|
Azure Terror; A more 'traditional' rp
|
|
Topic Started: October 21, 2011, 10:34 pm (733 Views)
|
|
Kraveing_volkf
|
October 21, 2011, 10:34 pm
Post #1
|
Addict
- Posts:
- 1,990
- Group:
- Members
- Member
- #724
- Joined:
- August 8, 2010
- Gender?
- Female
- What Roleplaying Skill Level do you consider yourself?
- Intermediate
- Favorite RP Genre
- Anything Interesting
- What browser are you using?
- Firefox 3
- Have you ever GM'd / DM'd?
- Yes
|
IC
Before anyone asks, Yes you can join at any time.
Note everything below can change, this includes the races
Story Undead, trolls, ogres, manticores, monsters are well known in this world. Adventurers and heroes keep most of the population safe and able to do the jobs they wish. These adventurers travel the world, taking jobs or bounties, and taking out high level monsters or braving dangerous crypts or towers. Some of these adventurers do this for the money, some for the experience, and some simply do it for the kill, however there are those that do it to keep others safe.
Recently more and more undead has been appearing across the land. These undead threaten the kingdom of Azure and the reigning king has sent out various requests for assistance. Few have returned. The call for assistance will draw in one last group of adventurers. These adventurers will travel across the land to the various kingdoms and races around the land seeking aid for Azure. Their travels will take them far to the north where the dwarven live in their underground city, far to the eastern desert to the lizardfolk's camps, through the western forests and to the islands in the sea, they will even take them to the neigh forgotten dragon roosts. Their travels will be dangerous and many may die but with dedication and perseverance they may just wind up taking out whatever has been raising the undead and threatening the Azure kingdom.
Rules The rules of the rp are as follows 1. Be respectful to your fellow rpers. I understand if your character is a prick, but don't be one in the OOC. 2. Try and stay on topic in the OOC (and IC for that matter) I understand if you need to say you wont be on here (as I have a bad habit of never checking the 'absence' thread) but try not to just spam the OOC with unrelated stuff. 3. Obey the dice. If the dice says you missed, you missed. If it says you just got hit for 100 damage then you got hit for 100 damage. 4. Post your profiles up here. If your really worried your profile will need heavy editing then feel free to pm them to me. 5. I am DM, my word be law. Its as simple as that, if I as DM say something then listen. Don't agree with me? or I missed something? Kindly point it out, I will listen and wont bite (unless your a prick in doing so >_>) 6. I'm fair, and often harsher on my own characters, and will rarely give you a challenge I don't feel you can atleast handle. But that does not mean that your characters have no chance of death. 7a. No using * ~ - + \ or anything of the like for action or speech. Write as if your making a book, third person is preferable. (and please never ever switch from first to third person or vice versa. Choose one and stick to it) 7b. No 1337 or chat speak. Its greatly annoying. 8. Fighting is encouraged, but remember that its not the only way to gain exp or escape from a situation. Pick that lock, spot an ambush, convince that ogre to attack something else, intimidate that poor farmer out of his hard earned gold, dive Scrooge Mcduck style into a pile of dragon gold (okay that last one may not gain you exp but still) Hell even sneaking past encounters. 9. Post atleast twice per week. 10. Have fun  Oh not quite a rule but somewhere in your character post please include your current exp
The System Okay the system is based off D&D but I did my best to make it more user friendly. The Dice You roll a d12 for just about everything and the layout for the 'hit/miss' generally stays the same unless otherwise stated. 1-4 miss 5-10 hit (chance to dodge/evade) 11+ critical (always hits) A critical always means that you deal 1.5x the damage you would have dealt. Or the effect that would have happened now lasts twice as long or is twice as good. You always roll in your character post, no matter what its for you roll in your character post. And please include what the roll is for. Example (the roll system seems to ignore the code when editing so will use () in place of [] so I don't need to constantly reset the thing every time I edit this post) - Code:
-
Whirling Dervish (roll)1d12(/roll)
Or - Code:
-
Convince for extra gold from quest (roll)1d12(/roll)
You only need to worry about your first roll, I will worry about damage, and the rest. But if you either A don't trust me, or B really want to know how it works then Damage is based on the weapon/spell. It also runs on the d12 system. The damage roll is cast, the given number is then subtracted by the targets Armor or magical defense. Then the damage taken is subtracted into the targets hp. If one rolls a hit but not a critical there is a chance that the foe (or your character) my dodge the attack. This chance is heightened by your dexterity (or a feat) But in general it follows this rule 1-9 hit as normal 10+ evade Leveling All of your characters will start at level one (unless you get permission from me) and start with 30 points to place in your stats. Each level you gain points to spend on stats depending on your intelligence.
You gain experience for just about everything (the amount of experience depends on the difficulty at your level and can be increased by feats but no matter what you will always gain atleast 1 exp for just about every encounter) Each level follows this system (double up from previous) 1 - 0 2 - 50 3 - 100 4 - 200 5 - 400 6 - 800 etc… Exp gained This may get its own section, but this is where I describe what everything gives exp wise. (the bestiary will have the exacts on that creatures exp)
Kill monster - Dependant on monster level Shared across everyone who participated (did any action that aided allies or hindered enemies)
Pick lock - Dependent on lock type Very easy Lock - Dexterity of 5 & pick lock skill - 25 exp to person who picked lock 10 exp to everyone else. Simple Lock - Dexterity of 12 & pick lock skill - 50 exp to person who picked lock 20 exp to everyone else. Minor Lock - Dexterity of 19 & pick lock skill - 75 exp to person who picked lock 30 exp to everyone else. Moderate Lock - Dexterity of 27 & pick lock skill - 110 exp to person who picked lock 44 exp to everyone else. Hard Lock - Dexterity of 38 & pick lock skill - 150 exp to person who picked lock 60 exp to everyone else. Difficult Lock - Dexterity of 52 & pick lock skill - 250 exp to person who picked lock 100 exp to everyone else. Master Lock - Dexterity of 67 & pick lock mastery skill - 500 exp to person who picked lock 200 exp to everyone else. Impossible Lock - Dexterity of 85 & pick lock mastery Skill - 750 exp to person who picked lock 300 exp to everyone else.
Spot traps - always gives 50 exp to person who spotted the trap and 10 exp to everyone else no matter traps difficulty.
Disarm Traps - Depends on trap type Simple Trap - Dexterity of 8 & disarm skill - 40 exp to person who disarmed trap 16 exp to everyone else. Minor Trap - Dexterity of 18 & disarm skill - 80 exp to person who disarmed trap 32 exp to everyone else. Moderate Trap - Dexterity of 30 & disarm skill - 140 exp to person who disarmed trap 56 exp to everyone else. Difficult Trap - Dexterity of 44 & disarm skill - 200 exp to person who disarmed trap 80 exp to everyone else. Deadly Trap - Dexterity of 60 & disarm skill - 350 exp to person who disarmed trap 140 exp to everyone else. Master Trap - Dexterity of 78 & disarm master skill - 600 exp to person who disarmed trap 240 exp to everyone else. Impossible Trap - Dexterity of 100 & disarm master skill - 1000 exp to person who disarmed trap 400 exp to everyone else.
Bartered/Haggled/Intimidated/Bluffed or Convinced another Dependant on the scenario but the one doing the bartering haggle etc gains exp while everyone else gains half.
Used stealth or some other magic to avoid a fight completely Everyone gains 75% of what the encounter would have given. (Not awarded if you turn right around and attack the avoided fight anyway) Saves Willpower saves (and many other saves) follow a simple method. When a character is 'feared' (or anything else that requires a save) their wisdom stat is compaired against the enemies. If their widsom is even with the targets (atleast four above or two below) then they simply roll a 1d12 to determine what happens. However if their wisdom is higher (5+) then they add a +1 per 5 additional wisdom to the modifier If their wisdom is lower (-3) however things are far more dangerous, they receive a -1 for every 3 wisdom the enemy has above them.
This is exactly the same for 'intimidate, bluff etc' checks, strength saves, intelligence saves, and just about every other kind of saves.
Stats Stats are your characters strengths and weaknesses, they are the base for your character 'non-racial, non-feat, non-buffed' For character builds you start with a total of 30 points at level 1 and each level you gain points to distribute as you wish. Points gained at level is determined by intelligence. 0 is the minimum you can place any skill at. (Most of these are out of the D&D book) Strength Strength measures your character’s muscle and physical power. Strength also limits the amount of equipment your character can carry.
Melee or thrown weapon damage is increased by +1 for every 5 points in strength Offhand attacks deal half damage, but two handed attacks deal one and a half times damage. Climbing ledges, Jumping distances, Swimming against the current, assisting another in all of these tasks all have a bonus depending on your strength. (the bonuses or penalties will be displayed when the option arrises) If you do not have the strength required for the challenge you can ask another for assistance in the task. Breaking down doors, or breaking locks also use Strength Every point in strength increases how much you can carry by one lb
Any creature that can physically manipulate other objects has at least 1 point of Strength. A creature with no Strength score can’t exert force, usually because it has no physical body or because it doesn’t move. The creature automatically fails Strength checks. If the creature can attack, it applies another modifier to its base attack bonus instead of a Strength modifier. (In other words if you have a 0 in strength I expect your character to either be a gelatinous cube or a statue thus everyone should have atleast a 1 in strength) Dexterity Dexterity measures hand-eye coordination, agility, reflexes, and balance.
Ranged weapons damage is increased by +1 for every 5 points in dexterity Naturally every 10 points in dexterity increases defense by 1 Dodging rolls results are increased by +1 for every 12 points. (to a maximum of +6) Balance, non-magical skills hide, move silently, pick locks, disarm traps, riding animals, and stealing all use dexterity as their modifier.
Any creature that can move has at least 1 point of Dexterity. A creature with no Dexterity score can’t move. If it can perform actions (such as casting spells), it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier. The creature automatically fails Reflex saves and Dexterity checks. (In other words if you plan on your character moving you need to have atleast 1 in dexterity) Constitution Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s hit points, so the ability is important for all classes.
Character gains 15 hit points every 1 point in constitution. Character gains 7 stamina every 1 point in constitution. Poison/disease resistance increases by 1 for every 10 points up to a maximum at +9 Stamina is used in melee and archer skills unless said skill specifically states it uses mana. Character can learn 1 ability for every 5 points in constitution
If a character’s Constitution score changes enough to alter his or her Constitution modifier, the character’s hit points also increase or decrease accordingly.
Any living or unliving creature has at least 1 point of Constitution. A creature with no Constitution has no body. (thus everyone should have atleast a 1 in constitution (preferably more else you die a lot)) Intelligence Intelligence determines how well your character learns and reasons. This ability is important for wizards because it affects how hard their spells are to resist, and how powerful their spells can be. It’s also important for any character who wants to have a wide assortment of skills.
Your character can learn 1 language for every 7 points in Intelligence. Spell casters gain more spells based on their Intelligence score. (see spells) Upon leveling character gains 1 skill point for every 4 points in intelligence with a minimum of 1 skill point per level at 1 intelligence. (A character does not retroactively get additional skill points for previous levels if she increases her intelligence) Character can learn 1 spell for every 5 points in intelligence
Any creature that can think, learn, or remember has at least 1 point of Intelligence. A creature with no Intelligence score is mindless, an automaton operating on simple instincts or programmed instructions. Mindless creatures do not gain feats or skills. Wisdom Wisdom describes a character’s willpower, common sense, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. If you want your character to have acute senses, put a high score in Wisdom. The amount of mana your character has depends on your Wisdom.
Listen, Sense Motive, resist Charm/Coercion and Spot checks rely on your wisdom. Your magic defense increases by 1 for every 8 points in wisdom. Your character gains 10 mana for every 1 point of wisdom
Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom. Anything with no Wisdom score is deaf, blind, and can not feel anything. Charisma Charisma measures a character’s force of personality, persuasiveness, personal magnetism, and ability to lead. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting (in other words one can be beautiful but have a horrid charisma or vice versa)
Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Perform rely on your charisma.
Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma. (in other words with a zero your character will honestly believe that the wall, other characters, that monster, the floor, and the sky is itself…please put one in this) If you note everything above while you 'can' have a zero in any of the above stats it is not advised that you do (in other words it it highly advised that you have at least a one in all six stats) (Note try and set up your bace stats to compliment your racial stats (in other words if your race gives a - to a stat try to make sure you still have atleast 1 in that stat)
|
|
|
| |
|
Kraveing_volkf
|
October 21, 2011, 10:34 pm
Post #2
|
Addict
- Posts:
- 1,990
- Group:
- Members
- Member
- #724
- Joined:
- August 8, 2010
- Gender?
- Female
- What Roleplaying Skill Level do you consider yourself?
- Intermediate
- Favorite RP Genre
- Anything Interesting
- What browser are you using?
- Firefox 3
- Have you ever GM'd / DM'd?
- Yes
|
Races Races are what your characters (or the monsters in the world) may be They have their own traits and if you have a race idea then feel free to pm it to me (similarly if you see a race you like but don't like the stats or traits it has then feel free to alter it and say its from the north or south (like how a nord is simply a human from the north and a wood elf is different from a highland elf) - Code: Racial Info
-
[spoiler=Race Name - The name of the race][center]Description - A quick description on the race. This can be as long as you require to describe the race.
[i]Basic Appearance - How the race generally looks compared to humans. Again it can be as long as you require to describe them. (images may be accepted here but I would prefer text)[/i]
Other information - Information like religion, spoken languages, regions they appear in, cities you wish them to have, etc. should go here.
Racial Bonuses - The bonuses to stats that this race gives. (note that these stats can be broad like +x to Charisma or focused like +x to bluff/lie) Warning I expect your to try and balance the buffs with the penalties (in other words try and have a fair amount of + and - ) Racial Skills - Feats/spells your race has[/center][/spoiler]
Human The most basic race.
Humans can be as varied as just about any other race. Their skintones range from pale all the way to dark brown. Their hair color ranges from blond, red, brown, orange, black, and white. Their eye colors can be blue, green, brown, tan, some can even almost appear red.
Humans can be found everywhere and worship just about any gods.
Humans have no bonuses but also have no penalties. Dragon Blooded A human/dwarf/elf who has a dragon kin as an ancestor but not close enough to grant any of the racial immunities
Often they will look similar to whatever race their primary lineage is from while having some scales or wings, or maybe even a lizard like tail, but in almost all cases they are taller than others of their race. In other words they have only a little dragonkin in their appearance, sometimes its not even noticable.
The Dragon Blooded generally follow the gods of their primary race, but there are a few that follow the draconic gods. They don't have their own cities or towns as they are simply men and women who happen to have a little dragon in their lineage. However this lineage does tend to make them slightly stronger but less sociable than others of their race.
+1 Strength, -1 Charisma Draconic Lineage - Automatically heal 1 hp every turn plus have a 10% resistance to a given element rounded up (choose element fire, earth, water, wind, or poison)
Note: Choose a second 'true' race that is not another of the 'dragonkin' races Draconian A half Dragon. A draconian is a dragon born who either has one full dragon parent, or two draconian/dragonkin parents but not enough to have more than 3/4 dragon blood in them.
Draconians appear to be almost similar to lizardfolk in appearance, but retain just enough of their non-dragon half to make that race noticeable. Most of their skin is covered in scales and they almost always have a tail. Some have wings, hair, breasts, and other similar features. They are always significantly taller than their non-dragon half.
Almost all Draconian follow one of the draconic gods. Many of them are just as antisocial as their dragon parents but there have been a few that broke this mold; and almost all of them are stronger than their non-dragon race. Most Draconian know how to speak both of their races languages, meaning they generally know Draconic and Common (or elven/dwarven/demonic depending on their other race half)
+1 Strength, +1 Constitution, -1 Dexterity, -1 Charisma Leathery skin - Your skin is as tough as most armor providing a natural +1 to your armor Scales of the Dragonkin - Your scales are similar to that of your dragon elders providing you with a +1 defense against spells Dragon Lineage - Automatically heal 2 hp every turn plus have a 15% resistance to a given element rounded up (choose element fire, earth, water, wind, or poison) Dragon Breath - You are able to breath out a weakened form of your dragon lineage element dealing X elemental damage against the foe.
Note - Choose second race half Dragonkin The Dragon kin is a race who has more than 3/4 dragon in their blood. These races while not quite a dragon, are the closest to being a dragon than any other race.
The Dragonkin is so similar to a dragon that they literally appear to be a small dragon. Often they walk on four legs have a long slender body with a elongated head and long snout. Their teeth are often sharp and their tongue is almost always forked; they also rarely have ears and instead often just have 'ear holes'. They almost always have a long lizardlike tail and a pair of large wings. However interestingly these races also have a chance to appear more like hulking lizardfolk, or even a lizardfolk version of a centaur where they have the body of both a lizardfolk and a dragon.
Often they are mistaken for Drakes, something which greatly annoys them. The Dragonkin always speaks Draconic, and rarely can speak other languages. They also almost always follow the draconic gods. They typically can be found in the mountains and generally will choose to seek home in a dragon roost.
+2 Strength, +1 Constitution, +1 Wisdom, -2 Dexterity, -2 Charisma Leathery skin - Your skin is as tough as most armors providing a +2 to natural armor but you are unable to wear actual armor (armor increases by 1 for every 4 levels) Scales of the Dragon - Your scales are so similar to the dragons that they provide a +2 defense against spells (spell defense increases by 1 for every 5 levels) Dragon Blood - The blood of the dragon is engrained in your very being providing you with a natural healing of +4 hp every turn and a resistance of 20% against a given element (fire, earth, water, wind, poison) Dragon Breath - You are able to breath out a strong burst of your blood element. Dragon Dragons are noble beasts often towering above other races. A dragon's appearance is based upon several qualities, first their scales are almost always black, blue, green, red, tan, brown, or silver. Their scales generally, but not always, depict their elemental alignment. In terms if size and shape dragons come in a multitude of shapes, everything from massive winged snakes to large winged lizards. They can be slender and extremely flexible with whiskers that resemble mustaches or they can be thicker bodied with a long slender neck and a long powerful tail. In every situation though the Dragon almost always has two large wings, two legs and two arms with three clawed 'fingers' on their hands, not including the dew claw. They also always have a elongated head with a long crocodile style snout with massive teeth and a forked tongue, often their element can be seen building in the back of their throat.
Interestingly Dragons eye colors will actually change depending on how they feel, this happens no matter if they are currently in their true form or hiding in another form. Red: Anger Orange: Annoyance, Pain Yellow: Worry, Frustration, confusion Lime green: Surprise Dark green: Calm (normal coloring) Light blue: Excitement Light purple: Jealousy Dark purple: Lust/Love White: Fear Gray: Dying
It is commonly thought that dragons are evil however this is not the case, most Dragons actually are neutral in alignment. They will usually find a place to survive, like a cave on a mountain, then stay there only coming out to collect a large animal for food maybe once a month. However its a combination of the truly evil dragons which would damage villages and towns for the fun of it, and the scared farmers losing cows that usually paint dragons in a bad light. Because of those two factors dragons have been hunted and gradually killed their alignment did not matter. It did not help when mages and alchemists found out that many of the dragons organs are able to enhance spells and potions. It is this mass hunting that caused many dragons to forgo their antisocial nature to band together and form various roosts to keep safe. A dragon is hatched small, no bigger than your average labrador and gradually grow across a thousand years until they tower over buildings. Dragons grow wiser (and larger) as they age so all dragons consider the eldest among them to be a leader of sorts. Some dragons are able to alter their form into various animals or even humanoid shapes. Almost all dragons are fairly greedy, but what type of greed changes depending on the dragons personal taste. Some take gold, some gems, some weapons or armor, some even choose to hoard dirt, flowers, or even animals. All dragons speak Draconic with only the eldest ever bothering to learn Common Their written language is generally little more than three thick lines with a thinner line made by the dew claw. The variation in line depth direction and number constitutes different sounds and words. Interestingly dragons are not reptiles despite their similarities, some even consider it an insult to be called one.
+0 Wisdom, +2 Strength, +2 Constitution, - 1 Dexterity, -3 Charisma Elemental Alignment - Most dragons have an elemental alignment to fire, air, water, earth, or poison. This alignment provides them with a massive 50% resistance to all damage of that type. (note if you choose not to take this you may choose one extra feat) Wisdom with Age - As a dragon levels they gain one wisdom every six levels. Leather skin - A dragons skin is a tough as many armors providing a natural +3 to armor but you are unable to wear actual armor (armor increases by 1 for every 4 levels) Scales of the Dragon - A dragons scales provide them with a natural +3 defense against spells (spell defense increases by 1 for every 5 levels) Blood of the Dragon - Your blood provides you with a natural healing of +5hp every turn. Elemental Breath (spell) - Able to breath out the element of your alignment causing 1d12 damage against up to four targets. (damage increases by 1d12 every 10 levels) (costs 35 mana)
(players (and some npc's) only) Hiding in plain sight - Your body is currently altered to a form of another race. Because of this you lose your Leather Skin and Scales of the Dragon bonus but are able to equip armor plus you gain the racial stat bonus (and penalty) of whatever race you are currently altered to. Dragon Queen The Queen is a Dragon blessed by their god Tiamat and is one of the most dangerous dragons around. A dragon queen's scales are always white in color. In terms if size and shape dragons come in a multitude of shapes, everything from massive winged snakes to large winged lizards. They can be slender and extremely flexible with whiskers that resemble mustaches or they can be thicker bodied with a long slender neck and a long powerful tail. In every situation though the Dragon almost always has two large wings, two legs and two arms with three clawed 'fingers' on their hands, not including the dew claw. They also always have a elongated head with a long crocodile style snout with massive teeth and a forked tongue, often their element can be seen building in the back of their throat.
Interestingly Dragons eye colors will actually change depending on how they feel, this happens no matter if they are currently in their true form or hiding in another form. Red: Anger Orange: Annoyance, Pain Yellow: Worry, Frustration, confusion Lime green: Surprise Dark green: Calm (normal coloring) Light blue: Excitement Light purple: Jealousy Dark purple: Lust/Love White: Fear Gray: Dying
As odd as it may be a Dragon Queen is not actually dragon royalty, infact many dragons don't really care about Queens. A Queen is simply a dragon, male or female, who is capable of using every element. A Dragon Queens organs are considered highly sought after by mages and alchemists because they are almost twice as potent as a normal dragons organs. Interestingly Dragon queens are actually weaker physically then others of their race but also strangely they are more sociable. The Dragon Queen is generally of an evil alignment similar to their dark goddess that granted them their elements, however this is not always the case. A dragon is hatched small, no bigger than your average labrador and gradually grow across a thousand years until they tower over buildings. All dragons grow wiser (and larger) as they age so all dragons consider the eldest among them to be a leader of sorts. Some dragons are able to alter their form into various animals or even humanoid shapes. Almost all dragons are fairly greedy, but what type of greed changes depending on the dragons personal taste. Some take gold, some gems, some weapons or armor, some even choose to hoard dirt, flowers, or even animals. All dragons speak Draconic with only the eldest ever bothering to learn Common Their written language is generally little more than three thick lines with a thinner line made by the dew claw. The variation in line depth direction and number constitutes different sounds and words. Interestingly dragons are not reptiles despite their similarities, some even consider it an insult to be called one.
+0 Wisdom, -1 Constitution, -1 Charisma Elemental Prowers - The Dragon Queen is aligned to all elements (fire, air, water, earth, and poison). This alignment provides them with a 15% resistance to all damage of those types. Wisdom with Age - As a dragon levels they gain one wisdom every six levels. Leather skin - A dragons skin is a tough as many armors providing a natural +3 to armor but you are unable to wear actual armor (armor increases by 1 for every 4 levels) Scales of the Dragon - A dragons scales provide them with a natural +3 defense against spells (spell defense increases by 1 for every 5 levels) Blood of the Dragon - Your blood provides you with a natural healing of +5hp every turn. Mixed Elemental Breath (spell) - Able to breath out every element at the same time causing 1d12 damage against up to four targets, this damage bypasses elemental resistance but not spell resistance/defense. (damage increases by 1d12 every 12 levels) (costs 60 mana)
(players (and some npc's) only) Hiding in plain sight - Your body is currently altered to a form of another race. Because of this you lose your Leather Skin and Scales of the Dragon bonus but are able to equip armor plus you gain the racial stat bonus (and penalty) of whatever race you are currently altered to. Wood Elf The Wood Elves are a race at home in the trees, they are fast agile, and deadly accurate with their bows.
Wood Elves are slender just as tall as humans and generally are lithe in appearance. Their skin is lighter in complexion but not quite pale. They generally have long hair which can be black, brown, red, orange, golden, or rarely silver. Their ears are slightly longer than humans and pointed much like a leaf. Their eyes are often bright blue or green with few other variants.
Elves take over a hundred years to reach adulthood, but once they do they do not age and can only die when killed or from a poison of some kind. Wood Elves generally survive off the land hunting only what they need to survive and taking from nature only what they need. Often the forest will provide them what they need. Their magics while strong are not nearly as strong as other elves, but their skills with a bow is next to unmatched. They revere the natural world, perceiving far more than other races can. They are also highly emotional and are easily moved to the strongest emotions. They will swiftly react if their home, often counting the entire forest as their home, is in danger. This reaction often results in an excessive number of arrows pointing at their target.
+2 Dexterity, +1 Intelligence, +1 Stealth, -2 Strength, -1 Wisdom Bow Proficiency - You are skilled with any bow gaining a +1 to damage with them. Deadly Bows - You gain a +1 to hit with all bows. Immune to natural diseases - You are immune to all naturally made diseases. Poisons and unnatural (magical) diseases are another story altogether. Elven Will - You gain a +1 defense against all spells Home in the Forest - You are at home when in forests and are able to move through one with extreme ease gaining not only an extra attack when in a forest but also you will never fall prey to any traps when in a forest. Fragile body - Your body is thin and supple providing you with a -1 to defense against weapons. Highland Elf The Highland Elves are the magically attuned elves.
Highland Elves are slender and taller than humans. They appear weaker than even a normal elf but all of them have this magical glow about them. Their skin is almost always pale. Their hair color is also generally lighter than normal elves with their hair generally being golden, orange, red or silver, and rarely black or brown.
Elves take over a hundred years to mature to adulthood but once they do they stop aging and will survive until killed, but they can be killed far easier than other elves. Highland Elves are more like humans in terms of what they enjoy, they live in cities and rarely commune with nature. However they are also a little more secretive, their cities usually lay on islands or out in the middle of nowhere, generally where it would take a long time to even reach them. Highland Elves are also far less emotional, often very stern and logical, it is rare to see them acting on emotion. Their magics are considered the strongest in the world
+1 Dexterity, +3 Intelligence, +2 Willpower, -3 Strength -2 Constitution Elven will - You gain a +1 defense against all spells Magical Conduit - Your magical abilities are so powerful that you gain a permanent +1 damage to all spells you cast. Fragile Body - Your body is weak providing you with a -1 to defense against weapons Drow Drow are often called 'dark elves', they are the elven race who follow the dark gods of the elven pantheon. Their entire race is built up around deceit.
The Drow often look Identical to elves, however their skin color will be obsidian, midnight black, or a dark grey color. Their hair color will often be white, greet, silver, or the rare faint paled golden blonde. Their eyecolor is usually a purple, but can also be red, white, green or gold. The Drow generally have no body hair, but rarely the males are able to grow some form of facial hair.
The Drow mature faster than elves reaching maturity in just under 100 years. After maturity they stop aging just like elves, however few ever live past their 500th year as their entire society is deceitful and murderous. Most Drow believe themselves to be superior to all others with few exceptions. Most of the Drow cities lay deep under the ground, so deep infact that many of them have a hard time surviving on the surface because of how bright it is. Drow are able to speak Drow (Deep Speech), Elven, and sometimes Common.
+1 Dexterity, -1 Strength, +3 Bluff, +2 Intimidate, +2 Stealth, -4 Diplomacy Weapon Proficiency (Rapier, Hand crossbow, Dagger) - Increases damage done by given weapon by 1 Darkvision - Able to see in the darkness (not including magical darkness)
Gain either Darkfire (spell) - Surrounds the foe in a flicker of purple fire granting a +3 to hit roll for X turns. Target cannot turn invisible or use other concealment abilities. Or Orb of Darkness (spell) - Surround area in a magical orb of absolute darkness for two turns. Anything except caster within orb is unable to see anything and receives a -4 to hit roll on all of their attacks. Chosen spell is free to cast (once per encounter) Drider Drider are Drow that have been blessed by their spider goddess Lolth and transformed into half spiders themselves.
Drider appear to have the torso of a Drow with the lowerbody of a spider. Their bodies lower half often has color patterns of a black widow spider but any spider patterns are known to be seen. Their spidery bodies do gain the sensory hair common on a spider but their torso retain the lack of body hair common on Drow.
Driders are usually not born but instead turned, however born Driders have been known. Most follow Lolth as their goddess however it is not uncommon for some to turn away from their dark goddess, but usually these are spiderborn rather then turned Driders. Driders know the same languages as the Drow but also understand the language of Lolth, Spydric.
+2 Dexterity, +1 Bluff, +4 Intimidate, +3 Stealth, -1 Strength, -8 Diplomacy Weapon Proficiency (Dagger, Rapier, Hand Crossbow) - Damage done by given weapon increased by 1 Darkvision - Able to see in the darkness (not including magical darkness) Spydric reflexes - Able to climb on walls and ceilings without any loss in movement or stats, and gain a bonus to stealth when on the ceiling. (bonus is directly related to current level) Gain either Spider Web - Throw a net or spider silk at your foe trapping them in place for two turns. Or Spider Poison - your unarmed attack generate a poison numbing your foe and slowing their attacks (foe attacks once every other turn) Chosen spell is free to cast once per encounter. Dwarf The Dwarves are master craftsmen of iron and stone. They are tough and capable of surviving blows that would fell normal men.
Dwarves are generally only about four feet tall but they are broad and muscular making them weigh just as much as a human. Their skin, eye and hair colors are just as broad as a humans, but they are rarely pale and generally look dirty. The males almost always have long beards.
Dwarven armor is considered to be both the most intricate armor around but also the strongest of all armors. Craftsmen take great pride in whatever they make and often belittle other races works which they view as shoddy. A dwarf mature as a human does but can live for over 150 years, only really showing their age as they near death. They drink their extremely strong alcohol from a young age and its quite rare to find a dwarf who is not currently even a little bit drunk. To a dwarf any death that does not happen either in battle or from alcohol poisoning is considered a disgraceful death. Most dwarves are pious, to the point of putting even the Drow to shame. They seek guidance in both their gods and their ancestors, whom they view as gods. Dwarves hold grudges that can last entire generations, many of these grudges are held against the goblins who constantly invade their mines. The Dwarven and Elven relation is not one of hate, but rather one of mutual dislike. Dwarves generally speak Dwarven and Common.
+2 Constitution, +1 Strength, -1 Willpower, -1 Dexterity Battle Axe Proficiency - +1 damage with all two handed axe's Body of Stone - Your skin is so tough that most weapons simply fail to damage you. +1 to defense. Encumbrance - You always move at your normal speed even in the heaviest armors or carrying the heaviest weapons. Ancestral Grudge (orcs, giants, goblins) - +1 bonus damage against chosen race (increases by 1 every 10 levels) Duergar (Dark Dwarves) As their name suggests the Duergar are the darker offshoot of the dwarven race found even deeper under the earth than the dwarves are.
Much like their dwarven cousins they are short and stocky, but unlike Dwarves the Duergar are taller and heavier. Their skin is a light to dark grey in color and their eyes are equally as grey but rarely can be brown. Interestingly many Duergar are naturally bald and the rare few that aren't shave themselves bald. Their hair color is often a silver color.
The Duergar despise every other race but hate their dwarven cousins above all others. Infact they will ally themselves with other creatures if it means they can kill dwarves. They are sadistic and enjoy little more than killing, to them any mercy is a weakness and weakness ends in either death or enslavement. Duergar generally speak Dwarven.
+2 Stealth +1 Constitution, +2 Strength, -2 Dexterity, -1 Intelligence Darkvision - Able to see in the darkness (except Magical darkness) Unmovable object - Any effect that would throw, push, pull, or generally move your character always fails. However any damage or effects done by that attack will always succeed. Fairy Tiny, winged humanoids, with pale skin and pointed ears. Yellow, red, blue and green eyes, pale skin and pointed ears, thin butterfly-esque wings sprouting from their back.
Fairies tend to worship nature and all that is in it, though this is a cultural decision over anything racial. They also have a reputation for dressing brightly, singing, dancing and generally acting lively.
-2 Strength, +2 Dexterity, -2 Constitution, +4 Charisma Fey: Fairies recieve a +2 racial bonus to all Knowledge (Nature) checks and can not be subject to spells or effects that affect humanoids only. Darkvision out to 30 feet. Combat Reflexes: Make more than one 'attacks of opportunity' (surprise attack, counter attack, etc.) each round that one is able. In addition, a Fairy's natural curiosity lets him pick one additional feat at first level. Unearthly Grace: A Fairy adds his Charisma modifier as a bonus to all his saving throws and as a deflection bonus to his Armor Class. Fairy is considered to be flying unless stated otherwise (eg trapped, landed, 'roosting', etc.
Added by Doomshifter Remnant Ancient undead, often mages but not always the case. These undead grip to life through sheer force of will rather then magic.
A Remnant's appearance tends to be that of a skeleton, however the major difference is that the Remnants spirit can be seen gripping to the bones holding everything together. Often this spirit will actually be so prevalent that they actually appear to be a ghost overlapping a skeleton. Because of this it is possible to see hair, skin color, eye color and even the Remnants original race.
A remnant was not brought back by magic, and because of this they are more like their original self than many other undead. Recently dead remnants may not even realize they are dead. A remnant is capable of thinking, speaking, and even traveling the world. They cant actually die unless either their spirit chooses or is forced to move on. If their body would be destroyed their spirit will actually piece it back together, even if it was ground to dust. Powerful remnants can even raise other skeletons to follow their will, so its actually not uncommon to see an entire ancient castle full of skeletal guards.
+2 wisdom, -2 dexterity, Choose +2 Strength & -1 Intelligence Or +2 Intelligence & -1 Strength The remnant also gains one free +2 stat of the original race. (if original race had no +2 then choose any stat to give a +2) Formidable Will - Your will is so strong that you gain a +1 to all will checks Dead Focus - You are unable to be feared Skeletal Resistance - Has a 25% resistance to lightning elemental damage. Reverse Healing - You take damage from holy spells (heal, cure) and heal from unholy spells (harm) Pull yourself Together - Broken bones, dismembering, and all around destroying you wont stop you. Heal 3 hp per turn and if your bones are broken/removed you will repair it automatically after one turn. Rise - When you are able your character gains 'raise dead' for free (does not cost a spell slot (still costs mana to cast)) Lich A powerful mage who managed to find a way to cheat death.
The Lich often appears as a skeleton in a robe.
The Lich was a powerful spellcaster who found out by putting their very soul into an object called a phylactery they can cheat death. Few Liches remain 'good' as without their soul they no longer have a conscience, wearing their phylactery is one way to counter this, others will stick near people who can act as their conscience. Most of them however just choose to ignore this little fact. A phylactery can be anything, it can be as small as a necklace to as large as a giant stone slab. So long as this object remains intact the Lich will always return from the dead.
+2 Intelligence, +2 Willpower, -2 Dexterity, -2 Strength The Lich also gains one free +2 stat of the original race. (if original race had no +2 then choose any stat to give a +2) Dead Focus - You are unable to be feared Skeletal Resistance - Has a 25% resistance to lightning elemental damage. Reverse Healing - You take damage from holy spells (heal, cure) and heal from unholy spells (harm) I will Return - Heal 2hp per turn. When killed so long as your phylactery remains your body will repair itself. If the body was destroyed then a new body will be made. Rise - When you are able your character gains 'Raise Dead' for free (does not cost a spell slot (still costs mana to cast)) Free Spell - Choose one spell, when your character can learn it gain that spell for free (does not cost a spell slot (still costs mana to cast)) Sphinx Sphinxes are isolated, monstrous creatures with a knack for intellectual pursuits.
A sphinx is a type of chimera, with the hindquarters and limbs of a lion, the chest and head of a human, bird-like wings on their back, and a serpent-headed tail. Their fur, feathers, scales, and the hair on their heads are usually of a similar coloration, typically shades of brown, but as inherently magical creatures, nearly any color is possible. They are quadrupedal and do not possess hands/
Sphinxes inherently treasure knowledge and logic, and would make outstanding scholars and sages were they not normally isolated from civilization. This isolation is likely the result of their cultural arrogance and disdain for less intelligent creatures. Sphinxes do not have what would be qualified as cities, and are instead semi-nomadic, typically settling near abandoned temples, libraries, or other places rich with history and information. Sphinxes speak their own language, but your average sphinx will generally know one or two other languages. Once reaching adulthood, they are not believed to age.
+1 Strength, -2 Dexterity, +3 Intelligence, +2 Wisdom, -2 Stealth, -2 Bluff/Lie (does not effect check just when you attempt to do it)
See Through Lie - When someone attempts to lie or bluff you, or any of your allies, you gain a +4 to the check. (in other words if someone attempts to lie to you there is no chance for them to succeed unless they have a high bluff/lie modifier) Tough Hide - Most of a sphinx's body has tougher skin than the average human, giving them +1 to armor. Monstrous Shape - A sphinx cannot wear any armor, gloves, boots, or rings, nor can they use any equipment or weapon that must be held in the hands. They are also immune to effects that only affect humanoids. Claws - Due to their sharp claws, a sphinx's unarmed attack does 50% of a d12. Flight - A sphinx can fly, albeit somewhat clumsily. They can theoretically support a single rider of human weight and volume, but few would deign to do so. Efficient Magic - Sphinxes have an innate understanding of magic, and expend 5 less mana when casting a spell. This can reduce the cost to 0. For spells with a cost to maintain, only the first turn is discounted.
added by Shin Majin Lizard-Folk The Lizardfolk are a race of humanoid Lizards. They are not mammals and though they follow the dragon gods they actually have a strange dislike towards the dragons themselves.
The easiest way to explain a Lizardfolk is scaly. They are covered head to tail in scales of varying sizes. However unlike a dragons scale, which often 'plates' a Lizardfolks scales are closer to regular skin. The scales are smaller and softer on areas that need to bend a lot, like the elbows, knees, neck, some parts of the chest. However any area that doesn't need to bend a lot the scales become far larger and harder. The coloration of these scales are quite varying and tend to depend on where they grew up. A desert dwelling Lizardfolk will have more tan scales while a jungle or swamp one will tend to look more green. However they can also be red, black, orange, white, multi-color. Because a Lizardfolk is not mammalian and are actually reptiles (unlike dragons) a Lizardfolk does not actually have breasts or similar mammalian anatomy. They also don't have hair, but they do have these interesting tendril like appendages on their heads which usually secrete a sort of watery substance similar to sweat. These appendages are really only seen on desert dwelling Lizardfolk and are actually rarely seen on swamp dwelling Lizardfolk.
As stated the Lizardfolk follow the dragon gods, but have a dislike toward the dragons themselves. The Lizardfolk culture can be seen primarily in deserts or swamps, but they can be found anywhere really. Lizardfolk speak in hisses to their own but most know common, but their tongues make them pronounce the S's more than other races and they have a hard time with C's X's Y's and really any letter that requires extensive lip motion so often when they speak their words seem quite off and some even choose to speak slow and monotone in order to be understood better.
+2 Dexterity, +2 Constitution, -3 Intelligence Scaled Skin - The lizardfolks skin provides them with an armor bonus of +2 Regeneration - The lizardfolk is able to grow back lost limbs and even heal from scars. They gain back +2 health each turn. It Burns - If hit by a fire attack the Lizardfolk is unable to naturally heal back the burnt hp and until healed they take a permanent hit to their hp in the amount of the fire damage delta.
|
|
|
| |
|
Kraveing_volkf
|
October 21, 2011, 10:35 pm
Post #3
|
Addict
- Posts:
- 1,990
- Group:
- Members
- Member
- #724
- Joined:
- August 8, 2010
- Gender?
- Female
- What Roleplaying Skill Level do you consider yourself?
- Intermediate
- Favorite RP Genre
- Anything Interesting
- What browser are you using?
- Firefox 3
- Have you ever GM'd / DM'd?
- Yes
|
Feats Feats are passive abilities that may increase (or decrease) stats or enable you to cast higher level spells, or use certain stats in place of another stat. Feats that you think of (eg are not on this list) feel free to pm me about and ask if you can use it. Note some feats may have a lvl requirement while others may lvl as you do. A character gains 1 feat for every 3 levels and starts with 3 feats (not including racial feats)
Quickened Spell - Ability to cast either two spells in one turn or one spell that requires a 'charge' turn without the charge. Must put 'quickened' infront of spells name Can not be used with Maximized (can have maximized as a feat though)
Maximize Spell - Ability to cast a spell at full power in exchange for a slightly increased cost (10% of normal cost) Hits for the maximum damage that spell can deal (eg as if it hit a critical) Must put 'maximized' infront of spells name Can not be used with Quickened (can have quickened as a feat though)
Unarmored Defense - Defense improves if wearing no/cloth armor by +1 per 4 levels
Attained Demonic Skin - Natural (base) armor is increased by +3 This is the non racial feat and does not stack with the racial feat
Chain Attacks - All single target attacks (spells or weapon attacks) can now hit an extra foe for 75% of total damage.
Armor Proficiency (type of armor) - Improves chosen armor type by +2 defense per equipped Must have nothing but that type of armor equipped
Item Proficiency (type of item) - Improves the item Used items would be more potent, while held items (like lutes) would improve stats more (or spells for classes like bards which use the lute)
Weapon Proficiency (type of weapon) - Improves the damage of an item by +1 damage
Spell Proficiency (type of spell) - Improves a class of spells by +1 damage if choosing an entire 'class' of spells, but +3 damage for specific spells. For instance a 'fire spell proficiency' would improve all fire spells by +1 While a 'fireball proficiency' would improve just fireball by +3
Pack Mentality - Improves damage against foes other allies are attacking Damage is increased the more allies attacking the same foe +2 per ally
Second Chance - All killing blows leave you with 1 hp (assuming you did not have 1 hp to start with)
Race Hatred (race type) - Gain a +1 damage bonus against certain races (stacks will other similar feats including racial feats)
Coercive spell - Each hit by your spells causes your foe to become easier to hit +1 for each 'to hit' roll against target per hit (up to +4)
Deadly Weapon (type of weapon) - Your to hit improves with chosen weapon +1 to hit with chosen weapon
Deadly Spells - Your to hit with all spells improves by +1
Gained Darkvision - Able to see in the dark The non-racial feat (Does not stack) Unable to see in magical darkness
Telepathy - Able to communicate with any creature without need of gaining that creatures language
Hands of a Healer - All healing spells heal 50% more health (or damage 50% more against undead)
Closed Mind - Increased resistance against 'charm' and 'coercion' style spells
Bane of all (race) - Gain a +1 to hit against all of a given race
Unmovable object - Any effect that would throw, push, pull, or generally move your character always fails. However any damage or other effects done by that attack will always succeed.
Home in the Forest - You are at home when in forests and are able to move through one with extreme ease gaining not only an extra attack when in a forest but also you will never fall prey to any traps when in a forest.
Magical Conduit - Your magical abilities are so powerful that you gain a permanent +1 damage to all spells you cast.
Encumbrance - You always move at your normal speed even in the heaviest armors or carrying the heaviest weapons.
Lock Pick Mastery - You are able to pick Master and Impossible locks. (dexterity dependent) (Level 25 and Lock Pick required)
Disarm Traps Mastery - You are able to disarm master and impossible traps. (dexterity dependent) (Level 25 and Disarm Traps required)
Swift Striker - When dual wielding weapons your strikes now use your Dexterity as a modifier instead of your Strength, with no penalty to offhanded damage.
Lock Knowledge - Able to use your wisdom when picking locks instead of your dexterity.
Speedy archer - When using short bows or hand crossbows your character is able to make two basic (non ability) ranged attacks each turn.
|
|
|
| |
|
Kraveing_volkf
|
October 21, 2011, 10:35 pm
Post #4
|
Addict
- Posts:
- 1,990
- Group:
- Members
- Member
- #724
- Joined:
- August 8, 2010
- Gender?
- Female
- What Roleplaying Skill Level do you consider yourself?
- Intermediate
- Favorite RP Genre
- Anything Interesting
- What browser are you using?
- Firefox 3
- Have you ever GM'd / DM'd?
- Yes
|
Spells Spells are a mages best friend and often the only worthwhile thing a mage class can do. Spells run off of a Mana and Level system. The amount of Mana you have depends on your Wisdom stat and your Spell Level is determined by both your Intelligence stat and your character level. Spell level is one for every six points in your Intelligence stat AND one for every four levels after level one example Character A has 17 in Wisdom so he has 170 mana He also has 23 in Intelligence and a level of 6 so while his Intelligence stat may say he has a spell level of three his actual level limits him to a spell level of two Adding a spell to this list involves pming me your idea. If I like it then we can work on what spell level your spell would fit in. Spell level One Spell levels of one require the caster to be level one and have a minimum intelligence of six.
Blade Barrier - A wall of spinning blades forms at the desired location. Anything passing through this wall takes 1d12 damage. Costs 25 mana.
Confusion - Causes the target to use random actions against random targets for up to four turns or until they roll a wisdom based save. Costs 10 mana.
Cure - Removes status ailments and heals target by half of 1d12 rounded up. Removes status ailments and damages undead. Costs 20 mana.
Light Harm - Causes 1d12 amount of damage to target Heals undead Costs 20 mana.
Mirror Image - Creates several illusions of yourself (based upon current spell level). Illusions disappear when attacked and cause no damage. Costs 40 mana per spell level.
Alter hinge - Opens doors/chests or other objects that use the hinge system. Also unlocks said object if it uses an simple or below lock. (no experience gained)
Jinx - All enemies rolls are enduced with a -1 roll for 5 turns. Costs 15 mana
Lesser Telekinesis - Move and manipulate smaller light objects like books, chairs, potted plants. Unable to work on moving objects including but not limited to living things, undead, golems, etc. Costs 5 mana per use no roll needed Two Spell levels of two require the caster to be level five and have a minimum intelligence of twelve.
Alter Self - Use illusions to alter your appearance to another creatures appearance. This will trick many creatures however suspicion can be raised if you are not 'behaving' like said creature. Note you do not gain this races racial bonuses or spells. Despeled upon attack or when attacked. (non-aggressive actions do not despoil) The 'believability' of your illusion is based upon your charisma against the foes. Costs 10 mana each turn while active.
Alter Others - Same as Alter self but used on another Costs 5 mana per altered person each turn while active.
Bless - Buffs target giving a +1 boost to their damage. +3 against undead. +5 against demonkind. Lasts for 4 turns. Costs 30 mana.
Dispel - Removes ongoing magical ailments (thus far only energy drain, confusion, and fear) or magical effects (like feather fall, levitate, invisibility, etc) Can also be used to counter spells that have been cast or are being cast. Costs 25 mana.
Fear - Causes target to become scared for 3 turns. Scared targets are unable to take action unless they pass a wisdom check. Costs 35 mana
Fireball - Causes an orb of fire to fly toward target dealing 2d12 damage. Costs 40 mana
Light Heal - Heals 1d12 damage to target Harms undead Costs 25 mana. Three Spell levels of three require the caster to be level nine and have a minimum intelligence of eighteen.
Antimagic Field - An area around you becomes impervious to all magical effects your Spell level level or below. Spells cast in or into this area dissipates immediately unless higher than your current spell level. Costs 30 mana each active turn.
Dimensional Anchor - Target becomes unable to use extra-dimensional travel actions for rest of battle (blink, teleportation, etc) Costs 90 mana.
Feather Fall - Causes falls that would be damaging to cause no damage Costs 10 mana
Minor Harm - Causes 2d12 amount of damage to target Heals undead Costs 35 mana
Lightning Bolt - A powerful strike of electricity comes from caster dealing 2d12 damage to target Costs 50 mana Four Spell levels of four require the caster to be level thirteen and have a minimum intelligence of twenty-four.
Animate Dead - Turn the bodies of the dead into undead creatures under your control. Creatures retains their spells and abilities and base stats but takes race stats appropriate to their undead type. Does not work on previously animated bodies (Skeletons, zombies, abominations, etc.) Can not have more undead then your current Spell level. Costs 60 mana
Minor Heal - Heals 2d12 damage to target Harms undead Costs 40 mana
Levitate - Target floats above ground avoiding ground based traps/triggers/spells and pitfalls Costs 25 mana each turn active.
Sunbeam - Blinds creature for 2 turn Blind creatures receive a -2 to all hit rolls Creatures weak to sunlight (and the undead) take 4d12 damage Costs 40 mana
Teleport - Instantly move to a designated destination. Costs 40 mana
Forcecage - Erect a cage of light around the foe preventing them from taking any action except buffs, debuffs, or area of effect spells all targeted at self, for four turns. Costs 50 mana
Telekinisis - Manipulate the world around you. Enemies are shoved, or pulled, or thrown away unless they make a will save. Or objects around you are lifted and moved, even thrown at enemies. Throwing enemies deals half 1d12. Throwing objects at enemies deals 1d12 with modifiers on what type of object it was (sharp/heavy objects get higher modifiers) Uses 10 mana with modifiers depending on type of object manipulated (enemies & weighty objects cost more mana (a weighty enemy…well…yea.) Five Spell levels of five require the caster to be level seventeen and have a minimum intelligence of thirty.
Chain Lightning - Creates a electrical discharge that strikes a foe for 3d12 damage then chains between objects and creatures. Each successive chain deals 20% less damage (rounded down) than previous strike. Strikes up to 4 foes or until damage equals five or less. Costs 80 mana
Moderate Harm - Causes 3d12 amount of damage to target Heals undead Costs 60 mana
Invisibility - Target disappears from sight, only reappearing when an action is taken or when hit by an attack Costs 75 mana
Summon Monster - Summons a creature to casters side to attack foes. The more mana exhumed to summon the creature the stronger said creature will be. Creatures starts with 1d12 damage, 60 health, 0 armor and -2 magical defense. For every 15 mana used in the summoning the creature will gain +1 to damage +10 to hp +1 to armor and +1 to magical defense. Costs 15 mana + however extra you wish to add. Six Spell levels of six require the caster to be level twenty-one and have a minimum intelligence of thirty-six.
Energy Drain - Removes 25% of 1d12 levels from target for rest of battle. Stats lost because of this loss are chosen at random Costs 100 mana
Moderate Heal - Heals 3d12 damage to target Harms undead Costs 75 mana
Sunburst - Blinds all enemies for 3 turns Blind creatures receive a -2 to all hit rolls Creatures weak to sunlight (and the undead) take 2d12 damage Costs 80 mana Seven Spell levels of seven require the caster to be level twenty-five and have a minimum intelligence of forty-two.
Serious Harm - Causes 4d12 amount of damage to target Heals undead Costs 100 mana
Meteor Swarm - A powerful spell similar to fireball where target takes 4d12 damage, anything around the target takes half damage. Costs 115 mana Eight Spell levels of eight require the caster to be level twenty-nine and have a minimum intelligence of forty-eight.
Serious Heal - Heals 4d12 damage to target Harms undead Costs 120 mana Nine Spell levels of nine require the caster to be level thirty-three and have a minimum intelligence of fifty-four.
Critical Harm - Causes 5d12 amount of damage to target Heals undead Costs 150 mana
Critical Heal - Heals 5d12 damage to target Harms undead Costs 160 mana Ten Spell levels of ten are considered to be the most advanced spells around with few being higher. They require the caster to be level thirty-seven and have a minimum intelligence of sixty.
Abilities Abilities are non magical skills. these cost stamina instead of mana and are generally used by melee and ranged classes. As with everything above if you have an idea pm it to me (as this is painfully short right now)
Smoke screen - All foes attacking you from a range lose sight of you unless they pass a concentration check. (Level 1 required costs 7 stamina)
Blink - You move between planes, instantly 'teleporting' to any location that you can see. Allows one free 'surprise' action after teleportation (free as in it doesnt cost a turn but will still cost mana/stamina) Can not use 'blink' as the free action. (Level 4 required costs 13 stamina)
Lock Pick - You are able to pick locks up to Difficult locks. (dexterity dependent) (Level 1 required)
Disarm Traps - You are able to disarm up to deadly traps. (dexterity dependent) (Level 1 required)
Spot - You carefully look around for any traps, ambushes, hidden passages, hidden treasure, or invisible things. (wisdom dependent) (Level 1 required)
Multi-shot - When using a short or long bow your character is able to notch more arrows and fire them at separate foes (each using their own 'to hit' dice) or all targeting the same foe (with a -x to hit where x is the number of arrows fired) Costs 20 stamina, level 5 required
Bolas - Throw small interconnected iron balls toward your foe. Foe is unable to take action this turn. A critical roll causes them to become immobile for two turns. Costs 20 stamina (level 2 required)
|
|
|
| |
|
Kraveing_volkf
|
October 21, 2011, 10:36 pm
Post #5
|
Addict
- Posts:
- 1,990
- Group:
- Members
- Member
- #724
- Joined:
- August 8, 2010
- Gender?
- Female
- What Roleplaying Skill Level do you consider yourself?
- Intermediate
- Favorite RP Genre
- Anything Interesting
- What browser are you using?
- Firefox 3
- Have you ever GM'd / DM'd?
- Yes
|
Characters
Character Skeleton Spoilerize as you see fit
Name: Character name Age: Characters actual age Age of Appearance: The age your character appears to be (and the age your fellow rpers will assume you are unless told otherwise. Race: Your characters race. You can either point to a race I have listed in the races area or state your own (or even alter a given race) In both of the last two cases I need to accept your race or race alteration before you can actually use it.
Apparent Race: This only matters if you look different from your actual race (if this is the case then have an explanation in your bio)
Appearance: Paragraph description List description Or an image is accepted.
Bio: Your characters past. This can be as long as you wish but please have it longer than one paragraph.
Class: This is simply what you view your character as (an assassin, a warrior, a mage, a battle mage, and yes there can be multiple of the same class)
Base stats: Your characters base stats (eg without the racial bonus/penalty or any feats bonuses) Strength Dexterity Constitution Intelligence Wisdom Charisma
Feats: The passive skills your character has. At lvl 1 you have 3 feats, and you gain 1 for every 3 levels.
Spells: Dependant on starting Intelligence
Abilities: Dependant on starting Constitution
Accepted Characters
|
|
|
| |
|
Kraveing_volkf
|
October 21, 2011, 10:37 pm
Post #6
|
Addict
- Posts:
- 1,990
- Group:
- Members
- Member
- #724
- Joined:
- August 8, 2010
- Gender?
- Female
- What Roleplaying Skill Level do you consider yourself?
- Intermediate
- Favorite RP Genre
- Anything Interesting
- What browser are you using?
- Firefox 3
- Have you ever GM'd / DM'd?
- Yes
|
Items Items are various different objects that your characters can and probably will use. Some are equipment, some are potions, some are absolutely unnecessary for anything except selling. As with everything if you have an idea for an item don't hesitate to mention it.
Potions Health potion - Health potions heal a percentage of your health. They come in different variations of small medium large and powerful, they heal 10%, 25%, 50% and 100% respectively.
Fatigue potions - Much like Health potions Fatigue potions return a percentage of your mana and stamina, but they only come in small medium and large which returns 15% 30% and 60% mana and stamina respectively.
Weapons Weapons increase in strength depending on the quality of the weapon, higher quality weapons deal more damage but are harder to come across. The quality of weapons are as follows; Broken (-5 end damage) Rusty (-2 end damage) (level 1 required) Wooden (-1 end damage) (level 3 required) Iron (exact end damage) (level 5 required) Steel (+3 end damage) (level 11 required) Mithril (add an extra 1d12) (level 18 required) Masterwork (add an extra 1d12 and +3 to end damage) (level 26 required) Legendary (add an extra 2d12) (35 required)
For dual wielded weapons you attack the target for two attacks in one turn, the second attack deals half of what ever the second attack would have been. For any weapon that can be dual wielded you are able to choose two different weapons.
Unarmed - Unarmed strikes deal 25% of 1d12 damage and can only be improved by feats.
Knuckles - Knuckles are literally a metal ring that fits over the fingers. They deal 40% of 1d12 damage and are counted as unarmed attacks. Spiked knuckles improve end damage by +1. Can not go higher than steel quality.
Daggers - Daggers are short bladed knives which can be wielded in both hands for rapid attacks. Deals 50% 1d12 damage. Dual wielding this weapon allows for three rapid normal attacks instead of the normal two. (note must have two daggers equiped for this bonus third attack to be counted) Can be wielded by anyone.
Club - A large often wooden shaft which is heavier toward one end. Deals 60% 1d12 damage. You are able to dual wield this weapon. Must have at least 2 strength.
Mace - A mace is a heavy ball at the end of a shaft. Deals 75% of 1d12 damage. A spiked mace improves end damage by +2. You are able to dual wield this weapon. Must have at least 3 strength.
Hand Scythe - A short curved blade which resembles a question mark, the curves nature of the blade allows it to hook foes. Deals 75% of 1d12 damage. You are able to dual wield this weapon. Must have at least 2 strength and dexterity.
Spear - A long often wooden staff with a point at the end, this point is often an arrowhead style point, but can sometimes be a dagger like blade or even a curved blade. Deals 1d12 damage Must have atleast 4 dexterity.
Staff - A staff is often used by mages who will often use it to focus their spells. However the staff can also be used as a weapon which deals 60% 1d12 damage. Must have atleast 2 dexterity.
One handed Axe - A small hand axe capable of cutting down small trees or hacking into your foes. Deals 80% 1d12 damage. You are able to dual wield this weapon. Must have atleast 2 strength.
Battle Axe - A battle axe is a large two handed axe which deals large chunks of damage to your foes. Deals 2x 1d12 damage. Must have atleast 7 strength.
Short sword - A short bladed sword, the blade is often just under arms length long. Deals 80% 1d12 damage. You are able to dual wield this weapon. Must have atleast 3 strength and 2 dexterity.
Sword - A average sized blade reaching just farther than arms length. Deals 1d12 damage. Must have atleast 4 strength and 2 dexterity.
Flail - A heavy ball attached to a short chain which is then swung around the users head before thrust toward the foe. Deals 1.1x 1d12 damage. Must have atleast 2 strength and 3 dexterity. A miss or dodge always results in the wielder being struck.
Rapier - A slender sharp blade used for thrusting and fencing. Deals 1d12 damage Must have atleast 5 dexterity.
Scythe - A long curved blade situated at the end of a long staff. Deals 1.25x 1d12 damage. Must have atleast 3 strength and 4 dexterity.
Bows follow a different quality outline when compared to other weapons. Broken (Unusable) Cracked (-4 end damage) (level 1 required) Training (-1 end damage) (level 3 required) Oak (exact end damage) (level 5 required) Yew (+3 end damage) (level 11 required) Elven (add an extra 1d12) (level 18 required) Masterwork (add an extra 1d12 and +3 to end damage) (level 26 required) Legendary (add an extra 2d12) (35 required)
Crossbow - The crossbow is a heavy ranged weapon which is difficult to reload but deals a large chunk of damage each hit. Deals 1.5x 1d12 damage. Must have atleast 5 dexterity.
Hand Crossbow - A hand crossbow is a smaller crossbow which is small enough to mount directly to ones wrist. It is easier to load than a regular crossbow, but deals far less damage. Deals 75% 1d12 damage. Must have atleast 2 dexterity.
Shortbow - The short bow is a small bow who's end to end length is barely larger than an arm, they often have a smaller range but they are often faster, hit harder and are easier to use when compared to a longbow. Deals 1.25x 1d12 damage. Only able to notch 3 arrows maximum (with multi-shot ability) Must have atleast 4 dexterity.
Longbow - The Longbow is capable of shooting at ranges of hundreds of feet. Deals 1d12 damage. Able to notch up to six arrows maximum (with multi-shot ability) Must have atleast 6 dexterity.
armor Cloth - Cloth armor is used by mages and provide no defense against regular attacks, but provide an increased defense against magic attacks.
Leather - Leather armor provides average defense against both magic and regular attacks.
Mail - Chainmail is as light as leather, sometimes lighter, provides a decent regular attack defense, but has a decreased magic defense. Chainmail does provide a drop to all sneak attempts, but not that significant.
Plate - Plate is heavy, clunky, is neigh impossible to sneak around in, but provides the highest defense against regular attacks, but no magical defense. Also you should avoid deep water.
other Bag of holding - A bag which is bigger on the inside. The bag is able to hold objects nearly three times larger than the bag itself, even living objects, though the limited oxygen supply means that anything left in for any significant amount of time will probably suffocate. (inventory still being worked out) Note: I will not allow you to just throw your foes into the bag >_>
|
|
|
| |
|
Kraveing_volkf
|
October 21, 2011, 10:37 pm
Post #7
|
Addict
- Posts:
- 1,990
- Group:
- Members
- Member
- #724
- Joined:
- August 8, 2010
- Gender?
- Female
- What Roleplaying Skill Level do you consider yourself?
- Intermediate
- Favorite RP Genre
- Anything Interesting
- What browser are you using?
- Firefox 3
- Have you ever GM'd / DM'd?
- Yes
|
Enemies This section is dedicated to the various enemies that shall be faced in this game. Their stats shall be hidden for now.
Ghost Ghosts are spirits of the dead that linger on for one reason or another. They tend to haunt either places they died or places they cared about, or sometimes even items. Base (level one) stats Strength: ? Dexterity: ? Constitution: ? Intelligence: ? Wisdom: ? Charisma: ?
Feats: Ethereal - A ghost is immune to any weapons. Enchanted weapons and spells are the only way to damage a ghost, and both deal 2x damage. Reverse Healing - Takes damage from holy spells (heal, cure) and heals from unholy spells (harm)
Skeleton Raised skeletal undead they are controlled by a powerful mage, remnant or lich. A skeleton always appears as the skeleton of the race it was originally, but rarely does a skeletons stats vary. Base (level one) stats Strength: ? Dexterity: ? Constitution: ? Intelligence: ? Wisdom: ? Charisma: ?
Feats: Dead Focus - Unable to be 'feared' Skeletal Resistance - Has a 25% resistance to lightning elemental damage. Reverse Healing - Takes damage from holy spells (heal, cure) and heal from unholy spells (harm)
Zombie A zombie is a risen husk of a person. They are dead and tend to only follow the will of the one to raise them from death to undeath. Base (level one) stats Strength: ? Dexterity: ? Constitution: ? Intelligence: ? Wisdom: ? Charisma: ?
Feats: Dead Focus - Unable to be feared Reverse Healing - Takes damage from holy spells (heal, cure) and heals from unholy spells (harm)
Lich A powerful mage who managed to find a way to cheat death. Base (level one) stats Strength: ? Dexterity: ? Constitution: ? Intelligence: ? Wisdom: ? Charisma: ?
Feats: Dead Focus - Unable to be feared Skeletal Resistance - Has a 25% resistance to lightning elemental damage. Reverse Healing - You take damage from holy spells (heal, cure) and heal from unholy spells (harm) I will Return - Heal 2hp per turn. When killed so long as your phylactery remains your body will repair itself. If the body was destroyed then a new body will be made. Rise - When you are able your character gains 'Raise Dead' for free (does not cost a spell slot (still costs mana to cast)) Free Spell - Choose one spell, when your character can learn it gain that spell for free (does not cost a spell slot (still costs mana to cast))
Abomination Stitched horrors formed of a multitude of different bodyparts often of entirely different races. The abomination is considered the tank of a Lich's and seeing one means two things, first the Lich views you as a threat, and you are dealing with an extremely powerful Lich. Note: Rarely an Abomination will be made by a mage who is not a Lich but often said mage winds up killed by his/her own creation. Same with weak Lichs Warning: The abomination is one of the toughest fights in this game. Base (level one) stats Strength: ? Dexterity: ? Constitution: ? Intelligence: ? Wisdom: ? Charisma: ?
Feats: Dead Focus: Unable to be feared Nightmare Fuel: When entering battle the Abominations very presence is enough to make even the most battlehardened turn tail and run. (On first turn all enemies are feared unless they pass a willpower save) Lightning rod: When on the field all lightning spells and natural lightning always strike this character. Electrical healing: Electrical damage heals the Abomination. Reverse healing: Holy spells (heal, cure) damage the abomination while unholy spells (harm) heal it Requisition parts: The abomination is able to cannibalize living friendlies and any corpses, those corpses parts are added to the abomination not only healing it but also granting it access to all of that persons spells and feats. (healing is 2d12 with an extra 1d12 if the thing was still alive)
|
|
|
| |
|
Kraveing_volkf
|
October 21, 2011, 10:37 pm
Post #8
|
Addict
- Posts:
- 1,990
- Group:
- Members
- Member
- #724
- Joined:
- August 8, 2010
- Gender?
- Female
- What Roleplaying Skill Level do you consider yourself?
- Intermediate
- Favorite RP Genre
- Anything Interesting
- What browser are you using?
- Firefox 3
- Have you ever GM'd / DM'd?
- Yes
|
Locations These are all the locations that you can travel in the story, note that they can/will be expanded at any time so the small list thats there currently means nothing (also if you have an idea for a side quest, location, or anything similar feel free to speak up 
Kirn The third largest continent on the planet, Kirn is a massive landmass rivaling Asia and Russia in size (so one can only imagine how big the second and first largest is and how bit the planet itself is) However the entire continent has been divided between three kingdoms and several races. However war has luckily not touched Kirns shores in a number of ages, or atleast major wars, small skirmishes and land claiming don't really count.
Azure Kingdom The kingdom of Azure is the largest kingdom on Kirn. They are not exactly popular with the other kingdoms, and regarded with indifference by the other races. Most of Azure is human, however they accept just about any race within their borders. Azures name is known primarily for their trade and their mining, this makes them the richest nation but it also has the negative of them not exactly having the greatest military. Currently the entire kingdom is under threat by the dead rising and terrorizing small towns and even the capitol itself.
Azure City The capitol of the Kingdom of Azure. The city is beautiful and has architecture resembling that of the japanese feudal eras. The most notable feature of the city is the large tower made out of beautiful blue stones, the entire city being built around this tower. The tower holds the king and court.
SnowWrath Fort The oldest fort within Azure, the Fort used to belong to the elves, however was abandoned for an unknown reason. This fort has always, for as long as anyone can remember, had a mass of undead crowded around the fort, old soldiers protecting their posts. Few who enter return and those that do tell tales of ghosts, skeletons, and a powerful Remnant residing within its halls. It gets its name because the entire fort is almost always surrounded by a blizzard, which is interesting because it literally borders a desert.
Ka'Suldun The capitol of the kingdom of the dwarves, they claimed the tallest mountain in all the land as their own and their buildings can be seen built into the side of the mountain. Those buildings as awe inspiring as they may be hold nothing to the beauty of the inside of the mountain. The internal halls are adorned with statues of Dwarven heroes, stone towers hold the roof from collapsing while also providing homes for the dwarves within. Other races are only aloud within the market unless they are invited to the upper areas. The market is as the name suggests a mass market for selling and buying goods. There is also an arena where dwarves, and other races, fight to prove themselves in battle, and it is rare for a day to go by without atleast one death within its walls. This is also where the best pubs can be found. The upper areas are where the dwarven homes are and few outsiders are ever aloud up here.
Aluvara The largest desert in the known world, the desert covers a vast portion of Kirn and few of the desert is occupied. Most of the notable cities or camps lay on the border to the desert with the exception being in the three found oasis areas and the Nuvaa river that manages to cut the desert in half.
Ksaara The largest lizard-folk camp possibly in the world, the place is large enough that it could easily be called a city or even kingdom. The camp is located right in the center of Aluvara, the river Nuvaa flows directly through the camp and most of the areas close to the river is all farmland. Now most of the buildings are tents and teepees so don't expect luxury when you arrive. On the bright side the camp has the lowest crime rate of the entire continent.
Indelshi The wood elven city, the land is guarded by the woodelves and very few outsiders ever arrive within. Most woodelves are slightly more nomadic by nature, but Indelshi is within the deepest and densest forest of the same name. The city is built on and around the trees from fallen logs and 'gifted' sticks and leaves. Travel from the ground, treehouse and treetop levels are all done either through climbing the tree or taking a series of rope elevators.
Sanaria IslandsA mass of twenty islands where the highelven kingdom resides. The islands vary in size but almost all of them are covered in massive cities.
Charn The capitol of the High elven rule. The city is run with an iron fist, though few within could ever really tell. Guards are seen at every streetcorner and any unlicensed criminal is hauled off. Ironically licensed criminals, sort of like the mafia, are able to do anything they wish and the guards will turn a blind eye to it. Magical knowledge is the goal of these elves and they will attain that knowledge while ignoring anything that does not directly threaten their work. This often means that whenever they are attacked they are always caught offguard.
Spine of Kirn A mountain range that snakes across the southern edge of Kirn. These mountains mark the end of the Azure kingdoms hold and most even say that Kirn ends there, even though there is still quite abit of land to the south, mostly only accessed by boat. The Spine however is home to several dragon roosts. However the biggest roost, and the one that technically guides all others is the roost to the prime Dragon god, Io.
Io Roost Io is considered by the dragons to be the creator of everything, the one who breathed life into the entire universe and the one who created all other draconic and even other races gods. The roost in his honor is home to good, evil, and neutral dragons, and while the race is not a social race they survive in peace and begrudgingly accept the company thanks to their elder. How this old dragon managed to band the dragons together is unknown but just about any dragon will follow his word, no matter what he asks them to do.
|
|
|
| |
|
CinquantaSei
|
October 22, 2011, 8:48 am
Post #9
|
Resident
- Posts:
- 689
- Group:
- Members
- Member
- #714
- Joined:
- August 7, 2010
- Gender?
- Female
- Favorite RP Genre
- Anything Interesting
- Have you ever GM'd / DM'd?
- Yes
- Country
- #13#
|
Al'Istera El'Arista, Fairy Spoilerize as you see fit Name: Al'Istera El'Arista Age: 21 Age of Appearance: also 21 Race: Fairy Tiny, winged humanoids, with pale skin and pointed ears. Yellow, red, blue and green eyes, pale skin and pointed ears, thin butterfly-esque wings sprouting from their back.
Fairies tend to worship nature and all that is in it, though this is a cultural decision over anything racial. They also have a reputation for dressing brightly, singing, dancing and generally acting lively.
Racial Bonuses - -2 Strength, +2 Dexterity, -2 Constitution, +4 Charisma Fey: Fairies recieve a +2 racial bonus to all Knowledge (Nature) checks and can not be subject to spells or effects that affect humanoids only. Darkvision out to 30 feet. Combat Reflexes: Make more than one 'attacks of opportunity' (surprise attack, counter attack, etc.) each round that one is able. In addition, a Fairy's natural curiosity lets him pick one additional feat at first level. Unearthly Grace: A Fairy adds his Charisma modifier as a bonus to all his saving throws and as a deflection bonus to his Armor Class. Fairy is considered to be flying unless stated otherwise (eg trapped, landed, 'roosting', etc. Appearance: Around seven inches tall, Al'istera is humanoid, quite lithe and with wiry muscles. He is considered quite muscular for his race, although this is generally thought of as unattractive for one of the Fae. His dark green eyes have a leering quality to them that Al'istera cannot avoid, while his fiery red hair is messy and short, as untameable as the fairy himself. Thin bug-like wings sprout from his back and buzz as he flies. Bio: Al'istera was born to a single mother, his father completely unknown and having left soon before he was born. His mother always spoke of him in a warm, reminiscing tone, so Al'istera always assumed he'd at least been a nice guy. During his schooling years, he became intrigued by the warlike humans, many times larger than the Fae and many times more violent. By nature, the most violent a fairy would get was the occasional practical joke, but humans killed and fought over the smallest things. Al'istera slowly became so interested in them that he found himself slowly trying to be like them, to be strong, tactical and powerful. Al'istera quickly became the foremost knowledge on human war studies, much to the displeasure of most of his peers and colleagues. Shunned by most fairies around him, who detested the ways of brutal combat, Al'istera made his move out into the human kingdoms, where he has remained ever since, living among the race he seeks to emulate. Class: Mage Swordsman Base stats - Strength 5 (3) Dexterity 5 (7) Constitution 7 (5) Intelligence 6 Wisdom 5 Charisma 2 (6) Feats: Encumbrance - Always move at full speed despite being weighed down. Weapon Proficiency: Rapier - +1 damage with Rapiers Closed Mind - Increased resistance against charm and coercion Magical Conduit - +1 damage to all spells Spells: Confusion - Target employs random actions on random targets Abilities: Spot - Able to carefully look for hidden things. Items: Rusty rapier, leather armour, bag of holding, small healing potion, necklace (a family heirloom, shaped like a shield with a tiny ruby in the centre.)
EDIT: Post edited for changes to Fairy, additions of Abilities and Items.
|
-Those who wander the sand and darkness- The Expanse - Character menagerie.
Formerly Doomshifter
|
| |
|
Kraveing_volkf
|
October 22, 2011, 4:26 pm
Post #10
|
Addict
- Posts:
- 1,990
- Group:
- Members
- Member
- #724
- Joined:
- August 8, 2010
- Gender?
- Female
- What Roleplaying Skill Level do you consider yourself?
- Intermediate
- Favorite RP Genre
- Anything Interesting
- What browser are you using?
- Firefox 3
- Have you ever GM'd / DM'd?
- Yes
|
I'm still making steady alterations but accepted (will tell you if anything needs to change in your character) Just like you can make any alterations to your character upto the point that the rp starts 
Edit: Also added onto the feats, spells, abilities, races, and added an items section.
|
|
|
| |
|
CinquantaSei
|
October 22, 2011, 11:06 pm
Post #11
|
Resident
- Posts:
- 689
- Group:
- Members
- Member
- #714
- Joined:
- August 7, 2010
- Gender?
- Female
- Favorite RP Genre
- Anything Interesting
- Have you ever GM'd / DM'd?
- Yes
- Country
- #13#
|
We should call the RP something like 'Azure Terror' or 'Evil Rising in Azure'.
|
-Those who wander the sand and darkness- The Expanse - Character menagerie.
Formerly Doomshifter
|
| |
|
Kraveing_volkf
|
October 23, 2011, 12:41 am
Post #12
|
Addict
- Posts:
- 1,990
- Group:
- Members
- Member
- #724
- Joined:
- August 8, 2010
- Gender?
- Female
- What Roleplaying Skill Level do you consider yourself?
- Intermediate
- Favorite RP Genre
- Anything Interesting
- What browser are you using?
- Firefox 3
- Have you ever GM'd / DM'd?
- Yes
|
I like that first one
|
|
|
| |
|
Kraveing_volkf
|
October 23, 2011, 2:08 am
Post #13
|
Addict
- Posts:
- 1,990
- Group:
- Members
- Member
- #724
- Joined:
- August 8, 2010
- Gender?
- Female
- What Roleplaying Skill Level do you consider yourself?
- Intermediate
- Favorite RP Genre
- Anything Interesting
- What browser are you using?
- Firefox 3
- Have you ever GM'd / DM'd?
- Yes
|
Oh Doom, I was looking over everything (while making my character and thinking what I can change/add) and I noticed that your character cant have an ability yet (you need atleast 5 in constitution while after racial penalties you have 4) to change that you can just shift a point over to Constitution
|
|
|
| |
|
CinquantaSei
|
October 23, 2011, 4:48 am
Post #14
|
Resident
- Posts:
- 689
- Group:
- Members
- Member
- #714
- Joined:
- August 7, 2010
- Gender?
- Female
- Favorite RP Genre
- Anything Interesting
- Have you ever GM'd / DM'd?
- Yes
- Country
- #13#
|
Fixed it.
|
-Those who wander the sand and darkness- The Expanse - Character menagerie.
Formerly Doomshifter
|
| |
|
Kraveing_volkf
|
October 23, 2011, 6:55 am
Post #15
|
Addict
- Posts:
- 1,990
- Group:
- Members
- Member
- #724
- Joined:
- August 8, 2010
- Gender?
- Female
- What Roleplaying Skill Level do you consider yourself?
- Intermediate
- Favorite RP Genre
- Anything Interesting
- What browser are you using?
- Firefox 3
- Have you ever GM'd / DM'd?
- Yes
|
[[@doom 
Oh and this is my char]]
True Name: Sorizarmu Claimed Name: Reia (Is anyone surprised >_>) Age: 472 Age of Appearance: 8 Race: Dragon Queen
+0 Wisdom, -1 Constitution, -1 Charisma Elemental Prowers - The Dragon Queen is aligned to all elements (fire, air, water, earth, and poison). This alignment provides them with a 15% resistance to all damage of those types. Wisdom with Age - As a dragon levels they gain one wisdom every six levels.
Leather skin - A dragons skin is a tough as many armors providing a natural +3 to armor Scales of the Dragon - A dragons scales provide them with a natural +3 defense against spells Blood of the Dragon - Your blood provides you with a natural healing of +5hp every turn. Mixed Elemental Breath (spell) - Able to breath out every element at the same time causing 1d12 damage against up to four targets, this damage bypasses elemental resistance but not spell resistance/defense. (damage increases by 1d12 every 12 levels) (costs 60 mana) Trapped in an Illusion - Her body is currently altered to the form of a human child. Because of this she loses her Leather Skin and Scales of the Dragon bonus but is able to equip armor.
Apparent Race: Human
Appearance Height: 3 foot 9 inches Weight: 55 pounds Body type: Reias body is lean and small, she appears exactly like a little girl would, except for one not that noticeable feature. Her nails are stronger than what a human nail should naturally be, however all of them she bites short except the nail on her middle right finger. Interestingly this nail is grown out but has actually taken the form of a talon like nail (more like her true nails) except its broken in several points. Hair: Lower-back length straight reddish orange hair. Eyes: Generally her eyes appear to be between a dark green color or a light blue color. However her eye colors can change depending on her mood. Teeth: Her teeth are actually sharper than a humans should be, they are not quite 'fangs' in appearance, but they are sharp enough to cause pain if you are bitten. Wears: Reia wears an oversized linen shirt, the thing itches her and greatly annoys her but her only other option at keeping warm is to constantly breath out fire. The shirt can be counted as a robe on her because of how long it is. The shirt is tied around her waist with a long piece of linen cloth. She also has a makeshift backpack, which is actually a tablecloth which she cut up and carefully stitched and tied so that she can carry things in it, which the only thing in it is a small metallic cat which can fit in the palm of ones hand.
True Appearance: Height (ground to upper back) 9 foot 7 inches Length (snout to tail tip) 15 foot 3 inches Tail: Her tail is 4 foot long, slender and the end of it is covered in a mass of risen scales, these scales actually form a mass of spikes at the end of her tail. Scales: Her scales are completely white in color, they cover her entire body but currently are still small enough that weakspots can be seen in quite a few areas. Body: Her body is slightly thicker around her midsection, but she has a long slender neck. Her body is nowhere near maturity by her races standards. Her legs are thinner not quite enough to make it impossible to hold herself up, but enough to make one worry. She also has two short wings which have not grown enough to carry herself any true distance. Eyes: Her eyes are similar to a felines slitted eyes which widen or thin depending on the current light. Their color however depends on her emotions. Snout: Her snout is elongated and shaped like a crocodiles, the inside of which contains her sharp fangs and her forked tongue. Interestingly unlike most dragons which one can actually see the element forming in the back of their throat within hers there is little more than a slight glow.
Bio Sorizarmu's life was an interesting one, she was blessed by Tiamat while still in the egg, and her mother was a rather devout follower of the dark dragon goddess so it was quite an honor while also a personal slight for her hatchling to be given the honor of multiple elements. After she hatched her mother raised her from within her cave overlooking a small farmstead. She would watch as her mother left burned some buildings, then came back with food. However her life with her mother would be short as a group of hunters and adventurers hired to deal with the dragon in the cave arrived. She watched her mother deal with the attackers, but was unable to see which side came out in the lead as she found herself inside of a strange bag full of books, armor, and what appeared to be an armoire. She was in there for some time, the exact amount of time is unknown as she blacked out from oxygen depravation. However when she came to she was in a large magical cage, a strange bearded man standing near the cage. The red vial in his hands and the painfully obvious cut on her right leg told her that he was seemingly testing her blood. She yelped and squeaked, even attempted to burn him several times however she was tested on for just about forty years.
After forty years she was ignored for several days, and across these days the cages magic started to weaken. With the cage weakened she managed to break free and instantly set about seeking her captor. She found the old man in his bed, clearly dying. He woke up to see the dragon standing over him, energy building in the back of her throat. He pleaded for his life as the energies flowed over his body, but instead of feeling death he felt his body rejuvenating, then he watched as the dragon turned and left, but not before trashing his lab.
Sorizarmu then spent about a year traveling around a city, she stuck to the sewers, alleyways, or nighttime because she found out the hard way that people in the street tended to fear her presence. She would feast on rats or other wild animals, or steal from food stalls, she even healed a few beggars and homeless people. However the highlight of this year came when she encountered a human who didn't seem to fear her. The human was a young homeless girl, she quickly took to the dragon and the two became friends. The pair would play together, and steal food, and the human also showed Sorizarmu how to open chests. The pair only got more clever when Sorizarmu took the form of the girl and they would use that to further steal.
Though the pair only really stole food the combined facts that they would continually open locked chests, especially Sorizarmu who had started to view any locked chest as her own, well this got the attention of various thief guilds. The two girls were taken and rather brutally beaten, a punishment for stealing from the wrong people. The beatings however was quickly followed by being told that they worked for the thieves guild, they were not given a choice and spent the next eighty years stealing together until Sorizarmu was left alone in the world. When she finally attempted to leave the guild, as she had no desire to remain, she was struck by a powerful spell that locked her form into the form of the human girl. Unable to change forms, and learning long ago that people cant really speak her name properly, she decided to take the name of her friend.
Reia's remaining three hundred plus years thus far have been interesting, and aside from a number of kidnappings, and a further number of 'temporary restraining incarcerations' her life hasn't really changed much. She views any locked chest as hers and will unlock it then forget it even exists, she tries to heal others wounds whenever possible, however she also tends to be abit too trusting with people. Its interesting to note how she picks locks, she literally uses her middle right fingers nail which she works into the lock, then carefully works everything around, she's cracked this nail several times doing this but after four hundred plus years doing this the nails pretty tough. Class: Healer Theif
Base stats: Strength: 1 Dexterity: 2 Constitution: 6 (5) Intelligence: 9 Wisdom: 7 Charisma: 5 (4)
Feats: Lock Knowledge - Able to use wisdom when picking locks instead of dexterity. Unarmored Defense - Defense improves if wearing no/cloth armor by +1 per 4 levels Gained Darkvision - Able to see in all but magically induced darkness.
Spells: Cure
Abilities: Lock Pick
Items: Cloth armor, No weapon, Fiercely protective of a small metallic cat
|
|
|
| |
|
CinquantaSei
|
October 23, 2011, 8:26 am
Post #16
|
Resident
- Posts:
- 689
- Group:
- Members
- Member
- #714
- Joined:
- August 7, 2010
- Gender?
- Female
- Favorite RP Genre
- Anything Interesting
- Have you ever GM'd / DM'd?
- Yes
- Country
- #13#
|
Superpowered dragon-kid and a fairy human-lover. Going okay so far, I guess.
|
-Those who wander the sand and darkness- The Expanse - Character menagerie.
Formerly Doomshifter
|
| |
|
Shin Majin
|
October 23, 2011, 4:55 pm
Post #17
|
Addict
- Posts:
- 1,518
- Group:
- Members
- Member
- #6
- Joined:
- September 24, 2009
- What Roleplaying Skill Level do you consider yourself?
- Intermediate
- Favorite RP Genre
- Fantasy
- Have you ever GM'd / DM'd?
- Yes
|
Hrm...I've got some race-requests. How specific am I supposed to be here?
|
Kazeyori hayaku!! Tobase seigi no yaiba oh! In the name of creativity and originality, I WILL NOT join any RP that requires a picture of the character in their profile.
|
| |
|
Kraveing_volkf
|
October 23, 2011, 6:13 pm
Post #18
|
Addict
- Posts:
- 1,990
- Group:
- Members
- Member
- #724
- Joined:
- August 8, 2010
- Gender?
- Female
- What Roleplaying Skill Level do you consider yourself?
- Intermediate
- Favorite RP Genre
- Anything Interesting
- What browser are you using?
- Firefox 3
- Have you ever GM'd / DM'd?
- Yes
|
so long as you cover the basics in the outline. You can be as vague or descriptive as you require
|
|
|
| |
|
Shin Majin
|
October 23, 2011, 11:26 pm
Post #19
|
Addict
- Posts:
- 1,518
- Group:
- Members
- Member
- #6
- Joined:
- September 24, 2009
- What Roleplaying Skill Level do you consider yourself?
- Intermediate
- Favorite RP Genre
- Fantasy
- Have you ever GM'd / DM'd?
- Yes
|
Well, I was thinkin' about a sphinx geomancer, a DnD-style kobold, or...a bizarre hybrid created by an insane wizard.
Whichever would best suit the setting.
EDIT: A cat is fine too.
|
Kazeyori hayaku!! Tobase seigi no yaiba oh! In the name of creativity and originality, I WILL NOT join any RP that requires a picture of the character in their profile.
|
| |
|
Kraveing_volkf
|
October 23, 2011, 11:39 pm
Post #20
|
Addict
- Posts:
- 1,990
- Group:
- Members
- Member
- #724
- Joined:
- August 8, 2010
- Gender?
- Female
- What Roleplaying Skill Level do you consider yourself?
- Intermediate
- Favorite RP Genre
- Anything Interesting
- What browser are you using?
- Firefox 3
- Have you ever GM'd / DM'd?
- Yes
|
go for it
|
|
|
| |
|
Shin Majin
|
October 24, 2011, 1:49 pm
Post #21
|
Addict
- Posts:
- 1,518
- Group:
- Members
- Member
- #6
- Joined:
- September 24, 2009
- What Roleplaying Skill Level do you consider yourself?
- Intermediate
- Favorite RP Genre
- Fantasy
- Have you ever GM'd / DM'd?
- Yes
|
Go for it...? Er...I was wondering which would best fit the setting...er...if you happen to know.
|
Kazeyori hayaku!! Tobase seigi no yaiba oh! In the name of creativity and originality, I WILL NOT join any RP that requires a picture of the character in their profile.
|
| |
|
Kraveing_volkf
|
October 24, 2011, 9:04 pm
Post #22
|
Addict
- Posts:
- 1,990
- Group:
- Members
- Member
- #724
- Joined:
- August 8, 2010
- Gender?
- Female
- What Roleplaying Skill Level do you consider yourself?
- Intermediate
- Favorite RP Genre
- Anything Interesting
- What browser are you using?
- Firefox 3
- Have you ever GM'd / DM'd?
- Yes
|
Really the setting allows anything you wish (well maybe not scifi creatures...) You could create all three really as the more races I have the more monsters I can pull and make  In terms of a player race I think that the wizard created race or the sphinx would be good
|
|
|
| |
|
Kraveing_volkf
|
October 24, 2011, 10:45 pm
Post #23
|
Addict
- Posts:
- 1,990
- Group:
- Members
- Member
- #724
- Joined:
- August 8, 2010
- Gender?
- Female
- What Roleplaying Skill Level do you consider yourself?
- Intermediate
- Favorite RP Genre
- Anything Interesting
- What browser are you using?
- Firefox 3
- Have you ever GM'd / DM'd?
- Yes
|
oh also I just finished up four of the undead races  Ghost Skeleton Remnant and Lich
|
|
|
| |
|
Shin Majin
|
October 24, 2011, 11:25 pm
Post #24
|
Addict
- Posts:
- 1,518
- Group:
- Members
- Member
- #6
- Joined:
- September 24, 2009
- What Roleplaying Skill Level do you consider yourself?
- Intermediate
- Favorite RP Genre
- Fantasy
- Have you ever GM'd / DM'd?
- Yes
|
Let's see...by looking at the existing races, balance isn't much of an issue...
Sphinx Sphinxes are isolated, monstrous creatures with a knack for intellectual pursuits.
A sphinx is a type of chimera, with the hindquarters and limbs of a lion, the chest and head of a human, bird-like wings on their back, and a serpent-headed tail. Their fur, feathers, scales, and the hair on their heads are usually of a similar coloration, typically shades of brown, but as inherently magical creatures, nearly any color is possible. They are quadrupedal and do not possess hands/
Sphinxes inherently treasure knowledge and logic, and would make outstanding scholars and sages were they not normally isolated from civilization. This isolation is likely the result of their cultural arrogance and disdain for less intelligent creatures. Sphinxes do not have what would be qualified as cities, and are instead semi-nomadic, typically settling near abandoned temples, libraries, or other places rich with history and information. Sphinxes speak their own language, but your average sphinx will generally know one or two other languages. Once reaching adulthood, they are not believed to age.
+1 Strength, -1 Dexterity, +4 Intelligence, +2 Wisdom
Tough Hide - Most of a sphinx's body has tougher skin than the average human, giving them +1 to armor. Monstrous Shape - A sphinx cannot wear any armor, gloves, boots, or rings, nor can they use any equipment or weapon that must be held in the hands. They are also immune to effects that only affect humanoids. Claws - Due to their sharp claws, a sphinx's unarmed attack does 50% of a d12. Flight - A sphinx can fly, albeit somewhat clumsily. They can theoretically support a single rider of human weight and volume, but few would deign to do so. Efficient Magic - Sphinxes have an innate understanding of magic, and expend 5 less mana when casting a spell. This can reduce the cost to 0. For spells with a cost to maintain, only the first turn is discounted.
|
Kazeyori hayaku!! Tobase seigi no yaiba oh! In the name of creativity and originality, I WILL NOT join any RP that requires a picture of the character in their profile.
|
| |
|
Kraveing_volkf
|
October 25, 2011, 1:16 am
Post #25
|
Addict
- Posts:
- 1,990
- Group:
- Members
- Member
- #724
- Joined:
- August 8, 2010
- Gender?
- Female
- What Roleplaying Skill Level do you consider yourself?
- Intermediate
- Favorite RP Genre
- Anything Interesting
- What browser are you using?
- Firefox 3
- Have you ever GM'd / DM'd?
- Yes
|
Hmm...for now its accepted, but know that when I get around to optimizing the races some of the stats will drop or more negatives will be added (currently the races on display are subject to change with very few actually staying at what they are now)
|
|
|
| |
| 1 user reading this topic (1 Guest and 0 Anonymous)
|