Exodus Night




Exodus Night Professions

NOTE: All level 3 and above characters are required to carry at least 50 gold on their person at all times. Any profession capable of pick-pocketing may attempt to steal this gold. This can not be played out as “so and so puts their hand in the pocket to get the gold”. A lengthy scene must be played out in the tavern, and the characters must go into the ooc room make their dice rolls. Usually all rooms are logged so this transaction then would be sent into ExodusNightCentral@yahoo.com. It would be sent in as “Nickname steals 50 gold from Nickname, on date and time of day”. If this scene is too short and little role-play is seen in logs the robbery will be null and void.

NOTE: All skills, advantages, etc. involving dice do not apply to free-form role-playing. These dice-based systems are only applicable if you are involved in a dice-based event, such as a quest, or wish to officially steal gold from another character (for example). These skills are available to everyone during free-form role-playing, no matter a character's level. Hindrances, such as no two-handed weapons, do not apply if you learn a skill that cancels it out, such as dual wield.

NOTE: Dual or Tri-class characters receive the weaknesses and bonuses of both classes. However, if both classes have an armor or weapon restriction, the character follows the less-severe weakness. For example, a Fighter/Cleric would have the armor and weapon restrictions of a fighter.


Assassin

The assassin is a combination of a warrior's fighting skill, thievery, and ninja characteristics/skills. They are proficient in dexterity and masters of close combat. Their abilities are to hide in shadows, open locks, and find and remove traps.

Strengths: Being agile and stealthy warriors, assassins receive +5 % evade from the get go.

Level 1: At this point an assassin may attempt to pickpocket any character by making a dexterity check. The victim must then make a wisdom roll to determine if the assassin is “caught in the act”.

Level 3: At this point an assassin may attempt to unlock chests, doors, etc. or uncover hidden traps by making an intelligence roll. If successful, the results are at the host's discretion.

Level 5: At this point an assassin may hide in shadow, becoming completely invisible to everything but heat vision, and attempt a backstab at -10% hit for X2 damage. This can be done once a day for every odd level, i.e. a level 5 assassin may backstab once, a level 7 assassin may backstab twice, and a level 9 assassin may backstab thrice.

Weaknesses: An assassin may not wield any weapon with a base damage higher than d10. In addition, they cannot wield two-handed weapons. If an assassin wears armor beyond the leather class or attempts to backstab in the daylight hours, he/she must make backstab attempts at -20% instead of -10%.

Bard

A rogue, but very different from a thief. They have pleasant personalities and can charm almost anyone. Through their travels they learn a bit about everyone, are talented in music, gossip, tales and lore. They are noted musicians, and pick pockets, with a high lore ability; basically a jack of all trades.

Strengths: Charming people that they are, a bard automatically receives +2 to all stat checks involving “Charm”. In addition, bards receive +2 constitution as they may naturally resist status alterations. A bard may cast spells, though very different from a mage or sorcerer, at LvLd3. For example, a level 3 bard may roll for spells with an effect of 3d3.

Level 1: At this point a bard may attempt to pickpocket any character by making a dexterity check. The victim must then make a wisdom roll to determine if the bard is “caught in the act”.

Level 3: At this point a bard has gathered enough lore ability that he/she earns a natural 10% resistance to magic, as he/she begins to understand the origins of the arcane. A bard at this level automatically earns the skills “Story Telling”.

Level 5: At this point a bard becomes more powerful and can use music, poems, stories, etc. to cast “spells,” but not in the arcane sense. For example, a bard may produce vibrant music so loud that it creates an avalanche or bursts the eardrums of another character. Perhaps a bard may even charm a person into submission or lull them into a sleep-like state? For every odd level, a bard gains +2 to the effect of a “spell”, i.e. a level 5 bard earns +2, a level 7 bard earns +4, and a level 9 bard earns +6.

Weaknesses: A bard may not wear armor that surpasses the chainmail class, or wield weapons with a base damage higher than d10 (nor can they wield two-handed weapons).

Cleric

They are protectors and healers, like a priest always looking to take care of their community.

Strengths: Clerics are the only profession in Exodus capable of wielding the Holy or Unholy “element”, but they must be of light or dark ethic. A cleric is granted divine magic that can protect, alter status, heal, etc. at an effect of LvLd4. As all spells are free-form, this is simply a guideline for creating straightforward spells. A spell does NOT have to be strictly LvLd4, but is at the host's discretion. A cleric receives 3 spells a day at level 1, and an additional spell for every level thereafter.

Level 7: At this point a cleric may “borrow” the bonuses and abilities of any profession they desire by requesting it from their god. This can be done once per week for every odd level, i.e. a level 7 cleric may do this once/week while a level 9 character may do it twice. This lasts for an entire day.

Level 10: Please see the Rules Page under “Mage and Cleric Class Special Abilities” to learn about clerics and their abilities.

Weaknesses: A cleric cannot wear armor beyond the chainmail class and can not wield a weapon with a base damage higher than d10. Please be aware when selecting a god that your cleric's spells should be loosely based upon the beliefs, realms, etc. of your chosen god. Please view the Rules Page under “Mage and Cleric Class Special Abilities” to learn about the casting domains associated with a cleric's particular god.

Fighter

They are champions, swordsmen, and soldiers in armies. Usually the fighter is strong and healthy being in top shape. They live or die by their knowledge of weapons and practice diligently in the #ExodusNightArena. They will usually fight on the front lines, facing any monster or rivalry. There are many different aspects of the fighter from righteous to berserker. Righteous or neutral fighters usually fight for a cause, while the berserker fighters may still have a cause, but hold a savage state of mind that makes them fight anything coming their way. While mages are the artillery in any questing party, fighters are the armored tanks that clear the path.

Strengths: A fighter is a powerful creature and trained in combat, thus they receive +2 to strength and +5 % to both hit and evade. A fighter has no armor or weapon restrictions after level 5.

Level 3: At this point a fighter receives an additional +5% to hit.

Level 7: At this point a fighter receives an additional +5% evade.

Weaknesses: A fighter cannot wield any weapon with a base damage higher than d10 or wear armor above chain mail until they reach level 5.

Knight

Much like the fighter in every aspect, but they form sectors within the knighthoods. The knight is a warrior with ethics and codes of honor and each knight works up in positions and titles within their own knighthood. They train when not fighting and you would most likely find them training in #ExodusNightArena. They never would be found to dishonor their fellow knights.

Strengths: Knights are noble creatures that often earn the respect of their peers, thus they receive +2 charisma. In addition, a Knight can wear any armor and wield any weapon. They also receive +2 to strength.

Level 3: At this point a Knight receives an additional +5% to hit.

Level 5: At this point a Knight receives an additional +5% evade.

Level 7: At this point the fearless Knight may call upon his spirit of chivalry to summon great +5 strength from within. This can be done once per week for every odd level, i.e. a level 7 cleric may do this once/week while a level 9 character may do it twice. This lasts for an entire day.

Weaknesses: Knights rely upon their strength and courage, thus they suffer when it comes to speed; a Knight suffers -3 dexterity.

Mage

They study the art of magic, speak in strange tongues, and after long study, they are able to channel their energies, shaping them and casting spells. It is unlikely you will see a mage adventuring without knights and fighters by their side. There is a wide variety of spells from simple casts to element damage depending on their years of experience and knowledge. They have a sharp wit and are keen in mind. Its not likely you would see a mage in heavy armor. Remember a mage is not an illusionist, this is a different profession not offered on the generator or professions. All magic and spells are ffrp, but must be approved by the Selected Council

Strengths: Mages have LvLd5 spells, starting with 3 per event at level 1, and gaining 1 more per level. A spell does NOT have to be strictly LvLd5, but is at the host's discretion.

Level 3: At this point a mage learns the ability to channel all elements through his/her very being, granting +1d5+1 to all spells that are element (lightning, air, water, earth, fire, or ice) specific.

Level 7: At this point a mage learns the full knowledge of runes and their uses, granting an automatic +5 to all spells.

Level 10: Please see the Rules Page under “Mage and Cleric Class Special Abilities” to learn about mages and their familiars.

Weaknesses: A mage cannot wear any armor other than robes, cloaks, leather, or MYTHRIL chainmail. In addition, they cannot wield weapons with a base damage higher than d12, and are restricted to daggers, staffs, staves, and other blunt weapons.

Mentalist

The mentalist class uses their minds to transmit powers to another, some examples are below. They usually are seen in humanoid form, unless one sees them in the power of the thought that they are transmitting to their minds. Powers begin and grow gradually and they will know at least three basic skills of their mentalist abilities when beginning. As they grow in power so does their abilities and duration of their mentalist thoughts. To begin with there are not more than usually three abilities; which last for about 2 minutes duration and go about 90 feet. It is very leveled and they can never communicate with someone possessing more than their own power. One drawback is if this ability is used in a mocking way to their own class, say one sends a hypnotized thought to another for a ridiculous outcome...example: making Sir Henden believe he's a three headed clown, it would backfire on the mentalist three fold. The respect to their class and ability is always first and foremost. Mentalists are not mages or sorcerers nor do they wield many weapons.

Strengths: Mentalists possess an extremely focused mind. They recieve +3 intelligence and have a maximum intelligence of 25 instead of the usual 22. The chance that a mentalist skill will succeed is 30+(your level)+(your intelligence). For example, a level 5 mentalist with 20 intelligence has a 55% chance of an ability succeeding (30+5+20). A successful roll on a non-damaging skill is automatically successful with no host discretion (the host must fit the result into the storyline of a quest or event) and a damaging skill has a lvld5 effect.

Weakness: A mentalist may not multi-class, and cannot use any armor stronger than MYTHRIL chainmail. In addition, a mentalist cannot wield weapons with a base damage higher than d12. Mentalists train their minds, rather than their bodies, and suffer -2 strength.

Monk

Warriors and versatile fighters that is very skilled in combat with no weapons.

Strengths: A monk cannot cast spells but possesses a spiritual energy known as Ki. By harnessing this energy, a monk may perform an unarmed stun attack at -10% hit thrice/day. This stun attack renders the target immobile for 1d5 rounds. They also have natural resistances, 10% magic soak and 10% physical soak, and the “Martial Arts (+5 damage with bare hand and feet)” skill.

Level 1: At this point a monk may attempt to pickpocket any character by making a dexterity check. The victim must then make a wisdom roll to determine if the monk is “caught in the act”.

A monk also receives an extra attack per round as long as he remains unarmed; he cannot even wear gloves, gauntlets, brass knuckles, shoes, etc. If a character has dual attack, this means he can attack three times/round with bare hands and feet.

Level 3: At this point a monk may strike his target, but must be unarmed, for X2 damage and totally negate soak. This ability may be used once/week for every odd level above 3. For example, a level 3 character may use this skill once/week while a level 5 character may use it twice/week. This only applies to a single strike, not every strike in a round.

Level 9: At this point a monk, through hard training, has hardened his fists and feet to the point that they may break stone. A monk receives an additional +5 damage for all unarmed hand/foot strikes.

Weaknesses: Monks may not use any armor beyond the leather class and cannot use weapons with a base damage higher than d8. They are limited to staffs, gloves, claws, nunchuku, and other blunt weapons. Recall that if any of these weapons are used, the monk loses the extra attack per round.

Necromancer

One who communicates with the dead, using a form of black magic. They deal with subjects, and corpses that are animated and brought back to life. Usually years of study is involved with this art and their books are highly valued and secreted away. It is not unusual to see them study forms of poisons, plagues and ways to make people die, nor is it unfamiliar to hear of them paying someone for a corpse. Necromancers are often found dabbling in the sciences, and could very well be considered the ‘true' scientists of Exodus. NOTE: A necromancer MUST be seen role-playing the creation of a corpse, or doing experiments upon a corpse, or it does NOT exist.

Strengths: Due to a natural resistance from dabbling in the dark arts, Necromancers receive a +3 for constitution checks against disease or poison. Other than corpse animation, Necromancers may cast spells in the same manner as a mage, but they cannot be of an elemental nature and, for role-play purposes, should deal with death.

Level 3: LESSER CORPSES. At this point a Necromancer may animate a corpse as a simple, level 2 (25hp, 35% hit, 20% evade) fighter with basic stats. If the Necromancer possesses spare armor or weapons, they may be given to the undead creation for use. A corpse at this level can only be animated for one day, and only one may be animated at any time.

Level 5: At this point a Necromancer may summon two lesser corpses for one whole day.

Level 7: ADVANCED CORPSES. At this point a Necromancer may animate a corpse as a level 3 (35hp, 40% hit, 20% evade) fighter with basic stats. However, the Necromancer has now gained the ability to alter flesh and bone, enhancing the corpse's body to create deadly weapons. The base damage of an undead corpse at this point is d15+LvL. At this point a Necromancer may animate three of the lesser corpses, or one of the advanced corpses, for one whole day.

Level 9: At this point a necromancer may summon 3 of the lesser corpses, or two of the advanced corpses, for one whole day.

Level 10: At this point a Necromancer may create a SINGLE permanent corpse, using the same system as a familiar. Please see the Rules Page under “Mage and Cleric Class Special Abilities” to learn about mages and their familiars.

Weaknesses: Due to the taint which the dark arts place upon a living soul, a necromancer must be of dark ethic. A necromancer suffers the same armor and weapon restrictions as a mage.

Ninja

A Ninja is a master of stealth and hiding. They are traditionally skilled in martial arts, and are better at hand to hand, than a common warrior. They often wear nothing heavier then leather armor, are superior at hiding in shadows, moving silently, climbing walls, and opening locks.

Strengths: A ninja automatically receives the skill Martial Arts and a -10% to called shots, instead of the traditional -20%.

Level 3: At this point a ninja may attempt to unlock chests, doors, etc. or uncover hidden traps by making an intelligence roll. If successful, the results are at the host's discretion.

Level 5: At this point a ninja may hide in shadow, becoming completely invisible to everything but heat vision. When hidden in shadow, the ninja receives a +10% evade bonus. This may be done once a day for every odd level. For example, a level 5 ninja may hide twice per day and a level 7 ninja may hide twice per day.

Weaknesses: A ninja may not wield any weapon with a base damage higher than d12. If a ninja wears armor beyond the leather class he/she must make backstab attempts at -20% instead of -10%.

Paladin

A strong warrior with a religious background, the paladin typically follows a code of honor and always serves a god or pantheon of gods, which in turn grants priest spells. Please view the Rules Page under “Mage and Cleric Class Special Abilities” to learn about the domains associated with paladins.

Strengths: Paladins receive the ability to cast priest spells at -2 to their level, meaning a Level 3 Paladin has 1d4 spells. The number of spells they may use in an event is the same as their total level, which means a level 10 Paladin has 10 priest spells per event.

Level 12: Please see the Rules Page under “Mage and Cleric Class Special Abilities” to learn about clerics and their abilities.

Weaknesses: A paladin cannot wield any weapon with a base damage higher than d10 or wear armor above chainmail until they reach level 5.

Pirate

As progress and building continued in L’Ombre routes were developed to the Vermillion Sea and shipping became a thriving business. Soon sailors were seen pirating the Vermillion and moving into the vast Asin Ocean. Pirates then became yet another prominent profession in Exodus.

Strengths: The agile, cunning pirate is a master of trickery and stealth. As a result, he/she receives +2 bonuses to both dexterity and charisma. A pirate also begins the game with some sort of familiar (not to be confused with a mage’s familiar), usually a bird of some sort, that can be used for land-based communications while the pirate is at sea. Pirates also begin the game with the skills “Climbing” and “Swimming”.

Level 1: At this point a pirate may attempt to pickpocket any character by making a dexterity check. The victim must then make a wisdom roll to determine if the pirate is “caught in the act”. A pirate is also knowledgeable in ship repairs, sail making, knotting, and basic seaworthy vessels.

Level 5: At this level a pirate is granted a ship. This vessel, though it may not strike fear in the hearts of enemy captains, is swift and agile. It can be used for exploring the lands around Exodus and plundering merchant ships.

Level 7: A pirate may now hide in shadow, following a successful dexterity check. This can only be done in a room where the host deems there are shadows, or during nightfall. It grants a +10% evade, and can be done once/day for every odd level. For example, a level 7 pirate may hide once/day while a level 9 pirate may hide twice/day.

Level 10: At this stage the pirate has gained a considerable amount of fame throughout the land and acquired a larger ship: the war galleon. In addition, the pirate has mastered the whip and now receives +5% to hit and +3 damage when wielding one.

Weaknesses: When at sea a pirate cannot wear any kind of armor and is restricted to leather armor when on land. Pirates can only use whips, light swords (d10 or under), and ranged weapons.

Ranger

Hunters and woodsmen, they are skilled with weapons and tracking. They are often pleasant and enjoy helping others, be it as a guide or friend. Living within nature makes them very wise and they help others within it. Marksmanship with a bow is not uncommon nor is being a spy/informant.

Strengths: A Ranger receives +5% hit with ranged and blunt weapons and +2 constitution.

Level 3: At this point a ranger has learned much from watching the woodland animals blend in with their surroundings. Much like the camouflaged chameleon or the sly fox, a ranger may automatically blend in with his surroundings or hide if he is in a wooded area. Following a successful wisdom roll, the ranger may seem to ‘vanish' into the woods, creating a +10% evade bonus.

Level 5: A ranger has now learned a special skill known as cartography, and may create maps of areas that he/she has visited. Many rangers collect these maps and they have become a source of pride among aged rangers. They can often be found comparing maps in the local tavern and bragging about the many places they have visited, much like a fisherman who let the “big one” get away.

Level 10: A ranger may now use a special triple-shot attack with ranged weapons. The attack must be performed at half of his/her hit %, and allows an additional +5 damage for each arrow fired. This can be done once per day for every odd level, meaning a level 5 ranger may do it once and a level 7 ranger may do it twice… etc.

Weaknesses: A ranger cannot wear armor beyond the leather class, and receives -5% hit when wielding bladed weapons.

Shaman

A Shaman is a priest who gets his powers through summoning spirits and worshipping them for special spells and spell-like abilities. This is done through intense meditation, drumming, rattles, and often involves wild dancing. Please view the Rules Page under “Mage and Cleric Class Special Abilities” to learn about the domains associated with shamans.

Strengths: A shaman may use the spirits to create spells that protect, alter status, and heal, etc. at an effect of LvLd4. As all spells are free-form, this is simply a guideline for creating straightforward spells. A spell does NOT have to be strictly LvLd4, but is at the host's discretion. A shaman receives 3 spells a day at level 1 and an additional spell for every level thereafter.

Level 7: At this point a shaman may “borrow” the bonuses and abilities of any profession they desire by summoning a spirit of that profession. This can be done once per week for every odd level, i.e. a level 7 shaman may do this once/week while a level 9 character may do it twice. This lasts for an entire day.

Level 10: Please see the Rules Page under “Mage and Cleric Class Special Abilities” to learn about shamans and their abilities.

Weaknesses: A shaman cannot wear armor beyond the chainmail class and can not wield a weapon with a base damage higher than d10. A shaman does not follow ANY god. Please view the Rules Page under “Mage and Cleric Class Special Abilities” to learn about the unique casting domains associated with a shaman.

Sorcerer

Sorcerers are thought to have some powerful creature that flows through their veins, perhaps a spawn of something else such as a demon, etc. They cast an intuitive spell rather than a logical spell as a mage would, and cannot cast illusionary or necromantic spells.

Strengths: Sorcerers have LvLd5 spells, starting with 3 per event at level 1, and gaining 1 more per level. A spell does NOT have to be strictly LvLd5, but is at the host's discretion. Feeding from the additional intellect provided by their supernatural “guest,” a Sorcerer receives +2 intelligence.

Level 3: At this point a sorcerer learns the ability to channel all elements through his/her very being, granting +1d5+1 to all spells that are element (lightning, air, water, earth, fire, or ice) specific.

Level 7: As the Sorcerer grows more powerful, the creature within grows more prominent; allowing the sorcerer to assume parts of the creature upon his outer form. This may include wings, claws, tails, etc. The sorcerer shows a visible increase in strength, granting +4.

Level 10: Please see the Rules Page under “Mage and Cleric Class Special Abilities” to learn about sorcerers and their familiars.

Weaknesses: A sorcerer cannot wear any armor other than robes, cloaks, leather, or MYTHRIL chainmail. In addition, they cannot wield weapons with a base damage higher than d12, and are restricted to daggers, staffs, staves, and other blunt weapons.

Thief

There are many abilities the thief may have: opening and setting locks, finding traps, and the ability to be stealth like in movement as well as hiding in the shadows. They are sometimes called a rogue and would pilfer from a passerby. Thieves also have the abilities to do this to monsters on adventures.

Strengths: Thieves are often cunning creatures, and have physically prepared their bodies for running from angry victims or violent confrontation. As a result, they receive +5% to both hit and evade and +2 dexterity.

Level 1: At this point a thief may attempt to pickpocket any character by making a dexterity check. The victim must then make a wisdom roll to determine if the thief is “caught in the act”.

Level 3: At this point a thief may attempt to unlock simple chests, doors, etc. or uncover hidden traps by making an intelligence roll. If successful, the results are at the host's discretion.

Level 5: At this point the thief has gained knowledge of all sorts of locks. The thief receives a +2 for all checks when picking a lock, helping him to more easily open advanced locks.

Level 7: A thief may now hide in shadow, following a successful dexterity check. This can only be done in a room where the host deems there are shadows, or during nightfall. It grants a +10% evade, and can be done once/day for every odd level. For example, a level 7 thief may hide once/day while a level 9 thief may hide twice/day.

Level 10: A thief now understands the inner workings of almost every lock imaginable, and thus receives +4 to all checks involved in lock picking. Additionally, a thief may now set booby traps for unsuspecting victims (at the host's discretion) that may deal d50 damage. These may be pitfalls, trip wires, etc.

Weaknesses: A thief may not wield any weapon with a base damage higher than d10. In addition, they cannot wield two-handed weapons. If a thief wears armor beyond the leather class he threatens his stealth abilities when pick-pocketing, resulting in a -4 to dexterity.

Dual and Tri-Classes

These Combination Professions are allowed after Level 5 but are not offered on the generator:

Note: You can only add one profession at a time for a tri-profession every 5 levels.

Single going to dual class after level 5

Shaman/Cleric
Thief/Mage
Fighter/Ranger
Thief/Ranger
Thief/Assassin
Ninja/Thief
Monk/Ranger
Paladin/Necromancer
Paladin/Mage

Tri Class combinations after level 5

fighter/cleric/mage
fighter/thief/mage
Assassin/Thief/Ninja
Thief/Mage/cleric

Level 10 Dual Professions: These Combination Professions are allowed after Level 10 but are not offered on the generator:


Sorcerer/Fighter

Bard/Mage

Required Statistical Points for each profession :

Bard: 16 int, 16 dex, 15 str, wis, 17 int
Cleric : 15 wis
Fighter/Cleric: 15 str, 15 wis
Fighter/Mage: 15 str, 15 int
Fighter/Thief: 15 str, 15 dex
Fighter: 15 str
Knight: 17 str, 17 chr, 16 wis, 15 con
Mage/Cleric: 15 int, 15 wis
Mage: 15 int
Ninja: 17 dex, 16 int, 16 str.
Ranger: 17 wis, 16 str, 17 con
Shaman: 17 wis, 16 int,
Sorceress: 17 int, 17 dex
Sorceror: 17 int, 17 dex
Thief & Pirate: 15 dex
Necromancer: 17 int, 17 dex

 

Fighter Cleric Thief Mage

1. 15 12 9 6
2. 25 20 15 10
3. 35 28 21 14
4. 45 36 27 18
5. 55 44 33 22
6. 65 52 39 26
7. 75 60 45 30
8. 85 68 51 34
9. 95 76 57 38
10. 105 84 63 42

After 10th..the HP goes up as follows:

Fighter +5hp/level, Cleric, +4hp/level. Thief & Pirate, +3hp/level, Mage, +2hp/level

Fighter - Includes Knights, Ranger and Paladin

Cleric - Includes Shaman and Monk.

Thief - Includes Ninja, Bard, and Assassin.

Mage - Includes Sorcerer and Mentalist

 

Dual HP :

Dual Class:

A dual class character would take the hit points of the 2 classes. (example Fighter and Thief) and add the 2 numbers together at level one(15+9=24) then divide by 2..fractions rounded down (24/2=12) They would start with 12 hp. For each level aimed, they would take the number of HP gained at each level increase (fighter gains 10/level, thief & pirate gets 6) add those, (10+6=16) divide that by 2 (16/2=8) and that is their hp increase/level (8 HP for a fighter/thief) After 10th level it would 5 for fighter, 3 for thief & pirate, (5+3=8/2=4) 4 hp/level after 10th (for a Fighter/Thief)

Note:

You only take the hitpoint class of your base profession, and only divide out the hitpoint class of multiple professions if you dual class when you created the character originally.

 

Bards:

Bards present a special quality of basically being a jack of all trades. Although, any profession may have bard storytelling abilities.
1. 8
2. 14
3. 20
4. 26
5. 32
6. 38
7. 44
8. 50
9. 56
10. 62
Above 10 4 hp/level

 

Please note Weapons: Any apprentice up to a level 4 can not wield a enchanted or high dmg weapon

 

Weapons:

Damage 1d2

Blow-Dart, Bola, Cast-Net

Damage 1d3

Boomerang, Cestus, Throwing Axe, Throwing Dagger, Throwing Dart, Throwing Hammer, Shuriken

Damage 1d4

Flick, Club, Cudgel, Gauntlets, Staff, Stiletto, Whip

Damage 1d5

Bolo, Chakrum, Cinqueda, Crossbow, (light) Bow, Dagger, ( Normal ) Dirk, Foil, Javelin, Polearm Main-Gauche

Damage 1d6

Double Morning Star, Baselard, Cutlass, Flail, Footman's flail, Gladius, Glaive, Iron Claws, Lance, Morning Star, Bearded Axe, (Normal Hand-Axe), Pike, Poignard, Quarter-Staff, Rapier, Saber, Sickle, Short, Sword, Spear, Polearm, Tanto

Damage 1d8

Lochaber, (Battle) Axe, Broad Sword, Heavy Crossbow, Long Bow, Long Sword, Sword Pick-Axe, Scimitar, Scythe, Spiked Flail, Polearm, Spiked Footman's Flail, Spiked Lance, Wakazashi

1d10

Bastard Sword, Claymore, Falchion, Katana, Pitch Fork (Military)

Damage 1d12

Damascus Flamberge, Gisarme, Halberd, Polearm Trident, War Hammer

Weapons may be purchased under the NightStorm Shoppe or Ruskin Forge Links.

 

High Stat Modifiers

For any attributes over 15, bonuses are granted. Bonuses range from anywhere from a plus to melee dmg, to a plus to effect of spells. The following shows the bonuses per attribute, and how much is gained per stat past 15.

Strength: Adds to melee dmg.

Constitution: Adds to Hitpoints.

Dexterity: Adds to evade.

Wisdom: Adds to the effect of Priest/Shaman spells.

Intelligence: Adds to the effect of Mage/Necromancer/Sorcerer spells.

Charisma: Adds to the effect of Bard spells.

16: +1

17: +2

18: +3

Anything past 18, is +4 total.

 

Disclaimer:

These modifiers are added from total statistics and bonuses from default attribute choosing, skill bonuses, racial bonuses, and professional bonuses only. Extra items and enchantments will not boost anything, but the attribute itself for stat checks. Also, 22 is the max that a stat can be.

 

Levels & Titles:

The levels and titles provided below are to be used instead of speaking of your character as a level 5 ect in rp. Please remember that talk of "Levels" is considered, out of character. We ask that you use the titles given in some way, when describing the skill of a character. This will help stop the over use of out of character comments concerning character levels and enhance the role-play of Exodus Night. Below find the titles vs levels you should use.

 

Titles to be used instead of levels in role-play!


Level 1...Apprentice
Level 2...Apprentice
Level 3...Apprentice
Level 4...Lord or Lady
Level 5...Lord or Lady
Level 6...Lord or Lady
Level 7...Lord or Lady

Level 8...Master
Level 9...Grand Master
Level 10...Arch Grand Master Level 13 Echelon

Levels: Level Xp
2=100xp
3=200xp
4=400xp
5=600xp
6=900xp
7=1200xp
8=1600xp
9=2600xp
10=3600xp
11-15 = 2000xp per level
16-20 = 3000xp per level
20+ = 4000xp per level

Remember if you're a dual class you have to divide your xp by 2.

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