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Mord-Sith : A Base Class Goto Page: 1 2 [>] [»|]

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SkieBorne

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PostPosted: Thu Feb 24, 2005 4:12 pm


Mord-Sith

Swept away by shadows red as blood, reared as efficient killers, instilled with an undying loyalty, the fear of the unknown erased. Pain holds no power and magic's touch must be strong indeed to scar our toughened bodies. We are the Mord-Sith.


Adventures:
Mord-Sith usually go on adventures to complete a quest or for person growth. They approach quests as obstacles to overcome and tests of their loyalty. Mord-Sith pride themselves on their prowess in battle and their calling. Mord-Sith enjoy proving themselves and their loyalty to their Fold. They are not greedy for material wealth but if an opportunity presents itself, Mor-Sith are loathe to pass it by. What can't be used now can surely be useful later.

Characteristics:
The Mord-Sith are trained from the moment they are initiated into the Order of the Agiel to effectively oppose magic as well as fight. Thanks to their training, Mord-Sith are capable of absorbing and even manipulating spells cast on them by a magic user. Their high pain threshold allows them to use their abilities even while a spell is harming them. As a Mord-Sith grows, she becomes a formidable opponent capable of reflecting or utilising spells from other people.

Mord-Sith are dependable and worthy companions but their ultimate loyalty lies with their Fold (a group of Mord-Sith within the Order of the Agiel). They usually have great patience but when one is angered enough, they can fly into a blind-rage. They lead a structured life, living by a strict set of codes that nurture their sense of loyalty. Mord-Sith are honourable people but if their trust or loyalty is betrayed they become ruthless enemies. They are reasonable and often wise people outside of battle, but in battle they are ruthless and cunning killers focused solely on the defeat on the enemy; they protect those they travel with fiercely - at least those who have earned the Mord-Sith's respect. Mord-Sith value intelligence and wit as well as strength and ability. Once a person has gained the respect of a Mord-Sith they have also gained her loyalty too. Mord-Sith can be loyal, honourable protectors or sadistic and efficient killers.

Alignment:
A Mord-Sith's training requires discipline and a sharp and mind. They discover their values early and adhere to what they believe in. They believe in order and loyalty but also recognize the value of the simple pleasures life offers. Mord-Sith recognize most views but refrain from chaos with a deep dislike. They respect chaos but do not condone it at all. Only those who are lawful at heart are capable of being Mord-Sith.

Religion:
Mord-Sith rarely follow any one deity, preferring to mix ideals. Respectful of the gods' power they make sure to give credit where credit is due. One the odd occasion a Mord-Sith may be seen worshipping Boccob, Hextor, or Yondalla depending on the individual.

Background:
They are usually outcasts, orphans, or abductees that were taken into a Fold - not all are willing. Mord-Sith of special rank watch people and are sensitive to the innate abilities a Mord-Sith must have in order to be successful Mord-Sith. A Fold becomes the initiates' family. They are trained from the time they join to the time they leave, in the arts of combat, capturing magic, and pain. Their pain training is done with an Agiel and is a form of torture. This is their first stage of training and extends into the other areas of training. They focus equally on fighting and capturing magic, learning techniques to control a spell once is cast, and becoming skilled warriors in their chosen weapon, most often the scimitar. When they pass their final test, they are given the Agiel they were trained with. All Mord-Sith prefer the colour red to any other for it hides blood the best. Only the person trained with their Agiel can wield it, otherwise it is inert in any other hand. Most Mord-Sith find work as bodyguards, caravan guards, or trainers within the Order and refer to others of the Order as Brothers or Sisters of the Agiel.

Races:
Mord-Sith can come from most any race, however humans and half-elven are the most common. Dwarves, Halfings, Elves, and Gnomes are not as common but it isn't unheard of to have a Mord-Sith of these races. The savage races are almost never Mord-Sith, lacking both the discipline and concentration required.

Other Classes:
Mord-Sith are loyal and dependable if proud. They recognize the value of the other classes but feel most comfortable with rogues, monks, and rangers. They appreciate the quick wit of a rogue, the similar views of the monk, and wilderness skills of the ranger which they often lack in. Mord-Sith work well with the magic using classes though they can be haughty or uncomfortable. However, there are those Mord-Sith that have become fast friends and work in tandum with a mages to effective results. They don't take well to fighters or paladins for Mord-Sith often view them as inferior battlers unless they can tie or defeat a Mord-Sith in contest.

Role:
Mord-Sith play either a defensive or offensive role in a party. They aren't very charismatic so they tend to stick to the background when dealing with people. They will fight willingly but most believe that the person should prove himself to the Mord-Sith rather then the other way around. Aware of this tendency take a more active role where there are battles and speak freely only with those she trusts or respects.

Let me know what you think. It's based on a character type from my favourite book series, The Sword of Truth by Terry Goodkind. I've being playing with this idea for a while without any place to put it to use. So let me know what you think!
PostPosted: Thu Feb 24, 2005 4:13 pm


Game Rule Information:
Abilities:
Wisdom powers a Mord-Sith's magical abilities, allowing her to effectively stand against magic. Intelligence plays a role in her ability to learn master her skills quickly. Strength gives her the ability to weather pain and spells as well as be efficient in battle.

Alignment: Any lawful

Hit Die: 1d10

Class Skills:
The Mord-Sith?s skills are not limited though they specialize in fighting and magic related skills. Their specialties include: Balance (Dex), Heal (Wis), Jump (Str), Knowledge (arcane)(Int), Listen (Wis), Read Lips (Int), Search (Int), Spot (Wis), Sense Motive (Wis), Craft (Int), Move Silently (Dex), Climb (Str), Ride (Dex), Swim (Str), Bluff (Cha), Concentration (Con), Intimidate (Cha), and Tumble (Dex).

Skills Points 1st Level : (4 + Int. Mod.) x 4
Each additional level : 4 + Int. Mod.

User Image

Class Features:
Capture Spell
A Mord-Sith captures spells that are used directly on her. Hen she has captured a spell, she can cast it for 24hours afterwards without having to use any somatic, verbal, or material components. When a Mord-Sith captures a spell, she automatically takes ? damage (rounded down and regardless of any special effect, if any, and spell resistance) or a mild effect of the spell. The spells are stored in her Agiel. Refer to table above for level of spell caught by Capture Spell and frequency of ability.

Whither Spell
Mord-Sith can weather spells exceptionally well. When attacked by a spell, the effect is reduced by her mind, body, and Agiel. This is a conscious action and is not an automatic effect. As a Mord-Sith grows, she becomes harder to damage with magic. Refer to table above for Whither Spell effect details.

Reflect Spell
A Mord-Sith can divert the energy of a spell back to its caster. This ability can only be used a few times each day for it is draining on a Mord-Sith. Refer to table above for Reflect Spell effect details.

Wave of Pain
A Mord-Sith can make two additional attacks at half (rounded up) their highest attack bonus. Each attack gets +x; where x is equal to the number of Hit Points sacrificed, doubled (2x). A Mord-Sith can give up her energies for a powerful attack but is left exhausted afterwards, needing to recuperate at least half of what she gave up. The maximum number of hit points that can be given up and ? of the character?s total HP. Wave of Pain can only be used occasionally and the enemy is frightened and flees (choosing flight direction) in addition to damage. Only creatures of the Mord-Sith?s size and smaller frightened while beings larger then the Mord-Sith are not scared at all.

Special Weapon:
Agiels are foot long, thin red rods covered by blood red leather and worn about the neck or wrist by a red leather cord. Damage done by rod itself is only done as a direct touch ( successful touch attack).

Weapon / Type / Crit / Damage
Agiel / Bludgeoning / x3 / 1d4

Agiels are generally used to handle magic while other weapons are used for more effective damage. Mord-Sith generally prefer bladed weapons in addition to their Agiel, most notably the Scimitar.

Weapon & Armour Proficiency:
Mord-Sith are proficient with simple and martial melee weapons. Mord-Sith prefer to get close to their opponents and so refrain from using ranged weapons.

Mord-Sith are proficient only in the use of no or light armour, needing the freedom of movement to fight effectively and evade unwanted magic attacks.

-2 to Cha as they are often viewed will fearful awe and tend be anti-social to anyone but their Fold.

+1 to Wis as Mord-Sith are trained almost as extensively as magic users in knowledge of magic.

Ex-Mord-Sith
A Mord-Sith who becomes non lawful or adds a class cannot gain any more levels as a Mord-Sith but retains all Mord-Sith abilities.

SkieBorne

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SkieBorne

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PostPosted: Thu Feb 24, 2005 4:15 pm


[ Message temporarily off-line ]
PostPosted: Thu Feb 24, 2005 4:20 pm


Once again,
Let me know what you think. It's based on a character type from my favourite book series, The Sword of Truth by Terry Goodkind. I've being playing with this idea for a while without any place to put it to use. So let me know what you think!

SkieBorne

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Kalgalath

PostPosted: Thu Mar 10, 2005 4:47 am


Starts out fairly interestingly, but i think some of it is a bit overpowered; namely in the weapons they can use. its a bit much for them to be able to use any weapon. Even fighters dont get that.
PostPosted: Sun Mar 13, 2005 9:40 pm


Kalgalath
Starts out fairly interestingly, but i think some of it is a bit overpowered; namely in the weapons they can use. its a bit much for them to be able to use any weapon. Even fighters dont get that.


Actually they can't use every type of weapon. Only melee. No ranged at all. Though, looking at it, that would be a very long list of useable weapons..... hmmm... simple and martial melee only should fix that... What do you think? ^^

Oh, and thanks for replying. 3nodding

SkieBorne

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Final_requiem

PostPosted: Tue Mar 15, 2005 1:05 am


it sounds cool enough, but he also sounds like a very amped up prestige class. like he should be the melee counterpart to an arcane archer or such. just my opinion. but yeah, he seems a bit toooooo powerful. even at first level.
PostPosted: Tue Mar 15, 2005 8:47 am


I don't know what these guys are talking about. There's nothing wrong with it that I can see. Well except for the spells and abilities. They seem a little bit over the edge, because prestige classes are meant to be an extension off your original class. Compared to the rest of the prestige classes it could be powerful. Could be in a way that only powerful for the right person behind the wheel. But all around I think it's quite a good creation you should be proud of yourself.

Asher17


Fiver

PostPosted: Tue Mar 15, 2005 3:17 pm


Except it's not a prestige class. See the top? It's a base class.

It kinda seems a little odd to me, though, that the second and fourth attacks come as a -4 base attack from the attack before it. In 3.0, only monks have anything like that, and they're very limited in the weapons with which they can do that. In 3.5, even monks using Flurry of Blows still get 15/15/15/10/5, so the difference between attacks (where there is a difference) is -5, just like everyone else's.

As for it being overly powerful, I suppose it could be, depending on the player, but then again, the same holds true for virtually any class.
PostPosted: Tue Mar 15, 2005 4:11 pm


Whoops! Sorry didn't see the top. But anyways it could be either way. In the book it says that is possible that you can take stuff from which ever class you want. It just has to make some reasonable sense.

Asher17


SkieBorne

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PostPosted: Sat Mar 19, 2005 2:00 pm


Hmm... too much power's the problem eh? Well, what you you suggest to either even out the results or tone down the power? I've tried to balance the abilities with some negative side affects, but that obviously isn't enough to properly balance the class.

And Fiver, I didn't notice the -4 difference thing... it should be -5? I'll change that if that's the case.

Any suggestions? The class is supposed to be powerful, but balanced with side affects - at least that's what I was going for.

Thanks for the input, and compliments. 3nodding ^_^
PostPosted: Mon Mar 21, 2005 1:47 pm


Altering the base attack would probably be a step in the right direction, both in conforming to the general rules of D&D, and in taking away excess power, so that by the time one hits level 20, the base attack is +15/+10/+5.

Fiver


SkieBorne

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PostPosted: Thu Mar 24, 2005 3:40 pm


*winces* I didn't realize I was breaking rules.... I thought about doing that, thanks. Any other suggestions?
PostPosted: Fri Mar 25, 2005 4:52 pm


I, for one, don't see any other problems. 3nodding

Then again, I don't claim to be any good at creating balanced classes. sweatdrop Just wait until I finish creating my class. 500 gold says I make it too powerful.

Though no one posted on the thread where I asked for help naming it! scream Or that joke I tried to make. You guys suck. sad

Fiver


SkieBorne

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PostPosted: Fri Mar 25, 2005 5:28 pm


You mean the thread about the Phasist/Personist? I don't have any good names for your class... the class sounds like a highly skilled physicist or logician. Nothing really creative or interesting pops out to me as a good name for it. Try randomly typing letters then rearranging them into a name, that sometimes works... *shrugs* I'm not the greatest help when it comes to naming things... ^^'

And thanks, I'm glad the class had been evened out a bit. Never hurts to try, eh?

Good luck with your class! ^^ (I personally like the name Logician even though it's not very creative sweatdrop )
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