Adventurer Quest

I mean, it's not terrible. I still think that if you are already picking Angel, going full Vit with Tamer is the way to go, and you either capitalize on your racial magic bonus or your focus gets spread out thin.

Like, Pixie is much better choice there. As is Demon, since he also gets more spirituality so he can get even more out of those Dark spells. Funnily enough, Dhampir kinda sucks with it as he wants Elemetnal and Earth or Air so he can get the most out of doubling Str/Agi.
 
I'll switch my vote to

[X][Subrace] Dawn Caste
-[X] Fairy
[X][Subclass] Elemental

To bring it up to parity with other two votes that have three votes. Other are Pixie-Tamer and Fairy-Tamer, both of which share same problem of severely gimping ourselves for no reason. Taking Elemental on either not only makes you flat out stronger, but it also allow you to combine your summons and spells, easily making you at least twice as strong as Tamer option. It's even more baffling in case of Pixie which is actually awesome with both Elemental and Pact, and yet people went with the options that it doesn't work well with.

I'd still love to do Angel Vit support build, but i'd take what i can get, unfortunately. Also, looking back Int boost both Dark and Light, so Pact Angel might just work out, huh.
 
But it's so boring! Honestly, that's the sort of thing that you can find in all sorts of games and stories.
 
##### 3.21
[X][Subrace] Dawn Caste
No. of votes: 9
Unseelie
Valder
pianoman
wingstrike96
Hangwind
Shadowward
veekie
Wolfy
Khepri14

[x][Subrace] Dusk Caste:
No. of votes: 6
Nevill
BetaM
gjones600
butchock
Flintlock
giodan

--==+++==--

-[X] Fairy
No. of votes: 5
Unseelie
Valder
pianoman
wingstrike96
Shadowward

-[x] Pixie
No. of votes: 4
Nevill
BetaM
butchock
Flintlock

-[X] Angel
No. of votes: 4
Hangwind
veekie
Wolfy
Khepri14

-[x] Dhampir
No. of votes: 2
gjones600
giodan

--==+++==--

[x][Subclass] Tamer
No. of votes: 8
Nevill
BetaM
butchock
pianoman
wingstrike96
veekie
Wolfy
Khepri14

[X][Subclass] Elemental
No. of votes: 3
Valder
Flintlock
Shadowward

[X][Subclass] Pact Maker
No. of votes: 4
Unseelie
gjones600
giodan
Hangwind

So, it looks like the winner is the female Fairy Tamer that was previously a Town Guard.
Character Overview:
+10 Spirituality.
+2 Intimidation.
Starts with [Basic Equipment].
+1d6 to all rolls made under direct sunlight.
-2 to base Str.
+2 to base Agi and MP.
+10% to Air power and resistance.
Starts with a +2 to the Flight skill.
Starts with a +2 to the Max Summons stat.
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 ration and has no cap.

It's not a bad build, a fun one actually since the Fairy is quite good at dodging and keeping their distance while the summons do the work. As promised however, I'm giving you the chance to alter your vote. Below are the details on the other races and classes, make whatever build you want and post it with some reasoning for why you want to change. If 80% or more of the voters support it then the player character will change.

Keep your votes simple.
Example: [X] Imperial Knight.

The Harmonious
Human: +1 bonus skill training point every 3 levels.
[] Imperial: hailing from the Landoran Empire, the Imperials are characterized by their fair features and slender frames.
+1 to Diplomacy and History skills.
+5% base damage with a One-handed weapon and Shield equipped.
+1d100 Currency bonus whenever currency is found.

[] Lebian: a dark skinned and hardy people. The desert folk of the Lebil Desert have survived for centuries in one of the most dangerous parts of the continent, earning them a reputation of having a strong life force.
+1 to Endurance and Survival skills.
+1d4 to all survival rolls, endurance checks and heat/fire resistance rolls.
Start with Riding skill.

[] Horse Lord: descendants of the once nomadic horse tribes. The Horse Lords of the Norvalk plains are primarily known for their dark hair, always fashioned in a ponytail, and their loyal mounts.
+1 to Animal Handling skill.
+1d6 to all combat rolls while mounted.
Start with Riding skill.
+2 to Riding skill.​

Dwarf: Starts with Adept level in Smith and Jeweler professions.
[] Gold Blooded: with their gold tanned skin and dark hair, the Gold Blooded of the Northern Mountains are the most widely known breed of Dwarves in the world. They are also known to have a keen sense for locating treasure and an almost otherworldly skill for disarming traps.
+1 to Haggle and Perception skills.
+5% base damage with a two-handed weapon equipped.
+1d6 to all treasure seeking rolls and trap disarmament.
Starts with the Darkvision spell (Many) regardless of class.

[] Nether Dwarf: characterized by their dark features and short horns, the Nether Dwarfs of the Dragon Spine Mountains to the west are a ruthless people that will do anything is the pursuit of treasure.
+1 to Endurance and Intimidation skills.
+1d4 to all treasure seeking rolls and trap disarmament.
+1 random item whenever treasure is found.
Starts with the Darkvision spell (Many) regardless of class.​

[] Elf: Starts with 5 points in spirituality training.
[] Drow: the Dark Elves of the Ebon Deep, the Drow are easily recognizable due to their pitch black skin, red eyes and ash grey hair. While their civilization is centered below the smoking Crater Peak Mountains to the south, the tunnel network of the Drow is said to span the whole continent.
+1 to Dungeoneering and Streetwise skills.
+5% to Fire, Earth and Dark power.
+1d4 to all Fire, Earth and Dark spell related rolls.
Starts with the Darkvision spell (Many) regardless of class.

[] Sun Elf: hailing from the mountain nation of Saladis to the east, Sun elves are a fair and beautiful people. Their great affinity for the arcane arts and their closeness to the sun, symbol of the Light Gods, has made them a haughty and arrogant people.
+1 to Arcana and Religion skills.
+10% to Fire and Light power.
+1 bonus spell point every 5 levels if your class is a magical one.
Starts with Sunfire spell (Exorcist) regardless of class.

[] Wood Elf: a race of elves that have chosen to remain one with nature, they are well known by their brown skin and green hair, an appearance that draws comparisons to the trees they worship. Often found in great forests, wood elves are a stealthy and nimble people.
+1 to Nature, Stealth and Survival skills.
+5% base damage with a Bow equipped.
Starts with Adept level in Carver profession.
Starts with Bramble spell (Druid) regardless of class.​

The Prime
[] Beastkin: +1d6 to all Insight, Investigation and Perception rolls.
[] Canine: a breed of Beastkin with canine features. They are known to be loyal to a fault and will defend those they hold precious to their dying breath.
+2 Strength.
+1 to Intimidation skill.
+25% bonus to combat ability when defending another.

[] Feline: a breed of Beastkin with feline features. They are known to be standoffish and lazy but can be incredibly ferocious once their ire is drawn.
+1 Intelligence and Agility.
+1 to Stealth and Thievery skills.
+5 to base movement points.
Starts with Darkvision spell (Many) regardless of class.

[] Bovine: tall and muscular humanoids with bovine features. They are often calm and placid but can be quick to anger under certain circumstances.
+1 Wisdom.
+1 to Endurance and Medicine skills.
Starts 5 points in power training.

[] Avian: feathered humanoids with colorful features. They are a flighty and agile people with a love for the sky and the boundless freedom it promises.
+2 Agility.
+2 to Acrobatics skill.
Agility stat starts at a 1:2 ratio and caps every 50 points regardless of class.

[] Aquatic: the most human looking of the Beastkin, only recognizable as such due to their navy blue hair, abdominal gills, and webbed hands and feet.
+2 Chance.
+2 to Athletics skill.
+25% bonus to combat ability and skill training efforts while within a body of water.
Starts with the Waterbreathing skill.​

Fae

[] Monsterkind: can evolve race every 20 levels for a bonus to stats and skills.
[] Goblin: small, green skinned creatures with long pointed ears and noses. They are spiteful beings with a love of gold to rival a Dwarfs.
+1 to Dungeoneering skill.
+10% Currency whenever currency is found.
+1 random treasure whenever treasure is found.
Starts with Darkvision passive.

[] Orc: a race of large, muscular pig men with green skin and mouth tusks. They have a barbaric culture that praises martial prowess and follows a survival of the fittest mentality, often culling their own clan members should they prove too weak.
+2 Str.
+1 to Endurance and Intimidation skills.
+5% base with all weapons.
Starts with the Enrage spell (Berserker) regardless of class.

[] Lizardman: a race of large, reptilian humanoids. They are ruthless combatants and will often feast on the remains of their enemies, even members of their own race.
+2 to base armor rating.
Starts with Waterbreathing skill.
+1 to Waterbreathing skill.
Starts with Cannibalize spell (Leecher) regardless of class.

[] Kobold: A race of canine humanoids lacking the human qualities of Canine Beastkin. They are sneaky pack hunters that are loyal only to their own.
+1 to Investigation, Perception and Stealth skills.
+5% base damage for every ally in a fight.
Starts with Buff Up spell (Cleric) regardless of class.

[] Gremlin: small, impish creatures known for their cruel and destructive nature. They are often seen as childish tricksters but are actually quite intelligent and have a talent for crafting.
+2 Int.
Starts at Apprentice level with all crafting professions.
Starts with Weapon Break (Brawler) and Armor Break (Brawler) regardless of class.​
Warrior.
[] Berserker: a ferocious fighter that forgoes all notion of defense in favor of raw offense.
Favored Equipment: axes, two-handed weapons, light armor.
Combat Style: buffs that depend on how much damage has been taken or dealt. Powerful close combat attacks.
Stat Caps: Str starts at a 1:1 ratio and caps every 100 points. Agi, Int and Cha start at a 1:1 ratio and cap every 50 points. Vit starts at a 1:2 ratio and has no cap. Wis starts at a 3:1 ratio and has no cap.

[] Fighter: a skilled combatant trained to use a wide variety of weapons and armor.
Favored Equipment: all melee weapons and armor types.
Combat Style: power and health buffs. Weapon dependent spell effects. Close and medium range attacks.
Stat Caps: Str and Agi start at a 1:1 ratio and cap every 100 points. 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.

[] Brawler: a close ranged combatant that utilizes unarmed attacks and martial arts.
Favored Equipment: fist weapon, dagger, light armor, medium armor.
Combat Style: low cost attacks that can stun, disarm or disable enemies..
Stat Caps: Str and Agi start at a 1:1 ratio and cap every 100 points. 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.

Squire
[] Knight: a heavily armored combatant that can soak a great deal of damage before falling
Favored Equipment: sword, mace, shield, heavy armor.
Combat Style: defensive buffs, shield reliant spells and close combat attacks.
Stat Caps: Str starts at a 1:1 ratio and caps every 100 points. 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.

[] Lancer: a mounted combatant focused around cavalry charges.
Favored Equipment: spear, medium armor, heavy armor.
Combat Style: hard hitting charges that depend on distance crossed, push backs, medium range attacks and passing strikes.
Stat Caps: Str and Agi start at a 1:1 ratio and cap every 100 points. 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.

Templar
[] Crusader: a balanced combatant that utilizes Light or Dark magic.
Favored Equipment: mace, shield, medium armor.
Combat Style: can create weapon forms or barriers out of hard light.
Stat Caps: Int starts at a 1:1 ratio and caps every 100 points. Str, Agi 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.

[] Inquisitor: a damage dealing combatant that utilizes blessed fire.
Favored Equipment: wand, staff, light armor.
Combat Style: powerful Fire and Light spells, fire related DoT
Stat Caps: Int starts at a 1:1 ratio and caps every 100 points. Str, Agi 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.

[] Paladin: a defense oriented class that uses the Light to augment attacks.
Favored Equipment: sword, mace, hammer, shield, heavy armor.
Combat Style: physical defense and magic resistance buffs, self heals, minor healing ability.
Stat Caps: Str and Int start at a 1:1 ratio and cap every 100 points. Agi 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.

[] Mage: a spellcaster that primarily utilizes Elemental magic.
Favored Equipment: wand, staff, robes.
Combat Style:
-[] Fire: powerful and destructive spells, wide AoE spells, fire related DoT.
-[] Water: minor healing ability, water related barriers and damage, poison related DoT.
-[] Air: average damage, lightning spells that can stun, bleed related DoT.
-[] Earth: spells that deal physical and magical damage, earth related barriers, field control and disabling spells.
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.

Warlock
[] Necromancer: a weak combatant that relies on raised corpses and summoned undead.
Unlocks the Max Summons stat.
+1 to Max Summons stat.
Favored Equipment: wand, staff, robes.
Combat Style: raising corpses, long lasting minions, summoning wraiths and spirits, weak dark damage.
Stat Caps: Int starts at a 1:1 ratio and caps every 100 points. Str, Agi 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.

[] Leecher: an offense oriented class that relies on draining spells.
Favored Equipment: wand, staff, dagger, robes, light armor.
Combat Style: Dark spells that drain an number of stats from enemies to grant temporary self buffs, weak spells that grow in power while you are buffed.
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.

[] Plague Bringer: a dark mage that focuses on debilitating status effects.
Favored Equipment: wand, staff, robes.
Combat Style: spells to inflict status effects, spells that deal more damage based on a targets status.
Stat Caps: Int starts at a 1:1 ratio and caps every 100 points. Str, Agi 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.

Priest
[] Cleric: a support character that can still manage to hold their own.
Favored Equipment: mace, shield, staff, robes, heavy armor.
Combat Style: powerful buffs and Light damage, minor healing ability.
Stat Caps: Str and Int start at a 1:1 ratio and cap every 100 points. Agi 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.

[] Purifier: a support character that works best with others.
Favored Equipment: staff, robes.
Combat Style: powerful healing ability, wide AoE heals, minor Light damage.
Stat Caps: Str, Agi, Int and Cha start at a 1:1 ratio and cap every 50 points. Vit starts at a 1:2 ratio and has no cap. Wis starts at a 3:1 ratio and has no cap.

[] Exorcist: a Light user that deals with the vanquishing of evil.
Favored Equipment: mace, shield, staff, robes, light armor.
Combat Style: anti-undead and demon banishing spells, powerful Light damage spells.
Stat Caps: Int starts at a 1:1 ratio and caps every 100 points. Str, Agi 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.

Druid
[] Changer: a shape shifter that takes on animal forms.
Favored Equipment: staff, robes.
Combat Style: can transform into full or hybrid animal forms for temporary buffs, tag team attacks with an animal companion.
Stat Caps: Str starts at a 1:1 ratio and caps every 100 points. Int, Agi 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.

[] Naturalist: a spellcaster that calls upon the spirit of nature for aid.
Favored Equipment: staff, robes.
Combat Style: plant related Earth spells and barriers, poison DoT.
Stat Caps: Str starts at a 1:1 ratio and caps every 100 points. Int, Agi 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.

Summoner

Rogue
[] Thief: a thug that focuses on stealing whatever they can.
Favored Equipment: dagger, fist weapon, light armor.
Combat Style: damaging spells that can steal items, gold and, temporarily, stats.
Stat Caps: Agi starts at a 1:1 ratio and caps every 100 points. Str, 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.

[] Assassin: a deadly fighter that aims to end a fight before it has even begun.
Favored Equipment: swords, daggers, throwing items, light armor, medium armor.
Combat Style: back stabs, fatal crits and poisons.
Stat Caps: Agi starts at a 1:1 ratio and caps every 100 points. Str, 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.

[] Ninja: a tricky fights that utilizes misdirection and traps.
Favored Equipment: dagger, sword, throwing items, light armor, medium armor.
Combat Style: capable of dual wielding big weapons, trap laying and related field control, minor magic ability.
Stat Caps: Agi starts at a 1:1 ratio and caps every 100 points. Str, 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.

Archer
[] Speed Shooter: an archer practiced at making fast but accurate shots.
Favored Equipment: bow, light armor, medium armor.
Combat Style: low cost spells with push back and debilitating effects.
Stat Caps: Agi starts at a 1:1 ratio and caps every 100 points. Str, 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.

[] Ranger: a close/long range combatant that focuses on power over speed.
Favored Equipment: bow, crossbow, sword, dagger, medium armor.
Combat Style: slow but powerful shots, tag team attacks with an animal companion.
Stat Caps: Str and Agi start at a 1:1 ratio and cap every 100 points. 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.

Acrobat
[] Bomber: an explosive combatant that deals area wide damage.
Favored Equipment: bombs, throwing items, light armor, medium armor.
Combat Style: wide AoE explosives with various effects, deployable turrets and sentries.
Stat Caps: Str, Int, Agi and Cha start at a 1:1 ratio and cap every 75 points. Vit starts at a 1:1 ratio and has no cap. Wis starts at a 3:1 ratio and has no cap.

[] Gambler: a jovial fighter that depends on luck more than skill.
Favored Equipment: throwing items, dagger, light armor, medium armor.
Combat Style: luck related spells with random effect application, critical hits.
Stat Caps: Str, Int, Agi and Cha start at a 1:1 ratio and cap every 75 points. Vit starts at a 1:1 ratio and has no cap. Wis starts at a 3:1 ratio and has no cap.

[] Jester: a cheerful trickster that employs a speedy style of fighting.
Favored Equipment: whip, throwing items, dagger, light armor.
Combat Style: buffs to increase crits, dodging and speed, throwing items and weapons, trap laying.
Stat Caps: Str, Int, Agi and Cha start at a 1:1 ratio and cap every 75 points. Vit starts at a 1:1 ratio and has no cap. Wis starts at a 3:1 ratio and has no cap.
 
[X][Subrace] Dawn Caste
-[X] Angel

Changing, would rather have angel then fairy.
 
That's enough to put Angel in the lead, I think. Also, I thought that we were voting by plan.

Unless anyone has a counter vote, we'll likely be switching from fairy to angel. I'll leave it open for a few more hours before calling it and posting the last of the character creation votes.
 
[X] plan drow

[X] Elf: Starts with 5 points in spirituality training.
[X] Drow: the Dark Elves of the Ebon Deep, the Drow are easily recognizable due to their pitch black skin, red eyes and ash grey hair. While their civilization is centered below the smoking Crater Peak Mountains to the south, the tunnel network of the Drow is said to span the whole continent.
+1 to Dungeoneering and Streetwise skills.
+5% to Fire, Earth and Dark power.
+1d4 to all Fire, Earth and Dark spell related rolls.
Starts with the Darkvision spell (Many) regardless of class

[X] Ninja: a tricky fights that utilizes misdirection and traps.
Favored Equipment: dagger, sword, throwing items, light armor, medium armor.
Combat Style: capable of dual wielding big weapons, trap laying and related field control, minor magic ability.
Stat Caps: Agi starts at a 1:1 ratio and caps every 100 points. Str, 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
 
You are correct. I thought that BetaM voted for Pixie, for some reason.

If some Fairy voters would like to switch to Elemental, i would be ready to switch to Fairy myself.
 
Err, no.
Hangwind already voted for Angel previously. This puts Angel and Fairy on 5 both.

Previous votes don't count. This is a new vote that basically amounts to 'are you sure you want to play with this character?'. Votes can be made to change race or class but losing votes from the last round dont get brought forward.
 
Character Creation 1.2
Two votes to switch to Angel, one to switch to Drow and only one to remain a Fairy. One vote for Pact Maker, one for Elemental and one for Ninja.
> Final character is now Angel Tamer.

Now, on to the final bit of character creation. Then the quest can start.

--==+++==--
+10 Spirituality.
+2 Intimidation.
Starts with [Basic Equipment] > Tamer kit.
1d6 to all rolls made under direct sunlight.
+1 to Haggle, Diplomacy and Religion skills.
+10% to Light power and resistance.
Starts with the Flight skill.
Starts with a +2 to the Max Summons stat.
Starts with Healing Word spell (Cleric) regardless of class.

--==+++==--

Character Creation 1.2

Distribute Stat points (5)
Use a number instead of an X (ex: [3] Vit. [2] Int).
[] Str.
[] Vit.
[] Int.
[] Wis - costs 3 points per.
[] Agi.
[] Cha.

Distribute Training points (3)
Use a number instead of an X.
[] Pwr.
[] Con.
[] Spi: 10.
[] Spd.

Distribute Skill points (15)
It costs 1 extra point for each additional skill level (ex: Acrobatics 0 to 1 costs 1 point, acrobatics 1 to 2 costs 2 points for a total of 3 points). You can unlock Gainable skills for 3 points.
Use a number instead of an X.

[] Acrobatics: 0.
[] Animal Handling: 0.
[] Arcana: 0.
[] Athletics: 0.
[] Bluff: 0.
[] Diplomacy: 1.
[] Dungeoneering: 0.
[] Endurance: 0.
[] Flight: 0.
[] Haggle: 1.
[] History: 0.
[] Insight: 0.
[] Intimidation: 2.
[] Investigation: 0.
[] Medicine: 0.
[] Nature: 0.
[] Perception: 0.
[] Religion: 1.
[] Stealth: 0.
[] Streetwise: 0.
[] Survival: 0.
[] Thievery: 0.

Distribute Spell points (1)
Healing Word | Lv: 1.
Heals: 1d6 hp (Crit: 2x).​
Cost: 2 ap | Range: 30 ft (adjustable).
3 uses per target | Cooldown: None.

Flame Whip | Lv: 1.
Damage: 1d6 Fire - Magical (Crit: 2x).
Deals double damage with a Whip equipped.
Deals triple damage to summons.​
Cost: 4 ap | Range: 15 to 20 ft.
2 uses per target | Cooldown: None.

Green Ostrid | Lv: 1.
Summon: Green Ostrid
55 hp.
5 ap.
45 mp.
Damage: 1d4 Air - Physical (Crit: 2x).
Steal: 3 Agi per hit for 2 turns.​
Cost: 4 ap | Range: 5 ft.
1 use per round | Cooldown: 5 turns.

Animal Healing | Lv: 1.
Heals: 1d12 hp (Crit: 2x).
Only usable on summons.​
Cost: 4 ap | Range: 40 ft.
2 uses per round | Cooldown: None.

[] Healing Word (Increased heals)
[] Flame Whip (Increased damage)
[] Green Ostrid (Better stats, reduced cooldown)
[] Animal Healing (Better Heals)
[] Save spell point.
--==+++==--​

Select your starting location.
*Due to the dangers of monster attack while traveling, you will have to remain at this location until level 10 at the least unless you can charter a caravan or join a party.
*Unconquered dungeons will still have a living boss monster and plenty of rare treasure to be found. Conquered dungeon will only have respawnable mini-bosses and a small amount of treasure.
*Inns are where you can find missions, rest to recover health and recruit party members. Guildhalls and personal homes let you rest and store excess items.


[] Hometown: this is where you were born, where you grew up. The people here have known you since you were but a teeny tiny wisp of Light and magic with dreams of grandeur. Once a middling village of little importance, the recent appearance of a mid-rank dungeon in the area has brought about an explosion of growth as adventurers and treasure seekers alike flock to the area. Starting your adventure so close to home might not be the drastic change in circumstance you were expecting but it has all of the basic amenities that a newbie adventurer could ask for. Too bad your change in profession means you can no longer sleep in the barracks.
  • Start with a small network of contacts that can lend aid or advice for missions. Due to your familiarity with the area and the locals, some individuals might personally seek you out for a mission rather than post one at the inn.
  • Missions: the recent growth of the town means that there is plenty of work to go around, even if it is just minor grunt work.
  • Treasure: the locals can't really afford to pay too much so expect small rewards for your work. There is a dungeon in the area that has yet to be conquered however, treasure is always abundant in such places.
  • Experience: the monsters in this area are fairly average, good training for a beginner but your progress will quickly slow down. There is a dungeon in the area that has yet to be conquered however, monsters in there might be worth your while later on.
  • Utilities: the massive surge of adventurers to the area has drawn in a wealth of merchants with wares to sell. A majority of the available wares will be targeted at the higher level adventurers however so you might have to depend on salvaged or crafted gear.
  • Overall Difficulty: Easy. There are lots of jobs and while the pay is low, you can supplement it by tackling the dungeon. The local monsters should also be easy to handle and there is always the dungeon once you out level them. Equipment will be scarce until high levels but you can always travel elsewhere to make your purchases or craft your own gear.
-[] Port Town: a seaside town with a strong fishing industry. There is talk of expanding the port to handle bigger vessels as the town grows and trade by sea becomes more viable. Lately there have been increased sightings of vessels flying the black flag however.
  • Beginner Monster: Crustacea (large, armored crustaceans that are difficult to physically harm. Stronger variations are capable of Water magic).
  • Dungeon: Seaside Cove (a system of cliff side caves by the sea that suddenly appeared one day. The upper levels are teeming with Crustacea while the lower levels are full of pools of water that can support other aquatic monster types).
  • Profession: the abundance of sea life makes this a great place to train the Alchemist and Hunter professions. The expected influx of trade by sea should see a boom in supplies for other crafts as well.
-[] Forest Town: a logging town on the distant edge of a magical forest. A steady demand for lumber has seen the town prosper but there is a rising discontent among the Wood Elves and Dryads that call the forest home.
  • Beginner Monster: Mush Rheum (large, fungal monsters dripping with poisonous slime. They are capable of partially burrowing into the ground to disguise themselves as regular mushrooms and are intelligent enough to create, and wield, crude weapons)
  • Dungeon: Magic Glade (a series of forest clearings that are surrounded by impenetrable woods and only accessible via magic portals. Various breeds of fungal monsters nest within these clearings but there is talk of something... greater deeper in)
  • Profession: the strong logging industry of this town means there is always plenty of scrap wood to train the Carver profession. The abundance of forest fauna and flora also makes it a prime location to train the Hunter, Alchemist, Tailor and Shoemaker professions.
-[] Mountain Town: a mining town in the mountainous region of the nation. The local mountains are rich in resources and do not appear to be drying up anytime soon. Recently there have been reports of strange sounds within the mines, reports that grow more frequent as the mines expand.
  • Beginner Monster: Crackrock (naturally occurring stone golems that are often mistaken for boulders or rocks while resting. While slow, they are physically quite strong and difficult to injure. Stronger variations are even capable of casting basic Earth magic)
  • Dungeon: Abandoned Mines (a dried up mine that was abandoned long ago, somehow it has become a dungeon and now extends deep into the earth. Crackrocks and their larger variants fill the place)
  • Profession: the nearby mine makes this a prime location to train the Smith, Jeweler and Artifice professions. Mountain flowers and animals also allow the training of the Alchemist and Hunter professions
-[] Plains Town: a farming town on the peaceful plains of your nation. Rumors of a probable war mean that demand for foodstuffs is high. Recently there have been reports of a roving war-band in the area though no one has been able to pin down the race of the involved monsters.
  • Beginning Monster: Ostrid (small, flightless birds that are well known for their speed, aggression and sharp beaks. While weak, their fast running speed makes them difficult to catch or corner)
  • Dungeon: The Birdhouse (an abandoned barn that has somehow transformed into a dungeon. Spacial magics have been employed as it now sports an unknown number of large rooms connected via magic portals. Various breeds of Ostrid inhabit the building though they seem to be acting primarily in defense of something further inside)
  • Profession: the abundant tracts of farmland and excess grain make this a great area to train the Baker profession. An abundance of livestock and flowers also make it ideal for the Tailor, Shoemaker, Hunter and Alchemist professions.
[] Capital City: the largest city in the nation and the main base of this nations branch of the United Adventurers Association. The city is massive in size and there always seems to be something going on. A newbie adventurer might have some trouble getting started here but with enough grit and effort, they can surely succeed.
  • The UAA building can be used to hire temporary party members of a higher quality than those found in an inn.
  • Missions: the city is teeming with adventurers, as such there is very little work to go to some no name newbie. All you will find is grunt work and chores as the more glamorous jobs go to the experienced adventurers.
  • Treasure: the citizens of the city are more than willing to fork over large amounts of gold to have someone handle the grunt work for them. Even a simple chore will bring in a good deal of money.
  • Experience: all of the stronger monsters have been driven from the area, all that remain are those too weak to be worth the bother. You could certainly get a few levels out of them if you try. There are also a number of conquered dungeons in the area, the monsters here will certainly prove to be a decent challenge.
  • Utilities: this city is well used to adventurers and their needs. There is very little you won't be able to find.
  • Overall Difficulty: Medium. While missions are scarce, the few you do get will pay quite a generous amount. There are very few leveling opportunities with the local monsters but the conquered dungeons could keep you going for some time. Equipment and items will be plentiful as the stores will carry a large variety of stock but professions will be difficult and expensive to train.
Beginner Monster: Kolerat (a rodent of unusual size, these can be found in cities the world over and are considered more annoyances than true threats. They move in packs however and should never be followed into their sewer lairs unprepared)
Dungeon: Black Rat Nest (a rat nest in the sewers of the city. It is teeming with Kolerats and their much larger relatives). The Crypt (a spatially expanded crypt in the cities graveyard. It is full of wraiths and minor undead). The Pit (a deep hole in the basement of an inn. Giant roaches and other insects have made their nests within).
Professions: all professions can be trained at the numerous workstations here, if one has the gold to afford the supplies.

[] Frontier: a growing village out on the edge of the unexplored lands. The monsters here are strong, the supplies limited and any mission you receive will likely be too difficult to tackle alone. Why you came here is a mystery even to yourself.
  • Start with a free home that can be used to rest and store items.
  • Missions: very few in number or variety. A majority of missions will be themed around exploring this new frontier. Unless they are simple tasks, you will need to party up with others to complete them.
  • Treasure: the nation is funding this exploration venture and they are more than willing to pay the big bucks to have the work done right. While missions might be fraught with danger, you'll certainly be paid well for the risk. You just have to be able to earn your keep.
  • Experience: the local monsters are powerful enough that you will receive a good amount of experience even if you have to party with others. There might also be a number of undiscovered dungeons to find and conquer.
  • Utilities: there are a limited number of supplies available and not much is designed for newbie adventurers. There is a strict limit to how many items you can purchase and if you reach it, you will need to wait for the weekly caravan in order to resupply.
  • Overall Difficulty: Hard. A very difficult zone to tackle solo and there is a limit to the number of adventurers willing to hold your hand and carry you through. The missions pay well but they can be difficult for someone new to the business and it's likely that any party members will demand a greater share if they do more of the work. Supplies are very limited and most of your equipment will have to be scavenged or crafted. At least the experience is very good.
Beginner Monster: Scarab (a breed of giant insects capable of flight and elemental magic. Their tough shells also make them difficult to injure).
Dungeon: Unknown.
Profession: supplies are very limited and you will have to seek out materials on your own

--==+++==--
Voting is Closed.​
 
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[X] Plan Plains

Distribute Stat points (5)
Use a number instead of an X (ex: [3] Vit. [2] Int).
[2] Vit.
[1] Int.
[2] Agi.

Distribute Training points (3)
Use a number instead of an X.
[1] Con.
[1] Spi: 10.
[1] Spd.

Distribute Skill points (15)
It costs 1 extra point for each additional skill level (ex: Acrobatics 0 to 1 costs 1 point, acrobatics 1 to 2 costs 2 points for a total of 3 points). You can unlock Gainable skills for 3 points.
Use a number instead of an X.

[3] Dungeoneering: 0.
[2] Diplomacy: 1.
[3] Flight: 0.
[3] Medicine: 0.
[3] Survival: 0.
[1] Insight: 0.

Distribute Spell points (1)
[X] Green Ostrid (Better stats, reduced cooldown)

[X] Plains Town: a farming town on the peaceful plains of your nation. Rumors of a probable war mean that demand for foodstuffs is high. Recently there have been reports of a roving war-band in the area though no one has been able to pin down the race of the involved monsters.
  • Beginning Monster: Ostrid (small, flightless birds that are well known for their speed, aggression and sharp beaks. While weak, their fast running speed makes them difficult to catch or corner)
  • Dungeon: The Birdhouse (an abandoned barn that has somehow transformed into a dungeon. Spacial magics have been employed as it now sports an unknown number of large rooms connected via magic portals. Various breeds of Ostrid inhabit the building though they seem to be acting primarily in defense of something further inside)
  • Profession: the abundant tracts of farmland and excess grain make this a great area to train the Baker profession. An abundance of livestock and flowers also make it ideal for the Tailor, Shoemaker, Hunter and Alchemist professions.
Please tell me where I inevitably fucked up @Kolarthecool?

Edit: No response, so I went back and changed things.
 
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[X] Plan Celestial BeastMaster
Distribute Stat points (5)
-[2] Vit.
-[2] Int.
-[1] Cha.
Distribute Training points (3)
-[2] Con.
-[1] Spd
Distribute Skill points (15)

-[6] Animal Handling: 0.
-[2] Diplomacy: 1.
-[1] Dungeoneering: 0.
-[3] Flight: 0.
-[3] Survival: 0.
-[X] Flame Whip (Increased damage)
-[X] Frontier

We don't need strength and we don't need power if we're a tamer.

We're a tamer, we need to invest heavily into animal handeling so I put enough points in that so its lvl 3.
Diplomacy up to lvl 2
Dungeoneering is just nice to have
flight up to lvl 2 for obvious reasons
Survival to lvl 2 for obvious reasons.

Flame Whip just fits with our kit, we'll be near defenseless without it.

Frontier looks the most fun out of all the options, sounds like it will lead to the most interesting campaign.
 
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[X] Plan Celestial BeastMaster

There's a couple of adjustments I'd personally make (namely transferring 1 point of Cha to Int, since we're starting with a fire spell), but I otherwise mostly agree.
 
[X] Plan Celestial BeastMaster

There's a couple of adjustments I'd personally make (namely transferring 1 point of Cha to Int, since we're starting with a fire spell), but I otherwise mostly agree.
I thought the extra point in charisma would be better, since we're starting in the frontier and are apparently going to be in need of allies. (with that build atleast)
 
Please tell me where I inevitably fucked up @Kolarthecool?

Edit: No response, so I went back and changed things. Also, Beta M has a point on the Animal Handling.

Yeah, went to sleep after posting sorry. It looks pretty good though. I would advise changing the spell you want to improve, you're pretty set for healing with your two spells so you can focus elsewhere.

Also not sure why you guys are going with Animal Handling, it doesnt affect your summons. If you want to pick up an animal companion or mount then that's fine but it has no relevance for summons. It will help later on though with the enemy control spell.

I thought the extra point in charisma would be better, since we're starting in the frontier and are apparently going to be in need of allies. (with that build atleast)

Look again lol, there is no charisma stat. Cha stands for Chance.
 
Yeah, went to sleep after posting sorry. It looks pretty good though. I would advise changing the spell you want to improve, you're pretty set for healing with your two spells so you can focus elsewhere.

Also not sure why you guys are going with Animal Handling, it doesnt affect your summons. If you want to pick up an animal companion or mount then that's fine but it has no relevance for summons. It will help later on though with the enemy control spell.

Ah, good to know. Going to change it now thanks.
 
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