|
Post by Jongluer on Nov 25, 2004 19:47:58 GMT -5
Complete Warrior Classes, the pinnacles of combat!
Hexblades: Born under peculiar circumstances, the Hexblade is one who has an innate curse swirling within him. This often manifests itself through bad luck, but a Hexblade through self-education and meditation learns to wield this curse like a weapon and eventually gain arcane prowess from it. Hexblades are often outcasted from their homes early on in life becuase of their curse, but the curse eventually becomes something the Hexblade lays upon others. A Hexblade can be of any race or country, thogh it is more common for them to appear among races/nations which are more attuned with the arcane and or evil.
Samurai: Honorable, proud, and former nobles of Bazavluk sums up Samurai. These warriors were once the Knights of the Feudal Lords of Bazavluk. Their skill with their blades won them much of everything in the old government. But when their time passed, they were purged. Most now live where the government can't reach them, within monastaries, the Barrier Desert or of course out of the country. Most current Samurai are either former Samurai of Feudal Lords who learned from family as was tradition, or those who have sought these former samurai out, learning in monastaries under the strict rules of a temple, or of course under the harsh tutelage of one of the former Samurai. Their training is rigorous and rewarding, and by the end of it Samurai become, Honorable, proud, and noble in the highest sense. Most Samurai are of course Halfling, though there are a slim amount who have learned from Samurai living out of Bazavluk.
Swashbucklers: Masters of Rapier and Wit, a Swashbuckler is a fast moving swordsman who has trained for years how to properly handle official duels. For the most part, a Swashbuckler is an aristocrat who was shipped off to a Dueling Academy in some cosmopolitan cityscape. Dueling is quite common among the upper classes of the world and therefore many people have learned how to carry themselves with little to no armor and a long epee at their side. A swashbuckler goes through thorough training in etiqueete, diplomacy, and dueling, by the end of this training a Swashbuckler is able to hold his own in duels of all kinds. Swashbucklers appear wherever higher classes interested in contests of blades exist, therefore most Swashbucklers are humans, Elves, and to a lesser extent Gnomes. Dwarves lack the finesse for Rapier combat, and Halflings don't have the upper class to practice the skill.
|
|
|
Post by Jongluer on Nov 26, 2004 9:35:22 GMT -5
Since I don't want to go into Psionics just yet, here are two classes from the Miniatures Handbook that don't fall into any other category/book....
Healer: Where a cleric calls upon his deity to give him the power to close wounds, a Healer has gone through training to specifically call forth the power to heal. Healers generally train at colleges and universities where they learn about anatomy and basic healing, and eventually learn how to heal using magic. A Healer's spells come from the Healer's strict devotion to their oath to help those in need. The Healer is often seen in hospitals and a short distance from frontline battles where they can provide near-immediate assitance to those in need of major healing and rest. Healers can be of nearly any race, but only few regions have the facilities to properly teach a Healer. Therefore most Healers come from Scuro (Caladon to be specific), Frall, Goldage, Vandalia, Arthuria, The City of Farn Kaldr, Namfoodle, and Bazavluk. The most common race of Healers are Gnomes from Namfoodle due to their ongoing civil war.
Marshall: A Marshall is the learder of an army, the man who calls forth a charge. Marshalls are strictly military related, they gain their training from the military and often serve the military. A Marshall's training begin when he comes of age, once this happens Marshalls may attend Military Colleges or Boot Camps to properly learn how to lead the soldiers of their country. The training is hard and taxes all of a Marshall's traits, from his ability with a blade to his power with the spoken word. Marshall's have an undying loyalty to their country and will gladly do anything to support their homeland. Marshalls can appear anywhere there is an army, and often do. The most common Marshalls are Gnomes, Halflings, and Dwarves.
|
|
|
Post by Jongluer on Nov 26, 2004 10:37:09 GMT -5
Before moving on to Psionics, let us look over the amazing Artificer class!
Artificer: Artificers are engineers of all that is magic. An artificer learns how to build items that are infused with magical substance but he himself cannot truly cast magical spells. An Artificer trains in intense study for years normally with a small group of apprentice artificers all under the same Master Artificer, here they learn how to properly imitate spells so as to work them into n item. For the most part, an Artificer knows more theoretical magic than most Wizards of the same level, since they must know every nuance of every spell Artificers are knowledgeable. Though only capable of imitating spells, an Artificer can call forth magical ether and use it to infuse magical qualities into items, this power is known as an Infusion and can be quite useful in certain circumstances. The practical ability of an Artificer is A) making magical items and B) improving and repairing weaponry and armor on the battlefield where smiths can't reach it. For the most part, Artificers are generally Humans from Scuro or Drakonia, Dwarves of the Fongarth Clan have also begun to study Artifice but haveo nly been moderately successful, of course, the Gnomes of Namfoodle with their interest in engineering have studeid Artifice for centuries.
|
|
|
Post by Jongluer on Nov 26, 2004 12:10:34 GMT -5
Complete Arcane classes, that's right bitches I got Complete Arcane!
Warlock: A warlock is someone who has made deals with evil forces to gain arcane power, generally for dark purposes. A warlock's powers are ingrained within them when they make thier deal with evil. They nurture their powers as they come into being and eventually are able to call upon the darkest of forces to do their bidding. Warlocks are generally humans from the Unaligned Principalities, since the lack of arcane study there will often lead people to these ends. Warlocks are also sometimes Elves who for some reason couldn't master their race's talent and therefore strove to gain it in anyway, also Half-Orcs who are often discriminated will go for power this way.
Warmages: A Warmage is walking artillery. These mages specialized in the powers of destruction granted by the arcane forces. Their lives have been forged from training the likes of which is not seen in arcane study and rarely seen in the study of paladins or monks. A Warmage conditions their body to make gestures within armor and while carrying shields (light shields), also a Warmage doesn't learn from a book, a Warmage drills their hands, minds, and tongues to cast spells. A Warmage goes through this training in special divisions of the military, and though rare there are also a few non-military related camps (one of the largest is the Vandalia-Based Arcanic Defenders who generally hire thier students out to wizards). Warmages have one goal in life, to do battle, they will fight for many reasons, most fight for their nation, others fight for a church or a cuase, and some even fight for money. Warmages generally come from military driven socities, the Halflings of Bazavluk have been training Warmages, Humans from Scuro and Drakonia train Warmages, and of course Elves have Warmages.
Wu Jen: The Wu Jen mainly hail from Bazavluk, though they are unheard of now, they were once the Arcane Masters of the land. Wu Jen were hermits outcasted becuase of the power they had or strove for. Wu Jen learned their craft in one on one relationships, with master teaching the apprentice all they could. Wu Jen draw their power from the classic elements (earth, wind, water, fire, metal, and wood). Most Wu Jen like Samurai and Shugenjas now hide in Monastaries or out of the country where they can not be purged by Bazavluk. Most Wu Jen are Halflings from Old Bazavluk, also in the time since the fall of the Feudal Lords, some Humans, Elves, and Half-Elves have sought out Wu Jens to learn their secrets, so it is not uncommon for them to exist.
|
|
|
Post by Jongluer on Nov 26, 2004 21:25:08 GMT -5
It is time to go into what I have been putting off for so long: PSIONICS!!! (dun dun duhn....)
Psion: A master of his mind's innate ability of mind over matter, a Psion is a person who has embraced his wild abilities and put them to his use. A psion often begins manifesting at an early age and this power amplifies in puberty, when these major manifestations occur, a Psion has the choice to ignore and shun this power or embrace it, once it is embraced, a Psion has gone down the path to complete mind over matter. A Psion will often self teach himself learning about his powers as he gains them. Some Psions do gain advice when they discover the Psionics guild, but only those relatively close to cities, in a city, or who travel to learn will find out about the guild, for the most part most Psions have already mastered some of their talents when they learn about the guild. Psions do come in variety, but the source of their power is always the same: The Psion's Mind.
Psychic Warrior: The Psychic Warrior represents the perfect attunement of Body and Mind. A Psychic Warrior often shows a martial lean early on in life and during puberty as they learn the ways of the warrioror fighter, they often stumble upon their Psionic Abilities. The Psychic Warrior uses their psionic powers towards a practical use, enhancing their powers in battle. By the time a Psychic Warrior's powers are discovered, he is a Fighter in training and therefore can most likely contact the guild, otherwise he continues training under the Fighter and learns to control his psionics like he would a blade, through practice. Sometimes, a Psychic Warrior can come to the Psionics Guild and learn from them how to put his powers to the best use.
Soulknife: Where most people leap forth and become Psions or Psychic Warriors when they discover their Psionic abilities, another group learns how to turn their psionic might into a far more militant strength, these people are soulknives. A Soulknife learns to form their psionic power into a sword, and they learn different mastery of this psionic blade (A/N let's all think Kuwabara from Yu Yu Hakusho). Most Soulknives have a limited amount of Psionic Power and therefore move towards this practical bend. It seems that most Soulknives some how through either fate or happenstance that Soulknives often find each other and therefore a master-apprentice bonds are formed. A loosely knit group of Soulknives exists in the world, and they are largely held together through the Psionics Guild, which does recognize their power.
Wilder: Raw Emotion can often manifest itself into the strongest of Psionic Ability. The people who tap into such power are called Wilders by the Psionic Community at large, and they are an odd lot. For the most part, a Wilder is the type of person who is often alone if not completely left to the wilderness, eventually these people grow into their emotions oddly not having human examples to relate to, their emotions tend towards the extremes and eventually burst forth in Psionic Might. The Wilder teaches itself how to control it's powers through self-education, much like some barbarians might.
For the most part Psionicists can appear in any race or region, but they do appear in some more often than others. Humans from Frall are the most common to have Psionic Power since their entire nation is built around Psionics. No-Holder Dwarves often become Wilders considering it a path similar to the Barbarian, they also have Psychic Warriors among them. The Duergar Clan of the Dwarve have representitives of all the Psionic Classes within their fold.
|
|
|
Post by Jongluer on Nov 26, 2004 21:29:10 GMT -5
Now that I have detailed every class I have available to me and every class represented in the party, I reveal my ulterior motive, I want Backgrounds for your characters! I will create a seperate thread for this purpose along with the above message, so now I come back to the question I had earlier:
What next in the Campaign Setting?
|
|
|
Post by Jongluer on Dec 1, 2004 17:00:38 GMT -5
Religion: Religions are powerful and plentiful, being a polytheistic world there is nearly a deity for everything, the next few posts will deal with different subjects all of which have to do with Deities and the Religions that Promote them....
Belief in Deities and their Exsistence: It is a widely accepted fact that Deities exist. Most people worship a racial pantheon, or a pantheon that appeals to them (such as the Pantheon of Champions or Arcane Pantheon). Some deities are followed outside of a Pantheon than others but more on that later. As mentioned it is widely accepted that Deities exist and they are worshipped but there are still some that do not do such, these people call themselves The True Seers and believe that divininty comes soley from the power of belief and not a Deity, these people go to great lengths to prove the non-exsistence of Deities but have yet to disprove anyone's belief that Deities exist, most of these people are Wizards who try to solve the "problem" of Deities through complex Arcane Formuli. The real scoop on Deities is that most of them do exist, and some exist only in the mind of the believer, which is which is not going to be told to you all though!
Divine Power: Divine power exists and is fairly common throughout the land. Most towns normally have a cleric if not two-three caring for the local chapel. Multiple other wielders of Divine Power exist and are common, Druids, Healers, Shugenjas are all fairly common, Spirit Shamans and Favored Souls are known to exist but they are found less than most other Divine casters. Most priests in a church are clerics but they are not always going to be, some are experts/adepts schooled in the teachings of a particular Deity or Pantheon (note these people are more common in Pantheon worshipping temples than deity specific temples).
Deities-Tolerant or Agressive?: For the most part the Deities get along, with a few skirmishes known throughout their long histories.
Followers: Like their Deities or like other mortals?: While deities with their infinite wisdom are tolerant, only a few religions reflect such. Many religions have fought each other since their Deities had a small scuffle in the planes in which they reside. The churches hold grudges and act upon them, specific church rivalries will be mentioned later.
|
|
|
Post by Jongluer on Dec 1, 2004 20:30:46 GMT -5
Just becuase they're the first in the Pantheon group, I shall now talk about the Dwarven Pantheon!
The Dwarven Pantheon: Obviously a racial pantheon, the Dwarf Pantheon is filled with a five deities who each depict a part of Dwarven nature and of course have followings from the Dwarven People.
Thundrak: Father of the Dwarves, Thundrak is a binding force among all the Dwarves (minus the No-Holders), most Dwarves believe he is the father of creation and offer prayer to him, he is generally worshipped in tandom with other Dwarven Deities. His Clerics are very common but they too will often preach the whole pantheon as opposed to just Thundrak's ideals. For the most part Thundrak is understanding and very tolerant of most if not all religions.
Moradin: Moradin is a master of sciences and crafts along with his massive task of reincarnating the Dwarven people within his massive Soul Forge. Moradin is also looked to for defensive guidance since he and his followers build the weapons in his name. Moradin is worshipped as much if not more than his father due to is large adaptability among dwarves, from war to creating, Moradin is there. It is more often to see paladins of Moradin than clerics, and these people are often devout and quite willing to deliver sermons to all.
Hanseath: The Carouser, Hanseath is not what his father or brother wanted him to be. For the most part Hanseath is known for parties and drunkeness, he depicts all that is fun and wild about Dwarves. Hanseath does have a dark side in his large rages, this has often lead people to think of Hanseath and his followers as Barbaric due to their normal scent of ale and rough demeanor. For the most parts clerics of Hanseath are not common but they are normally completely devouted to Hanseath alone. The Dwarves who do worship Hanseath do so during times of war when his rage is needed or they are brewers in need of a good vintage.
Turek: Brother of Thundrak, uncle to Moradin and Hanseath, Turek is the Arcane Dwarf. He blessed the dwarven people with arcane magic to upstage his family's divine casters. For the most part Turek has little place in most of Dwarven Culture, but in the Fongarth Clan he is very important. Turek has few or no clerics, and is prayed to by those working with arcane forces to augment their powers. Turek is at odds with his family for the obvious reason that they don't respect his Arcane powers, though this has lessened and he is able to stand alongside them, it is still hard for clerics of Turek and Thundrak to be near each other.
Lilinoma: The Mother of the Dwarves, is rarely recognized amongst the Dwarven people. She is considered wrong and evil among most people having forsaken her family ties and having split the kin upon the mortal plane as well (No-Holders fight Holders constantly). In most Dwarven tales she is painted as evil and wrong. The No-Holders still pray to her, as does the Duergar Clan. Most Dwarven Psions pray to her becuase of her Psionic powers. Followers of Lilinoma are opposed to nearly all of Dwarven Civilization and rarely get along with followers of the other deities.
|
|
|
Post by Jongluer on Dec 2, 2004 18:54:06 GMT -5
The Elven Pantheon!
Corellon Larethian: The father of the Elven People, Corellon Larethian is greatly respected and well known among the Elves. As the creator of the Elves he is often charged with protecting them and their culture. Besides being important in most parts of Elven culture, Larethian is also important to the Elven Military History, becuase of his widespread teachings most Elves have a massive hatred for Orcs and in the older histories there are many tales of battles with Orcs. Larethian's Clerics are often devouted solely to him with a few mentionings of the other deities in the pantheon. Besides his hatred of Orcs, Corellon Larethian mainly gets along with other deities, he has had a skirmish or two with Thundrak but despite the reconciliation between the two gods, their respective churches have held the grudge for a long time.
Ehlonna: Goddess of the Woodlands, Ehlonna plays a large part in Elven Divinity and culture. Her teachings have partially given birth to Elven reverance of nature but of course her natural aspects are not as important as another. Ehlonna (A/N: from here on out you will see changes in the typical version of Ehlonna) is the goddess of Elven Magic (not magic, just that which is casted by Elves). Her teachings speak of the power within the magic which rests within the worl, mainly arcane magic, she supports all magical endeavors done by elves. Her clergy is generally encountered within temples deep within forests, they generally pray to all members of the pantheon and focus most of their attention to Ehlonna.
Obad-Hai: God of Nature, Obad-Hai is master of most of the Elven world. His great wisdom has inspired many Elven Druids and Sages. Specifically, it was Obad-Hai who bestowed upon the Elves the power of Druidry and gave to the Elves a deep reverance for the natural order of the world, and the balance between forces. Generally Obad-Hai has few clerics and is mainly worshipped and preached about by Druids, otherwise any cleric of the Elven Pantheon has knowledge of his teachings.
|
|
|
Post by Jongluer on Dec 11, 2004 9:46:29 GMT -5
Pantheon of The Arcane Arts!
Boccob: The lord of all magic, Boccob is well known for his power in the arcane arts and the fact that he blessed the people of the world with it (mainly dragons and elves, who then passed it on to other races). Boccob and his clergy are well respected for their wealth of knowledge. It is very hard to find a temple to Boccob though, at most Boccob is worshipped at small shrines normally located in a wizard's home, a place of arcane study or of course a Mage's Guild.
Wee Jas: Lady of Magic, Wee Jas is more known among Gnomes and Halflings for blessing them with Arcane Magic, of course she has also been spread to other parts of the world as well, and her power over death has won her many followers that are necromancers. Wee Jas mainly deals in death related magic, not killing but that which resurrects or contacts the dead. Wee Jas' clergy generally deal with the dead (and undead), and those who claim her as their patron often find themselves fascinated with death, magic, and how they relate. A temple to Wee Jas is hard to find, and shrines are also rare, for the most part Temples of Wee Jas are secluded schools in the wilderness.
Turek: Turek is the Arcane Dwarf. He blessed the dwarven people with arcane magic to upstage his family's divine casters. For the most part Turek has little place in most of Dwarven Culture, but in the Fongarth Clan he is very important. Turek has few or no clerics, and is prayed to by those working with arcane forces to augment their powers. Outside of Dwarven Culture he is respected along with the other deities of the Arcane Pantheon though not as much as Boccob or Wee Jas.
|
|
|
Post by Jongluer on Dec 11, 2004 10:13:27 GMT -5
The Pantheon of Champions: The most well known pantheon, this group respects greatness for good or law, in general the group is full of deities who have personal vendettas with certain beings and champion those who fight against them.
Bahamut: Master of all Metallic Dragons, The Platinum Dragon known as Bahamut is known to assist those who are downtrodden and fight thsoe who are evil. His clergy is most known for seeking out those who have done wrong and bringing them to justice. Overall Bahamut is not as well known in the rest of the world as he is in Arthuria, but those who do know his name respect his goals and appreciate his assistance.
Chiesa: Knight of Purity, Chiesa was a man who fought an undying crusade against that which tainted the good of humanity, Lyncanthropes, Half-Orcs, Half-Elves, the Undead, Aberrations, etc. all fell to his two bladed sword. Now as a god, more have taken up his cuase which continues to spread through the lands (some say like a plague) and it has gained much power. For the most part, Chiesa concentrates upon crusading and protecting people, many see this church as a way to become pure and loved, and they will give their lives to this cuase, which is why many feel that this church is so dangerous...
Heironeous: Son of Bahamut, Heironeous holds all chivalric values true. He was born in Arthuria, and when he grew into his prime he ascended to god hood, and spread his tales of chivalry and honor to the world. The people of Arthuria greatly venerated these beliefs and quickly took up his causes (very similar to his father), of searching out evil and protecting that which is good. The clergy follows many laws and practices, but for hte most part their respected for thier martial stance, and their willingness to assist.
Kord: The Champion, Kord represents strength. His followers though hard to find are amazing fighters and arriors known for their strength and battle tactics. Having a flare for battle, his clergy are often seen on the battlefield enhancing their allies strength and occassionaly healing them, this of course is also what they do in civilian areas.
Pelor: The Shining One, Pelor is a champion of all which is good, and the master of healing. He teaches how people must be tended to and the world be kept clean and healthy, not through unending crusades like Chiesa bu through healing magic. Also, Pelor has a firm stance against the undead believing them to have the largest need of healing since they are not living but not dead either. Overall, Pelor's Clergy is well-respected for all of thier views, and are often happy to give healing to those in need.
St. Cuthbert: Master of Retribution, St. Cuthbert is most known for his desire to right the wrongs of the world. These wrongs are often things such as capturing bandits or avenging a well-respected person. Overall St. Cuthbert supports those who are willing to do good or preserve law, and abhors those who do not.
Hextor: Half-Brother of Heironeous and Son of Tiamat, Hextor though not a supporter of good, Hextor does believe in strict discipline and clear chain of command. Hextor strives to bring the world into this through any means necessary, and this is how Hextor became evil. His clergy and followers are considered dangerous becuase of their unerring belief in their cuase, much like Chiesa, Hextor is dangerous becuase of his willingness to do anything. Of course what seperates Hextor from Chiesa, is that he supports cunning, blackmail, and of course mistreatment of subordinates, the term "Keeping lessers under your heel." is taken literally in Hextor's Clergy.
|
|
|
Post by Jongluer on Dec 12, 2004 11:11:20 GMT -5
Pantheon of Shadow...
Olidmarra: The Laughing God is the lord of thieves and shadow (and of course merriment). Olidmarra is mostly known as a patron of song, drink, and sexual escapades, few know that he also assists thieves. Olidmarra supports most if not all thieveries and his clergy often helps hide rogues or rescue them.
Vecna: The Lich King of Secrets, Vecna is not very well known (he is the god of secrets after all). THose who do know him, often know quite a lot. Vecna supports blackmail, information trading, and other suck risky businesses. Vecna's temples are hidden in all the nooks and cranies people can't get too. Vecna's clergy are often involved in mobs and gangs in addition to their cult working.
|
|
|
Post by Jongluer on Dec 27, 2004 22:57:13 GMT -5
So I decided to take a break from writing about religions and the like, and decided to tackle something that I've always wanted to do, build a class formed around use of technology. Despite the total Steam-Punk fashion of it all I decided that in my world where some country's technology level is up to that of the World War 1 era that this would be interesting to see. As a basic thing it is obvious that the largest race and country that has people in this class are the Gnomes of Namfoodle, and then of course humans in Caladon are quite partial to the technology they see the Gnomes wield...
|
|
|
Post by Jongluer on Dec 27, 2004 22:57:25 GMT -5
The Engineer
The pinnacle of technology and advancement, an Engineer is a person who has having shunned magic been able to excel in the fields of science, mainly that of invention. These are the eccentric people who create the most amazing wonders ever seen, everything from the most basic rifles to steam-powered suits of armor fall under the powers of the Engineer.
Adventures: An engineer will go out into the world for a variety of reasons, for the most part though an engineer adventures so as to gain first hand experience with his powerful inventions or of course to gain material for his inventions. Some are of course driven to fight evil (or good in some cases) and of course build their inventions to help aid them in the fight.
Characteristics: Being the leaders of scientific fields via their radical inventions have often been treated as spellcasters by the populous at large though any one can tell that their laws are much stricter than that of magic. An engineer often has a love of combat since this is where most of their inventions get use, though they’ll never cause combat to happen or even charge right in, an engineer doesn’t consider it below him as some wizards, bards, or clerics might.
Alignment: An engineer often leads towards law if they could be said to lean towards anything. Due to the laws of science, an engineer often sees the good of laws, but there are also those who see science and inventing as a spontaneous process very similar to some forms of magic, hence to say that Engineers lean towards one type of alignment is idiotic at best.
Religion: An engineer feels no need to believe in a god, they believe in their own abilities as opposed to the divine powers of the gods. At most an engineer worships a whole pantheon, “Just in case.”<br> Background: An engineer requires a long time to study and attempt things to become proficient in their, selected skills. For the most part, Engineers study at academies and universities or in the laboratories of particular Engineers. Most engineers see each other as comrades in the battle of technology against magic, or as allies in a particular field of study.
Races: Gnomes and Humans are the most likely Engineers due to their inquisitive nature. Half-elves are also fairly common since in some cases the human desire to learn and create will set them upon such a path. Dwarf Engineers are rare but not unheard of sine engineering is very similar to the most well practiced of all Dwarf crafts: smithing.
Other Classes: Engineers can appreciate the time that druids, clerics, wizards, and some fighters (mainly Rangers and Monks) put into their craft. An Engineer does not fare well with a Paladin (and some zealous Clerics) who puts so much faith in their gods and wish to spread and sometimes impose their ideals upon others. Engineers have an extreme dislike for Sorcerers and Favored Souls because they have no value of putting time into something since their powers are completely natural. An Engineer is most comfortable among classes that share a similar history or common ground, wizards and fighters are often an Engineer’s best friends.
Role: An Engineer is often capable to handle most situations though he excels in areas where he can put his knowledge to use, and his inventions to the test, therefore an Engineer’s most common role in a part is to disable traps (or detect and set them off from afar), and offer combative support (via their powerful rifles or steam-powered metal fists).
Abilities: Intelligence is very important to an engineer since it allows them to make better inventions, and applies to most of their class abilities. Also, since an Engineer is limited in their armor selection and have a low hit dice so Dexterity and Constitution are very important. Alignment: Any Hit Dice: d8
Class Skills: Appraise, Concentration, Craft, Disable Device, Heal, Knowledge (architecture and engineering), Knowledge (dungeoneering), Knowledge (geography), Knowledge (history), Open Lock, Profession, Search, and Use Rope. Skill Points at first level: 6+int modifier x 4 Skill Points at each additional level: 6+int modifier
Class Features-
Weapon and Armor Proficiencies: An Engineer is proficient with all simple weapons, and firearms, they can only wear light armor. As a side note, anything the Engineer creates, he is automatically proficient with.
Savant: At level 1, an Engineer chooses one of his class skills to which he will be able to add his Engineer level to as a bonus whenever he makes a skill check involving that skill. He chooses another skill at levels: 5, 10, 15, and 20.
Think on your feet: At level 1, an Engineer gains the ability to improve an attack roll or skill check by 1d4, once per day. This improves to 1d6 at level 10, and 1d8 at level 20. Furthermore, it increases one time per day at levels 4, 8, 12, 16, and 20.
Trap finding/Disable Traps: At level 2, Engineers gain the skill Trap Finding and Disable Trap that is normally granted to Rogues.
Inventing: At level 4, Engineers can begin crafting inventions. Inventions are often made to improve his AC, attack rolls, skill checks, or in some cases his save bonuses. To make an invention an Engineer must have a certain amount of raw material, and spend a turn or two (depending on what the invention does), and may create a makeshift invention via a craft check, this invention lasts the same amount of rounds as the Engineer has levels in the Engineer class, (note: raw materials and craft dc are determined by a DM).
Smart Survival: At level 6, An Engineer has gone through enough battles to know what maneuvering allows him to avoid blows. Therefore, he begins adding his intelligence modifier to his Armor Class.
Minor Invention: At level 8, an Engineer has begun to travel down the road to true inventing, and as such creates one of his many personalized inventions that very few will ever be able to make heads or tails of. A minor invention is normally an improved weapon, or a way for the Engineer to permanently increase the power of certain skills. For good examples of how to increase a weapon’s power, look to weapon related feats. Note a craft roll, raw materials, and time are needed to invent such a thing, all of this is determined by the DM.
Smart Weapon: By ninth level, an Engineer has seen enough combat to use his weapon to its most lethal efficiency and therefore begins to add his intelligence modifier to his attack rolls.
Fast Inventing: At level 11, time for all craft checks, including those made for the Inventing Class Ability is halved.
Invention: At this point (level 12) an Engineer is so far down the road of personal achievement that he must make a Knowledge (Engineering) check to understand other personal inventions (of the minor and regular invention level). The invention created here is normally a lightweight piece of armor, a weapon that deals extra damage, or something to assist with an Engineer’s assorted rolls. Armor: Normally the equivalent of some sort of medium. Weapon: Makes damage one size category larger. Note a craft roll, raw materials, and time are needed to invent such a thing, all of this is determined by the DM.
Natural Inventor: At level 14, inventing has become so natural to an Engineer that all craft rolls gain a bonus equal to half his Engineer level (rounded down).
Major Invention: By level 16 to expect an Engineer to have understandable inventions is ridiculous. Most people do not grasp the ideas of steam-powered mobile armors or using the natural physics of the world to make your aim truer, and your projectiles travel farther and hit harder. Also, an Engineer of this level can create inventions that increase his abilities. Armor: In this situation, an Engineer has built a massive suit of armor, that gives him a +8 armor bonus to AC but nullifies any Dexterity bonus the Engineer had, he also gains a slam attack of1d6. Weapon: Any melee weapon the Engineer creates is made so that it’s strike is assisted by gravity allowing to deal an extra 2d6 damage. Also all range increments of weapons that the Engineer makes increase two fold and gain a 1d4 damage bonus. Note a craft roll, raw materials, and time are needed to invent such a thing, all of this is determined by the DM.
Feat of Engineering: At level 20, an Engineer begins to seem a complete nut, but in this insanity he is able to perform some of the greatest engineering feats known to the world. An Engineer of this level has grown past the need for battle or armor, now he looks towards inventions that take people’s breath away. Airship: With the proper funding an Engineer of this level can build an airship. Submarine: Fast travel across the world and exploration of the depths of the ocean, what more could one want? Automated Legs: Need to run faster? Hop onto a pair of automated legs, this massive contraption that takes up a space equivalent to a large creature, allows the user to gain a speed equal to 60ft, (all normal movement rules apply). Automobile: Build a car, plain and simple. Note a craft roll, raw materials, and time are needed to invent such a thing, all of this is determined by the DM.
A major note all of the Personal Inventing powers are only used once, and it takes time to build such things, for most PCs the construction of such takes a far shorter time than it would for NPCs due to the fact that an adventure is going to have a lot more resources than some random inventor at a university or in a home-run lab.
Base Attack Bonus: 0, 1, 2, 3, 3, 4, 5, 6/1, 6/1, 7/2, 8/3, 9/4, 9/4, 10/5, 11/6/1, 12/7/2, 12/7/2, 13/8/3, 14/9/4, 15/10/5 Fort: 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6. Ref: 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6, Will: 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12
|
|
|
Post by Jongluer on Dec 28, 2004 15:46:32 GMT -5
You know what I say kids, fuck religions, non of your characters are pious anyway, if anyone wants me to continue the religions they can ask, and I'll post them, but otherwise I must now figure out something to do and I have realized something, the history of this world is very sketchy, and the history I have in my head also deals with a lot of iconic monsters like Dragons and Mind Flayers so without further ado, a time line of the world... AGE of MYTHS AND LEGENDS Year: ![???](http://img.photobucket.com/albums/v488/maeglin337/question.jpg) During this time the gods walked the earth beginning the age old battles that are reflected in church rivalries to this very day. The world began to take shape and some of the first beings came upon the land, they were of course Dragons, Mind Flayers, Giants, and Elves. Also, during this time according to the oldest of the Northern Barbarians legends, Humans were building a great Empire far past the Barrier Desert, though nothing has ever corraqborated this story, except that no barbarians were in the north. AGE of EMPIRES Year: 20, 000, 000-10,000 B. S. (Before Settlement) During this great time, the Giants, Dragons, and Mind Flayers built their great Empires. The Giants took the area west of the now Dwarf Hold Mountains, the Dragons held the South East, and the Mind Flayers began to delve into the Underdark and their Non-Material Plane Ventures. The world was supposedly a fountain of arcane magic, in the Domains of these people rose the Dwarves, Gnomes Halflings, Humans, and the High Elves (most commonly known as Elves) rose and began their fledgling ventures into the world. Many often wonder what contributed to the fall of these empires. The most well-known fall of the Great Three (as they are killed), is the Giant Empire, who supposedly waded to far into the magical secrets of the world and unleashed demons upon the world, these Demons ruled in what is now known as Bazavluk for a few centuries before they were expelled by the people who would eventually become the fuedal lords of the country. The Giants angry with each other for the fall of the empire, dispersed and broke the chains of unity that had held them together for so many years. The Mind Flayer's dissappearance is shrouded in secrecy, after enslaving the first Drow (whose own birth is known to few), they made themselves seem as Gods. Some claim that the Mind Flayer were killed by the High Elves so as to weaken the Drow who often commited acts of violence in the name of the Mind Flayers, others claim that the vast spanning Mind Flayer was destroyed from within becuase of control could no longer be kept within it, and others say that they just left to the outer planes to better hold their status as Gods among the Drow, and others say that fearful of their power the Dwarves somehow killed them (Some dwarven scholars claim that the ancient Dwarven Empire of Midgard did this). The Dragon story is an odd one, they slowly began focusing on teaching the new children of the world the secrets they had gleaned, this eventually lead to the mastery of the Arcane arts by the new races, the growth of Psionics and other such technological growth. They continued to hold sway over the country of Arthuria for millenia though they did not call themselves gods, a great many were worshipped in this fashion. Also during the earlier part of this Age some claim the Ancients arrived in the North East and built the great cities of which now all that is left are ruins, Northern Barbarians claim that this is how they arrived in this part of the world, and that the Ancients were members of the great Human Empire, of course knwon believe these oral histories, and the only people who could confirm this are the oldest of Dragons, who of course no longer roost in this area of the planet. THE AGE OF CHANGE (also called the time of switching hands) Years: 10, 000 B.S. to 100 B.S. During this time the new races grew and changed, building their countries and forming the many countries that now dot the land. In the West, the Halflings endured the demons and then the famous Great Twelve expelled the demons and were given control of the country, during this time the class system was established, and fuedalism began. The Gnomes established themselves during this time and began their great quests in the name of Kartalaflink, often attacking the now free Halflings. The Dwarves during this age were already well established and mainly focused on honing their skills and keeping the tradition, they also began their many quests against the Elves. The High Elves, were already referred to as the Elves at this point and they at first were an assortment of independant nations before 4,000 some odd years into this age they finally unified against the Dwarves and began the Elven culture that exists today. The Humans of this time were split in the nation of Arthuria, caught in Dragon-Based factions the people were at constant war, and the Great Wyrms decided that their prescence was doing far more harm than good, they had done nothing but make the humans pawns in their plans and so they decided to leave, but some of the younger dragons did stay to try and teach peace, and the famous Odin, Arthe's Dragon Companion took center stage during this time and he lead the people to peace. Upon Arthe's death bed the young dragons left heading for unknown shores much like the Great Wyrms already had. COMMON AGE Years: 100 B. S. to Present The past thousand years are where the world underwent some of the largest changes. 100 years into this era, the Humans had another civil war and the North was settled, and the countries that now sit their were formed. Arthuria also became a constitutional monarchy, and then a republic. The great engineer Doppler formed his city and began his studies, this also marks the discovery of gunpowder, airships, and other similar inventions. About 8 or 9 centuries into the common age, the Gnomish Civil War began. Only a few decades ago, the Communist Nation of Bazavluk arose and the Halflings have been a military power ever since. Great change has continued throughout this age, and now the world sits preparing to venture into the unknown, in search of the Dragons of Myth, the supposed Human Empire of the Far West, and anything else they happen to find, even now the world sits ready to venture into an Age of Adventure...
|
|