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Fantaria

Discussion in 'Dungeons & Dragons + Other RPGs' started by rulrick, May 14, 2011.

?

what do you think of Fantaria so far mainly the races and classes.

  1. what needs fixed with the races

    0 vote(s)
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  2. what needs fixed with the classes

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Multiple votes are allowed.
  1. rulrick Gems: 1/31
    Latest gem: Turquoise


    Joined:
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    :) hello all i have played D&d but not allot i,m sort of a novice, anyhow i was always disappointed in the way the worlds games were so spread out i mean different worlds, and different realms. so i,m currently working on my own d&d campaign setting based on the 3.5 version called Fantaria and i,m looking for test players to test my races and classes, i will be interested in your feedback, so please email me and i will email you a race and class to play test , please let me know what you think.:):):):):): ps ps please keep your language civil this is not my pc thank you all.

    first class is the Dwarven Fanatic
    Dwarven Fanatic
    NOW THERE ARE TWO TYPES OF DWARVES THE NORMAL DWARVE AND THE FOREST DWARVES OR WOOD DWARF. THESE DWARVES ARE MUCH LIKE THE NORMAL EXEPT THEIR STONE CUNNING DEALS WITH WOOD, AND THEY GET A -1 TO THEIR LOW IGHT VISION.

    Some dangerous fighters are able to rage, but the ones that can go in frenzy are still more dangerous. They are called dwarven fanatics. The frenzy is an important improvement of the basic rage due to rituals used in some dwarven barbarian tribes. Proudly wearing exotic war paintings, those absolute war machines charge at their foes with a rage that only them can unleash…

    Prerequisites:

    1. Ability to rage
    2. Being a dwarf
    3. Required feats: Great Cleave, Improved Critical
    4. Any non-good

    To become a fanatic, the dwarf must come from somewhere he should have learnt the ritual to improve his rage. The ritual must be under the supervision of a dwarven priest or any other priest who speaks the dwarven language. A ritual includes six hours of intensive meditation in the middle of dwarven runes (drawn on the ground) while the priest sings incantations, and does the appropriate tribe’s dances around the runes. Then the fanatic must give an hour of praying to Clagedin Silverbeard while the priest is drawing permanent runes on his back, and shoulders. After the ritual, the dwarf develops a kind of thirst for battle.

    Hit Dice per Level: 1d12

    Skill Points per Level: 2 + int modifier

    Class Skills: Intimidate (cha)

    Level Base Attack Bonus Fort Ref Will Special
    1 +1 +3 +0 +1 Frenzy (1/day), Frightening Anger
    2 +2 +3 +0 +2 Slayer Instinct, Iron Will +1
    3 +3 +4 +1 +2 Frenzy (2/day)
    4 +4 +4 +1 +3 Iron Will +2
    5 +5 +5 +1 +3 Frenzy (3/day)
    6 +6 +5 +2 +4 Iron Will +3
    7 +7 +6 +2 +4 Boar Rush (1/day), Frenzy (4/day)
    8 +8 +6 +2 +5 Iron Will +4
    9 +9 +7 +3 +5 Boar Rush (2/day), Frenzy (5/day)
    10 +10 +7 +3 +6 Iron Will +5
    11 +11/+2 +8 +4 +6 Boar Rush (3/day), Frenzy (6/day)
    12 +12/+2 +8 +4 +6 Iron Will +5
    13 +13/+3 +9 +5 +7 Boar Rush (3/day), Frenzy (6/day)
    14 +14/+3/+2 +9 +5 +7 Iron Will +5
    15 +15/+4/+3 +10 +6 +8 Boar Rush (4/day), Frenzy (6/day)
    16 +16/+5/+4 +10 +6 +8 Iron Will +6
    17 +16/+5/+4 +11 +7 +9 Boar Rush (5/day), Frenzy (7/day)
    18 +17/+6/+5 +11 +7 +9 Iron Will +6
    19 +18/+7/+6 +12 +8 +10 Iron Will +7
    20 +18/+7/+6 +12 +8 +10 Boar Rush (5/day), Frenzy (7/day)




    Class Features:

    Boar Rush: When charging into a swarm of enemies, boar rush allows the fanatic to hit 3d4 enemies in one attack.

    Frenzy: This ability is like rage but more intense, and more dangerous for the fanatic (and his enemies for sure): the dwarf’s mouth dribbles, his eyes turn to bloody red, his muscles bend and grows, his skin lightly hardens, and he throws himself into battle with only one goal: killing every single enemy.

    Frenzy Effects: 1. +6 to strength
    2. +6 to constitution (+3 hit points per character level)
    3. +1 to natural AC
    4. Duration of ten rounds. After eight rounds, the fanatic must
    make a will save (DC 14) to get out of frenzy or he goes out of
    control during the two following rounds. When out of control,
    the fanatic hits the first moving object he sees, and will stop
    hitting it only when it falls or is destroyed.

    Frightening Anger: The dwarven fanatic fights with anger that can frighten his enemies. Foes must make a will save (DC 12) or fight the fanatic with -1 minus to AC, and attack roll (except for enemies not intelligent enough to understand the fanatic’s anger).

    Iron Will: The fanatic naturally develops a will power, which helps him calming his frenzy. It adds a +1 to +5 bonus to his will save.

    Slayer Instinct: When fighting dwarven enemies (orcs, giants, and goblins), the dwarven fanatic gains +2 to attack, and damage rolls.
     
    Last edited: May 14, 2011
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