A/N: changes made to the quest: Farmer profession is now Baker. Due to the Dhampir racial trait, the fact that monsters are stronger at night has been added to the Combat section of the quest mechanics page. The Flight skill has been expanded on. The subrace Angel has been added to the Fae.
A/N 2: +#% to ELEMENT power and resistance means that spells of that nature are #% more effective when you cast them and deal #% less damage to you.
[X] Plan Veekie is the winner.
[Name] Lireal.
[Alliance] The Prime.
[Race] Fae.
+10 Spirituality.
[Gender] Female.
[Class] Summoner.
[Backstory] Guardsman.
+2 Intimidation.
Gain [Basic Equipment] item.
Your chosen adventurer is the Fae Summoner Lireal. Worry not however, the other votes will most likely be used when creating potential allies, party members or enemies so some of you will get to see your created characters later in the quest. There will also be a final vote with a more detailed overview of all the races and classes in case you guys want to change, there will need to be a lot of votes supporting a change for it to happen though.
Character Creation 1.1
Select your Subrace.
Fae: a mercurial and lively race of spiritual beings. They are born with an innate talent for the magical arts and a sense of mischievous whimsy. The Fae are divided into two separate castes, the Dawn and the Dusk. Much like the Drow and Nether Dwarves of the Harmonious, the Dusk Caste have been touched by the Dark and are often ill regarded by their Light counterparts. While they will, begrudgingly, work together against a common foe, the two castes are more often than not at odds with one another and will attack members of the other if they are able to easily do so.
[][Subrace]
Dawn Caste: Fae born with a Light nature, they are known to enjoy playing harmless pranks and leading travelers astray. They are primarily spirits embodying one of the basic elements, granting them great magical ability at the cost of physical might.
Of the Light: +1d6 to all rolls made under direct sunlight.
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Fairy: a spirit of Air. They are of incredibly small stature but are easily spotted due to their colorful, butterfly style wings and overly curious nature. Due to their size, fairies are the most physically weak of the many races but more than make up for it with speed and guile.
-2 to base Str.
+2 to base Agi and MP.
+10% to Air power and resistance.
Starts with the Flight skill.
+2 to Flight skill.
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Ifrit: a spirit of Fire. The Ifrit are most recognizable by their flaming hair and crimson skin. Despite their elevated body temperature and the fire that surrounds them, Ifrit are incapable of setting fire to their surroundings without first learning the magical arts. When feeling heightened emotions, the flames they project are known to change colors.
+2 to Intimidation while angry.
+10% to Fire power and resistance.
Starts with the Flight skill.
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Undine: a spirit of Water. The Undine can often be confused with Aquatic Beastkin but the more knowledgeable can easily tell them apart due to their blue skin and the fish scales that cover a majority of their form. Their love of water will often see the Undine spending hours or even days just floating in a pool of the liquid.
+1 base armor rating due to scales.
+2 to Athletics while swimming.
+10% to Water power and resistance.
Starts with Waterbreathing skill.
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Dryad: a spirit of Earth. Dryads can be easily mistaken for Wood Elves from a distance but a closer inspection will reveal that their browned skin and green hair are in fact tree bark and plant matter. It is believed that the life of a Dryad is tied to that of the tree from which they spawn. This is in actuality a lie, one spread by the Dryads in support of a long forgotten prank. This has not stopped them from spreading the rumor however.
+1 to Animal Handling, Survival and Nature skills.
+5% combat bonus while inside a forest.
+10% Earth power and resistance.
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Angel: a spirit of Light. Long assumed to be members of the Avian Beastkin race, it is only in recent centuries that the Angels have been recognized as the Fae they truly are. The subtle glow of their hair and eyes, as well as their beautiful features and melodic voices make the Angels one of the most well regarded races in the world. Unlike the Avian Beastkin, the wings of an Angel are fully functional and allow for flight, though it has been shown that this is due to their nature as spirits as the loss of their wings does not remove their ability to fly.
+1 to Haggle, Diplomacy and Religion skills.
+10% to Light power and resistance.
Starts with Flight skill.
Starts with Healing Word spell (Cleric) regardless of class.
[][Subrace]
Dusk Caste: Fae born with a Dark nature, they like playing cruel jokes and leading the unaware to their doom. They are often conceived from the union of a demon and one of the mortal races. This grants them greater physical and magical ability but makes them more susceptible to Light related magic.
Of the Dark: +1d6 to all rolls made under direct moonlight.
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Pixie: said to be a fairy that has succumbed to the Dark, Pixies are often more cruel and ruthless than their counterparts. Their dual nature has granted them a mastery of Air and Dark magics, to the point that they are capable of fusing the two in a manner that few other races can match. Despite being widely known as tricksters, Pixies are still able to fool their victims and are often seen laughing at the result of whatever cruel prank they have executed.
+1 to Bluff skill.
+10% to Air and Dark power and resistance.
-5% to Light resistance.
Air based spells will also deal a minor amount of Dark damage.
Starts with Flight skill.
+2 to Flight Skill.
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Dhampir: a half-breed of demon and human make. Dhampir need to consume a small amount of fresh blood once a month lest they suffer from increasingly harmful side effects. While they lack some of the strengths and natural abilities of their demonic parent, they also lack the weaknesses of a full blooded Vampire.
+1 bonus skill training point every 3 levels.
-2 to Haggle and Diplomacy skills.
+5% to Dark power and resistance.
Str and Agi are halved during the day, but are doubled at night.
Mp is doubled at night.
Starts with Life Drain spell (Warlock) regardless of class.
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Devil: a half-breed of demon and elf make. Devils are often seen as the opposites of Angels due to their Dark nature, glowing red eyes and bat wings. They are in actuality a corrupted breed of Elf created by a long dead Demon Lord. Much like Angels, Devils are capable of flight even if their wings have been lost. They are also capable of using their pointed tails as weapons.
Starts with 5 points in spirituality training.
-2 to Haggle and Diplomacy skills.
+10% to Dark power and resistance.
-5% to Light resistance.
Tail equipment slot is unlocked.
Starts with Flight skill.
Starts with Wounding Word spell (Warlock) regardless of class.
Select your Subclass.
Using a piece of favored equipment grants a minor bonus. Not using one does not grant a penalty.
@Valder: Summoner is technically a Wis build since you can leech off of your summons, not a melee build however. The listed Wis cap applies to all classes but remember stat resets are a thing.
Summoner: a spellcaster that utilizes minions and spirits. The primary combat style of a summoner is to quickly summon
temporary minions to defend themselves while they hang back and provide heals, buffs or extra damage. The summoner has a limited number of direct damage spells but those they do have are extremely powerful against enemy summons. The best strategy for a summoner is to overwhelm their foe with greater numbers. The most dangerous enemy for a summoner is another summoner, or a combatant focused on striking multiple targets.
[][Subclass]
Tamer: a summoner that utilizes monstrous minions. This class of summoner can call forth a number of monster types that will aid them in combat and obey their will. They are also capable of temporarily taking control of enemy monsters and turning them to their side. Pro: a variety of summons with different capabilities. Con: an overly small amount of direct damage spells.
Unlocks the Max Summons stat.
+2 to Max Summons stat.
Favored Equipment: whip, light armor, medium armor.
Combat Style: summons monsters of various capabilities, can cast a number of buffs that can only be applied to summons, can take control of enemy monsters, has some minor damage dealing spells that are super effective against enemy summons.
Stat Caps: Str, Agi, Int and Cha start at a 1:1 ratio and cap every 50 points. Vit starts at a 1:1 ratio and has no cap. Wis starts at a 3:1 ratio and has no cap.
[][Subclass]
Elemental: a summoner that calls upon spirits of varying power. This class of summoner can call upon minor to greater spirits that embody one of the six basic elements. They are also capable of casting a number of powerful combination spells with their summons as well as some weak spells with a wide range. Pro: capable of elemental damage which can be effective against certain enemies. Con: Very few buff type spells.
Unlocks the Max Summons stat.
+2 to Max Summons stat.
Favored Equipment: staff, whip, light armor, medium armor.
Combat Style: summons that deal elemental damage, weak but massive AoE attacks, powerful elemental spells that can be cast in combination with a summon.
Stat Caps: Str, Agi, Int and Cha start at a 1:1 ratio and cap every 100 points. Vit starts at a 1:1 ratio and has no cap. Wis starts at a 3:1 ratio and has no cap.
[][Subclass]
Pact Maker: a summoner that calls upon demons and Dark beings. This class of summoner can summon forth powerful demonic entities that are tenuously bound to their will. While there is a risk of their summons slipping beyond their control, their nature grants them the ability to wield a brand of Dark magic blocked off to other classes. Pro: can use Shadow and Blood magic. Con: small chance (dependent on Int stat) of every summon slipping your control.
Unlocks the Max Summons stat.
+2 to Max Summons stat.
Favored equipment: wand, staff, dagger, whip, robes, light armor, medium armor.
Combat style: summoning and banishing of demonic minions, shadow and blood magic to debilitate enemies or drain from them.
Stat Caps: Str, Agi, and Cha start at a 1:1 ratio and cap every 50 points. Int starts at a 1:1 ratio and caps every 100 points. Vit starts at a 1:1 ratio and has no cap. Wis starts at a 3:1 ratio and has no cap.
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Voting is Closed.