Editing
Überstadt/Classes
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Classes== ===Barbarian=== Wild men, free from social mores, free from the constraints of the law. They're the ones who brave the fuzzy area between the city and the wild, where druids and who-knows-what-else is watching and waiting. They are the romanticized figures of bravery and manliness, not the knight in shining armor. ===Cleric=== Clerics in the city of Überstadt are a varied group. For example, Clerics of Dinarii are devout, but self-interested and lazy; a perfect imitation of their deity. They live a parasitic lifestyle: they claim to use their divine powers to aid the working class, but they restrict their healing only to those who can afford to pay for them. In contrast, Clerics of lesser gods are often natural doctors. They are seen as primitives compared to the scientific healings that now exist in Überstadt. A small group of clerics are mobsters, enforcers, Clock sergeants and army generals. A class of cleric even smaller than the warrior-priest class are the Evil Clerics. Oftentimes they are the leaders of zombie gangs, utilizing fear to rule over their Hoolie minions. ===Druid=== Those that live outside of the City and are finely in tune with nature. Because of this they view Überstadt as an abomination. But not all Druids share the same methods for dealing with it. Below are the five most prosperous Druid circles. ====Nature's Enlightened (Neutral Good)==== While more than willing to choke entire blocks of cities with vines, these druids would prefer that city dwellers see Mother Earth's power as something better than the grey, grim walls of civilization. Though they might outright destroy a factory house or refinery, they also purify the air and the water to remind others of just how fine things can be without technology. ====Nature's Sycophants (Lawful Neutral)==== Usually more fair-minded than other sects of druids, these are willing to let civilization exist as long as it gives back. Replant the trees, keep filth out of the water, and use the materials upon the Earth's surface rather than digging into her, and they may let you live. ====The Tranquil (Neutral)==== Live and let die. Rather than destroy cities from the inside, it is better to viciously defend the nature surrounding it. Let no one who has forsaken the Mother Earth till the soil, fell the trees, or hunt the game. Let the cities and towns see the folly of their ways as they starve and stagnate without Mother's bounty. More than a few smaller towns have become ghost towns after being unable to bring in food, fresh water, and materials. ====Nature's Merciless (Chaotic Neutral)==== The predators. No one, not even other druids, are safe from this sect. For them, life is a constant struggle in which only the finest, strongest, and most cunning survive. The city makes living things lazy and weak. Easy to kill. Easy to replace. ====Nature's Cleansers (Neutral Evil)==== The harbingers of decay. To these druids, even a maggot has its purpose: to eat away at dead flesh. They battle urbanization through disease and decay; civilization will die, but the Earth will heal in time, stronger than before. ===Fighter=== Fighters do exactly what the tin says- they fight. Unlike the other direct combat classes however, they do not specialize in one "domain" of combat. They are veritable jacks of all trades, and by association masters of none. They can use the monstrous weapons of a barbarian just as they can use their fists like a monk, though not quite as well as them. What differs about these fighters is that often than not they will be, whether they like it or not, picked by a god to be their incidental champion; and therefore granted supernatural powers that would not usually be classified as magic. What allows them to retain their supernatural power though, is that every action a fighter takes will be backed by several of the omniscient, so if for instance they hold up a noble and rob him of all his possessions, there's pretty much a guarantee that a god's going to like it. But if the next minute they save three cats and a hag from a retarded ettin, there will still be a god watching the fighter; just not the same one. ===Lawyer=== Lawyers are commonly trained for combat and weapon use, as well as other techniques to help them survive - these are not normal lawyers. They roam all of Überstadt when they receive a contract, looking for evidence that is relevant to their case. They do such with full consent from the Clock although they are not offered protection. The life of a lawyer can be hard, especially when their case requires them to obtain evidence from the lowest tiers of Überstadt. ===Monk=== Pit fighters. Think Gladiator. Some monks are pets, sponsored by rich uppertiersmen. But others are prisoners, fighting for their freedom. The pits are popular amongst both those from the upper and lower layers. Those from the upper layers get enjoyment from the wild, barbaric nature of the fights, thinking they above such petty things. Those from the lower tier see Monks as champions of the common man. Some of the older Monks, the ones who are nostalgic for the days when Monks were trained in actual monasteries, have used their winnings from their days in the Pits to revive the old ways. Despite this, the majority of Monks learn the ways of battle through bloodsport. ===Paladin=== Paladins are the laughingstock of the entire city. Their methods are outdated in every way imaginable - there is no such thing as truly chaotic evil anymore. And where there is evil, it hides behind the law, preventing the paladins from doing anything. And in combat, paladins still use primitive weaponry - the sword and the shield, not yet turning to items such as the pistol. The paladin is a dying kind and where there were once great monasteries within Überstadt, there are now only ramshackle shacks, providing the most basic care for a few that are needy. A few have completely sold out and have become nothing more than fancy bodyguards in shiny suits of archaic armor hired out by the rich, usually Kobold or Giant Nobility. There are small groups of Paladins that live outside of Überstadt. When a foreign Paladin reaches a certain age, they are sent on a pilgrimage into the city to proselytize and smite evildoers. These foreigners are at odds with the Clock, who sees them as foreign vigilantes. Holy warriors wearing garments of foreign lands are becoming a common sight in the gallows of Überstadt's lowest tiers. Paladins no longer have to be Lawful Good and can now be of any Good alignment. There is a sect of Paladins that are criminals, forced to serve their sentence serving the Clock or military. ===Ranger=== Rangers have removed themselves from being stereotypical nature loving bimbos and instead, have adapted to the harsh urban lifestyle of Überstadt. Rather than protecting the wilderness they make themselves a living as trackers of humans. They're bounty-hunters and noir detectives, forsaking animal companions and mystical abilities in exchange for street smarts. ===Rogue=== Rogues are the technofreaks of Überstadt. They embrace the ever growing technology of the world with varying degrees of dedication. Some Rogues are simply proficient with a firearm of their choice - while some favor going close up with pistols, others favor taking down their enemies from far away with rifles. The more fanatic Rogues will go so far as to replace their limbs with mechanical ones for an edge in combat over their enemies. Prosthetic arms with guns attached, treads in stead of legs, and mechanical eyes are just a few of the implants and attachments Rogues can have. ===Sorcerer=== Sorcerers are those who are blessed with innate magical talent. Due to their dragon blood, the majority of Sorcerers are Kobolds. Kobolds view magic as their god-given right and distrust any Sorcerers that aren't of their own. Because of this magic schools are rare, especially in the lower tiers. Those in the upper tiers charge substantial amounts and teach only the bare minimum to get work done. ===Wizard=== Wizards are people without innate magical talent who, through aided study, have learned to manipulate magic. To compare them to our society on Earth, they're the technicians of Überstadt. It is rare to see a Wizard that can successfully cast spells unrelated to his profession. Low-level Wizardry is deemed a necessary annoyance by the majority of the Kobold aristocrats. However, Wizards who cast spells beyond Xth level (let's determine this later) are deemed a threat to society and often have bounty hunters sent out to capture them, as the Kobolds try their hardest to maintain dominance in society. ==Prestige Classes== ===Gardener=== The world outside of Überstadt is filled with many dangers and deathtraps for the unknowing. Treants are one of the major enemies to those who brave the outside world.This is where the Gardeners come in. A cross between a Druid, a Barbarian, and a Ranger, Gardeners make it their sole duty to know the forests that surround Überstadt like an Ogre knows how to pick the toejam out of a Giant's foot. Armed with a chainsaw and an arcanely enhanced hoe, Gardener's stalk through the heavy foliage to hunt down Treants. They also deal with the Druid's biological warfare, whether it be overgrown vines, or mutant flowers, Gardeners get the job done. When not hunting down Treants or dealing with the Druid infestation, they can be seen leading quiet lives; tending to the various parks, gardens, and pseudo-forests on the various levels. ===Prestige Class Concepts=== * Periodic Elementalist * S.T.A.G. Operative ==See Also== *[[Überstadt]] [[Category:Überstadt]]
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information