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    Outlining Rules for an RPG Gaming System. Fresh

    Attributes:



    .

    There are 4 base attributes in total, and several secondary Attributes.

    Base Attributes:
    Strength:
    Measures how much equipment you may carry, damage in combat with melee weapons.

    Dexterity:
    Measures ability to dodge attacks of all types, including some spells. Ability to hit with weapons.

    Vitality:
    Measures bonus HP.

    Energy:
    Measures your total mental and Mana.

    Secondary Attributes:

    Damage:
    How much damage you deal.

    Attack Rating:
    Your ability to land hits with a weapon. On a 20 you automatically hit. On a 1 you automatically miss.

    Defense Rating:
    Your ability to reduce damage that hits you.

    Chance to Block:
    Modified by a D100 rolled on a D20 and multiplied by 5. On a 100 you automatically block, on a 5 you automatically fail.

    Character classes:

    Fighter
    Shadow Rogue
    Black Mage
    White Mage
    Blue Mage
    Summoner

    Se below there will be fewer spells types per class, but more variety now.
    Last edited by Wade; July 2nd, 2018, 02:59 PM.

    #2
    This section has been removed and replaced as follows.

    NO Text save until later.
    Last edited by Wade; July 2nd, 2018, 12:25 PM.

    Comment


      #3
      Classes Work In Progress

      Fighter

      Starting Attributes at character level 1.

      Strength: 35
      Dexterity: 20
      Vitality: 35
      Energy: 10

      Damage: +10 (+1 +weapon dmg +1 per 5 Strength +1 per 10 Dexterity).
      Attack Rating: 60 (20 plus 2 per Dexterity).
      Defense: 40 (10 plus 1.5 per Dexterity).

      Life: 144 +4x Vitality, +4x level number.
      Mana: 11 +1x Energy, +1x level number.

      Equipment:
      The Fighter can use all equipment except Mage Focuses and magic Wands.

      Abilities:


      Hulk
      Requires: Level 1
      Passive
      Effect:
      Allows the fighter to equip a two handed weapon as a one handed weapon. Has a 20 point AR penalty and a 20 point Defense Rating penalty. AR improves by 2 per skill level. Defense rating improves by 1 per skill level.


      Brute Strength
      Requires: Level 6
      Passive
      Effect:
      Adds 5 to Strength at skill level 1, Plus 1 per skill level beyond the first.


      Multi-Swing
      Requires: Level 12
      Mana: 3 per use
      Effect:
      Allows to attack with each weapon wielded an extra half attack per round. Improves by half attack per 3 skill levels, rounded down.


      Dual Wield
      Requires: Level 6
      Passive
      Effect:
      Allows attacking with two weapons simultaneously. Each weapon does 75% of normal net damage at skill level 1. Each level improves this by 1%, so if you have enough total levels in Dual Wield, you eventually move out of penalties and into bonuses.


      Bash
      Requires: Level 1
      Mana: 3
      Effect:
      Adds 1d6 damage to your attack and has a 50% chance to knockback when using melee weapons. Damage improves by +1 per skill level beyond the first, and knockback improves by 1% per skill level beyond the first.


      Weapon Focus
      Requires: Level 1
      Passive
      Choose a weapon type.
      Effect:
      You gain +2 to attack rating with the selected weapon type per skill level. And you gain a 5% chance to Critical automatically, with an additional +1% per skill level.


      Shrug Off
      Requires: Level 18
      Mana: 10
      Effect:
      Gains an additional 50HP + 1 hp per skill level for the next 18 seconds. Duration improves by 1 second per skill level beyond the first.


      Natural Resistance
      Requires: Level 6
      Passive
      Effect:
      You gain elemental resistance 15% at skill level 1. Plus 3% per skill level beyond the first. This improves Fire, Cold, Poison, and Lightning resistance, but does not improve other elemental resistances.


      Toughness
      Requires: Level 12
      Passive
      Effect:
      You gain +10 defense rating plus an additional +1 per skill level beyond the first.


      Expert Tactician
      Requires: Level 12
      Passive
      Effect:
      When you and another character are both attacking the same target creature, that creature loses 10 to its defense rating. For each skill level beyond the first, the creature loses another 5 to its defense rating. This does not stack between multiple fighters.


      Berserk
      Requires: Level 24
      Mana: 15
      Effect:
      Temporarily disables defense for the round, but deals 75% bonus damage as magical damage with an attack, and adds 10% to your attack rating. Adds 10% AR per skill level beyond the first and +15% magical damage per skill level beyond the first. Disables 5% less defense per 3 skill levels.


      Whirlwind
      Requires: Level 30
      Mana: 10
      Effect:
      Deals a spinning attack at 3/4th damage as physical per target while lunging forward. Hits all foes in a 2.5 foot radius along a 10 ft long path. Deals an extra 1% damage as Magical per skill level beyond the first.


      Battle Coordination
      Requires: Level 30
      Mana: 5
      Effect:
      For the next 15 seconds you and all of your allies gain 10 AR. Duration improves by 2 seconds per skill level, AR improves by +2 per skill level.


      Intimidate
      Requires: Level 24
      Mana: 10
      Effect:
      You have a 25% chance to intimidate target monster. Doesn't work on Act Bosses. Chance to intimidate improves by 5% per 2 skill levels. Intimidated enemies suffer the following.

      Beat by:
      1-5%: Enemy is stationary for 1 round.
      6%-14%: Enemy flees in terror for 2 rounds.
      15% or more: Enemy falls prone in fear for 3 rounds.



      =============================
      Shadow Rogue:

      Starting Attributes at character level 1.

      Strength: 25
      Dexterity: 35
      Vitality: 25
      Energy: 15

      Damage: +6 (+1 +weapon dmg +1 per 10 Strength +1 per 10 Dexterity)
      Attack Rating: 69 (20 +1.5 per Dexterity).
      Defense: 85 (15 +2 per Dexterity.)

      Life: 78 +3x Vitality, +3x level number.
      Mana: 32 +2x Energy, +2x level number.

      Abilities:

      Backstab
      Requires: Character level 1, max 20 base skills
      Passive.
      Effect:
      At first level adds +1d6 to damage against a defenseless foe (back, sleeping, slowed, entangled, etc).
      Each additional level adds 1 "pip" of damage, so at level 4 deals +2d6 and level 5 deals +2d6+1, etc. This works with Daggers, Short Swords, broken glass bottles, Short Bows, Cross Bows, and Wands (both melee and ranged attacks)


      Precise Strike
      Passive
      Requires: Character level 30, max 20 base skills
      Effect:
      When your attacks would be blocked by a defender, you get a second simplified roll to overcome blocking, unless the enemy rolled a natural 20. Roll a D20 then add your Precise Strike skill level to it. If this value is bigger than 1d20+10, you land the hit anyway. You cannot overcome a natural 20 block.


      Hide In Shadows
      Requires: Level 1
      Mana: 20
      Effect:
      You can hide in shadowed terrain, allowing to set up easy backstabbing. Difficulty is 15. Roll 1d20+ Skill level to overcome the difficulty of hiding in shadowed terrain.

      Overcome Roll by:
      0-5: Hidden, but the enemies saw you hide.
      6-10: Hidden
      11+: Concealed, but enemies think they still see you (Defenseless)


      Shadow Meld
      Requires: Level 30
      Passive
      Effect:
      For each skill point invested here, the mana cost of Hide in Shadows decreases by 1 and you add an additional 0.5, rounded down, to your Hide in Shadows roll.


      Fiendish Attributes
      Passive
      Requires; Level 30
      Effect:
      At skill level 1 you gain +3 Attribute points to Dexterity and Energy. At every level thereafter you gain +1 Attribute to Dexterity and Energy.


      Fiendish Resilience
      Passive
      Requires: Level 18
      Effect:
      You gain damage reduction 2 overcome only by Cold Iron. for every 3 skill levels thereafter, you gain an additional 1 damage reduction.


      Imbue Arrow
      Requires: Level 12
      Mana: 10 per arrow.
      Effect:
      When wielding a bow or crossbow you may add necromantic power to the attack. This adds Cold damage of 1 per skill level to the attack. This damage ignores the first 25% of cold resistance. This damage stacks with backstab damage.


      Seeking Arrow
      Requires Level 18, Imbue Arrow
      Mana: 15 per Arrow
      Effect:
      Fires an arrow which cannot miss. Mana cost is decreased by 0.5 per skill level. Stacks with Backstab when appropriate.


      Draining Arrow
      Requires Level 24
      Mana: 20 per arrow, minus 1 per 3 skill levels.
      Effect:
      If your next ranged attack hits, you gain life equal to the damage dealt.


      Death Arrow
      Requires: Level 30
      Mana: 30
      Effect:
      Your next attack has a 50% chance to kill the target instantly. Doesn't work against Death Immune enemies. Even if the attack does not work, damage is still dealt normally. Chance to kill goes up by 5% per three skill levels.


      Poison Dagger
      Requires: Level 1
      Mana: 15
      Effect:
      Your next attack delivers 1d8+8 poison damage plus 2 per skill level beyond the first. Then the victim suffers a further poison damage using the same scale each round for the next 10 rounds.


      Uncanny Dodge
      Requires: Level 12
      Passive
      Effect:
      Provides an 20% chance to dodge Melee attacks while standing still or attacking. Chance to dodge improves by 2.5% per skill level.


      Deflect Missiles
      Requires: Level 18, Uncanny Dodge
      Passive
      Effect:
      Provides a 20% chance to dodge missile attacks at all times. Chance to dodge improves by 2.5% per skill level. This does not dodge magical attacks or other elemental attacks.


      Reflex Save
      Requires: Level 18, Uncanny Dodge
      Mana: 10
      Effect:
      This is a free action as long as you have 10 mana. When the Rogue would be hit by an enemy spell, he is allowed a Reflex save. Roll a D20 and add your skill level to it. The difficulty is 15 plus the skill level of the attacking spell. If you beat the difficulty, you take only half damage from the spell.



      =============================
      Black Mage:

      Starting Attributes at character level 1.

      Strength: 15
      Dexterity: 30
      Vitality: 20
      Energy: 35

      Damage: +4 (+1 +weapon dmg +1 per 15 Strength +1 per 15 Dexterity)
      Attack Rating: 40 (10 plus 1 per Dexterity).
      Defense: 40 (10 plus 1 per Dexterity.)

      Life: 42 +2x Vitality, +2x level number.
      Mana: 108 +3x Energy, +3x level number.

      Abilities:


      Magic Missile
      Requires: Level 1
      Mana: 3
      Effect:
      Fires a magic missile at the target enemy, dealing 1d4+1 damage. This missile can't miss. An additional missile is fired per every three skill levels of the caster. Some monsters are immune or highly resistant to magic missiles.


      Fire Bolt
      Requires Level 1
      Mana: 10
      Effect:
      Hits the target with 5d6 fire damage. Mana Cost is reduced by 1 per 3 skill levels of the caster.


      Ice Shard
      Requires Level 6
      Mana: 15
      Effect:
      Hits the target with 5d6 Ice damage. Mana cost is reduced by 1 per 3 skill levels of the caster.


      Missile Storm
      Requires Level 6, Magic Missile.
      Mana: 10
      Effect:
      Hits every enemy in sight radius with a missile. Hits the closest enemy with 1 additional missile per skill level beyond the first. Each missile deals 1d6 damage, and the missiles cannot miss. A further additional missile is fired for every 5 skill levels in Magic Missile. Some monsters are immune or resistant to magic missile.


      Energy Shield
      Requires Level 12
      Mana: 30
      Effect:
      50% of damage received goes to mana. Activation cost reduced by 1 per 2 skill levels. Shield becomes 5% more efficient per 4 skill levels.


      Lightning Bolt
      Requires: Level 12, Missile Storm
      Mana: 20
      Effect:
      Hits all enemies in a straight line (bounces one time when hitting a wall or obstacle). Damage is 5d6 Lightning damage per target. Damage improves by 1 point per skill level. No maximum range.


      Stone Skin
      Requires: Level 18
      Mana: 15
      Effect:
      Produces 1 stone skin at level 1, plus 1 additional skin per 3 Skill levels. Duration 180 seconds plus 1 round per level of the skill. When struck instead of taking damage, 1 skin is removed by normal weapons, 2 skins are removed by Magical weapons or Adamant Weapons, 3 skins are removed if the weapon is both magical and Adamant.


      Chain Lightning
      Requires: Level 18, Lightning Bolt
      Mana: 40
      Effect:
      Hits all enemies in sight radius for 10d6 Lightning damage per target. Damage improves by 1 point per skill level, no maximum range.


      Frozen Orb
      Requires: Level 18, Ice Shard.
      Mana: 30
      Effect:
      Hits the target with 10d6 Ice damage and the damage pierces 25% resistance. (Negative resistance deals bonus damage). Mana Cost reduced by 1 per 4 skill levels of the caster.


      Poison Arrows
      Requires: Level 18, Ice Shard
      Mana: 10
      Effect:
      Hits the target with a poison arrow for 1d6 physical damage and 2d6 poison damage. Poison continues for the next 2 rounds dealing 2d6 poison damage per round. Every 4th level gains an additional arrow per casting.


      Break
      Requires: Level 24
      Mana: 15
      Effect:
      Has a 50% chance to petrify the victim, plus 5% per three skill levels beyond the first. Some monsters, including Act Bosses, are immune.


      Drain
      Requires: Level 24
      Mana: 10
      Effect:
      Steals 20 life from the victim. Steals an additional 2 life per skill level beyond the first.


      Osmose
      Requires: Level 30
      Mana: 5
      Effect:
      Steals 20 mana from the victim. Steals an additional 2 mana per skill level beyond the first.


      Stop
      Requires: Level 30
      Mana: 20
      Effect:
      Freezes time for the victim. Duration 6 seconds, plus 1 second per skill level beyond the first. Some enemies are immune or partially immune.


      Flame Arrows
      Requires: Level 30, Poison Arrows
      Mana: 20
      Effect:
      Hits the target with a Flame arrow for 1d6 physical damage and 4d6 fire damage. Fire continues for the next 2 rounds dealing 4d6 fire damage per round. Every 3rd level gains an additional arrow per casting.


      Energy Immunity
      Requires: Level 30, Stone Skin
      Mana: 30
      Effect:
      You are immune to magical and elemental attacks of skill levels 1 and below for the next 180 seconds. Duration improves 6 seconds per additional skill level. Energy Immunity does not protect from the Dispel Spell.

      Additional skill points protect As the following:

      1-5: Level 1 Spells
      6-11: Level 6 Spells
      12-17: Level 12 Spells
      18: 23: Level 18 Spells
      24 - 29: Level 24 Spells
      30+: Level 30 Spells.


      Dispel
      Requires: Level 30
      Mana: 10
      Effect
      Removes 1 buff from target creature if you successfully roll against them. The roll is 1d20 + 1 per skill level of Dispel vs 1d20 + skill level of the buff being Dispelled. If you roll higher the attempt is successful.


      Scribe Scroll or Wand
      Requires: Level 30
      Mana: 20
      Effect:
      The Black Mage is able to store a spell in a Scroll or Wand. This takes 24 hours, reduced by 10 minutes per additional skill level of Scribe Scroll or Wand.

      The Gold cost for a Scroll is 50GP per level of the spell. Wands are extremely expensive, and cost 50 times as much Gold as does a Scroll. The Experience Cost is 100XP per level of the spell.

      There are two types of Wands: One which is created with 10 total Charges, and one which is created with 1 charge per day. They cost the same to make.

      =============================
      Blue Mage:

      Starting Attributes at character level 1.

      Strength: 25
      Dexterity: 25
      Vitality: 25
      Energy: 25

      Damage: +5 (+1 +weapon dmg +1 per 10 Strength +1 per 10 Dexterity)
      Attack Rating: 52 (15 plus 1.5 per Dexterity).
      Defense: 52 (15 plus 1.5 per Dexterity.)

      Life: 78 +3x Vitality, +3x level number.
      Mana: 52 +2x Energy, +2x level number.

      Equipment:
      All Black and White Mage gear, plus Short Swords and Small Shields.

      Abilities:

      Goblin Punch
      Requires: Level 1
      Mana Cost: 5
      Effect:
      Hits a single target enemy for 20 damage Plus 1 per skill point beyond the first. If the target's character level shares a common denominator with the caster, the damage is doubled. This attack can be cast at any range.


      Discord
      Requires: Level 1
      Mana Cost: 10
      Effect:
      Halves the character level and skill level of the target for the next 18 seconds, round half-levels UP. Duration improves 1 second per skill beyond the first. Discord does not work on Instant Death Immune enemies.


      White Wind
      Requires: Level 6
      Mana Cost: 20
      Effect:
      Heals party members and minions by an amount equal to half your remaining life. Efficiency goes up 5% per skill level.


      Aero
      Requires: Level 6
      Mana Cost: 20
      Effect:
      Hits all enemies in 5 foot sight radius with 1d10+10 Wind damage, +5 wind damage per additional skill level. Secondly deals a Gravity damage of 10% of the victim's remaining life. Only works once on "Act Bosses" because they Adapt to Gravity. Radius of effect goes up 1 foot per additional skill level.


      Town Portal
      Requires: Level 18
      Mana Cost: 30
      Effect:
      Creates a town portal to your most recent town. Mana Cost goes down by 1 point per 3 skill levels.


      Waypoint
      Requires: Level 24, at least 1 skill in Town Portal.
      Mana Cost: 30
      Effect:
      Creates a Waypoint on Odd uses. On Even uses teleports the caster to the Waypoint. Mana cost goes down 1 point per 4 skill levels.


      Revenge Blast
      Requires: Level 30
      Mana Cost: 5
      Effect:
      Deals damage to target creature equal to your missing life. If this kills the creature you also gain that much life.


      Level 5 Death
      Requires: Level 30
      Mana Cost: 30
      Effect
      Hits all enemies which are a multiple of level 5 in a 5 foot sight radius with Death. Radius improves a one foot per skill level. Works on Death Immune enemies too, except "Act Bosses".


      Shadow Flare
      Requires: Level 24
      Mana Cost: 20
      Effect:
      First, Shadow Flare deals fire damage of 1d20 + 20 at level 1, + 1d10 per additional skill level.
      Secondly, if the victim survives the Fire damage, they take Gravity damage equal to 1/3rd of their remaining life. This second effect only works once on Act Bosses because they "adapt" to Gravity.


      Level 4 Flare
      Requires: Level 18
      Mana Cost: 25
      Effect:
      Hits all enemies which are a multiple of Level 4 in a 5 foot radius with 1d20 + 20 at spell level 1 + 10 per additional skill level. This is fire damage. Deals half damage to Act Bosses even if they are a multiple of level 4. Radius improves 1 foot per additional skill level.


      Level 3 Confuse
      Requires: Level 12
      Mana Cost: 15
      Effect:
      Hits all enemies which are a multiple of Level 3 in a 5 foot radius with confusion. This works even on confusion immune monsters, but does not work on "Act Bosses" nor "unique" bosses. Radius improves 1 foot per additional skill level.


      Ice Shield
      Requires: Level 1
      Mana Cost: 15
      Effect:
      Improves your Defense by + 1d10 +10 + another 1 per skill level. Duration is 180 seconds, + 10 seconds per skill level beyond the first. Enemies striking you or passing through the shield take 1d8 + 8 cold damage, and the damage pierces the first 50% of Cold Resistance.


      Quasar
      Requires: Level 30, Aero, Level 4 Flare
      Mana Cost: 30
      Effect:
      Summons a microscopic black hole to de-orbit meteors to attack your enemies with physical damage and Gravity damage. Deals 1d20+20 +1d10 per skill level beyond the first as physical damage to all enemies, then deals 1/6th of their remaining life in Gravity damage. Doesn't hit boss enemies with Gravity damage.


      =============================
      White Mage:

      Starting Attributes at character level 1.

      Strength: 15
      Dexterity: 25
      Vitality: 25
      Energy: 35

      Damage: +4 (+1 +weapon dmg +1per 10 Strength +1 per 10 Dexterity)
      Attack Rating: 42 (15 plus 1.5 per Dexterity).
      Defense: 42 (15 plus 1.5 per Dexterity).

      Life: 78 +3x Vitality, +3x level number.
      Mana: 72 +2x Energy, +2x level number.

      Abilities:


      Heal
      Requires: Level 1
      Mana Cost: 10
      Efffect:
      Restores 1d20+20 life. Restores an additional 10 life per skill level beyond the first.


      Slow
      Requires: Level 1
      Mana Cost: 10
      Effect:
      Slows the targeted unit by 33%. That unit suffers a 33% point penalty to AR and DR for the next 30 seconds. Also loses a half attack per round. Cannot reduce a character below a half attack. Penalty improves by 1 point per additional skill point, and duration improves by 1 second per additional skill point. A slowed creature also suffers a critical miss on a 2 in addition to the usual Critical Miss on a 1.


      Haste
      Requires: Level 6, Slow
      Mana Cost: 20
      Effect:
      Improves the targets movement by 33% (Counters Slow exactly). The unit gains 33% point bonus to AR and DR for the next 30 seconds. Also gains an extra half attack per round. Bonus improves by 1 point per additional skill point, and duration improves by 1 second per additional skill point. A Hasted creature also has his Critical Hit threshold improved by 1.


      Blink
      Requires: Level 6
      Mana Cost: 15
      Effect:
      Creates two mirror images of the target. The mirror images are always struck first by enemies. Mana cost improves by 1 per 2 skill levels beyond the first.


      Protect
      Requires: Level 12
      Mana Cost: 10
      Effect:
      Reduces all physical damage to the target by 33% for the next three minutes. Efficiency improves by 2% per skill level beyond the first. Duration improves 1 round per skill level beyond the first.


      Barrier
      Requires: Level 12
      Mana Cost: 15
      Effect:
      Reduces all Magical and Elemental damage to the target by 33% for the next three minutes. Efficiency improves by 2% per skill level beyond the first. Duration improves 1 round per skill level beyond the first.


      Holy Elemental
      Requires: Level 24, Heal Other
      Mana Cost: 20
      Effect:
      Deals 1d20 + 20 Holy damage to a single target. Plus 10 damage per skill level beyond the first. Deals double damage to undead.


      Omni-Casting
      Requires: Level 24, Heal
      Passive / Meta-Magic
      Mana: Adds 20 to mana cost of any single target spell.
      Effect:
      Single target spells can target all legal targets. Mana cost is reduced by 1 per 2 skill levels.


      Hold:
      Requires: Level 30, Slow 2, Haste 2
      Mana: 20
      Effect:
      Paralyzes the victim for the next 6 seconds. Duration improves 1 second per skill level beyond the first.


      Slow 2
      Requires: Level 24, Slow
      Mana Cost: 20
      Effect:
      Slows the targeted units in an 10 foot radius by 33%. That unit suffers a 33% point penalty to AR and DR for the next 30 seconds. Also loses a full attack per round. Cannot reduce a character below a half attack. Penalty improves by 1 point per additional skill point, and duration improves by 1 second per additional skill point. A slowed creature also suffers a critical miss on a 2 in addition to the usual Critical Miss on a 1.


      Libra
      Requires Level 18
      Mana Cost: 10
      Effect:
      Can see the weaknesses and strengths of a target enemy spelled out in magical runes.


      Reflect
      Requires: Level 18
      Mana Cost: 20
      Effect:
      Reflects magical attacks against the target back at the original caster. Does not reflect the Dispel Spell. Duration is 180 seconds plus 6 seconds per level of the skill.


      Haste 2
      Requires: Level 24, Haste
      Mana Cost: 30
      Effect:
      Improves the targets movement in a 10 foot radius by 33% (Counters Slow exactly). The unit gains 33% point bonus to AR and DR for the next 30 seconds. Also gains a full extra attack per round. Bonus improves by 1 point per additional skill point, and duration improves by 1 second per additional skill point. A Hasted creature also has his Critical Hit threshold improved by 1.


      Absolute Immunity
      Requires: Level 30, Protect
      Mana Cost: 25
      Effect
      Fore the next 18 seconds you are immune to weapons of +4 enchantment or below. Duration improves by 1 seconds per skill level. This is the same as the Shadow Warlock Spell Absolute Immunity.


      Mass Heal
      Requires: Level 30, Heal Other
      Mana Cost: 30
      Heals all allies and minions by 1d20+20, plus 1 per skill level beyond the first. Mana Cost improves by 1 per 3 skill levels beyond the first.


      =============================
      Summoner

      Starting Attributes at character level 1.

      Strength: 15
      Dexterity: 30
      Vitality: 20
      Energy: 35

      Damage: +4 (+1 +weapon dmg +1 per 15 Strength +1 per 15 Dexterity)
      Attack Rating: 40 (10 plus 1 per Dexterity).
      Defense: 40 (10 plus 1 per Dexterity).

      Life: 42 +2x Vitality, +2x level number.
      Mana: 108 +3x Energy, +3x level number.

      NOTE:
      there is now no limit to how many Summons the Summoner can control simultaneously.
      Summoners can use the special Whip weapon class.


      Summon Wolf
      Requires: Level 1
      Mana: 5
      Effect:
      Summons a Spirit Wolf to fight for you. The Wolf starts with 40HP, and minion attacks rules. HP improves by 2 per skill level and damage improves as 1 per 4 skill levels.


      Lightning Orb
      Requires: Level 1
      Mana: 5
      Effect:
      Hurls an orb of Lightning, dealing 5d4+5 damage to the target. Damage improves by 1 point per skill level.


      Mislead
      Requires: Level 6
      Mana: 10
      Effect:
      Produces a mirror image of yourself. There is a 50% chance to deceive enemies into attacking the mirror image. If the copy is struck it is dispelled. If you are struck all copies are dispelled. Creates 2 images at skill level 1, plus 1 image for every 2 skill levels thereafter. Duration 180 seconds plus 1 round per skill level beyond the first.


      Raise Skeleton
      Requires: Level 6
      Mana: 15
      Effect:
      Summons a skeleton with minion attack rules and 90 HP. Gains 3HP per skill level beyond the first and +1 damage per skill level beyond the first.


      Raise Skeletal Mage
      Requires: Level 12, Raise Skeleton.
      Mana: 20
      Effect:
      Summons a Skeletal Mage with minion attack rules and 100HP. Gains 4HP per skill level beyond the first, and 1 damage per level beyond the first.

      The Mage attacks with a random elemental attack from among: Fire, Cold, Lightning, Poison.


      Heal Minions
      Requires: Level 12
      Mana: 10
      Effect:
      Heals target minion by 1d10+10 HP, plus 2 HP per skill level.


      Project Image
      Requires: Level 18, Mislead
      Mana: 20
      Effect:
      You are invisible, but there is a phantom image of yourself. When you cast spells it appears as though the double is casting the spells instead. Duration 180 seconds plus 1 round per skill level beyond the first.


      Piercing Flare
      Requires: Level 18
      Mana: 20
      Effect
      Deals 1d20 + 20 Fire damage to a single target. Plus 10 damage per skill level beyond first. Pierces 25% Fire Resistance, plus another 1% per skill level beyond the first.


      Mass Teleport
      Requires: Level 24
      Mana: 20
      Effect:
      Teleports to line of sight. Cost is reduced by 1 per 2 skill levels beyond the first.


      Mass Heal Minions
      Requires: Level 24
      Mana: 20
      Effect:
      Heals all minions by 1d10+10 HP, plus 1 HP per skill level.


      Simulacrum
      Requires: Level 30, Project Image
      Mana: 30
      Effect:
      A true clone of yourself is created with 60% of your stats and 60% of your skill levels. Duration 180 seconds plus 1 round per skill level beyond the first. you may only have 1 Simulacrum active at a time, however, the Simulacrum can cast a 60% Projected Image or Mislead.


      Mega Flare
      Requires: Level 30, Flare
      Mana: 40
      Effect:
      Hits all enemies in Sight Radius with piercing fire damage. 2d20 + 20 damage, plus 10 damage per skill level of the caster. Mana Cost is reduced by 1 point per 3 skill levels.


      =============================
      Paladin

      Starting Attributes at character level 1.

      Strength: 30
      Dexterity: 20
      Vitality: 30
      Energy: 20

      Damage: +9 (+1 +weapon dmg +1 per 5 Strength +1 per 10 Dexterity).
      Attack Rating: 60 (20 +2 per Dexterity).
      Defense: 40 (10 +1.5 per Dexterity.)

      Life: 124 +4x Vitality, +4x level number.
      Mana: 21 +1x Energy, +1x level number.

      Equipment:
      The Paladin can use all equipment except Mage Focuses and magic Wands.

      Abilities:


      Holy Bolt
      Requires: Level 1
      Mana: 5
      Effect:
      Deals 5d4 damage to Undead, or heals a living ally by the same amount. Counts as a +2 weapon to determine what it can hit and damage. Deals an extra 1 damage or heals by an extra 1 per skill level beyond the first.


      Favored Enemy
      Requires: Level 1.
      Passive
      Effect:
      You gain +20 AR against your Favored Enemy. You choose a favored enemy at skill level 1, and another favored enemy every 5th level thereafter. You only choose new favored enemies per base skill level, so you cannot have more than 5 favored enemies. Bonus improves by +5 per skill level beyond the first.


      Favored Defense
      Requires: Level 6, Favored Enemy
      Passive
      Effect:
      You gain +10 Defense Rating against your Favored Enemy(es). Bonus improves by +2 per skill level beyond the first.


      Grace
      Requires: Level 6
      Mana Cost: 10 to active, plus 1 per round while active.
      Aura: Activated.
      Effect:
      Allies in the area of 10ft radius are immune to Critical Hits. Radius improves by 1 foot per skill level beyond the first.


      Spirit Link
      Requires: Level 12
      Mana Cost: 15
      Effect
      For the next 180 seconds, the paladin redirects 50% of damage from target creature to himself. This damage is reduced by 1 point at skill level 1. Duration improves by 6 seconds per skill level after the first. Damage reduction improves by 1 at level 5 plus another 1 for every 5th level thereafter.


      Blessed Hammer
      Requires: Level 12
      Mana Cost: 15
      Effect:
      Creates a magical one-handed hammer to wield in combat. Duration is one hour plus one half hour per level of the skill.

      Hammer does Divine damage and Crushing damage @ skill level is considered Fire damage for damaging Trolls:
      Level 1-5 : 1d6 +1
      Level 6-9: 1d6 +2
      Level 10-14: 1d8 +3
      Level 15-19: 1d8 +4
      Level 20-24: 1d10 +5 (50% chance to slay undead or shadow on Striking)
      Level 25-29: 1d10 +6 (55% chance to slay undead or shadow on Striking)
      Level 30-34: 1d12 +7 (60% chance to slay undead or shadow on Striking)
      Level 35-39: 1d12 +8 (65% chance to slay undead or shadow on Striking)
      Level 40-44: 1d20 +9 (70% chance to slay undead or shadow on Striking)
      Level 45+ : 1d20 +10 (75% chance to slay undead or shadow on Striking)


      Divine Will
      Requires: Level 18
      Passive
      Effect:
      Reduces the duration of Hold and Stop spells against yourself and allies in sight radius by 3 seconds. Each additional skill level reduces the duration by 0.5 seconds.


      Ragnarok
      Requires: Level 24
      Mana Cost: 20
      Effect:
      Adds your Energy Attribute to the damage of your next Melee attack. Damage improves by +1 per skill level. This is Divine Damage and can't be prevented or reduced.


      Draw Upon Holy Might
      Requires: Level 18, Grace.
      Mana Cost: 20
      Effect:
      For the next three minutes you gain +5 to Strength, Dexterity, and Vitality. Duration improves by 6 seconds per additional skill level. Bonus improves by +1 per additional skill level.


      Divine Shield
      Requires: Level 24
      Passive
      Effect:
      The Paladin gains 3 Damage Reduction against Physical attacks while equipping a Shield. Bonus improves by 0.5 points per skill level.


      Divine Barrier
      Requires: Level 30
      Passive
      Effect
      The Paladin gains 3 Elemental/Magical Damage Reduction. Bonus improves by 0.5 points per skill level.


      Divine Eclipse
      Requires: Level 30
      Mana: 25
      Effect:
      Creates a magical sword which rains down from the heavens on your foes. Creates 1 magical sword at level 1 plus another magical sword at level 5 and every 5th level thereafter. The swords are +1 at skill level 1, and enhancement improves by +1 at 5th skill level and for every 5 levels thereafter. Enemies struck by a sword are Time Stopped for 3 seconds plus a half-second per skill level. Each sword uses a ranged attack, and there is no limit to how many swords can be made, based on skill level.


      =============================
      Geomancer:

      Starting Attributes at character level 1.

      Strength: 25
      Dexterity: 35
      Vitality: 25
      Energy: 15

      Damage: 1 plus weapon dmg + 1 per 10 Strength + 1 per 10 Dexterity
      Attack Rating: 20 plus 1.5 per Dexterity.
      Defense: 15 plus 2 per Dexterity.

      Life: 78 +3x Vitality, +3x level number.
      Mana: 32 +2x Energy, +2x level number.


      Abilities:


      Pathfinding
      Reqires: Level 1
      Passive
      Effect:
      The Geomancer is one with the land. He has a 55% bonus to chance to find the correct path when exploring, so if in a situation that is normally 50/50, he instead has a 105% chance of finding the correct path. If guessing between 3 directions, he would have an 88% chance of making the correct decision, and so on. This improves by 1% per skill level beyond the first.


      Stone Meld
      Requires: Level 1
      Mana: 20
      Effect:
      The Geomancer may teleport to any location he has visited in the past. This ability cannot be used while effected by the "Float" spell. Mana cost improves by 1 per 4 skill levels.


      Empowerer
      Requires: Level 6
      Mana: 1
      Effect:
      The Geomancer absorbs life energy and mana energy from the environment. At skill level 1, this is 10 life and 5 mana per round. This improves by 1 life and 0.5 mana per round per additional skill level.


      Entangling Treant
      Requires: Level 6
      Mana: 10
      Effect:
      The targeted tree becomes sentient for the next 3 seconds, and entangles another target creature. The duration improves by 0.5 seconds per skill level beyond the first. The Treant's Strength is 30 initially, but improves by 2.5 per skill level.


      Brew Potion
      Requires: Level 12
      Mana: 15
      Gold Cost: 75% of the shop Gold cost
      Experience cost: 10% of the Shop Gold cost.
      Effect:
      Produces a potion of any type that may be purchased in a shop, except Elixers. The Gold cost goes down by 1% per skill level. The potion is a normal potion and may be given or traded to other players. Mixing a potion requires 1 hour at skill level 1, reduced by 1 minute per skill level after the first level.


      Clay Golem
      Requires: Level 12
      Mana: 20
      Effect:
      Summons a 100HP Clay Golem to fight for you. The Golem uses an 1d8 Fist to attack and uses simplified Minion attack rules. With each additional skill level, the Golem gains 5HP. At 5th level and every 5 levels thereafter, the Golem's fist weapon improves by +1 level of enhancement.


      Stun Bolt
      Requires: Level 18
      Mana: 20
      Effect:
      Paralyzes the target foe for 3 seconds, plus 0.5 seconds per additional skill level. The foe also suffers 5d4 Lightning damage.


      Weakness
      Requires: Level 18
      Mana: 20
      Effect:
      Target foe loses resistance to a single element of the Geomancer's choice. For every 6 skill levels beyond the first, you may choose an additional weakness.


      Float
      Requires: Level 24
      Mana: 10
      Effect:
      May be multi-target casted. The effected creatures gain Flying for the next 24 hours. This makes them Immune to the Quake spell.


      Graviga
      Requires: Level 24
      Mana: 20
      Effect:
      The victim's life is reduced by 50%, plus 1% per skill level beyond the first. This is instead reduced by 25% against "Act Bosses", and can't hit such bosses more than once per game..


      Quake
      Requires: Level 30
      Mana: 30
      Effect:
      Produces an Earthquake which damages all non-flying creatures in a 30 foot radius as 1d20+20 damage. The damage improves by 10 points per skill level, and the radius improves by 1 foot per skill level.


      Shadow Mix
      Requires: Level 30
      Mana: 20
      Gold Cost: 75% of Shop price or more, depends on GM discretion.
      Experience cost: 75% of Shop price or more, depends on GM discretion.
      Effect:
      The Geomancer may produce extremely rare potions and Elixers and scrolls by mixing ingredients he finds while journey. This requires a full day per potion, reduced by 10 minutes per skill level. The Gold and Experience costs are reduced by skill leve. Must have the correct reagents, or risks producing a dangerous cocktail. Chance to produce a poisonous potion goes down by 1% per skill level beyond the first.

      Missing 1 ingredient: 75% chance to create a poisonous potion.
      Missing 2 ingredients: 100% chance to create a poisonous potion.


      Craft Magical Item
      Requires: Level 30
      Mana: 25
      Gold Cost: 75% of shop price or more, depends on GM discretion.
      Experience Cost: 75% of shop price or more.
      Effect:
      Adds magical enhancements to a weapon or armor piece. a Full week is required when crafting an item. This is reduced by 2 hours per skill level. Gold cost and Experience cost Improves by 1% per skill level.

      Level : Bonus
      1 : +1
      10: +2
      20: +3
      30: +4
      40: +5 (Two handed weapons only)

      May also add elemental damage, "Keen", Improved Criticals and other bonuses at GM discretion.


      =============================
      Half-Esper:

      Starting Attributes at character level 1.

      Strength: 25
      Dexterity: 35
      Vitality: 25
      Energy: 15

      Damage: 1 plus weapon dmg + 1 per 10 Strength + 1 per 10 Dexterity
      Attack Rating: 20 plus 1.5 per Dexterity.
      Defense: 15 plus 2 per Dexterity.

      Life: 78 +3x Vitality, +3x level number.
      Mana: 32 +2x Energy, +2x level number.

      Abilities:

      Trance
      Requires: Level 1
      Mana: 10 to activate, 1 per round to maintain.
      Effect:
      Activated as a free action. While Tranced, the mana cost of other spells is reduced by 5 per spell, and the spells do 5 bonus damage plus 1 bonus damage per further skill point in Trance. The Tranced Character is also partially Ethereal, and takes only half damage from Physical attacks.


      Fire Orb
      Requires: Level 1
      Mana: 6 to cast.
      Effect:
      Deals 5d4 Fire damage to a single enemy. Requires a ranged attack roll. The Fire damage pierces the first 25% of enemy Fire resistance if cast while Tranced. This does bonus damage if this reduces them to negative resistance. There is a +1 damage bonus per point in the skill.


      Esuna
      Requires: Level 6
      Mana: 20
      Effect:
      Removes all debuffs from a target friendly creature.


      Raise
      Requires: Level 6
      Mana: 30
      Effect:
      Restores a target corpse to life with 5% HP. Cost improves by 0.5 mana per skill level beyond the first. Life Improves by 5% per 3 skill levels beyond the first.


      Cold Orb
      Requires: Level 12
      Mana: 10 to cast
      Effect
      Deals 10d4 Cold damage to a single enemy. Requires a ranged attack roll. The cold damage pierces to the first 25% of enemy Cold resistance by default, and pierces another 25% of cold resistance if cast while Tranced. This does bonus damage if this reduces the target to negative resistance. There is a +2 damage bonus per point in the skill.


      Unsummon
      Requires: Level 12
      Mana: 10 to cast.
      Effect:
      Exiles 100Life, rounded up, worth of monsters. Exiles an additional 10 life worth of monsters per skill level beyond the first.


      Polymorph: Other
      Requires: Level 18
      Mana: 20
      Effect:
      Transforms the victim into a white rabbit for the next 6 seconds, plus 1 second per skill level beyond the first.


      Polymorph: Self
      Requires: Level 18, Polymorph: Other.
      Mana: 20
      Effect:
      Transforms the caster into one of the following:

      Level 1-9: Mustard Jelly (Immune Poison, +1 attack)
      Level 10-19: Troll (regenerates, +2 weapon)
      Level 20-29: Werewolf (regenerates, +3 weapon, DR -5/Alchemical Silver)
      Level 30-39: Mind Flayer (Devour Brain, +4 weapon)
      Level 40+: Giant Golem (Immune to Poison and Acide, Regenerates, +5 Weapon)

      Duration is 180 seconds, plus 6 seconds per skill level of the caster.


      Banish
      Requires: Level 24
      Mana: 20 to cast
      Effect:
      Exiles all enemy summons to another dimension. Mana cost is 0.5 less per two skill levels in the spell.


      Sapphire Ray
      Requires: Level 24
      Mana: 20
      Effect
      Deals 1d20+20, Plus 10 per skill level beyond the first, as Water damage to a single target.


      Absorb Magic
      Requires: Level 30
      Activated, no Mana Cost. Requires 6 seconds to activate.
      Effect:
      Once activated, absorbs the next single-target spell any enemy casts, giving the Mana to the Half-Esper.


      Ultima
      Requires: Level 30
      Mana: 30
      Effect:
      Deals 1d20+20 Lightning damage to all enemies in sight radius, plus 10 damage per skill level. This pierces the first 25% of Lightning resistance by default. Pierces another 25% of resistance if cast while Tranced.


      Life Line
      Requires: Level 30
      Mana: 50
      Effect:
      Creates a protective shield on the target creature for the next hour, plus one minute per skill level of the caster beyond the first level. The next time the enchanted creature would die, it is resurrected with 10% life. Life improves by +1% per skill level beyond the first.


      =============================
      Half-Dragon:

      Starting Attributes at character level 1.

      Strength: 25
      Dexterity: 35
      Vitality: 25
      Energy: 15

      Damage: 1 plus weapon dmg + 1 per 10 Strength + 1 per 10 Dexterity
      Attack Rating: 20 plus 1.5 per Dexterity.
      Defense: 15 plus 2 per Dexterity.

      Life: 78 +3x Vitality, +3x level number.
      Mana: 32 +2x Energy, +2x level number.


      Abilities:

      Enhanced Attributes
      Requires: Level 1
      Passive
      Effect:
      Adds +5 to Strength and Vitality; +1 for each additional skill level beyond the first.


      Boast
      Requires: Level 1
      Mana: 10
      Effect:
      Reduces the attack rating of enemies who hear the boasting by 10, + an additional 1 per skill level beyond the first.


      Premonition
      Requires: Level 6
      Mana: 20
      Effect:
      Produces damage reduction 5/Adamantine for the next 180 seconds. Duration improves 6 seconds per skill level beyond the first. Damage reduction improves 1 point per 4 skill levels beyond the first.


      Death Spell
      Requires: Level 6
      Mana: 15
      Effect:
      Hits a 10 foot radius with death magic, slaying all summons instantly, and having a 10% chance to kill non-death immunes instantly. The half-Dragon may only use this ability once per day. Chance to slay increases by 1% per skill level. Radius increases by 1 foot per two skill levels.


      Dragon Skin
      Requires: Level 12, Enhanced Attributes
      Passive
      Effect:
      Gains + 20 Defense Rating, + 2 per additional skill level beyond the first.


      Dragon Breath
      Requires: Level 12
      Mana: 15
      Effect:
      Breathes out a fireball which deals 1d10+10 damage, +5 per additional skill level beyond the first. Pierces 25% fire resistance. Pierces an additional 1% per skill level beyond the first.


      Dragon Potion
      Requires: Level 18
      Mana: 20
      Effect:
      The Half-Dragon produces a Dragon Potion. A Dragon Potion increases the user's skill levels by 2 for 180 seconds. Dragon Potions may be given to other characters for use. Duration of the potion improves by 6 seconds per skill level.

      A full week is required to produce one Dragon Potion, and a D20 is required to beat a 10. If a 1 is rolled a critical failure happens and the potion explodes in a fireball, dealing 10d6 damage to the Half-Dragon.

      Skill level : Bonus Levels

      1-9: +2
      10-19: +3
      20-29: +4
      30-39: +5
      40+: +6


      Dragon Wisdom
      Requires: Level 18
      Passive
      Effect:
      The Half-Dragon gains immunity with skill level.

      1+: Petrify
      5+: Polymorph
      10+: Stop / Paralyze / Stun
      15+: Slow
      20+: Charm / Confuse
      25+: Sleep (Note: Levels above 20 are only attainable through equipment bonuses
      30+: Silence
      35+: Knockback
      40+ Mental Attacks and Debuffs (Fear, Devour Brain, etc).


      Followers
      Requires: Level 24
      Passive
      Effect:
      The Half-Dragon gains 1 follower, plus another follower at skill level 5 and every 5th level thereafter. Follower character class and level is Fighter at character level 1. This improves by 1 for every 4 skill levels of the Half-Dragon. When a Follower is slain, the Half-Dragon requires 1 month of meditation in order to improve his reputation enough to gain a replacement Follower.


      Hoard
      Requires: Level 24, Followers
      Passive
      Effect:
      At first level, the Half-Dragon gains 1 free +1 equipment. At 5th level and every 5th level thereafter, he gains another free piece of equipment with a 1 point higher enchantment bonus per 5 levels.


      Hell Ball
      Requires: Level 30, Dragon Breath.
      Mana: 30
      Effect
      Breathes out a ball of four elements, at 1d10+10 each, and +1 each per additional skill level beyond the first. Pierces Fire and Cold resistance at 25%; Pierces an additional 1% per skill level beyond the first.


      Dragon Resistance
      Requires: Level 30, Dragon Skin
      Passive
      Reduces elemental damage by 5, plus 1 per skill level.

      =============================
      Sun Monk:

      Starting Attributes at character level 1.

      Strength: 25
      Dexterity: 35
      Vitality: 25
      Energy: 15

      Damage: 1 plus weapon dmg + 1 per 10 Strength + 1 per 10 Dexterity
      Attack Rating: 20 plus 1.5 per Dexterity.
      Defense: 15 plus 2 per Dexterity.

      Life: 78 +3x Vitality, +3x level number.
      Mana: 32 +2x Energy, +2x level number.

      Abilities:

      Flurry of Blows
      Requires: Level 1
      Passive
      Effect:
      Gains an attack with his off-hand while fighting with no weapons. The Sun Monk's fists do 1d4 damage at skill level 1, and Improve as follows. Gains an extra half attack per hand at 5th level and every 5 skill levels thereafter.

      1: 1d4
      5: 1d4 +1
      10: 1d6 +1
      15: 1d6 +2
      20: 1d8 +2
      25: 1d8 +3
      30: 1d10 +3
      35: 1d10 +4
      40+: 1d12+4

      You can only have 20 base skills invested, so the other points on this progression must come from equipment.


      Stunning Fist
      Requires: Level 1
      Mana: 5
      Effect:
      Deals a normal attack except stun damage is added. The victim is stunned for 3 seconds, plus 1 second per 3 levels of the skill.


      Perfect Body
      Requires: Level 6
      Passive
      Effect:
      You gain Damage Reduction 1/Adamantine. This improves by +1 at level 5 and every 5th skill level thereafter.


      Lay On Hands
      Requires: Level 6
      Mana: 10
      Effect:
      Heals himself for 1d20 + 20 life, Or heals an ally for 1d10 + 10 life. Improves by +1 point per two levels of the skill.


      Blinding Strike
      Requires: Level 12
      Mana: 10
      Effect:
      Your next physical attack blinds the opponent for the next hour, plus 1 minute per skill level beyond the first. Some enemies are immune to Blinding Strike.


      Chi Fire
      Requires: Level 12
      Mana: 10
      Effect:
      Deals 1d10+10 damage to a single target in sight radius, half as Holy, half as Fire. Deals an extra 1 damage per skill level beyond the first.


      Razor Wind
      Requires: Level 18
      Mana: 20
      Effect:
      Deals 1d10+10 damage as Wind damage and Bludgeoning damage in an area as 10ft radius. Deals an extra 1 damage per skill level beyond the first.


      Chi Strike
      Requires: Level 18
      Mana: 10 per round.
      Effect:
      Each time the Sun Monk makes a physical attack, roll 3d6. If any two of the dice roll doubles, the damage of the attack is doubled. If triples is rolled, the damage is quadrupled instead. The extra damage is considered Fire damage.


      Chi Body
      Requires: Level 24
      Passive
      Effect:
      Improves your elemental resistance. 5% at first skill level for all elements, plus 1% per skill level thereafter for all elements.


      Spin Kick
      Requires: Level 24
      Mana: 10 per round
      Effect
      Gains an additional attack with his feet at skill level 1. Feet are the same modifier as fists. Every 5th level, starting at level 5, gains an additional attack with his feet.


      Death Touch
      Requires: Level 30
      Mana: 30
      Effect:
      The next punch you land becomes a Death attack. Roll a d20, if you beat a 15 the target is utterly destroyed. Chance to kill improves by +1 per 4 skill levels. Even if you fail, the attack still does normal damage.


      Aura of Flaming Death
      Requires: Level 30
      Passive
      Effect:
      Provides fire resistance +50%, plus another 1 point per skill level. Secondly deals 1d10+10 damage to anyone attacking the Sun Monk. this damage increases by +1 per skill level.


      =============================
      Shadow Warlock:

      NOTE: Must be either Evil or Chaotic or Both

      Starting Attributes at character level 1.

      Strength: 15
      Dexterity: 30
      Vitality: 20
      Energy: 35

      Damage: 1 plus weapon dmg + 1 per 15 Strength + 1 per 15 Dexterity
      Attack Rating: 10 plus 1 per Dexterity.
      Defense: 10 plus 1 per Dexterity.

      Life: 42 +2x Vitality, +2x level number.
      Mana: 108 +3x Energy, +3x level number.

      Abilities:

      Demonic Attribute
      Requires: Level 1
      Mana: 25 per attempt, becoming Passive thereafter.
      Effect:
      You may have up to 4 Demonic Attributes, but each must be on a different Attribute. The Shadow Warlock summons a demon and imprisons it in a Summoning Circle. While the demon exists in the trap, the Shadow Warlock drains 10 attribute points from it, plus 1 point per two skill levels beyond the first.

      If a summoning circle is destroyed, the Shadow Warlock loses its bonus attributes and is Time Stopped for 3 full rounds while he struggles to escape the demon's counter spell.


      Fiendish Resistance
      Requires: Level 1
      Passive
      Effect:
      You gain Damage Reduction 1/Cold Iron. You gain an additional 1 DR/Cold Iron per 3 levels of the skill.


      Bewitching Blast
      Requires: Level 6
      Mana: 15
      Effect:
      Deals 5d6 Shadow damage to target creature, then if the creature survives the damage it is confused and defends the Warlock against attackers for the next 1d6 rounds. Duration is improved by +1 second per further skill level.


      Deceive Item
      Requires: Level 6
      Passive
      Effect:
      The Shadow Warlock gains a 25% chance to equip and use items outside his ethos. He gains a further 1% chance per level of the skill. A failed attempt cannot be re-rolled until Deceive Item level improves.


      Ice Storm
      Requires: Level 12
      Mana: 20
      Effect:
      The Shadow Warlock creates a storm 10 feet in diameter centered on his position. This storm deals 10d6 damage to all foes caught in the area of effect, per round that they remain in the area of effect. Half of the damage is cold damage and half is physical bludgeoning damage; Applying a 33% cold slow effect on impact. Base duration is 18 seconds. Duration improves 1 second per two levels of the skill. Damage improves by +1 per level of the skill.


      Hellfire Storm
      Requires: Level 12, Demonic Attribute
      Mana: 20
      Effect:
      The Shadow Warlock creates a storm 10 feet in diameter centered on his position. This storm deals 10d6 damage to all foes caught in the area of effect, per round that they remain in the area of effect. The storm pierces fire resistance by 25%. Base damage improves by 1 per level of the skill beyond the first. Fire piercing improves by 1% per level of the skill beyond the first, and radius improves by 1 foot per level beyond the first. Base Duration is 18 seconds, plus 1 second per skill level beyond the firsts.


      Shadow Teleport
      Requires: Level 18
      Mana: 10
      Effect:
      The Shadow Warlock may teleport through shadows a distance of up to 100 yards. Range improves by +10 yards per level of the skill beyond first. Mana cost improves by 1 per 5 levels beyond the first.


      Shadow Absorb
      Requires: Level 18
      Mana: 10
      Effect:
      The Shadow Warlock heals himself by feasting on Negative Plane energy. Healed 1d10+10, plus an additional 1 per skill level beyond the first.


      Globe of Invulnerability
      Requires: Level 24
      Mana: 20
      Effect:
      The Shadow Warlock is immune to magical attacks, including both spells and magical weapons, for the 18 seconds duration. Duration improves by 1 second per skill level beyond the first.


      Absolute Immunity
      Requires: Level 24, Demonic Attribute
      Mana: 30
      Effect:
      For the next 18 seconds the Shadow Warlock is immune to weapons of less than +5 enchantment. Duration improves a further 1 second per skill level beyond the first.


      Time Stop
      Requires: Level 30, Absolute Immunity
      Mana: 40
      Effect:
      For the next 1d4+1 rounds, the Shadow Warlock freezes time for the entire universe. Duration improves by 1 second per three levels of the skill, and mana cost improves by 1 per two levels of the skill.


      Grand Delta
      Requires: Level 30
      Mana: 30
      Effect:
      Hits all enemies in Sight Radius with Shadow damage of 1d20 + 20, +10 per skill level beyond the first.


      =============================
      Dragoon:

      Starting Attributes at character level 1.

      Strength: 25
      Dexterity: 35
      Vitality: 25
      Energy: 15

      Damage: 1 plus weapon dmg + 1 per 10 Strength + 1 per 10 Dexterity
      Attack Rating: 20 plus 1.5 per Dexterity.
      Defense: 15 plus 2 per Dexterity.

      Life: 78 +3x Vitality, +3x level number.
      Mana: 32 +2x Energy, +2x level number.

      Same gear as the Shadow Rogue, except Pike is the Dragoon's weapon of choice.

      Abilities:

      Jump
      Requires: Level 1
      Mana: 3
      Effect:
      The Dragoon makes a super-human leap into the air for one round. He is immune to area of effect spells during this time. When the Dragoon lands he lands on a target creature and deals double damage Plus 1 point of damage per skill level beyond the first.


      Favored Weapon: Pike
      Requires: Level 1
      Passive
      Effect:
      Dragoon gains +10 to Attack Rating while using a Pike. He gains an additionally +2 to Attack rating for each skill level beyond the first. You can attack with the sharp end of the Pike to deal Piercing damage, or you can attack with the blunt end of the Pike to deal Crushing damage.


      Fend:
      Requires: Level 6
      Mana: 10
      Effect:
      The Dragoon makes a piercing attack at each adjacent monster. Mana Cost is 1 less at 5th level and every 5 levels thereafter.


      Steady Tactics
      Requires: Level 6
      Passive
      Effect:
      The Dragoon is reliable in combat. If you roll a critical miss, you have a chance to avoid giving up attacks of opportunity. Roll and D20. If you beat a 15, you do not suffer an attack of opportunity. Add 1 to your roll for every 4 skill levels beyond the first.

      Beat by:
      0-4: Avoids Attack of Opportunity.
      5-9: Enemy is actually stunned for 1 round, Impressed with your "save".
      10+: Enemy is confused, and you reverse the tables, scoring an attack of Opportunity against the enemy.


      Feint
      Requires: Level 12
      Mana: 5
      Effect:
      Lowers the Defense Rating of target adjacent enemy by 20. Lowers their Defense Rating by an additional 2 points per skill level beyond the first. The duration is 18 seconds plus 1 second per skill level beyond the first. This ability is very good against boss enemies and other defensive monsters.


      Taunt
      Requires: Level 12
      Mana: 3
      Effect:
      Performs a Taunt at target creature. Roll a D20 vs the enemies D20 + 10, if the roll is successful , the enemy automatically Critical Misses their next attack. You gain a +1 to roll for every 3 skill levels beyond the first.


      Lightning Lance
      Requires: Level 18
      Mana: 20
      Effect:
      Adds 2d6 Lightning damage to all attacks for the next 3 rounds. This lightning damage stacks with any elemental damage your weapon already does. Lightning damage improves by +1 per skill level beyond the first, and the duration improves by 1 second per skill level beyond the first.


      Phantom Slash
      Requires: Level 18
      Mana: 10
      Effect:
      The Dragoon performs a magical attack against all enemies in Sight Radius. The attack deals 1/2 of his usual attack damage to all enemies. This damage is dealt as non-elemental magical damage. The damage improves by +1 bonus damage per skill level beyond the first. The Mana cost improves by 1 per 4 skill levels. Additional damage is dealt as per weapon enhancements, but they are halfed.


      Tornado
      Requires: Level 24, Jump
      Mana: 20
      Effect:
      The Dragoon spins into a tornado form, dealing 1d20 + 20 damage as Wind to all foes within a 5ft radius. Damage improves as + 5 per skill level beyond the first, and radius improves by 1 foot per two skill levels beyond the first.


      Holy Lance
      Requires: Level 24, Lightning Lance
      Mana: 20
      Effect:
      Adds 4d6 Holy damage to all attacks for the next 3 rounds. This Holy damage stacks with any elemental damage your weapon already does. Holy damage improves by +1 per skill level beyond the first, and the duration improves by 1 second per skill level beyond the first. Holy damage is doubled against Undead.


      Meltdown
      Requires: Level 30, Lightning Lance
      Mana: 20
      Effect:
      This is a dangerous and reckless magical fire attack.
      Meltdown hits all creatures, both friend and foe, within the area of effect for 1d20 + 20 fire damage, plus another 10 damage per skill level. The fire damage does not pierce fire resistance, so allies may wear fire resistant gear to take less damage than this.


      Draining Lance
      Requires: Level 30
      Mana: 1
      Effect:
      The Dragoon performs a special Drain attack. Roll your usual attack roll, but if the Dragoon hits, instead of dealing normal damage, he drains an amount of life equal to his missing life, and an amount of mana equal to his missing mana. Must be equipping a Pike to use this attack.


      =============================
      Ninja:

      Starting Attributes at character level 1.

      Strength: 25
      Dexterity: 35
      Vitality: 25
      Energy: 15

      Damage: +6 (+1 +weapon dmg +1 per 10 Strength +1 per 10 Dexterity)
      Attack Rating: 69 (20 +1.5 per Dexterity).
      Defense: 85 (15 +2 per Dexterity.)

      Life: 78 +3x Vitality, +3x level number.
      Mana: 32 +2x Energy, +2x level number.

      Abilities:

      Throw:
      Required: Level 1
      Mana: 4
      Effect:
      The Ninja is able to attack with light weapons and Ninja Stars (1d3) to do damage from a distance. The Ninja automatically gets 1d6 bonus backstab damage when throwing weapons. You can't throw weapons larger than a short sword in combat.

      Objects which may be thrown in combat:
      Ninja Stars
      Darts
      Daggers
      Short Swords
      Certain Elemental Spell Scrolls
      Certain wands (they break, releasing their entire magical contents in an explosion)


      Darkness:
      Required: Level 1
      Mana: 5
      Effect:
      Blinds a single enemy for the next 18 seconds, plus 1 second per skill level duration. They save as Dexterity vs your Energy. Some enemies may be immune to darkness.


      Dazzler:
      Required: Level 6
      Mana: 10
      Effect:
      Channels mystical energy into a dazzling light, which strikes a single foe. That foe becomes confused for the next 1d3 rounds, attacking its allies instead of the ninja. Save is Energy vs Energy, with the defender gaining an additional 5 point bonus to resist.


      Defensive Stance
      Required: Level 6
      Passive.
      Effect:
      When armed with a Short Sword or Long Sword, the ninja gains a deflection modifier to Armor Class. This does not stack with any deflection modifier the weapon itself may have. This starts at 2 Deflection to AC at skill level 1, and improves by 1 point at level 4 and every 3rd skill level thereafter.


      Offensive Stance
      Required: Level 12
      Passive.
      Effect:
      When armed with a Short Sword or Long Sword, the ninja gains a bonus to hit rate and damage. You gain +10 AR and +2 damage at skill level 1. For every skill level thereafter, you gain another +2 AR and another +1 damage with your weapon.


      Shadow Slay
      Required: Level 12
      Mana: 10
      Effect:
      Your next attack has 5d6 Shadow damage added to it.


      Sleep Blade
      Required: Level 18
      Mana: 10
      Effect:
      Your next attack puts the victim to sleep for 1d3 rounds if they fail an Energy Save vs your Energy roll.


      Firing Line
      Required: Level 18
      Mana: 15
      Effect:
      Throws a beam of fire from his fingertips. The range is 10 yards and hits all enemies in the linear path for 10d6 damage. Damage improves by +5 per skill level beyond the first. They may make a Dexterity save for half vs your energy.


      Mass Darkness
      Required: Level 24
      Mana: 15
      Effect:
      Works like the level 1 spell Darkness, but hits all enemies in sight radius. Each makes a save against your Energy.


      Lightning Star
      Required: Level 24
      Mana: 15
      Effect:
      The next weapon you throw is charged with 10d6 Lightning damage which is dealt to the victim. This lightning damage pierces the first 25% of Lightning resistance. Piercing improves 1% efficiency per skill level beyond the first. Damage improves 1 point per skill level beyond the first.


      Shadow Hold
      Required: Level 30
      Mana: 20
      Effect:
      The victim is paralyzed for the next 18 seconds, plus 1 second per skill level beyond the first. Save is Dexterity vs Energy for half duration.


      Vorpal Blades
      Required: Level 30
      Passive
      Effect:
      All of your attacks have a chance to slay the victim automatically. This chance starts at 5% at skill level 1, and improves by 1% for each level beyond the first, rounded up to the nearest 5%.


      =============================
      Half-Elemental:

      Starting Attributes at character level 1.

      Strength: 25
      Dexterity: 35
      Vitality: 25
      Energy: 15

      Damage: +6 (+1 +weapon dmg +1 per 10 Strength +1 per 10 Dexterity)
      Attack Rating: 69 (20 +1.5 per Dexterity).
      Defense: 85 (15 +2 per Dexterity.)

      Life: 78 +3x Vitality, +3x level number.
      Mana: 32 +2x Energy, +2x level number.

      Abilities:

      Spin Cut
      Requires: Level 1
      Mana: 4
      Effect:
      Deals full physical damage to each adjacent enemy. Can't hit more than 3 targets per use.


      Wind Slash
      Requires: Level 1
      Mana: 4
      Effect:
      Deals 5d4 wind damage in a straight line. Damage increases by +1 per skill level. Dexterity save vs Energy for half.


      Bolt
      Requires: Level 6
      Mana: 7
      Effect:
      Deals 10d6 Lightning damage to a single target. Adds +2 damage per skill level beyond the first. Dexterity save vs Energy for half.


      Leap Slash
      Requires: Level 6
      Mana: 8
      Effect:
      A strong physical attack which deals double damage to a single target. Also doubles elemental damage on your weapon.


      Bolt 2
      Requires: Level 12
      Mana: 10
      Effect:
      Deals 10d6 Lightning damage to all foes in sight radius. Adds +2 damage per skill level beyond the first. Pierces 25% Lightning resistance and adds 1% piercing per skill level beyond the first. Dexterity save vs Energy for half.


      Lightning Shield
      Requires: Level 12
      Mana: 10
      Effect:
      Gains 50% resistance to all elements for 180 seconds duration. Duration improves by 1 round per skill level beyond the first, and resistance improves by 1% per skill level beyond the first. Deals 1d20 Lightning damage each round to all adjacent foes.


      Cure
      Requires: Level 18
      Mana: 5
      Effect:
      Restores 1d20 + 20 HP to target friendly creature, or deals that much damage to target undead creature. Gains 10 points per skill level beyond the first.


      Raise
      Requires: Level 18
      Mana: 30
      Effect:
      Restores a single dead player character to life with 5% of their max HP. Each skill beyond the first adds 1% to the life total.


      Teleport
      Requires: Level 24
      Mana: 20
      Effect:
      The Half-Elemental may teleport anywhere within line of sight, or anywhere he has walked at least one time. Mana cost improves by 1 per two skill levels beyond the first.


      Mist Form
      Requires: level 24
      Mana: 20
      Effect:
      For the next 180 seconds, the half elemental takes half damage from physical attacks, but takes double damage from magical elemental attacks. Duration improves 6 seconds per skill level beyond the first.


      Bolt 3
      Requires: Level 30
      Mana: 20
      Effect:
      Deals 15d6 damage to all foes in sight radius +5 damage per skill level beyond the first. Pierces 25% Lightning resistance at level 1, plus 2% additional piercing per skill level beyond the first. Dexterity save vs Energy for half.


      Quadra-Slice
      Requires: Level 30
      Mana: 20
      Effect:
      Hits a single target with 4 consecutive strikes. Each strike does 75% damage plus 2% per skill level beyond the first. If any strike lands, all remaining strikes automatically hit. This attack is best used against individual enemies with high Lightning Resistance.
      Last edited by Wade; July 15th, 2018, 05:37 PM.

      Comment


        #4
        Wait, why is this in roleplaying?

        This should be in games, unless you're gonna host an RP with this.
        Originally posted by Wade
        It isn't date rape if God commands it, and he already commanded it.

        Originally posted by Wade
        I'm saying we actually don't know for certain that 1kg is 1kg.

        Comment


        • Wade
          Wade commented
          Editing a comment
          Once I get the White Mage and Black Mage spells fleshed out, I'll work on writing a campaign. It would be a two part campaign, first a level 20 campaign, with an appropriate boss depending on how many people want to play. Then a level 30 campaign with appropriate boss.

          You'll start with building level 5 characters.

          Before making a character, you'll need to think about the rules above, and I'll also have ot lay out the skills used, which I haven't done yet.

          There are some feats I've laid out above which allow for some pretty advanced AD&D style play, so if you know what you're doing you can look like an expert at this even on the first game.

          This will be a lot of work, because I need to design character sheets for the enemies. It's going to be a few days before I'm ready anyway.
          Last edited by Wade; June 23rd, 2018, 03:15 PM.

        #5
        Okay, I'm done with making the rules, now I need to make a story and some enemy archetypes. This will take a few days, I'll have to make notes, because a level 20 campaign takes a few days to play through.

        I already know how the final boss fight will work, I just need to make the character sheets for the monsters and the boss himself. Lets see how many people want to play though.

        If anybody wants to play, then study the rules above and figure out which type of character you'd like to play. Let me know in this thread that you want to play and what class you want to play.

        I still need to post the skills rules, which I forgot about, but that should be okay.

        I recommend anybody who has never played D&D before should pick either Fighter or Rogue to play. Mages can be difficult to learn. In any case, I recommend at least one person play fighter or rogue.

        If you have played D&D before, then you should probably pick a mage character, because they have some unique abilities to help during problematic fights.

        Multi-classing is allowed, but there are penalties if you are not human.

        If you are human, your first class does not count towards a penalty.

        If you are elf, your White Mage class does not count toward penalty.

        Some of the best multi-class characters have 1 level in Rogue or 1 level in Fighter to unlock additional feats without actually spending feat points.
        Last edited by Wade; June 23rd, 2018, 06:42 PM.

        Comment


        • Wade
          Wade commented
          Editing a comment
          Edit:
          Thsi information is obsolete:
          Last edited by Wade; July 3rd, 2018, 08:28 AM.

        #6
        ...Guys I actually really want to play this. Who else is up?
        Originally posted by Wade
        It isn't date rape if God commands it, and he already commanded it.

        Originally posted by Wade
        I'm saying we actually don't know for certain that 1kg is 1kg.

        Comment


          #7
          Originally posted by OrganizationXV View Post
          ...Guys I actually really want to play this. Who else is up?
          Okay, make a character. I'll help if you need help.

          Current classes are:
          Fighter
          Shadow Rogue
          Summoner
          White Mage
          Black Mage
          Blue Mage
          Paladin
          Geomancer
          Half-Esper
          Half-Dragon
          Sun Monk
          Shadow Warlock
          Dragoon

          We'll wait for two more players, or you guys can control two characters each. It's a 4+ character campaign.


          There won't be any more classes.
          Last edited by Wade; July 4th, 2018, 08:50 AM.

          Comment


            #8
            Originally posted by Wade View Post

            Okay, make a character. I'll help if you need help.

            Current classes are:
            Fighter
            Rogue
            Summoner
            White Mage
            Black Mage
            Arcane Archer

            We'll wait for two more players, or you guys can control two characters each. It's a 4+ character campaign.
            Let me get some sleep and I'll put some thought into my character(s).

            How are black and white mages separate? Is it kind of along Final Fantasy lines? I'm a 5th ed scrub so I dunno the older stuff.
            Originally posted by Wade
            It isn't date rape if God commands it, and he already commanded it.

            Originally posted by Wade
            I'm saying we actually don't know for certain that 1kg is 1kg.

            Comment


              #9
              Originally posted by OrganizationXV View Post

              Let me get some sleep and I'll put some thought into my character(s).

              How are black and white mages separate? Is it kind of along Final Fantasy lines? I'm a 5th ed scrub so I dunno the older stuff.
              White mage is more healing and defensive trickery, with a few offensive spell options.
              White Mage and Summoner primary attribute is Charisma.
              Charisma modifier is added to Spell DC

              Black mage is more offensive damage dealing with a few tricks.
              Black Mage Primary attribute is Intelligence.
              Intelligence modifier is added to the Spell DC.

              They have the same equipment options: They are limited to staffs, daggers, wands, rods, and robes, along with magical trinkets.
              If you multi-class with 1 level in fighter, you gain Fighter weapon proficiency and fighter shield and armor proficiency without spending a feat. You also gain the bonus fighter feat. It's up to you.


              I listed all of their spells in the rules above.
              Last edited by Wade; June 24th, 2018, 08:49 AM.

              Comment


                #10
                Experience Levels

                You gain experience based on the difference in your character level vs the enemies you slay.

                You gain Levels by gaining an amount of XP equal to 1000 times your current character level.

                For example: A level 5 character needs 5000 additional experience to promote to level 6, while a level 6 character needs a further 6000 experience to promote to level 7.

                Difficulty Rating

                Effortless
                No experience gained for killing this creature.

                Very Easy
                20 experience gained for killing this creature.

                Easy
                40 experience gained for killing this creature.

                Moderate
                100 experience gained for killing this creature

                Difficult
                120 experience gained

                Very Difficult
                140 experience gained

                Impossible
                200 experience gained.

                Comment


                • OrganizationXV
                  OrganizationXV commented
                  Editing a comment
                  So levelups are gonna be few and far between...

                • Wade
                  Wade commented
                  Editing a comment
                  This is the way it works in the Neverwinter Nights video games.

                  You also get bonus XP for other things, such as completing a Quest can be worth anywhere from a few hundred to a few thousand bonus XP.

                #11
                The reason I re-tooled Slow and Haste to be weaker is because Slow and Haste comboed at level 3 was too powerful in NWN2. It was like a free win. So I made the old slow and the old haste into Slow 2 and Haste 2 at high White Mage levels instead.

                Comment


                • OrganizationXV
                  OrganizationXV commented
                  Editing a comment
                  based on the fact that slow and haste is the winning combo in every Final Fantasy strategy I have late-game, I don't argue at all, lol.

                #12
                I've changed the entire system to be more like Diablo/Diablo 2, instead of D&D. I'm going to be a few more days fleshing out the abilities before we play. If you guy still want to do an RP with me. I'm working on this I assure you.

                If you haven't read this thread in a while, re-read the first few posts here. I am making major changes which are simpler overall.


                Note:
                The Shadow Rogue is a combination of Assassin and Arcane Archer. If you wanted to play a Rogue or Archer, this is the class for you.

                I'm still working on Summoner, and then I'll need to work on producing monster archetypes.

                The new game system goes from Level 1 to level 99, Like Diablo 2. You will start at level 1.

                XP gain is like D&D 4.0.

                Level 1 to 2 takes 1,000 XP
                Level 2 to 3 takes 2,000 XP
                Level 3 to 4 takes 3,000 XP
                ...
                Level 98 to 99 takes 98,000 XP
                Last edited by Wade; July 2nd, 2018, 03:02 PM.

                Comment


                  #13
                  Bump:
                  If you are interested in RP with this gaming system, let me know. If you haven't read this thread in a few days, things have changed a LOT from what I was originally doing.

                  Weapons Armor, and Shields are still a lot like D&D, but no penalties to movement speed incurred while wearing armor.
                  Last edited by Wade; July 13th, 2018, 11:17 AM.

                  Comment


                    #14
                    The Adventurer's Mart for basic to some advanced gear.

                    Weapons

                    Single Handed weapons can still have three enhancements, the basic "+x enhancement" counts toward this limit. Two-Handed weapons may have up to six total enhancements on them.

                    Broken Bottle (1d3) : 1GP
                    Type: One-Handed Slashing
                    Bottle + 1: 50GP

                    Dagger (1d4) : 5GP
                    Type: One-Handed Slashing
                    Dagger +1 : 100GP
                    Dagger +2 : 200GP
                    Dagger +3 : 500GP
                    Dagger +4 : 1,000GP


                    S. Sword (1d6) : 10GP
                    Type: One-Handed Slashing
                    +1 : 200GP
                    +2 : 500GP
                    +3 : 1,000GP
                    +4 : 2,000GP


                    Whip (1d4) : 10GP
                    Type: One-Handed Slashing
                    Range: Short to Medium
                    Special: Stuns enemy for 1d3 rounds if they fail to roll a 10 on 1d20.
                    +1 : 200GP
                    +2 : 500GP
                    +3 : 1,000GP
                    +4 : 2,000GP


                    Long Sword (1d8) : 15GP
                    Type: One-Handed Slashing
                    +1 : 500GP
                    +2 : 1,000GP
                    +3 : 2,000GP
                    +4 : 5,000GP


                    Great Sword (2d6) : 20GP
                    Type: Two-Handed Slashing
                    +1 : 1,000GP
                    +2 : 2,000GP
                    +3 : 5,000GP
                    +4 : 10,000GP
                    +5 : 20,000GP
                    +6 : Priceless


                    Great Axe (1d12) : 20GP
                    Type: Two-handed Chopping
                    +1 : 1,000GP
                    +2 : 2,000GP
                    +3 : 5,000GP
                    +4 : 10,000GP
                    +5 : 20,000GP
                    +6 : Priceless


                    Short Bow (1d4 + Missile): 10GP
                    Type: Two-Handed, Piercing
                    Range: 100 Yards
                    +1 : 200GP
                    +2 : 500GP
                    +3 : 1,000GP
                    +4 : 2,000GP


                    Long Bow (1d6 + Missile): 20GP
                    Type: Two-Handed Piercing
                    Range: 150 yards
                    +1 : 500GP
                    +2 : 1,000GP
                    +3 : 2,000GP
                    +4 : 5,000GP
                    +5 : 10,000GP
                    +6 : Priceless


                    Sling (1d3 + Missile): 5GP
                    Type: One handed, Piercing
                    +1 : 200GP
                    +2 : 500GP
                    +3 : 1,000GP
                    +4 : 2,000GP


                    Quarter Staff(1d6) : 5GP
                    Type: Two Handed, Crushing
                    +1 : 200GP
                    +2 : 500GP
                    +3 : 1,000GP
                    +4 : 2,000GP
                    +5 : 5,000GP
                    +6 : Priceless


                    Wand 1d3 : 5GP (No Charges)
                    Type: One handed, Magical
                    +1 : 200GP
                    +2 : 500GP
                    +3 : 1,000GP
                    +4 : 2,000GP
                    +5 : Priceless


                    Halberd (1d10) : 10GP
                    Type: Two Handed Slashing
                    +1 : 200GP
                    +2 : 500GP
                    +3 : 1,000GP
                    +4 : 2,000GP
                    +5 : 5,000GP
                    +6 : Priceless


                    Pike (1d10) : 10GP
                    Type: Two-Handed Piercing OR Two-Handed Crushing
                    +1 : 200GP
                    +2 : 500GP
                    +3 : 1,000GP
                    +4 : 2,000GP
                    +5 : 5,000GP
                    +6 : Priceless


                    Weapons may also be enchanted with elemental damage, life draining, and deflection bonuses, and other special effects. These usually don't appear in the shops, but some vendors may possess such weapons.

                    Shield Prices:

                    Small Shield (+1 DR): 5GP
                    Req: 25 Strength
                    +1 : 100GP (Multiple Shield Modifiers don't stack)
                    +2 : 500GP
                    +3 : 1,000GP
                    +4 : 2,000GP


                    Medium Shield (+2 DR) : 15GP
                    Req: 30 Strength
                    +1 : 500GP
                    +2 : 1,000GP
                    +3 : 2,000GP
                    +4 : 5,000GP


                    Tower Shield (+4 DR) : 20GP
                    Req: 40 Strength
                    +1 : 1,000GP
                    +2 : 2,000GP
                    +3: 5,000GP
                    +4 : 10,000GP


                    Armor Prices

                    Robes (0) 5GP
                    Requires: None.
                    +1 : 100GP (Multiple Armor modifiers don't stack)
                    +2 : 200GP
                    +3 : 500GP
                    +4 : 1,000GP


                    Leather Armor (4) 10GP
                    Requires: Strength 20.
                    +1 : 200GP
                    +2 : 500GP
                    +3 : 1,000GP
                    +4 : 2,000GP


                    Chain Mail (6) 15GP
                    Requires: Strength 30
                    +1 : 500GP
                    +2 : 1,000GP
                    +3 : 2,000GP
                    +4 : 5,000GP


                    Plate Mail (8) 20GP
                    Requires: Strength 35
                    +1 : 1,000GP
                    +2 : 2,000GP
                    +3: 5,000GP
                    +4 : 10,000GP


                    Boots (0) 5GP
                    Requires: Strength 25
                    +1 : 100GP (Multiple Dodge Modifiers don't stack)
                    +2 : 200GP
                    +3 : 500GP
                    +4 : 1,000GP


                    Rings

                    Protection
                    +1 : 100GP (+1AC, Multiple Protection Modifiers don't stack)
                    +2 : 200GP
                    +3 : 500GP
                    +4 : 1,000GP
                    +5 : Priceless

                    Resistance (Single Element) - Multiple element rings exist, and their value is priceless (Appears on all equipment types).
                    +5 : 200GP (Stacks)
                    +10 : 500GP
                    +15 : 1,000GP
                    +20 : 2,000GP
                    +25 : 5,000GP
                    +30 : 10,000GP
                    +35 : 20,000GP
                    +40 : 50,000GP


                    Resistance (Multi Element) (Appears on all equipment types).
                    +5 :1,000GP (Stacks)
                    +10 : 2,000GP
                    +15 : 5,000GP
                    +20 : 10,000GP


                    Single Attribute (Appears on All equipment types)
                    +5 : 200GP (Multiple Modifiers DO stack)
                    +10 : 500GP
                    +15 : 1,000GP
                    +20 : 2,000GP
                    +25 : 5,000GP
                    +30 : 10,000GP
                    +35 : 20,000GP
                    +40 : 50,000GP


                    All Attributes (Appears on All equipment types)
                    +5 : 5,000GP (Multiple modifiers DO stack)
                    +10 : 10,000GP
                    +15 : 20,000GP
                    +20 : 50,000GP



                    First limit on Elemental Resistance is 75%. There is a 2 for 1 diminishing returns on total resistances above 75%. Elements that may be resisted:

                    Two for one diminishing returns after 75%
                    Fire: 95%
                    Cold: 95%
                    Poison: 95%
                    Lightning: 95%

                    Two for one diminishing returns after 50%
                    Earth: 75%
                    Water: 75%
                    Holy: 75%
                    Wind: 75%
                    Shadow: 75%


                    Additional Weapon and Armor enhancements:

                    NOTE: You can only have 3 enhancements on a one-handed weapon or shield, and 6 enhancements on a two-handed weapon, AND the +X value counts as one of the enhancements.

                    Squire's: +25% damage or armor (Crafting Recipes exist)
                    Knight's: +50% damage or armor (Crafting Recipes exist)
                    Lord's: +75% damage or armor (Crafting Recipes exist)
                    King's: +100% damage or armor (Crafting Recipes exist)
                    Saintly: +125% damage or armor (Crafting Recipes exist)
                    Angelic: +150% damage or armor (Crafting Recipes do NOT exist)
                    Godly: +200% damage or armor (Crafting Recipes do NOT exist)

                    Example:
                    Saintly Long Sword +4 is the most powerful Long Sword you can craft, while Saintly Great Sword +6 is the most powerful Great Sword you can craft.

                    Example 2:
                    The armor progression modifies only the piece of armor that the buff appears on, not your total defense rating.

                    Imbue:

                    Squire - 200GP, 100XP
                    Knight - 500GP, 200XP
                    Lord - 1,000GP, 300XP
                    King - 2,000GP, 500XP
                    Saintly - 5,000GP, 800XP
                    Angelic - 10,000GP, 1,300XP
                    Godly - 20,000GP, 2,500XP


                    Formula is SUFFIX (+X) modifier applied first, like this.

                    Total Damage = (100% + Prefix) * (Base Damage + Suffix)

                    Total Defense Rating = (100% + Prefix) * (Base Armor + Suffix)

                    NOTE:
                    Angelic and Godly equipment is so rare that it usually found only in the possession of Angels and Celestial Planetars or other divinities. Normally, it would only be trusted in the hands of a mortal under the most extreme circumstances. A Chaotic character would never be trusted with this equipment, nor A Warlock would never be trusted with this item, regardless of his alignment.


                    Elemental weapon Enhancements:

                    +1d6 Single element (Crafting Recipes exist) 100GP and 100XP to Imbue
                    +2d6 Single element (Crafting Recipes exist) 1000GP and 200XP to Imbue
                    +3d6 Single element (Crafting Recipes do NOT exist) Priceless

                    You can have two elements on a two handed weapon, but not a one-handed weapon. You can't have more than +3d6 on the same weapon, and player characters can't imbue more than +2d6 on a weapon. However, 1 extremely rare +3d6 weapon MAY be found per campaign. You can't have more than two elements imbued on the same weapon.

                    Elements which may be imbued on a weapon:

                    Fire +2d6 : (Destroys Earth elemental instantly on hit)
                    Cold +2d6 : (Slows Victim for 3 rounds)
                    Lightning +2d6 : (Pierces Lightning Resistance 25%)
                    Poison +2d6 : (Deals damage again each round for 3 rounds)

                    Shadow +2d6 : (Blinds target for 3 rounds DC 10+ on D20)
                    Wind +2d6 : (Destroys Water Elemental instantly on hit)
                    Water +2d6 : (Destroys Fire Elementals instantly on hit)
                    Holy +2d6 : (Deals double damage against Undead)
                    Earth +2d6 : Destroys Wind Elemental instantly on hit)


                    Keen - 100GP and 100XP to Imbue.
                    Adds 1 point to the Critical Threat range of the weapon.


                    Slaying - 100GP and 100XP to Imbue
                    Adds 1d6 physical to the damage.


                    Quickness - 200GP and 100XP to Imbue
                    Adds an extra half attack with the weapon.


                    Vampirism
                    +2 Life steal - 100GP and 100XP to Imbue
                    +5 life steal - 1,000GP and 1,000XP to Imbue



                    The most powerful Long Sword a player can create is Saintly Holy Long Sword +4

                    Type: Long Sword
                    Damage: 1d8
                    Metal: Adamantine
                    Critical: 20
                    Enhancements:
                    Hits and damages as +4 weapon
                    +125% damage
                    +2d6 Holy Damage


                    Damage Reduction

                    Note: Only appears on Shield, Armor, and Helmets and the most Damage Reduction you can ever have is -15 total.

                    -1 : 200GP / 100XP
                    -2 : 500GP / 200XP
                    -3 : 1,000GP / 500XP
                    -4 : 2,000GP / 1,000XP
                    -5 : 5,000GP / 2,000XP
                    Last edited by Wade; July 13th, 2018, 11:13 AM.

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                      #15
                      Leveling up:

                      You now gain 5 Attribute points and 1 Skill point each time you level up.

                      You start the game with 1 skill point to invest, and 1000GP to spend on equipment at the shop.

                      Each character class has at least two skill paths, so there is variety in how you make your character.
                      Last edited by Wade; July 3rd, 2018, 08:23 AM.

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                        #16
                        If you liked the basic Rogue concept, you could play Shadow Rogue and stick to melee skills.

                        If you liked the "arcane Archer" concept, then play Shadow Rogue and put skills in the missile attack skills.

                        Either way, you'll like Hide in Shadows and Hide in Plain Sight.

                        Comment


                          #17
                          Potions

                          There are various types of Potions in the game with various effects and costs.

                          Drinking a potion in melee combat requires 6 full seconds, and incurs attacks of opportunity from all adjacent enemies.

                          Minor Healing
                          Cost: 100GP
                          Effect: 30 HP

                          Light Healing
                          Cost: 200GP
                          Effect: 50HP

                          Healing
                          Cost: 300GP
                          Effect: 70HP

                          Greater Healing
                          Cost: 400GP
                          Effect: 80HP

                          Super Healing
                          Cost: 600GP
                          Effect: 100HP


                          Minor Mana
                          Cost: 100GP
                          Effect: 30MP

                          Light Mana
                          Cost: 200GP
                          Effect: 50MP

                          Mana
                          Cost: 300GP
                          Effect: 70MP

                          Greater Mana
                          Cost: 400GP
                          Effect: 80MP

                          Super Mana
                          Cost: 600GP
                          Effect: 100MP


                          Rejuvenation
                          Cost: 500GP
                          Effect:
                          Restores 1/3rd of your HP and MP.

                          Full Rejuvenation
                          Cost: 2000GP
                          Effect:
                          Restores 100% of both HP and MP.


                          Potion of Protection
                          Cost: 500GP
                          Effect:
                          Applies 1/3rd damage reduction for the next 60 seconds.

                          Potion of Barrier
                          Cost: 500GP
                          Effect:
                          Applies 1/3rd magical/elemental damage reduction for the next 60 seconds.


                          Potion of Stamina
                          Cost: 100GP
                          Effect:
                          Running doesn't drain your stamina for the next 60 seconds.

                          Potion of Thawing
                          Cost: 200GP
                          Effect:
                          You cannot be frozen or slowed by cold damage for the next 60 seconds.

                          Potion of Antidote
                          Cost: 100GP
                          Effect:
                          Removes Poison status.

                          Potion of Haste
                          Cost: 500GP
                          Effect:
                          You move 33% faster and have a 33% bonus to Attack Rating and Defense Rating, and an extra 1/2 attack for the next 60 seconds.

                          Attribute X Elixer
                          Cost: Priceless
                          Effect:
                          Permanently boosts one attribute by 1 point.
                          Last edited by Wade; July 3rd, 2018, 03:12 PM.

                          Comment


                            #18
                            Fighters and Paladins cannot use Wands or Rods, but all other character classes can use Wands.

                            Wands have several magical attacks:

                            Basic:
                            Gives 1d3 ranged magical attack, unlimited use. This does Holy damage by default. This improves by +1 to + 5 based on the level of enhancement.

                            Magic Missile:
                            Gives 5*1d4+1 magical missile attack, once per day. This is non-elemental magical damage.

                            Spell Charge:
                            Once per day or 10 total uses of the Primary ability, depending on the Wand.

                            There are wands with White Mage, Blue Mage, Black Mage, and Geomancer abilities stored in them. However, White Mage and Blue mage player characters cannot make Wands.
                            Last edited by Wade; July 3rd, 2018, 03:14 PM.

                            Comment


                              #19
                              Dual Class:

                              You are still allowed to Dual Class, but when you level up you use the bonus from the new class. In order to unlock new skills with the new class, you must have the required number of levels in that Class. Dual Classing as Fighter or Rogue is still the most beneficial due to their first level skills.

                              Whenever you level up, you choose which class you want to advance as.

                              There is no longer a penalty for multiclassing, and races are now just for story telling. There is no benefit in being an Elf other than story telling effects and favored enemy effects, for example.

                              Comment


                                #20
                                Identifying Items

                                The Rogue needs 12 hours to identify a potion; He needs 24 hours to identify a scroll, or 48 hours to identify a wand. In addition, there is a chance of a critical failure, which could cause the magical item to explode (roll a D20. Potion and scrolls critical fail on a 1, Wands critical fail on a 1 or 2.)

                                Mages need 6 hours to identify a potion: They need 12 hours to identify a scroll, and 24 hours to identify a wand. There is no chance of critical failure, but a 1 or 2 is still an automatic failure.

                                Roll a d20. You must beat a 5 for potions, a 10 for Scrolls, and a 15 for Wands. Each failed attempt reduces the future difficulty by 1 point.
                                Last edited by Wade; July 3rd, 2018, 12:26 PM.

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