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Heroes

All topics relating to Altdorf Chronicles project should be discussed here.

Re: Heroes

Postby Gold Bearer » October 25th, 2014, 8:56 pm

Cleric
Race: Human. Class: Cleric. Equipment: Club, Padded Armour.
  • You are a level one Magician and get three random Talisman spells.

  • You are able to use your attacking action to heal 5BP and/or MP (five in total) of your own or a directly adjacent target per Adventure, healing any amount at a time and are also able to heal between Adventures but you're then using up your quota for the next Adventure.

  • You are unwilling to wield bladed weapons and most ranged weapons and are only able to use weapons that specifically state that they can be used by the Paladin and you're are unable to use any type of shield or helmet or wear Heavy Armour.
Veteran
  • You are able to use your attacking action to Turn Undead once per Adventure, causing any Undead monsters in the same room or corridor to loose 1BP on the roll of a skull and 3MP or 3BP if the target doesn't have any MP on a black shield (roll separately for each).
Master
  • You are able to heal an extra 5BP and/or MP (ten in total) per Adventure.
Legend
  • Roll a combat dice at the start of your turn if you've lost any BP or MP, on a white shield you heal 1MP and on a black shield you heal 1BP.
Cleric.jpg



High Priest
Race: Human. Class: High Priest. Equipment: Sword.
  • You are a level three Magician and get nine random Talisman spells.

  • You are able to use your attacking action to Turn Undead once per Adventure, causing any Undead monsters in the same room or corridor to loose 1BP on the roll of a skull and 3MP or 3BP if the target doesn't have any MP on a black shield (roll separately for each).

  • Your natural Magical Aura gives you a basic defence of two combat dice.

  • You are unwilling to wield bladed weapons and most ranged weapons and are only able to use weapons that specifically state that they can be used by the Paladin except that you can't use two handed melee weapons and you're are only able to wear armour that the Wizard can wear.
Veteran
  • You are able to Turn Chaos instead of Undead once per Adventure using the same rules.
Master
  • You are able to Turn Undead once per Adventure and Turn Chaos once per Adventure.
Legend
  • You are able to Turn Undead and/or Chaos but not at the same time three times per Adventure.
High Priest.jpg



Voodoo Priest
Race: Human. Class: Voodoo Priest. Equipment: Dagger.
  • You are a level four Magician and get four of each of the Chaos Sorcerer spell tokens (the target defends on skulls and no effect on Undead).

  • You are are only able to use equipment that the Wizard is able to use.
Veteran
  • Choose one of the three Chaos Sorcerer spells that can be used to cast any of the three.
Master
  • Choose one of the three Chaos Sorcerer spells that can be cast by discarding another spell instead.
Legend
  • You have three Fate points in each Adventure that allow you to reroll any amount of dice of a single roll or force the evil wizard player to do the same if the roll is for something that's directly targeting you.
Voodoo Priest.jpg



Gladiator
Race: Human. Class: Gladiator. Equipment: Short Sword, Shield.
  • You are able to give up your attacking action to guard if no enemy is adjacent to you, allowing you a free melee attack out of turn as soon as an enemy is in reach.

  • You can make an out of turn attack once during the GM turn against an adjacent enemy that moves to a non-adjacent square if they were within reach before they moved, which you can use to make a melee attack or throw a weapon.

  • You are unwilling to use any ranged weapons but your still able to throw weapons that can normally be thrown.
Veteran
  • You can reroll black shields once when making a melee attack or defending a physical attack.
Master
  • You can reroll white instead of black shields once when making a melee attack.
Legend
  • You can reroll any amount of dice once when making a melee attack or defending a physical attack.
Gladiator.jpg



Amazon
Race: Human. Class: Amazon. Equipment: Three Knives, Spear, Dagger, Shield.
  • You attack with an extra combat dice when you throw a weapon.
Veteran
  • You are able to give up your attacking action to guard if no enemy is adjacent to you, allowing you a free melee attack out of turn as soon as an enemy is in reach.
Master
  • You get a free melee attack out of turn against an adjacent enemy that moves to a non-adjacent square if they were within reach before they moved.
Legend
  • You attack with another extra combat dice when you throw a weapon.

  • You are able to use your free attack on an enemy that moves away to throw a weapon that can normally be thrown instead of making a melee attack.
Amazon.jpg
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Last edited by Gold Bearer on February 25th, 2015, 7:48 am, edited 5 times in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
Gold Bearer

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Re: Heroes

Postby Gold Bearer » October 25th, 2014, 9:06 pm

Assassin
Race: Human. Class: Assassin. Equipment: Blow Pipe, Darts, Five Knives, Dagger.
  • You land a death strike that kills the target outright if all the attacking dice are skulls and the target doesn't make their defence roll..

  • You can backstab with one handed blades (axes don't count) including a thrown Knife attacking with two extra combat dice from directly behind and landing a death strike if at least half of the attack dice are skulls and the target doesn't make their defence roll, and with one extra combat dice from diagonally behind (assuming you're using a weapon that can attack diagonally) and landing a death strike if more than half of the attack dice are skulls and the target doesn't make their defence roll.

  • When you're attacked in melee roll a dice for every skull the attacker rolled before you defend and if any are white shields you dodge the attack.

  • You fail a jump on a black shield instead of a skull.

  • You can use a Blow Pipe to fire twice and move at half rate.

  • You are unable to use two handed melee weapons (except when using a skill) or any type of shield and helmet or wear Mid-Weight or Heavy Armour.
Veteran
  • You get an extra attack dice when throwing knives and you can throw two knives if you move no more than half rate.
Master
  • You get another extra attack dice when throwing knives and you can throw three knives if you don't move during the same turn.
Legend
  • If you successfully dodge an attack and any of the dice are skulls you make a counter attack out of sequence if you're able to reach which is defended against normally and if you roll a black shield as well you can use either your own weapon or the attackers weapon to counter.
Assassin.jpg



Rogue
Race: Human. Class: Thief. Equipment: Dagger.
  • You are unwilling to share any items or gold with other characters and they're unwilling to share with you and you can only trade with them if what you getting is of equal value to what you're trading.

  • You are able to disarm traps using the Tool Kit rules as standard or using the Dwarf's rules if you're using a Tool Kit.

  • When you're attacked in melee roll a dice for every skull the attacker rolled before you defend, if any of them are white shields you dodge the attack.

  • You can use any equipment you find, using the tools of evil means nothing to you and you can graverob from any dead Followers but you can't use evil magical stuff like Wight Blades.

  • You can attempt to steal if you start your turn directly adjacent to another character by rolling a combat dice, failing on a skull, succeeding on a white shield and stealing your choice of either a potion or ten times the amount of a dice roll of gold, and if it's a black shield you get caught and attacked once by that character straight away with their best weapon.

  • You can Haggle with a shop owner by rolling a dice and if it's a white shield you get 10% off all purchases and 10% added on to all sales, but if it's a black shield you have to pay 10% extra on all purchases and you get 10% added on to all sales.

  • You can attempt to sell patched up damaged equipment by rolling a combat dice and if you roll a skull the shop keeper doesn't buy it, on a white shield they do and on a black shield you get thrown out and barred until the next adventure, and you can't buy a direct replacement for an item you've just sold.

  • You fail a jump on a black shield instead of a skull.

  • You are unable to use two handed melee weapons or any type of shield and helmet or wear Mid-Weight or Heavy Armour.
Veteran
  • You are able to use evil magical equipment.
  • You can attempt to read a spell from a scroll rolling a combat dice, on a skull it's successful, on a white shield it fails, on a black shield it fails and you loose the scroll.
Master
  • You successfully dodge on a black as well a white shield.
Legend
  • You are able to backstab with a one handed blade (axes don't count) attacking with two extra combat dice from directly behind and with one extra combat dice from diagonally behind (assuming you're using a weapon that can attack diagonally).
Rogue.jpg



Arcane Wizard
Race: Human. Class: Arcane Wizard. Equipment: Cudgel.
  • You are a level four Magician and get twelve random Talisman spells.

  • You are able to give up half of your movement instead of your attacking action to cast a spell.

  • Your natural Magical Aura gives you a basic defence of two combat dice.

  • You are are only able to use equipment that the Wizard is able to use.
Veteran
  • You are able to cast spells without using an action but you can still only cast one spell per turn.
Master
  • You are able to give up your movement to cast an extra spell.
Legend
  • You are able to give up half of your movement to cast an extra spell or all of your movement to cast an extra two spells.
Arcane Wizard.jpg



Arch Wizard
Race: Human. Class: Arch Wizard. Equipment: Wand(Club).
  • You are a level four Magician and get Darkness, Protection and Detection spells and three random Talisman spells.

  • Roll two combat dice when you cast a spell, 2 white shields = keep the spell, 1 skull + 1 white shield = can discard any of your spells in place of the one cast, 2 skulls = cast as normal, 1 black shield + 1 white shield = the spell fails but is kept, 1 skull + 1 black shield = the spell fails and is discarded, 2 black shields = the spell fails drastically and is discarded along with all of your remaining spells from the same group. You can only ever keep a cast spell once per spell.

  • Your natural Magical Aura gives you a basic defence of two combat dice.

  • You are are only able to use equipment that the Wizard is able to use.
Veteran
  • When you roll the combat dice for a cast spell 2 white shields = keep the spell and can cast the same spell again this turn, 1 skull + 1 white shield = keep the spell, 2 skulls = can discard any of your spells in place of the one cast, 1 black shield + 1 white shield = cast as normal, 1 skull + 1 black shield = the spell fails but is kept, 2 black shields = the spell fails and is discarded.
Master
  • When you roll the combat dice for a cast spell 2 white shields = keep the spell and can cast again this turn, 1 skull + 1 white shield = keep the spell and can cast the same spell again this turn, 2 skulls = keep the spell, 1 black shield + 1 white shield = can discard any of your spells in place of the one cast, 1 skull + 1 black shield = cast as normal, 2 black shields = the spell fails but is kept.
Legend
  • When you roll the combat dice for a cast spell 2 white shields = cast without using an action and keep the spell, 1 skull + 1 white shield = keep the spell and can cast again this turn, 2 skulls = keep the spell and can cast the same spell again this turn, 1 black shield + 1 white shield = keep the spell, 1 skull + 1 black shield = can discard any of your spells in place of the one cast, 2 black shields = cast as normal.
Arch Wizard.jpg



Storm Wizard
Race: Human. Class: Storm Wizard. Equipment: Dagger.
  • You are a level four Magician and get Earth, Air, Fire and Water spells.

  • You are able to cast Combined and Fully Merged spells.

  • Your natural Magical Aura gives you a basic defence of two combat dice.

  • You are are only able to use equipment that the Wizard is able to use.
Veteran
  • From now on you have 24 power points to cast Element spells (including Combined and Merged spells adding up the total) and when you do roll a combat dice, on a skull the spell lost as normal, on a white shield you can discard any element spell of the same power level and on a black shield the spell is kept.
Master
  • When you roll the combat dice for a cast Element spell a skull means you can discard any element spell of the same or higher power level, on a white shield the spell is kept and on a black shield the spell lost as normal.
Legend
  • When you roll the combat dice for a cast Element spell a skull means the spells is kept, on a white shield you can discard any element spell and on a black shield it's lost as normal.
Storm Wizard.jpg



The thief should be a laugh. If anyone's planning on usind the assassin watch this before you start to be inspired. http://www.youtube.com/watch?v=Rvy0KwFyqiI&index=15&list=PL8za59GW8txSYyfsoyheS3tRCflbDkx18 :D
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Last edited by Gold Bearer on May 4th, 2016, 7:55 am, edited 2 times in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Evil Sorcerer: Morcar
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Re: Heroes

Postby Gold Bearer » November 1st, 2014, 1:08 pm

I just finished the final touches to an Assassin's Creed trailer I've been working on by editing the official ones. I started it months ago but I had a long break from it. It's the first part of a much bigger trailer. I'm really proud of this. Fans should really like it. You'll appreciate it more if you know the standard versions of the trailers I used. I can't belive how well some of the timing worked out. Some of it was tedius lining up but a lot of it was blind luck. Enjoy. :) http://youtu.be/wY6KeKjKvQE
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Heroes

Postby Teldurn » November 7th, 2014, 3:09 pm

Holy crap, dude! The amount of work you put into this is simply incredible! And I thought I had a lot of classes to choose from, sheesh! :D

My only concern would be players might get a bit of "analysis paralysis" when trying to choose just one class to play. :P But other than that, I can only assume class balance has been a consideration of yours when you were writing these up. They look absolutely great! |_P
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Check out Broadsword, a love letter to 90s dungeon crawling board games.


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Re: Heroes

Postby Gold Bearer » November 8th, 2014, 8:47 am

Cheers. There’s sixteen heroes to choose from initially (four groups of four). When a hero dies the player can choose a replacement from the same group or from another group of four that are now available depending on the initial character chosen. For example the wood elf unlocks the four forest elves. Some of them are for NPCs as well. They could also be toned down and used as mercenaries, or as enemies under a spell.

When I was coming up with progression rules for my original sixteen I made notes of the skills I decided not to use and made new heroes from them and ended up with loads, I’ve still got most of them to do. A lot of the magicians have an elf and human version as well. I think they’re all fairly balanced, I tried hard to make them that way and keep them as simple as possible without diluting them too much.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Heroes

Postby Daedalus » November 20th, 2014, 3:21 pm

The art for the Phoenix Knight shows a halberd, which appears to be a two-handed weapon. Does your armory count that weapon as two-handed, or may it be used with a shield? (I can't recall.) I'm asking because a Phoenix Knight's restrictions prohibit two-handed weapons. You may want to find new art if there is a conflict.

I got through more Heroes this time, but felt overwhelmed after reading a dozen or so. Are you still going to print all of these out as cards? I counted 68! A good deal of those are female versions, which I think is great. However, I expect some female players will feel differently about some of the art. No biggie for your standard group.
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Rewards:
Wizard of Zargon Group Member Grin's Stone Map Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy!Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered all eight (8) Game System monsters. Encountered a menacing Chaos Warlock!
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Re: Heroes

Postby cynthialee » November 20th, 2014, 3:32 pm

I never did like the idea that Clerics can not use edged weapons. It is an artificial limitation that has its roots in Dungeons and Dragons. Also it smacks of cultural bias for European Priests.
Many cultures had no hang ups over their priest caste drawing blood.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Heroes

Postby knightkrawler » November 20th, 2014, 4:04 pm

cynthialee wrote:I never did like the idea that Clerics can not use edged weapons. It is an artificial limitation that has its roots in Dungeons and Dragons. Also it smacks of cultural bias for European Priests.
Many cultures had no hang ups over their priest caste drawing blood.


That being said, "Cleric" is just a poor class nomenclature.
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Rewards:
Grin's Stone Map Created a Hot Topic. Participated in four (4) Miniature Exchanges. Killed a mighty Fimir! Shattered a Skeleton! Destroyed a Zombie! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Smashed a massive Gargoyle! Encountered a menacing Chaos Warlock!
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Re: Heroes

Postby cornixt » November 20th, 2014, 6:00 pm

Gold Bearer wrote:Cheers. There’s sixteen heroes to choose from initially (four groups of four).

How are they categorized? It's not clear from the text above. Seems like you need to state a major class level and a subclass level or something similar within the description rather than a list on a separate page.


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Re: Heroes

Postby Gold Bearer » November 21st, 2014, 11:38 am

Daedalus wrote:The art for the Phoenix Knight shows a halberd, which appears to be a two-handed weapon.
I forgot to write an exception for pole-arms. They're loosely based on the warhammer pheonix guard and the halberd is their signature weapon. Their main drawback is that they can't use bows and the elven bonus they'd get if they could. One of the artefacts I've got in mind is a pheonix bow. I really like those four, they're the only real recent ones I've come up with. I've got a better elf picture to replace the ranger, he's got a sword instead of a lance.

Daedalus wrote:Does your armory count that weapon as two-handed, or may it be used with a shield? (I can't recall.)
It can be used with a shield but then it can't be used to attack diagonally. They need to be a champion to attack with diagonally with a halberd and greatsword as well, to explain why the men-at-arms can't do it. I need to rewrite that armoury so there's a condensed version as well. I want as much of this ccustom content to be modular as possible, although still interconnected but not so it's essential.

Daedalus wrote:I got through more Heroes this time, but felt overwhelmed after reading a dozen or so.
The first sixteen are the core heroes, so there's twelve new ones to start with as well as the seven battle wizards with the standard spell sets and the ogre mercenary. Those are the ones I came up with years ago and they'll always be a bit special. The idea is that when a hero dies a replacement can be chosen from the other core characters of four of the rest depending on which character they initially chose. That way they won't get overwhelmed. The extra characters can also be used NPCs.

Daedalus wrote:A good deal of those are female versions, which I think is great. However, I expect some female players will feel differently about some of the art. No biggie for your standard group.
They shouldn't. Look at the barbarian! Do we have complaints from blokes that it sexualises dudes? I do wish all the female pictures were like these.
Alchemist.JPG
Female Elf.jpg
Female Ranger.jpg
Female Warrior.jpg
Shaman.jpg
I actually think they're nicer to look at because they seem more believable but they're harder to find unfortunately.

cynthialee wrote:I never did like the idea that Clerics can not use edged weapons. It is an artificial limitation that has its roots in Dungeons and Dragons. Also it smacks of cultural bias for European Priests.
Many cultures had no hang ups over their priest caste drawing blood.
I like it because it's just an interesting limitation, and hammers really suit warrior-priests. My ordinary priest can use edged weapons.

knightkrawler wrote:
cynthialee wrote:I never did like the idea that Clerics can not use edged weapons. It is an artificial limitation that has its roots in Dungeons and Dragons. Also it smacks of cultural bias for European Priests.
Many cultures had no hang ups over their priest caste drawing blood.
That being said, "Cleric" is just a poor class nomenclature.
Thief/Rogue! :)

cornixt wrote:
Gold Bearer wrote:Cheers. There’s sixteen heroes to choose from initially (four groups of four).
How are they categorized? It's not clear from the text above. Seems like you need to state a major class level and a subclass level or something similar within the description rather than a list on a separate page.
I couldn't put the four into one post because there's two pictures for each and you can only have five, they're in there groups if you look at their BPs (highest at the top. That's just one way of selecting the characters, you could have one of the groups of four or choose freely. I think one from each group is better because the players have to think about it and it's just a more interesting choice for them.

Although to be honest I think the same four that were picked for my p-b-p game (Dwarf, Sorcerer, Archer, High Elf) would be picked at least more than half the time if 100 people were to choose four. Those are the exact four I thought would be taken. One who can safely disarm traps from the start, a powerful magician, someone who can take out monsters from a distance and an elf with magical protection.
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Last edited by Gold Bearer on November 21st, 2014, 12:45 pm, edited 3 times in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
Gold Bearer

Crossbowman
Crossbowman
 
Posts: 1723
Joined: June 4th, 2012, 4:21 pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

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