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6 September 2026

  • 21:1021:10, 6 September 2026 General Mechanics Information V1 (hist | edit) [6,956 bytes] Tildryn (talk | contribs) (Created page with "== Character Creation == Player characters in Scars of Risenholm start at level '''3''' and can advance up to level '''10'''. Experience is a resource that can be spent to increase the power of equipment, so players can expect to journey from as low as 3rd level back up to level 10 multiple times. The playable races do not provide attribute bonuses anymore. During the introductory scene, players will allocate '''4''' attribute increases with a maximum of 2 increases pe...")

29 August 2026

24 August 2026

  • 13:1213:12, 24 August 2026 Playable Races V1 (hist | edit) [10,271 bytes] Tildryn (talk | contribs) (Created page with "Players can choose from 7 races when making their character. In general: *The once human-only trait of a bonus 1st level feat is applied to all races. * "Half" races such as Half-orc or half-elf do not exist. The offspring of mixed parentage will take on the physiology of the mother. *Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world. **The maximum an ability can be aft...")

22 August 2026

  • 21:2221:22, 22 August 2026 Creature Details (hist | edit) [26,479 bytes] Tildryn (talk | contribs) (Created page with "== Roles == === Artillery === {| class="wikitable" style="text-align:center;" ! style="text-align:left;" | Threat Level !! HP !! Base AC !! Base Dodge AC !! Armor Enh AC !! Deflection Enh AC !! Natural Enh AC !! Dodge Enh AC !! AB !! Attacks Per Round !! Base Damage !! Sneak Damage !! Will !! Fortitude !! Reflex !! Maneuver DC !! Spell DC !! Concentration !! Perception !! Stealth !! Acrobatics !! Move Speed Factor |- | style="text-align:left;" | 1 || 36 || 8 || 3 || 0 |...")

21 August 2026

  • 06:4606:46, 21 August 2026 Skills (Original) (hist | edit) [8,656 bytes] Tildryn (talk | contribs) (Created page with "Skills represent the talents and knowledge a character accumulates over the course of their career. With the nature of being Risen and the ebbs and flow of Power within the body, one should not expect to retain absolute mastery within a particular set of skills unless they wholly dedicate themselves and do not seek to experiment. A table of available skills and some examples of use outside of combat is below. In general: *Skills are not tied to fundamental combat attri...") originally created as "Skills V1"
  • 05:1305:13, 21 August 2026 Wizard V1 (hist | edit) [10,335 bytes] Tildryn (talk | contribs) (Created page with "Wizards draw Power through a dedicated study of known flows of Power and methodically weaving it in known patterns to form a variety of spells. They are highly adaptable spellcasters who have control over what spells are refreshed through their ''Revision'' or ''Arcane Focus'' features. Their poor base defenses are augmented by automatic wards when they take significant damage. : :Maximizing '''Inte...")
  • 05:1305:13, 21 August 2026 Sorcerer V1 (hist | edit) [9,195 bytes] Tildryn (talk | contribs) (Created page with "Sorcerers draw Power through intuitive means, plucking flowing Power from their surroundings into the shape of the spell the Power wants to be. They possess a smaller selection of spells than a Wizard, but their mastery of Metamagic allows them to get the most out of their spells for minimal resource cost. : :Maximizing '''Charisma''' is recommended for increasing...")
  • 05:1205:12, 21 August 2026 Rogue V1 (hist | edit) [11,108 bytes] Tildryn (talk | contribs) (Created page with "Rogues draw Power from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. They are potent skirmishers who benefit from attacking flat-footed opponents and have the unique ability to utilize any scroll and a selection of rogue-only throwable objects - provided they have the stability to support it. Rogue archetypes allow them to become an avoidance-based tank, a deadly mobile assass...")
  • 05:1105:11, 21 August 2026 Ranger V1 (hist | edit) [9,173 bytes] Tildryn (talk | contribs) (Created page with "Rangers draw Power from primal energies around them, drawing supernatural intuition regarding their surroundings and the creatures that inhabit it. They possess high HP and proficiencies to make them effective martial combatants, and are supplemented by a small selection of Primal spells and features to make them specialized in area control. Their archetypes empower their area superiority, their effectiveness as a tank, or grants them a potent...")
  • 05:1005:10, 21 August 2026 Paladin V1 (hist | edit) [10,003 bytes] Tildryn (talk | contribs) (Created page with "Paladins draw Power from devotion to an Oath, or set of Oaths. Their high HP and basic proficiencies are supplemented by ''Channel Divinity'' features and a small support spell list to make them an effective martial combatant and ally. Paladin Archetypes focus on particular aspects of their playstyle: dealing bursts of unmitigated damage, effective tanking, or healing. : :Maximizing '''Strength''' or '''Dexterity''' is recommended for attackin...")
  • 05:0905:09, 21 August 2026 Monk V1 (hist | edit) [10,295 bytes] Tildryn (talk | contribs) (Created page with "Monks draw Power from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. They are lightly armored warriors who specialize in striking a rapid series of blows for a 'burst' playstyle and possess some unique defensive abilities. Monk archetypes take a flexible warrior and allows them to focus on enhancing their burst damage, their tanking ability, or gaining support abilities. : :Maximizing '''Stren...")
  • 05:0805:08, 21 August 2026 Fighter V1 (hist | edit) [6,887 bytes] Tildryn (talk | contribs) (Created page with "Fighters draw Power from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. Their mastery of maneuver usage and general martial combat effectiveness make them a premiere melee or ranged warrior with a very active playstyle. Fighter Archetypes enhances the basic warrior with unique maneuvers and a focus on reliable damage, tanking, or support roles. : :Maximizing '''Strength''' or...")
  • 05:0605:06, 21 August 2026 Druid V1 (hist | edit) [11,189 bytes] Tildryn (talk | contribs) (Created page with "Druids draw Power from the primal energy lingering in all living things. They possess shapeshifting abilities that allow them to adapt to various combat scenarios and a diverse selection of natural spells from their unique spellbook. Their Archetypes allow them to focus on furthering their shapeshifting abilities, a pet/summoner based playstyle, or an offensive elemental spellcaster. : :Maximizing '''Strength'''...")
  • 05:0505:05, 21 August 2026 Cleric V1 (hist | edit) [11,173 bytes] Tildryn (talk | contribs) (Created page with "Clerics draw Power from their Devotion to a Deity. Their spell selection is generally tailored towards support through healing, boons and afflictions and they are afforded an average HP pool and armor proficiencies to allow a frontline presence if desired. The various archetypes allow the Cleric to become a more classic frontline enspelled warrior, a dedicated healer, or unique offensive spellcaster. : :Maximizing '''Strength''' or '''Dexterity'''...")
  • 05:0305:03, 21 August 2026 Bard V1 (hist | edit) [10,762 bytes] Tildryn (talk | contribs) (Created page with "Bards draw Power from a mixture of the arcane and primal energies within the emotions of themselves and others. They possess the most innate support abilities of any class, and are able to tailor their spell selections to a variety of playstyles. While all the bard archetypes further enhance their support role, their focus lies in general ally enhancement, damage, or spellcasting boons. : :Maximizing '''Strength''' or '''Dexterity''' is recom...")
  • 05:0205:02, 21 August 2026 Barbarian V1 (hist | edit) [8,511 bytes] Tildryn (talk | contribs) (Created page with "Barbarians draw Power from primal energies within themselves, growing supernaturally strong and durable as the adrenaline flows. They possess the highest base hit points of every class, and their core abilities either trigger automatically or build up resources as they take damage. Their various Archetypes allow them to supplement their basic frontline warrior foundation with increased damage, more efficient and effective tanking, or support a...")
  • 04:4604:46, 21 August 2026 Spells V1 (hist | edit) [187,615 bytes] Tildryn (talk | contribs) (Created page with "<div id="Acid_Splash"> === Acid Splash === '''New Description:''' Caster Level(s): Druid 0, Wizard / Sorcerer 0<br/>Innate Level: 0<br/>School: Conjuration<br/>Descriptor(s): Acid<br/>Component(s): Verbal, Somatic<br/>Range: Medium<br/>Area of Effect / Target: Single<br/>Duration: Instant<br/>Additional Counter Spells:<br/>Save: Reflex (Half)<br/>Spell Resistance: Yes<br/><br/>The caster fires a small orb of acid at the target for 2d6 points of acid damage.<br/><br/>C...")
  • 03:1003:10, 21 August 2026 Feats V1 (hist | edit) [20,711 bytes] Tildryn (talk | contribs) (Created page with "<div id="ArmProfHvy"> === Armor Proficiency (heavy) === Type of Feat: General<br/>Specifics: This feat grants the knowledge to make effective use of heavy armor.<br/>Use: Automatic. Fighters, Paladins, Rangers, Clerics, and Druids receive this feat for free. </div> ---- <div id="ArmProfLgt"> === Armor Proficiency (light) === Type of Feat: General<br/>Specifics: This feat grants the knowledge to make effective use of light armor.<br/>Use: Automatic. All classes exc...")