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Dyrendan Dwarven Greater God of Warrior,Battle,and Song,Ruler of the Antarian Dwarven Deities.
Level:379th/378th/378th
Classes:Warrior/PathWalker/Naturalist
Race:Platinum Dwarf
Rwaajanereer-- 870 pts dmg, AP-143, WS-361--Total-1374, lowers defense by 50 pts/ strike
Dwarven Axe of Godly Might---595, plus 80 dwarven rune magic, 143 AP, 361 WS---Total-1099 pts dmg
Dwarven Hammer of the First Hammer Master Lord---469 pts dmg, WS-361, AP-143--Total 973--large then humaniod--1125 pts dmg
Attack Power-143
Weapon Skill---361
Str: 10/222
Int:110
Dex:112
Con:112
End:115
Wis:115
Speed:109
Resistence:98
Stamina:98
Evade Power:98
Blocking Power:98/498
Attack Power:98/143
Defense Power:98+76/1334
Magic Attack Power:91
Magic Defense Power:91+93/673
Racial Points:732
Magic Base Points:932/923
Mental Points:932
Special Ability Points:932
Hitpoints:1,100/
Weapons:
Primay Weapon:Rwaajanereer:This is a Sentient Hammer:this was found by lord Dyrendan when he scearched the dimensions for something Else he had lost.This hammer with do the Following:This will do 675 points damage in physical damage, plus this will do 100 points damage, in lightning ,per strike,this does 775 points damage, as a hammer.This will also block 1 attack completely ,per combat.This will Store 100 spells of the Wielder Choice,this will lower the opponents Defense power,by 50 point per strike.This is a highly intelligent sentient being as well,Can Also take the Form of a 55th level Warrior/53rd level Spellcaster.This is his primary weapon.
Secondry Weapon:Dwarven Axe of Godly Might:This will do 500 points damage ,per strike,plus 80 points damage ,in Dwarven Rune magicks.This was Crafted by Dyrendan himself,this will store 60 spells of the wielders choice.This will do an additional 100 points damage, to all things that are over Humaniod Size,such as all dragon ,giant types.
Dwarven Hammer of the First Hammer Master Lord:This will do 90 points damage, plus 1 point damage, per every level of the wielder, this can be through up to 3 feet every 2 levels of the wielder, up to 300 feet, this will hit its target with in that range, then this will return to the wielder, this will store 10 spells, and this will also block 1 attack per combat, this will do 2 point damage, every 5 levels of the wielder extra in damage, to all larger then humaniod kind. 469 pts dmg, thrown for 570 feet, larger then humaniod-152 pts dmg
Armor:
Armor:Twalajora:This is a Sentient Suit of Armor that was given to Him By Lord Draline,This was a Gift to him ,out of Friendship.This will add 750 points to the defense power, of the wearer,this will protect teh wearer from all magicks that does 95 points or under.This will resist any defense power drain magicks, under that of 48 points.This will take the form of a 44th level Warrior/40th level Naturalist.
Shield:This is just a Shield Given to him by Guirejaarwan.The Dwavern Greater God of the Forge,Metals,and Master of Metal Workings.This will add 400 points to Blocking power,this will cast a fireball that does 300 points, damage, once per combat.this will deflect any 3 spells,that are under 325 points damage, per combat.
Helm:This is just a helm.a magical helm ,that adds 50 points to defense power,one he has had since, he was a mortal.It has saved his life many times, so he has always keep it around.
Magic Items:
Gaunlets of Dwarven Goldly might:These will add 45 points to the attack power of the wearer.these will do 125 points damage, per punch.these are nice items, when you are in a pinch.
Sphere of Power:Dwarven Sphere of warrior,this gives him Control of all the Wars ,battle ,and so on with in the Dwarven world.This gives him 50 of his levels,and he always keeps this Safely tucked away ,so as no one can get to it,except open his death.
Dwarven Sphere of Battle: This sphere gives him 50 of his levels as well,this is the sphere of Dwarven battle,this is for all the fighting that goes on in the Antarian World.
Dwarven Sphere of song:this gives him the Sphere of Dwarven Music,song and so on.This gives him 50 of his levels,notes all of these sphere can only be obtain upon Dyrendans death.
Mental Powers:all
MENTAL ATTACKS
1.mental blast:this will permenantly make your victim lose 1 points of intelligence.per every 5 level of the user.this takes 3 mental points. 75 int pts
2.pyschic thrust:this will permenantly make your victim lose 1 points of wisdom.per every 5 levels of the user.this takes 3 mental points. 75 wis pts
3.nervous breakdown:this will make the victim have a mental lapse.this does 4 points of physical damage per ever other level of the user.this takes 5 mental points. 756 pts dmg
4.mental bolt:this will do 5 points per level to the user.this is a mind attack.so only the mental defense applies.this takes 6 mental points. 470 pts dmg
5.fear:this allows the user to paralize a victim with fear.this last one round per every 4 levels of the user.this takes 6 mental points. 95 rounds
6.paralize:this allows the user to paralize the vitim ofr 2 rounds per every 4 levels of the user.this takes 8 mental points. 190 rounds
7.pyschic shock:this allows the user to make the victim lose 3 intelligence points.this will take 12 mental points. 3 int pts losest
8.ego enhance:this fill the victim with such ego.that he thinks he is unbeatable.he loses 2 to defense power.this takes 15 mental points. 2 pts lostest to defense power
9.enrage:this makes the victim so infuriated that he goes blindly into battle.it makes him attack anything in sight.forcing him to fight against unbeatable odds.this last 1 rounds per every 4 levels of the user.he loses 10 to defense power.this takes 20 mental points. 95 rounds and 10 pts to defense
10.fury fire:this allows the user to mental summon a firestorm.it does 7 points to start.then 1 points damage,per every 4 levels of the user.this takes 24 mental points. 102 pts dmg
11.forcebolt:this allows the user to fire a bolt of energy.this does 4 pts.per every 4 levels of the user.this coast 30 mental points to use. 376 pts dmg
12.bloodchill:this allows the user to cause the blood in the body to stop.this does 10 points, per every 10 levels of the user.this takes 35 mental points. 370 pts dmg
13.stroke:this allows the user to cause a stroke in the victim.this does 20 points damage.this takes 45 mental points. 20 pts dmg
14.heartattack:this does 30 points damage to the victim.this causes a heart attack.it also incopacitates the victim for 2 rounds per 4 levels of the user.this takes 60 mental points. 30 pts dmg and 188 rounds incopacited
15.bonecrush:this does 40 points damage to the victim.it crushes most of the bones in the victims body.this takes 80 mental points. 40 pts dmg
MENTAL DEFENSES
1.pyschic barrier:this always the user to protect himself from all attacks that will harm is intelligence.this will takes 12 mental points.
2.pyschic shielding:this will allow the user to protect himself from all mental attacks against his wisdom.this takes 15 mental points.
3.forceshield:this will allow the user.protect the user against all damage by forcebolts pyshic bolts and ego attacks.this takes 50 mental points.
4.calm:this allows the user to stay calm even if they are hit with the enrage mental attack.this takes 45 mental points.
5.blood flow:this protects the user against the blood chill.this takes 40 mental points.
6.coldness:this allows the user to protect themselves from fury fire.this takes 35 mental points.
7.stengthen bones:this protects the user against bone crush.this takes 80 mental points.
8.internal shielding:this protects the user against all strokes heart attacks and all of the mental attacks they are not covered bye the othere mental discipline attacks.this takes 60 mental points.
MENTAL MISCELLANEOUS
1.phasing:this allows the user to become etheareal.this will last 1 rounds per every 4 levels of user.this protects them against all physical attacks while they are in this state.this takes 8 mental points. 94 rounds
2.iron skin:this allows the user to add one point permenantly to their natural defense power.per every 5 levels of the user. you may only add ten points to this.this takes 8 mental points. 76 pts
3.know lie:this allows the user to know when someone is lying.this takes 7 mental points.
4.know script:this allows the user to read any language and understand it.this last 3 rounds per level of the user.this takes 10 mental points.
5.shroud:this allows the user to completely blend himself in any surrounding to hide himself.this takes 10 mental points.this last 1 rounds, per every 4 levels of the user. 94 rounds
6.astral walk:this allows the user to leave his body into the antarian astral plane to seek guidence from the elders the fates.this last 2 rounds per every 5 levels of the user.this takes 45 mental points. 150 rounds
7.claravoyant:this allows the user to speak with the past ancestors from their homeland.to ask them for guidence in there quest called life.what is going to be and what has been.this last 1 rounds per every 4 levels of the user.this takes 50 mental points. 94 rounds
8.teleportation:this allows the user to teleport at will .this will allow them to teleport one mile, per every 4 levels of the user.this takes 55 mental points. 94 miles
9.esp:this allows the user to read the mind of their intended victim.this last 2 rounds , per every 5 levels of the user.this takes 30 mental points. 150 round
10.telekenisis:this allows the user to move objects.this is 1 feet per level of the user.this takes 25 mental points. 379 feet
11.quest:this allows the user to send someone on a needless quest.a quest that results in nothing.to wander.this is one day real time, per every 4 levels of the user.this takes 40 mental points. 94 real time days
Special Abilities:All
1.magic absorbtion:this abilities allows the user to absorb 4 damage points.per every 5 levels of advancement of the user.this is 4 damage points in magic damage.this takes 5 special ability points. 300 pts absorption
2.hardshell:this allows the user to form a hard shell that fits the form of their body.this adds 3 to natural defense power.this last 5 rounds per level of the user.up to 30 rounds.this takes 8 special ability points. 76 pts
3.powerbolt:this bolt is from the electrical stream in the body.this does 3 points, per every 4 level of the user.this takes 10 special ability points. 282 pts dmg
4.claws:this allows to user the ability to use retractible claws.this does 4 points, per 4 levels of the user.this takes 12 special ability points. 376 pts dmg
5.disc:this allows the user to launch a power disc of pure energy.this does 15 points in damage.it takes 15 special ability points. 75 pts dmg
6.waterbreathing:this allow the user the ability to breathe in water as they would on land.this is 3 rounds per level of the user.this takes 14 special ability points. 1137 rounds
7.firestrike:this allows the user to fire a stream of fire at his or her opponent.this does 3 points of damage, per every 4 levels of the user.this takes 18 special ability points. 282 pts dmg
8.morph:this allows the user to morph into any form they see with there abilities.this is 3 rounds, per every 4 level of the user.this takes 20 special ability points.Notes:this ability can not be used as the follow, a mortal character can not morph into a god type character,this is absolutely forbidden.This is limited to the stats of the character, this is the abilities of what they person morphing see,at the level ,and the skill of the character, whom is doing the morphing. 282 rounds
9.flight:this gives the user the ability to fly.this last 1 rounds per level of the user.this takes 22 special ability points. 379 rounds
10.burrow:this allows the user to burrow into any surface.4 feet per level of the user.this takes 24 special ability points. 1516 feet
11.duplicate:this allows the user to duplicate any item of there choice.this takes 30 special ability points.
12.copycat:this allows user to disguise themselves as someone else.this last 3 rounds, per every 4 levels of the user.this takes 33 special ability points. 282 rounds
13.darkness:this allows the user to form complete darkness but they will have the ability to see as if it was day.but there opponents can not.their opponents are in complete darkness.this last 2 rounds per every 4 levels of the user.this cost 35 special ability points. 188 rounds
Naturalist Spells:All levels
Dwarven Racial Skills:all
1.infravision:this is 10 feet every 3 levels of the character,this allows them to see in total darkness,detect invisibility and so forth. 1260 feet
2.mining:They can dig and produce 100 darpas ,per every 4 levels,every 7 real time days.
3.forging:they can make 1 weapon ,per every 3 levels ,per every 7 real time days.
4.metal working:this allows the dwarf to make 4 pieces of fine jewelry ,every 4 levels,every 7 real time days.
5.weapons skill:this adds 1 point damage to any given weapon of choice for the dwarf,every 4 levels. 95 pts
Warrior Skills:All
The Warrior gets the following Skills,and abilities:
1.Weapons Skill:This will allow the warrior,the ability to add 1 point to the damage,of any weapon in which they wield.This skill is 1 points to damage of the weapon,per every 4 levels of the warrior.This is something ,that gives them a major advantage in combat. 95 pts
2.Weapon Enhancing:This will allow the Warrior ,to add 1 point to any weapon made,per every 4 levels of the Warrior.This is limited to a max of 50 points damage that they can give to any weapon.This in a way is like a magical skill. 95 pts
3.Armor Enhancing:This will allow the Warrior,to add 1 point ,every 4 levels of the Warrior,to any given armor.this is like a magical skill in itself.this has the max limit of 50 points, to the defense power of any given armor. 95 pts
4.Foraging:This will allow the Warrior,to know one thing that is good ,to eat with in the wilderness,such as grubs ,plants,roots and so on.this is 1 of these each ,per every 2 level of the warrior.this is a very useful skill ,when the party runs out of bought food.
5.Forging:This will allow the Warrior,the ability to make 1 weapon,and 1 armor ,every 4 levels of the Warrior,every 7 real time days,as such a 40 level warrior,could make 10 normal weapons,and 10 normal armors,per every 7 real time days.
6.Weapons Mastery:This will allow the Warrior to learn 1 weapon totally,this is one weapon ,per every 4 levels of the Warrior,this is all of the saids weapons strength ,and weaknesses.
7.Know Foreign Lang:This will allow the Warrior to know,1 foreign language ,every 4 levels of the Warrior,this is a very useful skill,when in a foreign land.
8.Enhance Strength:this allows the Warrior to train in the art of combat,this will add 1 point to the strength stat,per every 3 levels of the warrior.this is in addition to the 1 point ,that they get every 4 levels ,as any character does. 126 pts
9.Fighting Skill:this allows the Warrior to Punch for 6 points damage, every 4 levels of the Warrior,This allows the Warrior to Kick for 8 points damage, per every 4 levels of the Warrior.this is a skill,that does not leave them totally defenseless,when they are without weapons. Punch-546, Kick-728,
10.Tracking:This will allow the Warrior,to track any thing ,for 2,500 feet,as a base,then for 500 feet every level after .this is useful when,they are hunting ,or tracking someone ,that they have sworn to kill.
The Warrior:The Warrior are the fighting men of the Antarian World.they are the ones who love the art of combat.The Warrior ,can be of any race ,there is no limit to the weapons,or armor that they many employ.they are masters of weapondry,and armor.They are the ones who love the heat of battle,and they are always looking for a good fight.They Warrior is a class ,that every group needs when questing .
the worrior also can use any weapon or any armor.they can use most magic weapons,armor and items unless it states other wise.
PathWalker Skills:All
PathWalker Skills/Abilities:
1.Weapons Skill:This will allow the PathWalker ,to add 1 point to the damage of any weapon,every 4 levels of advancement.this is very useful when it comes to a combat. 95 pts dmg
2.Armor Repair:This will allow them,to repair one point,every 4 levels of advancement.This is to any damaged armor.This skill is very useful when restoring a suit of armor to its full strength,after a tough battle.
3.Weapons Repair:This will allow them to Restore 1 point ,every 4 levels of advancement,to any damage weapon .This is very useful when having weapons damaged in a hard fought combat.
4.Learn Spell Level:This will allow them to learn,1 Spell Level ,per every 5 levels of advancement.This is in the Naturalist spells .This gives them an advantage over, your just straight warrior.
5.Tracking:this will allow them the ability,to track for one half mile, every 2 levels of advancement.This will allow them to track any living creature, for said distance .
6.First Aid:This will allow them to restore 1 hitpoint damage,per every 4 levels of the PathWalker.this is through non magical means,and basic medical knowledge. 95 pts healing
7.Forage:This will allow them the ability,to know one edible plant,root,grub,and so on.This is 1 of each of these things ,per every 4 levels of advancement.this is very useful ,when out in the middle of nowhere.
8.Shelter:This will allow them the ability ,to build one shelter that will hold up to 6 persons.This shelter will last 1 night,per every 3 levels of the PathWalker.This skill is very useful when trying to stay out of the elements.When you are out in the wilderness.
9.Find Pure Water:This will allow them the ability .to find fresh water out in the wilderness.This is with in one half mile,every 4 levels of advancement of the PathWalker.
10.Trapping:This will give them the skill,to build any trap to catch any small game.this is 1 type of small game,per every 3 levels of the PathWalker,This is very useful in trapping food, to get the furs of said animal for sale,and so on.
11.Know foreign language,foreign script:This is the only class that combines both into one.This allows them the ability to read ,write,and speak,any 1 foreign language ,per every 4 levels of advancement.
12.know history:This will allow them ,the ability to know one section of Antarian History ,per every 4 levels of Advancement.
The PathWalker:These are the Wilderness Warriors of the Antarian World.They are specialist in survival with in the wilderness of the Antarian World.They employ the spells in of the Naturalist to help them,combat those who are out to pillege and destory natures balance.They are one of the Gaurdians of nature.They get a plus one to magic defense power, every 5 levels ,so they get 2 points ,almost right together in this 1 at every 4th level ,and one at every 5th level.They are usually of neutral nature.They can also speak 1 animal language, per every 4 levels of advancment.They also have some training in herbology,this is enough to know what is what, 1 plant, herb, and root ,every 4 levels of advancement.this helps them make make shift cures.They are The Out Doors Warriors of the Antarian World
Naturalist Skills:All
Naturalist skills/abilities:
1.Naturalist Circles:These give them certain abilities,per every 2 levels of advancment.They Circles are learned ,as the Naturalist grows with in their order.These are not unlike the SpellCasters runes,but they are more of a Natural Nature.They Circles are kind of like ,Naturalist disciplines as well.There will be a section with in this class on The Naturalist Circles.
2.Speak with Animal:This will give the naturalist the ability,to speak with 1 animal ,every 4 levels of advancement.this allows the naturalist to know what the animals,see ,hear,smell,and feel around.The Naturalist are the gaurdian of nature.
3.Herbology:This allows the Naturalist,the ability ,to know 1 herb,root,plant,berry and so on.this is 1 of each ,per every 3 levels of study.The Naturalist are after all the gaurdians of nature,and what they take from nature they always put something back.
4.Learn Spells:This will give the Naturalist the ability to learn 1 spell level,per every 3 levels of advancement.This gives them complete knowledge of each ,and every spell level, in which they acquire.
5.Defense power:This gives them 2 points to defense power,every 4 levels of advancement,instead of 1 point to it,that most other non magic using classes get.This is due to the fact that they can not wear armor,as they cast any given spell,and it is due to their magical nature. 189 pts defense
6.Magic Defense Power:This gives the Naturalist 2 points ,instead of one ,per every 4 levels of advancement.This is due to their magical nature.This helps them when fighting other magic wielding classes,as magic is there primary weapon. 189 pts Magic Defense
7.Weapons Skill:This gives them 1 point to the damage of any given weapon,this is 1 point ,per every 5 levels of the Naturalist,this is five level instead of 4,because of the fact that,they are not warriors,they can wield,and use weapons ,but they are not as trained,in the art of weapons,as that of a warrior. 76 pts
8.Know Foreign Lang:This will allow the Naturalist to know,1 foreign language, per every 4 levels of advancement.This is the study of said foreign language, as in its speach ,not as in its written word.This is very useful ,when in a foreign land .
9.Know Foreign Script:This will allow the Naturalist ,to read ,and write,any given foreign language.This is 1 written foreign language ,per every 4 levels of advancement,this is good at reading foreign texts, so as the naturalist, know the laws ,and so on of a foreign land .
10.History:This will allow the Naturalist to know ,1 part of Antaria's history,per every 4 levels of advancement.This allows the Naturalist to know ,the background of any given culture,so as to know why they are ,the way they are.
11.Know Mythology,Lore,and Fables:This allows the Naturalist to know one,of these each.This is one of each of these, per every 4 levels of advancement.This gives them the ability to know the stories,and they societies superstitions,as well as there beliefs.
12.Alchemy:This will allow the Naturalist, the ability to make one potion,salve, etc.,per every 4 levels of advancement.This has a 1 strength,per every 4 levels of advancement.Each strength will do 4 points,this is in curing,damage, etc.
The Naturalist:The Naturalists, are the Druidic types of the Antarian World,they are the gaurdians of nature.You usually find them living with in the forest ,or wilderness of antaria.They believe in the balance of nature.They believe in Yanira, The Greater Goddess of Nature, Love,And Weather.The Naturalist Help in protecting ,and preserving the balance of nature.They use their magic to defend, the animals, and the lands of the antarian world.They protect that which does not have a voice, that the humaniods can hear anyway.The naturalist has the gift to speak with the animals,plants, and all things around them.They usually have casts know ,as Naturalist Orders, or Circles, in which all naturalist must belong,although there are a few rogue Naturalist, who have become evil and corrupt, their nature is usually that of a neutral one.
Description:Dyrendan Appears as a 4'5" Dwarven Warrior,he weights about 90 pounds,he has a Platinum colored Beard,as well as skin.He as a twinkle in his eye always,like he can do something that no one else can,He lives with in the Great Hall of the Dwarven Gods and Goddesses.He is the Ruler ,the lord of the Dwarven Gods ,and Goddess.He is that of a neutral nature,and he is always a nice enough God,until you irriate him enough ,that you wish you hadnt.his favor saying"dun be lettin me size be foolin ya".