HUMANOID: There are lots of different kinds of Humanoids. You’re able to play as almost all of them, except for Orcs, Goblins, and Trolls (yes, they might be big, ugly and stupid, but Trolls are Humanoids, and who’s to say there aren’t humans that are big, ugly, and stupid?); plus a few others.
The Human: I’m pretty sure you don’t need an explanation for that, seeing as you, dear player, are one. Its attacks depend on what class it is.
The Elf: Essentially a Human that’s slightly smarter, a lot nimbler, and has pointy ears. Its attacks depend on what class it is.
The Dwarf: Again, it is essentially a human, only it’s short and it’s fat (they like to think of themselves as “stout”). Its attacks depend on what class it is.
The Mushroom Gnome: It’s a, well, I think you know what it is. It’s a gnome…and it’s a mushroom. Combined. Its attacks depend on what class it is.
The Orc: A big, buff looking human which is kind of half dark-green half grayish-green colored. Has a sword which does 2d20 and is Main hand or a mace that does 3d12, and always has some sort of shield, that either reduces damage by 5, or by 10, or by 15, or by 20. The wise guy decides which of the four shields The Orc has.
The Troll: Think three billy goats gruff. It’s got two legs, two arms, and a head; no neck and no brain, it’s got a pair of some sort of ibex-like horns, and it usually carries a club around with it that deals 3d20 x 2. Without a club, it deals 1d20 x 2 by punching. It also can use the ability Armor Smash, where it destroys its target’s armor with a mighty swing and the armor doesn’t do anything until it is repaired; the ability also deals 1d20 and knocks the target backwards away from the troll 2 squares. The ability can only be used against the tank every three turns.
The Ogre: Half-troll half-orc. Therefore, it has all the attacks and items a troll and an orc carries, but it also carries a horn that it automatically uses at the start of every encounter, which has a 1d20 chance (roll 15 or higher) to make all be stunned by its magical properties, preventing them from doing anything for their next turn is over.
The Goblin: A little green man with pointy ears, cunning black eyes. They have a taste for cold, hard cash and the sound of cold, hard, steel crashing in the middle of a fight. Goblins themselves, however, are afraid of many things, since they’re the smallest of many creatures, and therefore at the bottom of the food chain. They usually carry two small scimitars, one in each hand, that deals 1d20 each. They attack with both on the same turn.
The Angel: An angel is a...wait, what? I need to explain this? Really? Fine. It is the thing it was during life, only holy-er and with wings . Its attacks depend on what class it is.
Kobold: It’s a mean, green, killing machine with a strange tail. Uses its spear to deal 1d20, which it can either use in melee combat or from up to 5 squares away as a throwing weapon.
The Human: I’m pretty sure you don’t need an explanation for that, seeing as you, dear player, are one. Its attacks depend on what class it is.
The Elf: Essentially a Human that’s slightly smarter, a lot nimbler, and has pointy ears. Its attacks depend on what class it is.
The Dwarf: Again, it is essentially a human, only it’s short and it’s fat (they like to think of themselves as “stout”). Its attacks depend on what class it is.
The Mushroom Gnome: It’s a, well, I think you know what it is. It’s a gnome…and it’s a mushroom. Combined. Its attacks depend on what class it is.
The Orc: A big, buff looking human which is kind of half dark-green half grayish-green colored. Has a sword which does 2d20 and is Main hand or a mace that does 3d12, and always has some sort of shield, that either reduces damage by 5, or by 10, or by 15, or by 20. The wise guy decides which of the four shields The Orc has.
The Troll: Think three billy goats gruff. It’s got two legs, two arms, and a head; no neck and no brain, it’s got a pair of some sort of ibex-like horns, and it usually carries a club around with it that deals 3d20 x 2. Without a club, it deals 1d20 x 2 by punching. It also can use the ability Armor Smash, where it destroys its target’s armor with a mighty swing and the armor doesn’t do anything until it is repaired; the ability also deals 1d20 and knocks the target backwards away from the troll 2 squares. The ability can only be used against the tank every three turns.
The Ogre: Half-troll half-orc. Therefore, it has all the attacks and items a troll and an orc carries, but it also carries a horn that it automatically uses at the start of every encounter, which has a 1d20 chance (roll 15 or higher) to make all be stunned by its magical properties, preventing them from doing anything for their next turn is over.
The Goblin: A little green man with pointy ears, cunning black eyes. They have a taste for cold, hard cash and the sound of cold, hard, steel crashing in the middle of a fight. Goblins themselves, however, are afraid of many things, since they’re the smallest of many creatures, and therefore at the bottom of the food chain. They usually carry two small scimitars, one in each hand, that deals 1d20 each. They attack with both on the same turn.
The Angel: An angel is a...wait, what? I need to explain this? Really? Fine. It is the thing it was during life, only holy-er and with wings . Its attacks depend on what class it is.
Kobold: It’s a mean, green, killing machine with a strange tail. Uses its spear to deal 1d20, which it can either use in melee combat or from up to 5 squares away as a throwing weapon.