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How to play
(or what to do when an orc attacks)

Money
The gold piece is the basic unit of money in this game
each character starts with a certain amount of money based on what class they are. You can find out how much GP each class gets in the classes section. You can earn money in spars, in quests, maximum of 100,000gp, by slaying monsters and selling their hides, or through special offers
Abilitys
Every character gains certain abilitys at some point, for a complete list of them check here Abilitys
Types of Matches
There are 4 types of matches:

Spar
this is the basic match, two characters fight until one of them falls to 1/2 of their max hp, that person is the winner of the spar, the winner receives 100exp and 10gp, the loser gets 100exp and 5gp, 5 times per week

Honor Match
this is a match where each of the participants bets something and the winner receives the items which were bet, either player may quit at any time during their turn or continue to fight until one participant dies.

Death Match
this is a match where both participants agree to fight until the death, once a match of this type is started it doesn't end until one of the participants is dead, the winner may loot any 3 items from the corpse that he chooses.

Arena Match
this is a match where 1-3 players go and hunt some monsters, they no longer choose which monsters they fight, and it will be completely random based on the average level of the players involves, beware this type of match can be dangerous, needs a god to run

Quest
Each character may go on one quest every two weeks, they may have 3 people help them, the people may not be any more than 2 levels above them, you can quest for anything you want, but the more powerful the thing quested for the more difficult the quest, to go on a quest send an email to dragonsrpg@hotmail.com with a title quest and tell me when you want to quest and what you are questing for also tell who is going with.
Chat Room Actions
((this is out of character speak))
::these are actions::
this is how a character talks
//roll-dice?-sides?
fill in the ? with numbers like 1 and 6 for 1d6
Attacking
when attacking each character rolls 1d20 then after you get the total say a 5 you add your attack bonus or acc say 2, which gives you a total of 7 now you compare that 7 to the opponents armor class or AC and see which is greater, lets say their ac is 3, then you hit simple right? I tie between the AC and the attack role goes to the attacker. a 1 is always a miss, a 20 is a critical (unless otherwise stated by weapon, or enemys type). Combat has now been broken down into two "phases" the first phase, Ranged, is where ranged weapons are fired the Ranged phase is always the first round in a combat each player who has a ranged weapon rolls initiative as a standard round, if one player doesn't have a ranged weapon the players who have them get a free attack. Next the Melee phase after the ranged phase of combat players are considered to have moved into Melee range and begin fighting, but players can still used ranged weapons.
Leveling up
Each character needs levels to gain in power, when you level up you gain hp, skills, and stat increases, the chart to gain levels is as follows:
level, exp needed
1, 0, new ability
2, 1000
3, 3000, new ability
4, 6000
5, 10,000
6, 15,000, new ability
7, 21,000
8, 28,000
9, 36,000, new ability
10, 45,000
11, 55,000
12, 66,000, new ability
13, 78,000
14, 91,000
15, 105,000 new ability
16, 120,000
17, 136,000
18, 153,000, New Ability
19, 171,000
20, 190,000
Basic Attacks
Each character starts with these attacks
Punch-1d2
Kick-1d3
Stats
Each character has six stats they are as follows:
Strength
Strength measures your character's muscle and physical power. This ability is especially important for fighters, paladins, rangers and monks because it helps them prevail in combat. You apply your strength modifier to:
Attack rolls
Damage rolls when using a melee weapon (exception, when using two weapons the offhand or second weapon only gets half of the Strength modifier)
and any type of Strength check called on by one of the gods in a quest

Dexterity
Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is most important for rouges, but it's also high on the list for characters who are unable to use heavy armor, rangers, monks, mages, also its very important for anyone who wants to be a skilled archer. You apply your Dexterity modifier to:
Ranged attack rolls, including attacks made with bows, crossbows, throwing axes, and other ranged weapons
Armor class (AC), provided the character wears armor that allows dex modifiers
and any type of dexterity check called on by one of the gods in a quest

Constitution
Constitution represents your character's health and stamina. Constitution increases a character's hit points, so it's important for everyone. You apply your Constititution modifier to:
The amount of HP gained per level up
Concentration checks
and any type of Constitution check called on by one of the gods in a quest.

Intelligence
Intelligence determines how well you character learns and reasons. Intelligence is important for wizards because it affects how much mana they have, how much damage their spells do, and how powerful their spells can be. It's also important for anyone who wants to have a wide variety of abilitys. You apply your character's intelligence modifiers to:
attack rolls when using arcane spells
damage rolls when using arcane spells
and any type of Intelligence check called on by one of the gods in a quest

Wisdom
Wisdom describes a character's willpower, common sense, perception, and intuition. While Intelligence represents one's ability to analyze information, Wisdom is more related to being in tune with and aware of one's surroundings. wisdom is the most important ability for clerics, and is also important for paladins and rangers. You apply your Wisdom modifier to:
attack rolls when using divine spells
damage (and healing) rolls when using divine spells
and any type of Wisdom check called on by one of the gods in a quest

Charisma
Charisma measures a character's force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. It represents ones personal strength, not merely how one is perceived by others in a social setting. Charisma is most important for paladins, and bards. It is also important for clerics since it affects their ability to turn undead.
You apply your Charisma modifier to:
Certain feats
Turning checks for Paladins and Clerics
Other Rules

Darkness
When a person with out Darkvision or low-light vision is fighting where darkness is present he/she suffers a -4 to all attack and damage rolls. In all training fights and duels, the area is considered well lit, only in quests and when otherwise noted are the darkness rules to be in effect.
Races

Human
Most humans are the ancestors of pioneers, conquerors, traders, travelers, refugees, and other people on the move. As a result human lands are a mix of people, physically, culturally, religiously, and politically. Humans are the most adaptable, flexible, and ambitious people among the common races. They are a diverse people in their tastes, morals, customs, and habits. Humans typically stand from 5 to a little over 6 feet tall and weigh from 125-250 pounds with men noticeably taller and heavier than women.
Human Racial Traits
1 extra ability at level 1

Dwarves
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their knowledge of the earth's secrets, their hard work, and their capacity for drinking ale. Their mysterious kingdoms, carved out of the insides of mountains, are renowned for the marvelous treasures that they produce as gifts or as items of trade. Dwarves are slow to laugh or jest and are suspicious of others, but they are generous to those few who earn their trust. Dwarves stand only 4 to 4.5 feet tall but they are so broad and compact that they are, on average, almost as heavy as humans. Dwarven men are slightly taller and noticeably heavier than women, Dwarven men value their beards highly and groom them very carefully
Dwarven Racial Traits
+2 to constitution, -2 to charisma
Darkvision-60', dwarves can see in no light at all for 60' this vision is in black and white only
+1 to attack and damage vs. orcs and goblinoids(goblins, hobgoblins, and bugbears)

Elves
Elves mingle freely in human lands, always welcome yet never at home there. They are well known for their poetry, dance, song, lore, and magical arts. Elves favor things of natural and simple beauty. When danger threatens their woodland homes, however, elves reveal a more martial side, demonstrating skill with sword, bow, and battle strategy. Elves are more often amused than excited, more likely to be curious than greedy. With such long lives, they tend to keep a broad perspective on events, remaining aloof and unfazed by petty happenstance. Elves are short and slim, standing about 4.5 to 5.5 feet tall and typically weighing 85 to 135 pounds, with elven men the same height as and only marginally heavier than elven women. they tend to be graceful but frail, with pale skin and dark hair.
Elven Racial Traits
+2 to dexterity, -2 to constitution
Immune to sleep spells and effects
Low-light vision, Elves can see twice as far as humans in starlight/torchlight, they retain the ability to distinguish color.
Proficient with any Bow, and Long Sword or Rapier


Lizardfolk
Lizardfolk are primitive reptilian humanoids that are very dangerous if provoked. Lizardfolk are usually 6-7 feet tall with green, gray, or brown scales. Their tails are used for balance and are 3-4 feet long. They can hold their breath for twice as long as a human. Although they are omnivores, they prefer meat, particularly human flesh. Some of the more advanced tribes build huts and use weapons and shield; leaders of these tribes often have equipment traded or stolen from members of more advanced races.
Lizardfolk Racial Traits
+2 to constitution, +2 to strength, -3 to dexterity, -4 to charisma, -1 to intelligance
Proficient with any axe
Low light vision, can see 30' in the dark, this vision is in black and white only
Natural armor, lizardfolk have tough scales which add 5 to the AC of any armor they wear

Gnomes
Gnomes are everywhere as technicians, alchemists, and inventors. Despite the demand for their skills, most gnomes prefer to remain among their own kind, living in comfortable burrows beneath rolling, wooded hills where animals abound but hunting is a very bad idea. Gnomes adore animals, beautiful gems, and jokes of all kinds. Gnomes have a great sense of humor, and while they love puns, jokes, and games they relish tricks- the more intricate the better. Fortunately, they apply the same dedication to more practical areas, such as engineering, as they do their pranks. Gnomes stand about 3-3.5 feet tall and weigh 40-45 pounds. Their skin ranges from dark tan too woody brown, their hair is fair, and their eyes can be any shade of blue. Gnome males prefer short, carefully trimmed beards.
Gnome Racial Traits
+2 to constitution, -2 strength
Low light vision, can see 30' in the dark, this vision is in black and white only
+1 racial bonus to attack rolls against kobolds and goblinoids

Half-Elves
Humans and elves sometimes wed, the elf attracted to the human's energy and the human to the elf's grace. These marriages end quickly as elves count years because a human's life is so brief, but they leave and enduring legacy-half-elven children. The life of a half-elf can be hard. If raised by elves, the half-elf grows with astounding speed, reaching maturity within two decades. The half-elf becomes an adult long before she has had the time to learn the intricacies of elven art and culture, or even grammar. She leaves behind her childhood friends, becoming physically an adult but culturally still a child by elven standards. Typically, she leaves her elven home, which is no longer familiar, and finds her way among humans. If, on the other hand, she is raised by humans, the half-elf finds herself different from her peers; more aloof, more sensitive, less ambitious, and slower to mature. Some half-elves try to fit in among humans, while others find their identities in their difference. Most find places for themselves in human lands, but some feel like outsiders all their lives. To humans half-elves look like elves, to elves half-elves look like humans (most call them half-humans). Half-elves range from under 5 to almost 6 feet tall, and weigh from 90 to 180 pounds. Half-elven men are taller and heavier than women, but the difference is less pronounced than that found in humans. Their actual looks vary as wildly as humans do.
Half-elven Racial Traits
Immune to sleep spells and similar magical effects
Low-light vision, Half-elves can see twice as far as humans in torchlight ect.
Elven blood: for all special abilitys and effects half-elves are considered elves, for example they can use elven racial weapons ect.

Half-orcs
In the wild frontiers, tribes of human and orc barbarians live in uneasy balance, fighting in times of war and trading in times of peace. The half-orcs who are born in the frontier may live with either human or orc parents, but they are nevertheless exposed to both cultures. Some, for what ever reason, leave their homeland and travel to civilized lands, bringing with them the tenacity, courage, and combat prowess that they developed in the wilds. Half-orcs are short-tempered and sullen. They would rather act than ponder and would rather fight than argue. Those who are successful, however are those with enough self-control to live in civilized lands, not the crazy ones. Half-orcs are as tall as humans and a little heavier, thanks to their muscle. A half-orc's grayish pigmentation, sloping forehead, jutting jaw, prominent teeth, and course body hair make his lineage plain for all to see.
Half-orc Racial Traits
+2 strength, -2 intelligence, -2 charisma
Darkvision Half-orcs can see in the dark up to 60', this vision is in black and white only
Orc Blood, For all special abilitys and effects, a half-orc is considered to be an Orc.

Halflings
Halflings are cleaver, capable opportunists. Halfling individuals and clans find room for themselves wherever they can. Often they are strangers and wanderers, and others react to them with suspicion or curiosity. Depending on the clan, Halflings might be reliable, hard-working (if clannish) citizens, or they might be thieves just waiting for the opportunity to make a big score and then disappear into the dead of the night. Regardless, halflings are cunning, resourceful survivors. Halflings stand about 3 feet tall and usually weigh between 30-35 pounds. Their skin is ruddy, their hair black and straight. They have brown or black eyes. Halflings prefer to wear simple, comfortable, and practical clothes.
Halfling Racial Traits
+2 Dexterity, -2 Strength
+ 1 racial bonus on all saving throws
+1 racial bonus to attack and damage with thrown weapons.

Kender
Kender of all ages share a childlike nature: curious, fearless, irrepressible, independent, lazy, taunting and irresponsible with others possessions. Adult kender resemble young teenage humans: aside from their pointed ears, they could pass as human youths. Despite their attenuate limbs, kender are well muscled. Most stand between 3'6"and 4' tall, although the tallest kender reached 4'6" tall. Mature kender weigh between 85 to 105 pounds. Hair coloration for kender ranges from sandy blonde to dark brown. Short-cropped shag haircuts are popular, but some prefer longer hair. Kender cannot grow beards or mustaches. Typically a kender face bears the intense, bright-eyed inquisitiveness of children. Happy kender grin madly; sad kender wear an intractable pout. When throwing taunts kender look impish and shout with an incredibly irritating tone. Their emotional intensity is infectious at best.
Kender Racial Traits
-1 strength, +1 dexterity
Low-light vision, kender can see 30' in the dark, this vision is in black and white only
+1 racial attack and damage bonus when using thrown weapons
Fearlessness, kender are completely immune to all magical and non-magical fear effects
Taunt, kender can taunt others into reckless acts. opponents must make a wisdom save, with a difficulty of 14 to avoid attacking the kender blindly for 1d10 rounds, while attacking in this way the opponent gains 2 to damage rolls but suffers a -2 to attack rolls and AC.