Since we are going in the direction of free role play, we'll only grant a few specific races their bonuses as encouragement for people to play them.
Half- things are going to be allowed within reason. The low magic setting will allow for abilities to be applied more reasonably, and be worth something.Currency: Faith tokens. You gain them when you level up and lose them when you respawn. DMs may reward them for extremely good role play.
General:
General abilities can be bought, token costs vary.
Ability Bonus (STR, DEX etc): (On an item)
Powerful Ability: +4 to an ability - 4 tokens, must be at least level 5
Greater Ability: +6 to an ability - 8 tokens, must be at least level 10
Legendary Ability: +12 to an ability - 16 tokens, must be at least level 15
Permanent Ability Bonus (Applied from DM Client)
Cannot use item boosts on a score you have this for.
Cost depending on base ability:
6-9: 12 tokens per point.
10-14: 6 tokens per point.
15-20: 8 tokens per point.
20-26: 10 tokens per point.
Max score you can have is 26, including your racial magical bonuses.
(Such as +2 from drow)
Darkvision 5 tokens
Disadvantages: (In Light)
- Permanent Blindness applied in Light areas if not wearing a helmet.
- Certain spells such as Light cast on you turn your screen pitch black.
(Cure Blindness, Restoration/Lesser/Greater cure it)
Advantages: (In darkness)
- Level half added to attack rolls,
- +1 for every 4 level added to saves.
- +1 for every 4 levels added to skill rolls.
Death Magic Immunity 40 tokens
Disadvantage: Force respawn on death.
Mind Spell Immunity 40 tokens
Disadvantage: Cannot benefit from buffs with moral bonuses (to rolls) such as Resistance, divine favor, bless, bull's strength, etc.
Sneak Immunity 30 tokens
Disadvantage: This is kind of funny but I haven't found any other way... -20 to hide and move silently. If you are immune to sneaking, you cannot sneak. (Dragon scales rattle like hell?
)
Critical Hit Immunity 50 tokens
Disadvantage: Dead tissue does not respond to magic. Cannot cast spells.
Regeneration 10 tokens for +1 regen
Disadvantage: Normal means of healing do not work on the target.
(Kits, potions, healing spells, harm if undead don't work etc.)
True Seeing: 100 tokens, Forum Application
Disadvantage: No buff spells work on the target, invisibility effects excluded. This also overrides and nulls out Darkvision with all its effects.
Special Abilities:Such as fear aura or cast spells are going to be evaluated by the DM team on a case by case basis.
Races are widely allowed and encouraged in the new setting. Let's have a little order in the chaos though: Some of these can be created by just typing the right subrace field, others require a very well-written forum application for obvious reasons.
DM Approved races: 1 page (~3000 keys) of background per 2 levels.Subraces remain as they are. (Drow etc.)Planar:[b]Angelic[/b] (Half- and Full)
Current rules apply.Demonic (Half- and Full)
Current rules apply.Infernal (Half- and Full)
Current rules apply.Magical:Shade/Shadow/Shadovar (Skin and hair must be dark color)
Shades are the dark denizens of the shadowplane.
+4 con,
HiPS,
+8Hide/Move,
Darkvision
Fey/Fae/FaerieNature's children.
+4 cha,
Fear and Domination Immune,
+8spot/listen
Beastly/$lingThe whatlings.
+10 spot/listen/search,
minor runspeed increase that stacks with other speed bonus.
Dragon (DM Approved)
Chromatic/Metallic/Gem-Dragon Starting Level: 6
Prismatic/Shadow Starting Level: 12
RP Restriction: - Correct Alignment,
- Must hide your nature, no running around in dragon shape.
Class Restriction:- Classes must make rp sense.
+6 STR
+4 CON
+2 CHA
True Seeing
+2 Regeneration
Immunity: Sneak Attacks
Immunity: Mind-Affecting Spells
Immunity: Poison
Damage Immunity: Corresponding Type of Elemental Damage
Undead (DM Approved)
Starting Level: 4
RP Restriction: - Non-Good Alignment,
- Overt Status (Always Hostile to living players, no metagaming allowed.)
Class Restriction:- Cannot be spell caster.
Immunity: Mind-Affecting Spells
Immunity: Poison
Immunity: Disease
Immunity: Critical Hit
Immunity: Death Magic
Death Rules: - Instantly slain if enters holy zone. (Zones will be marked.)
- Force respawn to bind point, 1 level lost.
- Death at level 1 means perm death, no refunds.
Vampire (DM Approved)
Starting Level: 10
RP Restriction: - Evil Alignment,
- Overt Status (Always Hostile to living players, no metagaming allowed.)
Class Restriction:- Cannot be spell caster.
Immunity: Mind-Affecting Spells
Immunity: Poison
Immunity: Disease
Immunity: Critical Hit
Immunity: Death Magic
Regeneration +4
Immunity: Control Undead
Turn resistance +4
Death Rules: - Must wear plot item black hood and robe granted by DM in Light areas or die.
- Instantly slain if enters holy zone. (Zones will be marked.)
- Force respawn to bind point, 1 level lost.
- Death at level 1 means perm death, no refunds.
- If slain in Sanctuary zone, perm dead. (The area where your coffin is)
Were$ (DM Approved)
Starting Level: 10
RP Restriction: - Non-Good Alignment,
- Overt Status (Always Hostile to undead and slayer players, no metagaming allowed.)
Class Restriction:- Cannot be spell caster.
+ 4STR
+ 4CON
- 4INT
On Hit disease dc 18
On Hit slow dc 16
On Hit bleeding +2
Immunity: Fear
Immunity: Poison
Immunity: Knockdown
Regeneration +4
(Bonuses only apply when shape shifted)
Death Rules: - Force respawn to bind point, 1 level lost.
- Death at level 1 means perm death, no refunds.
Ghazakiin (DM Approved)
Starting Level: 20
RP Restriction: - Neutral Alignment,
- Watcher: Cannot PvP unless attacked.
- Must know the world lore.
- At least half a year of active playing.
Class Restriction:- Must be Pure Class
Lore Restriction:- Must be Wizard, Cleric, Monk, Druid, Sorcerer, Rogue or Ranger.
+4 CON
+4 WIS
+4 CHA
Immunity: Mind-Affecting Spells
Immunity: Poison
Immunity: Disease
HiPS
True Seeing
Immortal: Free respawn
Eternal (DM Approved)
Starting Level: 20
RP Restriction: - Neutral Alignment,
- Watcher: Cannot PvP unless attacked.
- Must know the world lore.
- At least half a year of active playing.
Class Restriction:- Must be Pure Class
Lore Restriction:- Must be Wizard, Cleric, Monk, Druid, or Barbarian
Immunity: Mind-Affecting Spells
Immunity: Death Magic
Immunity: Poison
Immunity: Disease
Immunity: Sneak Attack
True Seeing
Immortal: Free Respawn