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Posted: Fri Oct 01, 2004 6:13 am
I'm sure we all are sick and tired of seeing the same old character types rehashed to death in RPs, eg the tall, graceful elf archer and the burly, dwarven fighter. So why not create a list of variant character classes that are fresh, new and interesting?
I shall start things off with my current favourite class, the Aura Manipulator, but this thread is an open one, so please submit your ideas!
Characters: 1. Aura Manipulator 2. Shadow Shifter 3. Islander 4. Rune Knight 5. Golem Puppeteer 6. Land-Bound Paladin 7. Improvisor (aka Kozo: a prestige class) 8. Balanced Exorcist 9. Gambler Mage
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Posted: Fri Oct 01, 2004 6:53 am
The Aura Manipulator
Description: Aura manipulators are people who can control their aura by will, using it to great extent. Before I elaborate, you may wonder, what exactly are auras? Simply put, they are your body's energy, similar to Ki/Chi/Qi. If the level of energy is great, they possess a distinct colour and would be visible to human eyes. As a sidenote, all auras differ from one person to another. The most common ones are of the elements such as fire (my favourite would definitely have to be of nature, I'll elaborate later)
This aura can be manipulated in various ways, for offense and for defense. For example, the aura manipulator can focus the aura into a glowing orb of energy, using it as a projectile weapon. This favours elemental auras for they are the easiest to manipulate.
On the defensive side, one could surround himself with pulsating waves of energy to hinder attacks or perhaps materialise it into solid matter as armour.
In truth, the possibilities are endless, but it depends on the person to hone the skill to an art. Keep this in mind, unlike other classes, aura manipulators are trained, not born.
Examples of Aura Specialists: Being an Aura Manipulator isn't a single role, for most use their powers to aid their other attributes. For example, a warrior may use his aura to speed up attacks while a mage may use it to help him concentrate or give him an added attack when he is drained of mana.
Want a more detailed example? Alright then, my main character (Thornshield) has been generally a member of the Lazarothian Knights (something I came up with when I was trying to write a book). Basically, they are a group of elite warriors that have a specific aura each. Thornshield possesses the Aura of Thorns, which is essentially a variant of the element of nature.
He normally uses it in the form of a pulsating ring about him, which would strike out at enemies that attack him. Also, he has perfected his control over the aura's energy to the point that he can focus it to form wood-like armour on his body. There are a few more tricks that he has up his sleeve when it comes to aura manipulation but I guess its enough for you to understand how to RP an aura manipulator.
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Posted: Tue Oct 05, 2004 8:02 pm
Shadow Shifter
Description: A shadow shifter a person who can utilize shadows to his or her will. Most of it involves shifting form with the shadows, but with enough knowledge and will, you can also bid the shadows to protect and manipulate. Not actually human beings, although they look a lot like them, these people are fashioned entirely from shadows with magic.
Shadows are actually not the shadows you see on the wall when a light's shined upon you. Although they're very similar. They can be diminished with enough concentrated light on them, but hard to hit when in shadow form. Since the attributes of the classical shadow is very similar to these types, there's little matter in the shadows themselves. Therefore, fight non-matter with non-matter and use light. But there is a slight catch, since they ARE different, the shifter can bring them into the material realm when shifting so that all the senses are covered.
Shadows can be gathered to a persons form to create a different image. The essence of the person remains the same, though. So with a strong enough mage or something, the shifter can be detected. If the image is smaller, then the shadows fall from the person. The shifted retains the abilities that they can use in the form they hold, but they must know what to do in that form. For example, if you become a bird and don't know how to use your wings, you cannot fly. The skills are acquired, not natural.
You can also use shadows in the defensive. If a person's will is strong enough, they can call the shadows to swirl around themselves and create confusion for the opponent. There are also ways to command the shadows to detect poisons and impurities. Along with using them as a ball shield for short bursts of time.
Unfortunately, you cannot use them in the offensive.
Examples of Shadow Shifters: ((Er...dunno what to say? )) Basically, it's a race of people, rather than an acquired skill. You sorta have to be "born" that way. See, the people aren't actually given birth to, rather than made. From a couple of bindings and combinations, poof! You get a shadow shifter.
So, for example, my main character, Blueshadow, is a shadow shifter. She can change her form, or just become a shadow. Blue can also call upon shadows around her to create patterns in the air, create havoc, and other things. ^^
Most shifters have a basic knowledge of being able to shift their form into at least a basic shadow. But they have to be able to control their abilities to use shadows, so they have to learn and get used to it. ^^
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Posted: Tue Aug 09, 2005 5:04 am
Islander; subclass Fisherman (Which I'm focusing on.) Islanders live in small communities, usually, of no more than twenty, on small pinpricks of land in the sea. Fishing is an important part of Islander culture, as well as their diet, and so the position of Fisherman is highly revered. Fishing sloop crews will have two and four oarman, and several Fisherman. The Fisherman, unlike some others east of their pristine enviroment, "sing" to the fish, promising them a proper and painless release of their spirit in exchange for their body. It is through this singing that Fisherman have also developed a way to communicate with the ocean's creatures and manipulate their emotions. Fisherman are adept harpoon-and-net-users, use spears and daggers, and swim very well. They also know how to travel long distances in their boats.
Skills: Swim Dagger Polearm Net Manipulate fish Sing Boating
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RogueKazimeras Vice Captain
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Posted: Tue Aug 09, 2005 7:13 am
Rune Knight Rune Knights have two requisites. Rune Knights must be skilled with the blade (or any other weapon for that matter, but most prefer knightly or warrior weapons, such as greatswords and greataxes). Rune Knights also must be well-versed in the language and nature of the Norse Runes, which they utilize in combat. However, the latter often comes during Rune Knight training. Rune Knights are often capable individuals. They are tough, and they go through training that surpasses the training of normal knights, and that is for two reasons. Few can learn how to channel the Runes properly, and often are more of a hazard to themselves than others. Often the Runes do not respond correctly or as efficiently if one is not of Nordic or Germanic descent, and they (the Runes) will not respond to any language other than Norse or German, and while the former is a bit stronger, the latter is more common amongst Rune Knights. During combat, Rune Knights can go into what is called a Rune Trance, which is essentially their magic. Rune Trances range in effect from granting the user the ability to warp from one point to another on a battlefield, or to heal a fallen comrade. Rune Trances often imbue the user's mind with more awareness, reaction time, or imbue their weapon with a stronger edge, or something to that effect. Rune Trances include a series of Rune Invocations, which involves saying the Rune's name. These Runes often spell out a given word in German or Norse that would allude to the Trance's effect, but most of the time this is so esoteric the foe does not know what is about to happen and is found helpless in the area of foresight. Rune Trances are easily broken, and when they are it can cause a discharge of energy both harmful to those around the user and the user himself. There are instances where Rune Masters (High-Ranking Rune Knights) purposefully break a Rune Trance in order to cause damage en masse, though most of it is a knockback force. Ranking within the Rune Knight order is diffiicult. As there is no set limit of Rune Trances a Rune Knight can learn, often there are varying Rune Trances each Rune Master may possess. It is a difficult thing to invent new Rune Trances, as it requires an intimate knowledge of the Runes, and often years and years of study. Some Rune Knights devote their entire lives in an attempt to create a new Rune Trance and never complete it within their lifetime. Rune Squires (Beginner Rune Knights) often go through grueling training, and they are taught by the finest Rune Masters known in their area. Rune Knight training, in the past, used to take place at Rune Chapels, but throughout time the Rune Knight order has fallen into myth and legend, heroes of old, and such things. Now, if any Rune Knights are left, they train their Squires informally, in their own homes, in fields, wherever there is room and a degree of secrecy. In D&D terms, a Rune Knight could be a dual-classing or prestige class that involves Rune Wizard ranks and any kind of Fighter ranks. Rumor has spread that there are Rune Thieves, now, spawned from Rune Knights gone rogue. As a matter of fact, whatever brandishes a blade or weapon could have a Rune Variant within it. However I digress. Rune Knights are often frowned upon in the New Era, especially in modern day, as most would believe they were doing something involving Satan or his disciples, but it is far from true. The Runes were spawned from the Norse religion, and Rune Knights adhere to this religion. Honor is stressed above all else, and while they encourage discipline, they also encourage imagination and unlike some orders, love. Rune Knights often produce progeny fit for Rune Knight training, and thus they keep a fresh supply of Rune Squires by allowing Rune Knights to marry and have children. In most times, the Nordic side of the Rune Trances have been all but lost, with very few Rune Masters even bothering to teach them to other Rune Masters, Knights or Squires. Most Rune Trances are German-based, but those that are Norse-based are stronger. Rune Trances are also sometimes invoked before a summoning incantation, usually to prolong the effect. Rune Knights are taught summoning incantations traditionally, as the most common one raises the dead bodies nearby to fight for the caster. This is usually the only summoning incantation taught to Rune Knights and Squires, but there are others that only Rune Masters possess. (I probably forgot something... ><)
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Posted: Wed Aug 10, 2005 6:19 am
Golem Puppeteer
A rare practice of sorcery, Puppeteering is often employed by cultists and individuals of less than high moral calibur; those unwilling or unable to face their enemies head on. In normal circumstances, it involves two carefully crafted "hearts" made from specialised materials and carved with intricate runes. One heart becomes the golem's source of life, while the other becomes the main controller of the puppet. If one is destroyed, the other follows.
The golems themselves, objects brought to life, are usually large and formed from a readily accessible material, such as rock or scrap metal. They are generally humanoid in shape, and form around the heart on their own--an inexperienced puppeteer may have little control over what the golem actually looks like, meaning that it would be rude and obviously inorganic; however, an advanced puppeteer could have complete control. With skilfull craftsmanship of the golem's heart and correct manipulation of materials, fine details can be added to make a puppet look completely natural, even human.
The controller of the golem will usually sit aside, hidden, at a distance from the actual puppet. Great concentration is required to successfully control the golem, and therefore the puppeteer is often in a trance or meditative state when working it, making them vulnerable if found. If the concentration is broken, the golem with either simply stop moving (if it is a basic spell) or act of its own artificial intelligence (if the enchantment is advanced).
Every golem requires an initial investment of energy from its creator. If the puppet is destroyed, that energy is lost and the creator will often be knocked unconscience or left incapacitated, depending on how much was put into it. However, if the golem is purposefully deactiviated by its creator, all remaining energy that hasn't been expended on movement or combat is returned.
Two opposing puppeteers may actually fight mentally for control of a single golem, if a third, similar heart is contructed. The original creator is at the greatest risk, for if control is stolen the intruder gets possession of the puppet, but also all energy put into it. Therefore, a purloined golem has the ability to be more powerful than an honest one, having the energy of two... but it is also harder to control, considering that the two original hearts are identical, while the third is often not.
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Posted: Wed Aug 10, 2005 9:36 am
Land-Bound Paladin
Background: We''re all familiar with the idea of paladins being the holy knights of a given god. (Or an unholy one--take your pick.) The traditional idea of them is that of straight-laced tea-drinking do-gooders who can't take a joke, ride around on warhorses, and whack things to death with their greatswords or what-have-you. Boring, right?
There is, however, more than one way to skin a cat. The land-bound paladin is one of those ways.
Generally, the future paladin is a child of no particular note. Usually the offspring of a farmer or low-class merchant, she (or he) may show no interest in the world outside the family business, though in many cases there's an early urge to get out and see the surrounding countryside. One thing is universal to all of them, though--affection for the land of their birth, be it cities or countryside. Even before she can walk, the paladin-in-the-making will be in love with the land and everything on it.
Around the onset of puberty (with a very high correlation to menarche in girls), the future paladin will begin to feel certain religious urgings. Her mind might drift during the sowing or reaping of fields. Running water or birdsong might induce a trance in her, leading her to depart her duties and lose herself for hours in the natural world. People-watching rapidly becomes a favorite pasttime for potential paladins who live in cities, who find themselves with a burgeoning (if amorphous) love for the mass of humanity itself.
At this point, if there are druids or other users of natural magic in the area, the paladin inchoate may find herself drawn to them--not to join their order or religion, but to learn from them. This can be very dangerous for all involved if druidism or shamanism is frowned on in the particular setting, but the potential paladin will try anyway--it's an almost inescapable urge.
In areas with a high concentration of organized religion, these beginning champions of the land will usually be found and scooped up a year or so after they first start showing signs of what they will become. Usually, the future land-bound paladin of a city or country is seen by her predecessor in a vision, and chosen by that predecessor to become a squire and trainee in the various combat and social arts required of her position. This is an intense process with little room for failure--paladins of the land need to know a great deal about a lot of things, from statecraft to commanding troops to holy magic, and as they inevitably die in the line of duty, there's only a certain amount of time for instruction.
When there is no organized religion, or the sitting religion doesn't recognize the "heretical" magic associated with land-binding, the paladin-to-be will usually experience fits of religious ecstasy and frequent visions. She'll be instructed through dreams by her dead predecessors, and will often wake feeling as if she hadn't rested at all. Friends and family will undoubtedly begin to notice changes in behavior and personality as the paladin-to-be struggles to understand what's happening and what will be required of her.
In either case, training is both rapid and intense--for when the land's sitting paladin dies, or when the god or goddess decides the paladin-in-training is ready, she will be called upon to sit a vigil and bind herself ritually to the land she is to protect. This is a form of holy blood magic, permanently tying the paladin's blood to the soil and the soil to her blood--so it isn't uncommon that children of paladins will often become paladins themselves!
Note: while the more usual situation is that there's a single land-bound paladin in any given country, there can be many of them with a single champion, or a loose affiliation of paladins who are all bound to the land and support it with their collective lifeforces (see below for more on this).
In situations where there is an organized religion that supports, recognizes, and trains paladins, the "lucky" paladin who ends up bound to the land will also act as a chief advisor to the church elders and any rulers of the country. In the opposite case, where there is no organized religion or the magic of the land is not recognized, the paladin might still become an advisor to the land's rulers, but might also operate as something of a holy vigilante--protecting the land where required, but maybe not always following the rules thereof!
Description: A land-bound paladin is first and foremost a champion of the land itself. "Land" is something of a fuzzy term--it can refer to a country as large as a continent (though it's rare indeed that you have a SINGLE paladin bound to that much land, but it does happen...) or a single holy city and the surrounding pasturelands. What's important is that a god or goddess has called the paladin to be the guardian of that land.
As such, the paladin is something of a hash between a druid and a holy warrior. He or she has intense sensitivity to the condition of the land, such that its health reflects that of its paladin, and vice versa. The paladin also has an innate appreciation for the resources and people of her land--enough to have an instinctive feel for such things as drinkable water or veins of useful metal, as well as the state of her people and certain magic sites. It's hard to hide things from a land-bound paladin, too, for she'll notice if a hostile army crosses into her area of influence or a great work of black magic is accomplished, just as you or I would be aware of wounds or symptoms of illness.
Her magic is also somewhere between druidic and holy. The combination of natural magics and the blessed power of a god generates a harmonious union of magic of renewal and purification. While most paladins will be more strongly aligned with their religious magic, there are some few "wild" paladins who can ask the land itself to fight for them in cases of dire need, and who are almost like feral things themselves in the fanatical defense of their homes.
It's interesting to note that the larger a parcel of land a paladin is bound to, the more she becomes like the land itself. Paladins bound to a single city retain most of their humanity, though they eventually gain a foresight and patience that seems almost inhuman. A single paladin bound to a continent, though, might become almost deific in terms of her patience and her far-ranging vision--thinking the slow thoughts of mountains in the extreme long-term. In such situations as an entire country or continent needing protection, though, it's more likely you'll have a network of several paladins all bound to the same land, linked through a spiritual bond that also bolsters the health of their country.
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Posted: Sat Nov 19, 2005 11:05 pm
Feh, ok her goes... ^_^
Improvisor:
This is somewhat of a sub-class of fighter. Many of my characters are either this class at heart, or they start out this way. Another name for this class could be 'Hobo' or 'angry-homeless-guy' but those aren't very flattering and would start a nasty rash of stereotype characters. The idea I'm trying to get across is that of a character who is not a super-hero in ANY form of the term. They don't have any powers unless they have a magical item of some sort and they aren't exceedingly strong or muscular. Any actual weapons they have are usually limited to what can be hidden on the body; Needles, syringes, stillettos, small guns and things of this nature. However, where the Improvisor shines is in their ability to think on their toes, and fight dirty. Can they use a pencil as a lethal weapon? Can they rig a car to explode? Can they fashion some sort of armor out of a box of paperclips? Ok, so the last one was a little much, but you get the idea. This class is sort of like the ultimate Mcguyver, just without a TV show and with cooler pants.
Not everybody can play this class. To do it right you must do 2 VERY important things. First, set limits. This is definatly the most important of the two. A character who can make a 'dirty bomb' out of a stick of gum and an elastic band is a problem. Not only is this a good example of God-moding, it's totally unrealistic. This leads to number two; know what the hell you are talking about! You don't necasarrily have to know EVERYTHING about everything, but it would certainly help! ^_^ LOL What I mean to say is; if the character being played is supposed to posses extensive knowledge of arteries and such on bodies then don't say he's aiming for a major artery in somebody's earlobe. You will look stupid and people will tease you and steal your lunch money. Then again, if you actually think that you have a major artery in your earlobe then you are a foolish and troubled child and probably have your lunch money stolen from you already.
Any and all skills your character has should be researched. Not to say that you yourself should go out and blow up things just to see how they work, (although that'd be really COOL! ^_^) but at least check a few webpages out to make sure you get the gist of things. It takes a lot of effort to play this type of character but it's fun and rewarding in the end.... Plus you sound badass when you show someone how to make a lethal dart gun out of a pen and some elastic bands! ^_^
(true story cool 3nodding LOL .....maybe this should be renamed as prestige class: Kozo!)
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RogueKazimeras Vice Captain
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Posted: Fri May 12, 2006 3:08 pm
Balanced Exorcist
The balanced Exorcist is a very strange class indeed, taking a very strong moral fiber and a strong will, and often some divine intervention as well. A very small, monastic sect of Catholocism, the balanced Exorcists are often seen in the garb of monks or preachers, but usually appear as if they are hiding something. Most of the time, they are.
Balanced Exorcists have found that the most efficient way to expunge evil is to know how it works, and therefore not only be one with God, but keep one side of yourself in evil. Balanced Exorcists, though they are devout followers of God, can often be found in bars, strip clubs, and so forth, dabbling in vices to keep in touch with evil beings.
In most extreme cases, Balanced Exorcists have two burns placed upon their body, typically upon the palms. On the right hand, a cross is burned into their palm, and is blessed with holy water, bestowing the wielder of this cross the power to not only expunge demons, but also to physically harm creatures of evil (vampires, demons, and to a lesser extent werewolves) greater than they would be able to normally. The cross can also heal humans.
On the left palm, which is typically concealed by bandages, a pentagram is burned, which has a variety of functions as well. Elemental magics, such as spells of fire, ice, lightning, and so forth can be cast from this palm, and in addition to this, the Exorcist can absorb demons into himself.
There is a price, however, for absorbing demons, though the relationship can become symbiotic. The presence of a demon within oneself can be maddening, and the absorption of more demons can do something very strange indeed. Instead of multiple demons, it seems that in every case of a multiple-demon absorption, the demons seem to merge with one another within the Exorcist, creating a demon conglomerate. However most Exorcists cannot handle more than one demon within them; to exceed this usually drives the Exorcist mad and can literally rip him to pieces.
Of course the symbiotic side of this relationship is that in exchange for always having to compete with the demon's own will, the Exorcist can assume the form and traits of the demon within him, or in some cases the forms of the demons within him.
But note that not only are these Exorcists very difficult to find, they are small in number, due in part to the decline of the church, and due to the decline in moral fiber of humanity itself.
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Posted: Tue Sep 12, 2006 4:53 pm
Gambler Mage
The Gambler Mage typically is an individual of mild magical talent; hardly enough talent to specialize within an area of magic (divination, conjuration, abjuration, etc.), but not of such low talent to resort to being a Staff Mage.
Gambler Mages are odd folk. They seem to be less magely and more of a bard, or in some cases a rogue. While they are studious and intelligent, they aren't nearly as stiff as your typical mages, and they aren't as smart, either, but they certainly aren't dumb. They're generally a middle line, and also note that Gambler Mages are almost never pious folk.
Gambler Mages are aptly-named. Their ability lies primarily in the modification of the laws of probability. Depending on what kind of spell a Gambler Mage casts, the laws of probability could be reversed, making uncommon things happen every day. However, this is a double-edged sword. A Gambler Mage using a probability-reversing spell has just as much a chance of winning the lottery as they do being struck by lightning or something similar. Therefore it is not often you see Gambler Mages influencing probability on such a large scale.
Advanced Gambler Mages can simply influence one or two aspects of probability, generally opting for a favorable outcome that doesn't happen often be made more probable. Note, however, that Gambler Mages don't always get their way, hence their name!
Beginner Gambler Mages have more difficulty. Generally they stick to casinos and game halls where they can make money simply by casting a spell. This makes Gambler Mages a poor choice for anything as a battle class; more often than not the Gambler Mage will be as much of a boon or a bane upon the party as they are upon their foes, since beginner Gambler Mages can only operate on wide scale; they lack the precision of their superiors.
Superior Gambler Mages, however, are quite efficient. Generally, however, they attempt to stay away from battle, lest they dare fate on accidentally starting the Apocalypse simply because they lowered favorable probabilities on one foe drastically. Gambler Mages that are very advanced seem to even warp the rules of reality; having things so improbable as having a potion of healing fall from the sky. However, drink that healing draught with some hesitation, because it could turn out to have a poisonous element to it! After all, the odds are there...it's just up for the Gambler Mage to influence it.
Gambler Mages, as stated before, generally have low moral fiber, but aren't scum. They simply don't like to play by the rules, and so they bend the rules, and at times, break them. They are much like a hash between mage, bard, and rogue, and fight much like that combination, only without the singing, studying, and sneaking. Generally Gambler Mages are equipped with a short blade, compensating for their lack of offensive capability. (Note: Gambler Mages do still have access to all but the most powerful wizard spells. They simply have a higher (or lower, depending on the probability modifications) chance of failing their casting.)
As stated before, Gambler Mages rarely walk the war path. Generally they stick to casinos, game halls, and so forth, making money for themselves with simple spells. The laws of probability are something to be feared, and most Gambler Mages know that. Gambler Mages are almost always stigmatized, as well, so few Gambler Mages actually acknowledge their choice of class, due to the fact that authorities tend to dislike them with a passion, and most casinos won't let them in. So, in short, this is a class to pick when you feel like having fun, but you don't mind if something terrible happens to your character.
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RogueKazimeras Vice Captain
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