Theft Attempt Vs. (Targets SN) Please make a perception roll on a 1D20 @ 10>>
If the target rolls a 10 or below then no opportunity has presented itself. If the target fails, then the thief can make their attempt at their normal SD. If they fail, then nothing happens, unless it is a CF/TF. If a CF/TF happens then the thief has been caught in the act. The target has a chance to retaliate, or they can call the guards. If the attempt is a success, then the thief manages to take 1D4 times the level of the target in GP. If the target does not have that much then the remaining amount is taken. On an OS/CS, the amount taken is doubled. A copy of the attempt must be sent in to Grimmy as well as target and thiefs account numbers.
Assassin: The assassin utilizes most of the same skills as the thief, but not all. They do not use the pick pocket skill. They are more physically fit than their cousins the Thief, therefore they get the warriors damage bonus in combat. They are highly adept at stealth and gaining entry to places even thieves have a hard time. For either of these tasks the assassin gains a bonus of +10 SD.
Thief Abilities
Backstab: 2 AP: Using their quick moves and lightening reflexes, the rogue positions themselves behind their target, (allowing that another is engaged in Melee with the same target first) and locates the best spot to "Stick it to them". An SD roll is required, on a successful roll, figure damage and add +5 to the total.
Weakest Link: 1 AP: Years of training have taught the rogue to pick out the weakest target in a group and to spot their weakest point and attack it. This can be used against any target and will add +2 to any damage inflicted in that round by the rogue.
Feign Death: 6
AP: Subtlety , trickery and stealth have been your
lifes blood. These meathods have helped you devlop the ability
to "play dead". Once per combat a rogue can use this
ability to save their life, more or less, by falling to the
ground and feigning death. This can be used ONCE per
encounter, if the attacker(s) see that you have stood up, they
won't belive it a second time. You can try, but most aren't
that stupid.
WARNING: Some creatures
MAY see through this, if this is possible, the GM will have
you roll against your SD to find out if you were successful.
WARNING 2:
Some creatures eat their KILLS!! Be aware of this.
WARNING 3: When you FD, if
anyone is close the one attacking you will most likely turn on
them!