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[OOC] Ethend Game: The Hunt for Cantus [Recruiting]
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<blockquote data-quote="Ferrix" data-source="post: 2451271" data-attributes="member: 6115"><p><strong>Class Information</strong></p><p></p><p><strong>Barbarian</strong></p><p>Barbarians hail most often from Cihairdun or Fyndorn, they are strong and swift warriors with a fierce heart. Those from Fyndorn claim that they channel the strength of their ancestors when they enter their warrior frenzies, a claim that is not so outrageous when one considers that the barbarians of Fyndorn practice spirit magic.</p><p></p><p><strong>Bard</strong></p><p>Bards hail from many of the races and regions, able to weave the powers of the spirit realm into their words and songs, they can warm the hearts of their allies while shaking the swords of their enemies. Bards can take up the role of prophets, diplomats, artisans and other roles which rely upon their powerful personas.</p><p>[sblock] <ul> <li data-xf-list-type="ul">Use the alternate Bard from The Book of Eldritch Might II</li> </ul><p>[/sblock]</p><p></p><p><strong>Druid</strong></p><p>Druids hail only from the race of elves, for it is their fey blood which carries the true potential of the wild. They are the embodiment of nature in all of it’s forms, whether that be animal, plant, spirit or storm. Those elves which practice the druidic arts are revered in their culture as wise and knowledgeable, they are also granted great respect by the barbarians of Fyndorn.</p><p></p><p><strong>Fighter</strong></p><p>Fighters hail from any race and any region, thugs, enforcers, defenders of the innocent, they fill many roles. From dwarven shieldbearers, agorian pikemen and cavalry, elven arborial defenders, to halfling plains riders, they bear many names and functions within societies.</p><p></p><p><strong>Monk</strong></p><p>Monks hail only from the humans of Zoduka, the land of the Endless Sun, or from the gnome race. They are ascetics trained either by lone wandering monks or within monasteries tucked away from society. Their understanding of the limits of the normal human body and mind allow them to transcend them, gaining supernatural agility and internal unity. Gnome monks brought with them the perfection of their minds and have developed it into a unifying art of beauty and strength.</p><p></p><p><strong>Ninja</strong></p><p>Ninjas hail only from the humans of Zoduka, the land of the Endless Sun. They are silent warriors, employed by their clans as agents outside of the diplomatic arena. Each clan maintains it’s own house of ninja, although there are always rumors that their are houses of ninjas who are free of clan affiliation who fight for money or even justice.</p><p></p><p><strong>Paladin</strong></p><p>Paladins hail from any region, they are warriors devoted to a cause. Gifted with a sight beyond sight, they are able to apprehend what others cannot without the gift of spirit magic or psionics. Able to heal or harm with a touch and deal devastating blows, they are able to paralyze their foes by the force of their personality.</p><p>[sblock] <ul> <li data-xf-list-type="ul">Create a code which you follow</li> <li data-xf-list-type="ul">A paladin does not gain any spells nor the ability to remove disease</li> <li data-xf-list-type="ul">May choose to either have a special mount or an animal companion</li> <li data-xf-list-type="ul">Choose either: Spirits, Spellcasters, Psionicists or Tainted as your focus</li> <li data-xf-list-type="ul">Smite Evil becomes a straight up smite ability</li> <li data-xf-list-type="ul">Lay on Hands, by choice the lay on hands ability can either inflict or heal damage. In addition, the paladin may use her lay on hands ability to end any one of the following adverse conditions, at the listed cost: ability damage (2 points per ability point restored), ability drain (5 points per ability point restored), blinded (10 points), confused (5 points), dazed (1 point), dazzled (1 point), deafened (7 points), diseased (10 points), exhausted (5 points), fatigued (3 points), feebleminded (10 points), insanity (10 points), nauseated (3 points), sickened (5 points), stunned (3 points), or poisoned (5 points).</li> <li data-xf-list-type="ul">Detect Evil becomes either Detect Spirits, Detect Magic, Detect Psionics or Detect Taint depending upon your focus</li> <li data-xf-list-type="ul">Turn Undead becomes Turn/Rebuke Spirits, Turn/Rebuke Tainted, Turn/Rebuke Spellcaster, or Turn/Rebuke Psionicist depending upon your focus</li> <li data-xf-list-type="ul">At 6th level any melee weapon wielded by a paladin overcomes up to 5 points of damage reduction against any creature that falls within your focus</li> <li data-xf-list-type="ul">At 11th level the paladin can use a free action to add a +4 bonus to either their Strength, Dexterity or Constitution. This ability may be used once per day and lasts for 1 minute per class level.</li> <li data-xf-list-type="ul">At 13th level, a paladin who uses lay on hands to heal her mount or animal companion cures 5 points of damage per point of healing spent.</li> <li data-xf-list-type="ul">At 16th level the paladin may cause any weapon he wields to be a bane weapon against any creature within his focus. This ability is useable once per day and lasts for 1 round per class level.</li> </ul><p>[/sblock]</p><p></p><p><strong>Psion</strong></p><p>Psions are those who have examined the depths of their mind and opened up the pathways to power from within. Possessed of keen intellects, they are often disciplined and highly self-aware. They hail from almost any region except for perhaps Fyndorn, where those with powers of the mind are shunned.</p><p></p><p><strong>Psychic Warrior</strong></p><p>Psychic warriors hail from any race and any region, they are warriors who have blended the powers of the mind with the strength of steel. Wise in the ways of combat and the world, they are skilled combatants, some of the most dangerous are those who have unlocked the powers of the beast within, able to grow claws and teeth to rend their foes.</p><p></p><p><strong>Psychic Rogue</strong></p><p>Psychic rogues blend the powers of the mind with skills of subtlety, able to obscure themselves from the minds of their marks, climb walls like a spider and other abnormal feats, they make excellent use of their powers. Prone to unusual tactics and trickery, they are wily foes. Occasionally forming into small bands and guilds, such as the Steel Blades, they push the boundaries of any society that they exist within.</p><p></p><p><strong>Ranger</strong></p><p>Rangers hail from any region and race. Hunters and trackers, woodland defenders and mountain men, they are skilled in a variety of combat styles and are often accompanied by an animal companion. They can be found in any terrain from razor-stone fields of the Iron Wastes to the glaciers of Iyndor, they are hardy and perseverant, surviving in any clime and doing quite well at it.</p><p>[sblock] <ul> <li data-xf-list-type="ul">Spell-less Ranger from CW unless an elf</li> <li data-xf-list-type="ul">Elves may choose the second UA variant for rangers which grants minor shape-changing and fast movement in place of combat styles.</li> <li data-xf-list-type="ul">Additional Combat Styles: Spearman (Combat Reflexes, Hold the Line, Deft Opportunist), Defender (Combat Expertise, Elusive Target, Allied Defense), Rider (Mounted Combat, Spirited Charge, Cavalry Charger), Sniper (Precise Shot, Deft Strike, Woodland Archer), Power (Cleave, Improved Sunder, Combat Brute)</li> </ul><p>[/sblock]</p><p></p><p><strong>Rogue</strong></p><p>Rogues hail from any race and region. They are as varied as the winds themselves, some are stealthy thieves. Others are silver-tongued cons, while others serve roles as diplomats, spies or scouts. What they do share is versatility, adaptability and resourcefulness and this is evident in their ability to survive and flourish. From the city-states of Agoria to the lodges of the barbarian tribes to the emperor’s palace in Zoduka, they have a place in any society.</p><p></p><p><strong>Samurai</strong></p><p>Samurai hail only from the humans of Zoduka, land of the Endless Sun. They are form the bulk of the warrior caste, although occasionally a member of a lesser caste may learn the ways of the samurai from a ronin. They are implacable foes, capable of putting their enemies on their knees with only a glare.</p><p>[sblock] <ul> <li data-xf-list-type="ul">Samurai receive 4 skill points per level</li> </ul><p>[/sblock]</p><p></p><p><strong>Scout</strong></p><p>Scouts hail from any race and region. From the tundra-runners of the Fyndorn barbarians to the deep-wardens of the dwarves and even the kobold trackers of the Mythar, they are the first to see and hear, the first to react. Swift on their feet, they are skilled at striking deadly blows while the move.</p><p></p><p><strong>Shugenja</strong></p><p>Shugenja hail only from the humans of Zoduka, the land of the Endless Sun. Often members of the noble caste, their bodies and minds are attuned to the primal energies which flow and ebb from the spirit world into the material world. With this awareness, they are able to shape and direct these energies, a powerful and unique gift.</p><p></p><p><strong>Soulknife</strong></p><p>Soulknives hail only from the gnome race. The ability to manifest mindblades was brought with them from their home. Skirmishers and swift warriors, they have honed this esoteric psionic art into a deadly form of combat.</p><p>[sblock] <ul> <li data-xf-list-type="ul">Soulknives receive full BAB instead of average BAB</li> <li data-xf-list-type="ul">Soulknives receive a d8 HD instead of a d10</li> <li data-xf-list-type="ul">Soulknives receive the Hidden Talent feat rather than the Wild Talent feat at 1st level</li> </ul><p>[/sblock]</p><p></p><p><strong>Spirit Shaman</strong></p><p>Spirit shamans hail only from the humans of Fyndorn and the elves. Able to see and interact with the spirit realm, they can bargain and attain power from the spirits of nature and their ancestors. Guided by the spirits, they are more attuned to the natural world and can protect others from harmful spirits.</p><p></p><p><strong>Swashbuckler</strong></p><p>Swashbucklers hail from any region and race, but are often quite rare outside of the more urban areas. Quick of tongue and quick of blade, they often have sharp minds and deft feet. Agoria had a long-running duelling tradition among the nobles of that land before the Mythar arrived, and the duelling tradition still exists amongst the merchant class humans.</p><p></p><p><strong>Wilder</strong></p><p>Wilders hail from almost any race and region, except perhaps the barbarians of Fyndorn who shun such practices. Able to tap into the deeply emotive portions of their psyche, they have powerful personalities. Able to summon a burst of power far beyond the norm from within, they are often flashy and prone to outbursts. Most often untrained, except for a sect of hedonistic elves, they must learn their limits on their own.</p><p></p><p><strong>Wu Jen</strong></p><p>Wu Jen hail only from the humans of Zoduka, the land of the Endless Sun. They are hermits and sages who delve into esoteric lore and knowledge regarding the spirit realm. With archaic formulas they learn to master these energies and wield them with astounding effects.</p></blockquote><p></p>
[QUOTE="Ferrix, post: 2451271, member: 6115"] [b]Class Information[/b] [b]Barbarian[/b] Barbarians hail most often from Cihairdun or Fyndorn, they are strong and swift warriors with a fierce heart. Those from Fyndorn claim that they channel the strength of their ancestors when they enter their warrior frenzies, a claim that is not so outrageous when one considers that the barbarians of Fyndorn practice spirit magic. [b]Bard[/b] Bards hail from many of the races and regions, able to weave the powers of the spirit realm into their words and songs, they can warm the hearts of their allies while shaking the swords of their enemies. Bards can take up the role of prophets, diplomats, artisans and other roles which rely upon their powerful personas. [sblock][list][*]Use the alternate Bard from The Book of Eldritch Might II[/list][/sblock] [b]Druid[/b] Druids hail only from the race of elves, for it is their fey blood which carries the true potential of the wild. They are the embodiment of nature in all of it’s forms, whether that be animal, plant, spirit or storm. Those elves which practice the druidic arts are revered in their culture as wise and knowledgeable, they are also granted great respect by the barbarians of Fyndorn. [b]Fighter[/b] Fighters hail from any race and any region, thugs, enforcers, defenders of the innocent, they fill many roles. From dwarven shieldbearers, agorian pikemen and cavalry, elven arborial defenders, to halfling plains riders, they bear many names and functions within societies. [b]Monk[/b] Monks hail only from the humans of Zoduka, the land of the Endless Sun, or from the gnome race. They are ascetics trained either by lone wandering monks or within monasteries tucked away from society. Their understanding of the limits of the normal human body and mind allow them to transcend them, gaining supernatural agility and internal unity. Gnome monks brought with them the perfection of their minds and have developed it into a unifying art of beauty and strength. [b]Ninja[/b] Ninjas hail only from the humans of Zoduka, the land of the Endless Sun. They are silent warriors, employed by their clans as agents outside of the diplomatic arena. Each clan maintains it’s own house of ninja, although there are always rumors that their are houses of ninjas who are free of clan affiliation who fight for money or even justice. [b]Paladin[/b] Paladins hail from any region, they are warriors devoted to a cause. Gifted with a sight beyond sight, they are able to apprehend what others cannot without the gift of spirit magic or psionics. Able to heal or harm with a touch and deal devastating blows, they are able to paralyze their foes by the force of their personality. [sblock][list][*]Create a code which you follow [*]A paladin does not gain any spells nor the ability to remove disease [*]May choose to either have a special mount or an animal companion [*]Choose either: Spirits, Spellcasters, Psionicists or Tainted as your focus [*]Smite Evil becomes a straight up smite ability [*]Lay on Hands, by choice the lay on hands ability can either inflict or heal damage. In addition, the paladin may use her lay on hands ability to end any one of the following adverse conditions, at the listed cost: ability damage (2 points per ability point restored), ability drain (5 points per ability point restored), blinded (10 points), confused (5 points), dazed (1 point), dazzled (1 point), deafened (7 points), diseased (10 points), exhausted (5 points), fatigued (3 points), feebleminded (10 points), insanity (10 points), nauseated (3 points), sickened (5 points), stunned (3 points), or poisoned (5 points). [*]Detect Evil becomes either Detect Spirits, Detect Magic, Detect Psionics or Detect Taint depending upon your focus [*]Turn Undead becomes Turn/Rebuke Spirits, Turn/Rebuke Tainted, Turn/Rebuke Spellcaster, or Turn/Rebuke Psionicist depending upon your focus [*]At 6th level any melee weapon wielded by a paladin overcomes up to 5 points of damage reduction against any creature that falls within your focus [*]At 11th level the paladin can use a free action to add a +4 bonus to either their Strength, Dexterity or Constitution. This ability may be used once per day and lasts for 1 minute per class level. [*]At 13th level, a paladin who uses lay on hands to heal her mount or animal companion cures 5 points of damage per point of healing spent. [*]At 16th level the paladin may cause any weapon he wields to be a bane weapon against any creature within his focus. This ability is useable once per day and lasts for 1 round per class level.[/list][/sblock] [b]Psion[/b] Psions are those who have examined the depths of their mind and opened up the pathways to power from within. Possessed of keen intellects, they are often disciplined and highly self-aware. They hail from almost any region except for perhaps Fyndorn, where those with powers of the mind are shunned. [b]Psychic Warrior[/b] Psychic warriors hail from any race and any region, they are warriors who have blended the powers of the mind with the strength of steel. Wise in the ways of combat and the world, they are skilled combatants, some of the most dangerous are those who have unlocked the powers of the beast within, able to grow claws and teeth to rend their foes. [b]Psychic Rogue[/b] Psychic rogues blend the powers of the mind with skills of subtlety, able to obscure themselves from the minds of their marks, climb walls like a spider and other abnormal feats, they make excellent use of their powers. Prone to unusual tactics and trickery, they are wily foes. Occasionally forming into small bands and guilds, such as the Steel Blades, they push the boundaries of any society that they exist within. [b]Ranger[/b] Rangers hail from any region and race. Hunters and trackers, woodland defenders and mountain men, they are skilled in a variety of combat styles and are often accompanied by an animal companion. They can be found in any terrain from razor-stone fields of the Iron Wastes to the glaciers of Iyndor, they are hardy and perseverant, surviving in any clime and doing quite well at it. [sblock][list][*]Spell-less Ranger from CW unless an elf [*]Elves may choose the second UA variant for rangers which grants minor shape-changing and fast movement in place of combat styles. [*]Additional Combat Styles: Spearman (Combat Reflexes, Hold the Line, Deft Opportunist), Defender (Combat Expertise, Elusive Target, Allied Defense), Rider (Mounted Combat, Spirited Charge, Cavalry Charger), Sniper (Precise Shot, Deft Strike, Woodland Archer), Power (Cleave, Improved Sunder, Combat Brute)[/list][/sblock] [b]Rogue[/b] Rogues hail from any race and region. They are as varied as the winds themselves, some are stealthy thieves. Others are silver-tongued cons, while others serve roles as diplomats, spies or scouts. What they do share is versatility, adaptability and resourcefulness and this is evident in their ability to survive and flourish. From the city-states of Agoria to the lodges of the barbarian tribes to the emperor’s palace in Zoduka, they have a place in any society. [b]Samurai[/b] Samurai hail only from the humans of Zoduka, land of the Endless Sun. They are form the bulk of the warrior caste, although occasionally a member of a lesser caste may learn the ways of the samurai from a ronin. They are implacable foes, capable of putting their enemies on their knees with only a glare. [sblock][list][*]Samurai receive 4 skill points per level[/list][/sblock] [b]Scout[/b] Scouts hail from any race and region. From the tundra-runners of the Fyndorn barbarians to the deep-wardens of the dwarves and even the kobold trackers of the Mythar, they are the first to see and hear, the first to react. Swift on their feet, they are skilled at striking deadly blows while the move. [b]Shugenja[/b] Shugenja hail only from the humans of Zoduka, the land of the Endless Sun. Often members of the noble caste, their bodies and minds are attuned to the primal energies which flow and ebb from the spirit world into the material world. With this awareness, they are able to shape and direct these energies, a powerful and unique gift. [b]Soulknife[/b] Soulknives hail only from the gnome race. The ability to manifest mindblades was brought with them from their home. Skirmishers and swift warriors, they have honed this esoteric psionic art into a deadly form of combat. [sblock][list][*]Soulknives receive full BAB instead of average BAB [*]Soulknives receive a d8 HD instead of a d10 [*]Soulknives receive the Hidden Talent feat rather than the Wild Talent feat at 1st level[/list][/sblock] [b]Spirit Shaman[/b] Spirit shamans hail only from the humans of Fyndorn and the elves. Able to see and interact with the spirit realm, they can bargain and attain power from the spirits of nature and their ancestors. Guided by the spirits, they are more attuned to the natural world and can protect others from harmful spirits. [b]Swashbuckler[/b] Swashbucklers hail from any region and race, but are often quite rare outside of the more urban areas. Quick of tongue and quick of blade, they often have sharp minds and deft feet. Agoria had a long-running duelling tradition among the nobles of that land before the Mythar arrived, and the duelling tradition still exists amongst the merchant class humans. [b]Wilder[/b] Wilders hail from almost any race and region, except perhaps the barbarians of Fyndorn who shun such practices. Able to tap into the deeply emotive portions of their psyche, they have powerful personalities. Able to summon a burst of power far beyond the norm from within, they are often flashy and prone to outbursts. Most often untrained, except for a sect of hedonistic elves, they must learn their limits on their own. [b]Wu Jen[/b] Wu Jen hail only from the humans of Zoduka, the land of the Endless Sun. They are hermits and sages who delve into esoteric lore and knowledge regarding the spirit realm. With archaic formulas they learn to master these energies and wield them with astounding effects. [/QUOTE]
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