Post by Deleted on Jun 13, 2005 18:44:44 GMT -5
[glow=red,2,300]Legal Disclaimer: We at the RP Board cannot be held responsible for anyone grossed out by the blood, disturbed by the language, or permanently scarred by Colm's lust for Sylvia.
*brick'd*
(Yeah I think I just attracted more kids than I kept away with that disclaimer.)[/glow]
OK:
Info:
DM:
Kiirnodel - At least a week or so of encounters finished and plottish done! Well, for a while that is.
PCS:
Ken - (Male LG Human Monk 1)
Wanderer - (Male CG Shifter Ranger 1)
Mindela - (Female NG Silver Elf Spellsword 1)
Echo - (Female NG Silver Elf Bard 1)
Rider - (Female N Dragontail Elf Druid 1)
Status:
1 = Need's character idea approved along with class, race and gender, include history.
2 = Stats need done.
3 = Class Features (contact me)
4 = Skills need done
5 = Feats need done
6 = Other Final stuff
7 = Done
My e-mail is Wraithlord777@hotmail.com
www.kiirnodel.falquan.net has some info on Kellryia.
Kellryia is the world you will be playing in.
Please don't reply to this thread yet, use my e-mail.
Kellryia is a world covered in ice and snow, long has it been this way. A civil war raged in the past and it nearly tore it apart. Kellryia, ice covered and slashed by war is attempting to recover. Auzryia is no more, the enemy that attempted to remove itself from Kellryia's rule.
Kaeus Kellryia XXIV is attempting to rally forces to centralized locations, however the orcs, drow, dragons, ogres, minotaurs and other creatures have been barring down on Kellryia, with the lack of guards.
Kellryia needs a few heroes.
Availabe races!
Humans: The humans of Kellryia are, as per normal, adaptive and dominate most of the regions of the Kellryian lands.
Kellryian Elves: Long ancient descendants of the High Elves, the Kellryian Elves, also called Snow Elves, live in the northern forests and are masters of might and magic.
Selzvold: The Selzvold, also called Silver Elves, are also descendants of the High Elves who embraces the use of arcane magic for all purposes of life.
Dragontail Elves: Also called Wood Elves, these barbaric descendants of the high elves have abandoned the use of magic and fight with the sword and survival.
Half Elves: The Half elves of Kellryia are often well accepted in human and elf lands as ambassadors, and are often appointed to leadership and diplomatic positions.
Half Orcs: Militaristic and crude, the descendants of orcs use brute force over mental prowess.
Shifters: Descendants of humanoids and lycanthropes, the shifters embrace the wilderness of Kellryia.
Glacier Dwarves: The Dwarves of Kellryia live in ice settlements and have taken to the northern lands that would otherwise be uninhabitable.
Mountain Dwarves: Deep in the Dragontail Mountains, the dwarves live in subterranean settlements with fortified military buildings and mead houses.
Ice Gnomes: The gnomes of the north practice sculpture and music, often living with glacier dwarves in the dead north of Kellryia.
Rock Gnomes: The gnomes of the Dragontail are known for their mining and alliances, having almost no enemies among any of the races.
Tundra Halflings: The nomadic Halflings of northern Kellryia have mastered archery and mountaineering as well as surviving the harsh conditions that come with Kellryia.
Plains Halflings: The Halflings of southern Kellryia have established themselves as defenders, thieves, musicians and sailors in the warmer lands below.
Maenads: The psionically gifted humanoids of the Dragontail mountains live in refuge in an attempt to give psionics a good reputation once more. They have emotional bursts and are often quite uncontrollable.
Classes:
Fighter <Any class that uses combat, sword and shield, big sword, archery etc, go this if you want to specialize or even diversify! ^_^>
Barbarian <Melee combatant with toughness and incredibly high strength and speed, but lacks social skills and defense>
Paladin <Holy warrior that can smite evil, heal, defend himself and others, lawful good!>
Ranger <Skilled Hunter that can specialize in two weapon fighting or archery (possibly both), a tracker, scout and combatant who even gets nature related spells)
Monk <Melee combatant who uses unarmed attacks and no armor. Very specialized and gets a variety of exotic powers>
Spellsword <A master of might and magic, the spellsword can use weapons, armor and spells though not being particularly spectacular at any of them>
Rogue <A stealthy thief or thug, sneak attack is its best class feature and is possibly the most skilled class ever>
Bard <Songs work magic, literally, inspiration songs, spells, combat, light armor and skills. Well rounded jack of all trades>
Cleric <A warrior devoted to thier deity or a sage with great devotion, channels divine spells like healing, enhancements and smiting!>
Druid <A nature cleric basically, they get exotic powers to embrace nature, changing into animals, healing, blast with lightning and fire and snow etc>
Sorcerer <The arcane caster with the inborn ability to cast arcane spells, the blood of dragons, demons, angels or whatnot gave this caster his power and he need not study to gain prowess>
Wizard <A studious mage that researches power through the ancient art of spellcraft, his power in limited only by his talent, intellect and spellbook>
Hope I helped.
Will post Deific
You have thirty two points to buy stats.
To buy X it costs Y points
Stats - ponts to buy
8-0
9-1
10-2
11-3
12-4
13-5
14-6
15-8
16-10
17-13
18-16
Strength assists in melee attack rolls and with physical damage rolls, even with some bows and assists some physical skills.
Dexterity helps reflexes, agility, initiative and ranged attack rolls as well as a variety of skills.
Constitution gives you extra hit points, fortitude and concentration.
Intelligence grants you extra skill points every level up, allowing you to master more skills or further increase other ones, appraisal, knowledges are based off of Int and a wizard needs this.
Wisdom governs alertness, willpower and perception as well as instincts, some of the most common rolls are wisdom based (spot, listen and will saves), Clerics, druids, rangers and paladins need wisdom for spellcasting.
Charisma is your force of personality, physical attractiveness and ability to deal with others, sorcerers and bards use this stat for spellcasting and several skills are charisma based as well.
8 is considered to be below that of an average peasant, a peasant should average a 10 or 11, 13 means you are good at something 16+ means you are extraordanary.
Alton - Good, Protection, Strength, Healing, Sun
Morell - Evil, Death, Magic, Decay, Shadow
Raethor - Law, Good, War, Retribution, Protection
Arislad - Chaos, Evil, Destruction, Slaughter, War
Talromm - Chaos, Destruction, War, Strength
Arcania - Magic, Spells, Knowledge
Tselus - Law, War, Magic
Armisael - Law, Time, Knowledge
Ulfwerener - Chaos, Strength, Animal
Ferien - Chaos, Charm, Travel
Shikk-hizz - Chaos, Good, Strength, Liberation
Tyros - Law, Evil, Domination, Trickery
Gariel - Law, Nobility, Community
Sol Entrandor - Evil, Fire, Destruction
Cobalx - Law, Earth, Protection
Zryrellis - Chaos, Air, Celerity
Akelos - Good, Water, Storm
Leille - Chaos, Good, Charm, Liberation
Eli-stran - Evil, Shadow, Death
Darius Fangroth - Chaos, Evil, Dragon, Destruction, Domination
Darius Tuthrejj - Law, Good, Dragon, Protection, Luck
Sylarian - Fire, Earth, Air, Water, Plant
Crzit - Law, Mind, Strength
Strom - Law, Cold, Endurance
^_^ Hope you like the gods!
*brick'd*
(Yeah I think I just attracted more kids than I kept away with that disclaimer.)[/glow]
OK:
Info:
DM:
Kiirnodel - At least a week or so of encounters finished and plottish done! Well, for a while that is.
PCS:
Ken - (Male LG Human Monk 1)
Wanderer - (Male CG Shifter Ranger 1)
Mindela - (Female NG Silver Elf Spellsword 1)
Echo - (Female NG Silver Elf Bard 1)
Rider - (Female N Dragontail Elf Druid 1)
Status:
1 = Need's character idea approved along with class, race and gender, include history.
2 = Stats need done.
3 = Class Features (contact me)
4 = Skills need done
5 = Feats need done
6 = Other Final stuff
7 = Done
My e-mail is Wraithlord777@hotmail.com
www.kiirnodel.falquan.net has some info on Kellryia.
Kellryia is the world you will be playing in.
Please don't reply to this thread yet, use my e-mail.
Kellryia is a world covered in ice and snow, long has it been this way. A civil war raged in the past and it nearly tore it apart. Kellryia, ice covered and slashed by war is attempting to recover. Auzryia is no more, the enemy that attempted to remove itself from Kellryia's rule.
Kaeus Kellryia XXIV is attempting to rally forces to centralized locations, however the orcs, drow, dragons, ogres, minotaurs and other creatures have been barring down on Kellryia, with the lack of guards.
Kellryia needs a few heroes.
Availabe races!
Humans: The humans of Kellryia are, as per normal, adaptive and dominate most of the regions of the Kellryian lands.
Kellryian Elves: Long ancient descendants of the High Elves, the Kellryian Elves, also called Snow Elves, live in the northern forests and are masters of might and magic.
Selzvold: The Selzvold, also called Silver Elves, are also descendants of the High Elves who embraces the use of arcane magic for all purposes of life.
Dragontail Elves: Also called Wood Elves, these barbaric descendants of the high elves have abandoned the use of magic and fight with the sword and survival.
Half Elves: The Half elves of Kellryia are often well accepted in human and elf lands as ambassadors, and are often appointed to leadership and diplomatic positions.
Half Orcs: Militaristic and crude, the descendants of orcs use brute force over mental prowess.
Shifters: Descendants of humanoids and lycanthropes, the shifters embrace the wilderness of Kellryia.
Glacier Dwarves: The Dwarves of Kellryia live in ice settlements and have taken to the northern lands that would otherwise be uninhabitable.
Mountain Dwarves: Deep in the Dragontail Mountains, the dwarves live in subterranean settlements with fortified military buildings and mead houses.
Ice Gnomes: The gnomes of the north practice sculpture and music, often living with glacier dwarves in the dead north of Kellryia.
Rock Gnomes: The gnomes of the Dragontail are known for their mining and alliances, having almost no enemies among any of the races.
Tundra Halflings: The nomadic Halflings of northern Kellryia have mastered archery and mountaineering as well as surviving the harsh conditions that come with Kellryia.
Plains Halflings: The Halflings of southern Kellryia have established themselves as defenders, thieves, musicians and sailors in the warmer lands below.
Maenads: The psionically gifted humanoids of the Dragontail mountains live in refuge in an attempt to give psionics a good reputation once more. They have emotional bursts and are often quite uncontrollable.
Classes:
Fighter <Any class that uses combat, sword and shield, big sword, archery etc, go this if you want to specialize or even diversify! ^_^>
Barbarian <Melee combatant with toughness and incredibly high strength and speed, but lacks social skills and defense>
Paladin <Holy warrior that can smite evil, heal, defend himself and others, lawful good!>
Ranger <Skilled Hunter that can specialize in two weapon fighting or archery (possibly both), a tracker, scout and combatant who even gets nature related spells)
Monk <Melee combatant who uses unarmed attacks and no armor. Very specialized and gets a variety of exotic powers>
Spellsword <A master of might and magic, the spellsword can use weapons, armor and spells though not being particularly spectacular at any of them>
Rogue <A stealthy thief or thug, sneak attack is its best class feature and is possibly the most skilled class ever>
Bard <Songs work magic, literally, inspiration songs, spells, combat, light armor and skills. Well rounded jack of all trades>
Cleric <A warrior devoted to thier deity or a sage with great devotion, channels divine spells like healing, enhancements and smiting!>
Druid <A nature cleric basically, they get exotic powers to embrace nature, changing into animals, healing, blast with lightning and fire and snow etc>
Sorcerer <The arcane caster with the inborn ability to cast arcane spells, the blood of dragons, demons, angels or whatnot gave this caster his power and he need not study to gain prowess>
Wizard <A studious mage that researches power through the ancient art of spellcraft, his power in limited only by his talent, intellect and spellbook>
Hope I helped.
Will post Deific
You have thirty two points to buy stats.
To buy X it costs Y points
Stats - ponts to buy
8-0
9-1
10-2
11-3
12-4
13-5
14-6
15-8
16-10
17-13
18-16
Strength assists in melee attack rolls and with physical damage rolls, even with some bows and assists some physical skills.
Dexterity helps reflexes, agility, initiative and ranged attack rolls as well as a variety of skills.
Constitution gives you extra hit points, fortitude and concentration.
Intelligence grants you extra skill points every level up, allowing you to master more skills or further increase other ones, appraisal, knowledges are based off of Int and a wizard needs this.
Wisdom governs alertness, willpower and perception as well as instincts, some of the most common rolls are wisdom based (spot, listen and will saves), Clerics, druids, rangers and paladins need wisdom for spellcasting.
Charisma is your force of personality, physical attractiveness and ability to deal with others, sorcerers and bards use this stat for spellcasting and several skills are charisma based as well.
8 is considered to be below that of an average peasant, a peasant should average a 10 or 11, 13 means you are good at something 16+ means you are extraordanary.
Alton - Good, Protection, Strength, Healing, Sun
Morell - Evil, Death, Magic, Decay, Shadow
Raethor - Law, Good, War, Retribution, Protection
Arislad - Chaos, Evil, Destruction, Slaughter, War
Talromm - Chaos, Destruction, War, Strength
Arcania - Magic, Spells, Knowledge
Tselus - Law, War, Magic
Armisael - Law, Time, Knowledge
Ulfwerener - Chaos, Strength, Animal
Ferien - Chaos, Charm, Travel
Shikk-hizz - Chaos, Good, Strength, Liberation
Tyros - Law, Evil, Domination, Trickery
Gariel - Law, Nobility, Community
Sol Entrandor - Evil, Fire, Destruction
Cobalx - Law, Earth, Protection
Zryrellis - Chaos, Air, Celerity
Akelos - Good, Water, Storm
Leille - Chaos, Good, Charm, Liberation
Eli-stran - Evil, Shadow, Death
Darius Fangroth - Chaos, Evil, Dragon, Destruction, Domination
Darius Tuthrejj - Law, Good, Dragon, Protection, Luck
Sylarian - Fire, Earth, Air, Water, Plant
Crzit - Law, Mind, Strength
Strom - Law, Cold, Endurance
^_^ Hope you like the gods!