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Races and Classes

Races:

Each race has a starting attribute amount.  The player then has 12 points to distribute amongst the attributes as they see fit.  However, no attribute may exceed 18 base. There are attribute bonuses:

Strength Dexterity Constitution Wisdom Intelligence
16 = +1 dmg 16 = +1 to hit 16 = +2hp gain 16 = +1 to Tap 16 = +1 to Tap
17 = +2 dmg 17 = +2 to hit 17 = +4hp gain 17 = +2 to Tap 17 = +2 to Tap
18 = +3 dmg 18 = +3 to hit 18 = +6hp gain 18 = +3 to Tap 18 = +3 to Tap
Stealth Speed
16 = +1 to hide/pick 16 = +1 to dodge
17 = +2 to hide/pick 17 = +2 to dodge, +1 Attack
18 = +3 to hide/pick 18 = +3 to dodge

Humans - Str:12 Dex:10 Con:10 Wis:10 Intel:10 Stealth:10 Speed:11

Elves - Str:10 Dex:12 Con:12 Wis:11 Intel:11 Stealth:8 Speed:10

Half Elf- Str:12 Dex:11 Con:11 Wis:11 Intel:11Stealth:9 Speed:11

Dwarf - Str:13 Dex:7 Con:13 Wis:8 Intel:8 Stealth:8 Speed:8

Dark Elf - Str:10 Dex:12 Con:12 Wis:11 Intel:11 Stealth:10 Speed:10

Goblin - Str:7 Dex:10 Con:7 Wis:6Intel:6 Stealth:8 Speed:14

Halfling - Str:9 Dex:11 Con:10 Wis:10 Intel:10 Stealth:12 Speed:12

Gnome - Str:8 Dex:8 Con:14 Wis:13 Intel:13 Stealth:7 Speed:6

Minotaur - Str:14 Dex:13 Con:10 Wis:9 Intel:9 Stealth:6 Speed:6

 

---- Classes ----

Warrior - 100hp - 1d10 hp gain

Subclass:    Knight - 70hp gain - Knights Ring (heals 70hp per day)

                  Archer - +1 stealth, +3 to  hit on called shot with a missile weapon

 

Wizard - 60hp - 1d6 hp gain

Subclass:     Psionicist - cannot cast regular spells

         

Lv 3 One way telepathy Lv 15 Immunity to Weapons (nonmagic), TK Lv3
Lv 6 Full Telepathy    
Lv 9 Telekinesis Lv1    
Lv 12 Absorb 1 attack and release it, TK Lv2    

                    Illusionist - cannot cast regular spells

Lv 3 3 Images Lv 12 Minor teleportation
Lv 6 6 Images, Momentary invisibility Lv 15 Perfect invisibility
Lv 9 7 images, fade    

                    Necromancer - Can have up to 2 black spells

Lv 3 Raise Skeleton Lv 12 Raise Mass Skeleton
Lv 6 Call Spirit Lv 15 Raise Mass Zombie
Lv 9 Raise Zombie    

 

Jordani - 100hp - 1d9+1 hp gain - Cannot use any form of magic

Lv 3 20% resist magic Lv 12 80% resist magic
Lv 6 40% resist magic Lv 15 Immunity to magic and magical weapons
Lv 9 60% resist magic    

Priest - 90hp - 1d9 hp gain - only white spells - Lv6 can cast Resurrection

Subclass:     Paladin - +10hp - Can Cast -Lay on Hands- once per day, cannot use Resurrection

Thaumaturge - 90hp - 1d9 hp gain - only black spells - Lv6 can cast Raise Dead

Thief - 40hp - 1d15 hp gain

Hide Pass a stealth check (2 tries)
Pick Lock Pass a stealth check (3 tries)
Steal Pass level check and Level to Level check
Detect Traps Pass level check
Backstab Once a thief is hidden, they may attack with a BS that does +4 damage

Ranger - 110hp - 1d7+3 hp gain

Befriend Animal Pass Lv check (1d25, must roll level or lower) (3 tries)
Track Pass Wisdom and Intelligence check

Martial Artist - 120hp/8 stamina - 1d12 hp gain

Styles: Crane, Dragon, Tiger, Serpent, Monkey, Bear, kick boxing, boxing, kempo

Subclass:    Ninja - +2 Stealth, +1 Speed

-Sneak- 1d25 Stealth check
-Nerve- 1d25 dex check
-Strike- Must be sneaking, x2 damage

 

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