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CLASSES

Arcanist

The Arcanist is perhaps the only Arcane spellcaster remaining in the Known World. While many believe the Alphatians harbor considerably more potent users of magic, the Arcanists are all that remains of the Arcane Spellcaster following the cataclysm. Arcanists use rites to work their magic, requiring a lot more time to bring-about the desired effect.

· Mechanics No Adjustments.

 

 

Barbarian

Many parts of the Known World harbor the uncivilized and barbaric. These people are innately resistant to all forms of magic, so much so that is has been to their hinderance. Some Barbarians travel in nomadic tribes of the Steppes, others remain at home within a small portion of the jungle - regardless, most are very tribal and often lead by a Dragon Shaman or BarbarianRangers.

· Mechanics Innate SR = 10 + Class level. This SRPR is applied against all effects and cannot be lowered in any way. Beneficial effects are likewise checked against a Barbarian's SR

 

 

Bard

Though spellcasting is found few and far between, Bards still remain quite capable, often filling the role of herald or skald for many a military. Setting the cadence for armies, or working as advisors on the battlefield, bards are niether pansys nor mere performer.

· Mechanics No Spellcasting; Increase HD to d8. Martial Weapon Proficiencies. Bonus Feat every 3 levels. A Bard which exceeds his perform check by more than 10 doubles the effects of his Bardic Song.

 

 

Beguiler

· Mechanics Barred, this character class does not existis replaced by the Arcanist Class

 

 

Cleric

Following the cataclysm, mere mortals once acting as vessels for their deity were immolated and blasted from existence. Any person referring to themselves as a cleric is often soon-after a hunted man. Such is now a titulary position held by the paladins of the Emirates.

· Mechanics Barred, this character class does not existis replaced by the Paladin Class.

 

 

Dragon Shaman

No more than a handful or two exist, yet those numbers are substantial in a world rife with fear and loathing. Each dragon of the Known World is thought to be tended to by a Dragon Shaman, solitary figures doing as best they can to ensure that their charge does not suddenly raze villages in dragonfire or otherwise spread more terror through the world. Dragon Shaman's are a unique individual, rarely parting ways with their draconic lairs, and only when doing so would further the deisres of their 'master'.

· Mechanics No Adjustment.

 

 

Druid

Akin to Clerics, druids were wiped from the Known World following the cataclysm. It is believed that the connection a druid had with nature was like that for a Cleric in the old polytheistic days.

· Mechanics Barred, this character class does not existis replaced by the Ranger Class

 

 

Duskblade

· Mechanics Barred, this character class does not existis replaced by the Paladin Class.

 

 

Favoured Soul

· Mechanics Barred, this character class does not existis replaced by the Paladin Class.

 

 

Fighter

Throughout the Known World, there are many a man and woman who wield weapons into battle. Those that opt for a career doing such are collectively known as fighters. Whether they're Freedom Fighters like those few Traladarans or warlords, like the many Jarls - all are fighters and competent to some degree with arms, armor, and combat.

· Mechanics No Adjustment.

 

 

Hexblade

· Mechanics Barred, this character class does not exists and does not have a suitable replacement.

 

 

Knight

Armored and armed with weapons of war, the Knight is the epitome of the Military-Man. Knight-errants roam the Known World, searching for wrongs to be righted, justice to be meted out, and chivalry to be upheld. The Knight is an honorable man, fighting the good fight.

· Mechanics No Adjustment.

 

 

Monk

Many a man has sought to further themselves away from the remainder of the world, hardening mind,m body and spirit. Most think of these people as foolish men, squandering lifes precious gifts in search of some ephemeral and lofty goals of ascension. For those leading the cloistered life though, the Monastic Way is perhaps the only true route to Enlightenment, the goal of any Ascetic.

· Mechanics No Adjustment.

 

 

Ninja

If these enigmatic assassins truly exist, none will ever admit nor will one ever allow themselves to be captured long enough. Little is actually known about the Ninja, a term which has crossed through much of the known world from Cathay - the orient.

· Mechanics The ninja must have at least one other class. ie. a Ninja cannot be selected as a First Level character.

 

 

Paladin

Warrior-Priests, the Paladin plays a very important role in the military and the church. Following the cataclysm some hundred years ago, it fell on the Paladin to uphold the religious doctrine of their faith. No longer was the Paladin a Knight on the field of battle, viewed now as a Chaplain and Advisor.

· Mechanics Simple Weapons only. Decrease HD to d8.

Notes Paladin of Freedom, Paladin of Slaughter, and Paladin or Tyranny exist.

 

 

Ranger

Forest-Priests, the Ranger plays a very important role in the military and the church. Following the cataclysm some hundred years ago, it fell on the Ranger to uphold the religious dactrine of their formerly-druidical faith. No longer was the Ranger a Knight of the Forests, viewed now as a Chaplain, Advisor, and Druid-defacto.

· Mechanics Druid Arms & Armor (and restriction), Druid Alignment Restriction (Neutrals). Decrease HD to d8.

 

 

Rogue

In every corner of every city, there exists the Rogue, an individual who's priorities are skewed with the rest of the world. Looking to himself as number-one, the Rogue is an industrious individual.

· Mechanics No Adjustment.

 

 

Samurai

Armored and armed with weapons of war, the Samurai is the epitome of the Military-Man of Cathay. Ronin roam the Known World, searching for wrongs to be righted, justice to be meted out, and Honor to be upheld. The Samurai is an honorable man, fighting the good fight, though most away from home are known instead as Ronin.

· Mechanics No Adjustment.

 

 

Scout

In every major military campaign, the Scout has a home. At times, whole groups of scouts are sent into the wilderness to collect any information they could. Scouts are more comfortable beyond the Urban life, and suffer slightly within the confines of such settings.

· Mechanics -2 Circumstance Penalty on all Skill Checks within a Large Town or larger city.

 

 

Shugenja

· Mechanics Barred, this character class does not existis replaced by the Tribal Shaman Class.

 

 

Spellthief

· Mechanics Barred, this character class does not existis replaced by the Arcanist Class.

 

 

Spirit Shaman

· Mechanics Barred, this character class does not existis replaced by the Tribal Shaman Class.

 

 

Sorcerer

· Mechanics Barred, this character class does not existis replaced by the Arcanist Class.

 

 

Swashbuckler

Like the Fighter, the Swashbuckler has a wonderful lot in life within the Known World. Swashbucklers are often considered to be the upper eschelon of society. Many a noble, disdainful of the chafing armors of a knight, have taken-up the dancing fighting styles of the swashbuckler. So too have many a pirate adopted the fighting style of the Swashbuckler, where emphasis on maneuverability is most desirable aboard a ship.

· Mechanics No Adjustments.

 

 

Tribal Shaman

Leader of nomads and aboriginals, but generally not barbarians, the Tribal Shaman is a leader and advisor to his people. Most often encountered in the wild, the Tribal Shaman disdains the city much like oil and water don't mix.

· Mechanics No Adjustments

 

 

Warlock

· Mechanics Barred, this character class does not existis replaced by the Arcanist Class.

 

 

Warmage

· Mechanics Barred, this character class does not existis replaced by the Arcanist Class.

 

Witch Doctor

In many bakcwards parts of the world, where the connection to the older ways was never fully cast aside, or even sundered, there lies tribes of aboriginal people, tied to the very land itself. Witch Doctors take on a roll opposite their fellow Tribal Shaman, working as advisor and devil's advocate.

Mechanics Witch Doctors operate in eveyway as an Arcanist except that they draw their spell list from the Witch Spell List (Page 175, Dungeon Masters Guide).

 

 

Wizard

· Mechanics Barred, this character class does not existis replaced by the Arcanist Class.

 

WuJen

· Mechanics Barred, this character class does not existis replaced by the Arcanist Class.

 

 

 

 

RACES

Dwarf

Holed-up in their vast caverns, the dwarves of the Known World were largely unaffected by the sweeping cataclysm that rocked the world nearly a hundred years ago. Much like the mountains they call home, Dwarves have remained rather unchanged throughout the ages. Most, however, have developed near-xenophobic tendencies, avoiding humanity in general. Those few dwarves that have left the mountainous sanctuary of Rockhome are predominately outcastes, exiled from their beloved retreat.

· Mechanics Dwarves suffer a -4 racial penalty on all skill checks dealing with Rockhome Dwarves. Dwarves receive a +2 racial bonus on all skill checks dealing with Humans and semihumans.

 

 

Elf

Fewer than a hundred elves dot the globe and fill the Known World. Following a massive cataclysm thought to have been wrought by High Elven arcana, the whole of Alfheim and nearly every other elf in existence, fled the world to another dimension. Like the gnomes, the Elves sought this Forgotten Realm as a refuge from humanity - despite their involvement with the cataclysm.

· Mechanics This race is unavailable to PC's.

 

 

Gnome

Long before the elves and dwarves neared the completion of their retreat, the Gnomes of the world completed theirs. Aside from a scattered few of the forest varietal, Gnomes no longer exist in the Known World. Not exactly extinct, the race has fled to another dimension - or so rumors say - some forgotten realm uncorrupted by the hands of humanity.

· Mechanics This race is unavailable to PC's.

 

 

Halfelf

On the decline, Half-elves are a race doomed for extinction. Those few elves that mated with humans in the past have long since ceased such acts. Half-elves find themselves incapable of mating to further their own bloodline, their offspring quite human. Yet their dual-heritage haunts every half-elf to this very day. No longer do the few elves of the world view them with tolerance and civility - Nor do humans consider any of their half-ken to be human enough to be beyond reproach. For these reasons perhaps, the remaining halfelves have hardend themselves moreso than ever, not unlike the Hin.

· Mechanics Halfelves begin the game with 1 bonus Racial Feat. Halfelves add Survival as a Class Skill and gain a +4 Racial Bonus to Survival Skill Checks.

 

 

Halfling

The Hin, as they're known collectively, have dwindled considerably in number since the Cataclysm. The causes are no longer their main concern, so much as the effects that a hundred years has brought. Were once these little-people were a boisterous and amiable lot, the Hin have become increasingly more intense and driven. With only a handful of children born in any given year, there is little time left for the wee-folk before no more are born. This knowledge has reforged the Hin into a hardend lot, seeking to protect every last one of their kin.

· Mechanics Halflings begin the game with 1 bonus Racial Feat. Halflings are able to wield a single-handed weapon of one size category larger than normal, with two hands at no penalty. That is, a Halfling can wield a normal Longsword sized for a human with 2 hands, without taking a penalty on attack rolls.

 

 

Halforc

Halforcs were slaughtered following the cataclysm which sent their more feral ken to the Broken Lands. The total and complete genocide of the Half-orc population was caused not by the cataclysm, but by some blood-borne drive to degenerate to the sadistic methods and lifestyle of their full-blooded inhuman kin. Those that were amongst humanity when the halforc's mind snapped like a twig, were slaughtered mercilessly.

· Mechanics This race is unavailable to PC's.

 

 

Human

The dominate species of the Known World, Humans came into power following a cataclysm over a hundred years ago. Since that magical catastrophe, the magics arts have been on a steady decline. Elves and Dwarves have followed suit with most other inhumans, fleeing the Known World and leaving all of Humanity for parts unknown. Humans have taken the reins of leadership with gusto, filling every port, village, and city of the known world, even those mostly populated by their semihuman allies.

· Mechanics Humans begin the game with 1 additional bonus Racial Feat and with a minimum of a D6 for Hit Dice, regardless of class selection.

 

 

Inhuman

This broad category includes all manner of creatures which Humans consider to be reproachful or in any way in-human. The drive of a creature to feast upon the flesh of another sentient being often lends them to be described as Inhuman. Goblinoids and orcs, giants, ogres, and the majority of other creatures of the Known World are easily classified as inhuman.

· Mechanics These races are unavailable to PC's.