Welcome to Coatis City!

by Unknown

Back to The Real World.

Unknown2009-03-17 23:41:48
Welcome to the Coatis City.

Coatis is a medium-sized island-city that is a heavily-travelled crossroads in Western Sea. It acts as a port for many trading vessels and travelers during the storms of winter, which ravage the surrounding areas.

Given its location and role, peoples from every walk of life can be found here, from adventurers to princes, from devas to half-orcs, as well as all of you.

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Players:
Casilu
Caerulo
Isuka
Daganev
Enero
Desitrus
Shaddus Mes'ard
Silver
Archer2
Fania
Jack
Esano
Solanis
Rika
Saran
Salvation
Sadhyra
Llandros
Celina
Gaetele
Navaryn

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Here's some warnings:

1) You need to be able to post at least once a day (though I'll totally understand if the person before you in line doesn't post until late in your timezone, but in general, once a day.) So, if you don't think you can manage that due to upcoming life issue or whatever, then please just sit back and watch.

2) You guys might die, so be prepared for that. I'm not pulling any punches in this game, so it's going to be up to you guys to work together to survive. That's part of the concept here.

3) You are going to be slightly restricted in what you can see. If you don't have line of sight (so, if there is something in the way) you won't see it. If you don't have enough light, you also are going to have stuff that you can't see. Each player is going to get their own map via PMs (at least in the beginning, if I just can't keep up we'll go to a group map), and you're free to tell people ICly if you see something they don't--just don't share the maps or converse via PMs.

4) The game isn't going to start for a couple weeks probably, so, be warned about that. But this way, hopefully, we can get everyone up to speed before the game rather than struggling too much during.

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Here's some guidelines:

All races and classes are available. Make level 1 characters.

You can use the character builder at: http://www.wizards.com/default.asp?x=dnd/i...haracterbuilder

Or, you can make a character with this little java app: http://www.pathguy.com/cg4.htm

You'll want to make/host a character sheet at http://www.myth-weavers.com
All rolls will be done via http://www.invisiblecastle.com

Use the 22-point buy system for your character's stats.

You start with 100 gold--buy whatever equipment you can/want with that.

If you have any questions, this is the place to ask them!

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Here are some Quickstart rules for D&D 4th Edition:

1. Character roles are more clearly defined.
Everyone who’s played D&D knows that there are roles for each character – some characters “tank”, some characters are “artillery”, etc. 4th Edition defines those roles into four types – controller, defender, leader, and striker. Controllers (like wizards) deal with large amounts of enemies at once, favoring offense over defense. Defenders (like fighters and paladins) are the front-line characters that have great defensive abilities and good melee offense. Leaders (like clerics and warlords) are good at aiding other members of the party by healing, inspiring, or protecting them. Strikers (like rangers, rogues, and warlocks) deal large amounts of damage to single targets at one time and quickly move about the battlefield. Most adventuring parties consist of at least one character of each of the roles.




2. Powers give you more combat options.
Clerics chant prayers, wizards incant spells, and fighters attempt exploits. These are all examples of powers – your suite of combat options. Three power sources – arcane, divine, and martial – are presented in the Player’s Handbook. Each character class draws abilities from one of these power sources: clerics and paladins use divine powers (prayers), warlocks and wizards use arcane powers (spells), and fighters, rangers, rogues, and warlords use martial powers (exploits).



You get a number of powers based on your character’s level. Powers can be used at-will, once per encounter, or once per day depending on the power.



TIP: Use your at-will powers instead of using basic attacks. They’ll frequently do more than just a modest amount of damage to one enemy.




3. Attacker rolls against a static defense.
In 4th Edition, you have 4 defense values – Armor Class, Fortitude, Reflex, and Will. The attacker chooses an attack, rolls 1d20, adds the attack bonus, and calls out the result against the appropriate defense. The defenses are all static numbers, just like Armor Class was in 3rd Edition. Attack actions involve a “to hit” roll against any and all targets, so a power that targets all enemies within 1 square requires a separate attack roll against each enemy affected.



TIP: If you make an attack against multiple targets, you don’t roll damage for each target – just roll that once. It’s best when you attack multiple targets to roll damage first, and then roll your attacks.




4. Standard, move, and minor actions.
Each time it’s your turn, you get one standard, one move, and one minor action. Standard actions are usually attacks, move actions are usually used to move, and minor actions are little things like drawing a weapon or opening a door. You can always exchange a standard action for a move action or minor action, or a move action for a minor action. There are also free actions, which take almost no time or effort, such as dropping a held item or talking. You can take free actions during your turn or anyone else’s turn, and as many as you like (within reason).



There’s another category of actions called triggered actions – these include opportunity actions (like opportunity attacks) and immediate actions (like a readied action). Your DM can tell you more about those should you need them.




5. Healing gets an overhaul.
Hit points still measure your ability to stay in the fight, but healing’s no longer just the burden of one character anymore. Each character has a certain number of healing surges. Once during each encounter, you can take a standard action called a second wind; this gives you a certain amount of hit points back equal to your healing surge value and gives you a +2 bonus to all your defenses until the start of your next turn. You then tick off one of your healing surges for the day. Some powers (like some cleric prayers) will also heal you your healing surge value, and you’ll tick off your healing surges for them as well. When you run out of healing surges, you’ll want to take an extended rest.



If you’re outside of combat, you can take a short rest and tick off the healing surges you need to heal up damage.



TIP: If you’ve been knocked down a few hit points and can’t decide what to do when it’s your turn, taking a second wind action is a good idea.




6. Short and extended rests.
Resting’s now divided into two groups – short and extended. A short rest lasts 5 minutes, and is a long enough time for you to regain your encounter powers and use healing surges to heal up. An extended rest is akin to “camping” and lasts 6 hours. After an extended rest, you’re fully healed, you have a full compliment of healing surges, you have your daily powers back, and you reset your action points to 1.



TIP: It’s good to take an extended rest when some members in the group are down to about 1 healing surge remaining, or everyone has used all their daily powers.




7. Attack!
Attacks are divided up into a few different types. Melee attacks are those you make usually when you’re adjacent to your target. Ranged attacks can be made at any distance up to the maximum range of the attack; however, if you take a ranged attack next to an enemy you provoke an opportunity attack against you. Close attacks affect an area starting with squares adjacent to you; these attacks don’t provoke an opportunity attack. Area attacks usually affect an area at range; these attacks do provoke opportunity attacks.



Most of the time when you take an attack, you’ll use one of your powers. However, there are some times when you’ll use a basic attack – just a regular old swing of the sword or shot from the bow. These attacks are less powerful than using powers, but they can get the job done. You’ll use a basic attack when you’re charging, making opportunity attacks, or when you use certain powers.




8. Action points give you an extra action.
You begin each adventure with 1 action point, and you can get another one for every 2 encounters that you complete (called a milestone). You can spend 1 action point per encounter to take one extra action on your turn. It can be a standard, move, or minor action.



When you take an extended rest, your action points reset back to 1.



TIP: Make sure to spend action points at least once every other encounter (as often as you earn them), since you can only spend one per encounter.




9. Movement is quick and easy.
Each character has a speed listed in squares. One 1-inch square equals one five-foot square in the game world. When you take a move action, you can move up to the indicated number of squares. Moving from one square to another, even diagonally, costs 1 square of speed. Sometimes terrain will slow you down, costing you more than 1 square of speed – this is called difficult terrain.



Moving away from an enemy adjacent from you usually provokes an opportunity attack. However, you can also use a move action to shift; this lets you move one square without suffering an opportunity attack from adjacent enemies.



TIP: If you need to get somewhere fast, you can run as a move action. This gives you +2 speed for your move, but you grant any attackers combat advantage until the beginning of your next turn.




10. Saving throws are straightforward.
Sometimes your character will be hit by an ongoing effect, like taking poison damage or being immobilized. When this happens you’ll usually get to make a saving throw to remove the effect at the end of your turn. Saving throws are simple – just roll 1d20. If you roll a 10 or higher, you’ll end the effect. If you roll a 9 or lower, the effect will usually continue until you have to make another saving throw at the end of your next turn.



Some characters have bonuses that can be applied to certain types of saving throws, and some powers grant modifications to saving throws as well.




11. Durations are easy to manage.
Most effects that have durations (usually imparting a condition on the target) last either until the target makes a saving throw to ward it off, or until the end of the next turn of the attacker that caused the nasty effect. A few effects have durations that last through the entire encounter. No more tracking rounds to determine when your effect ends!




12. Reach (usually) isn’t as threatening.
Reach (possessed by some monsters and weapons) is only “active” on the attacker’s turn. Otherwise, attackers with reach function just like those without reach. This is usually most relevant when determining the area a character or monster threatens.



TIP: Watch out for the few creatures with threatening reach – they can threaten more than just squares adjacent to them.




13. A trio of “c” rules you might want to know.
• Combat Advantage – This gives you a +2 bonus to attack rolls when you’re flanking, or when the target is under one of a number of conditions (dazed, surprised, etc.).
• Cover – If an enemy has cover, you get a -2 penalty to attack rolls against it. Your allies don’t provide cover, but enemies do. There’s also no penalty for making ranged attacks into melee.
• Charging – This is a standard action. Move up to your speed, and make a basic attack. You get a +1 bonus on the attack roll. You have to move at least 2 squares from your starting position, and you must charge to the nearest square from which you can attack your target. You can’t charge if the nearest square is occupied, but you can charge over difficult terrain (it just costs you extra movement).

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Unknown2009-03-18 00:21:13
Races

Dragonborn - Proud, honorable warriors, born from the blood of an ancient dragon god. Born to fight, dragonborn are a race of wandering mercenaries, soldiers, and adventurers. Long ago, their empire contended for worldwide dominion, but now only a few rootless clans of these honorable warriors remain to pass on their legends of ancient glory.

Dwarf - Masters of stone and iron, dauntless and unyielding in the face of adversity. Carved from the bedrock of the universe, dwarves endured an age of servitude to giants before winning their freedom. Their mighty mountain fortress-cities testify to the power of their ancient empires. Even those who live in human cities are counted among the staunchest defenders against the darkness that threatens to engulf the world.

Eladrin - Graceful warriors and wizards at home in the eldritch twilight of the Feywild. Creatures of magic with strong ties to nature, eladrin live in cities in the twilight realm of the Feywild. Their cities lie close enough to the world that they sometimes cross over, appearing briefly in mountain valleys or deep forest glades before fading back into the Feywild. (These guys are elves, but more magically inclined.)

Elf - Quick, wary archers who freely roam the forests and wilds. Wild and free, elves guard their forested lands using stealth and deadly arrows from the trees. They build their homes in close harmony with the forest, so perfectly joined that travelers often fail to notice that they have entered an elven community until it is too late.

Half-Elf - Born heroes and leaders who combine the best features of humans and elves.

Halfling - Quick and resourceful wanderers, small in stature but great in courage. Halflings are a small race known for their resourcefulness, quick wits, and steady nerves. They are a nomadic folk who roam waterways and marshlands. No people travel farther or see more of what happens in the world than halflings.

Human - Ambitious, driven, pragmatic--a race of heroes, and also a race of villians. Of all the civilized races, humans are the most adapt- able and diverse. Human settlements can be found almost anywhere, and human morals, customs, and interests vary greatly.

Tiefling - Heirs of a shattered empire who live in the shadows and do not fear the dark. Heirs to an ancient, infernal bloodline, tieflings have no realms of their own but instead live within human kingdoms and cities. They are descended from human nobles who bargained with dark powers, and long ago their empire subjugated half the world. But the empire was cast down into ruin, and tieflings were left to make their own way in a world that often fears and resents them. (These guys are sort of like Viscanti)

Drow - Graceful and deadly, at home in the depths of darkness. Drow are a decadent race of dark elves whose beauty and sophistication fail to mask hearts all too often stained in evil. The vast majority of dark elves base their behavior and attitudes on the worship of the chaotic evil goddess Lolth, also known as the Spider Queen.

Genasi - Energy embodied, chaos and order united-a race of inherent flexibility, passion, and diversity. Genasi are an inherent contradiction. Each genasi embodies the potential chaos of air and fire, the order of earth and water, or the ferocity of thunder and lightning. Genasi manifest one of these facets of their elemental soul at all times. Their race is passion- ate and nearly as diverse as humans. Genasi can be found almost anywhere.

Warforged - The triumph of magic, the mystery of life, and the horror of war personified. Created as soldiers for a war that spelled the end of an age, warforged are artificial beings that display a human level of intelligence and self-awareness. Warforged sentience developed as a side effect of their creators’ desire to have fully functional, adaptive battle- field units. With no great war to fight, no ancient legacy to claim, and only the vestiges of a culture developed within the past century, warforged are an emergent people. integrated into the societies of peoples more numerous than they, warforged are famed for their endurance and focus, in labor as well as combat.

Shadar-Kai - Cold of heart and dark of eye, passion burns still within these people of shadow and deep winter. Long eons in the Shadowfell have shaped the shadar-kai into a fiery and, some say, cruel people. Fighting the apathy pervasive in their home plane, the shadar-kai live passionately and fearlessly, if grimly. Among the shadar-kai, the strong of body and mind excel and create legends. The weak molder to dust, passing into eternity unremembered.

Deva - Immortal spirits who embody virtue, born and reborn to mortal life in the world. Deep in the recesses of memory, devas recall what they once were: immortal servitors of the gods of good, spirits who chose to bind themselves to the world in mortal flesh. For millennia, their souls have been reborn to wage an endless war against the forces of darkness. Most devas are fiercely commit- ted to the cause of good, because they fear what they might become if they turn to evil: A deva whose soul becomes corrupted risks being reborn as a rakshasa.

Gnome - Slight, sly tricksters of the Feywild who excel at avoiding notice. In the Feywild, the best way for a small creature to survive is to be overlooked. While suffering in servitude to the fomorian tyrants of the Feydark, gnomes learned to hide, to mislead, and to deflect—and by these means, to survive. The same talents sustain them still, allowing them to prosper in a world filled with creatures much larger and far more dangerous than they are.

Goliath - Tribal nomads of the mountains, strong as the rock and proud as the peak. Goliaths are mountain-dwelling nomads who see life as a grand competition. Their scattered bands have never been major players in the politics of the lowland world, but they have wandered the mountain ranges of the world since the primordials first shaped the peaks and valleys. Tall and massive, goliaths revere the primal power of nature and use it to enhance their own strength.

Half-Orc - Fierce warriors who combine human resolve and orc savagery. An obscure legend claims that when Corellon put out Gruumsh’s eye in a primeval battle, part of the savage god’s essence fell to earth, where it transformed a race of humans into fierce half-orcs. Another story suggests that an ancient hobgoblin empire created half-orcs to lead orc tribes on the empire’s behalf. Yet another legend claims that a tribe of brutal human barbarians chose to breed with orcs to strengthen their bloodline. Some say that Kord created half-orcs, copying the best elements from the human and orc races to make a strong and fierce people after his own heart. If you ask a half-orc about his origin, you might hear one of these stories. You might also get a punch in the face for asking such a rude question.

Shifter - Ferocious heirs of the wild, the perfect fusion of civilized race and wild beast. Shifters are fierce hunters strongly influenced by their animal nature. Though they can’t fully change shape as their lycanthrope ancestors can, shifters do become more bestial during the heat of battle, calling on the primal power of the beast within.

Bugbear
Doppelganger
Githyanki
Gnoll
Githzerai
Goblin
Hobgoblin
Minotaur
Kobold
Orc

((These last few races are monstrous races that have no nice little blurbs, though they do have stats and such.))

Classes

Cleric - "Have courage, my friends! Pelor favors us today!" - Leader - Clerics are battle leaders who are invested with divine power. They blast foes with magical prayers, bolster and heal companions, and lead the way to victory with a mace in one hand and a holy symbol in the other. Clerics run the gamut from humble servants of the common folk to ruthless enforcers of evil gods.

As a cleric, the deity (or deities) you choose to revere goes a long way toward defining you, or at least how other people in the world see you. You could be a platinum-garbed envoy of Bahamut seeking justice throughout the land, a shadowy follower of Sehanine with a roguish streak, a burly disciple of Kord who believes the virtue of strength is sufficient for all chal-
enges, or a dwarf cleric of Moradin bringing honor to the denizens of your mountain home.

Will you protect what is sacred to your god, quest for legendary holy artifacts, pursue a life of evangelical adventuring, or attempt all these deeds and more?

Fighter - "You'll have to deal with me first, dragon!" - Defender - Fighters are determined combat adepts trained to pro-
tect the other members of their adventuring groups. Fighters define the front line by bashing and slicing foes into submission while reflecting enemy attacks through the use of heavy armor. Fighters draw weap- ons for gold, for glory, for duty, and for the mere joy of unrestrained martial exercise.

Regardless of your level of skill and the specific weapons you eventually master, your motivations determine who you defend and who you slay. You could be a noble champion who pledges your blade to gallant causes, a calculating mercenary who cares more for the clink of gold than praise, a homeless prince on the run from assassins, or a blood-loving thug looking for the next good fight.

Your future is yours. When you unsheathe your weapon, what battle cry flies from your lips?

Paladin - "I am the righteous shield of Moradin and a sword in his mighty hand! I fear no evil!" - Defender - Paladins are indomitable warriors who’ve pledged their prowess to something greater than themselves.
Paladins smite enemies with divine authority, bolster the courage of nearby companions, and radiate as if a beacon of inextinguishable hope. Paladins are trans- figured on the field of battle, exemplars of divine ethos in action.

To you is given the responsibility to unflinchingly stand before an enemy’s charge, smiting them with your sword while protecting your allies with your sacrifice. Where others waver and wonder, your moti- vation is pure and simple, and your devotion is your strength. Where others scheme and steal, you take the high road, refusing to allow the illusions of temptation to dissuade you from your obligations.

Take up your blessed sword and sanctified shield, brave warrior, and charge forward to hallowed glory!

Ranger - "I'll get the one in the back. That's one hobgoblin who'll regret ever lifting a bow." - Striker - Rangers are watchful warriors who roam past the horizon to safeguard a region, a principle, or a way of life. Masters of bow and blade, rangers excel at hit-and- run assaults and can quickly and silently eliminate foes. Rangers lay superb ambushes and excel at avoid- ing danger.

As a ranger, you possess almost supernaturally keen senses and a deep appreciation for untamed wilderness. With your knowledge of the natural world, you are able to track enemies through nearly any land- scape, using the smallest clue to set your course, even sometimes the calls and songs of beasts and birds. Your severe demeanor promises a deadly conclusion to any enemy you hunt.

When you catch sight of your quarry, will the transgressor perish by swift bow shots from a distance, or by the twofold blades that glint and glitter in each of your battle-scarred hands?

Rogue - "You look surprised to see me. If you'd been paying attention, you might still be alive." - Striker - Rogues are cunning and elusive adversaries. Rogues slip into and out of shadows on a whim, pass anywhere across the field of battle without fear of reprisal, and appear suddenly only to drive home a lethal blade.

As a rogue, you might face others’ preconceptions regarding your motivations, but your nature is your own to mold. You could be an agent fresh from the deposed king’s shattered intelligence network, an accused criminal on the lam seeking to clear your name, a wiry performer whose goals transcend the theatrical stage, a kid trying to turn around your hard- luck story, or a daredevil thrill-seeker who can’t get enough of the adrenaline rush of conflict. Or perhaps you are merely in it for the gold, after all.

With a blade up your sleeve and a concealing cloak across your shoulders, you stride forth, eyes alight with anticipation. What worldly wonders and rewards are yours for the taking?

Warlock - "The darkness holds no terror for me, demon! I curse you now under the Sign of Ill Omen!" - Striker - Warlocks channel arcane might wrested from primeval entities. They commune with infernal intelligences and fey spirits, scour enemies with potent blasts of eldritch power, and bedevil foes with hexing curses. Armed with esoteric secrets and dangerous lore, war- locks are clever and resourceful foes.

However you came to your arcane knowledge, you need not accept the poor reputation warlocks some- times endure. You could be a libram-toting scholar captivated by ominous lore, a foot-loose wanderer searching for elusive ultimate truths, a devil-touched hunter using infernal spells to eliminate evil, or even a black-clad mercenary who uses sinister trappings to discourage prying strangers and unwanted attention. On the other hand, you could be a true diabolist using your gifts to tyrannize the weak—some warlocks unfortunately are exactly that.

The pacts are complete. The rites have concluded. The signs are drawn in blood, and the seals are broken. Your destiny beckons.

Warlord - "Onward to victory! They cannot stand before us!" - Leader - Warlords are accomplished and competent battle leaders. Warlords stand on the front line issuing commands and bolstering their allies while leading the battle with weapon in hand. Warlords know how to rally a team to win a fight.

Your ability to lead others to victory is a direct result of your history. You could be a minor warchief looking to make a name for yourself, a pious knight- commander on leave from your militant order, a youthful noble eager to apply years of training to life outside the castle walls, a calculating mercenary captain, or a courageous marshal of the borderlands who fights to protect the frontier. Regardless of your background, you are a skillful warrior with an uncanny gift for leadership.

The weight of your armor is not a hindrance; it is a familiar comfort. The worn weapon grip molds to your hand as if it were a natural extension of your arm. It’s time to fight and to lead.

Wizard - "I am the fire that burns, the choking fog, the storm that rains devastation on our foes." - Controller - Wizards are scions of arcane magic. Wizards tap the true power that permeates the cosmos, research esoteric rituals that can alter time and space, and hurl balls of fire that incinerate massed foes. Wizards wield spells the way warriors brandish swords.

Magic lured you into its grasp, and now you seek to master it in turn. You could be a bespectacled sage searching for dusty tomes in forgotten sepulchers, a scarred war mage plying foes with fireballs and foul language in equal measure, a disgruntled apprentice who absconded with your master’s spellbooks, an eladrin upholding the magical tradition of your race, or even a power-hungry student of magic who might do anything to learn a new spell.

A cloak of spells enfolds you, ancient rituals bolster your senses, and runed implements of your craft hang from your belt. Effervescing arcane lore pulses through your consciousness, a constant pressure craving release. When will you know enough magic to storm the ramparts of reality itself?

Swordmage - "Under the leaves of Myth Drannor I learned the ancient eladrin way of battle. Spells are my armor, and words of ruin are bound to my blade." - Defender - Swordmages apply the arcane arts to melee combat.
The combat skills they possess are enhanced by the magic they wield. The flourish of a swordmage’s blade not only bites with steel, but also with fire, lightning, or other powerful forces.

You studied and practiced for years to master your skills. You mastered the fundamentals of arcane magic and combined this academic study with end- less hours of physical training. You might be a young eladrin in search of your fortune, a stranger to the wider world outside the seclusion of your homeland; a self-trained genasi sellsword, gifted with an affinity for elemental magic; the scion of a disgraced noble human family, taught by the finest tutors in your youth but now a footloose expatriate; or a half-elf arcane champion, rigorously trained in a war magic academy to serve in the armies of your homeland.

Magical barriers of force swirl around you, pro- tecting you from harm. The blade you carry is an extension of your being, both body and mind. It pulses with eldritch energy as you prepare to defend your allies and unleash magical fury against your foes.

Avenger - "Everything my god needs to say to you can be said with my weapon." - Striker - In secret temples far from bustling cities and priestly hierarchies, orders of esoteric warriors train their initiates in ancient traditions now forgotten or forbidden by most religious organizations. The champions of these orders are avengers—deadly weapons in the hands of their gods, imbued with divine power through secret rites of initiation. In battle, avengers swear to execute divine vengeance, entering a mental state that gives them unerring focus on a single enemy.

As an avenger, you were trained in a monastery, initiated through secret rites, and imbued with the power to smite your god’s foes. You might be a disciple of Ioun, sworn to hunt and exterminate the minions of Vecna until you one day face the Maimed God. You could be an agent of the Raven Queen, bringing death to those who would defy your mistress. Or perhaps you serve Bahamut as an agent of justice, bringing ruin to tyrants and oppressors. The organizations devoted to your god might view you as a heretic or a hero, but you answer only to your god and to the vows you swore upon your initiation as an avenger.

Where will those vows lead you? One thing is certain: Doing the will of your god is never easy and never free of peril.

Barbarian - "My strength is the fury of the wild." - Striker - Barbarians are savage warriors who deal out powerful blows from their mighty weapons. They charge from foe to foe and seldom feel the pain of an enemy’s strike. For barbarians’ foes, the moments of greatest terror come when barbarians call upon primal forces to lend power to their raging spirits. These rages, although temporary, give a barbarian incredible powers, a combination of skill, willpower, and a legacy of ancient tribal rituals.

As a barbarian, you have a link to powerful nature spirits and other primal forces bound to the warriors of your tribe by the songs and totems of your legacy. These spirits lend energy to your rages, transforming you into a devastating force on the battlefield. As you become more experienced, these rages transcend mortal limitations, manifesting directly as waves of elemental power or gifting you with supernatural recuperative powers.

When the heat of battle is upon you, will you respond with a sudden charge that fells with one mighty swing of your weapon, or with a prolonged rage that leaves destroyed foes in your wake?

Bard - "The clash of blades, a note. A battle fought, a verse. The hero's war, a song." - Leader - Bards are artists first and foremost, and they practice
magic just as they practice song, drama, or poetry. They have a clear sense of how people perceive reality, so they master charm magic and some illusions. Sagas of great heroes are part of a bard’s repertoire, and most bards follow the example of many fables and become skilled in a variety of fields. A bard’s artistic ability, knowledge of lore, and arcane might are widely respected, particularly among the world’s rulers.

Art and magic share a sublime beauty, and, as a bard, you seek the place where the two meet. You might be a naturally talented wanderer who casts impressive spells almost instinctively, a student of a bardic college who learned ordered systems of magic and epic poetry, a warrior skald who mixes skill at arms with thundering music, a dashing performer known for putting on a good show even for your enemies, or a perfectionist who seeks the consummate formula that blends art and magic into a higher force.

A steady rhythm beats in the back of your mind as you brandish your sword. Your eyes and ears pick up the motion of the villains that surround you, and one glance tells you everything you need to know to defeat them. You whistle three staccato notes, letting your allies know the symphony of battle is about to begin.

Druid - "I am the seeker. I am the stalker. I am the storm." - Controller - Secretive and enigmatic, druids call the wilderness their home. They are capable of running with a wolf pack, speaking with the most ancient trees, and watching thunderstorms from atop the clouds themselves. They regard challenges as tests, both of their fitness and of their connection with the wild places of the world. And though many druids project an out- ward calm, they have the cunning of the beast and the fury of the storm.

Whether you were born to the wilds or retreated from civilization, whether you chose your path or answered a call that whispered in your heart, you share a bond with the primal spirits of nature. You are neither their servant nor their master, but winds, trees, and beasts heed your words, for they recognize you as kin.

Call to the spirits, and they will entangle your foes or smite your enemies with the storm. Unleash your own spirit, and you will become the Primal Beast, uncaged and untamed.

Invoker - "The only thing stronger than my faith is the fire I use to burn away those who stand against the will of the gods." - Controller - At the dawn of time, the gods who inhabited the Astral Sea warred with the primordials of the Elemental Chaos, the mighty beings who shaped the world out of formless void. The greatest of the gods’ mortal agents in that war were invokers, imbued with a fragment of the gods’ own might to fight alongside them. No other mortal servant of the gods can claim the same kind of power. Through rites of investiture, avengers, clerics, and paladins gain the ability to manifest echoes of that power, uttering careful prayers and channeling divine energy through their holy symbols. You, however, channel your god’s power directly. No mere symbol can contain it, for you speak the words of creation, shaping the universe to your and your god’s will.

Perhaps you were trained in a secret monastery, or you studied in a library where the universe’s oldest lore was preserved. Or perhaps you experienced the presence of your god firsthand and took a shard of divine power into yourself. You might even be an immortal burn into flesh, slowly awakening to the awesome divine power that is your birthright. Whatever your past, you are among the gods' most trusted servants, bound to a covenant in which you swore to use divine power with great care. To what end will you wield that might?

Shaman - "The spirits surround us, guide us, and hold all the knowledge of the world." - Leader - Shamans are inspiring and dangerous battle leaders. They command powerful spirit guides, and through them lead their allies. These nature spirits bolster their allies’ attacks and offer protection and healing when needed.

In a rite of passage or initiation, you pledged yourself to the spirits, to be their voice and hands in the world. Through ancient song and sacred ceremony, you have called a powerful spirit companion to your side. The primal spirits of nature affirm your will, guide the actions of your allies, and deal mighty attacks against your foes. You might be a venerable advisor to a tribal leader, a young traveler seeking to bring tales of a wider world back to your people, or a scholar devoted to the pursuit of nearly forgotten lore.

The spirits and voices of nature guide your every step. Their power flows through you, calling you to lead, to fight, and to triumph.

Sorcerer - "I am in the arcane, and the arcane is in me." - Striker - The sorcerer is the arcane antithesis of the wizard. Wielding raw, barely contained magical power, sorcerers channel bursts and blasts of arcane energy through their bodies. They gain their power not through rigorous study of esoteric tomes, but by harnessing magic in their blood, waiting to be tapped and shaped. If wizards wield magic as fighters wield swords, a sorcerer’s magic is the arcing greataxe of a raging barbarian.

You might be a proud dragonborn scion of ancient Arkhosia, calling on the draconic power of your heritage, or perhaps you were bathed in dragon blood as an infant to fill you with that power. You might have been born in a place where planar forces converged in strange eddies, infusing you with chaos, or perhaps you survived implantation of a slaad embryo, which left the taint of chaos upon you.

Magic pulses through your veins, calling on you to give it expression. As it grows ever stronger, will it consume you or transform you into magic incarnate?

Warden - "Get past me? You might as well try to push the mountains aside." - Defender - As mountains stand fast against the buffeting wind and trees bend but do not break in the storm, wardens are stalwart protectors who draw on the primal spirits of nature to defend the natural world from those who would corrupt or destroy it. Some wardens use the power of earth and stone to shield their allies from harm, whereas others summon the primal strength within themselves to increase their ferocity and tenacity.

As a warden, you might be the staunch defender of a tribe, chosen by the spirits to be your people’s champion. Perhaps you were visited by spirits at a sacred grove and charged with protecting it against a spreading corruption. You might have been raised by a bear or nurtured by dryads, chosen from infancy to stand fast against nature’s enemies.

Primal power waits in the ground beneath your feet, surges with every beat of your heart, and flows through your lungs with every breath. The world cries out to you, calling for a champion to defend it. Will you heed its call?
Shaddus2009-03-18 00:23:18
I'll play. May take me a bit to figure out the play style, and how to build my character.
Unknown2009-03-18 01:22:42
Okay, so, I typed up a full list of the races and classes available. Whew. So, that will at least give you guys some ideas of what's available.
Fania2009-03-18 01:55:03
I wanna play too. Still need to figure things out, but I'm game.
Jack2009-03-18 01:57:53
Yo, sign me up. Though I too am a noob.
Unknown2009-03-18 02:00:21
Damnit, the Builder's not working on my computer, what else can I use in the mean time?

(If I have time before the game starts I'll probably just download it on another computer.)
Unknown2009-03-18 02:16:27
QUOTE (Archer2 @ Mar 17 2009, 10:00 PM) <{POST_SNAPBACK}>
Damnit, the Builder's not working on my computer, what else can I use in the mean time?

(If I have time before the game starts I'll probably just download it on another computer.)


Make sure to take a look at the .net thingy they mention on the page where you download it. They give you a link to update, and that fixes a lot of people's problems.
Daganev2009-03-18 02:23:18
S.A.W, can I ask you to re-arrange the classes into the 4 categories, instead of alphabetical?

Also, what did you decide about having alts? tongue.gif

edit: Instead of PMing us maps that we see, might I suggest setting up google docs to share with people, so that you can edit all the maps easily in one place, and just restrict access in that manner? It's going to be a pain for you to send us a new map everytime someone does something that affects what we can currently see otherwise.

edit: TOO MANY INTERESTING SOUNDING CLASSES TO CHOOSE FROM!
Isuka2009-03-18 03:04:22
QUOTE (daganev @ Mar 17 2009, 07:23 PM) <{POST_SNAPBACK}>
S.A.W, can I ask you to re-arrange the classes into the 4 categories, instead of alphabetical?

Also, what did you decide about having alts? tongue.gif

edit: Instead of PMing us maps that we see, might I suggest setting up google docs to share with people, so that you can edit all the maps easily in one place, and just restrict access in that manner? It's going to be a pain for you to send us a new map everytime someone does something that affects what we can currently see otherwise.

edit: TOO MANY INTERESTING SOUNDING CLASSES TO CHOOSE FROM!

I'm stuck between Barbarian and two-blade Ranger.
Casilu2009-03-18 03:06:56
QUOTE (Isuka @ Mar 17 2009, 08:04 PM) <{POST_SNAPBACK}>
I'm stuck between Barbarian and two-blade Ranger.


If you pick two-bladed ranger, I'd likely go with archer ranger.
Saran2009-03-18 03:16:09
Mememememememememe

hmm, Prolly Dragonborn Sorcerer
Jack2009-03-18 03:24:07
Boring old me was thinking of human Rogue...
Daganev2009-03-18 03:31:54
QUOTE (Isuka @ Mar 17 2009, 08:04 PM) <{POST_SNAPBACK}>
I'm stuck between Barbarian and two-blade Ranger.


dammit, our taste is too similar!

I want to try Barbarian, Ranger, Paladin, Evil Cleric, Avenger and Druid in that order. Oh and Shaman.

And I was thinking human, drow, minotaur, orc, and doppelganger for races, in no particular order.
Esano2009-03-18 03:39:21
I'll sign up, if there's still space. Looks like there are a lot of people, though.
Isuka2009-03-18 03:58:02
QUOTE (daganev @ Mar 17 2009, 08:31 PM) <{POST_SNAPBACK}>
dammit, our taste is too similar!

I want to try Barbarian, Ranger, Paladin, Evil Cleric, Avenger and Druid in that order. Oh and Shaman.

And I was thinking human, drow, minotaur, orc, and doppelganger for races, in no particular order.

Human Barbarian, or Eladrin Two-Blade Ranger. I'm mildly interested in Paladin and Druid, as well, although I don't think that the Paladin can measure up to my old Dark Paladin builds from 2.5e
Unknown2009-03-18 04:01:07
Now I'm torn between cleric and invoker. Darn indecisiveness.
Fania2009-03-18 04:41:13
I'm always for being am elfish slash magic user type of person. I know there was talk about the quicker dungeon runs, but this seems like a longer game from the set up.
Fania2009-03-18 05:26:09
Background or no? And are we all on the same team?

Edit: Some of the numbers of my character seem high, but the status is legal, so that's okay right?
Unknown2009-03-18 05:48:50
Oooo, I made a level 1 genasi cleric. Was fun making one. happy.gif