Dungeons and Dynobanoids

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Dungeons and Dynobanoids

Post by Arcus on Wed Mar 21, 2012 6:47 pm

Story of Lore while using D&D elements. We're not actually calling the finished product by this title.

Weapon damage die system:

Daggers: d4

Short swords:
hand crossbows: d6

Long swords:
Short bows:
Crossbows: d8

Battle axes:
Longbows:
Great swords:
Bastard swords: d10

Great bows: d12

Armor AC system

Basic hide: +3 AC

Leather: +2 AC

Cloth: Call yourself naked of AC on this one.

Plate: +8 AC -1 speed

Scale: +7 AC

Chain mail: +6 AC

Races[

Neko: Cute, fluffy kitty people. ^ ^
Racial bonuses: Normal and low-light vision, +2 dexterity
Abilities: Strikes a pose that would seem either sexual or adorable and have a chance of causing the opponent to stop fighting the neko or the neko could suffer the misfortune of dealing with a horny opponent...(At-will, Daily)

Human: Ape-evolved animals that are sometimes very intelligent and love killing each other over their differences.
Racial bonuses: Get to pick +2 from all attributes, just not all of them.

Ethereal: A race of people who humans stupidly refer to as ghosts.
Racial bonuses: +2 bonuses to dexterity and constitution -2 strength
Abilities: 1. Create illusions of self nearby all enemies in vicinity of user, illusions inherit all reflection damage, dealing no base damage, but helping the user.(Encounter based)
2. User reflects incoming damage in AoE form, dealing 20% to nearby attack, 3% farther out.(At-will Chance roll)

Orc: Dirty, smelly, uncivilized, sometimes mannerly humanoids.
Racial bonuses: +2 Strength/Constitution bonus

Skeletons: They're nu'in' but bones! XD
Racial bonuses: +4 CON, -2 INT

Elves: Generally More beautiful and more intelligent than humans.
Racial bonuses: +2 DEX, INT, WIS

Half-Demons: Not much is know about these creatures....
Racial bonuses: +3 STR, DEX -1 INT, WIS
Abilities: 1. Gain dexterity and strength as health decreases(Passive)
2. User can turn into a full demon(Daily)

Magic items introduced at level 2


Last edited by Arcus on Wed Mar 21, 2012 7:04 pm; edited 1 time in total
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Re: Dungeons and Dynobanoids

Post by Proxzki on Wed Mar 21, 2012 6:57 pm

Corrections(so we don't forget)

Ethereals:

1) Illusions also deal damage based on passive effects from equipped items. (like DoTs that come from armor or weapons) basically any enchantments. Duration is based on chance roll.

2) It's more or less a passive. It'll always be active. The 20% is for close-range enemies only because I'm assuming melee enemies are tanky.
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Re: Dungeons and Dynobanoids

Post by Razorshell on Wed Mar 21, 2012 7:44 pm

Ranger types:

Beastmaster ranger allied with an animal companion strength as a primary stat. Dex is you secondary stat and the thris is wisdom.
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Re: Dungeons and Dynobanoids

Post by Razorshell on Thu Mar 22, 2012 2:24 pm

Primary stats for classes.

Rogues:Dex

Rangers Strength or Dex

Illusoinists: Intellegence.

Berzerker=STR

Ninja: Dex.


Last edited by Razorshell on Thu Mar 22, 2012 2:39 pm; edited 1 time in total
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Re: Dungeons and Dynobanoids

Post by Proxzki on Thu Mar 22, 2012 2:37 pm

Illusionists: DEX, because the clones are created by the movement itself, not magic
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