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  1. #1
    הצטרף בתאריך
    15.12.2006
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    Bard guidelines




    Prologue:

    The Bards of this world and settings are very often the source of its art and lore. They are often the catalysts which fuels diplomacy and peace and they are often those who bring the torches of joy and hope in the dark hours.
    But they can also be those who causes anarchy or strife while masked as innocents, this ofcourse depends on both alignments and the archetype you choose to mold your character with.
    Some of the Bards also shares a connection with the weave, the arcane. Through art and emotions they can tap into the weave and use spells although those are of minor impact.


    Abilities:

    The most important ability of the bard is without a shadow of a doubt his or hers Charisma. The charisma is the ability that aids him through his performance on the stage or his persuasion in the courts of kings as part of the diplomacy efforts. From there abilities can be used according to your archetypes. For example the Diplomat and the Performer archetypes count more on Wisdom and Intelligence while the Spy and the Adventuring minstrel might relay more on the more combatant abilities ( Strength, Constitution, Dexterity ).


    Feats:

    When picking up your character feats be sure to pick them according to your chosen archetype. The Adventuring minstrel and the Spy can relay more on feats like: Awareness ( Mostly for the Spy ), Stealthy ( Mostly the Spy ) and other more combatant feats. The Performer and the Diplomat on the other hand would use feats like: Extra music ( Mostly for the Performer ), Artist ( Mostly for the Performer ), Lingering song ( Mostly for the Performer ), Skill focus ( On Persuade, Lore, Perform ). The bards who are more connected to the weave would have use for: Courteous Magocracy and Skill focus ( On Lore and Spellcraft ).


    Skills:

    The use of skills changes with every archetype. For example if your bard is of a Diplomat or Performer then Persuade, Perform, Lore and even Bluff will be your choiceswhile the Adventuring minstrel and the Spy will relay more on: Listen, Heal, Spot, Search, Move silently, Hide, Pick Pocket, Set trap, Disable trap and Pick lock. Some of those bards ( No matter which archetype ) can have a stronger connection to the weave as explained in the Prologue. Those who nurture such connection will relay on skills such as: Concentration, Spellcraft and Use magic device.



    Races:

    Bards can be part of any race. Ofcourse different races would have different points of view about the part of a bard in their community and ofcourse different view and liking of art.


    Alignments:

    The alignment of the bard can change according to his archetype or his beliefs and faith. A character however cannot advance as a bard if he is of any lawful alignment and this is because art tends to be of a more chaotic nature.

    Tips:
    · A Performer kind of bard will need art work to display. I would advice you to work on your own original set of few songs or art pieces BEFORE you create your character to support such concept.
    · A bard doesn’t have to work on songs, poems or stories only… He can master other areas like: Dance, Music ( Playing and composing ), Sculpting, Painting, Acting and he can even be a jack of all trades. I would advice however to refrain from being a jack of all trades – The less fields you practice, the more concepts that are open for other players to try.
    · A bard will always use his Charisma and other skills that come with it such as Persuade and Perform to conquer the hearts of others.
    · Connect your spells with the role play of emotions and art. For example a certain soft song and the emotion of compassion will trigger healing.
    · Remember that even the Spy or the Adventuring minstrel uses art ( Even if for different purposes ). Try to show it. For example: The Spy may use art as distraction, As a way to get close to someone or even as a cover story.
    · Do remember that every race has its own idea about art. Elves would love the more quiet and classic art works while Halflings and humans might prefer a more fast beat.

    Archetypes:
    There are four basic archetypes that can be played under the Bard banner:

    Diplomat – The Diplomat relies on his high charisma and persuading skills to bridge over gaps in the relations of two factions or nations. Usually sent by his ruler, the Diplomat archetype can be much more subtle than a military commander that is sent to reach a peace pact.

    Performer – The Performer is the ultimate artist and he is by far the better archetype of them all when it comes to art. Art is his life and he spends every minute of his life nurturing art and spreading it around him.

    Spy – The Spy usually uses his high charisma to infiltrate to certain circles with intent to acquire knowledge, sabotage and even assassinations. His high charisma and art often serves as his cover story. This archetype often works better when the bard is muilticlassed with, Rogue and Assassin.

    Adventuring minstrel – The Adventuring minstrel is the daredevil of the whole bunch. He usually travels with heroes and parties and records their deeds and after that spreads knowledge of them by storytelling or songs. The Adventuring minstrel also tends to serve as source of entertainment for the party in their travels. This archetype often work well when the bard is multiclassed with Fighter.



    There is no emotion ; There is peace
    There is no ignorance ; There is knowledge
    There is no passion ; There is serenity
    There is no death...

    There is the force
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  2. #2
    הצטרף בתאריך
    15.12.2006
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    Sorcerer guidelines
    Prologue:
    The Sorcerers are perhaps one of the most unique classes in this world and setting. Persons of such class are born with a natural connection to the weave and have the potential to manipulate the different chords of the arcane as they please.
    While wizards rely on intense studies and extensive knowledge for their weave manipulation the sorcerers can tap in to the weave flux using only their whims and emotions and manipulate it with ease as if they already learned to do so in their mothers' wombs.
    Of course it stands only as potential for some sorcerers never truly learn how to effectively control their forces or even tap into the weave without guidance and of course some learn of their abilities through their lives and practice their control. Through sole whim they can conjure everything their minds desire and with expression and channeling of strong emotions like anger and compassion they can manipulate the weave to attack or protect them and others.

    Abilities:
    The two most important abilities for the sorcerers are Charisma and Constitution. Charisma is the source of the sorcerer powers for within it lies emotions and the "strength" to express them. Constitution helps the sorcerer to maintain control over his strong powers within him and of course helps him maintain his spells for longer durations as unlike wizards, they generate from him and not from scrolls and incantations.

    Feats:
    For the Sorcerer, the choices of feats are almost limitless. Why do you ask ? Because a sorcerer does not need to commit himself to long life of boring studies to nurture his powers than he can guide his soul to other areas including combat. That means almost any choice would do but it will depend on your character's personality, goal, behavior and of course it's surrounding community.

    Skills:
    There are few skills that are very important in my opinion for the sorcerer and for the role play of one. The first one is Concentration – Without it a Sorcerer could not, at least effectively, tap into the weave flux or channel his whims and emotions properly towards the desired action. Usually Sorcerers with low concentration are unpredictable and they can sometimes cause bursts of arcane without the ability to control them. The second important should be Lore – Lore however doesn’t take the same form as it takes for the Wizards. Lore for the Sorcerer stands as his ability to understand his powers and what triggers them. Of course Lore has a more general approach of the knowledge a certain character has obtained in his or hers life but for the Sorcerer its not only that. Now since the Sorcerer rely on his charisma as the source of his powers it is only natural that he will be able to use certain spells as an extension of his personality like Charm or Dominate. In my opinion both Persuade and Taunt grants him understanding of how the mind can be convinced and so I would suggest taking them as well.

    Races:
    Almost any race has those unique people who have been gifted with stronger and more natural connection to the weave flux. To some it can be more common like the Elven kid due to the fact that they as a race are more connected to the weave than others. What is different though is how every race perceives those "touched ones" and how each race nurtures those abilities if at all.

    Alignments:
    Just like with races and feats, all alignments are opened for the Sorcerer class.

    Tips:
    · Remember to integrate whims and emotions into your character's role play as they have a huge role here.
    · The skies are the limits when it comes to concepts. Think of an original one ( Yet not overly to complicated ) and stick to your character.

    Archetypes:
    While in most classes there are certain examples of archetypes, you may find that for the Sorcerer class there are none. The reason is that there are limitless possibilities for concepts. A Sorcerer that began his life as a fighter and only after a certain event he found out he has a gift ; A Sorcerer that was aware of his skills from a young age and learned to manipulate the arcane quickly.

    What guides the Sorcerer however is the society around him and how they perceived his powers and their origin. Some communities may believe his powers came from the gods and so the Sorcerer could sway more to the religious side and prayers could be added to his manipulations of the arcane. Some communities with stronger magical understanding will learn of the Sorcerer's natural connection or potential and he will be sent to studies with the local wizards guild. So the community( Which can be of a certain race ) shapes this class and with it his alignment and his feats.
    One thing remain the same however – All Sorcerers tap in to the weave flux in the same manner, through whims and emotions.


    There is no emotion ; There is peace
    There is no ignorance ; There is knowledge
    There is no passion ; There is serenity
    There is no death...

    There is the force
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  3. #3
    הצטרף בתאריך
    15.10.2006
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    בהחלט מדריכי RP ברמה גבוהה. אתה הוא הראשון שנכנס לתחרות

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