|
HOME
Zigdorf's Library 3GD Character Sheets Maps XP/ Encounter page Advanced Defender Training |
|||||||||||||||||||||||||||||||||||
| In addition to the standard Character Classes.. | Each 3rd born will also train under one of the following categories | ||||||||||||||||||||||||||||||||||
Each Sub-class has it's benefits, so choose whatever you think suits your PC and playing style best. The abilities listed are not a complete list, just early benefits. After 9th, levels come very quick in 2e, so more abilities will be forthcoming, growing in power exponentially PlaneShifter, these are the most important members of the 3rd Gate Defenders. They can open portals to other Realms and also are responsible for closing unnatural Rifts created by Inter-planar Demons. Their earliest powers go as follows: (all charts are incomplete)
Demon Hunter, Pretty self explanatory, This class is for 3rd Gate Defenders who are equipped to deal with the most vile of the Evil Demons who inhabit the Omni-verse. They are granted immunities to evil and the elements most associated with those creatures. all Damage to Demon-Class enemies is Doubled.
Other Criteria for 3rd Gate Defenders: You would start with 52,000 experience points. 32,000 of which would be spent in the Fighter class (making you 6th level) , the other 20,000 could go to any other class.
You would gain all the benefits of both classes (similar to 3e
Multi-classing rules) but you would be able to spend all additional XP
anyway you wish, advancing normally in either class with the only
restriction being that one class level may not exceed double the other.
All Player Characters will
have the following things in common: *No matter what race you are, none of you will
have ever seen another intelligent species in your lives. Planeshifter abilities: Transport self: each planeshifter is assigned a special room within the Fortress of Stability. At will, they can transport themselves into this room from anywhere in the Omni-verse Transport Other: A planeshifter can also transport anyone he wishes, who he is touching, into this same room at the same time he transports himself. One person per level. Go ethereal: as per spell Ethereal Jaunt. It's basically the same as Ethereal Jaunt. But in this Quest the Ethereal plane is formed by the GREAT BARRIER. Your physical body becomes insubstantial on the Material Plane, but your life-force remains split between the two Planes. So, a Magic-Missle or Fireball could not hit you, but a well placed (and very lucky) Lightning bolt might disrupt your life-force. I guess I should word that electrical attack not energy. Also for healing, you could not cast a Cure light wounds, since you cannot touch anyone. But a Mass Cure/Resurection spell can pass either way through your connection to each plane, Basically you become the conduit. You can go ethereal for 1 min/three Class levels without effect at any one time. Each consecutive minute you remain after that you lose 1d10 of HP for lack of oxygen, this is not dealt until you return to the Material Plane. Remaining Ethereal longer than 20 minutes runs the risk of losing contact with the Material Plane you started in Open Portal: Create a portal to or from any plane through/via any Main Gate. Much stronger than transport. This can be done at will but takes several minutes. Repair Rift*** Open Rift*** Demon Hunter abilities are all combat and Save-throw related and are pretty straight forward. Protection from evil: +1 to all attack rolls, -1 to AC. against evil. No evil Creature can physically touch a Demon Hunter unless the Hunter attacks the Creep first, breaking the seal for that Creep only.. Visionary: Visionaries always see with true seeing. Only High level illusions will deceive them. And that bastard Xergd’zdat Turn invisible (6/day)/Mirror image(4/day): as per Mage spells. Summon spy: 1min/day/level. For each level, a visionary can summon a small wisp each day for x minutes. This wisp works the same as the Wizard's eye spell. This is total time per day. So 6th level has 6 min worth of wisp. (use it for 30 seconds, still have 5min 30sec left that day.)
|
These are bonus classes, as you
level-up. They do not require XP All Divisions of 3GD will contain at least one of each of the 4 Sub-classes. These are brief descriptions see below for more info on powers Soul Catcher, The soul catcher class is capable of collecting the essences of Demons and other Magical beings upon their death. When an inter-planar creature dies it's soul is released in the form of energy, this energy also contains the elemental properties of the being it came from. Soul Catchers can Harness this energy and eventually learn to alter it into other forms useful to the 3rd Gate Defenders.
Visionary, Visionaries are responsible for detecting rifts in the great barrier. They are masters of vision, both Normal and Orocular(telepathic). They can detect when beings cross into realms they are not supposed to be in. They also become capable of reading a Creatures essence, identifying it's core elements to help determine it's Realm of origin.
Quick history, go to Zig's Library for complete info on the Omniverse Eons ago, in a time of great evil and strife, a deal was struck between your ancestors and the ancestors of the Defenders. The Defenders would do their utmost to hold back the evil of the Omniverse, maintaining a new peace in all the Realms whose people agreed to send the 3rd born of each ruler to help maintain the forces needed to wage such an epic struggle against the hordes of darkness. Your Ancestors agreed. The Defenders then gave them a choice, to become an Open World, who allows free passage to outsiders through the Gates of their Realm. Or become an Iso-World, where Your Realm would send their 3rd born princes, and any Omni-Metal they could mine, but no "Alien" races would be allowed to come to an Iso-World. Your Ancestors
decided that your World was not ready to believe in other Realms and
decided to become an Iso-World. Though at least half of your World's
leaders still send their 3rd Born through the gate fulfilling the promise
of their predecessors You can use any standard D&D race you want that follows the preceding criteria, but this is a perfect chance to create a Unique Race of your own design. All stats on this page are based on 2nd. ed. D&D rules. Soul Catcher Abilities: Drain Evil: (3HP/level): Soul Catchers (SC) are able to transfer 3HP/level from any evil creep to himself. At a range of 5 ft per level. This cannot be done if HP drained would exceed the SC's MaxHP. (so if your max was 100 and you drained for 15, you would need to be below 85 to drain Evil) Any creep drained loses any further actions in the current round, and the round following the drain if of a lesser level than the SC. Note: Demon Hunter damage is tripled during this time for demon-class creeps. Capture essence: Upon a powerful creature's death, a SC can collect the essence and elemental properties of the creep into his SC Power Gem. This can be done at will, by thought, at a max range of 10ft per level (all classes combined). Only creeps totaling less than 10 levels above the SC's can be captured completely, though some parts of such creeps may be collected. Some creeps will only have a fraction of energy. This essence is stored in your black Sapphire Power Gem You can go to the Chamber of Souls in the Fortress at any time and unload your Gem. It will be similar to the bank, keeping intact souls for you to Summon. And the elemental energy you collect for when you can later infuse into your own gems :). Summon Felled Soul: A SC may choose any 1 completely captured, felled soul he dealt at least 20% of the killing Damage to. This soul can be re-summoned once to gain control of the felled creep which will then fight for you until it dies. The summoned creep cannot be healed, and lasts until it's HP runs out. Once used, the SC must return to the Chamber of souls and choose another felled creep before he can summon again. Alter essence: This comes with infuse Infuse essence:*** |
||||||||||||||||||||||||||||||||||