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<blockquote data-quote="Quickleaf" data-source="post: 4080477" data-attributes="member: 20323"><p><strong>Classes</strong></p><p></p><p><strong><span style="font-size: 15px">ADVENTURERS OF KARATHIA</span></strong></p><p>I'm allowing all 8 core classes, and hope to add these classes from expanded core: Barbarian (primal defender), Bard (arcane leader), Druid (primal leader), Spellsword (arcane defender), and Knight (martial controller). Witch (primal controller) will probably become it's own class focused on area of effects like <em>hasten daybreak</em>, terrain changes like <em>entangling briar</em>, debuffing via divination & curses (depriving of blessing), and hindering via fey allies & ritual magic.</p><p></p><p>I want each class to have at least 3 builds, but these will be more tied to the setting rather than generic. So...each class will get a write-up like this...</p><p></p><p><strong>Barbarian</strong></p><p>Karathia is a land teaming with warriors whose lifeblood is the land, the so-called barbarians. The term “barbarian” is ironically used by these native peoples to describe imperial soldiers. Barbarian builds are based on their culture of origin:</p><p></p><p><em>Totem Warrior:</em> The Lahani Confederacy boasts warriors who summon animal totems to aid them in battle. </p><p></p><p><em>Horsemasher:</em> The Horsemasher tribes of the Qulashin Steppes prize martial prowess and their horseback warriors invoke the Horned God to redden their eyes with his wrath. Horsemasher barbarians always have the Mounted Combat feat. </p><p></p><p><em>Dispossessed (aka Ghost Warrior):</em> Scattered “Ghost tribes” exist in the Wyvernlands, their people a hollow reflection of who they once were after the empire’s predations, and barbarians from these dispossessed tribes engage in desperate missions of survival and vengeance, calling on their ancestors to crush the empire. As they prefer camouflage and ambush tactics, “Ghost” barbarians trade the “” barbarian ability for the “” rogue ability. </p><p></p><p><em>Desert Nomad:</em> The Sicoran nomads of the southern desert have elevated combat to a highly ritualistic art form, and their barbarians are gifted poets of excrutiatingly high moral character.</p><p></p><p><strong>Fighter</strong></p><p>Heavily armed men and women without clear allegiance are assumed to be soldiers turned mercenaries ("jackal sons of wolves"), feared and viewed suspiciously by the common folk, and reviled by loyal soldiers.</p><p></p><p><em>Honorable Mercenary:</em> Once a soldier, life circumstances led the mercenary to a slippery path with no master. However, unlike their vainglorious brethren, the honorable mercenary still holds onto their humanity. Forced to keep their identity concealed, they have superb connections, ample armories, and the ability to mark entire groups of foes.</p><p></p><p><em>Peasant Hero:</em> The peasant hero rose up from the ranks of the common folk, their body forged by the labors of farm life, during times of need to protect the village. They gain bonuses when defending innocents, improvise farm tools as weapons, and are often helped in subtle ways by their fellow commoners.</p><p></p><p><em>Watchtower Lord:</em> Weathering harsh conditions in isolated freeholds, the Watchtower Lords are entrenched nobles as dangerous on the battlefield as they are politically savvy. When given time to plan, they can make a fortress impregnable, and are known for wielding heavy legacy weapons on the battlefield.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 4080477, member: 20323"] [b]Classes[/b] [b][size=4]ADVENTURERS OF KARATHIA[/size][/b] I'm allowing all 8 core classes, and hope to add these classes from expanded core: Barbarian (primal defender), Bard (arcane leader), Druid (primal leader), Spellsword (arcane defender), and Knight (martial controller). Witch (primal controller) will probably become it's own class focused on area of effects like [i]hasten daybreak[/i], terrain changes like [i]entangling briar[/i], debuffing via divination & curses (depriving of blessing), and hindering via fey allies & ritual magic. I want each class to have at least 3 builds, but these will be more tied to the setting rather than generic. So...each class will get a write-up like this... [B]Barbarian[/B] Karathia is a land teaming with warriors whose lifeblood is the land, the so-called barbarians. The term “barbarian” is ironically used by these native peoples to describe imperial soldiers. Barbarian builds are based on their culture of origin: [i]Totem Warrior:[/i] The Lahani Confederacy boasts warriors who summon animal totems to aid them in battle. [i]Horsemasher:[/i] The Horsemasher tribes of the Qulashin Steppes prize martial prowess and their horseback warriors invoke the Horned God to redden their eyes with his wrath. Horsemasher barbarians always have the Mounted Combat feat. [i]Dispossessed (aka Ghost Warrior):[/i] Scattered “Ghost tribes” exist in the Wyvernlands, their people a hollow reflection of who they once were after the empire’s predations, and barbarians from these dispossessed tribes engage in desperate missions of survival and vengeance, calling on their ancestors to crush the empire. As they prefer camouflage and ambush tactics, “Ghost” barbarians trade the “” barbarian ability for the “” rogue ability. [i]Desert Nomad:[/i] The Sicoran nomads of the southern desert have elevated combat to a highly ritualistic art form, and their barbarians are gifted poets of excrutiatingly high moral character. [b]Fighter[/b] Heavily armed men and women without clear allegiance are assumed to be soldiers turned mercenaries ("jackal sons of wolves"), feared and viewed suspiciously by the common folk, and reviled by loyal soldiers. [i]Honorable Mercenary:[/i] Once a soldier, life circumstances led the mercenary to a slippery path with no master. However, unlike their vainglorious brethren, the honorable mercenary still holds onto their humanity. Forced to keep their identity concealed, they have superb connections, ample armories, and the ability to mark entire groups of foes. [i]Peasant Hero:[/i] The peasant hero rose up from the ranks of the common folk, their body forged by the labors of farm life, during times of need to protect the village. They gain bonuses when defending innocents, improvise farm tools as weapons, and are often helped in subtle ways by their fellow commoners. [i]Watchtower Lord:[/i] Weathering harsh conditions in isolated freeholds, the Watchtower Lords are entrenched nobles as dangerous on the battlefield as they are politically savvy. When given time to plan, they can make a fortress impregnable, and are known for wielding heavy legacy weapons on the battlefield. [/QUOTE]
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