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STEELDRAGONS' ULTIMATE FANTASY GAME
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<blockquote data-quote="steeldragons" data-source="post: 7357533" data-attributes="member: 92511"><p><u><strong>The Mystics</strong></u></p><p>Adventurers who rely on their wisdom, enlightenment and power of faith to face the challenges of fantasy adventure.</p><p></p><p>HD: d8; Armor/Weapons: limited/specific; Defining features: Channel Power, Influence Self & Others, Capacity for Combat Prowess & Magic Use. </p><p> </p><p><strong>The Cleric:</strong> Default Mystic. The mace-swinging, undead turning advocate and soldier of their deity or religion. </p><p>Light & Medium Armors & Shields. Specifc weapons. Divine Magic channeling & spells.</p><p> -<em><strong>-Ecclesiast:</strong></em> the cloistered clergy and secluded religious, friars/occidental monks/nuns, ordained priests who forego martial training, devoted hermits. No Medium armor, less weapons, more Magic features, rituals, & spell use.</p><p> <em><strong> --Templar: </strong></em>the guardians of the temple, church militant, meters of divine justice, combatants avowed to a deity/religious order. Add heavy amors, dispensations for weapons "sacred" to the deity/order, channeling combat useful auras and smites, less spell use than the ecclesiast or cleric.</p><p></p><p><strong>Druid:</strong> the sickle-swinging, elemental spell-slinging, shapeshifting advocate and defender of the natural world. Non-metal armor, shields, and weapons. Specific weapons. Nature Magic channeling & spells.</p><p><strong>Bard:</strong> the harp-strumming, rapier-swinging, lyrically persuasive chronicler and loremaster of histories and heroes. Light and medium armor. No shields. Simple, ranged, and light martial weapons. Invoke inspiration. Diversity of skills & lore. Bardic Magic (nature & illusion magic) channeling & spells. </p><p><strong>Shaman:</strong> the cudgel-swinging, bone-throwing, spirits-summoning advocate of and emissary to the Spirit world. Limit to light armor & shields. Specific weapons. Invoke and communicate with helpful (or at least useful) spirits. Shamanic Magic (combo of divine and nature) channeling and spells.</p><p><strong>Ascetic:</strong> the staff-swinging, nerve-punching, mind-body-spirit aligning advocate and seeker of enlightening the inner divinity/soul. Limited to light armors, no shields. Specific weapons. Unarmed combat, acrobatic, and seemingly supernatural features. Divine Magic effects channeling one's personal spiritual energy, often referred to as "chi" or "ki."</p><p></p><p><u><strong>The Rogues</strong></u></p><p>Adventurers who rely on their dexterity, mobility and cunning to face the challenges of fantasy adventure.</p><p></p><p>HD: d10; Armor/Weapons: light or limited/all simple, all ranged, some martial; Defining features: Skills Expertise, Stealth, & Movement. </p><p></p><p><strong>The Thief:</strong> Default Rogue. The shadow-slinking, back-stabbing, treasure-hunting burglar and shyster. </p><p>Light Armors. No shields. All simple, all ranged, + single-handed martial weapons. Situational Sneak Attack bonus damage. Skill Expertise, Stealth, Sleight of Hand, Trap-finding/disarming + more as you level.</p><p> <em><strong> --Acrobat:</strong></em> the staff-swinging, flipping and tumbling, effortless entertainer and escape artist. Light Armors. No shields. All simple, all ranged, + single-handed martial weapons. Situational Tumbling Attack bonus damage. Acrobatics Expertise, Stealth, Sleight of Hand, Agility + more as you level..</p><p><em><strong> --Assassin:</strong></em> the dagger-poisoning, shadow-slinking, killer-for-hire and spy. Light armors, shields. All simple, all ranged, + single-handed martial weapons. Situational Kill Attack bonus damage. Killing Expertise, Stealth, Sleight of Hand, Disguise & Poison Use + more as you level.</p><p></p><p><strong>Ranger:</strong> the sword-swinging, arrow-raining, wilderness ranging hunter and tracker. Light & Medium armors/Shields. All simple, all ranged, + single-handed martial weapons. Situational Hunter's Mark bonus damage. Wilderness Expertise, Stealth, Tracking, Nature Lore + more as you level.</p><p><strong>Swashbuckler:</strong> the cutlass-waving, chandelier-swinging, flipping mariner and cad. Light armor & shields. All simple, all ranged, + single-handed martial weapons. Situational Panache Attack bonus damage. Charm Expertise, Stealth, Sleight of Hand, Acrobatics, Marine/Sailing Lore + more as you level. </p><p><strong>Trickster:</strong> the knife-juggling, quip flinging, spell-slinging jester and magic-thief. Light armor. No shield. All simple, all ranged. Situational Sneak Attack bonus damage. Limited Illusion Magic use, Stealth, Sleight of Hand, Arcane Lore + more as you level. </p><p><strong>Avenger:</strong> the crossbow-sniping, roof-diving, temple/deity-sanctioned enforcer and sleuth . Light & Medium armors. No shields. All simple, all ranged, + single-handed martial weapons. Situational Sneak Attack bonus damage. Limited Divine Magic use, Stealth, Tracking, Acrobatics, + more as you level.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7357533, member: 92511"] [U][B]The Mystics[/B][/U] Adventurers who rely on their wisdom, enlightenment and power of faith to face the challenges of fantasy adventure. HD: d8; Armor/Weapons: limited/specific; Defining features: Channel Power, Influence Self & Others, Capacity for Combat Prowess & Magic Use. [B]The Cleric:[/B] Default Mystic. The mace-swinging, undead turning advocate and soldier of their deity or religion. Light & Medium Armors & Shields. Specifc weapons. Divine Magic channeling & spells. -[I][B]-Ecclesiast:[/B][/I] the cloistered clergy and secluded religious, friars/occidental monks/nuns, ordained priests who forego martial training, devoted hermits. No Medium armor, less weapons, more Magic features, rituals, & spell use. [I][B] --Templar: [/B][/I]the guardians of the temple, church militant, meters of divine justice, combatants avowed to a deity/religious order. Add heavy amors, dispensations for weapons "sacred" to the deity/order, channeling combat useful auras and smites, less spell use than the ecclesiast or cleric. [B]Druid:[/B] the sickle-swinging, elemental spell-slinging, shapeshifting advocate and defender of the natural world. Non-metal armor, shields, and weapons. Specific weapons. Nature Magic channeling & spells. [B]Bard:[/B] the harp-strumming, rapier-swinging, lyrically persuasive chronicler and loremaster of histories and heroes. Light and medium armor. No shields. Simple, ranged, and light martial weapons. Invoke inspiration. Diversity of skills & lore. Bardic Magic (nature & illusion magic) channeling & spells. [B]Shaman:[/B] the cudgel-swinging, bone-throwing, spirits-summoning advocate of and emissary to the Spirit world. Limit to light armor & shields. Specific weapons. Invoke and communicate with helpful (or at least useful) spirits. Shamanic Magic (combo of divine and nature) channeling and spells. [B]Ascetic:[/B] the staff-swinging, nerve-punching, mind-body-spirit aligning advocate and seeker of enlightening the inner divinity/soul. Limited to light armors, no shields. Specific weapons. Unarmed combat, acrobatic, and seemingly supernatural features. Divine Magic effects channeling one's personal spiritual energy, often referred to as "chi" or "ki." [U][B]The Rogues[/B][/U] Adventurers who rely on their dexterity, mobility and cunning to face the challenges of fantasy adventure. HD: d10; Armor/Weapons: light or limited/all simple, all ranged, some martial; Defining features: Skills Expertise, Stealth, & Movement. [B]The Thief:[/B] Default Rogue. The shadow-slinking, back-stabbing, treasure-hunting burglar and shyster. Light Armors. No shields. All simple, all ranged, + single-handed martial weapons. Situational Sneak Attack bonus damage. Skill Expertise, Stealth, Sleight of Hand, Trap-finding/disarming + more as you level. [I][B] --Acrobat:[/B][/I] the staff-swinging, flipping and tumbling, effortless entertainer and escape artist. Light Armors. No shields. All simple, all ranged, + single-handed martial weapons. Situational Tumbling Attack bonus damage. Acrobatics Expertise, Stealth, Sleight of Hand, Agility + more as you level.. [I][B] --Assassin:[/B][/I] the dagger-poisoning, shadow-slinking, killer-for-hire and spy. Light armors, shields. All simple, all ranged, + single-handed martial weapons. Situational Kill Attack bonus damage. Killing Expertise, Stealth, Sleight of Hand, Disguise & Poison Use + more as you level. [B]Ranger:[/B] the sword-swinging, arrow-raining, wilderness ranging hunter and tracker. Light & Medium armors/Shields. All simple, all ranged, + single-handed martial weapons. Situational Hunter's Mark bonus damage. Wilderness Expertise, Stealth, Tracking, Nature Lore + more as you level. [B]Swashbuckler:[/B] the cutlass-waving, chandelier-swinging, flipping mariner and cad. Light armor & shields. All simple, all ranged, + single-handed martial weapons. Situational Panache Attack bonus damage. Charm Expertise, Stealth, Sleight of Hand, Acrobatics, Marine/Sailing Lore + more as you level. [B]Trickster:[/B] the knife-juggling, quip flinging, spell-slinging jester and magic-thief. Light armor. No shield. All simple, all ranged. Situational Sneak Attack bonus damage. Limited Illusion Magic use, Stealth, Sleight of Hand, Arcane Lore + more as you level. [B]Avenger:[/B] the crossbow-sniping, roof-diving, temple/deity-sanctioned enforcer and sleuth . Light & Medium armors. No shields. All simple, all ranged, + single-handed martial weapons. Situational Sneak Attack bonus damage. Limited Divine Magic use, Stealth, Tracking, Acrobatics, + more as you level. [/QUOTE]
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