The following is a list of advanced character types that can be created (or transitioned into) by any player who has played at least one character and feels comfortable enough keeping track of several additional skills, abilities, penalties, and restrictions. Many of these character types are very restrictive roleplay-wise, and may strongly effect what a player is allowed to do with their character, especially at higher levels. Thief Assassin Paladin Ranger/Warden Berserker Dervish THIEF: Requirements: Any Race Any Class Any Alignment Must Purchase a set of Thieves Tools (Lockpicks) when creating a new character OR must have been branded a thief by a court of law, and then seek out the Thieves Guild; brand is a symbol burned onto the flesh between thumb and pointer finger Benefits: Lockpicking Skill Removing Small Trap Devices Skill Pickpocketing Skill Hiding Skill Climbing Skill Read Languages Skill +1 to listening checks +1 to sneak attempts Can hide during combat to make themselves no longer a target Can strike silently from behind with a +2 to attack, as long as they were either hidden or not recently attacked in the same round or prior round. Note that this character cannot be counter-attacked by their target in the same round. Penalties/Restrictions: No longer receive any bonus to experience. Possibly worse reactions by city guards and others tasked with maintaining law and order if recognized (i.e. they see the thieves brand). -4 penalty to the outcome when facing trial for any reason; also considered a 2nd offender. Can be excommunicated from the Church of Law or lose Cleric titles, spells, and abilities permanently if found guilty in court as a Cleric. Orders: The Thieves Guild ASSASSIN: Requirements: Any Race Fighter or Magic-User Alignment must match the chosen Assassin Order Benefits: Assassinate Skill: % chance to outright kill any target that is unaware of a threat, assuming an appropriate tool is being used. I.e. you ain't killing a dragon with one stroke of a sword. Targets receive a save vs. poison/death ray to avoid the assassination. Disguise Skill: Allows the assassin to disguise themselves as any humanoid creature, or other creature assuming the players can make a convincing case for creating a disguise. The disguise skill is checked to see if creatures believe what they see is real. At a distance, this check receives a +10% bonus. Poisonmaking Skill: Can make poison from the appropriate venomous plants or creatures, which can be used to coat their weapons. Duration of a poison is typically a day for the more common varieties, and centuries for the rarer types. Some poisons are paralytic, others are deadly, and others cause madness, uncontrollable berserker rage, etc. Lockpicking Skill Hiding Skill Climbing Skill +1 to listening checks +1 to sneak attempts Can hide during combat to make themselves no longer a target Can strike silently from behind with a +2 to attack, as long as they were either hidden or not recently attacked in the same round or prior round. Note that this character cannot be counter-attacked by their target in the same round. Possible passive gold and XP rewards for mandatory missions. Penalties/Restrictions: No longer receive any bonus to experience. When they reach a new level, they are immediately tasked with a mission to prove themselves worthy of their new rank and must depart on a solo mission to kill a target in the nearest major city. They must spend d4 weeks on this mission, and must make a single assassination check. If successful, they roll a number of d6 equal to level and multiply by 100 in gold and XP earned. Then, regardless of success, they must make a d6 roll to see if they made it back from the mission safely; on a 1 they have died, on a 2 or 3 they were captured, and on a 4-6 they escaped safely. Group members cannot assist with the mission, but they may assist with the consequences of it. Assassins may be tasked with killing fellow party members if commanded by their Order to do so. The referee should make this clear when an assassin joins the group; you know, for appropriate levels of suspicion. Orders: The Fedaykin: Members must be law alignment. The Fedaykin are a splinter cult of fanatics of the ancient God-King Agni, and are tasked with bringing death to his enemies and to bring about his rebirth. They are based in Omphir, located somewhere near Boltash. The Cult of Kali: Members must be chaos alignment. Commonly known as the "Assassin's Guild" throughout Omphir, they outright worship Kali the Destroyer, a giant four armed blue-black skinned demoness. Their main temple is hidden somewhere in Omphir, but they have a major presence in every city in the region. Order of the Ruby Mace : Members must be chaos alignment. This cult worships Druaga, a terrible being imprisoned in the demon wastes. The cult is present mainly along the southern portions of Eris, but is especially prevalent in Helikos and Durthos. The Imperial Arcani: Members must be neutral or chaos alignment. This is the secret order employed by the Emperor of Sparn himself to silence his political and international enemies. Executioners of Oublios: Members must be lawful alignment. These worshippers of Oublios the Purifactor are employed by the Church of Law to discretely cleanse the corruption present in the cities throughout the Empire of Sparn. The Black Cobras: Members must be chaos alignment. These are the elite agents sent by the Red Queen of Stygia to do her covert will. Order of the Golden Coin: Members must be neutral or chaos alignment, but must be chaos for leadership roles. Also known as the "Assassin's Guild" throughout the rest of the world, they are present in nearly every city, this criminal enterprise operates much like the Thieves Guild, and hires out it's members for the right price. The mysteries and traditions of the guild conceal it's true nature, the worship of the demon god Chaal. PALADIN: Requirements: Human Only Fighter Only Lawful Only Must physically recite the knightly vows (so as to remember them) Benefits: Can take any other character as a squire to be trained as a full paladin of the same Knightly Order. Will note the alignment of chaos; at the referee's discretion this can operate as a passive detection of chaos while sleeping. Can instantly heal any target for 1d6+1 hitpoints, once per day by touch. While in possession of a Holy Sword, all spells against them are negated, making them virtually magic-proof. However, the adversary is more likely to send powerful monsters to destroy them (including anti-paladins and death knights). Cannot be magically compelled to break their vows; breaking any magical enchantments put upon them that force them to do so. Penalties/Restrictions: No longer receive any bonus to experience. Must at all times adhere to their knightly vows. Breaking those vows is an affront to their God and to their Order, resulting in immediate loss of their powers and membership in the order. Other members know, much like Jedi sense a disturbance in the the force if you will. Only by divine intervention can membership be restored. Cannot operate with any Chaos aligned characters. Oaths of the Paladin: To obey the will of [Chosen Order's God] and his High Patriarch. To protect the [Chosen Order]. To protect the weak and defenseless. To make war against those allied with Chaos without cessation and without mercy. To live by honor and glory. To reject all monetary rewards. At all times to speak the truth, and keep the pledged word. To persevere to the end in any enterprise begun. Never to refuse a challenge from an equal. Never to turn the back upon a foe. Orders: Ordo Draco Prasinus: The Order Illuminatus: The Order of Cleansing Flame: The Knights of the Triskaidecamensa: RANGER/WARDEN: Requirements: Benefits: Penalties/Restrictions: No longer receive any bonus to experience. BERSERKER: Requirements: Benefits: Penalties/Restrictions: No longer receive any bonus to experience. DERVISH: Requirements: Benefits: Penalties/Restrictions: No longer receive any bonus to experience. Orders: Fanatics of God-King Agni