Kyo
You Must Unite What Has Been Set Asunder
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Elite Jounin (S-rank mission)
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« Reply #5 on: August 01, 2007, 03:23:17 PM » |
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fiecare isi poate crea personajul lui. si va actiona sub forma acelui personaj creat de el. desigur,
- oamenii pot fi de mai multe tipuri: dwarfi, gnomi, hobbiti, oameni, dunedaini, vrajitori, etc. - elfii pot fi: Night Elf, Blood Elf, Burning Elf, Drow Elf, Dark Elf, Wood Elf, Templar Elf, High Elf, Half-Elf - orcii... in afara de exemplele din lotr [White orcs si uruk-hai], Half-Orcs - undead pot fi: scheleti, lich, wraith, vampiri, etc De asemenea, pot introduce si o categorie de creaturi fantastice si mitice: Dragoni, centauri, unicorni, chimere, meduse, sphinx, manticore, si multe altele...
putem uni aliante, personajele userilor se pot alia intre ele. voi mai face un thread unde ne vom inscrie cu personajele noastre: - nume, prenume - varsta - rasa - gen - descriere - class: cititi mai jos - eventual o poza, facuta de voi, sau luata, daca gasiti o poza care sa se potriveasca cu descrierea personajului vostru
Classes: * Barbarian Barbarians are brave, even reckless, and their warrior skills make them well suited to adventure. Instead of training and discipline, barbarians have a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger has also given barbarians a sort of "sixth sense", the preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.
* Bard Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched. A high Charisma score allows a bard to cast high-level spells.
* Cleric Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grants the cleric special powers, and give him access to spells that he might otherwise never learn. A cleric's Wisdom score should be high, since this determines the maximum spell level that he can cast.
* Druid Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druid's Wisdom score should be high, as this determines the maximum spell level that they can cast.
* Fighter Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.
* Monk Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oath. A monk wearing armor loses their Wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round. * Paladin Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test—an opportunity to demonstrate bravery, to learn tactics, and to find ways to do good. Divine power protects these warriors of virtue, warding off harm, protecting from disease, healing, and guarding against fear. The paladin can also direct this power to help others, healing wounds or curing diseases, and also use it to destroy evil. Experienced paladins can smite evil foes and turn away undead. A paladin's Wisdom score should be high, as this determines the maximum spell level that they can cast. Many of the paladin's special abilities also benefit from a high Charisma score.
* Ranger Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy—a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.
* Rogue Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes "fake it" well enough to cast spells from scrolls, activate wands, and use just about any other magic item.
* Sorcerer Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories—just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.
*Wizards Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar: a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.
Rasele: Human: Humans are considered very adaptable to their surroundings and being quick to learn new skills. * Favored Class: Any. * Special Abilities: None [ca doar e om...] Dwarf: Extraordinarily resilient to damage and magic- they are feared warriors. * Favored Class: Fighter. * Special Abilities: Stonecunning, Darkvision Elf:Lithe, graceful and deadly; Elves have magic infused into their very being. * Favored Class: Wizard. * Special Abilities: Keen Senses, Low-light vision. Gnome:The master tinkerers, inventors and scientists amongst the races. * Favored Class: Wizard. * Special Abilities: Small Stature, Low-light vision.
Half-Elf: A potent mix of human curiosity and ingenuity with the Elven longer lifespan and magical defensives. * Favored Class: Any. * Special Abilities: Low-light vision.
Half-Orc: The brutal Orc mixed with the natural intelligence of the human has produced a race of enormous strength and endurance possessing a foul temper and dubious intelligence. * Favored Class: Barbarian. * Special Abilities: Darkvision.
Halfling: Tiny, resourceful and skillful; Halflings are sometimes dismissed as weak by the foolish. * Favored Class: Rogue. * Special Abilities: Small Stature, Lucky, Fearless, and Good Aim.
Night Elf: Very agile, one with the nature, the night elf is the perfect hunter around! * Favoured Class: Ranger * Special Abilities: Enhanced Speed, Darkvision, Healing
Blood Elf: Inspired by the leadership of their beloved prince, Kael'thas Sunstrider, the blood elves now seek out new sources of arcane magic and the means of defending their land against all evil. * Favoured Class: Wizard * Special Abilities: Fast Mana regeneration, Arcane Magic.
Burning Elf: He's A fire lover. born from the depths of the volcano Grath'Hum, The Burning Elf is a native fire wielder. * Favoured Class: Socerer * Special Abilaities: Immune To Fire Attacks, Bonus Damage done with Fire Spells
Drow Elf: Born in the deep Underdark, The Territory located under the face of the Earth, the Drow Elf is the native criminal, born only to serve his House Master. * Favoured Class: Rogue * Special Abilities: DarkVision, Stealth
Wood Elf: He's the natural healer, always there to help. He's the natural Nature Lover. Tries to preserve his homeland, the Native Woods. * Favoured Class: Druid * Special Abilities: Healing, raised bonus to Nature Magic
Templar Elf: Born and raised only to serve their gods, the order of the Templar Elves, they live to worship their gods and to fight with the powers gained from the gods. * Favoured Class: Monk * Special Ability: Mysticism
High Elf: The High Elves are the typical Game masters and party leaders. they know how to use war tactics, alongside with good rations... * Favoured Class: Paladin * Special Ability: Holy Light, Tactics Mastery
* cine doreste detalii complexe, mi le poate cere prin pm. fiecare aveti voie sa cereti detalii complexe la o singura clasa, respectiv la clasa care doresc sa si'o insuseasca pt caracterul lor.
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