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Posted: Mon Nov 29, 2010 10:31 pm
Notice* - All content that lies herein the following posts in this entire thread is property of Kevin Hubert and is not to be distributed without his consent. For questions please consult the Gaia Online account Hubey.
Hey Guys, sorry ONCE AGAIN for moving the thread. This way, we have no chance of our thread getting deleted though and I won't have to worry about losing all my hard work!
Also, this first post will be the center of all anouncements again!
11/30/2010 - Staying up late writing a paper, but I did happen to finish the new slayer destinies! They aren't posted yet but I will later today along with the rest of the defender destinies so keep an eye out. Also with the horrible horrible loss of my compy's power cable I will have nothing to do but work on DnD! We'll get this up and running in no time. Also make sure to transfer your posts over to this new thread =/ Sorry Nate I know you will be pissed. Just copy and paste =p
12/5/2010 - Update day, sorry about last week guys. Was rough. In fact I am still working my a** off but we'll get there. WE CAN DO IT!! ( I want a naked cheerleader)
12/6/2010 - I am just about to put up the new class, the Creator! Enjoy.
12/19/2010 - Sorry for the long break. I blame Scott. Going to be working on the Controller section today and we'll see where the night takes me! Anyone got a hot cousin with low standards?
1/29 It's only been a month and a half and we're 3/4's done! ...Sorry. Anyway, putting in stalker class and who knows what else.
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Posted: Mon Nov 29, 2010 10:33 pm
Stats: (Making the world go round, unlike your character's stats)
HP: Health Points
Strength: Affects melee damage, carrying capacity, and any strength related activity.
Dexterity: Affects accuracy with all weapons and the number of normal (non-magic) abilities Memorized, and dexterity related activity. (Dexterity bonus +4)
Agility: Affects dodge, movement speed, reflex save. Constitution: Reduces damage taken and affects Fortitude save.
Intelligence: Affects skills known, arcane spell power, and the amount of arcane spells memorized. (Intelligence bonus +4)
Wisdom: Affects divine spell power, mind save, and the number of divine spells memorized. (Wisdom Bonus +4)
Stat Breakdown
HP: Maximum HP equals 10 + (5 x level) + misc bonuses. At 0 HP you fall unconscious, at -1 you begin bleeding to death and lose one HP per round. With a Fort Save of 15, an outside Heal check of 15, or an outside heal spell, you stop losing HP but if you happen to hit -10, you are dead. Don't expect me to cast pity on those of you who die. To die is to die and s**t happens, especially to stupid people. So, think twice about starting fights with that giant black guy or make sure that treasure chest is especially worth it to jump across a 15 foot chasm for.
All following stats follow the DnD pattern for stats, in which 10 is the average, every 2 points above ten equals an additional +1 bonus (12 is +1,16 is +3, 28 is +9) and the first point below ten is -1 while every 2 below 9 is an additional -1 (9 is -1, 8 is -1, 7 is -2, 1 is -5). In the event that one of your scores becomes 0 you either die (if it is a permanent adjustment) or you are in a coma (if it is a temporary, curable state).
Strength: Every strength bonus equals +1 bonus melee damage, +1 throwing damage, and in some cases +1 ranged damage if the weapon is suited for higher strength availability. Every point of strength equals +10 carrying capacity (1 is 10 capacity, 2 is 20, 18 is 180). Also affects the skill of Athletics and any other strength based action (moving a boulder, lifting a chest, throwing a midget, etc.)
Dexterity: Every dexterity bonus equals +1 accuracy. -To hit someone you roll a 1d20 and add your accuracy. This must total (10 + target's dodge) or you miss. Also affects the number of normal abilities your character can have memorized at a time where your character's maximum is (Dex Bonus + 4).
Agility: Every bonus equals +1 dodge and +1 reflex save. Every agility bonus equals 5 more feet of movement. - Base movement speeds are as follows. Without Armor - 30 feet Medium Armor - 20 feet Heavy Armor - 20 feet (only 3x speed when running instead of 4x normal)
Constitution: Every constitution bonus equals one point of damage reduction from all sources. Every constitution bonus also equals +1 fortitude save.
Intelligence: Affects max skills (2 + intelligence bonus) Affects arcane spell power. Affects number of memorized arcane spells at a time (4 + Intelligence Bonus).
Wisdom: Affects divine spell power. Affects number of memorized divine spells at a time (4 + Wisdom Bonus) Each wisdom bonus equals +1 Mind Save.
Charisma: Affects all interactions with others Affects number of fate points per level
Determining Your Stats: At character creation, each character starts with 48 points and a base stat of 6 in each stat. Application of points into stats starts at a 1:1 ratio but increases as the stat is increased.
6-14 - 1:1 Ratio 15-16 - 2:1 Ratio 17-18 - 3:1 Ratio 19-20 - 4:1 Ratio
A stat of 15 would be a grand total of 10 points spent. A stat of 20 would take a total of 26 points. The max stat one is allowed to have at creation is 20.
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Posted: Mon Nov 29, 2010 10:34 pm
Skills- At character creation choose 2 + INT bonus skills. Their rank will start at 3, and will increase by one for each level (level 1 would be rank 4, level 7 would be rank 10). If intelligence is ever increased enough to gain another bonus, a new skills is unlocked and starts at rank 1. Yet again, all skills will continue to increase by one each level up until they hit a max of rank 10.
Acrobatics (DEX)- Acrobatic stunts, balancing, and escape artistry.
Lore (INT)- Identify magic, runes, items, etc.
Athletics (STR)- Climbing, jumping, swimming.
Bluff (CHA)- Bluff is used against a person's perception skill. Can be used for feinting (removing someone's dodge bonus for one turn against you), used for lying, and also used for creating a diversion to allow yourself to make a hide check.
Perception (WIS)- Opposes bluff skill and opposes stealth skill. Basic listen, spot, and search skill. (Also opposes the thievery skill when thievery is used for pick pocketing or when it is used in the way of sleight of hand like hiding a dagger etc.)
Diplomacy (CHA)- change opinions, inspire, haggle, and negotiate through words and gestures
Heal (WIS)- Apply first aid, stabilize a dying person, and treat diseases/poison.
Intimidate (CHA)- Persuade others through hostile actions, threats, etc. Intimidate opposes a target's will save. -force someone to surrender or reveal secrets -draw enemies to attack you instead of team mates -against multiple targets make a separate check for each -Taunting lasts for one round (+1 for every 3 total intimidate roll points higher than the target's will save roll)
Nature Survival (WIS)- Monster knowledge, foraging, handling/training animals
Stealth (DEX)- Move silently and hide checks. Opposed by the perception skill.
Thievery (DEX)- Disable trap, open lock, pick pocket, sleight of hand.
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Posted: Mon Nov 29, 2010 10:35 pm
Some Very Helpful Core Rules (will be added to constantly to help FAQs and random rules not covered within stats/skills/destinies)
Damage with Melee Weapons = x d x + STR bonus if it is one handed Two Handed = x d x + 1.5xSTR bonus _________________________________________________________________________ To hit an enemy, roll a d20, add your accuracy bonus (DEX bonus + misc), and apply it against 10 + your target's dodge modifier (AGI bonus + misc). _________________________________________________________________________ At the begininning of each fight, everyone rolls an initiative check. This is a d20 + your Dex Bonus. Everyone's score is then arranged from highest to lowest. The character with the highest roll will get to act first, followed by the second in that order. If the DM (me, Hubey) forget to have the players roll an initiative roll, all players are allowed to brutally maim Hubie with any (blunt) object of their choosing. _______________________________________________________________________ Except for modified range weapons, all ballistic weapons do not receive strength bonus to damage unless they are thrown weapons. An example of a modified range weapon would be a compound bow created for use by inidividuals with a higher than average strength. __________________________________________________________________________ Eventually, most people will acquire an ability that can be used (unless you are a numbers whore like some of you who I will not mention -.- Nate). In each case the ability will have a Cooldown. Cooldowns are a universal stop on your character from using ANY ability for that amount of turns. Cooldowns do not start until the following turn. Example given:
Rape Train_ Req. Being Megs Summons a gigantic train that levels all enemies on all planes of existence. Goes through all damage reduction of any kind and is a perma-death skill that instantly kills everything in its path. The area is also left barren of any plant life for all eternity because plants are for sissies.
Cooldown 6
In this case, the cooldown timer will not start counting down until the turn following the use of the rape train skill. So, her next turn she may not use any ability, or the following 5 turns after that even.
When an ability has an * to the left of the ability name, it means that has an emancipated cooldown. In other words, it does not follow the cooldowns of other abilities. It is on its own separate cooldown. In the previous example, cooldown 6 would not apply and the skill would be allowed to be used at any time. _____________________________________________________________
To keep things fair, and people from getting way too overpowered, there will be arcane failure chances on armor. Look to the following list to understand your arcane failure chance.
Cloth - 0% failure Light - 25% failure Medium - 50% failure Heavy - 75% failure
However, cloth armor will most often come with high magic resistance bonuses and/or dodge bonuses. Light armor comes with a little physical damage reduction, decent magic resist, and most often dodge bonuses. Medium armor is a mixture between everything, decent physical damage reduction always, and added bonuses of either dodge, magic resist, or other bonuses. Heavy armor will always come with the best physical damage reduction but very often it will come with little to no magic resist and if any at all it will most often only be tuned to one element(fire for instance). Also heavy armor will most often never come with bonus dodge.
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Dual Wielding without a specific talent for it incurs many penalties. These are the stats without any talent.
Two Large Weapons - STR 20 Req. ; -10 Acc with main, -14 Off One Large, One Medium or Small - STR 20 Req.; -10 Acc main, -10 Off Two Medium; -8 Main, -8 Off One Medium, One Small; -6 main, -6 Off Two small; -4 main, -4 off
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Posted: Mon Nov 29, 2010 10:36 pm
Fate points and Destinies!
Each level up a person receives 20+CHA bonus in fate points. Fate points purchase destinies which provide useful skills/abilities/bonuses for your character!
At level one, you start with 40+(2 x CHA bonus) fate points.
Destinies (normally) have multiple levels to them (usually 5) and each level for each destiny costs a total of 10 fate points (except in special cases).
Destinies Section One!_________________Defender Destinies______________________
Armor Proficiencies_
Level 1 - Light Armor Proficiency Level 2 - Light Shield Proficiency Level 3 - Medium Armor Proficiency Level 4 - Heavy Shield Proficiency Level 5 - Heavy Armor Proficiency ________________________________________________________________ Bull's Endurace_
Level 1 - +1 Con Level 2 - +2 Con Level 3 - +3 Con Level 4 - +4 Con Level 5 - +5 Con _______________________________________________________________ *Cover_ Req. Bull's Endurance Level 2 - Take (x) damage for (a) Range 5 (x) ally(ies) for (x) turns. Cooldown 1.
Level 1 - 50% damage, 1 ally, 1 turn Level 2 - 50% damage, 2 allies, 1 turn Level 3 - 75% damage, 3 allies, 1 turn Level 4 - 100% damage, 3 allies, 2 turns Level 5 - 100% damage, 5 allies, 3 turns _________________________________________________________________ Sturdy_ Req. Bulls Endurance Level 2
Level 1 - +1 hp per level Level 2 - +2 hp per level Level 3 - +3 hp per level Level 4 - +4 hp per level Level 5 - +5 hp per level ___________________________________________________________________ Fearful Presence_ Req. Cover Level 2
Level 1 - +1 Intimidate Level 2 - +2 Intimidate Level 3 - +4 Intimidate Level 4 - +6 Intimidate Level 5 - +8 Intimidate ___________________________________________________________________ Retaliation_ Req. Sturdy Level 2 - Next turn all attackers take 1/2 physical damage dealt to you back onto themselves. CD x.
Level 1 - CD 5 Level 2 - CD 4 Level 3 - CD 3 Level 4 - CD 2 Level 5 - CD 1 ____________________________________________________________________ Gravitational Pull_ Req. Fearful Presence Level 4 -Gravitational Pull creates a black hole effect around the caster for x feet. This causes all enemies to be drawn as close to the caster as possible, taking x damage, and whatever they crash into takes the same amount of damage (also includes caster, other enemies, allies, or objects). As long as the ability is channeled (for x) enemies are constantly pulled towards the center and unable to move although they can still act (attack, cast spells, etc.). Gravitational pull also effects all projectiles and projectile magic, pulling them straight back to the center. Caster cannot move while channeling. Reflex Save DC 15.
Level 1 - 10 feet, 4 damage, channel 1-2 turns Level 2 - 15 feet, 7 damage, channel 1-3 turns Level 3 - 20 feet, 12 damage, channel 1-4 turns Level 4 - 30 feet, 19 damage, channel 1-5 turns Level 5 - 40 feet, 28 damage, channel 1-7 turns. ___________________________________________________________________ *Bull Rush - Req. Bull's Endurance Level 4 -Charge an enemy for a max of x feet, then push them (followed by you) a maximum of x feet. Deals x damage, and an additional 2 times damage if target is pushed into another object. Only affects x size. CD 2.
Level 1 - 20 feet, 5 feet, 5 damage, same size or lower Level 2 - 25 feet, 10 feet, 7 damage, same size or lower Level 3 - 30 feet, 15 feet, 9 damage, same size or lower Level 4 - 35 feet, 20 feet, 11 damage, +1 size or lower Level 5 - 40 feet, 30 feet, 15 damage, +1 size or lower _________________________________________________________________ Endorphin Rush - Req. Bull Rush Level 3 -For one turn, take no damage from any source. CD x.
Level 1 - CD 10 Level 2 - CD 8 Level 3 - CD 6 Level 4 - CD 4 Level 5 - CD 2 ____________________________________________________________ Psych Up - Req. Endorphin Rush level 1 -CD 1. Self Buff that increases Con by x for 5 turns.
Level 1: Con + 2 Level 2: Con + 4 Level 3: Con + 6 Level 4: Con + 8 Level 5: Con + 12 ____________________________________________________________ Heroic Sacrifice - Req Retaliation Level 5; Endorphin Rush Level 5; Level 15 -CD 7; Absorb all damage for x turns. After those turns are up, you may move one additional time, then instantly deal double all damage that was absorbed by you in x feet in every direction. All damage that was absorbed then instantly hits you for double damage that can not be blocked or mitigated by any means.
Level 1: 1 turn, 10 feet Level 2: 2 turns, 20 feet Level 3: 3 turns, 30 feet Level 4: 4 turns, 40 feet Level 5: 5 turns, 60 feet ___________________________________________________________ Mediator - Req. Fearful Presence level 5; Cover level 5; Level 15 CD 2; Instantly drive all enemies within x feet to only attack you. Lasts x turns. No will save. Enemy must see you.
Level 1: 50 feet, 1 turn Level 2: 100 feet, 2 turns Level 3: 150 feet, 3 turns Level 4: 200 feet, 4 turns Level 5: 250 feet, 5 turns _____________________________________________________________ Shield Mastery - Req. Shield Proficiency
Level 1: +1 Dodge with shield equipped Level 2: +2 Dodge with shield equipped Level 3: +3 Dodge with shield equipped Level 4: +4 Dodge with shield equipped Level 5: +5 Dodge with shield equipped; +Do not lose dodge bonus after shield bashing (Normally when attacking a person with a shield bash, attacker loses dodge granted by shield until the next round) ____________________________________________________________ Shield Slam - Req. Shield Mastery level 2; Equipped Shield CD 2; Deal damage based on shield (normally 1d4 for small shields, 1d6 for large shields) +x and silence (silence affects all class abilities and makes them unusable) target enemy for two turns.
Level 1: +2 Damage Level 2: +4 Damage Level 3: +6 Damage Level 4: +8 Damage Level 5: +12 Damage ____________________________________________________________ Reflect - Shield Mastery level 4, Retaliation Level 2 CD X -Reflect any single target ability back at the caster, restoring the enemy's CD but affecting them instead of the person using reflect. Reflect is a self buff that lasts for x turns and affects the first ability used on you. Ability is instantly reflected back onto the caster in which case they receive full damage, status, etc. but have their CD instantly restored.
Level 1: CD 3, 1 turn Level 2: CD 3, 2 turns Level 3: CD 2. 2 turns Level 4: CD 2, 3 turns Level 5: CD 1, 3 turns
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Section 2 - Slayer
Weapon Proficiency
Level 1: Martial Weapon Proficiency Level 2: Exotic Weapon Proficiency Level 3: Take multiple times for each exotic weapon wanted ______________________________________________________ Bear's Strength
Level 1:+1 STR Level 2: +2 STR Level 3: +3 STR Level 4: +4 STR Level 5: +5 STR _______________________________________________________ Improved Trip - Req. Bear's Strength level 2
Level 1: +1 Trip Level 2: +2 Trip Level 3: +3 Trip Level 4: +4 Trip Level 5: +5 Trip - On a successful trip, get an automatic melee attack. _________________________________________________________ Weapon Focus - Req. Bear's Strength level 2 -Apply bonuses to one chosen weapon. May be taken multiple times for multiple weapons.
Level 1: +1 accuracy, +1 damage Level 2: +2 accuracy, +2 damage Level 3: +3 accuracy, +3 damage Level 4: +4 accuracy, +4 damage Level 5: +5 accuracy, +5 damage __________________________________________________________ *Double Attack - Req. Weapon Focus level 4 -Melee only. Attack one target twice this round. CD x.
Level 1: CD 5 Level 2: CD 5 Level 3: CD 4 Level 4: CD 3 Level 5: CD 2 ________________________________________________________ Reckless Onslaught - Req. Double Attack Level 5; Bear's Strength Level 4 - Melee Only. Attack target three times this round. CD X, dodge gets lowered by x for one turn.
Level 1: CD 5, Dodge - 8 Level 2: CD 5, Dodge - 8 Level 3: CD 4, Dodge - 6 Level 4: CD 3, Dodge - 5 Level 5 CD 2, Dodge - 4 __________________________________________________________ Hungering Strike - Req. Weapon Focus level 3 - A normal melee attack that transfers 100% damage dealt to caster as health (lifesteal). Also offers bonus accuracy x. CD x.
Level 1: +1 accuracy, CD 3 Level 2: +2 accuracy, CD 3 Level 3: +3 accuracy, CD 2 Level 4: +4 accuracy, CD 2 Level 5: +5 accuracy, CD 1 ___________________________________________________________ Blood Scent - Req. Hungering Strike level 4 - Smell the area (500 ft.) for people who are low on life. If an enemy is below (x) gain (x) movement speed and gain (x) lifesteal against that target. Effects last (x) turns. CD x. Also grants insight to their general direction.
Level 1: 25%, 25%, 25%, 2 turns, CD 4 Level 2: 33%, 25%, 25%, 2 turns, CD 3 Level 3: 33%, 33%, 33%, 3 turns, CD 3 Level 4: 50%, 50%, 50%, 4 turns, CD 3 Level 5: 50%, 50%, 50%, 5 turns, CD 2 __________________________________________________________ *Sunder - Req. Weapon Focus level 5, Vorpal Blow level 2 - Remove all damage reduction effects (armor or magical) from target (except natural Con bonus) for x turn. CD x. Reflex Save x.
Level 1: 1 turn, CD 6, 6+Str Level 2: 1 turn, CD 5, 8+Str Level 3: 1 turn, CD 4, 10+Str Level 4: 2 turns, CD 4, 12+Str Level 5: 2 turns, CD 3, 14+Str ____________________________________________________________ Vorpal Blow - Req. Weapon Focus level 3 - Attack that ignores all damage reduction effects (armor and magical) of target (except natural Con bonus). CD x.
Level 1: CD 3 Level 2: CD 3 Level 3: CD 2 Level 4: CD 1 Level 5: CD 0 _____________________________________________________________ Guided Blow - Req. Weapon Focus level 3 - Attack that ignores all dodge (natural and magical). CD x.
Level 1: CD 3 Level 2: CD 3 Level 3: CD 2 Level 4: CD 1 Level 5: CD 0 ____________________________________________________________ *Cripple - Req. Weapons Focus level 5, Guided Blow level 2 - Remove all dodge (natural and magical) effects from target. CD x. Duration x. Fort Save x.
Level 1: 1 turn, CD 6, DC 6+Str Level 2: 1 turn, CD 5, DC 8+Str Level 3: 1 turn, CD 4, DC 10+Str Level 4: 2 turns, CD 4, DC 12+Str Level 5: 2 turns, CD 2, DC 14+Str ____________________________________________________________ Blood Frenzy - Req. Reckless Onslaught level 5; Blood Scent level 2; Level 15 - An attack fueled by the smell of blood. Hit the enemy multiple times based on the percentage of the enemy's current to max HP. CD x.
91-100% = 1 attack 81-90% = 2 attacks 71-80% = 3 attacks etc. 01-10% = 10 attacks
Level 1 - CD 12 Level 2 - CD 10 Level 3 - CD 9 Level 4 - CD 8 Level 5 - CD 6 ___________________________________________________________ True Strike - Req. Vorpal Blow level 5; Guided Blow level 5; Level 15
Attack that ignores all damage reduction (including con bonus and hits the enemy without having to roll an attack die. CD x.
Level 1 - CD 4 Level 2 - CD 3 Level 3 - CD 2 Level 4 - CD 1 Level 5 - CD 0
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Section 3 - The Creator
Crafting as an ability: When a craft is selected in destinies, it is added to the skill list (except Golem Craft). If it is added at level 1, it immediately starts at rank four ( 3 + 1 per level). The skills are based off of the user's INT or WIS bonus (whichever is higher). The caps of the skills are based upon the craft's destiny level.
Every material comes with a positive (or negative) effect which determines a modification to the craft DC. Every five points above target DC equals another +1 enhancement bonus to the crafted item. Base DC 12.
Example: Crafting a greatsword out of Ilzha bone and an Ilzha electron bladder.
Ilzha bone +3: +2 damage for small weapons, +3 damage for normal weapons, +4 damage for large weapons. +30 durability +Great conductor of electricity +4 craft DC (normal 7, -3 enhancement bonus) +3 enhancement bonus
Ilzha electron bladder: +1d4* electric damage * +1d8 if used with a proper conductor +4 craft DC
Craft DC: 20 ( 12 base DC + 4 bone + 4 bladder ) Your craft roll: 38
Result: Ilzha Blade of Induced Electrocution +6 (+3 for being at least 15 more than craft DC, and +3 for the +3 enhancement on the Ilzha bone)
Damage: 1d12 + 10 + 1d8 electricity damage (+4 from the bone, +6 for the enhancement, + 1d8 for the electron bladder + bone combo)
Attack roll: +6 (+6 for the enhancement bonus) _____________________________________________________________ Weapon Craft -Creation of any non-engine object that is used as a weapon.
Level 1: Rank cap 4 Level 2: Rank cap 6 Level 3: Rank cap 8 Level 4: Rank cap 10 Level 5: No rank cap ____________________________________________________________ Armor Craft - Creation of any non-engine object used as armor.
Level 1: Rank cap 4 Level 2: Rank cap 6 Level 3: Rank cap 8 Level 4: Rank cap 10 Level 5: No rank cap ____________________________________________________________ Structure Craft - Creation of any non-engine structure most commonly used as housing or storage of something. (castle, barracks, fort, house, barn, storage shed, chests, barrels, etc)
Level 1: Rank cap 4 Level 2: Rank cap 6 Level 3: Rank cap 8 Level 4: Rank cap 10 Level 5: No rank cap ____________________________________________________________ Engineering -Creation of any engine powered object (catapult, gun, etc.).
Level 1: Rank cap 4 Level 2: Rank cap 6 Level 3: Rank cap 8 Level 4: Rank cap 10 Level 5: No rank cap ___________________________________________________________ Craft Jewelry - Creation of all solid (metal, chitin, etc.) accessories like earrings, bracelets, etc.
Level 1: Rank cap 4 Level 2: Rank cap 6 Level 3: Rank cap 8 Level 4: Rank cap 10 Level 5: No rank cap ___________________________________________________________ Craft Alchemy - Creation of any items using alchemical compounds or destruction of compounds. (potions, creating gems, etc.)
Level 1: Rank cap 4 Level 2: Rank cap 6 Level 3: Rank cap 8 Level 4: Rank cap 10 Level 5: No rank cap ___________________________________________________________ Craft Weaving - Creation of all non solid (cloth, skin, etc.) accessories like robes, capes, scarfs, etc.
Level 1: Rank cap 4 Level 2: Rank cap 6 Level 3: Rank cap 8 Level 4: Rank cap 10 Level 5: No rank cap __________________________________________________________ Craft __________ (insert here) - Creation of whatever crazy a** thing that Chaw or Nate wants to do that I have not already mentioned.
Level 1: Rank cap 4 Level 2: Rank cap 6 Level 3: Rank cap 8 Level 4: Rank cap 10 Level 5: No rank cap __________________________________________________________ Craft Golem - Req. Engineering level 5 - Golems are created through a process just like character creation. The character designates exactly how points are distributed, but instead of 48 stat points, golems are allowed only 38 stat points. The only size barrier on stat points is reflected through strength (be reasonable, a golem of two inches height should not have 20 strength; a golem of large size with only 6 strength is still possible however but realize it will move very slowly and get lots of negatives to fighting). Golems themselves never increase in level but instead are created at a level designated by the creator's choosing (up to a maximum level determined by the golem craft skill; a golem can never be created at a level higher than the creator's physical level). The DC for golem creation is 10 + golem's level at creation + material DC. To oppose this DC, the creator rolls 1d20 + his Golem Craft Skill + his INT or WIS bonus (the higher). IF the craft check is a fail, all materials are lost. Take note that golems also require a Lithuayin crystal or an equal power source. Lithuayin crystals are rare crystals found randomly throughout the world in any given environment. They are charged with a very potent, self recharging power source which explains why such is needed for golem craft. These crystals can also be manufactured by a Craft Alchemy DC of 30, but they are created with no extra benefit to the golem other than a power source. In addition, golems can be disabled by a successful disable device DC of 10 + golem's level. This lasts for (1 + an addition 1 for every 5 points above the DC) turns. Also, if the controller is killed or knocked unconscious (excluding sleep) the currently active golem goes on a violent rampage, destroying everything and killing everyone within a 500 ft. radius of the controller until the controller awakens or is revived. Only one golem can be active at a time per controller. If a golem is destroyed, there is only a 10% chance that the Lithuayin crystal will survive.
Level 1: Max Golem Level 1, + 1 Golem craft DC Level 2: Max Golem Level 2, +2 Golem craft DC Level 3: Max Golem Level 3, +3 Golem craft DC Etc. (No max Golem Craft level) ____________________________________________________________ Quality Nut - 5 levels in crafting - When harvesting, receive a x% change that harvested item is of even greater quality. Rolled multiple times. See example.
Normal Harvesting- roll a percentage roll (1d100 or 2d10) to find what item you carve from said monster or mine from said point, etc. The amount of times you can carve/mine/etc. is based off of target's size. Quality is also based on quality of harvest point.
With Quality Nut, roll DC x%. If roll is under x%, harvested item gains +1 enhancement. Continue to roll until roll has failed. This can result in a theoretical +1,000 enhancement bonus. Even at maxed level however, this comes with a chance of 8.709e-603 so good luck on that.
Level 1: 2% Level 2: 5% Level 3: 10% Level 4: 17% Level 5: 25% ____________________________________________________________ Name Brander - Req. Any craft level 5 - Anything that has been processed (had the craft skill used on it) by you can be sold for an additional x%. Also grants you an additional bonus to being recognized in public (GM's discretion).
Level 1: 5% Level 2: 10% Level 3: 15% Level 4: 20% Level 5: 25% ____________________________________________________________ Connections - Req. Any craft level 2 - Materials used for crafting can be bought at a x% discount.
Level 1: 5% Level 2: 10% Level 3: 15% Level 4: 20% Level 5: 25%
__________________________________________________________________________________________________________________________
*All bolt magic can be dodged but not protected against by armor. *On a succesful dodge, aoe spells deal half damage. *Dodge save equals 10 + destiny level + caster's INT
Controller--------------------------------------------------------------------------------------------
Insight of the Ancients
Level 1 - +1 INT Level 2 - +2 INT Level 3 - +3 INT Level 4 - +4 INT Level 5 - +5 INT _____________________________________________________________
*Magic Missile - Req. Insight of the Ancients level 2
Deal energy damage for x damage at a range of x. CD 0.
Level 1 - 1d4+INT, Range 30 Level 2 - 1d6+INT, Range 45 Level 3 - 1d8+INT, Range 60 Level 4 - 1d10+INT, Range 60 Level 5 - 1d12+INT, Range 90 _____________________________________________________________
Scatter Magic - Req. Magic Missile level 2 or Fire Bolt level 2 or Frost Arrow level 2
Fire one projectile of any bolt (level 2 or up only) at each enemy. One projectile per enemy in a ninety degree cone in front of the user up to a maximum of x feet with a maximum number of projectiles x. CD 2.
Level 1: 10 feet, 2 projectiles Level 2: 15 feet, 3 projectiles Level 3: 20 feet, 4 projectiles Level 4: 25 feet, 5 projectiles Level 5: 40 feet, 6 projectiles _____________________________________________________________
Arcane Barrage
Shoot x missiles of energy at target of range x. Each missile deals damage based off of Magic Missile. CD x. Cast time - 1 turn. Cannot move while casting.
Level 1 - 2 missiles, range 30, CD 0 Level 2 - 4 missiles, range 30, CD 2 Level 3 - 6 missiles, range 45, CD 4 Level 4 - 8 missiles, range 60, CD 6 Level 5 - 10 missiles, range 60, CD 7 ____________________________________________________________
Arcane Bomb - Req. Arcane Barrage level 3
Place maximum x glowing sphere bomb(s) up to x feet away that is(are) size 2 feet x 2 feet. Bombs cannot be placed within 5 feet of each other and explode for a radius of x. Damage x. At time of casting user chooses the trigger effect of either time (number of rounds, minimum one) or vicinity (when chosen amount of targets ENTER the blast radius; minimum one target; can be set to only specific targets; only the targets who enter the radius are considered for the trigger, not those already in it). Only one bomb is placed at a time per skill usage.
Level 1 - 1 sphere, 10 feet, 5 feet, 1d12+INT Level 2 - 1 sphere, 15 feet, 5 feet, 2d12+INT Level 3 - 2 spheres, 15 feet, 5 feet, 3d12+INT Level 4 - 2 spheres, 20 feet, 5 feet, 4d12+INT Level 5 - 3 spheres, 30 feet, 10 feet, 4d12+INT _____________________________________________________________
*Arcane Grip - Arcane Bomb level 3
Grab target, filling it with arcane energy. Deals 1d12+INT damage. Has a x% chance to stun target for x turns.
Level 1: 10%, 1 Level 2: 15%, 1 Level 3: 20%, 1 Level 4: 25%, 1 Level 5: 25%, 2 _____________________________________________________________
Laser Beam - Req. Arcane Grip level 5, Character level 15
Channel a beam of greatly focused light. Cast time - 1 turn. Channel 6d12 +INT damage for max x turns at a range of x with a width of x. Travels through multiple targets but is considered a single target spell for defense purposes. After use caster receives the exhausted condition, making them unable to use any ability, run, fight, -8 dodge, or any strenuous activity until the debuff is removed by sleeping eight hours or by any other means specifically targeted at solving this problem (cannot be removed by cleanse, for example).
Level 1: 2, 30, 5 Level 2: 3, 45, 5 Level 3: 4, 90, 5 Level 4: 5, 180, 10 Level 5: 7, 500, 10 _____________________________________________________________
*Fire Bolt
Launch a bolt of fire at target enemy for x damage at a range of x. CD 0.
Deal energy damage for x damage at a range of x. CD 0.
Level 1 - 1d4+INT, Range 30 Level 2 - 1d6+INT, Range 45 Level 3 - 1d8+INT, Range 60 Level 4 - 1d10+INT, Range 60 Level 5 - 1d12+INT, Range 90 ___________________________________________________________
Fire Ball - Req. Fire Bolt level 2
Hurl a ball of fire at target area x feet away. Deals x damage in a radius of x. CD x.
Level 1 - 30, 2d6+INT, 5, CD 1 Level 2 - 35, 3d6+INT, 5, CD 1 Level 3 - 40, 2d12+INT, 5, CD 2 Level 4 - 45, 3d12+INT, 10, CD 3 Level 5 - 50, 4d12+INT, 20, CD 3 _____________________________________________________________
*Fire Wall - Fire Ball level 2
Place a wall of fire of 5 feet wide by x feet long by x feet high. Anyone attempting to pass through instantly takes x damage and must pass a fort save DC x or be pushed back. CD 5. Lasts for x turns. When placed on top of a target, instantly pushes target to one side or the other, target's choosing.
Level 1 - 15, 10, 1d12+INT, DC 2+INT, 2 turns Level 2 - 20, 15, 2d12+INT, DC 4+INT, 3 turns Level 3 - 25, 20, 3d12+INT, DC 6+INT, 4 turns Level 4 - 30, 25, 4d12+INT, DC 8+INT, 5 turns Level 5 - 40, 30, 5d12+INT, DC 10+INT, 6 turns ____________________________________________________________
*Enflame
Ignite target enemy from the inside, inflicting the Burning debuff, dealing x fire damage per turn and doubling the damage of the next fire spell done to inflicted target. Lasts for x rounds or until the target takes the double damage from a fire spell. CD 8.
Level 1: 1d4, 5 Level 2: 1d4, 6 Level 3: 1d6, 7 Level 4: 1d6, 8 Level 5: 1d8, 10
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Spirit of the Flame - Req. Enflame level 5, Character level 15
Take form of pure fire for x turns, becoming completely immune to physical damage, but taking double cold damage, and healing off of flaming environment. Gain flying perfect at a speed of 80. Deal 1d8 fire damage to everything within 5 feet of you every turn. Also, deal double fire damage while in fire form. After use caster receives the exhausted condition, making them unable to use any ability, run, fight, -8 dodge, or any strenuous activity until the debuff is removed by sleeping eight hours or by any other means specifically targeted at solving this problem (cannot be removed by cleanse, for example).
Level 1 - 2 Level 2 - 3 Level 3 - 4 Level 4 - 5 Level 5 - 7 _____________________________________________________________
Frost Arrow
Fire an arrow of cold energy at target dealing x damage at range x. CD 0.
Level 1 - 1d4+INT, Range 30 Level 2 - 1d6+INT, Range 45 Level 3 - 1d8+INT, Range 60 Level 4 - 1d10+INT, Range 60 Level 5 - 1d12+INT, Range 90 ___________________________________________________________
Frozen Mallet - Req. Frost Arrow level 4
A large crystalline manifestation of cold energy falls from the sky onto the target at x range, trapping the target in a large ice block. This freezing is a debuff called Frozen that can be magically cleansed. While encased, target takes no damage but cannot act. CD 2. When target escapes the ice block, they get to immediately act. Only one target can be frozen at a time.
Level 1: 20 feet, 1 turn Level 2: 30 feet, 2 turns Level 3: 30 feet, 3 turns Level 4: 40 feet, 4 turns Level 5: 50 feet, 5 turns ___________________________________________________________
*Shatter - Req. Frozen Mallet level 2
Shatter target who has the Frozen debuff, dealing x damage, lowering dodge by x, and increasing all damage taken by x for two turns. CD 4.
Level 1 - 2d12+INT, -5, 2 Level 2 - 3d12+INT, -6, 3 Level 3 - 4d12+INT, -7, 4 Level 4 - 5d12+INT, -8, 5 Level 5 - 7d12+INT, -10, 7 ____________________________________________________________
Frost Armor - Frozen Mallet level 4
Increase armor by x. Whenever an enemy hits you with a melee attack, earn an x% chance to inflict Frozen back on attacker and restore your CD to Shatter. Is considered a buff that lasts one hour.
Level 1 - 2, 25% Level 2 - 4, 40% Level 3 - 5, 55% Level 4 - 6, 70% Level 5 - 8, 80% _____________________________________________________________
Spirit of Frost - Req. Frost Armor level 5
Take form of a giant ice golem for x turns, gaining 20 damage reduction, heal off of cold damage and frozen environment, and take double fire damage. Become size Huge and gain move speed 50. Deal 1d8 cold damage to everything within 5 feet of you every turn. Lose the usage of abilities and your previous weapons, but gain 400 max HP, 40 strength, and your Frost Armor effect. After use caster receives the exhausted condition, making them unable to use any ability, run, fight, -8 dodge, or any strenuous activity until the debuff is removed by sleeping eight hours or by any other means specifically targeted at solving this problem (cannot be removed by cleanse, for example). Lasts for x turns.
Level 1: 3 turn Level 2: 5 turns Level 3: 7 turn Level 4: 9 turns Level 5: 11 turns ____________________________________________________________
*Blind
Makes target enemy lose all attack bonus and have an additional 50% chance to miss. Lasts x turns. CD x.
Level 1: 1 turn, CD 10 Level 2: 1 turn, CD 9 Level 3: 2 turns, CD 8 Level 4: 2 turns, CD 7 Level 5: 3 turns, CD 6 ____________________________________________________________
*Silence
Makes target enemy lose usage of any abilities. Lasts x turns. CD x. Will save x.
Level 1: 1 turn, CD 10, DC 6+INT Level 2: 1 turn, CD 9, DC 8+INT Level 3: 2 turns, CD 8, DC 10+INT Level 4: 2 turns, CD 7, DC 12+INT Level 5: 3 turns, CD 6, DC 14+INT ____________________________________________________________
*Root
Makes target enemy lose all movement and movement abilties. Lasts x turns. CD x. Escape Artist save x. Removes dodge and reflex bonuses. Range x.
Level 1: 1 turn, CD 10, DC 6+INT, 20 feet Level 2: 1 turn, CD 9, DC 8+INT, 25 feet Level 3: 2 turns, CD 8, DC 10+INT, 30 feet Level 4: 2 turns, CD 7, DC 12+INT, 30 feet Level 5: 3 turns, CD 6, DC 14+INT, 30 feet _____________________________________________________________
*Fear - Req. Previous Debuffs total level 5
Summon a ghastly image to scare all enemies in a x by x area, causing those affected to run and hide in the nearest space possible for x turns. If target takes any damage, they immediately snap back to reality and get an automatic turn. Will save DC x.
Level 1: 15x15, 3 turns, CD 15, DC 6+INT Level 2: 15x15, 3 turns, CD 14, DC 8+INT Level 3: 20x20, 4 turns, CD 13, DC 10+INT Level 4: 20x20, 4 turns, CD 12, DC 12+INT Level 5: 25x25, 5 turns, CD 11, DC 14+INT _____________________________________________________________
*Transmorph - Req. Previous Debuff total level 5
Turn target into one of the following animals: sheep, squirrel, cat, bird. While changed cannot use abilities and can only deal 1 damage at a time. Will or Fort save x. Lasts for x turns. CD 12. If target takes damage, target instantly gets and automatic turn.
Level 1 - 6+INT, 4 Level 2 - 8+INT, 5 Level 3 - 10+INT, 6 Level 4 - 12+INT, 7 Level 5 - 14+INT, 9 _____________________________________________________________
Mind Control - Req. Total Debuffs Previous total level 20, Req. Level 15
CD 3. Take control of target's mind and body for x turns. Will save x. Caster cannot move or act while in control of target.
Level 1 - 2 turns, 6+INT Level 2 - 3 turns, 8+INT Level 3 - 4 turns, 10+INT Level 4 - 5 turns, 12+INT Level 5 - 6 turns, 14+INT
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Stalker
Sneak Attack
For every 40 points spent in the Stalker section, the Stalker gains 1d6 damage applicable to a normal melee attack when attacking a target that is flanked, or otherwise denied his dodge bonus (caught unaware, pinned down, etc.). This bonus is capped based upon Sneak Attack's skill level however.
Cap----- Level 1: 1d6 Level 2: 2d6 Level 3: 3d6 Level 4: 4d6 Level 5: No Cap __________________________________________________________
Fleet of Foot
Level 1: +1 AGI Level 2: +2 AGI Level 3: +3 AGI Level 4: +4 AGI Level 5: +5 AGI ____________________________________________________________
Stealth Master
Level 1: +1 Stealth Level 2: +2 Stealth Level 3: +4 Stealth Level 4: +6 Stealth Level 5: +8 Stealth ____________________________________________________________
Master of Thieves
Level 1: +1 Thievery Level 2: +2 Thievery Level 3: +4 Thievery Level 4: +6 Thievery Level 5: +8 Thievery ____________________________________________________________
Silver Tongued
Level 1: +1 Bluff Level 2: +2 Bluff Level 3: +4 Bluff Level 4: +6 Bluff Level 5: +8 Bluff ____________________________________________________________
Black Jack - Req. Stealth Master 4
When attacking target from behind, trade your damage for a smack across the back of the target's skull with a hard blunt object of your choosing. Dazes target for 1dx rounds until they take damage from any source. DC Fort 10 + DEX or STR (choose highest). When applied to someone who is not engaged in combat, target is instead knocked out for x amount of time and gets a -4 to their Fort save. CD 8.
Level 1: 1 Turn ; 1 minute Level 2: 1d2 Turns ; 2 minutes Level 3: 1d4 Turns ; 4 minutes Level 4: 1d6 Turns ; 8 minutes Level 5: 1d8 Turns ; 20 minutes __________________________________________________________
Dagger Mastery
Applies bonus accuracy and damage to daggers.
Level 1: +1 accuracy, +1 damage Level 2: +2 accuracy, +2 damage Level 3: +3 accuracy, +3 damage Level 4: +5 accuracy, +5 damage Level 5: +7 accuracy, +7 damage ___________________________________________________________
Two Weapon Fighting
Removes up to x penalty when dual wielding.
Level 1 - 1 Level 2 - 2 Level 3 - 4 Level 4 - 6 Level 5 - 8 ____________________________________________________________
Puncture
Apply a damage over time to target that will also counter the next heal. After heal is countered, puncture debuff is removed. Deals x damage per turn, lasts a maximum of x turns. CD 3.
Level 1 - 1, 2 Level 2 - 2, 3 Level 3 - 3, 3 Level 4 - 4, 3 Level 5 - 5, 4 ____________________________________________________________
*Shadowmeld - Req. Stealth Mastery level 5
After x turns, instantly apply a hide check. Allows hiding in plain sight. Receive an x penalty to hide while shadowmelding. CD 4. Loss of shadowmeld occurs after an attack. Shadowmeld is also lost whenever you enter a 10 foot range of a strong light source and are in direct line of sight of the light.
Level 1 - 3, -8 Level 2 - 2, -6 Level 3 - 2, -4 Level 4 - 1, -2 Level 5 - 0, -0 _____________________________________________________________
Stuff It - Req. Dagger Mastery level 2
Punch target in the throat, silencing them for x turns. Fort Save x. CD 5.
Level 1 - 1 turn, DC 6 + DEX or STR Level 2 - 2 turns, DC 8 + DEX or STR Level 3 - 2 turns, DC 10 + DEX or STR Level 4 - 2 turns, DC 12 + DEX or STR Level 5 - 3 turns, DC 14 + DEX or STR ___________________________________________________________
Guerrilla Warfare - Req. Shadowmeld 4, Blackjack 4
When attacking from stealth, have an x% chance to apply the blackjack effect. Also have an x% chance to refresh shadowmeld.
Level 1 - 10%, 10% Level 2 - 25%, 20% Level 3 - 50%, 25% Level 4 - 75%, 33% Level 5 - 100%, 50% ____________________________________________________________
*Shadow Step - Req. Shadowmeld level 4
While shadowmelded, instantly teleport to a shadow x feet away. CD x. Counts as a free action.
Level 1 - 10, 8 Level 2 - 15, 7 Level 3 - 20, 6 Level 4 - 25, 5 Level 5 - 50, 4 ____________________________________________________________
Gimpin' - Req. Dagger Mastery level 2
- Attack target's arms or like extension, disabling their ability to use normal attacks for x turns. Fort Save x. CD 5.
Level 1 - 1 turn, DC 6 + DEX or STR Level 2 - 2 turns, DC 8 + DEX or STR Level 3 - 3 turns, DC 10 + DEX or STR Level 4 - 4 turns, DC 12 + DEX or STR Level 5 - 5 turns, DC 14 + DEX or STR ____________________________________________________________
Assassinate - Req. Shadowmeld level 5, Puncture level 5, Level 15
While shadowmelded, keep within 30 feet of target at the end of every turn for 3 turns. On the fourth turn, your next attack against that target is considered an assassination attempt. Target must roll Fort DC x + DEX or instantly lose all HP down to -1 HP. Assassinate goes through all armor and magic effects. If target's Fort save succeeds, deal sneak attack damage instead.
Level 1 - 6 Level 2 - 8 Level 3 - 10 Level 4 - 12 Level 5 - 14 ____________________________________________________________
Shadow Dancer - Req. Shadow Meld level 5, Guerrilla Warfare level 5, Level 15
When attacking from shadowmeld, have an x% chance to retain shadowmeld. If you choose to do this, do not apply black jack.
Level 1 - 10% Level 2 - 25% Level 3 - 50% Level 4 - 75% Level 5 - 100%
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Sharpshooter _____________________________________________________________ Eagle Eye
Level 1 - +1 Dex Level 2 - +2 Dex Level 3 - +3 Dex Level 4 - +4 Dex Level 5 - +5 Dex ___________________________________________________________ *Insight of the Antelope - Req. Eagle Eye level 5
Sense all stealth units within x feet.
Level 1 : 15 Level 2: 20 Level 3: 30 Level 4: 40 Level 5: 60 ___________________________________________________________
Marksman
Adds an accuracy and damage bonus to bows and guns.
Level 1 - +1 Level 2 - +2 Level 3 - +3 Level 4 - +4 Level 5 - +5 ____________________________________________________________ On a Wing
Increases Acrobatics skill by x.
Level 1 - 1 Level 2 - 2 Level 3 - 4 Level 4 - 6 Level 5 - 8 ____________________________________________________________
Opportunist
Allows the application of Dex bonus as extra damage to bows and guns. Maximum bonus of x.
Level 1 - +1 Level 2 - +2 Level 3 - +3 Level 4 - +4 Level 5 - +5 ____________________________________________________________
*Double Tap - Req. Opportunist level 4
Bows and guns only. Attack target twice this round. CD x.
Level 1: CD 5 Level 2: CD 5 Level 3: CD 4 Level 4: CD 3 Level 5: CD 2 ____________________________________________________________
Burst Fire - Req. Double Tap level 5; Marksman level 4
Bows and guns only. Attack target three times this round. CD x. Attack is made at a -x to accuracy.
Level 1: CD 5, Accuracy - 8 Level 2: CD 5, Accuracy - 8 Level 3: CD 4, Accuracy - 6 Level 4: CD 3, Accuracy - 5 Level 5 CD 2, Accuracy - 4 ____________________________________________________________
Aim - Req. Marksman level 3.
Spend x turns aiming at a target within x range increments. After those turns, instantly fire a projectile that receives a +x to accuracy.
Level 1: 4, 3, +10 Level 2: 3, 4, +10 Level 3: 3, 5, +12 Level 4: 2, 6, +14 Level 5: 2, 10, +16 ___________________________________________________________
Long Shot
Multiplies distance of bow or gun's range by x.
Level 1 - 1.1 Level 2 - 1.25 Level 3 - 1.5 Level 4 - 1.75 Level 5 - 2 ____________________________________________________________
Target - Req. Aim level 4
When aiming, user is able to target a specific body part on target. New targets open op at each level.
Level 1 - Target Arm; target an arm like extension -Fort Save 10+Dex, lasts 2 turns -Normal Effect - Target loses use of abilities if it's their main hand. -Alternate Effect - Target loses ability to use normal attacks from that hand.
Level 2 - Target Leg; target leg like extension -Fort Save 10+Dex, lasts 3 turns Normal Effect - Target loses 1/# of legs of movement speed, and skills involving movement with legs.
-Reflex Save 10+Dex; Instant Alternate Effect - Target is tripped and is unable to do anything for a turn.
Level 3 - Target Torso +6 Accuracy
Alternate Effect - Fort Save 10+Dex - Target receives 1/2 healing for the next 1d4+1 turns.
Level 4 - Target Head -Fort Save 10+Dex - (-4 accuracy) - Silences Target for 1d4 rounds.
Alternate Effect- - (-6 accuracy) - Target receives 2x your max damage.
Level 5 - Unlock all alternate effects. _____________________________________________________________
Silent Shot-
Every shot receives an x% chance of being undetectable.
Level 1- 10% Level 2- 20% Level 3- 30% Level 4- 40% Level 5- 50% ____________________________________________________________
Sniper - Req. Aim level 5, Target level 5, level 15
Applies random bonuses useful for a sniper.
Level 1 - +10% Silent Shot, +2 Hide Level 2 - +20% Silent Shot, +4 Hide Level 3 - +20% Silent Shot, +6 Hide, +2 Ranged Damage Level 4 - +30% Silent Shot, + 8 Hide, + 4 Ranged Damage Level 5 - +40% Silent Shot, +10 Hide, + 6 Ranged Damage ___________________________________________________________
Skirmisher - Req. Opportunist level 5, Burst Fire level 5, Level 15
Level 1 - +5 Movement, +2 bow and gun damage within 60 feet Level 2 - +10 Movement, +4 bow and gun damage within 60 feet Level 3 - +15 Movement, +6 bow and gun damage within 60 feet Level 4 - +20 Movement, +8 bow and gun damage within 60 feet Level 5 - +30 Movement, +10 bow and gun damage within 60 feet
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Random Things
Bonus (Insert Attribute) [does not stack with the same attribute bonuses]
Level 1 - +1 Level 2 - +2 Level 3 - +3 Level 4 - +4 Level 5 - +5 _________________________________________________________
Bonus (Insert Skill) [does not stack with the same skill bonuses]
Level 1 - +1 Level 2 - +2 Level 3 - +4 Level 4 - +6 Level 5 - +8
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Posted: Mon Nov 29, 2010 10:37 pm
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Posted: Mon Nov 29, 2010 10:37 pm
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Posted: Mon Nov 29, 2010 10:39 pm
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Posted: Mon Nov 29, 2010 10:40 pm
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Posted: Mon Nov 29, 2010 10:43 pm
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Posted: Mon Nov 29, 2010 10:44 pm
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Posted: Mon Nov 29, 2010 10:46 pm
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Posted: Tue Nov 30, 2010 2:27 pm
1st off name : Lief, last name N/A -seems to have been wiped from the records- resides : some random desert near an oasis this place is commen for sandstorms stands about 5'9" to 5'11" weighs 175lbs Long brown hair teal eyes muscle build is lean has a light scar from above his right eye to lower left eye doesnt like to wear armor, hates how it sacrfices movement tries to blend in with whatever enviroment is around and sneaks away from anything that might be toooo dangerous. likes and hates people at the same time, meaning he gets along with them but they get annoying fast when they start asking to many questions. id like my character to be able to do flips and s**t, and possibly run along walls, i want to be able to chip away at the enemies armor -an anti tank- but also be able to take a hit and beable to get out alive. also skilled at throwing weapons like daggers and axes, not that shurikan crap. throw a couple items to initiate the fight then run in with my 2handed katana do a flip over the enemy and attack from behind. If i happen to kill it i want to beable to take a 5footstep and assault the next target either in melee or with a throwing weapon. While living in an area commen to sandstorms, iv had my handfull of battles in them as well....man was it hard trying to get use to fighting blind, sons of bitches almost killed me each time, but as i progressed through each battle i stedily learned what to look and listen for as the beasts were trying to kill me. I'm not dead.....yet. So i must have done something right in those sandstorms. Lvl: 5 (DP Left over 132) : 2 STR : 14 : +2 ............... HP : 35/35- - - - - - - - - - - - - - Movement SPD : 45ft per turn DEX : 14 : +2 ............... AC : 18 <10> + < 6 dodge> AGI : 16 : +3 ................Init : 2 (DMG R -1) (Magic Resist : 3) CON : 10 INT : 14 : +2 WIS : 10 CHA : 14 : +2 Fort : 0 Ref : 3 Wil : 0 2handed Katana +2 : 1d10 +5 ,19 - 20 , x3 - - - Specials : accy + 2 dmg +2 Throwing Axe : 1d6 +2, 19-20, x2 - - - Specials :
+Skills Acrobatics : R8 S11 - - - - - Athleticism : R8 S10- - - - Stealth : R8 S11- - - - - - +2 MS(S13) Thievery : R8 S13 - - - - -
+Crafts Weapon LVL 3 : R8 S10 Weaving LVL 3: R8 S10 Alchemy LVL 1: R4 S6
+Traits Fleet of Foot LVL 2 - Agi +2 Master of Thieves LVL 2 - Thief + 2 Bear's Strength LVL 2 - Str +2 Blind Fighting - Reroll any attack that misses invisable character
++ Equipment Robes of WolfRoot Weave special - - +1 to dmg reduc +3 dodge + 3 Magic resist
Boots of the Rabbit Special - - +2 move silently
Booney Hat Brown Gloves, missing the fingers
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Posted: Mon Feb 14, 2011 10:30 am
As Boisso sits in his torch lit house, dirt starts to loosen itself from the roots in the dirt above him. Loud thumping noises can be heard and felt rattling the structure. Soon after the noises stop, voices can be heard slightly, however muffled.
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