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<blockquote data-quote="Henry" data-source="post: 2835021" data-attributes="member: 158"><p>Sample of Classes:</p><ul> <li data-xf-list-type="ul">Akashic - very heavy skill-user, a la rogues, but with most armor and weapon proficiencies, and class abilities that let you either call up knowledge similar to a bard, or temporarily gain feats or special abilities.</li> <li data-xf-list-type="ul">Champion - basically a paladin, but with suites of spell-like abilities associated with what you're championing, causes such as magic, light, life, death, darkness, etc. Also, a few barbarian-like buffing abilities are thrown in for good measure (think "He-man and Masters of the Universe," but with less hokeyness.)</li> <li data-xf-list-type="ul">Greenbond - think Druid but without the shapechanging, and more ability to talk with nature and nature spirits.</li> <li data-xf-list-type="ul">Mageblade - consummate fighter/sorcerer, very well done blend of the two.</li> <li data-xf-list-type="ul">Magister - a wizard who is heavily dependent on his staff, to great flavor-effect.</li> <li data-xf-list-type="ul">Oathsworn - like Donaldson's Blood Guard, they draw monk-like strength abilities from their oath-taking. Fear the 20th level Oathsworn who has sworn to kill you, because he's like a darned Undead Outsider Revenant Terminator. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></li> <li data-xf-list-type="ul">Ritual Warrior - a fighter who has some quasi-monkish defenses, but his combat rituals are slot-based like a sorcerer, and he gains powers based on these quick little rituals he performs during combat. </li> <li data-xf-list-type="ul">Runethane - Think "rune wizard" and you aren't far off. They're like weaker-powered versions of magisters, but with some runic class abilities that are quite nasty.</li> <li data-xf-list-type="ul">Totem warrior - think like a barbarian, but without the rage, and customized to its totem, all the way down to hit die size, armor class, shapechanging abilities, etc.</li> <li data-xf-list-type="ul">Unfettered - the D&D 3.5 swashbuckler is not very far off in abilities and flavor.</li> <li data-xf-list-type="ul">Warmain - hit points of a barbarian, feats of a fighter, weapons of a giant at high levels, these guys are combat death-dealing vortices, and not a lot else.</li> <li data-xf-list-type="ul">Witch - like runethanes, Witches are like lower-spellpowered magisters, but supplemented with class abilites based on theme - there are mind witches, iron witches, wind witches, wood witches, etc. </li> </ul><p></p><p>Races:</p><ul> <li data-xf-list-type="ul">Giants - strong, they can take racial levels to get bigger and stronger.</li> <li data-xf-list-type="ul">Sibeccai - Jackal-men, essentially, their racial levels make them tougher and better in combat.</li> <li data-xf-list-type="ul">Litorians - Lion-men, essentially, their racial levels make them better physically and in combat.</li> <li data-xf-list-type="ul">Mojh - humans who sold their humanity to become part draconic, they have magical abilities that improve with racial levels.</li> <li data-xf-list-type="ul">Dracha - also dragon-men, they were custom built by dragons. They have at high racial levels wings and breath.</li> <li data-xf-list-type="ul">Faen - think gnomes and halflings as two branches of a single race.</li> <li data-xf-list-type="ul">Verrik - wine-skinned Vulcans with mental powers as they increase in level; that's the best way I can describe them.</li> </ul><p></p><p>There are also many, many different concepts, too many to mention, but the system is heavily supported, has an active fan community, and can surprise even the most jaded D&D players with some of the twists. I highly recommend it, because I can only say so much in a cursory glimpse. You're better off soaking up the MOnte Cook forums to get more info.</p></blockquote><p></p>
[QUOTE="Henry, post: 2835021, member: 158"] Sample of Classes: [list] [*]Akashic - very heavy skill-user, a la rogues, but with most armor and weapon proficiencies, and class abilities that let you either call up knowledge similar to a bard, or temporarily gain feats or special abilities. [*]Champion - basically a paladin, but with suites of spell-like abilities associated with what you're championing, causes such as magic, light, life, death, darkness, etc. Also, a few barbarian-like buffing abilities are thrown in for good measure (think "He-man and Masters of the Universe," but with less hokeyness.) [*]Greenbond - think Druid but without the shapechanging, and more ability to talk with nature and nature spirits. [*]Mageblade - consummate fighter/sorcerer, very well done blend of the two. [*]Magister - a wizard who is heavily dependent on his staff, to great flavor-effect. [*]Oathsworn - like Donaldson's Blood Guard, they draw monk-like strength abilities from their oath-taking. Fear the 20th level Oathsworn who has sworn to kill you, because he's like a darned Undead Outsider Revenant Terminator. :) [*]Ritual Warrior - a fighter who has some quasi-monkish defenses, but his combat rituals are slot-based like a sorcerer, and he gains powers based on these quick little rituals he performs during combat. [*]Runethane - Think "rune wizard" and you aren't far off. They're like weaker-powered versions of magisters, but with some runic class abilities that are quite nasty. [*]Totem warrior - think like a barbarian, but without the rage, and customized to its totem, all the way down to hit die size, armor class, shapechanging abilities, etc. [*]Unfettered - the D&D 3.5 swashbuckler is not very far off in abilities and flavor. [*]Warmain - hit points of a barbarian, feats of a fighter, weapons of a giant at high levels, these guys are combat death-dealing vortices, and not a lot else. [*]Witch - like runethanes, Witches are like lower-spellpowered magisters, but supplemented with class abilites based on theme - there are mind witches, iron witches, wind witches, wood witches, etc. [/list] Races: [list] [*]Giants - strong, they can take racial levels to get bigger and stronger. [*]Sibeccai - Jackal-men, essentially, their racial levels make them tougher and better in combat. [*]Litorians - Lion-men, essentially, their racial levels make them better physically and in combat. [*]Mojh - humans who sold their humanity to become part draconic, they have magical abilities that improve with racial levels. [*]Dracha - also dragon-men, they were custom built by dragons. They have at high racial levels wings and breath. [*]Faen - think gnomes and halflings as two branches of a single race. [*]Verrik - wine-skinned Vulcans with mental powers as they increase in level; that's the best way I can describe them. [/list] There are also many, many different concepts, too many to mention, but the system is heavily supported, has an active fan community, and can surprise even the most jaded D&D players with some of the twists. I highly recommend it, because I can only say so much in a cursory glimpse. You're better off soaking up the MOnte Cook forums to get more info. [/QUOTE]
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