Difference between revisions of "Dwelf"

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===Levels:===
 
===Levels:===
  
    1st: As above  
+
-1st: As above  
  
    2nd: Gain Heat Weapon (1/Life), Gains Innate Ability: Improve Shield (1/life) either for self or another, takes 100 count.  
+
-2nd: Gain [[Heat Weapon (1/Life]]), Gains Innate Ability: [[Improve Shield]] (1/life) either for self or another, takes 100 count.  
  
    3rd: Gains Innate Ability: Pass Without Trace (1/life), Gains Innate Ability: Mend (1/life) only on metal equipment.  
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-3rd: Gains Innate Ability: [[Pass Without Trace]] (1/life), [[Gains Innate Ability: Mend]] (1/life) only on metal equipment.  
  
    4th: Improve Shield becomes (2/life),Gain Innate Ability: Flame Blade (1/Game)
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-4th: Gain Innate Ability: [[Flame Blade]] (1/Game)
  
    5th: Gains Innate Ability: Armor of Quality (1/life) Either for self or another, takes 100 count.
+
-5th: Gains Innate Ability: [[Armor of Quality]] (1/life) Either for self or another, takes 100 count.
  
    6th* Gains Innate Ability: Counterspell (1/life). Choose; May use Long Bow or Gain Innate Adamantite Weapons trait. ------------------
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-6th< Gains Innate Ability: [[Counterspell]] (1/life). Choose; May use Long Bow or Gain Innate Adamantite Weapons trait.  
  
 
[[Monster List]][[Category: Monsters]]
 
[[Monster List]][[Category: Monsters]]
 
[[category: 1/1 Monsters]]
 
[[category: 1/1 Monsters]]

Revision as of 22:25, 28 July 2012

Note: Not a sanctioned monster. Created to represent our park monarchs particularly…fluffy choice of persona. Still in testing.

Description:

Dwelf combine features of both of their parentage. They combine the powerful, stocky build of a dwarf with an average height closer to that of humans, sometimes reaching as tall as a little over 6'. Due to their mixed heritage they aren’t as welcome in either society, and so their skills that they would be expected to be masters of are instead diminished, granting them a respectable level of competency in a mix. Personality wise, there are few "traits" to be stereotyped due to the low numbers to produce a reasonable sample size.

Garb:

Dwelves that embrace their mixed heritage tend to embrace the part. Fine metal armors of the dwarven kind adorn their body, but decorated and colored in the styles of elves with woodland feels. Their taste in dress is generally more colorful and cheerful than that of normal dwarves, but more sturdy and practical than that of elves.

Type:

StandardFey Humanoid

Q/M Ratio:

1/1

Armor:

May wear up to 3 points, up to medium shields

Weapons:

Any short melee weapons

Immunities:

Poison, Control

Natural Lives:

4

Abilities & Traits:

-Innate Ability: Improve Weapon (1/life) Either for self or another, takes 100 count. May be combined with Warrior Improve.

-Innate Ability: Fight After Death (last life only) -Vulnerability: Players may not carry more than one Dwarven Improvement at a time. A dwelf is a limited exception; they may carry any number of their own improvements, but due to less acceptance in proper dwarven culture, this may not be stacked with other dwarves abilities. Dwarven Improvements are not magic, do not count as enchantments, and may be carried by any class.

Levels:

-1st: As above

-2nd: Gain Heat Weapon (1/Life), Gains Innate Ability: Improve Shield (1/life) either for self or another, takes 100 count.

-3rd: Gains Innate Ability: Pass Without Trace (1/life), Gains Innate Ability: Mend (1/life) only on metal equipment.

-4th: Gain Innate Ability: Flame Blade (1/Game)

-5th: Gains Innate Ability: Armor of Quality (1/life) Either for self or another, takes 100 count.

-6th< Gains Innate Ability: Counterspell (1/life). Choose; May use Long Bow or Gain Innate Adamantite Weapons trait.

Monster List