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| 27 Oct 2013 09:54 PM |
,This is where your character creation begins. Fill in the blanks with any of the following choices. Feel free to ask for more information on any of the options.
I am a(n) ______...
- Human - Avian - Kiryn - Moonborn - Hill Giant - Drakkoth - Fallen - Celestial - Forsaken - Seog - Azer |
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| 27 Oct 2013 09:55 PM |
Information on the Forsaken, Celestial and Fallen, please?
~The Hatter Of Hats Crafts Only For Madness!~ |
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| 27 Oct 2013 10:00 PM |
~ - Forsaken - ~ Undeath created by the unholy Scourge, remnants of a forgotten kingdom.
~ Racial Traits ~ Average Height: 5' 6" - 6' 2" Average Weight: 120 - 180 lbs. Ability Scores: +2 Constitution; +2 Dexterity or Wisdom Size: Medium Speed: 6 squares Vision: Low-light Languages: Common, choice of one other. Skill Bonuses: +2 intimidate, +2 Endurance Undead body: The race is considered an undead creature for the purpose of effects that relate to the undead keyword. The race is also considered a living creature. You do not need to eat, drink, or breathe. Necrotic Flesh: You gain resistance to necrotic damage equal to 5 + 1/2 your level. Cannibalize: You gain the Cannibalize racial power.
Play The Forsaken if you want... - To fight off death from your rotting corpse-body. - To fight undead, as an undead. - To be a member of a race that favors the Rogue, Ranger, and Fighter classes.
~ - Fallen - ~ A race of angels expunged from the afterlife for various reasons, from banishment to a higher purpose.
~ Racial Traits ~ Average Height: 5'2"-6'4" Average Weight: 120-220 Ability Scores: +2 Wisdom, +2 Charisma Size: Medium Speed: 6 squares Vision: Normal Languages: Common, Choice of one other Skill Bonuses: +2 Religion, +2 Diplomacy Immortal Being: You are considered an immortal for the purpose of effects relating to creature origin. Angelic: You are considered an angel for the purpose of effects relating to that keyword. You do not need to eat, breathe or sleep. Rather than sleep, you enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal. Healing Aura: Allies that take a second wind whilst adjacent to you gain temporary hit points equal to your Wisdom or Charisma modifier. Dark Presence: You can use dark presence as an encounter power.
Play a Fallen if you want... - To have the revelation of a higher being. - To be the force that connects your party to the afterlife. - To have no fear of death. - To explore the hidden world of your past. - To be a member of a race that favors the Bard, Paladin, Avenger, Druid, or Warlock classes.
~ - Celestial - ~ Faithful servants of the gods, gifted with immortality in return for years of loyal service.
~ Racial Traits ~ Average Height: 6’5” – 7’4” Average Weight: 135 – 220 lb. Ability Scores: +2 Strength, +2 Wisdom or Dexterity Size: Medium Speed: 6 squares Vision: Low-light Languages: Common, Supernal Skill Bonuses: +2 History, +2 Insight Immortal Origin: Your ancestors were gifted with a spark of immortality in return for faithfully serving the gods, so you are considered an immortal creature for the purpose of effects that relate to creature origin. Astral Resistance: You have resistance to necrotic damage and radiant damage equal to 5 + one-half your level. Radiant Strike: You can use radiant strike as an encounter power.
Play a celestial if you want... - to play an immortal hero and draw on your own divine power. - to be long-lived, proud, and arrogant. - to be a member of a race that favors the paladin, cleric, and fighter classes. |
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| 27 Oct 2013 10:04 PM |
I'll be a member of the Forsaken Race, please.
~The Hatter Of Hats Crafts Only For Madness!~ |
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| 28 Oct 2013 10:14 AM |
Next: Your class. Again feel free to ask for information on any of the following. (Warning: There are a lot.)
I am an Forsaken ______...
- Arachnomancer - Demonologist - Arcane Guardian - Elementalist - Glyphologist - Ghost Warrior - Necromancer - Sage - Mechanist - Swordsman - Barbarian - Bard - Cleric - Druid - Fighter - Paladin - Ranger - Rogue - Sorcerer - Wizard |
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| 28 Oct 2013 02:07 PM |
| Information on the Necromancer, Rogue, Ranger and Ghost warrior, please. |
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| 28 Oct 2013 03:04 PM |
I'd like to be a Celestial Cleric if it's not too late. Alliteration... BTW, it was a total coincidence that the Celestial race favors clerics... |
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| 28 Oct 2013 03:07 PM |
| HOLY CRAP I DID NOT MEAN TO POST HERE. |
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| 29 Oct 2013 12:00 AM |
(OR DID YOU!?)
~The Hatter Of Hats Crafts Only For Madness!~ |
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| 14 Nov 2013 08:13 PM |
GHOST WARRIOR
Class Traits Role: Striker. You move through a battle in an whirl of blades, unleashing havoc on your enemies. Power Source: Divine. You draw upon the ghosts of your ancestors to fight against your foes Key Abilities: Constitution, Intelligence, Wisdom Armor Proficiencies: Cloth, Leather, Hide Weapon Proficiencies: Light Blades, Heavy Blades, Light thrown Implements: When you use a Ghost Warrior power that has the Implement Key word, you can add the enchantment bonus of your main hand weapon. When you do this, you don't add the weapon's proficiency bonus to the attack roll. Bonus to Defense: +1 Reflex, +1 Will Hit Points at 1st Level: 12 + Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 7 + Constitution modifier Trained Skills: Stealth(Dex), Acrobatics(Dex) or Athletics(Str). From the class skills list below, choose 4 more trained skills at 1st level. Class Skills: Acrobatics(Dex), Athletics(Str),Thievery(Dex) Build Options: Savage Ghost, Ancient Ghost Class Features: Ghostly Blades, Ghostly Cowl, Ghostly Physique, Ghostly Step Ghost Warriors are organized warriors who seek to better society by working in the shadows. Often acting as assassins, spies, or mecenaries, the Ghost Warriors can maintain a world wide organization training new recruits. Ghost Warriors have high skills in stealth, illusions and blades. They feel comfortable in any location and can take out their targets no matter the situation. The Ghost Warrior organization is the first loyalty for every Ghost Warrior, but only call a meeting once every 10 years.
NECROMANCER
Class Traits Role: Leader/Controller. You either grant your undead servants bonuses, or use spells on your enemies to hinder them. Power Source: Arcane. Key Abilities: Intelligence, Constitution, Charisma Armor Proficiencies: Cloth Weapon Proficiencies: Simple melee Implements: Staff, Wand Bonus to Defense: +1 fortitude, +1 will Hit Points at 1st Level: 12 + Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 6 + Constitution modifier Trained Skills: Arcana or religion. From the class skills list below, choose 3 more trained skills at 1st level. Class Skills: Arcana, Bluff, Dungeoneering, Endurance, Intimidate, Perception, Religion, Stealth. Build Options: Commanding Necromancer, Destroying Necromancer. Class Features: Leading style, Ritual casting, Raise undead The Necromancer uses strong necrotic energies to animate death, hinder his enemies and empower himself. These powers are often used for evil, but there exist some good Necromancers, whose philosophy is that for the greater good, some must give up their lives and be animated as mindless undead. Necromancers are hard to defeat, because with every foe they defeat, they gain another ally.
RANGER
Key Abilities: Strength, Dexterity, Wisdom Build Options: Archer ranger, Two-blade ranger, Beast Master Characteristics: You combine fast, hard-hitting melee attack power with excellent ranged attack ability, and shift easily from melee to ranged combat. You are moderately resilient in battle, but you prefer hit-and-run attacks or ambushes to prolonged slugging matches. Hit hard, get out; that’s the ranger’s way. Religion: Rangers favor deities of nature and of the hunt. They often revere Kord, Melora, or the Raven Queen. Evil or chaotic evil rangers usually worship Gruumsh or Zehir. Races: Elves are ideal archer rangers. Humans, halflings, dragonborn, and eladrin are all sometimes drawn to the wandering life of a two-blade ranger.
ROGUE
Role: Striker. You dart in to attack, do massive damage, and then retreat to safety. You do best when teamed with a defender to flank enemies. Power Source: Martial. Your talents depend on extensive training and constant practice, innate skill, and natural coordination. Key Abilities: Dexterity, Strength, Charisma Armor Proficiencies: Cloth, Leather Weapon Proficiencies: dagger, hand crossbow, shortbow (thief only), shuriken (original rogue only), sling, short sword Bonus to Defense: +2 Reflex Hit Points at 1st Level: 12 + Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 6 + Constitution modifier
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| 14 Nov 2013 09:46 PM |
| I'll be a good Necromancer please. |
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| 20 Nov 2013 11:26 PM |
| I am an Forsaken Necromancer by the name of _________. |
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