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Re: The Land of Vyrivend {1.1}
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Xilirite
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| Joined: 31 Oct 2009 |
| Total Posts: 6995 |
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| 09 Oct 2011 01:25 PM |
(Because the original got updated tremendously and it was confusing new posters, I have decided to repost this, with all of the updates as well as a brief summary of the only plot point that occured. If you were an admin previously, you will retain this position. If you dislike your previous character, feel free to make a new one.)
Please read the ENTIRE first post before crafting a CS. I know it's complicated, but I swear to you that it will be worth it.
In the wake of the Siege of Throne City, Demevir is in an uproar. Because of the large Dragon leading the attack, many people have begun training for survivial in the wastes of Flameheart, while others sail to the Northlands to face the undead hordes under the Dragon's command. Little do they know that there is a hidden master behind these two forces...
Premise This is very much a pen and paper RPG. You determine your actions, and using either pre planned events or a roll of a die, I determine the outcome. The best way to describe it is that you control you, and I control the world. You have utter freedom. If you want to do something, do it, just be prepared to face any consequences. The plot will be slowly revealed to you as you go along, quicker if you actively pursue it. There are multiple lands in the game, although only two of them carry much weight -- Demevir and Eyrivir. Demevir is covered in fields, plains, small forests, foot hills, and mountains, while Eyrivir is nearly all forest, with most of the clearings being man made.
The other lands are...
Northland Southland The Uncharted Lands The Wild Islands and Flameheart.
The primary races are...
Humans (+2 to Charisma) Elves (+2 to Intelligence, +2 to Dexterity, -2 to Constitution) Dwarves (+2 to Strength, +2 to Constitution, -2 to Charisma) Deep Goblins (+6 Intelligence, -2 Strength, -2 Constitution) Sun Goblin (-10 Int. No, they don't have bonuses. You only play them if you enjoy playing idiots.) Orcs (+4 Str, -4 Con) And Custom Races (+2 to two stats of your choice, -2 to one stat of your choice)
The stats are...
CONstitution (Every point gives you 5 starting HP, as well as 5 more HP gain per level.) STRength (Every two points increases damage by 1, every 1 point lets you carry an extra 20 pounds of weight.)
INTelligence (Every two points increases magic damage by 1, every 1 point lets you learn 1 of the following: Language, History, or Formula. The result will be randomized (Random Language, Random History, or Random Formula))
WISdom (Every two points increases magic accuracy by 1, every 1 point grants you one Philosophy)
DEXterity (Every two points increases accuracy with all weapons by 1 and damage with ranged weapons by 1, every 1 point grants you an extra point of Defense)
CHArisma (Every two points increases your social skills by 2, and every 1 point grants you one of the following: 1 new Chant, 1 new Speech, 1 new Battle Cry.)
You start off with 20 points (I changed the system) and each point gives you +1 to that stat. All stats start at 10.
The skills (Incomplete, there may be more added later on.)
Horseback (Riding Animals) Crafting (Creating Items) Speech (Inspring or Convincing People) Intimidation (Scaring or Interrogating People) Bargaining (Getting Better Prices) Spotting (Searching, both Conciously and Uncounciously.) Sneak (Hiding, Sneaking, Stealing.) Planning (Planning Your Actions) Spellcraft (Using Spells) Preformance (Playing Musical Instruments, Dancing, Acting, and the like)
Each point you put into a skill gives you a +2. You start off with 8 points, plus your intelligence minus 10 (i.e. if you have 18 intelligence, you with have 16 points, or with 12, 10 points.)
Weapons, Armors, and Materials.
Each step up in material costs an extra 100, climbing up 100 each time (For weapons, Iron is +100, Gold is +300, Steel is +600, Silver is +1000, and so on so forth. Each one adds a +2 to damage/defense, except for Iron/Elm/Leather)
Materials, Weapon: Iron, Gold, Steel, Silver, Dwarven, Elven, Deepsteel, Celestial Gold, Demonic/Angelic.
Materials, Bow: Elm, Oak, Iron, Gold, Silver, Eyrivir Wood, Dwarven, Deepsteel, Elven, Clestial Gold, Demonic/Angelic.
Materials, Armor: Leather, Iron, Chainmail, Gold, Steel, Silver, Dwarven, Elven, Deepsteel, Celestial Gold, Celestial Silver, Demonic/Angelic.
Main Weapon Types: Sword, Spear, Mace, Axe, Halbred, Bow, Crossbow
Secondary Weapon Types: One Handed, Two Handed (+2 to Damage) (Neither of these are applicable to Spears, Halbred, or Bows.)
(Other then Long and Short, each type of tertiary type costs an extra 1000 GP)
Tertiary Weapon Types: Long(+2 to damage), Short, Cleaving (Hits two people), Piercing (Pierces through all armor up to Deepsteel), Slicing (Does an extra 1 point of damage for every 2 damage dealt), Magical (Increases damage and accuracy by 2, can be taken up to five time, although the price doubles each time.)
Classes will be presented in the next post. Until then, just wait, and think of what kind of character you want. The options are: Fast, Accurate, Tactical Melee Fighter...Slow, Strong, Raging Melee Fighter...An Archer...A Mage...and a Rogue (Incomplete class, will complete by the end of the day, I promise.)
RULES No deciding the outcomes of your actions, even slightly. To do so is to invoke the wrath of Sithis. I mean Xilirite. (+1 Oblivion Reference) Other then that, standard RPing rules. Wait to be accepted, no godmodding, and the like.
CHARACTER SHEET IN NEXT POST! Don't worry, the next post will be presented shortly. Until then, feel free to ask as many questions as you want about the information currently given. |
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zalak123
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| Joined: 27 Jul 2009 |
| Total Posts: 12516 |
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| 09 Oct 2011 01:29 PM |
| (I see you were reluctant to give me da 50% Credit dat ish mien. LOLOL) |
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roman117
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| Joined: 28 May 2008 |
| Total Posts: 37991 |
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| 09 Oct 2011 01:30 PM |
Gold weapons/armor must suck.
Gold is an extremely soft metal. |
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zalak123
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| Joined: 27 Jul 2009 |
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| 09 Oct 2011 01:31 PM |
| (Remember kiddos. Me and xilirite are both of da creators. We teamed up to make this. ) |
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Xilirite
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| Joined: 31 Oct 2009 |
| Total Posts: 6995 |
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| 09 Oct 2011 01:42 PM |
(That's the point, Roman. They're supposed to suck.
Duellist Talent Tree
Tier 1
One Handed Speciality You gain a +1 to hit and a +1 to damage when wielding one handed weapons. This ability is a prerequisite for One Handed Expertise.
Cunning Plan If you have the chance to do so, you devise a cunning plan before heading into battle. Throughout the entire next fight, you get an extra +2 to hit. This ability is a prerequisite for Tactical Genius.
Weak Spot You spend the round observing your enemy, looking for weak spots or breaks in his defences. You cannot attack during this round. You gain a +1 to attack for the next three rounds.
Unnatural Speed You move with a speed uncommon among most people. You always attack first in a round, and you run at 1.5 the speed of a normal person.
Reactive You are particularly good at reacting to things. You gain a +2 to your defence, and you are rarely the victim of a trap.
Tier 2
Distract You momentarily disorient an opponent. On a DC 15 Check (+5) you can attempt to lower an enemies guard by making them look away and lowering their guard. You will gain a +5 to hit this enemy next time you attack.
Clarity For a brief second, you clear your mind, and focus on your next strike. For one round a battle, you get an extra +4 to hit. Each subsequent time you use this ability, you must succeed a check increasing by 5 each time (5, 10, 15, 20, 25.) if you fail, you still must take the extra +5 when you us it again.
Taunt You taunt your enemy, causing him to strike, giving you a chance to counter attack. On a successful DC 16 Check (+4) you provoke an enemy into attacking at a -5 penalty. If he misses, you immediately attack, with a +5 to hit and a +3 to damage.
Trip You attempt to trip an enemy, causing him to fall on the ground. With a successful DC 20 Attack Roll, you can knock an enemy down to the floor. Next round, he cannot attack, and all attacks against him get an extra +10 to hit and an extra +3 to damage.
Flourish When you hit an enemy, you have the option to attempt a flourish. You gain a -2 to damage, but a +2 to hit. You can do this as many times as you want after attacking, but each time you attack, you gain an extra -2/+2 (First attack, +0 -0. Second attack, +2 -2. Third Attack, +4 -4)
Tier 3
One Handed Expertise You gain an extra +3 to hit and a +3 to damage while using one handed weapons. This ability is a prerequisite for One Handed Mastery
Tactical Genius You are a master at planning and adapting to situations. You and up to 10 others gain a +4 to hit for the duration of one battle. This ability otherwise acts as Cunning Plan. This ability is a prerequisite for Strategist
Persuasive You have a silver tongue, and many people listen to what you have to say. You gain a +10 to any checks involving social interaction.
Stun You manage to momentarily stun an opponent. As Distract, only you gain a +10 instead of a +5.
Duellist You are an expert at fight one person at a time. Whenever you are in combat with one man, you gain a +5 to hit and a +5 to damage throughout the entire fight, unless another person enters the battle
Tier 4
Strategist You are a superb planner, and have the skill of a general. You and up to 100 others gain a +6 to hit for the duration of one battle. This ability otherwise acts as Tactical Genius. This ability is a prerequisite for Leader.
Finishing Blow Whenever an enemy falls below 10% of their total hit points, you can activate this ability. If you hit the enemy, you will instantly kill them, no matter how much damage you would otherwise do. This ability has no effect on creatures twice the size of you. This ability is a prerequisite for Execute.
Relentless Attack Your attacks seem to never end. As Flourish, except you do not gain any modifiers – you simply keep attacking until you miss.
One on One You are a force of nature when faced against one man. As duellist, except you gain a +10 to hit and a +10 to damage.
Penultimate This ability is a prerequisite for Ultimate Duellist.
Tier 5
One Handed Mastery You gain a +6 to hit and a +6 to damage when using one handed weapons.
Leader You lead entire armies into battle, with your rallying cries, expert strategies, and amazing skill. You and any number of people gain a +8 to hit for a week.
Execute As Finishing Blow, except that it applies to all sizes.
Paralyse You attack an enemy in just the right spot, causing him to freeze, and fall to the ground. You gain a +20 to hit, a +8 to damage, and that opponent cannot act for 5 rounds.
Ultimate Duellist You are the Ultimate Duellist, and nobody is better then you. You gain a +10 to attack and a +5 to damage all the time.
Raging Battler Talent Tree
Tier 1
Lesser Rage You can fly into a rage at will. For the remainder of the battle, you do an extra die of damage (1d8 becomes 2d8) At the end of your rage, you are tired, and all attacks against you gain a +5
Tough You gain an extra 5 hit points every time you level up.
Frenzied Strike You swing your weapon with an amazing force. You gain a +4 to damage on your next attack. Each time you use this ability, you gain a -2 to hit.
Hand to Hand You are powerful enough to inflict serious damage to an enemy using your hands. You gain a +3 to damage when using your hands, feet, head, etc. This ability is a prerequisite for Living Weapon.
Frighten You intimidate an enemy, frightening them briefly. On a successful DC 16 roll, you can scare a person into submission. This person will now answer most of your questions, and gains a -2 to attack you. You also gain a +2 to attack him.
Tier 2
Rage As Lesser Rage, except attacks against you gain a +3 instead of a +5
Brutal Strike You strike with tremendous force. As Frenzied Strike, except you gain a +6. If you exceed 20% of your enemies total health with this attack, you cut off a limb, and the enemy takes an extra 5 damage each round unless his wound his covered.
Shock As Frighten, except you gain a +4 and he a -4
Two Handed Speciality You gain a +1 to hit and a +1 to damage when using two handed weapons. This ability is a prerequisite for Two Handed Expertise.
Chaotic Battle Your attacks, mixed with your screams of fury, cause others to feel confused and unsure in the chaotic environment. All other fighters except for you gain a -2 to hit and a -2 to damage.
Tier 3
Greater Rage As Rage, except attacks against you gain a +2 instead of a +3
Terrify As Shock, except you gain a +8, and he a -8
Two Handed Expertise You gain a +3 to hit and a +3 to damage when using two handed weapons. This ability is a prerequisite for Two Handed Mastery.
Cleave Your attacks hit more then one person. After each successful attack, you may attack another person next to him. After the first two people, you gain a -2 to hit. After the first 6, a -6. And after the first 10, a -10
Bruiser You can intimidate others into doing things you want them to do. You gain a +4 to your rolls to demand that somebody do something.
Tier 4
Brutal Rage As Greater Rage, except attacks against you gain a +1 instead of a +2
Demoralize As terrify, except enemies will either instantly surrender or retreat.
Great Cleave As cleave, except instead of -2, -6, -10, it is -1, -3, -5.
Demand As Bruiser, except you gain a +8.
Penultimate This ability is a prerequisite for Ultimate Raging Battler
Tier 5
Terrifying Rage As Brutal Rage, except enemies gain no bonuses to attack you, and must succeed a DC 20 roll or be under the effects of Demoralize.
Mighty Cleave As Cleave, except you gain no penalties.
Demolish You utterly destroy an object, living or otherwise. Upon hitting something, roll to hit again. If you succeed the second attack roll, you instantly kill or destroy whatever you were attacking.
Decapitating Strike As Brutal Strike, except you cut off the enemies head, instantly killing it.
Ultimate Raging Battler You are a terrifying beast, wielding huge weapons and slaying entire armies in a heartbeat. You gain a +5 to hit and a +10 to damage, and every time you attack, your enemies must succeed a DC 15 roll or be under the effects of Demoralize.
Magister Talent Tree
Tier 1
Magic Specialization NOTE: You must take this skill in order to take any skills with a (*) symbol on their names. Upon taking this ability, you will choose a specific school of magic. You gain a +4 to all rolls to cast and a +6 to damage with every spell in this school. The schools of magic are listed below.
Arcane Magic This ability allows you to cast spells using pure energy. These spells gain a -2 to damage, but bypass all standard magic defences other then Magic Defence. You can change any spells in your spell book into an Arcane version at will.
_____ Hands (*) You shoot a cone of whatever element you chose in Magic Specialization, dealing 2d6 damage to everybody caught in this cone.
Magic Missile You learn the nerdiest spell in history, magic missile. You shoot one missile per 5 level,s deal 1d4 per 2 levels. (This means you will be shooting 2 5d4 bolts of magic at level 10)
Magic Shield You create a shield of magic around you. All attacks against you gain a -3, and all magic attacks gain a -6.
Tier 2
Magic Speciality (*) As Magic Specialization, except you gain an extra +2 to hit (+6,+6). This ability is a prerequisite for Magic Expertise.
Dim You darken an area of 10 square meters to dim light, granting you the benefits of being in shadows as long as you are within the darkness.
Specialization Spell (*) You gain one of the three spells that your school of magic says you can get. You can take this skill up to 3 times.
Light You make a person or object glow with bright light. Everything within 10 square meters is brightened as if it were in sunlight.
Improved Magic Shield. As Magic Shield, Except the penalties increase to -4, -8.
Tier 3
Magic Expertise (*) As Magic Speciality, except you gain a +2 to hit and a +2 to damage (+8,+8)
Darkness You darken an area of 10 square meters to pitch blackness, essentially blinding everyone within it. You may designate up to 4 people. These people can see through the darkness as if it were dim light.
Improved Specialization Spell (*) You gain one of the three improved spells that your school of magic says you can get. You can take this skill up to three times.
Improved Light As light, except the area increases to 25 square meters.
Greater Magic Shield As Improved Magic Shield, except the penalties increase to -5, -10.
Tier 4
Greater Specialization Spell (*) You gain one of the three greater spells that your school of magic says you can get. You can take this skill up to three times.
Tempest (*) You create a creature, specified by your school of magic, to fight alongside you. It lasts for one day, or until you or it is killed.
Illuminate As Improved Light, except the area increases to 50 square meters
Death Rain Bolts of arcane magic rain from the sky, hitting the ground with shocking force. Each bolt does 2d10 damage, and enchants an area of 50 feet. Everyone standing within these 50 feet does and extra +6 damage while using spells.
Penultimate This ability is a prerequisite for Ultimate Magister
Tier 5
Legendary Specialization Spell (*) You gain one of the three legendary spells that your school of magic says you can get. You can take this skill up to three times.
Magic Mastery (*) As Magic Expertise, except you gain an extra +2 to hit and an extra +2 to damage (+10, +10.)
Pure Arcane You can call down a pillar of pure, arcane energy down onto a foe. If this foe has less then 500 health, it is killed instantly. You cannot take this spell if you took Magic Specialization.
Runes You learn how to read runes, meaning any Runic Walls, Runic Books, or Runic Scrolls you have found will now grant you an extremely powerful spell.
Ultimate Magister You have learned how to harness the magical energy flowing through you, the ground, the air, and everything else, and have bent it into a force of destruction. You now gain a +10 to hit and a +10 to damage, as well as either the Ultimate Arcane Spell or the Ultimate Spell specified in your school of magic.
Schools of Magic Flame Frost Air Lightning Earth Aqua
Ranger Tree
Tier one:
Aim: You have the sense to hold you breath when you aim, And you know the basics of the bow. You gain a +5 to hit.
Golden arrow: You have the power to shoot your arrow at incredible speeds. You gain a +3 to damage.
Reload: You can reload 1.5x as fast.
Run: You can run exceptionally fast if your enemy gets too close. You can retreat at twice the normal speed.
Close call: You can stab someone with your arrow if they get too close, dealing 1d6 of damage, and destroying the arrow.
Tier two
Weak point: You have the skills to aim and hit the weak point of someone in alot of armour You gain a +5 roll to your next attack.
Dual-Shot: You have the precise skills required to shoot two arrows at once.
Keen eye: You can Double as far then a normal person,
Fire arrows: You can set your arrows aflame and burn your foes.
Silver feather: Your arrows can go double as far as before,
Tier three:
Dodge: -2 chance others will hit you
Hunter's will: + 5 against wild animals
Bear Trap: Clamp bears (Or any foes) with this powerful piece of metal. Roll a d10 to determine damage
Taming: Tame a wild animal or creature. Required roll depends on animal.
Animal call: You have the skills to whistle any animal call you please.
Tier Four:
Tri-Shot: You have the exact skills needed to shoot 3 arrows at once.
Pierce: You have the power to shoot an arrow that can go through any number of foes! You can shoot through even the toughest as long as there in a straight line.
Penultimate: This ability is a prerequisite for Ultimate Ranger
Eagle's eye: You have the ability to see for miles and miles, And you can shoot with extreme precision, +10 to hit
Ranger tracking: In your time as a ranger, you have learned how to track any figure as long as you see them, You can keep tracking them for a week.
Tier Five.
Alchemy: This skill is required to unlock the alchemy mini tree.
Ultimate ranger: Your the ultimate ranger, No one could possible be better then you, You have +10 to damage and +5 to hit at all times, You also have the ability and precision to fire five arrows at once.
Paralysing Shot: You can strike fear into the vital points of an enemy, Whenever you get a critical hit, you paralyse the enemy, for ten rounds.
Target Mark: You can indicate a target, You can everyone else gets a +10 hit against said target.
The arrow of fear: Strike fear into someone's heart, If your arrow hits, your foe will go under the effect of Demoralize (They must retreat or surrender)
Shadow
Tier 1
Blend You blend in with a crowd, and gain a +5 to all rolls made to hide in a crowd.
Sneak Attack Every 2 levels after you take this feat, you do an extra 1d6 damage when attacking a flat-footed enemy (An enemy who is unsuspecting of your attack, or is the victim of a Stun, Distract, or Paralyse. This will go on until you gain 20d6 of damage, after which you will auto critical every time (Doing, essentially, normal damage x2, +40d6, +Whatever other modifiers you have.)
Shadow Walker You stick to the shadows like glue, never leaving them. You gain an additional +3 to sneak while in shadows. This stacks with the normal +2.
Good Listener You know how to gather information just by listening. You gain a +5 to all perception checks to hear things, and a +5 to all checks made to gather information.
Thrown Weapons You gain the ability to create Throwing Daggers and Throwing Hatchets, as wells as a +3 to all thrown damage. You need at least 10 pounds of wood and 20 pounds of material (Copper, Gold, Iron, Steel, Silver.) in order to create it. This is a prerequisite for Improved Thrown Weapons and Throw Anything.
I will be adding Tier 2-5 shortly. Be patient.
Flame Specialization Spells Fireball 1d8 Damage Landmine 1d6 Damage. Carve a small rune on the ground, and imbue it with magical energy. Whenever a creature gets near it, it activates the trap. You can place up to 5 of these per three levels Flame Pendant You create a rune on your chest. All Fire Magic only does half damage to you.
Improved Specialization Spells Ring of Fire 1d10 Damage. A ten by ten foot area is lit on fire, and everyone in it takes damage. Flame Arc 1d8 Damage. Everything within 10 feet of where you are facing is hit by an arc of flame. This ability replaced Fireball Improved Flame Pendant As Flame Pendant, except you only take a quarter of the damage.
Greater Specialization Spells Mark of Flame 1d6PR/5R. You mark an enemy with a rune. This enemy will take damage every round for 5 rounds. Flame Blast 1d8 Damage. Everyone in your sight is blast by a wave of flame. You can exclude up to 10 people from this blast. This attack replaces Flame Arc. Greater Flame Pendant As Improved Flame Pendant, except you now take no damage.
Legendary Specialization Spells Immolate 1d12 Damage. You catch one single enemy on fire for 10 rounds. Each round, he takes 1d12 damage. Scorch Blast 2d8 Damage. Everyone within 100 feet of you is hit by a rapidly expanding wall of flame. You may exclude as many people as you want from this damage. This attack replaces Flame Blast. Legendary Flame Pedant As Improved Flame Pendant, except now all the damage you would've taken heals you instead.
Ultimate Spell Meteor Rain. 5d10 Damage. 6 25 foot balls of flame hit the ground in areas you designate. Everything inside it takes 5d10x5 damage, and is on fire for 10 rounds.
Tempest Hellhound 260 HP Attacks: Flame Blast, Bite (1d6) Claw (1d6) Claw (1d6) To hit: 18
Frost Specialization Spells Frostbolt 1d8 Damage Landmine 1d6 Damage. Carve a small rune on the ground, and imbue it with magical energy. Whenever a creature gets near it, it activates the trap. You can place up to 5 of these per three levels Frost Pendant You create a rune on your chest. All Frost Magic only does half damage to you.
Improved Specialization Spells Ring of Frost 1d10 Damage. A ten by ten foot area becomes deathly cold, and everyone in it takes damage. Frost Arc 1d8 Damage. Everything within 10 feet of where you are facing is hit by an arc of Frost. This ability replaced Frostbolt Improved Frost Pendant As Frost Pendant, except you only take a quarter of the damage.
Greater Specialization Spells Mark of Frost 1d6PR/5R. You mark an enemy with a rune. This enemy will take damage every round for 5 rounds. Frost Blast 1d8 Damage. Everyone in your sight is blast by a wave of Frost. You can exclude up to 10 people from this blast. This attack replaces Frost Arc. Greater Frost Pendant As Improved Frost Pendant, except you now take no damage.
Legendary Specialization Spells Freeze 1d8 Damage. You freeze one single enemy. Each round, he takes 1d8 damage, and he cannot move for 10 rounds. Arctic Blast 2d8 Damage. Everyone within 100 feet of you is hit by a rapidly expanding wall of Frost. You may exclude as many people as you want from this damage. This attack replaces Frost Blast Legendary Frost Pedant As Improved Frost Pendant, except now all the damage you would've taken heals you instead.
Ultimate Spell Winter's Chill 6d12 Damage. You designate up to 3 people. Their insides begin to freeze, and they take 6d12 damage until they die.
Tempest: Frost Golem 400 HP Attacks: Frost Blast, Smash (1d8) To hit: 20
Air Specialization Spells Wind Blast 1d8 Damage Landmine 1d6 Damage. Carve a small rune on the ground, and imbue it with magical energy. Whenever a creature gets near it, it activates the trap. You can place up to 5 of these per three levels Wind Pendant You create a rune on your chest. All Wind Magic only does half damage to you.
Improved Specialization Spells Ring of Air 1d10 Damage. A ten by ten foot area suddenly thrusts everyone upwards, dropping them to the ground from ten meters up, and everyone in it takes damage. Wind Arc 1d8 Damage. Everything within 10 feet of where you are facing is hit by an arc of Wind. This ability replaces Windblast Improved Wind Pendant As Wind Pendant, except you only take a quarter of the damage.
Greater Specialization Spells Mark of Air 1d6PR/5R. You mark an enemy with a rune. This enemy will take damage every round for 5 rounds. Wind Blast 1d8 Damage. Everyone in your sight is blast by a wave of Wind. You can exclude up to 10 people from this blast. This attack replaces Wind Arc. Greater Wind Pendant As Improved Wind Pendant, except you now take no damage.
Legendary Specialization Spells Tornado 1d8 Damage. You suspend one single enemy, as well as a bunch of hard objects, in mid air, spinning around in circles. Each round, he takes 1d8 damage, and he cannot move for 10 rounds. Cloud Blast 2d8 Damage. Everyone within 100 feet of you is hit by a rapidly expanding wall of wind. You may exclude as many people as you want from this damage. This attack replaces Wind Blast Legendary Wind Pedant As Improved Wind Pendant, except now all the damage you would've taken heals you instead.
Ultimate Spell Hurricane 4d12X4 Damage. At will, you form a hurricane. It covers a one mile radius, and produces extremely high level winds, tornados, lightning, storms,
Tempest: Elemental Air 300 HP Attacks: Wind Blast, Cloud Blast, Wind Arc To hit: 17
Lightning Specialization Spells
Lightning Bolt 1d8 Damage Landmine 1d6 Damage. Carve a small rune on the ground, and imbue it with magical energy. Whenever a creature gets near it, it activates the trap. You can place up to 5 of these per three levels Shock Pendant You create a rune on your chest. All Lightning Magic only does half damage to you.
Improved Specialization Spells Ring of Lightning 1d10 Damage. A ten by ten foot area becomes electrocuted, and everyone in it takes damage. Lightning Arc 1d8 Damage. Everything within 10 feet of where you are facing is hit by an arc of Wind. This ability replaces Lightning Bolt Improved Shock Pendant As Shock Pendant, except you only take a quarter of the damage.
Greater Specialization Spells Mark of Lightning 1d6PR/5R. You mark an enemy with a rune. This enemy will take damage every round for 5 rounds. Shock Blast 1d8 Damage. Everyone in your sight is blast by a wave of Lightning. You can exclude up to 10 people from this blast. This attack replaces Lightning Arc. Greater Shock Pendant As Improved Shock Pendant, except you now take no damage.
Legendary Specialization Spells Paralysing Shock 1d8 Damage. You shoot a bolt of lightning at one single enemy, . Each round, he takes 1d8 damage, and he cannot move for 10 rounds. Storm Blast 2d8 Damage. Everyone within 100 feet of you is hit by a rapidly expanding wall of lightning. You may exclude as many people as you want from this damage. This attack replaces Shock Blast Legendary Shock Pedant As Improved Shock Pendant, except now all the damage you would've taken heals you instead.
Ultimate Spell Conduct 6d12 Damage/8d12 Damage. You imbue an enemy with electricity. He will take damage until he dies. When he dies, the electricity building up inside him is released, damaging everyone within 30 feet.
Tempest: Storm Serpent 300 HP Attacks: Storm Blast To hit: 15
Earth Specialization Spells
Rock Shot 1d8 Damage. You thrust a large rock from the ground, then shoot it straight towards an enemy. Heal Other You heal another for 1d10 damage. Earth Pendant You create a rune on your chest. All Earth Magic only does half damage to you.
Improved Specialization Spells Purified Area 1d10 Damage. A ten by ten foot area becomes imbued with healing energy. All living people gain 1d8 hit points every round, well all undead take 1d10 damage every round. Heal Self 1d8 Damage. Everything within 10 feet of where you are facing is hit by an arc of Wind. This ability replaces Lightning Bolt Improved Earth Pendant As Earth Pendant, except you only take a quarter of the damage.
Greater Specialization Spells Mark of Earth 1d6PR/5R. You mark a person with a rune. This person will heal 1d6 damage every round for 5 rounds. Earth Blast 1d8 Damage. Everyone in your sight is blast by a rapidly expanding shock wave. You can exclude up to 10 people from this blast. This attack replaces Lightning Arc. Greater Earth Pendant As Improved Earth Pendant, except you now take no damage.
Legendary Specialization Spells Saviour You instantly heal one person back to full health. You can only do this once a day. Healing Wave Everyone within 100 feet of you is healed for 5d10. You may exclude as many people as you want from this. Legendary Earth Pedant As Improved Earth Pendant, except now all the damage you would've taken heals you instead.
Ultimate Spell Earthquake 6d12 Damage. Everything within 10 kilometres of you is hit by an extremely powerful earthquake. This earthquake can destroy buildings and damage enemies. You can not spare others from the damage, so use this spell wisely.
Tempest: Golem 400 HP Attacks: Earth Blast, Smash (1d8) To hit: 20
Aqua Specialization Spells
Ray of Water 1d8 Damage Landmine 1d6 Damage. Carve a small rune on the ground, and imbue it with magical energy. Whenever a creature gets near it, it activates the trap. You can place up to 5 of these per three levels Aqua Pendant You create a rune on your chest. All Aqua Magic only does half damage to you.
Improved Specialization Spells Aqua Cube 1d10 Damage. A 10 by 10 by 10 foot cube of water appears, and everyone in it takes damage. Water Arc 1d8 Damage. Everything within 10 feet of where you are facing is hit by an arc of high speed water. This ability replaces Ray of Water Improved Aqua Pendant As Aqua Pendant, except you only take a quarter of the damage.
Greater Specialization Spells Mark of Water 1d6PR/5R. You mark an enemy with a rune. This enemy will take damage every round for 5 rounds. Water Blast 1d8 Damage. Everyone in your sight is blast by a wave of high speed Water. You can exclude up to 10 people from this blast. This attack replaces Water Arc. Greater Aqua Pendant As Improved Aqua Pendant, except you now take no damage.
Legendary Specialization Spells Drown 1d8 Damage. You surround an enemy in a cube of water, which moves along with him. Every round, he takes damage, and he cannot act for 10 rounds. Aqua Blast 2d8 Damage. Everyone within 100 feet of you is hit by a rapidly expanding wall of high speed water. You may exclude as many people as you want from this damage. This attack replaces Water Blast Legendary Aqua Pedant As Improved Aqua Pendant, except now all the damage you would've taken heals you instead.
Ultimate Spell Tsunami 8d12 Damage. Whenever you are near a large body of water, you may cause a Tsunami to form. This Tsunami can sweep over entire towns and drown everyone caught in it's wake.
Tempest: Raindancer 280 HP Attacks: Shadow Meld (Turns into a shadow, and cannot be seen.) Backstab (1d6, 1d6) To hit: 16
You may choose your starting weapon and armor, but the cost CAN NOT exceed 500 Gold.
At level 1, and ONLY at level 1, you get one of the following skills, depending on what your first class was.
Ranger: Can now lay traps for enemies.
Shadow: Can now do extra damage when they attack unseen.
Magister: Can now make scrolls to hold their magic spells in.
Duellist: Can now issue Challenges, and when fighting a challenged enemy, gain one of 3 special bonuses: A +1 to Attack, Damage, OR Defense.
Raging Battler: Can now use charge effectively, doing an extra +3 damage when charging.
Character Sheet
Name: Agge: Race: Homeland: Appearance: Clothing: Armor: Weapons: Skills: STR: CON: INT: WIS: DEX: CHA: Traits: Flaws: Personality: Biography: Current Goals: Life Goal: Allegiance: (There is a spectrum: Chaotic, Neutral, and Lawful; Good, Neutral, and Evil. Lawful Good is ultimate Good, True Neutral/Neutral/Neutral Neutral is middle of the road, and Chaotic Evil is ultimate Bad. You can be Chaotic Good or Lawful Evil as well. The full spectrum is LG, NG, CG, LN, N. CN, LE, NE, CE) |
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Xilirite
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| Joined: 31 Oct 2009 |
| Total Posts: 6995 |
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| 09 Oct 2011 01:42 PM |
I word walled. Told you that there was a lot of stuff to learn. I also added some stuff to make it closer to it's source material, the Pathfinder Roleplaying Game. |
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roman117
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| Joined: 28 May 2008 |
| Total Posts: 37991 |
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| 09 Oct 2011 01:43 PM |
| So, basically, this is Dungeons and Dragons? |
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Xilirite
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| Joined: 31 Oct 2009 |
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| 09 Oct 2011 01:45 PM |
Well...yes and no. This is Pathfinder. BUT Pathfinder is an upgraded version of D&D 3.5 (It's often been called 3.75) and they are both Pen and Paper RPGs. So, no it TECHNICALLY isn't D&D. How, it is heavily based on a system heavily based on D&D. |
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Xilirite
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| Joined: 31 Oct 2009 |
| Total Posts: 6995 |
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| 09 Oct 2011 01:52 PM |
| It's just a Word Wall. Don't be scared. |
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zalak123
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| Joined: 27 Jul 2009 |
| Total Posts: 12516 |
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| 09 Oct 2011 01:53 PM |
No this isn't pathfinder.
It's vyrivend.
they are very diffrent.
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roman117
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| Joined: 28 May 2008 |
| Total Posts: 37991 |
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| 09 Oct 2011 01:53 PM |
(don't mean to be an advertiser, but i made this thread like yesterday and nobody has replied to it.
linky: http://www.roblox.com/Forum/ShowPost.aspx?PostID=56064685) |
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Xilirite
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| Joined: 31 Oct 2009 |
| Total Posts: 6995 |
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| 09 Oct 2011 01:55 PM |
| IF we post on it, will you join? |
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roman117
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| Joined: 28 May 2008 |
| Total Posts: 37991 |
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| 09 Oct 2011 01:57 PM |
@xil
but i'm always doing medieval roleplays |
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Xilirite
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| Joined: 31 Oct 2009 |
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roman117
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| Total Posts: 37991 |
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| 09 Oct 2011 01:58 PM |
@Xil
i know
i meant that i'm always doing medieval roleplays and i want somthing different |
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zalak123
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| Joined: 27 Jul 2009 |
| Total Posts: 12516 |
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| 09 Oct 2011 01:59 PM |
| This thread is diffrent. It's not a normal medieval rp./ |
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Xilirite
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| Joined: 31 Oct 2009 |
| Total Posts: 6995 |
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| 09 Oct 2011 01:59 PM |
Well... This is a very different Medieval roleplay.
And Deep Goblins are steampunkish. |
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zalak123
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| Joined: 27 Jul 2009 |
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Xilirite
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| Joined: 31 Oct 2009 |
| Total Posts: 6995 |
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| 09 Oct 2011 02:11 PM |
Guys guys guys guys guys syug syug syug syug syuG. Join join join join join nioj nioj nioj nioj nioJ. |
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zalak123
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| Joined: 27 Jul 2009 |
| Total Posts: 12516 |
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| 09 Oct 2011 02:11 PM |
Xil xil xil xil xil lix lix lix lix LIX
RP NOA |
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Xilirite
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| Joined: 31 Oct 2009 |
| Total Posts: 6995 |
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| 09 Oct 2011 02:13 PM |
Zalak, do you SEE the new CS? It's completely different. Fill it in, using the same stuff you used for Smith. And don't forget Skills. |
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roman117
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| Joined: 28 May 2008 |
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| 09 Oct 2011 02:15 PM |
you think this is bad
try making a thread a week ago (http://www.roblox.com/Forum/ShowPost.aspx?PostID=56064685) and not getting any replies even though you reuploaded it four times |
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zalak123
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| Joined: 27 Jul 2009 |
| Total Posts: 12516 |
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| 09 Oct 2011 02:15 PM |
Xillllllllllllllllllll I willlll laterzzzzzzzzz Alsho... You diddn't run the skills thing by me... but whatever.
YOU FILL IN ZA C.S TOO YO!
I NEEDDA ADMIN U |
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Vendaris
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| Joined: 04 Sep 2011 |
| Total Posts: 1453 |
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| 09 Oct 2011 02:21 PM |
This is confusing, you made this too complex and it reminds me of WoW.
Reasons for not joining:
1. It's a HUGE word wall 2. It's tooo complex and I can't read it all because it's a huge word wall. 3. I am confused |
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Vendaris
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| Joined: 04 Sep 2011 |
| Total Posts: 1453 |
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| 09 Oct 2011 02:22 PM |
| I can't even find the needed information for the CS. You should've divided it into chapters so that I know which is which. You wrote the length of a novel, just going over the basics of the game. |
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