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KoTM is a very diverse kingdom. There are races from just about everywhere and most are welcome everywhere in KoTM. Some aren't tolerated in certain areas but that is rare situations. Walking down the streets you can see just about anything including Trolls, Giant Kin and even goblins, though most people keep an eye on them and a hand upon their purse. Below is a list of races you can play. If you do not see your race or a close equivalent, please email the FL and let him know about it and it might be added.

Human

These are the normal people of the realms. The only advantage that they have are that of paying only 90% of the required XP for Single, Dual, or Multi classes.
Humans can be the following classes: 
Warrior 
Weapon Specialist 
Ranger 
Cavalier 
Paladin (Deity Selection Required) 
Martial Artist 
Thief
Assassin
Wizard/Sorceress
Cleric (Deity Selection Required)
Druid (Deity Selection Required)
Shaman (Deity Selection Required)
Necromancer
Amazon (Women Only)[Deity Required]
Dual-Class
Multi-Class

Barbarian

All Barbarians gain the following advantages..

+2 to any SCs vs. any of the senses. INC find hidden by touch or in a decently lit area by site.

+2 DP per every 3 levels. +2 1-3 +4 4-6 +6 7-9 +8 10-12 +10 13-15

Can not be stunned, Ignore all stun effects.

Berserker Rage: Once per day a Barbarian can put themselves into a berserker rage for 1D4 rounds +level until 10th level at which time it lasts rounds equal to their current level.
This increases their SD by +10 but all attacks against them will be at -5. While in this state all Hits that land are treated as Critical Strikes and any Critical Strikes will be treated as Outstanding Successes.
All Critical Fumbles will be ignored and Total Failure will be treated as a Critical Fumble.
When is berserker rage the have a 1 in 100 chance (00 00 on a 2D10) that their bloodlust will take over. If this happens they will continue to attack until ALL foes are dead.
Anyone that tries to stop them until their bloodlust wears off will immediately be considered a foe and will be the next target on the berserkers hate list.

Barbarian Warriors ONLY: Frenzy Attack: Barbarian warriors, spending their entire life in a warrior society, gain incite into sneaking in an additional attack from time to time (Once per every 2nd round). This extra attack is at -5 SD but if it lands they have the option of trying for a second frenzied attack at an additional -5 SD for a total of -10 SD.

The Barbarian race can ONLY be 2 classes, Warrior and Shaman.

Demon

Demons are one of the few humanoid races that have natural weapons. Claws, fangs, horns and even a tail can be considered to be a weapon. This race also gains the following bonus.

Tough Skin: They receive -1 DP from all attacks for every 5 levels. (-1 @ 1-5, -2 @ 6-10, and -3 @ 11-15)

Fire and Brimstone: 3 APs :The can form a protecting barrier of fire around themselves for every 3 levels. -1 DP per every 3 levels and the FoH will do the equal amount of damage back to the attacker.

Immune to Fire, Lava, and Extreme heat. However they are sensitive to cold taking double damage from cold attacks.

+2 SC against Magic.

Finally, with their natural claws and tail, climbing is natural for them and no penalties will be given for any situation that climbing must be performed.

Immune to Poison and Disease.

Warrior Damage Bonus, same as level.

Demons can be the following classes:
Warrior 
Weapon Specialist 
Ranger 
Martial Artist 
Thief 
Assassin 
Wizard/Sorceress 
Cleric (Deity Selection Required) 
Druid (Deity Selection Required) 
Shaman (Deity Selection Required) 
Dual-Class 
Multi-Class

Angel

Angels receive the natural weapons of claws. This race also gains the following bonus.

Natural Heal: Two times per day, per every third level (2 @ 1-3, 4 @ 4-6, etc.)

Resurrect Dead: 20 AP: At level 10 they gain the ability of resurrecting the dead. This costs 20AP and they are allowed to perform it as many times as their SP allows.

Holy Light: 3 AP: This is the same as the demons F&B, -1 DP from attacks and Attacker takes 1DP for every 3 levels.

+2 SC against Magic

They also receive the gift of feather fall, any situation that they would be falling they will instead float to the ground as if a feather, even if unconscious.

Immune to Poison and Disease.

Warrior Damage Bonus, same as level.

Angels can be the following classes:
Warrior 
Weapon Specialist 
Ranger
Paladin (Deity Selection Required) 
Martial Artist 
Wizard/Sorceress 
Cleric (Deity Selection Required) 
Druid (Deity Selection Required) 
Shaman (Deity Selection Required) 
Dual-Class 
Multi-Class

Dragon

Dragons have the choice of taking on a human form for a limited time. For every hour in humanoid form they must spend 2 in dragon form. If they are not back in Dragon form within 24 hours they start losing health at a rate of 2 DP per hour. The allowed Forms are Human, Elf and Drow. Each dragon will have a different type of breath weapon based on what type of dragon they are. They breath weapon they employ will also be the substance they are immune to. This can be a great advantage or a minor one, but there can also be a great disadvantage. Example: a Fire dragon will not be hurt by any form of fire, but will take double damage from cold based attacks.

Breath Weapon: 15 AP: 1/2 (half) of the dragons DP can be put into the breath weapon as damage.

Warrior Damage Bonus, same as level, when in true form.

Scales: -2 DP per every 3 levels when in true form.

Note: PC dragons differ from NPC dragons in the fact that they are still young, in dragon reasoning, and that they will not be as strong as their older counterparts. Also their close relations with the humanoid races has left them somewhat weakened compared to a dragon near their age. In KoTM you will not encounter an NPC dragon that will match the stats of a PC dragon. I thought this over a long time and this is the best way to do this.

Dragons can be the following classes:
Warrior 
Weapon Specialist 
Ranger 
Martial Artist 
Thief 
Assassin 
Wizard/Sorceress 
Cleric (Deity Selection Required) 
Druid (Deity Selection Required) 
Shaman (Deity Selection Required) 
Dual-Class 
Multi-Class

Dwarf

Dwarves are small and stout. All but the young have beards, including the women. They are very prideful of them. They are excellent craftsman and miners. Dwarves have a natural enemy in ALL giant kind.

Against Giants only they gain the following. -20 SD to attacker and +2 DP.

In addition they also receive the following whether against Giants or not.

+3 DP

+5 SC against Magic, Poison, and Disease.

-3 SC for a dexterity check, or 1/2 SD, GM's discretion.

Barrel Roll: 2 AP: Same as Slam, See warrior rules.

Dwarves can be the following classes:
Warrior 
Weapon Specialist 
Ranger 
Martial Artist 
Thief 
Wizard/Sorceress (Max 11th Level) 
Cleric (Deity Selection Required) 
Druid (Deity Selection Required) 
Shaman (Deity Selection Required) 
Dual-Class 
Multi-Class

Halfling/Hobbit

These are the classic little people with the harry feet. They gain bonus' if they chose thief as class of +10 SD. Due to their small size they have a negative attack damage of -1.

+3 SC against Magic, Charm, Sleep, Poison, & Disease.

Also +5 SD if using a sling.

Halflings can be the following classes:
Warrior 
Weapon Specialist 
Ranger 
Thief +10 SD 
Assassin 
Wizard/Sorceress 
Cleric (Deity Selection Required) 
Druid (Deity Selection Required) 
Shaman (Deity Selection Required) 
Dual-Class 
Multi-Class

Elf

Elves are the long lived people with the pointy ears. Elves have many abilities that include but are not limited too.

See Hidden Doors: Roll 1D6, on a 1 the door will be found, if actively searching it will be found on a 1 or 2.

See Hidden Portal: Same as above but on a 1, 2 or 3.

Infravision: 60Ft.

+2 SC

Additional +5 SC against Sleep and Charm spells.

+10 SD if single class mage, only for spell casting.

+5 SD for Bow use.

Elves can be the following classes:
Warrior 
Weapon Specialist 
Ranger 
Cavalier 
Paladin (Deity Selection Required) 
Martial Artist 
Thief 
Assassin 
Wizard/Sorceress 
Cleric (Deity Selection Required) 
Druid (Deity Selection Required) 
Shaman (Deity Selection Required) 
Amazon (Women Only)(Deity Required) 
Dual-Class 
Multi-Class

Drow Elf

Same as for elf but....

+20 Ft. infravision.

-10 SD in bright light.

+5 SD if dual or multi class Rogue.

+10 SD if single class Rogue.

Drow can be the following classes:
Warrior 
Weapon Specialist 
Ranger  
Martial Artist 
Thief 
Assassin 
Wizard/Sorceress 
Cleric (Deity Selection Required)  
Necromancer 
Dual-Class 
Multi-Class

Half Elf/ Half Drow

Same as for Elf / Drow but at 1/2 rounded up. SD Bonus for Single Class at 1/2, no bonus for dual/multi class.

Half Elf/Drow can be the following classes:
Warrior 
Weapon Specialist 
Ranger 
Cavalier 
Paladin (Deity Selection Required) 
Martial Artist 
Thief 
Assassin 
Wizard/Sorceress 
Cleric (Deity Selection Required) 
Druid (Deity Selection Required) 
Shaman (Deity Selection Required) 
Dual-Class 
Multi-Class

Faerie Folk

These are the Fae, Fairy, Brownie, Goblin, Pixie, Sprites, etc.

+4 SC against spells

Additional +2 SC against Sleep & Charm spells.

+10 SD if thief class is taken.

Faerie Prank: 2 AP: SD roll, on successful roll, target is at -10 SD, not to drop below 15.

Faerie folk can be the following classes:
Warrior 
Ranger 
Martial Artist 
Thief +10 SD 
Assassin 
Wizard/Sorceress 
Cleric (Deity Selection Required) 
Druid (Deity Selection Required) 
Shaman (Deity Selection Required) 
Dual-Class 
Multi-Class

ORC

+1 DP at levels 1, 6, 11, & 15. They also get -1 DP from all attacks at every 5th level.

-10 to saves vs. Intelligence rolls.

-1 damage taken due to their tough hide.

Orcs can be the following classes:
Warrior 
Weapon Specialist 
Ranger 
Cavalier 
Martial Artist 
Thief 
Assassin 
Wizard/Sorceress 
Shaman (Deity Selection Required) 
Dual-Class 
Multi-Class

Giant Kin

These are, but not limited too. Frost Giants, Storm Giants, Ogres, Minotaurs, etc.

Warriors Damage bonus as per level.

+2 to init. IE: if a 3 was rolled the new init. would be 5.

Normal items will not work on a giant kin, as such everything must be custom made and will require double the cost. Items are, but not limited to, Clothing, Armor, Weapons.

Charge: Number of targets -1 no less than 2 AP: Due to their size, the giant kin can attempt a Slam attack, see warrior rules, against 2 or more closely grouped targets. GMs discretion.

Giant Kin can be the following classes:
Warrior 
Weapon Specialist 
Ranger 
Martial Artist 
Thief 
Assassin 
Shaman (Deity Selection Required) 
Dual-Class 
Multi-Class

Troll

This is a special version of Giant Kin. As such they have the same stigma as for Giant Kin regarding clothing, armor and weapons.

+1 damage for ever 3 levels. 1 @1-3, 2@4-6 Etc.

Increased Speed. -1 init.

Regeneration: 2DP per round while in combat except for fire based attacks. This drops to 2 DP per hour out of combat.

Also gets the Charge Ability.

Trolls can be the following classes:
Warrior 
Weapon Specialist 
Martial Artist 
Thief 
Assassin 
Wizard/Sorceress 
Shaman (Deity Selection Required) 
Dual-Class 
Multi-Class

Shape Shifter

This is the catch all category for any who shape shift. This includes were folk. Individual shifting and human abilities will be based on a case by case basis. In addition, while in were form, they will earn +1 damage for every 3 levels. This class while in were form can NOT use weapons.

Shape shifters can be the following classes:
Warrior 
Weapon Specialist 
Ranger 
Martial Artist 
Thief 
Assassin 
Wizard/Sorceress 
Cleric (Deity Selection Required) 
Druid (Deity Selection Required) 
Shaman (Deity Selection Required) 
Dual-Class 
Multi-Class

Vampire

Here vampires are the traditional version, AKA Dracula, and as such are limited to only being allowed out at night. They are not and will never be a "Day walker". A vampire must feed every 4 days or suffer their abilities dropping to half (1/2). If another 4 days go by and they have not fed, (total of 8 days) they will be reduced to 1/4 of their abilities. If an additional 4 days pass, for a total of 12 days, the vampire will have starved and died.

A vampires race before they were sired is limited to, Human, Elf, Drow, Half Elf, Half Drow, Halfling, and Dwarf. A PC of these races can be sired by a 7th level vampire or higher. This requires 3 consecutive nights of "feeding". The new vampire will be level one and will remain such until enough XP has been reached to take them to the level they were when "sired". If a cleric bares a "Holy Symbol" against a vampire it is paralyzed and may not take any action except flee. The cleric bearing the "Holy Symbol" may not take any action as they are "holding" the vampire.

+2 Damage to all Physical attacks.

Shape Shift into bat, wolf, & Mist.

If 90% of the vampires DP is taken they revert to mist form and must/will return to their coffin. 2 AP

They have an innate charm ability. 3 AP

They take triple damage from fire based attacks.

Vampires can be the following classes:
Warrior 
Weapon Specialist 
Martial Artist 
Thief 
Assassin 
Wizard/Sorceress 
Dual-Class 
Multi-Class

Other

This is the catch all for any race not listed. If nothing fits your character better then this will be your race. All scores and abilities will be on a case by case basis. This is also the category that you should use if you wish to play an animal. When choosing animal, click the other button on the application and choose animal in the drop down window. As an animal is a class all its own it will be given skills and traits based upon a case by case basis.

 

Special Note on OTHER Classing. Each other will be judged by race first and class second. Some races may be deemed as not being allowed to use a certain class.
Other MAY be listed as the following classes:
Warrior 
Weapon Specialist 
Ranger 
Cavalier 
Paladin (Deity Selection Required) 
Martial Artist 
Thief 
Assassin 
Wizard/Sorceress 
Cleric (Deity Selection Required) 
Druid (Deity Selection Required) 
Shaman (Deity Selection Required) 
Dual-Class 
Multi-Class 
Animal (a class will be chosen based upon you animal species)

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