Author Topic: AR 1.68 | Race/Class/Domain Info  (Read 4864 times)

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Offline Kyriani Agrivar

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AR 1.68 | Race/Class/Domain Info
« on: July 20, 2005, 04:48:46 PM »
To see the updated racial information, follow the link below -IV
http://www.athasreborn.com/forum/viewtopic.php?t=3049


Gladiator
Gladiators are the slave warriors of the city states, specially trained for brutal physical contests. Disciplined in many diverse forms of hand-to-hand combat and skilled in the use of dozens of different weapons, gladiators are the most dangerous warriors on Athas. The arena is the battlefield of the gladiator. From hand-to-hand combat in the mud pits of small forts to the grand games of the city-states, the gladiator is a warrior who fights to the sounds of people cheering his name or cursing his presence.

A master of crowd control and the art of prolonged combat, gladiators are trained to fight. They train to best wild beasts in deadly games for the amusement of the masses. They fight for glory, wealth, prestige and power. They fight to survive. Some are merely slaves, having to fight and perhaps hoping to win a chance to obtain freedom, while some fight willingly for the thrill of combat or the promise of riches and fame.

- Hit Die: d12
- Proficiencies: All simple, martial and exotic weapons, all armor, and shields.
- Skill Points (*4 at 1st level): 4 + Int Modifier.

Level:
1: Unarmed Strike
4: Uncanny Dodge I
10: Armor Optimization I, Improved Parry
20: Armor Optimization II
30: Armor Optimization III
40: Armor Optimization VI

* Armor Optimization improves the AC of the gladiator by 2 points each time it is gained.

Psionicist
More than a character of any other class, the psionicist is self-contained.  Unlike the warrior and rogue, he needs no weapons or tools to practice his art.  Unlike the cleric, druid, ranger or paladin he needs no elemental or spiritual aid.  Unlike the preserver or defiler, he relies on no life energies from outside his person. His power comes from within, and he alone gives it shape.

The psionicist strives to unite every aspect of his self into a single, powerful whole.  He looks inward to the essence of his own being, and gains control of his subconscious.  Through extraordinary discipline, contemplation, and self-awareness, he unlocks the full potential of his mind.

- Hit Die: d6
- Proficiencies: Simple , and Rogue Weapons, Light, and Medium Armor Proficiency
- Skill Points (*4 at 1st level): 4 + Int Modifier.

ABILITIES:

With each level, the psionicist gains access to new powers and abilities.  Many powers have prerequisites which must be known before they can be taken.  The ocean of options is vast.  Choose wisely.

Draqoman
City-states can be confusing and dangerous to those not familiar with them. Local laws and customs vary by location. Traders and visitors often choose to employ local guides when in the city. This is the role in which the Draqoman excels. They are useful but occasionally dangerous guides and interpreters. They speak a variety of languages and pride themselves on always knowing what to buy, where it is for sale, from whom to buy it, and at what price. Draqomen can be found in all the city-states of the Tablelands.

The draqoman makes his living via information, and skulking and sneaking are only useful insofar as they facilitate information gathering and performs many duties including espionage, stealth and reporting information. Among the many skills he possesses his most shinning attribute is being adaptable to situations and keeping himself one step ahead of his foes by any means necessary. To accomplish this end he tends to dabble in a little bit of everything picking up a grab bag of useful skills throughout his life.

(PRESTIGE CLASS)
- Hit Die: d6.
- Proficiencies: Simple weapons and light armor.
- Skill Points: 4 + Int Modifier.

REQUIREMENTS:

Alignment: Any non-good.
Skills: Discipline 4 ranks, Search 4 ranks, Lore 6 ranks, Persuade 8 ranks.
Feats: Alertness, Iron Will.

ABILITIES:

Level
1: Bardic Knowledge: Bonus to identifying items, Use Poison
    1st Favored Enemy
3: Wary Senses - +2 bonus to saving throws vs. traps.
    Invisibility - As spell.
5: Uncanny Luck - +2 bonus on all saves for 1 turn per Draqoman Level, once per day.
    Cat's Grace - As spell.
7: Crafty Mind - +2 bonus to saving throws vs. mind affecting spells.
    Eagle's Splendor - As spell.
    2nd Favored Enemy
10: Potion and Poison Crafting - Create magical potions and poisons.
      Clairvoyance - As spell.

Cleric Domain Changes:

Air Domain
Type of Feat: Domain
Prerequisite: Access to the Air domain.
Specifics:
Elemental Turning: Able to turn elementals as if they were undead.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Expeditious Retreat (1), Gust of Wind (2), Elemental Imbuement (3), Call Lightning (4), Energy Buffer (5), Chain Lightning (6), Great Thunderclap (7), Cloud of Bewilderment (8), Storm of Vengeance (9)
Use: Automatic.

Earth Domain
Type of Feat: Domain
Prerequisite: Access to the Earth domain.
Specifics:
Turn Elementals: Able to turn elementals as if they were undead.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Iron Guts (1), Flesh to Stone (2), Elemental Imbuement (3), Stoneskin (4), Energy Buffer (5), Greater Stoneskin (6), Crumble (7), Stonehold (8), Bombardment (9)
Use: Automatic.

Fire Domain
Type of Feat: Domain
Prerequisite: Access to the Fire domain.
Specifics:
Turn Elementals: Able to turn elementals as if they were undead.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Burning Hands (1), Combust (2), Elemental Imbuement (3), Fireball (4), Flamestrike (5), Elemental Shield (6), Firestorm (7), Energy Buffer (8), Incendiary Cloud (9)
Use: Automatic.

Water Domain
Type of Feat: Domain
Prerequisite: Access to the Water domain.
Specifics:
Turn Elementals: Able to turn elementals as if they were undead.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Create Water (1), Water Breathing (2), Elemental Imbuement (3), Acid Breath (4), Ice Storm (5), Drown (6), Acid Sheath (7), Energy Buffer (8), Storm of Vengeance (9)
Use: Automatic.

Rain Domain
Type of Feat: Domain
Prerequisite: Access to the Rain domain.
Specifics:
Elemental Turning: Able to turn elementals as if they were undead.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Create Water (1), Soothe (2), Elemental Imbuement(3), Acid Rain (4), Water Breathing (5), Ice Storm (6), Great Thunderclap (7), Energy Buffer (8), Storm of Vengeance (9)
Use: Automatic.

Silt Domain
Type of Feat: Domain
Prerequisite: Access to the Silt domain.
Specifics:
Turn Elementals: Able to turn elementals as if they were undead.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Grease (1), Keen Edge (2), Elemental Imbuemen (3), Silt Spray (4), Energy Buffer (5), Crumble (6), Cloudkill (7), Horrid Wilting (8), Silt Storm (9)
Use: Automatic.

Sun Domain
Type of Feat: Domain
Prerequisite: Access to the Sun domain.
Specifics:
Turn Elementals: Able to turn elementals as if they were undead.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Searing Light (1), Sunblade (2), Elemental Imbuement (3), Heat Exhaustion (4), Energy Buffer (5), Sunbeam (6), Sunstroke (7), Sunburst (8), Dehydrate (9)
Use: Automatic.

Magma Domain
Type of Feat: Domain
Prerequisite: Access to the Magma domain.
Specifics:
Turn Elementals: Able to turn elementals as if they were undead.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Flame Weapon (1), Magma Jet (2), Elemental Imbuement (3), Magma Sword (4), Energy Buffer (5), Flamestrike (6), Elemental Shield (7), Fire Storm (8), Incendiary Cloud (9)
Use: Automatic.

Strength Domain
Type of Feat: Domain
Prerequisite: Access to the Strength domain.
Specifics:
Divine Strength: The cleric gains a bonus to Strength equal to 2 +1 per 3 cleric levels. The effect lasts for 5 rounds + Charisma modifier.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Divine Power (3), Aura of Vitality (8)
Use: Automatic.

Good Domain
Type of Feat: Domain
Prerequisite: Access to the Good domain.
Specifics:
Turn Outsider: Able to turn outsiders as if they were undead.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Lesser Planar Binding (5), Ethereal Visage (6).
Use: Automatic.

Magic Domain
Type of Feat: Domain
Prerequisite: Access to the Magic domain.
Specifics:
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Mage Armor (1), Melf's Acid Arrow (2), Negative Energy Burst (3), Lesser Spell Breach (4), Lesser Missile Storm (5).
Use: Automatic.

New Spells

Tide of Battle
Caster Level(s): Preserver / Defiler 9
Innate Level: 9
School: Transmutation
Descriptor(s): Divine
Component(s): Verbal
Range: Personal
Area of Effect / Target: Colossal
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: No

Centered around the caster, this spell rains down holy damage on all within the area of effect, including the caster. Each target will take between 30 and 100 damage.

Evil Blight
Caster Level(s): Cleric 5, Templar 5, Preserver / Defiler 6
Innate Level: 5
School: Transmutation
Descriptor(s): Divine
Component(s): Verbal
Range: Medium
Area of Effect / Target: Colossal
Duration: Permanent
Additional Counter Spells: Remove Curse
Save: Will negates
Spell Resistance: Yes

All enemies within the area of effect have a curse placed on them, lowering all of their stats by 3.
« Last Edit: August 18, 2010, 01:55:03 PM by DM Heatstroke »
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Offline Kyriani Agrivar

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« Reply #1 on: July 20, 2005, 04:54:31 PM »
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« Reply #2 on: July 26, 2005, 12:05:35 AM »
New Areas:


Hammanu's Fortress in Urik


Pyreen Grove
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« Reply #3 on: August 17, 2005, 08:05:52 PM »
Our initial plan to have Templars as a seperate class had to be changed. Instead to simplify the matter, Templars will be clerics with specific domains. More on this as we get it squared away.
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« Reply #4 on: August 27, 2005, 05:32:09 PM »
Update On Templar Domains:

Cleric players who wish to be templars will need to choose the Templar Domain and one of the following Sorcerer-King Domains: Oronis, Hamanu, Nibenay, The Oba, Dregoth

Templar Domain
Type of Feat: Domain
Prerequisite: Access to Templar domain.
Specifics:
Divine Presence: Bonus to Bluff, Intimidate, Listen, Persuade, and Spot checks equal to 1 per 2 levels. This effect lasts for 5 turns + the templar's Charisma modifier.
Bonus Spells: The templar gains access to the following spells at the specified spell level: Hand of the Sorcerer-Kings(1), Might of the Sorcerer-Kings (2), Darkfire (3), Searing Light (4), Flamestrike (5), Wisdom of the Sorcerer-Kings (6), Sunbeam (7), Firestorm (8), Call of the Sorcerer-Kings (9)
Use: Automatic.

Oronis Domain
Type of Feat: Domain
Prerequisite: Access to Oronis domain.
Bonus Spells: The templar gains access to the following spells at the specified spell level: Bless Weapon (1), Invisibility (2), Clairaudience/Clairvoyance (3), Minor Globe of Invulnerability (4), Stoneskin (5), Legend Lore (6), Lesser Mind Blank (7), Earthquake (8), Storm of Vengence (9)
Use: Automatic.

Hamanu Domain
Type of Feat: Domain
Prerequisite: Access to Hamanu domain.
Bonus Spells: The templar gains access to the following spells at the specified spell level: Blade Thirst (1), Mage Armor (2), Blood Frenzy (3), Keen Edge (4), War Cry (5), Haste (6), Mass Haste (7), Earthquake (8), Storm of Vengence (9)
Use: Automatic.

Nibenay Domain
Type of Feat: Domain
Prerequisite: Access to Nibenay domain.
Bonus Spells: The templar gains access to the following spells at the specified spell level: Identify (1), Amplify (2), Clairaudience/Clairvoyance (3), Displacement (4), Shadow Conjuration (5), Greater Shadow Conjuration (6), Shades (7), Earthquake (8), Storm of Vengence (9)
Use: Automatic.

The Oba Domain
Type of Feat: Domain
Prerequisite: Access to The Oba domain.
Bonus Spells: The templar gains access to the following spells at the specified spell level: Entangle (1), One With The Land (2), Barkskin (3), Call Lightning (4), Stoneskin (5), Energy Buffer (6), Aura of Vitality (7), Earthquake (8), Storm of Vengence (9)

Dregoth Domain
Type of Feat: Domain
Prerequisite: Access to Dregoth domain.
Bonus Spells: The templar gains access to the following spells at the specified spell level: Ray of Enfeeblement (1), Death Armor (2), Vampric Touch (3), Enervation (4), Negative Energy Burst (5), Ethereal Visage (6), Shadow Shield (7), Earthquake (8), Storm of Vengence (9)
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« Reply #5 on: August 27, 2005, 11:18:47 PM »
Weapon name changes:

Spear (already changed in name generally) will be changed to Gythka in base item descriptions. If you examine a normal gythka the default description will describe it as it is in dark sun and not as the spear default description. All weapon feats such as weapon focus/specialization/etc will also now show the name as gythka rather than spear

Shuriken (already changed in name generally) will be changed to Chatkcha in base item descriptions. If you examine a normal chatkcha the default description will describe it as it is in dark sun and not as the shuriken default description. All weapon feats such as weapon focus/specialization/etc will also now show the name as chatkcha rather than shuriken

Double Axe (already changed in name generally) will be changed to Lotulis in base item descriptions. If you examine a normal lotulis the default description will describe it as it is in dark sun and not as the double axe default description. All weapon feats such as weapon focus/specialization/etc will also now show the name as lotulis rather than double axe

Double Sword (not yet changed in name generally) will be changed to Dragon's Paw in base item descriptions. If you examine a normal dragon's paw the default description will describe it as it is in dark sun and not as the double sword default description. All weapon feats such as weapon focus/specialization/etc will also now show the name as dragon's paw rather than double sword

Halberd (not yet changed in name generally) will be changed to Trikal in base item descriptions. If you examine a normal trikal the default description will describe it as it is in dark sun and not as the halberd  default description. All weapon feats such as weapon focus/specialization/etc will also now show the name as trikal rather than halberd.
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« Reply #6 on: September 09, 2005, 10:19:48 AM »
Some of the new Areas that go live with the hak:

The City-State of Urik

The Thunder Mountains

The Last Sea

The Forest Ridge

The Urikite Trade Route

The Silver Spring Oasis

The Ruins of Kemalok

The Tyr Iron Mines

and more...
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« Reply #7 on: October 03, 2005, 06:47:16 AM »

Kyri in Kemalok...
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« Reply #8 on: October 16, 2005, 01:56:32 PM »
here's some screenies of kemalok


Part of the interior of Kemalok Keep

just an FYI those ghosts coming out of the pit actually move which you cant see in the pic so be prepared for glowing phantoms floating around :D


The entry foyer to the ruins.

This pic is from the toolset without lights or fog so you can see the features of the zone easier... that spiraling ramp is the only way in or out of the ruins and yes you can and must walk up it :D
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