Post by Sareanna Sulnam on Nov 25, 2005 22:45:48 GMT -5
Recently I've been playing this awesome little computer Game and it's given me inspiration to create some more races. You cant say I dont give you guys choice:P
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Bard:
Bards are often negotiators, messengers, scouts, and spied. They love to accompany heroes (and villains) to witness heroic (or villanous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows.
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Clerics:
Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil clerix, seeks to spread is 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. In additional to normal spellcasting, every cleric chooses to focus on two of his deity's domains.
EG., If the God is a 'creator' God, IE A god that has made life and has more than one power, they can specialize in two of it's domains.
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Druid:
Druids gain power not by ruling nature but by being at one with it. Druids hare rge unnatural, including aberrations or undead, and destroy them where possible. Druids receive diving spells form nature, not the gods, and can ain an array of powers as they gain experience, including te ability to take the shapes of animals. A druid is often accompanied by an animal companion.
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Monk:
Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks male ideal spies and assasins. Althugh they dont cast spells monks channel a sobtle energy called 'ki.' This energy allows a monk to perform amazing feats, such as aling himself, catching arrows in flight, dodging blows with lightning speed. A monk's mundane and ki-based abilities grow with experience granting him more power over hmself and his environment.
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Paladin:
Paladin take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test-an opportunity to demonstrate breavery, to learn tactics and to find ways to do good. Divine power protects these warriors of virtue, warding off harm, protecting disease, healing and guarding against fear. A paladin can also direct this power to help others, healing wounds or curing diseases and also use it to destroy evil. Experienced paladin's can smite evil foes and turn away undead.
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Ranger:
Rangers are skilled stalkers and hunters who make their home in the woods. A ranger's martial skill is nearly equal the fighter's, but rangers 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, especiallu 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. Like a druid, a ranger is often accompanied by animal companions.
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Rogue:
Rogues havelittle in common with each other. While some- maybe even the majority- are stealthy thieves, many serve as scouts, spies, investigators, diplomats or simple thugs. Rogues are versatile, adaptable and skilled at getting what others dont want them to get. While not equal to a fighter in combat, a rogue knows how to hit it 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 a rogue can sometimes 'fake it' well enough to cast spells from scrolls, activate wands, and use just about any other magic item.
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==================================
Bard:
Bards are often negotiators, messengers, scouts, and spied. They love to accompany heroes (and villains) to witness heroic (or villanous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows.
==================================
Clerics:
Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil clerix, seeks to spread is 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. In additional to normal spellcasting, every cleric chooses to focus on two of his deity's domains.
EG., If the God is a 'creator' God, IE A god that has made life and has more than one power, they can specialize in two of it's domains.
=================================
Druid:
Druids gain power not by ruling nature but by being at one with it. Druids hare rge unnatural, including aberrations or undead, and destroy them where possible. Druids receive diving spells form nature, not the gods, and can ain an array of powers as they gain experience, including te ability to take the shapes of animals. A druid is often accompanied by an animal companion.
=================================
Monk:
Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks male ideal spies and assasins. Althugh they dont cast spells monks channel a sobtle energy called 'ki.' This energy allows a monk to perform amazing feats, such as aling himself, catching arrows in flight, dodging blows with lightning speed. A monk's mundane and ki-based abilities grow with experience granting him more power over hmself and his environment.
==================================
Paladin:
Paladin take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test-an opportunity to demonstrate breavery, to learn tactics and to find ways to do good. Divine power protects these warriors of virtue, warding off harm, protecting disease, healing and guarding against fear. A paladin can also direct this power to help others, healing wounds or curing diseases and also use it to destroy evil. Experienced paladin's can smite evil foes and turn away undead.
===================================
Ranger:
Rangers are skilled stalkers and hunters who make their home in the woods. A ranger's martial skill is nearly equal the fighter's, but rangers 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, especiallu 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. Like a druid, a ranger is often accompanied by animal companions.
===================================
Rogue:
Rogues havelittle in common with each other. While some- maybe even the majority- are stealthy thieves, many serve as scouts, spies, investigators, diplomats or simple thugs. Rogues are versatile, adaptable and skilled at getting what others dont want them to get. While not equal to a fighter in combat, a rogue knows how to hit it 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 a rogue can sometimes 'fake it' well enough to cast spells from scrolls, activate wands, and use just about any other magic item.
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