Wednesday, October 15, 2008

Richese


Earthshield

A few generations ago, the aristocracy of Richese were taxing their serfs to a point where there was nothing left to take. So they turned to manpower, they took the sons of the peasants, putting him to work, either in the many mines of Richese or serve in the army as an earthshield. That, however, lies in the past. Earthshields today are now the defenders of the free state of South Richese as they battle tirelessly to hold back the undead horde that threaten them from North Richese.

Completely armoured in richesian steel, these juggernauts tower over most others at nine feet. While they sacrifice speed, they are near invincible to conventional damage. Along with that, lightning based attacks bounce off their special steel alloy.


Borrower

Halflings are considered a scourge in Richese, filthy vermin with the sole intent on stealing from good honest folk. Ironic, since these ‘good honest folk’ also depend on the sprouts to do repairs and work that requires finesse. But such contempt has made Halfling families into gypsies, always moving about for fear more then anything. A certain few though, these borrowers, take the misconception of them a step further – they are able to create weaker replicas of any items they have a chance to repair or study. Although these replicas last for only a few short days, the havoc they can create is limitless.


Deathringer

With the recent loss of their earthshield serfs, the aristocracy of North Richese turn to necromancy to fill their ranks. Employing the use of runed bells, their deathringers create havoc and mayhem across the North-South picket lines as they sniff out weak spots. These mages who turn to the dark arts depend solely on their charged bells, as they reanimate the dead for their uses.


Rownne

If it’s one thing the nobles of Richese hate more then their stupid peasants, it would be musicians and entertainers of any sort. Fact is, House Richese and its off shots all come from a line of peasants themselves. They rose in rank solely through the jingle of their purse. What better targets for the singers and storytellers then the simpletons who wished to be noble?

Even though those events happened years ago, House Richese still employs bounty hunters to hunt down music and mirth wherever it exists. So much so, that it has become a specialty of some bounty hunters, music haters themselves who want nothing more then to keep Richese solemn and silent.


Moritani


Facedancer

Able to change their appearance at will in a moment’s notice, Moritani’s elite assassins and spymasters are able to infiltrate governments and organizations all over Corrin. They do no abide by the concepts of morality; anyone is a mark, any item for the taking. They take pleasure in bringing an intricate plan to fruition, usually involving an amusing demise of someone. Their ability to change their appearance and skill at mimicking their past kills make them nigh impossible to detect.


Warddskrieg

With the constant border skirmishes with Mutelli, the moritanes have been losing a substantial number of their mages to one-eyed sniper fire and incognis assassins. To combat such tactics, Ni-Baron Krosp found the Warddskrieg, casters with the sole purpose of weeding out and removing such annoyances. Armed with wholely defensive and disabling weaves, their use also extends to prisoner capture and interrogation.


Faceless

Just before the Laws of Kanly were applied, the fief of Heslor was overrun by Moritani. Taking it apart, bit by bit, it's name is nearly forgotten – save for a few. The now fiefless soldiers of Heslor banded together, fighting a war of attrition to revive their lost fief. Facedancers made quick work of these valiant few, dwindling them down to a mere handful. What were left found ways to avoid and detect the facedancers.. though any hope of resurrecting Heslor was lost. Now these men and women work only to protect the peasantry of Moritani and work towards making life very difficult for the facedancers and their ilk from within.

With their natural ability to see through any illusions and quick stealth they wreak havoc on the nobility – Latter day Robin Hoods.


Twocoin Mercenary

The jingle of coins bring a certain elation to those of the twocoin mercenaries. Once common warriors for hire, they now own one of the largest bank syndicates in the Empire. The mercenaries themselves act autonomously as they continue to hire themselves out and invest their pay. With their bank connections, they gain access to the rarest and most powerful enchantments.



Next up, Ecazzi, Ellyra and Dyvet.

Corrin

+Class perks


Saduca

Better known as redcloaks, the saduca legionnaires were the conquering arm of Corrin, sweeping the opposition off the field through sheer force. Now they serve as defenders of the Empire’s borders. They are known for their detachment tactics, where small units act autonomously on the battlefield, taking key position quickly. Obviously, working together in small bands creates bonds which are rarely found in line troops.


The saduca is lead by the Court of War.


Progression Required: Mercenary, Waywatcher

Initiate's Perks (6th)

Imperial Bracer – Upon joining the imperial service, the individual is presented with a bracer that allows them to talk to other bracer users within sixty feet.

Bounty of the Emperor – Can request for free food and board for up to three days when in Corrin, Vernius, Canidor, Moritani and Ecazzi.

Unit Tactics – Trained to fight as a unit, the Saduca gains a bonus when he is attacking in unison with others, finding holes in the enemy’s defense. They gain +2 to hit for every other person that is engaging the enemies in melee combat; this bonus stacks to a maximum of +6.

Regular's Perks (7th)

Brotherhood – He can take damage for allies who are adjacent to him. He isn’t able to use this ability if he is below half his maximum health.

Blight – An attack of immense power, he can strike an enemy for double his full damage. The attack also stuns the enemy for 2 rounds. This ability does not stack with crits. He can do this once a day.

Veteran's Perks (8th)

Veteran's Eye – Gains +2 dodge ac.

Words of the Elder – A rallying cry from a veteran brings hope and bolsters the abilities of his allies. Works like the spell Warcry, usable once per encounter.

Blightmaster – Gains the ability to use blight three times a day.


Thaumaturge

Supporting the legionnaires on the flanks and skirmish fronts are the thaumaturges, fast moving mages that are used for harassing enemy lines. Their unique style of magic weaves allows for high damage at a shorter range, which speaks for their preference for fire and speed enhancing type spells.


While the combat thaumaturges are run by the Court of War, the cartomancers, a sub-division, work for the Court of Industry.


Progression Required: Seeker, Augur

Initiate's Perks (6th)

Imperial Bracer – Upon joining the imperial service, the individual is presented with a bracer that allows them to talk to other bracer users within sixty feet.

Bounty of the Emperor – Can request for free food and board for up to three days when in Corrin, Vernius, Canidor, Moritani and Ecazzi.

Augmented Damage – All damage spells now does 150% damage. All of such spells now have a maximum range of 25ft.

Regular's Perks (7th)

Vocation training – Due to the nature of their role in battle they are taught accuracy with their spells. They gain +2 to their range and touch attacks with spells.

Enhanced Speed – Able to cast haste three times a day and three spells can memorized quickened three times a day at two levels higher instead of four.

Veteran's Perks (8th)

Augmented Damage – All damage spells now does 200% damage. All of such spells now have a maximum range of 25ft.

Blightspell – A damage spell can be cast at point blank range for 10D6 damage; can be used once a day.

Cartomancy – A well-trained Thaumaturge can craft phylacteries. All they need is a bottle, some soil from the target destination and 200g worth of materials. This ability costs 3500 xp.


Coldstreamer

Like most of the serving legions, coldstreamers were usually mustered from a local musterhouse. These scouts come from a valley called Coldstream, named for the rapids that run directly through it. Through the generations the inhabitants developed an instinctive ability to manipulate water into a shield to protect them from harm. In this day and age, however, the ability can be taught to others of a certain descent.


Progression Required: Waywatcher, Dagger, Mercenary

Initiate's Perks (6th)

Imperial Bracer – Upon joining the imperial service, the individual is presented with a bracer that allows them to talk to other bracer users within sixty feet.

Bounty of the Emperor – Can request for free food and board for up to three days when in Corrin, Vernius, Canidor, Moritani and Ecazzi.

Water Shield – Gains the ability to create a water shield that absorbs 2D6 damage before dropping.

Regular's Perks (7th)

Scout Training – Gains +4 to their sneak, spot and survival checks.

Skirmish Attack – Deals an addition D6 damage that stacks with sneak attacks when attacking while moving. Normal penalties apply.

Veteran's Perks (8th)

Water Shield – The shield is now able to absorb 4D6 damage before dropping.

Skirmish Mastery – Skirmish attacks now do 3D6 damage.

Scout Mastery – Able to cast invisibility as per the spell twice a day.


Urban Cohort

While the saduca defend Corrin’s borders, the urban cohort keeps the cities and towns safe. Working for the Court of Law, they serve as officers in guard units in populated areas. Most are able barristers and usually serve as both lawman and judge. The people generally admit to their impartiality, albeit, grudgingly.


Progression Required:

Initiate's Perks (6th)

Imperial Bracer – Upon joining the imperial service, the individual is presented with a bracer that allows them to talk to other bracer users within sixty feet.

Bounty of the Emperor – Can request for free food and board for up to three days when in Corrin, Vernius, Canidor, Moritani and Ecazzi.

Clout – All peasants now show a healthy deference to the urban cohort officer.

Connections – The urban cohort is able to use his blue cloak call in favors from local businesses. Hopefully he won't overstep himself.

Silence – Able to cast the spell once a day.

Disable – The urban cohort is able to choice to deal sub-dual damage with his weapon no matter the type at half damage.

Regular's Perks (7th)

Information Network – Gains access to snitches within large towns and cities through the local guard chapter.

Guard Chapter – Can be assigned to run a guard chapter. The prestige and perks of being a chapter commander applies.

Hounds Senses – Gains a +4 bonus to spot, search and listen checks.

Blightmaul – A sub-dual damage attack that deals 150% weapon damage, usable once a day.

Veteran's Perks (8th)

Judgement – The officer is now able to dole out judgements to criminals when reviewed at guard chapter.

Personal Assistant – A lackey is assigned to the officer to deal with the mundane.

Dispell – A touch attack ability that removes all buffs from target.

Hold Person – Able to cast the spell twice a day.


Whisperer

Graduates from Venmoore’s Bardic College, these skalds are trained in the arts of espionage and seduction. Depending more on their blade and wit then on their spells, they create a network of information that serves Corrin in this bleak time. They are under the sole employment of the Court of Love.


Progression Required: Skald, Dagger, Augur

Initiate's Perks (6th)

Seduction Training – Gains clout over characters of the opposite sex with low intelligence.

Charm person – Able to cast the spell once a day, the target will become aware after the spell ends. Use with caution.

Nerve Shot – A quick pinch that disables a target.

Information Junkie – Gains the ability to call back information, works like bardic lore, adding his intelligence or charisma to the check.

Local Network – Gains access to the information network within the general area. Requires contact information.

Regular's Perks (7th)

Mimic – Able to fake any accent or mannerism of the various fiefs.

Poison Mastery – The whisperer is now immune to poisons.

Eavesdrop – Gains +10 to listen checks in noisy areas.

Reckless luck – Gains a +5 rolls when doing something stupid in a grand manner.

Greater Network – Gains access to the information network on the Empire level. Requires contact information.

Veteran's Perks (8th)

Downright Awesome – Has an aura of magnetism that follows the whisperer around, now has greater clout over all around him.

New Mechanics for Prestige Classes


Upon hitting 6th level, players can seek training to become any of the prestige classes below if their storyline or background allows. While their progression remains in the class of their choice (Mercenary, Augur, etc) these classes provide Perks. At 6th level, they gain Initiate’s Perks; at 7th, Regular’s Perks; and at 8th, Veteran’s Perks.

Sunday, October 12, 2008

Base Classes

a revamp of the base classes for Corrin Exalta.

Barbarian

A dying breed, now mostly found on the Vrendi plains, barbarians are the wild warriors that depend on their instincts for survival. Known at times to default to their feral state in the midst of battle, the bloodlust gives them near godlike strength and endurance. Mayhem is the byword of a barbarian enraged. Their simple minds aside, they make stalwart companions.


Druid

Individuals that have found balance with the natural world around them gain the unique ability to call Matre to their aid. Be it storms of destruction or great beasts, the mother will always protect her children. While usually bound to a grove, some druids roam Corrin, rooting out aberrations and the unnatural. City dwellers tend to dislike this small group of treehuggers, and not surprisingly, the sentiments are returned.


Waywatcher (ranger)

While some warriors are motivated by coin or religion, there are those that answer to another call – the hunt. Creatures of all sorts populate Corrin, both in and below it, creatures worthy of skill and cunning. These are the quarry of the waywatchers, who hunt them down with both sword and bow. While these few would not bother with naming themselves, the people of the many fiefs call them so since their work keeps the various paths that crawl around the Empire safe.


Battlepriest (cleric)

As the old gods sleep, their clergy continue to spread their word. Where honour and a good death culminates this martial religion… Trained in various prays that channel the infinite powers of Odin, Thor and the others. Young battlepriests are constantly sent out to find battles, so that they may bring honour to their patrons. That, or die a good death.


Apart from the Battlepriests, other clerics also travel the Empire, followers of heathen gods and other denizens of darker planes.


Mercenary (fighter)

A job once looked at with contempt; mercenaries are now highly sort after with the various wars recently sparked around the Empire. So much so, martial academies have been sprouting all over the place, each with their own style and doctrine. Marked by their copper necklaces, they find solace in a heavy purse.


Thane (paladin)

With the old gods silent, the elderpriests of Dyvet came together and formed a monastic order of knights to serve as defenders of the faith. Commanded to root out evil where they see it, they accomplish their tasks with such fervour seen in few. Loved in most of the more dedicated fiefs, they usually find an unfavourable welcome in those that chose to remain heathen.


Augur (sorcerer)

Collectively called mages, along with seekers, augurs depend on their natural ability to master magic. While this allows them a much smaller repertoire of spells, they are able to summon those few they know a number of times more then a seeker could. That said, all the time they aren’t spending their noses in books, they have picked up a few martial skills, making them more able to protect themselves in a brawl, should the situation call for it.


Seeker (wizard)

Also known as mages, along with their oft lazy cousins, augurs, seekers gain their magic through knowledge. Delving into ancient tomes and books, they have built for themselves a fearsome collection of spells at their disposal. Sadly, lacking the natural talent of an augur they find themselves not as able to summon as many spells an augur would. They do, however, gain access to more powerful spells far earlier on.


Dagger (rogue)

Completely apart yet intricately woven in society, daggers stalk the many cities of Corrin and its fiefs. Living by both their skill and their blade, these men and women survive by the urban code. Wit and speed being their only ally, they travel the Empire seeking fortune, by whatever means they deem fair.


In the larger cities, daggers come together to form great guilds where information and assassination is bought and sold. Their markings are left to be found by those with a keen eye.


Skald (bard)

Warrior-poets, the skalds of Corrin roam the great fiefs accruing songs and lore as they hone their skills. A jack of all trades, they are equal part fighter, mage and rogue. They are also armed with the ability to influence events with their performances, be it poetry, song or comedy. While welcomed in most fiefs, they are ruthlessly hunted down and burnt in North Richese, their sort hated by the aristocracy there.


Coming up next! Prestige classes for Corrin, Richese and Moritani.

Friday, February 23, 2007

The group returns to the bunk to find out that the female dormitory has been stink-bombed. Before being able to even express how disgusting the smell really is, a student shouts out that there's a briefing for the entire college. Once everyone had settled, Cerian walks in an announces that a legendary item has been returned to the college. In all, there are 5 legendary items and the winner of the annual labyrinth gets to use it and it stays with he/she until he dies where it will be teleported back to the college. Constance says that she can't say what the item actually is but it'd probably be something anyone would want and be of great use. Solaris, Guy, Jesse and Richard decide to take part in the free-for-all competition. They attend the final briefing on that same night. In the briefing room, they meet with their competitors: a dishevelled boy with jagged teeth carrying a short sword and a light mace, an innocent-looking girl carrying a huge sword staff, a young pale man carrying a book, and a girl in a blouse wearing breeches. The 4 participants of the group try to get as much rest as they can that night.

On the morning of the compeition, the participants head down the tunnels (there are 9 people but 10 tunnels) which lead to 10 respective doors with elven (go left) and dwarven (go right) all along the walls. After much ado, Richard grabs a spoon and everyone is teleported back to the starting point. It turns out to be a spell-eater spoon which can, well, eat spells twice per day but Richard doesn't tell anyone that he's got it. The group walk back to the now clean dormitory where Richard finds a note under his blanket. He reads it before passing it around for the rest to read. The note says: Dear Torture Monkey, we will settle this once and for all. Meet us tomorrow when the sun is at it's lowest point. 3 a side. Richard takes the note to Cerian and he advises Richard not to go but in his mind, Richard had already decided his fate. Back in the dormitory, Quinlan steps forward and volunteers himself but Crummy knocks him out before Quinlan could finish mumbling his sentence. Guy boldly does the same obviously thinking they were going on some sort of field trip. With that as that, the 3 prepare for the next day's gruelling battle. Guy stubbornly tries to work the necklace and gladius with no luck. He takes it to 2 seperate diviners but their souls get sucked into the necklace by "accident". Eventually by sheer luck, he manages to "pour" the liquid in the necklace into the hollow handle of the gladius and tadaa! The blade grows half an inch. He gives up and goes to sleep.

*side story*
Rhombur, Theodore, and Tribune Polinas Grecus visit the group during the night before Richard's life-threatening battle. Rhombur happily informs them that Shannon (Shando?) is having a baby. On top of that, THeodore gives them a mission, should they choose to accept it, to go underground and look for hobgoblins.