Post by Lord Harrab on Sept 27, 2014 3:40:54 GMT
The Stink of Death, the ever present grime, the hunger, it all serves to erode your will. Your days are counted by the change in the light from your cell's lone tiny window. Sometimes the Guards feed you some foul smelling slop. Sometimes they don't. You are a Prisoner of the Overlord of Grise, your crime irreverent, not matter if you were fighting against his invasion or simply in the wrong place when his minions and magical constructs found you. At night the Other prisoners whisper between patrols, men and women of all races, past feuds forgotten as they comfort and reassure each other, sharing what little food they can to those most in need. The Anti-Magic wards keep mages trapped, and the heavy bars etched with runes keep the warriors caged, but as night falls once more on this purgatory the Chained all agree one thing, enough is enough.
By Dawn, they will have Freedom or Death.
Limit 3 to 6 players. A Narrative based fantasy Dungeon crawling Murder Hobo Game, for the sake of the Story, all characters must be Good or Neutral Alignment.
Races:
Dune Elf AKA "T'Shova" or Dark Elves
Residents of the Dune sea, a nomadic race of dark skinned Elves that value mutual co-operation, the preservation of water and the elimination of Evil.
Preferred Weapons: Staffs, Maces, Hammers, Long bows and Scimitars
Preferred amours: Any Light, Chain-mail or Half Plate.
Traits: Hardy. Dislike Non Dune elves.
Unique class:
Soul Warden
Healers, spirit guides and religious warriors, restricted to Mace or Hammer weapons. Clerics with a Unique once per day Spell, Lasts one hour in game
Skill: Summon Angel
A Soul warden's Bodyguard and Adviser. female Celestial beings Clad in Angelic Plate and wielding either a spear or Great-sword. Has the Following Traits:
Class: Warrior
Flight
Immunity: Poison, Fear, disease, mind control
Divine Intervention (Can Instantly teleport to their Warden's side and Taunt as a single action)
Soul Bound (Warden) high resistance to Banishment spells
Weapon Master (spear/Great-sword) : Cannot be Disarmed or Countered
High Elf AKA "E'lumia" or Wood Elves
Residents of the western Forests, an isolated race that prefers quick strikes to drawn out fights, respects personal skill, the sanctity of their woodland realm and Honor above all else
Preferred weapons: Staffs, All bladed weapons, all bows.
Preferred armors: Any light or medium.
Traits: Fast, dislike Dune Elves and Dwarfs
Unique Class
Blade Dancer
Rangers of unmatched skill with blades to the exclusion of all else. chose a Sword type (Longsword, Dagger, Rapier, Short-sword, Great-sword) and gain the Weapon Master Trait. restricted to Light Armour. Cannot use any other weapon or other than throwing knives, nor can they use shields.
Skill: Dance of Death.
Even outnumbered, the Blade Dancer is a powerful force on the battlefield. foes never gain outnumbering bonuses against the Blade dancer or any PC within five feet of them.
Dwarf AKA. "Stone-Kin" or "Kings of the Summits"
residents of the Sky Splitter Mountains, Tough, stubborn and Loyal to their allies a fault. Respects Oath-keepers, never giving up hope and never forgetting a grudge untill it is replayed.
Preferred weapons: Hammers and Warhammers, Axes and Battleaxes, Crossbows and Flintlocks
Preferred Armour: All
Traits: Stubborn, Dislike all elves
Unique Class
Warsmith
Dwarf Warriors who make War their Art, Well versed in tactics and grand campaigns can inspire allies and intimidate foes. Gain Preferred enemy (Opponent) after a round of thought and can pass this onto allies. restricted to Heavy Armour, shields and either Hammers or Axes.
Skill: Stalwart
war-smiths cannot be knocked down. if not in combat with an enemy he can provide buffs to allies or cause fear to foes.
Human AKA "Battle-born" "The Young Kin"
The most Numerous and Varied Race. Split into several Kingdoms and nations, almost impossible to categorize or label, when there are three humans, there will be six opinions. Can show unusual adaptability and determination.
preferred weapons: All
Preferred armors: All
Traits: Determined, Dislike Drenai
Unique Class: Multi-Class
Humans can make use of a lot of things other races would ignore. At character creation, humans may select up to two non-unique classes and gain the benefits and restrictions of both. Note Both classes mush share at least one weapon and Armour preference. For example, if both classes share light Armour, you can only wear light armor even if one class can use others. The same applies to weapons.
Skill: Iron Will
Humans will not stop until they are dead or victorious, if a human did not take a multiclass at creation, they gain the Mind shield trait (spells and events that effect the mind can be resisted easier)
Drenai AKA "Smiling Devils" or "The Crystal-Kin"
Residents of the Eastern Isles, cloven-hooves and Horned beings with a reputation of being rather cheerful, philosiphers and sell-swords. believe Crystals are sources of incredible power and enjoy wandering the world and discovering new things.
Preferred weapons: All pole-arms, All swords, Maces and Hammers, Long and short bows
Preferred Armour: All
Traits: Intelligent, dislike Half-orcs
unique class: Battle Mage
Powerful warrior mages, Battle Mages are casters can equip up to medium armour without it blocking their ability to cast and may chose a weapon type (sword, dagger, mace) to supplement their Staff Skills.
Skill: Concentration
Focusing their minds Drenai Battle-mages ignore the physical world to focus on the Magical. they cannot have their casting interrupted by physical damage.
Half-Orc AKA "Beast-Kin" or "Noble Savages"
Resistant of the Lonely Steppes, A tribal culture that owes its parentage to the Beast Races such as goblins and orcs and the honor and nobility of elves and humans. Half-Orcs believe that Slaying Powerful foes and defending the weak grant them a place in the hall of their gods. to them, Death is just another foe to be conquered.
Preferred weapons: Any
Preferred Armour, Light or medium
Traits: Fierce, Dislike all Non Half Orcs
Unique Class: Barbarian
A warrior class that forgoes defense in exchange for speed and ferocity. Loses Taunt but gains immunity to fear. Cannot use Shields, ranged weapons, or amour other than light
Skill: Frenzy
injury and mighty foes only serve to inspire a barbarian to greater heroism. if injured or facing a powerful monster or character, the barbarian can gain speed and damage the closer he is to death, immunity to mind altering effects and a chance to ignore death while frenzied.
Classes
Paladin
Holy Warriors and mage hunters dedicated to order and the Gods of Light. Honorable, Selfless and immune to doubt and fear
Preferred weapons: Long-swords, Maces, great-swords War-hammers
preferred Armour: Heavy, Shields and Great shields
Skills: Lay on Hands (touch spell, heals light wounds or cruses) Immune to fear, Peirce magic (Attacks can bypass magical defenses)
Cleric
Healers and priests, although able to wear heavy Armour and lead a charge, they are often best in a support role, buffing allies and unleashing the wrath of their god upon the enemy
Preferred weapons: Any one specified at creation
Preferred Armour: robes, medium or Heavy. Kite shields or light shields.
Skills: Channel divine light (can be used to heal one person, buff the party's Armour against elemental attacks or deal damage to a single target) Turn undead, Purified ground (make an area difficult terrain for evil creatures) Fear (causes a single target to flee)
Ranger
Guardians of nature and hunters of beasts, Masters of Ranged combat and tracking.
preferred weapons: Swords, long bows, Crossbows, short bows.
Preferred Armour: Light Armour only
Skills: Mark for death ( a single target sufferes extra damage for two rounds) Animal Companion. (can summon a Panther, Wolf, Bear or Falcon) Weapon Master (Long Bow, crossbow or Short-bow). Tacking (can follow a single target through non urban environments easily)
Thief
rouges, scouts and locksmiths, thieves lurk in shadows, move unnoticed, backstab the unaware, discover and disarm traps and open locked doors .
Preferred weapons, Short bows, Daggers and Shortswords
Preferred Armour, Light only
Skills: Hide in Shadows, Move silently, Lock-pick, Find and Disarm Traps, Sneak Attack (unaware foes can be instantly killed)
Warrior
front line Fighters, adaptable masters of combat and diverting hostile attention away from their weaker allies
Preferred weapons: Any
preferred armors: Any, Any Shields
Skills: Tough (suffers less damage from attacks), Taunt, (draws enemies to attack them) Bash (single target Stun) Disarm (force a single enemy to drop their weapon)
Mage
masters of the arcane, mages twist the elements to their will, Dealing Frost, Fire, Lightning damage, and causing confusion in the ranks of the foe.
Preferred weapons: Staffs, Slings and daggers
Preferred Armour: Robes
Skills: Fireball (AOE attack, deals fire damage) Lightning Bolt (high damage Singel target ranged attack) Cone of Cold (AOE Slow debuff) Frenzy (AOE Confusion spell, targets affected may attack their allies and/or gain damage buffs)