Good day, ladies and germs. Inspired by a conversation in the chatroom, the magnanimous Murometz has decided to host a game in the moderated forum, the name of which is yet to be announced, however it draws inspiration from a medieval spanish type era, and fantasy - ergo swords and spells both are allowed. This game will take ooohh, 3-6 people, perhaps; depending on how much of a workload Murometz decides on taking on, and how much interest this game piques. Two slots are already taken up by myself and Dozus.
There is a kicker, however. A requirement for being a part of this game is that you must invent your very own, new class to play! That's right. You have to create a new class and a character go go along with that class. For example; I will be joining this roleplay as a Spellwriter/Thief (http://strolen.com/guild/index.php/topic,3756.0.html). As I write this, Dozus is in chat with Murometz hammering out the details of his Holy Merchant/Cleric crossover known as the "Trade Priest".
The game will be DnDish, so if you have a character idea, try to loosely base it around that kind of structure. Don't stress too much about exact figures and such; Just the basic idea of what you want your class to be good at, and less good at.
The game will serve two purposes; Firstly, it will give you an environment to test out a new class and experiment with ideas. Secondly, it should be pretty fun!
My character so far is a small, weasely thieving spell-writing pessimist, drawn to dark things and with a painful history of his own. His name is Nisher Stryne; Nish for short.
So post your expressions of interest, boys and girls, and start thinking up a new and inventive class to thrust into this world and torture!
| Stat/Character | Nish | Zuan | Saano | Iskander | Anna | Inan |
| Strength | 9 | 11 | 8 | 17 | 9 | 14 |
| Dexterity | 17 | 12 | 17 | 14 | 14 | 9 |
| Constitution | 13 | 13 | 18 | 16 | 16 | 17 |
| Intellect | 13 | 15 | 13 | 13 | 16 | 12 |
| Wisdom | 17 | 15 | 10 | 10 | 10 | 10 |
| Charisma | 9 | 16 | 6 | 17 | 16 | 11 |
| Perception | 16 | 15 | 10 | 9 | 11 | 11 |
| HP | 5/5 | 7/7 | 13/13 | 2d10+4 | 11 | 2d6+4 |
Nisher StryneClass skillslvl 1: Sacrificial Vellum. Reduces damage by 1d2 +1 per lvl (to a minimum of 1 damage) at the cost of vellum tab. Maximum 3 (+1 per 5 lvls) on person. 1 is passively used whenever damage is taken, but spellwriter can actively choose to burn more in anticipation of the next round.
lvl 1: Signature spell. The Spellwriter has one signature spell which is slightly more powerful than other spells of it's level. This spell levels up as he does, gaining power, duration or additional effects.
lvl 3 : Spell leech. Starting at level 3, Spellwriters have a 10% (+2% per point of wisdom) to learn any spell cast around them. Spells succesfully learned will be able to be used the following day. If a spell is cast that directly affects or harms the spellwriter, he or she has a 40% chance (+2% per wisdom) of learning that particular spell. Spells higher in level than the Spellwriter cannot be learned.
lvl 5: Spellsteal. The Spellwriter is able to use his book to draw in and absorb nearby cast spells. These stolen spells must be reused within 2 rounds, or it will burst from the book as pure magical energy, dealing 1d3 damage per level of the spell directly to the spellwriter. Higher level spells will incur a 30% failure chance per level above the Spellwriter's level. Spells which fail to be stolen will deal a 50% reduced effect on the Spellwriter.
lvl 8: Soulstore. An attack which would otherwise kill the Spellwriter will instead cause his soul to be stored, and the body healed back to 1d4 hp after 2 rounds after which the soul is returned to the body. If the body is decimated, the soul may still be stored within the book for up to 24 hours until it fades away. Bringing the book back to a powerful healer in this time frame may be enough for them to bring the body back through divine intervention and restore the Spellwriter.
Spells:
Signature SpellShallow Water: Verbal spell/speech interrupt. +4 to hit enemy for 2 rounds.
Level 1Magic Rope: Levitates a rope in midair for 4 rounds. Can hold up to two adult males.
Balls of Fire: Summons 3 balls around the caster's wrist, which can be thrown either all at once or seperately. Each ball deals 1d3 damage per level. Balls last 3 rounds or until thrown.
Sight Unseen: Effectively invisibility. Makes all those around the caster ignore him.
Shadow Lock: Locks a person into one place for 2 rounds. Can be resisted or broken early with a successful Strength or Wisdom roll. The victim can still perform actions, but cannot move or raise their legs.
Level 2Shadowburn: All hostile targets within 30 yards of the caster, and is standing in shadow will suffer 1d4 mind damage per level, up to 6d4. Targets standing in direct light will not be harmed.
Knock: Works as per the knock spell.
Zuan CoursiClass Skillslvl 1: Silver-tongued: Trade priests gain a +1 bonus to Charisma checks whenever exchange of goods is involved. This bonus increases by +1 on every 3rd level.
lvl 1: Skillful Assessment: Trade priests gain a +1 to Appraise checks. This bonus increases by +1 on every 3rd level.
lvl 1: Lingua Franca: Trade priests gain one extra bonus language at level 1.
lvl 1: Divine Favor: The Divine Broker can be invoked by a trade priest for some favor. The type and quality of favor depends on the trade priest's level and votive offering.
Low-level favors: Favorable coin flips, marginally better price on trade goods, finding spare coinage necessary to purchase some basic good
Mid-level favors: Horses winning against strong odds, trade winds blowing unseasonably favorably, sealing a deal with potential customers
High-level favors: Trade agreements with royalty secured, winning against impossible odds, overnight market turnarounds
lvl 5: Increase Value: At level 5, the trade priest can increase an items value by changing its material composition. At level 5, the trade priest must pay half the cost of the resulting value. At level 10, 25% of the cost; at level 15, transmutation is free.
lvl 7: Liquidate Assets: At level 7, the trade priest can transmute an owned item into currency. The currency corresponds to the cash value of the item.
Spells-
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Saano Dealonar
Class SkillsSpellformsSpellforms are temporary tattoos that provide extra options for the Guardian when dealing with the predators they hunt. These act much like spells, but are restricted to those that can be applied to tracking a target, fighting it, or protecting against it. Spellforms are applied to the skin using special inks that absorb, contain and protect the magic energies for up to a week before they starts to degrade.
Spellforms may be drawn at a cost of 1 HP per tattoo. Furthermore, actually casting a spellform also costs 1 HP (except the first spellform per day, which incurs no cost). However, drawn tattoos remain for up to a week at a time before the ink loses potency and evaporates. Once used, a spellform evaporates from the skin, its energies expended on the spell.
Hardened BodyEvery other level, a Guardian's body has adapted itself further to the energies of spellforms, increasing the number of tattoos castable without draining HP by 1/day.
* Example: At level 2, the number of tattoos castable before draining HP is 2/day. At level 4, this increases to 3/day.
Permanent TattoosEvery 2 levels, a Guardian's body has attained enough strength to support a permanent tattoo, one that remains active at all times and enhances his capabilities as a hunter. Tattoos can be chosen from the following list:
* Hunter's Strength -- Increases Strength by 1
* Hunter's Grace -- Increases Dexterity by 1
* Hunter's Reflexes -- Increases ability to dodge and initiative (-2 AC, +1 Initiative)
* Hunter's Senses -- Increases vision, hearing, and smell (+3 Perception)
* Hunter's Stamina -- Allows one extra tattoo per day to not cost HP
SpellsSpellformsOffensive Spellform: Firespray
Shoots a small group of flaming spheres at the target, which explode in a fiery shockwave. Damage is 1d4 for every 2 levels, 5' radius per level.
Defensive Spellform: Defendarius
A maintained spellform, Defendarius creates a protective barrier that will absorb incoming damage each round, at the cost of 1 HP for each round it is kept active. The spellform can be maintained for as many rounds as it was prepared for; preparation is as other spellforms, with a 1HP cost per round of preparation. Damage absorbed is 1d4 for every 2 levels.
Offensive Spellform: Tangling Grasp
Inky, writhing shadows wrap around the target's limbs, slowing movement and making them easier to hit. +2 AC for 2 rounds.
Permanent TattoosHunter's Stamina -- 1 extra spellform per day at no cost
Iskander
Class Skillslvl 1: People Person -When random encounters involve members of the same race of the fixer, their encounter level is increased favorably by one level, thus hostile would become wary, while neutral would become friendly, etc.
lvl 1: The Fixer can make a Charisma check to find a contacts for items, jobs, or favors. They can spend GP to increase the likelihood of finding the contact they desire.
lvl 1: Good Friends : Fixers have lots of friends and allies, and can have double the number of henchmen, but they are of limited and questionable loyalty.
lvl 1: Getting Hands Dirty - Fixers have thieves abilities at 1 level lower than the fixers level, limited to the following list: Open Locks, Find/remove traps,Move Silently, Hide in Shadows, Climb Walls. The fixer may not wear armor heavier than studded leather while attempting any of these skills.
lvl 9: A Big House - At 9th level or higher, the fixer can establish a household, similar to a thieves' den, attracting followers who can be fighters, thieves and, if evil, assassins.
Thieves Abilities:
Open Locks: 25%
Find/Remove Traps: 20%
Move Silently: 15%
Hide in shadows 10%
Climb Walls: 85%
Anquetiti Sebasti
Class SkillsA Mountebank learns to manipulate luck and play upon the minds of others. His selection of Hexes and Boons reflects this (gain one every two levels, or in place of a feat). Hexes and boons can be used repetitively, but usually they are limited in duration, requiring continued attention, or, in some cases, they can't affect the same target more than once per day.
*Fair is Foul: The Mountebank can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (Mountebank’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the Mountebank’s Charisma modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.
At 8th level the penalty increases to –4.
*Foul is Fair: A Mountebank can use this boon to cause fortune to ward one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A Mountebank knows when a warded creature is no longer protected. A Mountebank can have only one ward active at a time. If the Mountebank uses this ability again, the previous ward immediately ends. She cannot use this ability on herself.
Skills:Stealth: 5+2+2
Bluff: 5+3
Perform: 5+3
Sleight of Hand: 5+2
Spellcraft: 5+3
Concentration: 5+1
Use Magic Device: 5+3
Spells:
Level 0:
*Prestidigitation - used for entertainment, minor trickery, or to clean oneself in a hurry
*Trickster's Hands - juggle, slap at a distance, steal, or at least feel that silk you won't be able to buy!
*Pauper's Brew - makes alcohol more potent (beer as wine, wine as spirits, and spirits? Oh my).
*Vis of Vice - subject gains a +2 bonus on the next deed driven by passion.
*Wardrobe Malfunction - untie sandals, laces, ribbons or tear straps, for entertainment, embarrassment or a quick getaway.
*Detect Magic - as is.
Level 1:
*Charm Person - as is.
*Underdog's Luck - subject gains a +2 luck bonus whenever, in contest with another, he is worse off (strength contest versus a stronger foe, an armor bonus when fighting a stronger foe, or a to-hit bonus versus a foe in a heavier armor,...). Lasts 10 min/level.
*Brother Bear, Sister Swine - charm and handle as if trained an animal that is either mistreated by its handler/owner, or considered dangerous/unclean in the locale you're in. 1 hour/level.
*Change Gender - can increase masculinity/femininity as well, does not have to. 1 hour/level; if shape-shifted to female and becomes pregnant, locked in female form until birth is given.
*A Thousand Faces - alters appearance physically; can add minor exotic features or slightly alter girth/height; can confer short claws or short horns, or long canines or a prehensile tail. 1 hour/level.
*Cure Light Wounds - as is.
*Fool's Gold - makes an item appear far more valuable than it is. Lasts 10min/level.
*Luck of the Daring - choose a skill when casting this spell. Subject gains a +3 luck bonus to use this skill until the next sunrise, or until he behaves in a cowardly way.
Inan Who-came-from-south-of-Kezan's-White-Tooth
Class SkillsFocus ItemEach Arcane Shapeshifter has an object that is their focus for shapeshifting. This is not required to be a magical item, or even a particularly valuable item. If the Arcane Shapeshifter is denied access to their focus item, they are unable to activate their powers. Arcane Shapeshifters will ensure that their power items are kept secret, or are very secure on their person.
Alternate FormsThe Arcane Shapeshifter is not some purveyor of common carnival tricks, he doesn't assume the shape of animals or people. Such things are the tricks of illusionists and druids. Rather, the Arcane Shapeshifter draws forth alternate forms from the aether, assuming elemental, infernal, celestial, and hybridizations of these forms.
Alt Form DurationAlt forms have a limited duration, the more powerful the Arcane Shapeshifter is, the longer he can maintain an alternate form. Level 1 alt forms have 1D4+1 rounds of action before they dissipate. Level 2 moves up to 2D4 + 1 rounds, and so on.
Alt form levels and suchAlt forms are based off of a mage's spell allowance. An Arcane Shapeshifter cannot have more alternate forms than a magic user would have spells. Each alternate form has a preset base level, and can only be 'cast' at that minimum level. But a weaker form can be cast at a higher level, with the extra spell levels being expended to power up the form. Thus, the above Infernal Soldier is a level 1, but if cast as a level 3, can add two improvements, such as boosting an attribute bonus (1D4 increased to 1D6+1 for example) gaining a special power (fire punch, D6+ STR bonus, add fire type to damage) or extending the duration of the alt form, 1D4 increased to 3D4 + 3 rounds.
Alternate FormsErhnam Djinn (magic the gathering)Appearance - a muscular green brute with black hair, black claws and black teeth. It's skin is marked with ornate and intricate tattoos and markings which make it obvious to the informed that this is a Djinn Fighter, not an actual djinn.
Stat changes:
STR +4
DEX +2
CON +4 (does not effect system shock check, does effect shifted Hit points)
INT N/C
WIS -2
CHA - effectively 0/monstrous
HP - 2D10+Con bonus (+12)
Duration: 1d4+1 turns(1D4+2 counting the full turn action required to shift into form)(2D4+1 turns with enhancement)
Enhancement to Primary Alt FormDuration, +1d4 turns
Limitations: Can only assume the Djinn form 2/day, and must rest at least one scene/hour between transformations