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> Brae'Lan, All info and new update from the Themeday.
JEB
post May 3 2011, 05:56 PM
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Age of Deities

Above all else reside Heidita and Piadoso the mother and father God who watch over all people, plants, and animals of the Isles.

Those who lived upon the land grew in numbers and strength, but began to forget the teachings and forgot to give praise to Heidita and Piadoso. In Their wisdom they granted the Brae'Lan a great gift, the nine Dioscellio. Born as part of their race they grew up amongst them, but even from a young age tales were told of their strength and powers growing. At the age of twenty they left their family groups and claimed an island each for their own - so began the Age of Deities.

Each member of the Diocellio drew members of the Brae'lan to them and their island. Some were naturally drawn to one, others sought favours from and gave praise to many of them. For seventy years peace and happiness returned to the land above our homes but problems arose.

As the Diocellio grew in strength and followers, so they wanted more; the Gathering of Gods upon Juegos stopped and fights broke out amongst the followers. Within months this had escalated to full out war, breaking the links between the islands they had worked together to create and ruining much of the beautiful landscape of the Islands.

The Brae’lan were fearful of the wrath of the parent Gods, and ashamed of their actions. The elders gathered a great council and the decision was made to return to the ancient caverns and hibernate away until the Gods felt it was the right time to wake them.

In the beginning there were nine; one of war, one of redemption, one of protection, one of vengeance, one of voyage, one of opportunity, one of restoration, one of knowledge, one of dusk and dawn and they lived for play and for their followers.

As their individual followers grew the first nine fought for the popularity. What followed was a petty war, the closer they became to being the deity of their attribute the more dangerous the Isles became, drawing in the mists of the Mittlenacht and slowly weakening the Brae’lan.

On the Isle of Juegos the deities fought for three weeks, trying to prove their worth of ascendancy. The power that the nine generated grew into a dome over the Isle as a hue of many different colours. The Brae’lan grew fearful of the Gods and the impact of their war and took to hibernation deep within the many caverns of the Isles.

The Brae’lan

Native to the Gallowglass Isles, the Brae’lan have been long in hibernation since the Deities that they followed were destroyed through their conflicts with each other. They have recently woken from this long slumber due to a wash of power over the Isles.
The Brae’Lan as a race are extremely close to being a tribal race and tend to gather in small family numbers (though not necessarily related to each other). Many are unable to read, although some have been known to master the written word. Laws have never touched the race and neutral alignment is always a part of them. Brae’Lan follow the Gods of the Gallowglass as they know them and therefore currently do not have any religious links to the Gods known by the Empire.

The Brae’lan have pale skin, similar to the azure skies that are always present over the Gallowglass isles. Their skin is covered in markings – similar looking to tattooed skin, made up of elemental colours (fire, air, earth and water). The element that an individual is most closely linked to is reflected by the majority of these markings. Some, but not all, have tails which are thin and long. Their ears are often pointy, but not always and some may have different coloured eyes.

Brae’lan may be warriors, archers, warrior priests, spirit warriors, pathfinders, leywalkers, druids, psi-masters or invokers (see below for details of invoker). Brae’lan gain all abilities/restriction as per a human of their class, except that they gain life as per a human of their class one level below their own (e.g. warrior = 66/22@8th, pathfinder = 44/15@8th). Brae’Lan have full spirits and are flesh and blood creatures.

Brae’Lan alignments are such that they must always have a neutral element to them. (NG,NN,NE,NC)

Brae’Lan may not currently join guilds within the Empire, although they may be in guilds specifically for Brae’lan.

Due to their long hibernation and lack of formal ‘modern’ education, Brae’lan are unable to read or write any language bar Ancient (1st age) – although many are able to read and write ancient. (player may choose weather they can read ancient or not, for free). This does mean that, currently, they are unable to write or use scrolls, teaching scrolls or scriptures.

They gains a +1 racial DAC @ 2nd level, and +2 racial DAC @ 4th level. Brae’lan must choose an elemental colour to be aligned to (fire, air, earth or water) and @ 6th level they gain a ‘Draw upon the Elements’ innate, which requires 30 seconds concentration to use and provides a single casting of a handbook spell of their chosen colour of up to 6th level.

Brae’lan are an agile and dexterous race, and as such will not wear heavy armour. The limits to armour are: Warriors and Spirit Warriors may wear up to studded leather; Archers and Warrior Priests may wear up to stiff leather; Pathfinders, Leywalkers and Druids may wear up to soft leather; Invokers and Psi-Masters may not wear armour.

Brae’lan Invoker

This class is only available to the Brae’lan, and combines magical skills with limited martial prowess.

Level Life Mana Magic Skills Weapon Skills (max AC 6)
1 25/8 1 Recognise Mana as per wizard
2 27/9 4
3 29/10 9
4 31/11 16 as per wizard
5 33/12 25
6 35/13 36 as per wizard
7 37/14 49 Make minor item
8 39/15 64 2nd minor or make major
Invokers have metal restrictions as per wizard.

Invokers must choose either fire, air earth or water as their primary colour of magic, and they are able to cast spells as per a wizard of that colour. Additionally, Invokers gain 2 specialist slots per elemental colour that is not their main colour, which may be filled as per a normal wizard. They may cast red, green, blue and brown magic despite normal opposites restrictions. They gain all handbook grey glyphs up to 4th level, although they may never learn any grey glyphs beyond these. They may never use magic (even via item) that isn’t elemental (red, green, brown, blue) or grey 1st to 4th.

Invokers progress post 8th as a 1ST Class Wizard. Should they purchase additional specialist slots, instead of gaining 5 additional slots they gain 1 slot per elemental colour.

All Brae’Lan can now read common language as well as Ancient script.

Costume - Brae'Lan are natural creatures and as such wear natural cloths that don't appear to extravagantly made or finely finished, this can include some silks of a sort in simple huws and plain designs.

All of the following are abilities granted by the Diocello for the Brae’Lan race. At the beginning of each day the Brae’Lan can align themselves to the Diocello granting them gifts. At 8th level a Brae’Lan may choose one Diocello to follow, and this must be chosen at the beginning of the day. At 250pts past 8th a Brae’Lan may, for 50pts, choose two different Diocello to follow, and these must be chosen at the beginning of the day. At 1000pts past 8th a Brae’Lan may, for +75pts, choose three different Diocello to follow, and these must be chosen at the beginning of the day. On extended length dungeons, different Diocello may be chosen each day as desired, but appropriate prayers/rituals must be performed at the beginning of each day.

At 1500pts past 8th for a cost of 100pts they can double the innates (the first two benefits from the Diocello, not the third @will/permanent benefit) from one of their Diocello chosen at the beginning of the day. This ability may be purchased again for each Diocello chosen at the beginning of the day (max 3 total). Any given Diocello may only be doubled once.

Sujeito – Diocello of War

• Grants a 25% rage 1/day, (as per warrior specialist skill). Additionally if used with another 25% rage innate upgrades to a 33% rage.
• War Cry 1/day
• Life now calculated as 8th level – invokers gain an additional ELOL. (e.g. 42/16 @ 8th)

Amparo – Diocello of Protection

• Knockback, Knockdown or Stunning Blow 2/day.
• 1/day Stand and Die as per En Guard.
• Use armour one class higher.

Viaje – Diocello of Voyage

• 1/day Lightstep (with vocals, no damage casting)
• 1/day Blink (with vocals, no damage casting) however may take a willing person or unconscious person with user for 6TBLP.
• All published magical transportation effects are increased by 50% distance. i.e. Blinks, (where you cannot see), Jumps become 30’ and Lightsteps become 10 paces.

Sabedoria – Diocello of Knowledge

• 1/day Awaken skill but magically based.
• 1/day magical Comm 2
• Ability to read languages, (this WILL allow invokers to read magical scrolls and priests to use normal spirit scrolls)




Avondval – Diocello of Dusk and Dawn

• 1/day Shrouding - with 30 secs prep becomes immune to all info fx for 5mins.
• 2/day Twilight (vocals needed, no life)
• Gains detect magic (full verbals, costing 1 TBLP), if already possesses ability, may with 30secs prep cast improved detect magic.

Rancoro – Diocello of Vengeance

• 1/day Adrenal Surge, only usable after an ‘ally’ has been killed on incapacitated.
• 1/day Reflect a ranged handbook miracle or spell (this would include wings of darkness or similar add ons to a handbook spell or miracle)
• Gains an Avenging Spirit. If already owned upgrade to enhanced avenging spirit

Mojilighet – Diocello of Opportunity

• 1/day Lucky Idea as per tables
• 2 temp batches of any standard basic or intermediate potion
• Gains Resilience as per Scout without the need for pre-req’s (eg. takes only 2/3 damage from triggered traps, cumulative with any other similar skills such as trap wary). Does NOT need to have Make Traps skill.

Herstel – Diocello of Restoration

• 1/day +1 med rate or aware med chosen at the beginning of the med. If aware med is already owned this ability may upgrade to greater aware med (lasts duration of meditation to a max of 3 hours)
• 1/day gains Herstels gift - this acts as per a trolls blood potion, this may be used by self or given to others. Requires 30 seconds concentration to activate.
• Regen as per Troll.

Erlosung – Diocello of Redemption

• 4/day Erlosung’s blessing – offers no AC bonus, has the effects of a ‘remove fear and paralysis’ miracle, if cast upon a spiritually mastered creature it will free that creature of the spiritual mastery. In all other ways it has a duration of only 5mins.
• 1/day may resist any dying effect as per published resistance.
• Immunity to alignment change and gains Enhanced Rebirth, if Enhanced Rebirth is owned then gains Fated Hero.

Additionally, all Brae’lan are able to enhance their natural magical aptitude. On Table 8 (1000pts), for a cost of 40pts. they can extend their ability to draw upon the elements such that they are able to cast a single handbook glyph of their chosen racial colour of up to 8th level (from 6th). On table 10, for +40pts, they are able to extend this further such that they can cast any handbook glyph from their chosen racial colour.

They may purchase additional ‘draw on element’ innates at a cost of 80pts – they may buy 1 per 2 tables post 9th they have achieved.



Thanks to everyone who took part in making this come to life :-)

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MarkCox
post May 3 2011, 06:55 PM
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• Use armour one class higher.
Does this break class and race restrictions?


• 1/day Blink (with vocals, no damage casting) however may take a willing person or unconscious person with user for 6TBLP.
6tblp for caster or hitcher?

• 1/day Awaken skill but magically based.
• 1/day magical Comm 2
Verbals? TBLP? Assuming this is Commune with the Silver Drake? Are they info fx's or spells? Silver mana?

• Ability to read languages, (this WILL allow invokers to read magical scrolls and priests to use normal spirit scrolls)
Same for scouts?

• 1/day Reflect a ranged handbook miracle or spell
Define Reflect?

• 4/day Erlosung’s blessing – offers no AC bonus, has the effects of a ‘remove fear and paralysis’ miracle, if cast upon a spiritually mastered creature it will free that creature of the spiritual mastery. In all other ways it has a duration of only 5mins.
Is this a spiritual ability?

* they may buy 1 per 2 tables post 9th they have achieved.
post 8th maybe?

Some sort of note about the Priests and Invokers being able to use the abilities?
Multiclassing notes - are they restricted to only multiclassing to classes of their own race, or are there exceptions, eg could a Warrior go Wizard? [or even Invoker]


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RichardCraig
post May 3 2011, 07:01 PM
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£57 well spent...

Not that I am complaining but they do seem to be fairly horrendous hard!

Especially when you consider poor old silvanthians got Nerffed to smithereens!

Not that i am bitter..
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MarkCox
post May 3 2011, 07:13 PM
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I agree - compared they are rather 'powerplay' - hey hoo
Like guild abilities but better, more flexible, and no upkeep required

My Brae'lan Spiritual Warrior will be getting played :-)


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Rob
post May 3 2011, 08:00 PM
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Only playable by people from the theme day?

Yes they do seem very hard compared to similar smile.gif


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BBB
post May 3 2011, 08:59 PM
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Pretty good stuff there. Tough but I think its a cool result for those who played the dungeon smile.gif

BBB


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Jan
post May 3 2011, 10:40 PM
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I like it when rewards are rewarding smile.gif


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giles
post May 3 2011, 11:02 PM
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Or monstered.

Giles.
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PhilB
post May 3 2011, 11:23 PM
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QUOTE(MarkCox @ May 3 2011, 07:55 PM) *
• Use armour one class higher.
Does this break class and race restrictions?
• 1/day Blink (with vocals, no damage casting) however may take a willing person or unconscious person with user for 6TBLP.
6tblp for caster or hitcher?


yes, the armour can be more than the base racial restrictions.

Damage taken by the caster.

QUOTE
• 1/day Awaken skill but magically based.
• 1/day magical Comm 2
Verbals? TBLP? Assuming this is Commune with the Silver Drake? Are they info fx's or spells? Silver mana?


awaken skill - as awakener's atrefact study an area ability, so 6tblp.

Magical comm 2 is a magic spell (imm. magical spells applies). Takes 1 min prayer/concentration.

QUOTE
• Ability to read languages, (this WILL allow invokers to read magical scrolls and priests to use normal spirit scrolls)
Same for scouts?

no.

QUOTE
• 1/day Reflect a ranged handbook miracle or spell
Define Reflect?


activated as per warcry. Spell/miracle is reflected back on the caster (ranges apply etc)

QUOTE
• 4/day Erlosung’s blessing – offers no AC bonus, has the effects of a ‘remove fear and paralysis’ miracle, if cast upon a spiritually mastered creature it will free that creature of the spiritual mastery. In all other ways it has a duration of only 5mins.
Is this a spiritual ability?


yes, is a spiritual ability.

QUOTE
* they may buy 1 per 2 tables post 9th they have achieved.
post 8th maybe?


sorry - typo. Obviously, post 8th smile.gif

QUOTE
Some sort of note about the Priests and Invokers being able to use the abilities?
Multiclassing notes - are they restricted to only multiclassing to classes of their own race, or are there exceptions, eg could a Warrior go Wizard? [or even Invoker]


Priests and Invokers can use the racial abilities and the gods abilities. Standard priest/wizard rules still apply - so if a Brae'lan preist uses his racial power to cast a walk through fire, and subsequently use a priestly ability, the plate will go down.

M/C notes, best to put it on a piece of yellow papaer (to check life scales/other oddities etc...). Standard/obvious ones can just be as one liners...

Phil.
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MarkCox
post May 4 2011, 07:54 AM
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ta

Awaken is 12tblp but understood, and i assume you mean the Walk thru Fire goes down - not Plate tongue.gif



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PhilB
post May 4 2011, 09:59 AM
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QUOTE(MarkCox @ May 4 2011, 08:54 AM) *
ta

Awaken is 12tblp but understood, and i assume you mean the Walk thru Fire goes down - not Plate tongue.gif


yes, and yes... :-).

Phil
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LucyH
post May 4 2011, 10:14 AM
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QUOTE(MarkCox @ May 4 2011, 08:54 AM) *
Awaken is 12tblp but understood, and i assume you mean the Walk thru Fire goes down - not Plate tongue.gif


18 tblp surely... it's in the book as 3x the cost of Artefact Study before applying neural focii.

L


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Mart07
post May 4 2011, 10:45 AM
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WOW!

Off to buy me a vat of blue makeup!

So to clarify - the

• Use armour one class higher ability - what does this mean an Invoker can wear?

Thanks,

Mart


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PhilB
post May 4 2011, 05:50 PM
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QUOTE(LucyH @ May 4 2011, 11:14 AM) *
18 tblp surely... it's in the book as 3x the cost of Artefact Study before applying neural focii.

L


Just checked - and it says 'double the base cost'... so 12tblp.

Phil.
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PhilB
post May 4 2011, 05:50 PM
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QUOTE(Mart07 @ May 4 2011, 11:45 AM) *
WOW!

Off to buy me a vat of blue makeup!

So to clarify - the

• Use armour one class higher ability - what does this mean an Invoker can wear?

Thanks,

Mart
(JCIMP)


soft leather (from no armour at all...)

Phil.
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JEB
post May 4 2011, 06:25 PM
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Just to let everyone know........

More information about the Brae'Lan and the Gallowglass Isles will be in the Almanac after July.

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Darkended
post May 4 2011, 07:00 PM
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The troll regen - is it still unable to regen spirits/fire?


I'm really pleased we managed to do everything in the themeday now! tongue.gif


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markradford
post May 8 2011, 09:33 PM
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quick few question

one i see no place on my character card where the elemental colour is recorded for:

Brae’lan must choose an elemental colour to be aligned to (fire, air, earth or water) and @ 6th level they gain a ‘Draw upon the Elements’ innate, which requires 30 seconds concentration to use and provides a single casting of a handbook spell of their chosen colour of up to 6th level.


if you are an invoker for glyphs for the specialist slots the way i read the abilitys these can only be filled by buying spells with points? or can we learn specialists glyphs on dungeon? (as we can't use teaching scrolls)

can an invoker buy second colour of any one of the other three elements including the oppossed element?

and lastly if i want to make a monster point item can it be another tatoo rather than a normal item like a ring,necklace ect?

thank you on advance for your answers and again jo it was a great day many thanks

mark


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Phil
post May 25 2011, 08:24 PM
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I'm slightly confused can only people who have played the theme day start one of the characters? if not is there a monster point cost like their is with nightsoil?


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isbiraven
post May 25 2011, 08:32 PM
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only people who where involved on theme day can start them atm...

T.
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