I am playing in my first campaign and I am having some trouble with the role-playing. The group is all good friends!! The DM is allowing us to play up to 2 charecters each and since this is my 1st campaign is being very generous(with the other player's consent) to allow me to ck out some of the races and classes. I just cannot seem to get into the roleplaying becase as my name states shy lady. The DM has suggested that if I find something I am comfortable with and can get into playing and realize how much fun it can be I will probably have no problem playing different races/classes in the future. He has given me some of his books to look over and (again with the other player's consent) told me that if I could come up with a viable charecter he would consider it. Since I am Native American I have taken some aspects of the Druid, Ranger and some things I saw in the Rifts: Spirit West book and come up with this. It is not finished but I would really like some input to see if I am just wasting my time or if I should continue making this? Plz keep in mind I am in my first campaign and admit I have no clue what I am doing so don't bash on me toooooo hard! Thank You very much for your comments or suggestions!
WARRIOR PRIEST/PRIESTESS
CHARECTERISTICS: Warrior Priest/ess are highly spiritual beings who believe that we all are spirits who
are given free will. They believe that our true selves are these spirits and our bodies merely a vessel that
is animated by us when we are no longer in the Spirit Realm. Upon dying we return to the Spirit Realm, but may return to a "physical" realm many times as these returnings give us information and experiences that help us to evolve. They believe that not only is this the case with "human" spirits but all spirits including animals. Warrior Priest/ess avoid wearing med. or hvy armor but are proficient with lgt. armor and rely on "body paints" and fetishes to provide them with bonuses.
ALIGNMENT: Warrior Priest/ess lean more toward good or neutral as they know that if they are evil,upon returning to the Spirit Realm, they will have to answer to all they comitted an evil deed against for as long as that one deems necesarry(they will not be allowed to return until the last person has decided they have answered enough for their deeds.)
RELIGION: Warrior Priest/ess being "spiritually aware" realize that there are many paths to God/the Gods, therefore they do not persecute anyone for their religious beliefs and quite often take things from different religions that work for them and incorporate it into a "personal working religion" They do revere nature as Druids do because they believe everything was made by God/the Gods so therefore it is sacred.
RACES: Humans are the most likely but open to any race that has a "tribal" setting or someone of another race that was adopted by a "tribal" race.
HIT DICE: d8
CLASS SKILLS: concentration(con), craft(int), handle animal(cha), heal(wis), knowledge nature(int),
knowledge relgion(int), ride(dex), spellcraft(int), spot(wis), survival(wis), listen(wis), swim(str)
THE WARRIOR PRIEST/ESS
1ST LEVEL: B.A. +0, Fort. +2, Ref +0, Will +2, Special:Spirit Familiar, Personal Fetishes, Totem spirit Spells Per Day: 0-3, 1st-1
2ND LEVEL: B.A. +1, Fort. +3, Ref. +0, Will +3, Specials: Wild Empathy Spells Per Day: 0-4, 1st-2
3RD LEVEL: B.A. +2, Fort. +3, Ref. +1, Will +3 Specials: Woodland Stride Spells Per Day: 0-4, 1st-2, 2nd-1
4TH LEVEL: B.A. +3, Fort. +4, Ref. +1, Will +4 Specials: Track Spells Per Day: 0-5, 1st-3, 2nd-2
5TH LEVEL: B.A. +3, Fort. +4, Ref. +1, Will +4 Specials: Greater Personal Fetishes Spells Per Day: 0-5, 1st-3 2nd-2, 3rd-1
6TH LEVEL: B. A. +4, Fort + 5, Ref. +2, Will +5, Specials: Heightened Senses Spells Per Day: 0-5, 1st-3, 2nd-3, 3rd-2
7TH LEVEL: B. A. +5, Fort. +5, Ref. +2, Will +5, Specials: Heal Animals Spells Per Day: 0-6, 1st-4, 2nd-3, 3rd-2, 4th-1
8TH LEVEL: B.A. +6, Fort +6, Ref +2, Will +6, Specials : Endurance Spells Per Day: 0-6, 1st-4, 2nd-3, 3rd-3, 4th-2
9TH LEVEL: B. A. +6, Fort +6, Ref. +3, Will +6 Specials: Trackless Step Spells Per Day: 0-6, 1st-4, 2nd-4, 3rd-3, 4th-2, 5th-1
SPIRIT FAMILIAR: Different than a wizard/sorcerors familiar, similiar to a druids animal companion. A spirit familiar is an animal spirit that has bonded with the Warrior Priest/ess in the "Spirit Realm". Each time a spirit is in a "physical" place their spirit familiar will be with them although it does not have to take the same form each time since it is the spirit that is it's true self. When obtained, player must specify what type of animal form it has. Upon its death, it cannot return until 1 yr has passed and at that time the player may specify it is of the same animal type as before or select a new type but it MUST be animal form.
PERSONAL FETISHES: At 1st level the Warrior Priest/ess has access to 2 minor fetishes, once picked they cannot be changed. At 10th level they can choose 2 major fetishes. At 20th level, they can choose 1 legendary fetish.
MINOR FETISHES: 1. Armor Fetish: This fetish is made from pieces of turtle shell, armadillo,bear or buffalo hide. It provides the wearer with a +2 AC bonus
2. Climbing Fetish: This fetish is made from the teeth, hide or horns of a mountain goat,squirrel or wildcat. It adds a +3 to climb cks.
3.Damage Fetish: This fetish is made from the root of a tall tree that is wrapped around a rock from a high point of a mountain. The high rock and the deep root link, air to deep earth connection, is a powerful combination. This fetish MUST be placed on a weapon, it can be placed on different weapons but can only be on 1 at a time. this gives a +2 to hit.
4. Ear Fetish: This fetish is made from the ear or ear tips of a rabbit,wolf,deer, or other animal with keen hearing. It helps make the player alert to sounds and grants a +1 to initiative and those trying to surprise attack suffer a -2.
5. Strength Fetish: This fetish is made from the teeth, horns,hooves,hide or pieces of bone from an elk,moose,buffalo or bear. It can be activated 3x/day and
6. Swim Fetish: This fetish is made from the teeth or bones of an aquatic mammel or frog,turtle. It grants a +2 to swim cks.
7. Luck Fetish: This fetish is made from the "trickster" animals...ravens,foxes and coyotes. It grants a +1 to initiative, +1 to dodge, +1 to saves vs. posions. duration is 2 min per level of user
8. Healing Fetish: This fetish is made from the bones of a bear,snake or buffalo. It can be activated 2x/day and heals 2d6 points of damage, it also gives the wearer a constant +1 to saves vs posion
MAJOR FETISHES: 1. Great Armor Fetish: typically a hooded shirt with a headdress or headpiece made from lower version material. it can be worn over lgt armor. If done as a headpiece it is usually menacing looking and made from turtle shell, armadillo hide,skin/hide of a buffalo,dinosaur.etc. grants a +4 to AC bonus.
2.Great Ear Fetish: same as lower version but grants +3 to iniative and those trying to surprise attack suffer -4.
3. Great Healing Fetish: same as above but heals 3d6points of damage and can be activated1x/day per wearer level
4. Great Luck Fetish: same as above but grants +2 to iniative, +2 to dodge and +2 to saves vs. posion. duration is 5 min per level of user
TOTEM SPIRIT: At 1st level the Warrior Priest/ess gains a totem spirit......3x/day they can call upon their totem spirit. It can be asked questions or asked to perform simple tasks. As the bond between the Warrior Priest/ess and teh totem spirit grows at 5th level it can be asked to join in combat. Once the spirit totem is selected it cannot be changed.
SOME SPELLS: SPIRIT PAINT
duratin: 1day/level
there are 2 versions 1 for hunting 1 for war
hunting provides +1 attck,+1 dodge,+1 track
war provides +2 initiative, +2 attck, +2 save vs fear
CONTACT SPIRITS
duration: 1 min/level
with this spell you enter a partially detached,
dream-like state in which you hear the voices
of the spirit realm. The general type of spirit
to be contacted is decided before spell is cast.
you can converse with this spirit and it can
only tell you what it knows.
SPIRIT FENCE
duration: 10min/level
you summon spiritual energy around you
it grants a 20% miss chance for ranged
attacks against you
SHARED SPIRITS
duration: 2min/level
when cast upon yourself it causes an
animal to percieve you as one of their own
WARRIOR PRIEST/PRIESTESS
CHARECTERISTICS: Warrior Priest/ess are highly spiritual beings who believe that we all are spirits who
are given free will. They believe that our true selves are these spirits and our bodies merely a vessel that
is animated by us when we are no longer in the Spirit Realm. Upon dying we return to the Spirit Realm, but may return to a "physical" realm many times as these returnings give us information and experiences that help us to evolve. They believe that not only is this the case with "human" spirits but all spirits including animals. Warrior Priest/ess avoid wearing med. or hvy armor but are proficient with lgt. armor and rely on "body paints" and fetishes to provide them with bonuses.
ALIGNMENT: Warrior Priest/ess lean more toward good or neutral as they know that if they are evil,upon returning to the Spirit Realm, they will have to answer to all they comitted an evil deed against for as long as that one deems necesarry(they will not be allowed to return until the last person has decided they have answered enough for their deeds.)
RELIGION: Warrior Priest/ess being "spiritually aware" realize that there are many paths to God/the Gods, therefore they do not persecute anyone for their religious beliefs and quite often take things from different religions that work for them and incorporate it into a "personal working religion" They do revere nature as Druids do because they believe everything was made by God/the Gods so therefore it is sacred.
RACES: Humans are the most likely but open to any race that has a "tribal" setting or someone of another race that was adopted by a "tribal" race.
HIT DICE: d8
CLASS SKILLS: concentration(con), craft(int), handle animal(cha), heal(wis), knowledge nature(int),
knowledge relgion(int), ride(dex), spellcraft(int), spot(wis), survival(wis), listen(wis), swim(str)
THE WARRIOR PRIEST/ESS
1ST LEVEL: B.A. +0, Fort. +2, Ref +0, Will +2, Special:Spirit Familiar, Personal Fetishes, Totem spirit Spells Per Day: 0-3, 1st-1
2ND LEVEL: B.A. +1, Fort. +3, Ref. +0, Will +3, Specials: Wild Empathy Spells Per Day: 0-4, 1st-2
3RD LEVEL: B.A. +2, Fort. +3, Ref. +1, Will +3 Specials: Woodland Stride Spells Per Day: 0-4, 1st-2, 2nd-1
4TH LEVEL: B.A. +3, Fort. +4, Ref. +1, Will +4 Specials: Track Spells Per Day: 0-5, 1st-3, 2nd-2
5TH LEVEL: B.A. +3, Fort. +4, Ref. +1, Will +4 Specials: Greater Personal Fetishes Spells Per Day: 0-5, 1st-3 2nd-2, 3rd-1
6TH LEVEL: B. A. +4, Fort + 5, Ref. +2, Will +5, Specials: Heightened Senses Spells Per Day: 0-5, 1st-3, 2nd-3, 3rd-2
7TH LEVEL: B. A. +5, Fort. +5, Ref. +2, Will +5, Specials: Heal Animals Spells Per Day: 0-6, 1st-4, 2nd-3, 3rd-2, 4th-1
8TH LEVEL: B.A. +6, Fort +6, Ref +2, Will +6, Specials : Endurance Spells Per Day: 0-6, 1st-4, 2nd-3, 3rd-3, 4th-2
9TH LEVEL: B. A. +6, Fort +6, Ref. +3, Will +6 Specials: Trackless Step Spells Per Day: 0-6, 1st-4, 2nd-4, 3rd-3, 4th-2, 5th-1
SPIRIT FAMILIAR: Different than a wizard/sorcerors familiar, similiar to a druids animal companion. A spirit familiar is an animal spirit that has bonded with the Warrior Priest/ess in the "Spirit Realm". Each time a spirit is in a "physical" place their spirit familiar will be with them although it does not have to take the same form each time since it is the spirit that is it's true self. When obtained, player must specify what type of animal form it has. Upon its death, it cannot return until 1 yr has passed and at that time the player may specify it is of the same animal type as before or select a new type but it MUST be animal form.
PERSONAL FETISHES: At 1st level the Warrior Priest/ess has access to 2 minor fetishes, once picked they cannot be changed. At 10th level they can choose 2 major fetishes. At 20th level, they can choose 1 legendary fetish.
MINOR FETISHES: 1. Armor Fetish: This fetish is made from pieces of turtle shell, armadillo,bear or buffalo hide. It provides the wearer with a +2 AC bonus
2. Climbing Fetish: This fetish is made from the teeth, hide or horns of a mountain goat,squirrel or wildcat. It adds a +3 to climb cks.
3.Damage Fetish: This fetish is made from the root of a tall tree that is wrapped around a rock from a high point of a mountain. The high rock and the deep root link, air to deep earth connection, is a powerful combination. This fetish MUST be placed on a weapon, it can be placed on different weapons but can only be on 1 at a time. this gives a +2 to hit.
4. Ear Fetish: This fetish is made from the ear or ear tips of a rabbit,wolf,deer, or other animal with keen hearing. It helps make the player alert to sounds and grants a +1 to initiative and those trying to surprise attack suffer a -2.
5. Strength Fetish: This fetish is made from the teeth, horns,hooves,hide or pieces of bone from an elk,moose,buffalo or bear. It can be activated 3x/day and
6. Swim Fetish: This fetish is made from the teeth or bones of an aquatic mammel or frog,turtle. It grants a +2 to swim cks.
7. Luck Fetish: This fetish is made from the "trickster" animals...ravens,foxes and coyotes. It grants a +1 to initiative, +1 to dodge, +1 to saves vs. posions. duration is 2 min per level of user
8. Healing Fetish: This fetish is made from the bones of a bear,snake or buffalo. It can be activated 2x/day and heals 2d6 points of damage, it also gives the wearer a constant +1 to saves vs posion
MAJOR FETISHES: 1. Great Armor Fetish: typically a hooded shirt with a headdress or headpiece made from lower version material. it can be worn over lgt armor. If done as a headpiece it is usually menacing looking and made from turtle shell, armadillo hide,skin/hide of a buffalo,dinosaur.etc. grants a +4 to AC bonus.
2.Great Ear Fetish: same as lower version but grants +3 to iniative and those trying to surprise attack suffer -4.
3. Great Healing Fetish: same as above but heals 3d6points of damage and can be activated1x/day per wearer level
4. Great Luck Fetish: same as above but grants +2 to iniative, +2 to dodge and +2 to saves vs. posion. duration is 5 min per level of user
TOTEM SPIRIT: At 1st level the Warrior Priest/ess gains a totem spirit......3x/day they can call upon their totem spirit. It can be asked questions or asked to perform simple tasks. As the bond between the Warrior Priest/ess and teh totem spirit grows at 5th level it can be asked to join in combat. Once the spirit totem is selected it cannot be changed.
SOME SPELLS: SPIRIT PAINT
duratin: 1day/level
there are 2 versions 1 for hunting 1 for war
hunting provides +1 attck,+1 dodge,+1 track
war provides +2 initiative, +2 attck, +2 save vs fear
CONTACT SPIRITS
duration: 1 min/level
with this spell you enter a partially detached,
dream-like state in which you hear the voices
of the spirit realm. The general type of spirit
to be contacted is decided before spell is cast.
you can converse with this spirit and it can
only tell you what it knows.
SPIRIT FENCE
duration: 10min/level
you summon spiritual energy around you
it grants a 20% miss chance for ranged
attacks against you
SHARED SPIRITS
duration: 2min/level
when cast upon yourself it causes an
animal to percieve you as one of their own