Ahara
Swashbuckler
This is a roleplay GAME that utilizes the dice system here and will follow adventurers into dark dungeons where they may cooperate with others or even work alone. I will always be the dungeon master and provide the details of the dungeons that adventurers travel into. There are multiple classes and races to pick from, race has no effect on your statistics however and are for roleplay purposes only. Classes, races, and if wanted, gods will be selected in the rules section. For the time being.
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Classes
Paladin: holy warriors dedicated to destroying monsters. They deal +3 to undead and demons. Use maces and large shields. Can weild heavy two handed hammers. Able to cast healing spells once learned. Have a +1 weakness to dark magic. Start with a light mace, an iron buckler, and 1 weak health potion.
Wizard: Masters of the arcane arts they can learn multiple types of spells; typically fire, lightning, or ice. Have a +2 weakness to physical attacks. Start with a weak version of their preferred elemental school and 2 weak health potions.
Thief: Always sticking to the shadows, a thief is capable of slipping passed many enemies and is able to disable traps or open locked doors. Wield knives and poison. Have no particular strengths or weaknesses. Start with a small iron dagger and 1 vial of weak poison.
Cleric: Holy healers devoted to a single god. They have little combat ability but are great healers. Fight with a wooden staff when needed. Start with wooden walking stick and a healing tome + a god specific amulet.
Knight: Heavy armor wearing warriors, they soak up more damage than anyone else in the party. Weild all types of metal weaponry and deal massive damage. Start with Two handed iron sword and a set of iron armor.
Archer: Experts at long range combat. They are able to attack at a safe distance. Strong against animal targets, dealing +1 damage to all animal type enemies. Start with a wooden short bow and a quiver of stone tipped arrows + 1 healing potion.
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Classes
Paladin: holy warriors dedicated to destroying monsters. They deal +3 to undead and demons. Use maces and large shields. Can weild heavy two handed hammers. Able to cast healing spells once learned. Have a +1 weakness to dark magic. Start with a light mace, an iron buckler, and 1 weak health potion.
Wizard: Masters of the arcane arts they can learn multiple types of spells; typically fire, lightning, or ice. Have a +2 weakness to physical attacks. Start with a weak version of their preferred elemental school and 2 weak health potions.
Thief: Always sticking to the shadows, a thief is capable of slipping passed many enemies and is able to disable traps or open locked doors. Wield knives and poison. Have no particular strengths or weaknesses. Start with a small iron dagger and 1 vial of weak poison.
Cleric: Holy healers devoted to a single god. They have little combat ability but are great healers. Fight with a wooden staff when needed. Start with wooden walking stick and a healing tome + a god specific amulet.
Knight: Heavy armor wearing warriors, they soak up more damage than anyone else in the party. Weild all types of metal weaponry and deal massive damage. Start with Two handed iron sword and a set of iron armor.
Archer: Experts at long range combat. They are able to attack at a safe distance. Strong against animal targets, dealing +1 damage to all animal type enemies. Start with a wooden short bow and a quiver of stone tipped arrows + 1 healing potion.
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