Showing posts with label Ideology. Show all posts
Showing posts with label Ideology. Show all posts

02 May 2010

Exemplar

The Exemplar is the avant garde mage; they are the front line of any respectable all-mage army. Their spells are quick, focused bursts that can be released in succession, but pale in comparison to the other mages' spells in power. The exemplar is the elite of trained mages, spending nearly all of their time training from the time they get their powers to the time they're ready to use them.

Strength: d10
Reflex: d10 + 15
Magic: d20 + 15
Soul: d8
Fortitude: d10 + 10
Charm: d20

HP: d20 + 4, gains an additional d10 every level

Skills (Choose 2 at level 1. Gain a new skill every odd numbered level after 1 (3, 5, 7, 9, etc.). Skills can only be purchased once unless otherwise stated.)
Acrobatics - Reflex check to determine success at doing acrobatic stunts, like tumbling or swinging.

Bleed - Touch a foe and make them bleed, taking d4 damage per round and 1 more point of damage from physical attacks. Non-stacking. Requires Crack Armor.

Blind Touch - Blinds target touched enemy for 1 turn per caster level, making them lose 3 to their chance to hit.

Blur - Your body appears blurry to attackers, making them lose 2 to their chance to hit. This enchantment lasts 1 round per level. Requires Blind Touch.

Burning Aura - Foes around you take d4 damage on their turn + 1 per caster level. Enchantment lasts one round per caster level. Requires Burning Hands.

Burning Hands - Touch a foe to deal fire damage. Deals d10 fire damage to target + 1 per level and an additional d6 if target is wearing metal armor.

Climbing - Climb more effectively than others (5% more likely to successfully climb).

Conduction - Regenerate d20 HP per level per turn you are taking heat or cold damage. Requires Frost and Burning Aura.

Crack Armor - Lowers damage resistance of a foe by 1 per level. Non-stacking. Damage resistance cannot be lowered below 0.

Drain Touch - Drains HP from a touched foe. Deals d10 cold damage per level and restores d4 HP per level, but the amount drained cannot exceed the damage dealt. Requires Frost.

Enhanced Fortitude - Gain a permanent + 5 HP increase. Requires 2 ranks of Improved Fortitude.

Fireball - Create a fireball. It flies through the air, doing d4 heat damage per level to anything within a foot as it passes, then explodes near its target to do d10 heat damage per level to all within a 5 foot radius unless they pass a Reflex check for half damage. Requires Burning Aura.

Frost - Freeze a touched foe. Target takes d10 cold damage per level and if it fails a Magic check, it is frozen for 1 turn per caster level.

Hanging - Hang from ledges and move with your hands. Each arm movement required requires a Fortitude check or you'll fall.

Illusionary Weapon - Attack with a phantasmic sword. This sword deals the same damage as a standard longsword, but uses Magic instead of Strength to determine bonuses.

Improved Fortitude - Gain a permanent + 1 HP increase. Can be purchased more than once, gaining an additional + 1 each time it is taken (+1, +2, +3, +4, etc), so if taken 3 times, it gives 6 additional HP ( + 1 + 2 + 3).

Improved Initiative - Get + 4 to initiative rolls.

Induction - Regenerate d20 HP per level per turn you are taking electric damage. Requires Pulse.

Jumping - Jump 50% farther or higher than normal if you pass a Strength check.

Lich Touch - Drains HP from a touched foe. Deals (d10 + 1) damage per level and heals (d6+1) HP, but the amount healed cannot exceed the damage dealt. Requires Drain Touch.

Life Drain - Drains HP from a touched foe, ignoring all damage resistance. Deals (2d10+2) damage per level and heals that much HP, but the amount healed cannot be more than the amount drained. Requires Lich Touch and Piercing Bolt.

Lift - Use magic to lift yourself up from what you're hanging from, so long as you're touching it. Can also be used to lift you to a higher point on a wall. Requires Hanging for hanging and Climbing for climbing. Has no effect on Jumping.

Piercing Bolt - Impale a foe with a spear made of electricity. Deals d20 lightning damage per level and ignores 1 point of damage resistance per level. Can hold the target to the ground or walls if they are 3 feet or less from the target. A target held in this way is held for 1 turn. Requires Pulse and Crack Armor.

Pulse - Send a touched opponent flying. Deals 2d10 damage + 2 per level and pushes foe up to 4 feet per level. Requires Static.

Sliding - Character can slide up to 10 feet on most surfaces, 15 on smooth surfaces, 30 on smooth, wet surfaces (pending a successful Reflex check). Failing the check results in falling.

Soul Drain - Causes Life Drain to drain 3 more HP per level. Requires Life Drain and Fireball.

Sprint - Gain an extra 50% speed in short bursts (for every 10 seconds of sprinting, a Strength check must be made or the sprint cannot continue).

Static - Touch a foe to deal lightning damage. Deals d10 lightning damage to target + 1 per level and d6 lightning damage to all within 1 foot of the target (except the caster). Deals an additional d6 damage to any wearing metal armor within that radius (including the caster).

Vampiric Hunger - All spells that drain HP drain an additional 10% HP (rounded up), so if you drained 24 HP, you would drain an additional 3 HP. Requires Lich Touch.

Paradigm

The Paradigm is the epitome of what a soldier strives to be. They are the first into battle and the last out. They can run into a battle with a knife and have a pile of corpses around them without a scratch on them. They often leave battles looking like a pincushion, but seem unaffected. They are a pillar of strength for all around them.


Strength - d20 + 15
Reflex - d10
Magic - d8
Faith - d20
Fortitude - d10 + 15
Charm - d10 + 10

HP: d20 + 10, gains an additional d20 every level

Skills (Gain one skill at level 1 and a new one at every even level (2, 4, 6, 8, etc. Each skill can be taken only once unless otherwise stated.)
Critical Momentum - Each time you score a critical hit, you gain another attack.

Enhanced Fortitude - Gain a permanent + 5 HP. Requires two ranks of Improved Fortitude.

Improved Criticals - You gain a permanent 3% critical chance bonus.

Improved Fortitude - Gain a permanent + 1 HP. Can be taken more than once. The HP gained from this skill goes up by one each time it is taken, so taking this skill four times gives a total bonus of 10 HP (+1+2+3+4).

Improved Initiative - Gain + 4 to initiative rolls.

Inspire - Gives all nearby allies a morale boost, gaining + 1 to hit rolls and dealing + 1 damage. Requires passing a Charm check.

Iron Flesh - Gain a natural Damage Reduction of 1. Requires Resist Pain.

Marksman - Get + 2 to rolls to hit with a bow.


Piercing Weapon - Your attacks ignore damage reduction, but deal 5% less damage. Requires Suicide Rush.


Regeneration - You heal by 3 HP for each successful hit with an attack or stop bleeding and heal 1 HP. Lost limbs are restored if they are held where they belong and do not take an action, but no HP is restored. Requires Steel Flesh.

Resist Pain - Gain a natural Damage Reduction of 1.

Revenge - If you miss with an attack, you get + 1 to your chance to hit the next time. This bonus stacks, so if you miss 3 attacks, your next attack gets a + 3 to hit.


Speed - You gain an additional attack per turn. Requires Improved Initiative.

Steel Flesh - Gain a natural Damage Reduction of 1. Requires Iron Flesh.


Studded Flesh - Gain a natural Damage Reduction of 1. Requires Iron Flesh.


Spiked Flesh - Gain a natural Damage Reduction of 1. Melee attacks against you deal damage equal to your damage reduction back to the attacker if you have Steel Flesh. Can be used as an attack, dealing normal unarmed damage in addition to your damage reduction bonus. Requires Studded Flesh.

Suicide Rush - If you are surrounded by at least three enemies, damage against you is reduced by your level and you deal additional damage equal to your level with each attack.

Superb Fortitude - Gain a permanent + 8 HP. Requires Enhanced Fortitude.

Weapon Master - Deal + 2 damage with melee weapons.

Human, Type 2

This is the standard race. Humans are the most adaptable race, giving them a natural bonus of 4 to their HP. They can also be any class and equip any weapons and armor. However, they are also easily possessed by spirits and can be exploited as mediums for powerful demons and spirits.

Breakdown:
+ HP + 4
+ Can be any class
+ Can equip any weapon
+ Can equip any armor
- Can be exploited and/or possessed easily by demons and spirits (Faith Save - 5)

Humans can have black, brown, red, or blonde hair.
Humans can have black, brown, green, blue, hazel, blue-green, or gray eyes
Humans can have any brown skin tone (from nearly black to pure white (albino))
Humans range from 5' to 7' on average, but can be shorter or taller if the GM allows
Adventuring humans range from 90 lbs to 250 lbs on average, but can be lighter or heavier if the GM allows.

Strigoi

Strigoi are "ghosts" or "vampires" in the eyes of humans. They feed on the life energy of humans directly, but in recent times, they have allied themselves with the humans against the oncoming threat from the demons and other spirits. Strigoi can shapeshift into (and from) various animals instantaneously up to 3 times per day. Their possessions change with them as long as they are touching them. They deal 4 more damage with magic than other races.

Breakdown
+ Shapeshifting (3/day)
+ Energy Drain (d4 HP drain)
+ Magic Damage + 4
- Undead

Strigoi have red hair.
Strigoi have pale skin.
Strigoi have blue eyes.
Strigoi have 2 hearts.