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Heroes by Torilen

PostPosted: June 25th, 2010, 3:07 pm
by torilen
Okay - so, I know some of these have been done before, and some I'm guessing are getting to be
overdone. Oh well - here is my take on some additional character options. Been working on these for
a while - and while I haven't been able to play-test them (since I have no group with which to play), I
do believe they are well balanced for the game and should work out well. let me know what you think.
**OH and please realize, with these characters and any others I may place up later - I am going on the
assumption (as with the original game system) that the heroes are, in fact, heroes and follow the side
of good and law. No evilness here.

Alchemist
AD = 1
DD = 2
Body = 5
Mind = 5
Starting Weapon: Dagger
Starting Armor: None
**Same Shop Restrictions as Wizard
Abilities:
1 - Find Ingredients - once per room, the
Alchemist can attempt to find
ingredients for mixing potions -
Roll 1 combat die - if a 1 or 2 is
rolled, one ingredient has been
found
2 - Gathering Ingredients - the Alchemist
must find 1 ingredient for every
100 gold in the price of the
potion desired
3 - Mixing Ingredients - between quests,
the Alchemist may attempt to mix
any ingredients he has found - he
must roll a number of combat dice
equal to his current Mind Points,
and must roll a skull on at least
3 dice - this roll must be done
twice to determine success

Druid
AD = 1
DD = 2
Body = 4
Mind = 6
Starting Weapon: Staff
Starting Armor: None
**Same Shop Restrictions as Wizard
**Can only use wooden weapons and armor
Abilities:
1 - 2 Spell Groups (chosen from original four groups only)
2 - Animal Communication - A druid is able to speak to any
non-hostile animal
3 - Animal Calming - If an animal is hostile and wishes to
attack, the Druid may attempt to calm the creature -
Roll a number of combat dice equal to current Mind
Points - if at least 3 skulls are rolled, the Druid
is able to calm the animal, and it will no longer
wish to attack

Halfling
AD = 1
DD = 3
Body = 5
Mind = 5
Starting Weapon: Sling
Starting Armor: None
**Small Stature, as indicated by the
extra Defense Die
Halflings may search for treasure, traps, and
secret doors, even while monsters are in sight

Necromancer
AD = 1
DD = 2
Body = 4
Mind = 6
Starting Weapon: Dagger
Starting Armor: None
**Same Shop Restrictions as Wizard
Abilities:
1 - 2 Spell Groups (or entire Necromancer Group)
2 - Raise Dead - The Necromancer may attempt to raise
as an undead any creature he personally kills -
Roll a number of combat dice equal to current
Mind Points - if at least 3 skulls are rolled,
the dead creature is raised as an undead that is
under the control of the Necromancer - He may
control that creature for a number of turns equal
to his current Mind Points plus the roll of 1 red
die - He may only control one undead at one time
To determine what type of undead is created, roll
1 red die:
2-5 = Skeleton
1,6 = Zombie

Paladin
AD = 3
DD = 2
Body = 6
Mind = 4
Starting Weapon: Broad Sword
Starting Armor: None
Abilities:
Holy Auras - each of the following auras can be used once
per quest:
- Healing Aura - 10ft radius of healing for any hero within
the radius
- Bane of undead Aura - 15ft radius causes 1 Body Point of
damage to ALL undead within the radius
- Protection from Magic Aura - 10ft radius protects all heroes
within the radius from any magical spell for a number
of turns equal to paladin's current mind points plus
the roll of 1 red die - this aura moves with the
paladin

Re: Heroes by Torilen

PostPosted: June 26th, 2010, 3:34 pm
by torilen
Here is another I worked up - Honestly, I don't know how it would fit in with the game - I haven't
play-tested it any - I think it is well balanced, however, and should provide a neat alternative to the
regular wizard character. Notice he starts with no weapon - he may use the same weapons as the
wizard, and will then be able to roll an attack just as normal.

ENERGY CASTER
AD = 1 (Must roll a white shield)
DD = 2
Body = 3
Mind = 7
Starting Weapon: None
Starting Armor: None
**Same Shop Restrictions as Wizard
Abilities:
Energy Casting - There are 3 different types of Energy Spells
known to the Energy Caster - Each is usable 3 times per quest
- Energy Bolt - Cast upon a single target within 3 spaces
of the caster - Causes 1 Body Point of damage,
which cannot be defended against - The caster may
choose one of the following energy types with each
casting: Fire, Cold, Lightning, Acid
- Energy Ball - Cast upon a single target within 4 spaces
of the caster - Causes 2 Body Points of damage to
the target, and 1 Body Point of damage to all
adjacent to the target - cannot be defended against
- The caster may choose one of the following energy
types with each casting: Fire, Cold, Acid
- Energy Blast - Produces a wave of Energy that flows out
to all adjacent to the caster - Causes 2 Body Points
of damage to all the wave hits - cannot be defended
against - The caster may choose one of the following
energy types with each casting: Fire, Cold, Lightning

Re: Heroes by Torilen

PostPosted: June 27th, 2010, 9:10 am
by el_flesh
Necromancers are nasty wizards. Therefore, I suggest you swap his attack and defend: 2 attack, 1 defend! He will be hiding behind his summon anyway - that's his nature.
Also summoning should be relatively easy for him - I would say that he must roll at least ONE skull to summon!

This, of course, is only my take at this moment - I don't even play my own necro like that; DM has much more involved chars.
Mine is highly developed by now, and he still has more attack than defend...

Re: Heroes by Torilen

PostPosted: June 30th, 2010, 6:56 pm
by mo123813
I really like the Halflings ability, the necromancer, and the idea of an alchemist. Maybe consider the name of "Energy Caster" to maybe "Storm Mage" or "Lightning Warlock" or something more Dungeony. Just a thought.

Re: Heroes by Torilen

PostPosted: July 1st, 2010, 2:19 pm
by torilen
hey - I never said my names were great. ha

Re: Heroes by Torilen

PostPosted: January 19th, 2011, 4:22 pm
by SinghSTAR
I really like the idea of the Alchemist. But what kind of potions can he make? Anything special?

Re: Heroes by Torilen

PostPosted: February 9th, 2011, 6:19 pm
by torilen
I had planned on using whatever potions were available in the game system and expansions.
You can always come up with your own, as well.

I just thought it would be a neat character...might not be good for combat...but could make
a healing potion during a quest, or at least every two or three quests...along with some offensive
potions, perhaps...if he's good enough.