Raziel
Keeper of Secrets
I would like to give credit of this presentation to
Ravenheart
who has also helped me tremendously in some of the more technical processes in this endeavor. As such, I will also have noted that the credit of map-making on Roll20 does go to both myself and to Ravenheart. As he is familiar with the program, and I am not, he acted as the designer of the maps and I have approved them. All of the custom story, the classes, and other character-related facets are of my design as a fan-fiction of the WarCraft series. With that, if you have any questions about anything, feel free to ask! Cheerio!
Links
RP Thread
OOC Thread
Characters will be accepted through an application process. If more than one person applies for the same class, I will decide based on who has the content I deem the most appropriate for the role and for the story I have planned.RP Thread
OOC Thread
Character Name:
Description: [Short paragraph minimum of physique and personality. Ages should range between 1,500 - 2,200. Average males are 7'6" and average females are 7'.]
Caste: [Choose]
Class: [Choose]
Level: 1
Experience: 0/100
Hit Points: [Constitution+Constitution Modifier+Armor Bonus (see Armor & Weapons tab)]
Mana / Stamina: 5
Attributes:
StrengthSkills:
Dexterity
Constitution
Intelligence
Wisdom
Charisma
[Caste Skill, Level 1]Traits:
[Select 5 other skills, all to be Level 1]
[Caste & Class Traits currently attained]Abilities:
[Caste & Class abilities currently attainted]Armor: [Equiped Armor (Leave to GM to start)]
+# [Given Armor Value]Weapon: [Equipped Weapon (Leave to GM to start)]
+# [Given Weapon Damage]
Castes:
The two different castes in night elf society are the Highborne and the kal'dorei. Despite both being the same race, there are physical differences between the castes that differentiate them. Classes are not caste-specific as any night elf can become one of any class, but the generalities mentioned below are just that. Every character must be apart of either caste.
Quel'dorei -
The Highborne are the upper class of night elven society. These elves are generally far more proficient in the use of arcane magic than the average kal'dorei. As a caste, the Highborne generally prefer the practice of magic and cunning rather than strength and savagery. As such, the Highborne are more often to be warriors, magi, or rogues.(Caste | Ability) Arcane Torrent - Silences all enemies around the caster for 2 rounds.
Cooldown = 20 Rounds
(Caste | Trait) Arcane Affinity - Increases base Intelligence and knowledge of arcane.
+1 Intelligence
+Arcana
(Caste | Trait) Arcane Resilience - Takes less damage from arcane based on Character Level.
+1 Arcane Resistance per Character Level
(Caste | Trait) Arcane Acuity - Spells have a greater accuracy.
+1 Modifier to a successful hit for spells.
Kal'dorei -
The Starborne are the general population of night elven society. These elves are far more physically adept and in-touch with nature than their Highborne brethren. As a caste, the kal'dorei generally prefer the enhancement of physical skill and dedication to their faith rather than to the arcane arts. As such, the kal'dorei are more often survivalists, priestesses, or druids.(Caste | Ability) Shadowmeld - Slips into the shadows, becoming entirely invisible and able to move at [3] movement speed. Shadows are broken by moving faster than designated, attacking, or speaking.
Cooldown = 20 Rounds
(Caste | Trait) Quickness - Has increased Dexterity and is naturally athletic.
+1 Dexterity
+Athletics
(Caste | Trait) Nature Resistance - Takes less Nature Damage based on Character Level.
+1 Nature Resistance per Character Level
(Caste | Trait) Touch of Elune - Has increased mobility at night and greater physical potential during the day.
(Night) +1 Dodge
(Day) +1 Critical Strike Window
Classes:
Listed below are the classes from which you can make your characters. Personal characters can only be one of these classes.
Vindicator-
Across the Empire, men and women who demonstrate great physical aptitude are transformed into lethal warriors through tests of strength, endurance, and fighting capability. Vindicators are considered the specialized combatants of the Kal'dorei Empire and are generally seen as officers of the imperial fighting forces. Vindicators gravitate towards two-handed weapons and polearms instinctively. It's more than a matter of preference-it speaks to the character of the wielder. Vindicators are patient in a fight, waiting to capitalize on moments when an opponent is left exposed. Two-handed swords allow them to deliver decisive, critical blows, fully exploiting their enemies' weaknesses, while using holy magics to empower such attacks.Class Attribute Bonus: +1 Strength
(1 | Trait) Aura of Devotion - All allies near the vindicator (within 15 spaces) receive Physical Resistance equal to the vindicator's character level.
(1 | Ability) Righteous Strike - Uses holy energy to deliver an enhanced melee attack that strikes all enemies in arc in front of the vindicator, dealing Physical Damage.
Damage | Weapon Damage + 300% Strength Modifier
Type | Holy
Range | 2 Spaces
Stamina Cost | 2
Cooldown | 3 Turns
Spellguard -
The cunning night elf spellguards have mastered the arts of joining sword and shield with arcane to such a degree that they have become proficient in defending against the effects of even the most powerful magics. Coupled with their fierce combat skills, their spell resistances make them implacable foes when facing magic-wielding enemies. However, the spellguard's most astonishing abilities involved the absorption of magical energies, both hostile and friendly, and bending such energies to the will of the spellguard. Through their spell-blades and arcane shields, they are stalwart protectors of their kin and the bane of opposing magi.Class Attribute Bonus: +1 Constitution
(1 | Trait) Arcane Osmosis - Being affected by a spell will grant the Spellguard with 50% resistance against the next harmful spell received.
(1 | Ability) Spell Bash - Channels arcane energy through the spellguard's shield, striking the target and stunning the target for 1 turn.
Damage | Shield Armor + 200% Strength Modifier
Type | Physical
Stun Duration | 1 Turn
Mana Cost | 1
Cooldown | 5 Turns
Huntress -
While many night elves feel a calling to the wild, some serve as a reflection of its brutality. To these elite combatants, the hunt is defined by unrelenting ferocity, where survival means facing one's enemy eye-to-eye . . . and is always accompanied by merciless bloodshed. Weapons of range and melee combat are utilized in deadly combination. Huntresses are instinctive and crafty on the prowl, learning to tame a loyal beast to serve by their side. These huntresses know that to truly understand what it means to survive, one must first become familiar with the cruel face of death.Class Attribute Bonus: +1 Wisdom
(1 | Trait) Survivalist - Successful killing blows will grant the huntress health regeneration equal to 15% of her maximum health over 3 rounds.
(1 | Ability) Vault - The huntress leaps to the target, dealing Physical Damage and dazing the target, and jumping back to a different position - jumping more than 5 spaces will result in a 4 space landing; jumping less than 5 spaces will result in a 6 space landing. The huntress gains +1 action in the same turn.
Damage | Weapon Damage + 200% Dexterity Modifier
Type | Physical
Range | 10 Spaces
Vulnerable Duration | 2 Rounds
Stamina Cost | 3
Cooldown | 7 Turns
Ranger-
Rangers, too, shroud themselves in the perils of the untamed wilds, perfecting the use of weapons that are deadliest from great range. They've maintained little interest, however, in gaining the loyalty of the beasts inhabiting these crude landscapes. Instead, the ranger blends into the surrounding environment, surveying behavior of all manner of predator and gleaning deadly methods for stalking their own prey. A sniper in hiding, the ranger unleashes arrows with deadly precision, exposing the weakness in whoever - or whatever - passes through their line of sight.Class Attribute Bonus: +1 Dexterity
(1 | Trait) Steady Focus - Add +1 Action to cast time to any ranged abilities to increase their damage (+1 Damage per 10 Dexterity) and increasing accuracy by +2, stacking up to 3 times. An ability with 3 stacks of this will grant the ranger +1 action in the next round.
(1 | Ability) Caltrops - Throws down a set of caltrops on the target location. Enemies that step over these caltrops take Physical Damage and are slowed by -2 movement speed.
Damage | 1% Current Health
Type | Physical
Range & Radius | 6 Spaces & 3 Spaces
Slow Duration | 1 Round
Stamina Cost | 1
Cooldown | 10 Turns
Sorcerer-
A mage with great versatility in their abilities, learning how to manipulate arcane energy with elemental wrath. These magi are generally more physically adept, using their bodies as a conduit for their power. While they wield arcane abilities in their magical arsenal, sorcerers are more renown for their utilization of fire and frost. Like most spell-casters, sorcerers rely on mana to output magic.Class Attribute Bonus: +1 Constitution
(1 | Trait) Body & Mind - A sorcerer can exchange an ability's mana cost to consume a small amount of health instead (1 Health per 10 Constitution). This will empower the sorcerer's spell, causing it deal additional Arcane Damage (+Constitution Modifier) and have a +1 critical strike potency.
(1 | Ability) Frostfire Bolt - Conjures a bolt of fire and ice, dealing 50/50 Fire and Frost damage. This ability will either apply a small burn effect, dealing additional fire damage, or it will apply a slow on the target of -1 movement speed.
Damage | 400% Intelligence Modifier
Burn Damage | Intelligence Modifier
Type | Frost, Fire
Range | 20 Spaces
Burn or Slow Duration | 1 Turn
Cast Time | 1 Turn
Mana Cost | 2
Cooldown | N/A
Arcanist -
Mages of the arcane are diviners of secrets, balancing the ebb and flow of incredible mystic energies. Unparalleled skill is required to manipulate the volatile forces of the universe. These practitioners push their magical knowledge to its very limits-often to the brink of their own exhaustion, and at great risk to the world around them. Those capable of releasing a barrage of unrelenting power upon their enemies, draw upon replenishing their energies to maintain their assault for as long as the battle demands. They often use tomes and trinkets to help contain, channel, or unleash their power.Class Attribute Bonus: +1 Charisma
(1 | Trait) Words of Power - When the Arcanist uses tomes to cast spells, cast times are increased by +1 action but the spell's damage is increased (+200% Charisma Modifier) and mana costs are modified by -1.
(1 | Ability) Arcane Bolt - Fires a bolt of energy to deal Arcane Damage to the target.
Damage | 300% Intelligence Modifier
Type | Arcane
Range | 20 Spaces
Mana Cost | 1
Cooldown | N/A
Highblade -
A rogue trained more for martial combat in conjunction with swordsmanship, using their agility and precision to outmaneuver their enemies and carve them into pieces. Highblades generally stick to their usual dual-sabres or they use warglaives, and use them in lethal combination with their knowledge of arcane. These fighters act as the enforcers in the shadows of the Kal'dorei Empire.Class Attribute Bonus: +1 Dexterity
(1 | Trait) Desperate Instincts - Upon the highblade reaching 30% health, the highblade is granted +2 dodge through the next round and takes 50% reduced damage from the first damage received after activation within the next 2 rounds.
(1 | Ability) Crescent Slash - With energized blades, the highblade whirls around to deal Physical and Arcane Damage (50/50) to all enemies around the highblade. Gains +1 dodge, block, or parry, to the next attack against the highblade within the next round.
Damage | Weapon Damage + 200% Dexterity Modifier
Type | Physical, Arcane
Range | 2 Spaces
Stamina Cost | 2
Cooldown | 2 Turns
Assassin-
One of the favorite tools of an assassin is a dagger coated with vicious poisons. The damage they inflict is deceiving at first - the initial wounds often seem to be survivable, even superficial. Then the toxins set about their business. Wounds don't close, and blood loss continues unabated. Assassins begin their work stealthily, choosing their targets carefully - but once committed to a course of action, they stick to their target until the job is done rather than disappearing into the shadows to avoid their quarry's blows.Class Attribute Bonus: +1 Intelligence
(1 | Trait) Elaborate Planning - Upon successful critical strikes and killing blows, the assassin is rewarded with +2 movement speed through the next round. Striking from stealth increases damage dealt for the round by 10%.
(1 | Ability) Evasion - Takes a defensive pose, gaining 100% chance to dodge all Physical attacks and 50% chance to dodge magical attacks. The assassin gains +2 movement speed in this state.
Type | Arcane
Duration | 3 Turns
Stamina Cost | 2
Cooldown | 12 Turns
Druid of the Grove-
Kal'dorei Only | Capable spellcasters that focus around healing allies and experienced druids are adept at controlling the battlefield through channeling nature. Druids possess great control over nature's wrath, which is how they deal most of their damage, and are generally found further back in combat groups, casting their control spells and rejuvenating allies.Class Attribute Bonus: +1 Wisdom
(1 | Trait) Inner Renewal - The druid can take a moment of meditation. By not being attacked or by not performing any action in the round, the druid will have missing health and mana restored (+Constitution Modifier / +Wisdom Modifier).
(1 | Ability) Solar Wrath - Conjures a bolt of the sun's flames and hurls it at an enemy target, applying a short burn effect upon impact.
Damage | 250% Intelligence Modifier
Burn Damage | Intelligence Modifier
Type | Fire
Range | 20 Spaces
Burn Duration | 1 Turns
Cast Time | 1 Turn
Mana Cost | 1
Cooldown | N/A
Priestess of the Moon-
Kal'dorei Only | The Sisterhood of Elune is an organization of night elf society that predates even the Highborne. Their connection with their goddess is the stuff of legends and the priestesses are renown for their charity among the lower caste of their society as well as their wisdom they share with the Highborne. In battle, priestesses are adept archers and use their range to assist their allies from afar. What makes them distinct support combatants is their relationship with Elune that shines on the battlefield as they restore health to their allies and empower them to perform extraordinarily.Class Attribute Bonus: +1 Charisma
(1 | Trait) Favor of Elune - The priestess has a 5% chance, each round, to increase the chance of success of an action by 10%.
(1 | Ability) Prayer of Grace - Heals an ally with divine light and grants them +2 bonus movement speed for a short duration.
Heal | 250% Charisma Modifier
Type | Holy
Range | 20 Spaces
Movement Duration | 1 Turn
Mana Cost | 1
Cooldown | 3 Turns
Keeper of Eternity-
Highborne Only | The Keepers of Eternity are the chosen guardians of Zin-Azshari, the Well of Eternity, and Queen Azshara herself. They are warriors of legendary proportions and are generally seen as crown ambassadors to the royal courts of other cities. While many maintain their vigil in solitude, some have taken squires should they ever fail in their duties to Queen Azshara. Masters of all bladed weapons and their combinations, they also wield the grand arts of arcane to deliver the most devastating of attacks.Class Attribute Bonus: +1 Strength
(1 | Trait) Odium - When the keeper reaches 50% health, the keeper's basic attacks deal an additional 25% of the keeper's missing health as Arcane Damage.
(1 | Ability) Arcane Slash - Deals Arcane Damage in a quick melee attack that leaves a mark that amplifies the next attack's damage.
Damage | Weapon Damage + 300% Strength Modifier
Mark Damage | Intelligence Modifier
Type | Arcane
Mark Duration | 2 Turns
Stamina Cost | 1
Cooldown | 3 Turns
Archon of the Stars -
Highborne Only | The greatest mages of Queen Azshara's court are, without a doubt, the Archon of the High Court. While there are many types of these magi, one has been used as designated emissaries on behalf of the crown to oversee magical activity throughout the empire. These are the Archon of the Stars, who are legendary masters of arcane magic in both defending allies and bombarding enemies.Class Attribute Bonus: +1 Intelligence
(1 | Trait) Arcane Mastery - The archon's spells deal 5% additional Arcane Damage per point of mana possessed by the archon prior to casting the spell (maximum 50% increase).
(1 | Ability) Overload - Hurls a powerful orb of electric arcane energy, dealing Arcane Damage to the target. Critical strikes will refund the mana cost of this ability.
Damage | 400% Intelligence Modifier
Type | Arcane
Range | 20 Spaces
Mana Cost | 1
Cooldown | N/A
Attributes & Skills
Each Attribute will start out at Level 8. However, when you are creating your character, your Caste and your Class will grant 1 unique bonus point to the base value of the labelled attribute. After the Caste and Class bonuses have been applied, you will have 28 purchase points to distribute among all your attributes. No Attribute can go higher than 16 points at Character Level 1, at least via this process. At Character Level 3, players will be granted an additional 14 points to distribute as they see fit. Then Level 7, 10, 13, 17, and 20. As for modifiers on your Attributes, here's how to add them:
>Attribute Level: 14 = Attribute Modifier: +2
A.L. 8-9 (A.M. -1)
A.L. 10-11 (A.M. +0)
A.L. 12-13 (A.M. +1)
A.L. 14-15 (A.M. +2)
A.L. 16-17 (A.M. +3)
etc.
Once you have your attributes settled, you can pick your skills. Players can choose up to 5 skills that are not the one skill your Caste gives you, each starting at Skill Level 1. If you wish to see your skill level to be raised, you must raise your Attribute level. Beyond level 1, each point added to the modifier of your attribute will be 1 point you can add to a skill of that attribute.
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Armor & Weapons Mechanics
Rather than conventional damage mitigation, armor will simply be attributed to one's health. As the game progresses, armor will also provided specified resistances. This will go as follows:
Cloth Armor: 4 Cloth Armor will grant +1 to Maximum HP. [10 Cloth Armor will grant +2 to Maximum HP.]
Leather Armor: 4 Leather Armor will grant +2 to Maximum HP. [10 Leather Armor will grant +4 to Maximum HP.]
Mail Armor: 4 Mail Armor will grant +3 to Maximum HP. [10 Mail Armor will grant +6 to Maximum HP.]
Plate Armor: 4 Plate Armor will grant +4 to Maximum HP. [10 Plate Armor will grant +8 to Maximum HP.]
Melee weapons will only be able to perform basic attacks at targets in the next space to the wielder. Ranged weapons will generally have a specified range listed on them. Shields, when used in blocking, will mitigate damage equal to their Shield Armor value. Using shields for an attack with deal half of the Shield Armor value as damage. All of these will deal only Physical Damage unless otherwise specified.
Vindicator - Ravenheart
Ranger - Terrokar
Sorcerer - Enchanting Leafeon
Assassin - Äsrï룣
Druid of the Grove - Keidivh
Priestess of the Moon - Asteraflora
Keeper of Eternity - Randomfella
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