Quiet but quick to anger, Dakvas is one of the more emotionally driven characters in the campaign, falling short of Phaxnsette, but usually doesn't go overboard with anything like Drenieon does.


Bladerunner Lv 1 Skill – Act Parcer Zwei – Infinite times per combat minor- Select a target that is at most three spaces away, and pass through it, landing behind it
Bladerunner Lv 2 Skill – Act Parcer Zwei: Cavalier – Once per combat free reaction- Immediately after dashing through a target with Act Parcer Zwei, knock the target into the air with your blades for 2d6 physical damage. The target will hang there until its turn, taking double damage from your blades.
Bladerunner Lv 2 Skill – Blade Scatter Missiles – Once per combat major – Fire your blades at a single target at most four spaces away, dealing 3d6 physical damage. If you rolled at least two sixes, you may use this skill again on the same target.
Bladerunner Lv 3 Skill – Core Transform: Ensis – Toggle passive minor – Reset your current Core Transformation, then engage Ensis. Your attacks with blades deal 50% more damage.
Bladerunner Lv 3 Skill – Act Parcer Zwei: Requiem – Once per combat major – Deal Xd6 physical damage to a target in melee range, where X is a value from 1 to 10 that increases based on the amount of missing health the target has. You may use this skill as a once per combat free reaction if you chain it directly to an Act Parcer Zwei dash.
Bladerunner Lv 3 Skill – Core Transform: Caelus – Toggle passive minor – Reset your current Core Transformation, then engage Caelus. The range of Act Parcer Zwei doubles.
Bladerunner Lv 4 Skill – Core Transform: Vapos – Toggle passive minor – Reset your current Core Transformation, then engage Vapos. If you are targeted for an attack or skill, you may use any Lv 1 Skill as a reaction.
Bladerunner Lv 4 Skill – Blade Singularity – Once per combat major – Bring together all of your blades to deal 6d6 damage to a wounded target, or half damage to a non-wounded target.
Bladerunner Lv 4 Skill – Blade Shifter – Once per combat minor – You may teleport to the nearest enemy that is not wounded.
Bladerunner Lv 4 Skill – Blade Cage – Once per combat free reaction– Immediately after dashing through a target with Act Parcer Zwei, bring your blades in to cage the enemy. You may maintain this cage for as long as you want to or are able to. While caged, an enemy cannot move or use reactions. If you move to a space that is not adjacent to the caged target or use your blades for a Bladerunner skill or auto attack, the target is freed. Some enemies cannot be caged, while others can break out.
Bladerunner Ultimate Skill – Act Parcer Zwei: Eviscerate – 20 hour cooldown – Unleash every Bladerunner active skill upon a target enemy at any range, at double damage, and in any order. Then roll success. If you succeed, unleash Eviscerate again. If you fail, reset all Bladerunner cooldowns (except this one). This skill teleports you to your target, and you may intersperse your regular turn actions within the skill cycle of Eviscerate.

Illusionist Lv 1 – Rolls for transformation, illusion, and debilitation magic are easier. Spells under these schools are more effective. Upon leveling this class, the user can choose to specialize one of the three schools to gain further bonuses upon regular bonuses gained in all three through natural leveling.
Illusionist Lv 2 Transformation Mastery Ability – Evolution – Transformations no longer must be rolled for. Instead, when you use a transformation spell, you may optionally roll for success for an Evolution. If you fail, the transformation spell fails, and transformation spells cannot be used for the rest of combat (or for a Lemurian hour outside of combat). If you succeed, you may roll a d20. Based on your roll and your transformation, your human DNA will be permanently mutated, altering your stats and natural abilities.
Illusionist Lv 3 Illusion MasteryAbility- Reality Fault – Illusions no longer must be rolled for. Instead, when you use an illusion spell, you may optionally roll for a Reality Fault. If you fail, the illusion spell fails, and illusion spells cannot be used for the rest of combat (or for a Lemurian hour outside of combat). If you succeed, you may roll a d20. Based on your roll and your illusion, the conditions of reality will be altered accordingly for the rest of combat.
Illusionist Lv 4 Debilitation Mastery Ability – Downgrade – Debilitations no longer must be rolled for. Instead, when you use a debilitation spell, you may optionally roll for a Downgrade. If you fail, the debilitation fails, and debilitation spells cannot be used for the rest of combat (or for a Lemurian hour outside of combat). If you succeed, you may roll a d20. Based on your roll and your debilitation, the target of your spell will be further altered permanently.

Ravager Lv 0 Skill – Magic Bloodlust – Passive – Every destructive spell cast gives you d4 stacks of Bloodlust after the skill ends, and every other source of damage you deal gives you a single stack of Bloodlust for every twenty damage dealt. Instead of being limited to a certain number of times per combat, Ravager skills cost Bloodlust to use, and all actives are majors. At the beginning of combat, you may start with d6 Bloodlust.
Ravager Lv 1 Skill – Volcanic Smash – Costs 1 Bloodlust – You deliver a flaming axe kick to an adjacent target, dealing d12 + Bloodlust fire magic damage.
Ravager Lv 2 Skill – Lightning Sweep – Costs 2 Bloodlust – You deliver a low spinning sweep kick, dealing d8 + Bloodlust lightning magic damage to all enemies around you and knocking all enemies away from you three spaces.
Ravager Lv 2 Skill – Dusk Uppercut – Costs 2 Bloodlust – You charge your fist with dark magic before delivering an uppercut to an adjacent target, dealing d10 + Bloodlust dark magic damage to it. If this move kills your target, you may multiply your Bloodlust stacks by d4 instead of normally rolling for Bloodlust gain.
Ravager Lv 3 Skill – Inferno Burst – Costs 3 Bloodlust – Slam downwards with both legs, dealing 2d20 + Bloodlust fire magic damage to one target and Bloodlust fire magic damage to up to two adjacent targets.
Ravager Lv 3 Skill – Bolt Whip – Costs 3 Bloodlust – Fire a whip of lightning at a target enemy up to five spaces away and pull them in next to you, dealing d12 + Bloodlust lightning magic damage to that enemy.
Ravager Lv 3 Skill – Shadow Shatter – Costs 3 Bloodlust – Grab an adjacent enemy and deal d20 + Bloodlust dark magic damage to it. After this skill is executed and you gain your normal d4 Bloodlust, you may gain additional Bloodlust equal to the missing health of your target divided by ten. An enemy cannot be shattered more than once.
Ravager Lv 4 Skill – Furious Gamble – Passive – Whenever you roll for Bloodlust, you may roll d2. If your result is a 2, you get double the Bloodlust. If your result is a 1, you get half the Bloodlust.
Ravager Lv 4 Skill – Destructive Magic Mastery – Passive – Whenever you deal fire, lightning, or dark magic damage, your crits do double damage and double your Bloodlust instead of the normal damage debuff applied to magic crits.
Ravager Lv 4 Skill – Scorching Holocaust – Costs 5 Bloodlust – Deliver a blazing roundhouse kick that deals Bloodlust * d8 fire magic damage to an adjacent target. This skill does not give Bloodlust.
Ravager Lv 4 Skill – Lightning Overhanger – Costs 5 Bloodlust – You may only execute this as a counter during an opponents turn, in response to a melee attack that solely targets you. Block half the physical damage, then deal d8 + Bloodlust + Bloodlust lightning magic damage to that opponent. (If the damage you take would KO you, you will be KO’d at the end of Lightning Overhanger instead.)
Ravager Ultimate Skill – Barrage of Unholy Obliteration – 20 hour cooldown – Pay all of your current Bloodlust. Unleash a flaming hook kick, followed by a lightning roundhouse kick and finishing with a spinning back kick imbued with darkness all on a single target. This move inflicts Xd8 lightning magic damage, Xd10 fire magic damage, and Xd12 dark magic damage upon that target, where X is the amount of Bloodlust paid to execute this move.

Arcane Assassin:
Arcane Assassin Lv 1 Skill – Arcane Mark – Passive – At the beginning of combat you may mark any target enemy. Your magic damage on a marked target deals 10 * (d10 – 1)% increased damage. When a marked target dies, you may mark another target.
Arcane Assassin Lv 2 Skill – Time Bomb – Passive – An enemy that has Arcane Mark on it gains one Bomb stack every time you inflict magic damage to it. Upon hitting the fifth Bomb stack, the marked enemy loses all Bomb stacks and takes 3d20 dark magic damage.
Arcane Assassin Lv 2 Skill – Crippling Shot – Once per combat minor – Your marked target takes d20 water magic damage and becomes crippled. Crippled enemies get -3 to movement and dashing, and cannot use any skills, abilities, or item actives that would teleport the crippled target.
Arcane Assassin Lv 3 Skill – Shadowstep – Once per combat minor – Teleport to a marked target. If the marked target dies this turn, this cooldown resets.
Arcane Assassin Lv 3 Skill – Water Prison – Once per combat major – Trap a target in a spherical prison of water. They cannot move or use any skills that would move them. At the beginning of the trapped target’s turn, it takes Xd6 water magic damage, where X starts at 1 and goes up each time this procs.
Arcane Assassin Lv 3 Skill – Chains of Darkness – Once per combat major – Pull your marked target towards you by up to five spaces, as well as any targets adjacent to your mark, and deal Xd8 dark magic damage to them, where X is the number of spaces they have been pulled.
Arcane Assassin Lv 4 Skill – Execute – Once per combat major – Kill a marked target that is below 10% of its maximum health. This attack deals dark magic damage equal to the health of your target when it is successful. This is an instant kill technique.
Arcane Assassin Lv 4 Skill – Target Analysis – Passive – You have knowledge about a marked target’s current health, defenses, and possible strengths or weaknesses.
Arcane Assassin Lv 4 Skill – Poisoned Dagger – Passive – Your physical attacks deal bonus water magic damage equal to d4% of your target’s maximum health. If your target is marked, this value is always 4%
Arcane Assassin Lv 4 Skill – Shade Missiles – Once per combat minor – Fire several needles of darkness at a target, dealing 2d20 dark magic damage. If the target is marked, it also loses all AC and magic resistance until the end of your next turn.
Arcane Assassin Ultimate Skill – Coup de Gras – 20 hour cooldown – Deal d100% of the marked target’s maximum health as water magic damage, then deal d100% of the marked target’s current health as dark magic damage. Then, your next attack deals X% more damage, where X is the percentage of this skill’s target’s maximum health that was depleted by this skill.


Dakvas never knew his parents. From when he was young, he had to steal and occasionally kill for food and survival. One day, when Dakvas was about 9, he went to steal from an old black smith, thinking it would be just like any other heist he had pulled. He went to steal a new dagger and gloves, as his had worn out. When he found what he was looking for, he was suddenly thrown against the wall. The old man had been watching him. At this point, the old man realized how young this thief was, so he gave Dakvas an ultimatum; either become his apprentice and give up on thievery, or he turned him over to the guards. And Dakvas chose the apprenticeship. This went on for 7 years, and finally Dakvas was happy.

One day after he had turned 16, a band of slavers passed by. The old man refused to supply such terrible humans, so the slavers attacked him. Dakvas and the old man fought for their lives, and managed to push back the slavers. But more and more showed up, and eventually the duo were pushed back themselves. Unfortunately, the band of slavers had more than a few powerful allies, and one was a master assassin. The assassin dropped on the old man from above, and slit his throat. Upon his death, Dakvas let out a cry of anger and sadness, and unknowingly crying out magical energy as well. This blasted back the advancing slavers, and killed more than a few of them, including the assassin. But the slavers kept coming over their fallen comrades. Dakvas became a slave.

Though, these slavers had connections in higher places, and sold Dakvas immediately off to the gladiators, to get him off their hands. The gladiators were no less cruel though. They told Dakvas that if he could get through 3 years of fights without losing, he would be set free, if he didn’t enjoy the fighting by that time. And so Dakvas fought, and won. When he finally got past that last match, he tried to march out of the ring a free man, only to be met with chains again. Angry that he had been betrayed, Dakvas once again fought. But in the end he had chains binding him again. Dakvas screamed at the gladiators, and felt a nostalgic feeling welling up inside him. When he screamed once more, he again managed to blast magical energy, and killed the gladiators. Dakvas stepped over their corpses and found the key to his chains, and walked out of the arena a free man.


Kraithan or Bust icewolfblade Dakvas