~~~~~PLOT: MORE COMING~~~~~
The world is ignorant. Most will sleep away the blackest night and awake to welcome the new light of dawn secure that the light always returns. Not for all. Deep under the crust of humanity and civility is a place where nightmares never rest. Where the light of day cannot shine and slithering horrors dwell in the pits only seen in the visions of a madman. An entire world waits to be explored. An entire world waits for a bringer of light. Uzael awaits.
CHAPTER 1: LIFE'S FIRST BREATH
Servant: Prince Tyris, Prince Tyris, where are you? Come inside at once! Your Father will be very angry with me if you dont return inside the castle!
The servant heads back inside. While she is heading back in, Prince Tyris can be seen in the bushes. He was hiding from the servant in order to stay out in the courtyard. Prince Tyris Romafellre is the son of King Cire Romafellre and the deceased Queen Laura Romafellre. Prince Tyris is 12 years old, about to take a leap into the life of an adult. Tyris has a feeling as if he must always prove himself, especially to his father.
Tyris: Why does life have to be how it is? I don't want to live in this castle, wearing these robes of royalty. I want to be like him.
Tyris was reading an ancient legend inscribed on a rune. It told of a brave hero who was just a poor peasant living in the slums of the world. One day this hero received a prophet of a divine being. The prophecy fortold him to take up the sword, head west, and find what he was looking for. This hero's name was Tyris Romafellre, the father of King Cire Romafellre, and the founder of their kingdom, Asbaroun. Tyris left his home when he was at the age of 16. The rune explains how he adventured for a long time until he was 19. He settled down and founded his kingdom with a large sum of wealth he had gained while gone. Nobody ever knew if he found what he was looking for, and he left, never to be seen again, the day his son was born.
Tyris: My father should let me do with my life as I choose. My grand father is named Tyris, why would my father name me alike if our lives were but to be the same? My name is my destiny, I will show my father, I will show everyone. I am Tyris Romafellre, I am not weak. The world will remember my name, just like my grand father.
Tyris sneeks into his room in the castle. Inside he grabs a traveling bag, (like a large sack for his back) enough rations to last for several weeks, and a picture of his father. He also puts the rune story of his grand father in the sack. Tyris went to the main hall, which was empty, and saw his grand father's very own black cloak (which he wore during his venture) and dagger. The dagger was said to have killed a dragon with a single blow to the neck. Tyris climbed a ledge, and retreived both from their places. He then put on the cloak, and holstered the dagger on his left side. The journey of Tyris begins.
CHAPTER 2: ROAD TO THE WEST
It's a bright shiny day, the scene takes place just a few hours after the last chapter. We see a gate and 8 guards around it.
Gate Guard 1: Eh, nice weather we are having today.
Gate Guard 2: Yeah, it looks like a good day to do something fun. My shift is over in seven hours though, not much I'll be doing today.
Gate Guard 1: Tell me about it, guarding this damn'd gate all day is such a waste of time. Nobody ever comes through here except travelers and merchants.
Gate Guard 3: Take your job seriously men, we never know when something might happen. I take my job seriously because I believe it benefeits all of the people of our mighty kingdom. The Asbarounian Kingdom will never be unsafe as long as I'm here, because I love my job.
Gate Guard 2: You must be new to this job, or else your head has been up someone's ass all this time. Look around, nothing has ever happened to this castle since it was founded many ages ago.
A group of 9 traveling Gypsies make way toward the gate. All of them are dressed alike in gray cloaks except for one. That one wears a black cloak.
Gate Guard 4: Hault! What business have you of leaving?
Gray Cloaked Gypsy 1: We are a group of traveling gypsies, we are heading west to the desert regions with the rest of our clan, the Abaharaki.
Gate Guad 4: Okay, you may pass. Please have a safe journey.
Gray Cloaked Gypsy 1: I assure you we will. Thankyou.
The Gypsies pass through the gate and head on the western road toward the desert region of Mothalias. About a mile away from Asbaroun, they stop. The black cloaked figure removes his hood. It's Prince Tyris.
Tyris: Thanks for your help getting me this far, but now I must depart from you. You have been so much help, however.
Gray Cloaked Gypsy 1: My name is Kaal. We are welcome to help you anytime. Your grand father helped our Abaharaki clan once before in the past, this is just a way to say thanyou.
Tyris: Thankyou Kaal, but how did you know he was my grand father?
Kaal: You look the same, identical. Your ambitions are the same too. And, he was scared as well. Tyris also wore an amulet around his neck when we first met, over 900 years ago-
Tyris: WHAT? How are you still alive? You look about 15 yourself!
Kaal: His amulet gave him eternal youth. He said he had found it when he was 19, and wore it, always remaining that same age. He then gave the amulet to me, which is what I wear now. I would like for you to have it.
Tyris: Thanks, but if I take it, then you will someday die. I can't accept that.
Kaal: Don't worry, Iv'e walked this earth for a long time now, I would like for it to go back to its rightful blood owner. Take it.
Kaal puts the amulet around Tyris' neck.
Go now, head west. You will meet the rest of the Abaharaki clan in Mothalias. Keep your head up, don't look down. I will see you again.
Kaal kisses Tyris with a friendly but passionate kiss on the lips.
Tyris: Goodbye...
Kaal: There are no goodbye's. I will see you again.
Tyris then heads west, towards Mothalias.
CHAPTER 3: UZAEL, THE DARK ONE
This scene takes place at night in a gloomy castle. We see a throne with a pale young man sitting on it. His silvery hair and charming looks mask his true self. He is holding a cup of red wine, and sipping it slowly. His name is Uzael. As he drinks, a servant of his approaches.
Servant: We have news from Hawk, leader of the 5th Division of your soldiers has rebelled against us. He is gathering forces and will strike tonight. What shall I do.
Uzael: (making circles around the rim of the wine glass) Prepare my battle garment. I wish to have a word with Hawk myself.
Servant: Will you need any backup?[/b]
Uzael: I will be fine.
Uzael gets geared up, gets on his horse, and heads out to the front of his castle. It's pouring rain. After about 20 minutes of waiting, Hawk, and an army of 10,000 trained soldiers march on the castle. They stop mid-distance from Uzael.
Hawk: Uzael, I have seen enough of your sickening ways. You brutally slaughter men for no reason, your the devil himself. It pleases you to watch your hills stained in the blood of men. I've come to stop you. Not even you can destroy 10,000 men by yourself.
Uzael: Are you through with your death speach? My clothes are getting drenched. Let's just make this quick.
Hawk: YOU BASTARD! DIE!
All of Hawks men charge at Uzael, within 10 feet of him, they all are frozen still in paralysis. Confusion grows among them.
Uzael: Let your blood be shed as a reminder to all. Cowards die many times, while others die only once.
Uzael steps off his horse, waves his hand just once, and severs all the limbs off of all the men. Some die, but most of them live.
Uzael: I love the sound of your suffering, your futile cries for life. BAWAHAHAHA!
Uzael then swipes his hand again, and they all die a slow painful death, leaving nothing but rotten flesh, bone, and blood all over the land. Hawk vomits at the sight of this, then tries to escape on his horse. Uzael, on foot, catches up with him in a matter of seconds.
Uzael: You Hawk, trying to escape. You should die with the rest of your men, like a brave men, fear you not die many times. Oh well, I have a special death for you.
Uzael knocks out Hawk with a blow to the back of the head. When Hawk awakes, he finds himself in the dungeon, being slowly tortured to death.
Hawk: Devil...devil....de...vi....
CHAPTER 4: TRIALS
We see a hot, dry, desert terrain. A young boy about the age of 19 or so appears to be walking along. He is unclean, the smell of travel is upon him. His determination can be seen through his crystal blue eyes as he walks along a path unseen to all but him. Wearing a large dark old cloak and carrying a knife on his right side, he is ready for anything, his name is Tyris.
Tyris: (to himself) It's been 10 years since I left the life of being a young prince. Iv'e travelled all across this land in search for that one thing that I seek. My grand father was 16 when he left, and I'm 19 and still behind him. This amulet of youth will keep me alive, but do I really want to stay here? Why am I alive anyway, nothing is worth it, this life has no value. I must become a legend, a tale to be told to young aspiring princes while they are going to sleep. Kaal would be dissappointed at me, so would father. He would say "Tyris, you need to do something with your life, otherwise you have no use being my son." I have been hearing a rumor as of late, they say that the devil himself has taken a humanoid form and is roaming the Earth looking for blood to spill for his pleasing. They say he lives in a castle just north of here. I will set out.
Tyris heads to the castle. Along the way he passes by people who give him directions to the castle. They claim they can hear torterous sounds coming from it and that it is guarded by 1000 strong men all built like steel. None of this changes the look on Tyris' face, his determination shines through, like a light in the middle of a cold, dark night.
Elsewhere, in the castle, Uzael is sitting on his throne, he's feeling rather anxious.
Uzael: Can you feel it? Can you embrace that feeling coming towards us? Can your pathetic human mind grasp what is happening at this very moment?
Servant: No, I am worthless. I was made only to serve you Lord Uzael.
Uzael: This feeling is driving me insane, it is hot and cold both at the same time, a tickling sensation that I can't free myself from. And it's all coming from one person. Do you have any idea who this person is?
Servant: I know not what you speak of m'Lord.
Uzael: His name is Tyris, and he's heading here. I can feel him, he wants to kill me. He has a feeling he must prove himself to the world, that he must prove his exsistence. I want him. I want him, now.
Servant: I will send for the guards to fetch him. Right away.
Uzael: Yes, do so right now.
As Tyris is approaching, a large group of 15 armed guards stops him.
Guard 1: HAULT! BY ORDER OF LORD UZAEL YO--
His words are interuppted by Tyris blade jammed up his jaw with a quick and graceful jab. The blade is retreated, then stabbed into the guards abdomen. The guard falls to the floor dead.
Tyris: Hell with you, Uzael.
The rest of guards run toward Tyris in an attempt to bring him under their control. Without much effort, Tyris slays them all with his dagger. His cloak is drenched in blood and the stench of death is untolerable on him.
Tyris: Uzael, you shall be the next to taste my blade. I will make you cry red tears.
Tyris heads toward the castle. Meanwhile Uzael can smell the death in the air, and he grows ever more excited.
Uzael: The time to confront this boy has come. This one boy, this pathetic human that has murdered 15 of my guards as if her me myself. How he does it, I know not, but I must know. I must test him myself. Only one being will arise from this fight, and it shall be the one that survives. We can't both walk this Earth, there is no way. The time has come.
CHAPTER 5: THE BEAST THAT SHOUTED "I" AT THE HEART OF THE WORLD (COMING SOON)
~~~~~SIGNING UP~~~~~
Here's how you join!
Name: Name goes here.
Sex: OMGYESPLZ!!1
Age: Doesn't effect much, this RPG won't live long enough for your character to die :/
Appearance: Your looks, duh
Bio: REQUIRED!!!!!
Allignment: Choose one
Race: Choose from the list below
Class: Choose from the list below
HP: This is the same number as your constitution.
MP: This is the same number as your intelligence.
(SPLIT BETWEEN 600! Yes, nice and even if you want it to be so.)
Strength (Str): Indicates how developed your muscles are for physical tasks such as lifting or pushing. The stronger you the better you are at melee.
Dexterity (Dex): How nimble, quick and graceful you are. The more Dex you have the better you can avoid damage from enemies or traps.
Constitution (Con): How hardy you are. Different from Str in that Con refers more to endurance, stamina and general health. The more Con you have the more damage you can weather and less likely you will be to contract disease or succumb to poison.
Intelligence (Int): Your ability to reason, to learn and comprehend your surroundings. The more Int you have the better skills you will possess.
Wisdom (Wis): Your perception, strength of will, and intuition. The higher your Wis the more in tune with your surroundings you will be.
Charisma (Cha): This is a mix of leadership, personal magnetism, physical appearance, verbal ability and social skills. The higher your Cha the more likely you will be able to sway, intimidate, seduce or bluff and so on those around you.
~~~~~RACES~~~~~
HUMAN
-Humans are (boring) considered very adaptable to their surroundings and being quick to learn new skills. (har har J/K about the boring part. Or am I?)
Human Ability Adjustments: None.
Favored Class: Any.
DWARF
-Extraordinarily resilient to damage and magic- they are feared warriors.
Dwarven Ability Adjustments: +25 Con, -10 Cha
Favored Class: Fighter.
ELF
-Lithe, graceful and deadly; Elves have magic infused into their very being.
Elven Ability Adjustments: +25 Dex, -10 Con
Favored Class: Wizard.
GNOME
-The master tinkerers, inventors and scientists amongst the races.
Gnome Ability Adjustments: +15 Con, -5 Str
Favored Class: Wizard.
HALF-ELF
-A potent mix of human curiosity and ingenuity with the Elven longer lifespan and magical defensives.
Half-elven Ability Adjustments: None
Favored Class: Any.
HALF-ORC
-The brutal Orc mixed with the natural intelligence of the human has produced a race of enormous strength and endurance possessing a foul temper and dubious intelligence.
Orc Ability Adjustments: +25 Str, -10 Int, -10 Cha
Favored Class: Barbarian.
HALFLING
-Tiny, resourceful and skillful; Halflings are sometimes dismissed as weak by the foolish.
Halfling Ability Adjustments: +15 Dex, -10 Str
Favored Class: Rogue.
~~~~~CLASS~~~~~
A Class is the profession or vocation of your character. It determines what he or she is able to do: combat training, magical ability, skills, and more. In selecting what class is right for your character, keep in mind what base strengths you want him or her to have. The eleven basic selections can approximate most any character concept.
BARBARIAN
Barbarians are brave, even reckless, and their warrior skills make them well suited to adventure. Instead of training and discipline, barbarians have a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger has also given barbarians a sort of "sixth sense", the preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.
With their toughness and fighting ability they are the shock troops of the world. People picture the typical Barbarian as the huge Viking type from somewhere to the 'North'. Keep in mind that this does not have to be the only example of a Barbarian. They have this stunning ability to Rage in combat which makes them stronger and tougher, becoming a tornado of destruction- what other examples of characters would have this frightening ability? A barroom brawler? A crazy street lunatic? A daring rich duelist bent on revenge? Consider different possibilities for the Barbarian. While they are detailed as the typical example of wandering Norsemen-type, you do not have to be that when creating your character.
BARD
Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows.
Bards are very difficult to classify as they are part scholar, part thief, part spy, part spell caster and part warrior. With so many routes to focus on a common error is to try and be good at everything and that leads to being mediocre at all. To play a successful Bard a player must think about what sort of character they would want to play and select certain parts to emphasize. For example, a combat based Bard would focus on his physical attributes over Cha and take a few spells that aid directly to fighting. On the other hand, a player who wishes to be a spy or entertainer would focuses on persuasion and more Charisma-based skills.
CLERIC
Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grants the cleric special powers, and give him access to spells that he might otherwise never learn. A cleric's Wisdom score should be high, since this determines the maximum spell level that he can cast.
What is not emphasized in the above description is that fact that a Cleric is the only class that is the closest to being a Fighter/Magic-User. They can have a huge range of spells, all of which are not effected by armor and so they can protect them selves in battle far better than other magic users. These special considerations shatter the stereotype of a Cleric as a priestly type in a long robe handing out alms for the poor. Players must also include the crusader in full plate as an archetype of a Cleric.
DRUID
Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druid's Wisdom score should be high, as this determines the maximum spell level that they can cast.
Druids and Rangers are two sides of one coin. Druids can be seen as the embodiment of the power of nature while Rangers can be viewed as the highly skilled experts and warriors of the wild. Druids, while able warriors themselves, focus on the use of magic and magical abilities to battle their enemies. Unlike the Bard, apart from Wis there are few other things that need to be considered in the creation of a Druid as his or her special abilities are not based on anything but Druid level. This frees the players to pick and choose what sort of Druid they want to make and not be concerned about innate abilities as they will be granted through experience. Something to keep in mind while you are thinking about your character is that Druids are a reflection of nature- both beautiful and dangerous and thus, they must keep a balance within themselves about their world- that is, all Druids must remain very close to Neutral in alignment as nature is a giver and taker of life in equal measure. A careful reading of alignment is important to understand the frame of mind of a player wishing to play a Druid character. If a Druid moves away form Neutral they lose a great deal of their Druidic abilities.
FIGHTER
Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.
Fighters fight. They are the regular army grunt, the ones that go in first and come out last on the battlefield. In most other things- magic use, skills, additional abilities they are very limited but they cannot be equaled in straight fighting. They have access to any weapon or any armor in the game and can use each of them all equally well. The puzzle the player must solve is what type of fighter they want to be. They are granted the most (fighting) feats in the game and thus, can tailor what sort of fighting they wish to master. Player should not think that by creating a Fighter they are forgoing all role-playing potential because all they do is fight. The reverse actually is true. Fighters do not have the restrictions of other classes due to other classes special abilities. No restrictions on alignment, traits etc. exist for the fighter and so they are very flexible in what you make of them.
MONK
Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oath. A monk wearing armor loses their Wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.
There is no other class that is given quite as many strange and unique abilities as the Monk. To be able to use unarmed attacks that cause as much damage in combat as a trained fighter with a magic weapon is an astonishing feat and thus, the Monk is rare and special individual. The Monk's special abilities are mostly based on the prevention of damage, additional natural armor class through keen awareness of surroundings (Wis) and ever increasing layers of resistances to poisons, aging, mental attacks and so on.
PALADIN
Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test—an opportunity to demonstrate bravery, to learn tactics, and to find ways to do good. Divine power protects these warriors of virtue, warding off harm, protecting from disease, healing, and guarding against fear. The paladin can also direct this power to help others, healing wounds or curing diseases, and also use it to destroy evil. Experienced paladins can smite evil foes and turn away undead. A paladin's Wisdom score should be high, as this determines the maximum spell level that they can cast. Many of the paladin's special abilities also benefit from a high Charisma score.
Very few players can play a good Paladin as they are written. It is very difficult to play a character that is Good with a capital 'G'. This makes playing a Paladin one the toughest to do- but not impossible. You will find that sticking to Lawful Good in a world where it is easier to hit first and loot the body is demanding. For those who can play a Paladin well, they are a formidable class with many, many benefits. This does not mean that players must play all Paladins according to the stereotype- ultra-conservative, inflexible, close-minded, do-gooder. There is nothing in the rules about what sort of personality (you don't have be nice to do the right thing), what sort of clothing (ever heard of a Paladin in multi-colored armor?), what sort of habits are even state of mind you have to have. Make the character your own.
RANGER
Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy—a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.
As Clerics have the Paladin as their warrior incarnations so do Druids have the Ranger as thier fighting embodiment. The Ranger is given far more combat related powers and far less magic with which to battle their enemies. Rangers can also be viewed as the scouts, detectives, and trackers of the world. While it is true that in the wilderness the Ranger cannot be matched, his or her skills are no less useful in the city or deep in the heart of a stony dungeon.
A Ranger can be of any alignment and thus, it is up to the player to develop a personality that can be as varied as the wilderness itself.
The Ranger has the unique ability to study a group of creatures so extensively that he gains many bonuses when confronted with them. As a Ranger gains experience he can not only include more groups but increase his bonuses against his existing favored enemies.
ROGUE
Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes "fake it" well enough to cast spells from scrolls, activate wands, and use just about any other magic item.
The Rogue is only character where skills are of paramount importance. For this reason Rogue become the Jack-of-All Trades as they seem to have a bit of knowledge about a wide variety of topics. Rogues are not solely limited to learned skills, however, as they are given one of the most devastating combat abilities in the game: the Sneak Attack. At higher levels this is the most damaging combat attack in the world. A Rogue can quickly end a deadly struggle with one quick strike from the shadows. As mentioned above, the rest of the Rogue's combat abilities are for avoiding damage altogether.
SORCERER
Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories—just raw power that they direct at will. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.
Sorcerers seem to show up regularly as the central hero in fantasy novels; a young inexperienced servant/ stable hand/ sheepherder is really the last in a long line of magic users and has yet to tap their awesome magic potential. It is this innate potential that separates the Sorcerer from any other magic using class. All their ability comes from within and requires no study, no prayer and without long hours of practice. Since their brainpower is not used in the acquiring of their magic ability they use their own awareness of self and their own confidence in their abilities to decide what their potential is. This is demonstrated in game terms through their Cha.
WIZARDS
Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is his spells; everything else is secondary. He learns new spells as she experiments and grows in experience, and he can also learn them from other wizards. In addition, over time a wizard learns to manipulate his spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar: a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.
Epic fantasy stories are never complete without the elderly spell caster who delves deep into forgotten tombs and welds spells of awesome power and might. These are the Wizards within the world, subject to long hours of study but reaping untold benefits of power and knowledge through hard work. It requires patience and diligence to be a successful Wizard and it is not an easy road.
Since this form of magic use is based on careful study, that factor must be considered when creating a personality for your Wizard. Is he or she diligent, blasé or frustrated by the constant study and memorization? Why would someone put themselves through all the long hours of study?
Alignment is not a consideration so a character can range from a pathological self-absorption to a Paladin-like commitment to all things good. All the player needs to consider is how the Wizard's power will be used.
DRAGON DISCIPLE
It is rumored that the magical powers of sorcerers and bards are somehow connected to the presence of dragon blood in their family tree. Dragon Disciples are sorcerers, and sometimes bards, who use their magical power as a catalyst to ignite their red dragon blood, realizing its fullest potential. They prefer a life of exploration to a cloistered existence. Already adept at magic, many pursue adventure, especially if it furthers their goal of finding out more about their draconic heritage. They often feel drawn to areas known to harbor dragons.
PALE MASTER
Necromancy is usually a poor choice for arcane spellcasters. Those who really want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over undead, without losing too much of their arcane power. Enter the pale master, who draws on a font of special lore that provides a macabre power all its own.
WEAPON MASTER
For a weapon master, perfection is found in the mastery of a weapon. A weapon master seeks to unite this weapon of choice with the body, to make them one, and to use the weapon as naturally and without thought as any other limb.
SHIFTER
Shifters have no form to call their own. Instead, they clothe themselves in whatever shape is most expedient at the time. Shifters actually come closer to their true self through transformation. Out of necessity, a Shifter's sense of self is based not on outward form, but on soul, which is the only constant about them. It is the inner strength of that soul which enables them to take on any shape and remain themselves within.
ASSASSIN
The assassin is the master of dealing quick, lethal blows. Assassins also excel at infiltration and disguise. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their training in anatomy stealth, poison, and the dark arts allows them to carry out missions of death with shocking, terrifying precision.
BLACKGUARD
The blackguard epitomizes evil. He is nothing short of a mortal fiend. The quintessential black knight, this villain carries a reputation of the foulest sort that is very well deserved. Consorting with demons and devils serving dark deities, the blackguard is hated and feared by all. Some people call these villains anti-paladins due to their completely evil nature. Their black hearts revel only in darkness.
SHADOWDANCER
Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met.
Shadowdancer abilities allow one to strike at their opponents with surprise and skill. Despite their link with shadows and trickery, shadowdancers are as often good as evil. They may use their incredible abilities as they wish.
Shadowdancers often work in troupes, never staying in one place too long. Some use their abilities to entertain. Others operate as thieves, using their abilities to infiltrate past defenses and dupe others. All shadowdancer troupes maintain an aura of mystery among the populace, who never know whether to think well or ill of them.
~~~~~SKILLS/BONUSES/PENALTIES~~~~~
SKILLS
Make up as many skills as you want. I'll give them to you as you level, so you won't get them all at once. You also get inherint abilites and skils depending on your class/race/level. A list is provided below providing details about inherint skills and abilites.
RACIAL BONUSES/PENALTIES
HUMAN
None (Boring, told you.)
DWARF
Tough Skin: 5% damage deducted from ALL attacks/skills. (Note: some attacks/skills may ignore this if stated)
ELF
Immunity to Sleep: 80% chance to not be put to sleep by skills. (Note: some attacks/skills may ignore this if stated)
Darkvision: Same vision and accuracy at night as in the day.
GNOME
Small Stature: 5% chance enemy will miss with attacks
Invetor's Brilliance: +20% chance to successfully enchant items
HALF-ELF
None
HALF-ORC
Rage: 5% more damage with all attacks.
HALFLING
Small Stature: 5% chance enemy will miss with attacks
Lucky: You get lucky sometimes. =)
CLASS SKILLS
BARBARIAN
LEVEL 1
-Better Critical: +10% chance to critical strike
-Deathblow: +10% damage to critical strike
LEVEL 5
-Improved Critical: +20% chance to critical strike (replaces "Better Critical")
-Improved Deathblow: +15% damage to critical strike
LEVEL 10
-Great Fortitude: +20% maximum HP
-Berserker: 25% chance to hit back for double damage on your next attack when you are damaged
BARD
LEVEL 1
-Taunt: 5% chance an enemy will miss their attack
LEVEL 5
-Talent: +25% more charisma (rounded up)
-Elegance: +10% more accuracy
LEVEL 10
-Improved Income: +15% more gold received from corpses, chests, etc.
CLERIC
LEVEL 1
-Better Heal: +10% to all healing spells, scrolls, and items
LEVEL 5
Improved heal: +20% to all healing spells, scrolls, and items.
LEVEL 10
-Divine Shield: -10% damage from physical and magical damage. Dark/Evil magic does 50% less damage.
DRUID
LEVEL 1
-Harmony: Naturally heals 2% of your MAX HP every turn in battle. Outside of battle, heals you twice as fast as you do normally.
LEVEL 5
-Natural Blessing: +10% more damage and -10% spell costs if you are in a natural locations (like a forest, mountain, etc.)
LEVEL 10
-Control: 75% chance to convert lesser animals/beasts under your control, 25% chance to convert greater animals/beasts under your control
FIGHTER
LEVEL 1
-Dodge: 15% chance to dodge enemy atacks
LEVEL 5
-Cleave: Automatic. Every time you kill one enemy, you get to attack another enemy.
LEVEL 10
-Great Cleave: Automatic. Every time you kill one enemy, you get to attack another enemy. Can be use infinitley.
-Great Speed: 30% chance to get an extra attack per round.
MONK
LEVEL 1
-Better Unarmed Combat: Gets an extra attack per turn if unarmed or if you are using "monk weapons" (Kama, Nunchaku, or any gloves)
LEVEL 5
-Dodge: 20% chance to dodge enemy attacks
-Natural Armor: -15% damage from all attacks when unarmored
LEVEL 10
-Master Unarmed Combat: Gets 3 extra attacks per turn if unarmed or if you are using "monk weapons" (Kama, Nunchaku, or any gloves)
PALADIN
LEVEL 1
-
LEVEL 5
-
LEVEL 10
-
RANGER
LEVEL 1
-
LEVEL 5
-
LEVEL 10
-
ROGUE
LEVEL 1
-
LEVEL 5
-
LEVEL 10
-
SORCERER
LEVEL 1
-
LEVEL 5
-
LEVEL 10
-
WIZARD
LEVEL 1
-
LEVEL 2
-
LEVEL 3
-
DRAGON DISCIPLE
LEVEL 1
- Wings: The dragon disciple gains wings. Can fly into the air in combat for up to 3 turns. Only spells and ranged attacks can be used, or can be used to hit this disciple. Can only be used once per battle. Outside of combat, enables the dragon disciple to fly for short distances.
LEVEL 5
- Half-Dragon Transformation: For 3 turns, turn into a half-dragon. Spell costs are halved, damage for both spells and attacks is increased by 1.5 times the normal power. Takes 5 turns before you can use again.
LEVEL 10
- Dragon Transformation: For 3 turns, turn into a full aged dragon. Spell costs are halved, damage for both spells and attacks is increased by 2 times the normal power. All attacks and spells are halved. Immunity to all effects (sleep, poison, burns, confusion, etc.) Takes 7 turns before you can use again.
PALE MASTER
WEAPON MASTER
SHIFTER
ASSASSIN
BLACKGUARD
SHADOWDANCER
[ March 13, 2004, 12:36 AM: Message edited by: S ]
Shadows of Uzael (UNFINISHED)
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- Member
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- Joined: Thu May 06, 1999 1:00 am
- Location: Southern California