|
Post by TG Barighm on Aug 27, 2007 23:42:28 GMT -5
Because it is very handy. ;D
For Dremmy: What book does Practiced Spellcaster and Spellhand come from?
For reference--
IMPERIAL RELATIONS:
Here is a brief list of the factions the empire has dealt with in the past and their current relationship with that group. If you're interested in developing your character's backstory or are just curious, you can use this information as a reference:
HUMANS: The crux of the empire.
ELFS AND HALF-ELVES: Elven nations generally have little dealings with the empire. Most elves feel the empire is trying to force their new religious focus on them and tend to stick to their forest kingdoms. The empire hasn't come close to invading an elven nation yet. Some elves still reside in the empire, and those that grew up during the monarchy's infancy still feel a sense of loyalty to the imperial family. Elves and half-elves are generally respected for their artistic contribution to the empire even if the empire itself doesn't recognize them anymore.
DWARVES: Ever so proud of their family lineage, the dwarves have little in common with the empire. They are constantly bickering with the imperial family, and they periodically go to war over valuable resources. The empire's growing faith has even begun to conflict with the dwarves' religious views. Some dwarves prefer to remain neutral in the conflict and sell aforementioned resources to both parties. Only those living on the frontiers have any plight with the dwarves. Most living within the empire's interior don't even realize there is a war.
GNOMES: They have no feud with the empire. In fact, they enjoy the empire's willingness to fund inventors and their projects. Gnomes also love to do business. The empire's rising religious awareness has made people a little suspicious of gnomish inventions, but there are far too many acadamies and inventor guilds right now for the church to quell their discoveries.
HALFLINGS: They have been absorbed into the empire. They're almost as common as humans.
ORCS AND HALF-ORCS: They typically fight, but the empire has also been known to hire roving bands of orcs as mercenaries. They sometimes interact with residents of the empire. Half-orcs are usually shunned, so they tend to end up as labourers or return to their orcish brethren on the frontier.
|
|
|
Post by Dremmy on Aug 28, 2007 10:46:17 GMT -5
Complete Arcane
|
|
|
Post by cealia on Aug 29, 2007 15:35:11 GMT -5
(for gascoigne)
CHARACTER CREATION GUIDELINES:
-Starting level: 1. You may use a race with an adjustment of +1, but you start with Apprentice levels. Don't worry; most of that first level will fly by in the first part of the game. Try to uses races from the Core rulebooks such as the three Monster Manuals or the Player's Handbook. If you don't know what apprentice levels are, don't worry about it.
-Roles: The goal here is to recreate a classic Japanese RPG using those overused and overloved RPG cliches, so try to create characters that are typical to those games. Your characters won't be as story integral as those characters tend to be, but you never know. They might find a way to slip in. Oh, and by Japanese RPG, I mean old roleplaying videogames, not an Oriental setting. I'd love to do an Oriental themed game sometime, but I'm really not familiar enough with the Orient to run such a game.
-Classes: Only from books I have. I have both Player's Handbooks, the DM's Guide, and Complete Warrior, Arcane, Divine, and Adventurer (someone find a link for Scoundrel and Mage!). I also have Unearthed Arcana if you enjoy variants. Be sure to find links to any official material you wish to present to me if the class you want to play is not in those books. You may also use a class from my website, but nobody has done that yet. I'll keep trying though.
-In those RPG's, it wasn't unusual for characters to have shady pasts and backstories that lead to future side-quests. Feel free to create the same, but try to limit it to a single chain of side-quests.
-Feel free to create towns, cities, monestaries, villages, or whatever your character may need to fill in his or her background. This game is not set in Tanzkara or any of my campaign settings, so don't worry about tampering with that stuff.
-You start in a sleepy village on the night of a festival. You can be one of the inhabitants of the village, a traveler, a local guardsman, or whatever. So long as your character has reason to be in the area at the time, it's fine.
-Starting Gold: It depends on your role. You will get all the gold you're supposed to have eventually, but circumstances may warrant less or more than other characters, so post your character's description/backstory first, then we'll see about gold. As a rule of thumb, if you're a villager, you probably won't have any. Militia or people from out of town will likely have more. If you're a monk, you never get much gold (like 8g ).
That should be enough for character creation. The story does have a specific setting and set of monsters you'll face, but I've had to redo the story several times to get that old RPG feel, so I can't be certain yet. I can say you might want to have a cleric in the party.
STARTING GOLD:
Barbarian: 100g Bard: 100g Cleric 125g Druid: 50g Fighter: 150g Monk: 12g Paladin: 150g Ranger: 150g Rogue: 125g Sorcerer: 75g Wizard: 75g
If you're using a different kind of class, use an equivalent for the starting gold (ie. Swashbucklers and Ninjas use Rogue, Warlocks use Sorceror and Wizard, Samurais use Fighter, etc.).
cealia running brook
player: cealia
RACE: catfolk SIZE: medium AGE: 18 HEIGHT: 5'2" WEIGHT: 115lbs. ALI: n-good
CHARACTER STATISTICS ++++++++++++++++++++
ABILITY SCORES:
STR: 11(+0) DEX: 16(+3) CON: 14(+2) INT: 12(+1) WIS: 18(+4) CHA: 14(+2)
HD/HP: d8+2 / 10
EXPERIENCE:
-Lv.1 - druid Current: 0 Next: 1000
SAVES:
Fortitude +2 (Class) +2 (Con) = +4 Reflex +0 (Class) +3 (Dex) = +3 Will +2 (Class) +4 (Wis) = +6
IN BATTLE:
Base: +0 Melee: +0 Range: +0 Initiative: +3 (Dex) Move: 40 ft. Spell Failure: 0% Spell Resistence: 0
YOUR COMBAT OPTIONS *******************
-None
SPECIAL DEFENSES: -None
ARMS, ARMOR, AND GEAR #####################
WEAPONS AND ARMORMENT- Natural+Shield+Armor: 14+0+0=14 AC COUNTER: AC/5
-None
MAGICAL EQUIPMENT: -None
GENERAL GEAR: -studded leather -scimitar -backpack
MOUNTS:
-None
Carry: 0/Max lbs. Load: - Capacity-Lift Overhead=carry, Stagger=x2, Drag=x4
GEMS: 0gp PP: 0 GP: 0 SP: 0 CP: 0 Coin Weight:
SPECIAL ABILITIES @@@@@@@@@@@@@@@@@
FEATS:-
-animal affinity
Class:
CLASS FEATURES: -animal companion -nature sense -wild empathy
SKILLS &&&&&&
Total Skill Points: 28 Point Progress: 6 (Class) +1 (Int) = +7
Armor Penalty: -0
4 Diplomacy 4 Handle Animal 4 Heal 4 Knowledge (nature) 4 Ride 4 Sense Motive 4 Balance
*You can still use other skills, like Listen, Spot, and
Search LANGUAGES KNOWN (Bonus +1): Common, druidic, feline, sylvan
SPELLS ^^^^^^
Spellcaster Level: Lv.0 druid
Spells per day (Lv.0 1st): 3(+1) / 1(+0) Bonus Spells Per Day (Int): 1 1 1 1 Spell Save DC: I DONT KNOW Spell Failure: 0%
SPELLS KNOWN:
Lv. 0: 3 Cure Minor Wounds Light Flare
Lv. 1: 1(+1 bonus) Speak with Animals Summon Nature's Ally I
SPELLS PREPARED: Cure Minor Wounds x2 Light
RACIAL TRAITS: • +4 dex +2 cha • Base land speed: 40 ft. • Low-Light Vision: Catfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. • +2 racial bonus on Listen and Move Silently. • +1 natural armor bonus • Automatic Languages: Common, Feline. Bonus Languages: Draconic, Gnoll, Halfling, Sylvan • Level Adjustment: +1
BACKSTORY:
-Coming Soon
|
|
|
Post by TG Barighm on Aug 29, 2007 15:53:22 GMT -5
He needs to post in this thread before he can receive his scores and create a character.
I'm not sure how I can work him into the Spirit Vault though.
|
|
|
Post by cealia on Aug 29, 2007 16:02:31 GMT -5
he just wanted to read up and look at some character sheets, since he couldn't see them at the old board. i can ask him if he even wants to be in this campaign. would that even be possible?
|
|
|
Post by Dremmy on Aug 29, 2007 16:17:28 GMT -5
I knew I didnt recognize the name gascoigne. I thought it was someone we knew just being difficult.
|
|
|
Post by TG Barighm on Aug 29, 2007 16:30:39 GMT -5
Aye. That's what brought about the creation of BB. First Soulweaver couldn't get her brother to join, and then Cealia wanted a friend to join, but I knew he couldn't. Thus, BB was created. So, yes, we're no major RPing board, but I wouldn't have started one if I didn't think we'd get some new players right off the bat. See? I consider these things. ;D
|
|
|
Post by TG Barighm on Aug 30, 2007 15:05:49 GMT -5
Yeah, it's possible, just not while we're in the Spirit Vault. Very difficult for an adventurer to wander upon that place. It simply wouldn't make sense.
He will have ample opportunity to join at Kara'Conakor and Castle Iatsargo.
Will writing up the summary for the game help? I was planning to do that, but if that will sway his decision more I'll get right to it.
|
|
|
Post by Dremmy on Aug 31, 2007 13:57:37 GMT -5
Xelander Whisperwing
RACE: Halfling SIZE: Small AGE: 22 HEIGHT: 3' WEIGHT: 30lbs. ALI: C
CHARACTER STATISTICS ++++++++++++++++++++
ABILITY SCORES:
STR: 10(+0) DEX: 16(+3) CON: 12(+1) INT: 11(+0) WIS: 12(+1) CHA: 15(+2)
HD/HP: 0 / 0
EXPERIENCE:
-Lv.4 Aristocrat/Lv. 1 Warmage - Current: 10650 Next: 15000
SAVES:
Fortitude +0 (Class) +0 (Con) = +0 Reflex +0 (Class) +0 (Dex) = +0 Will +0 (Class) +0 (Wis) = +0
IN BATTLE:
Base: +0 Melee: +0 Range: +0 Initiative: +0 (Dex) Move: 30 ft. Spell Failure: 0% Spell Resistence: 0
YOUR COMBAT OPTIONS *******************
-Dagger-Atk.+6 or +6 thrown-1d3 slash/pieerce damage-Crit. 19-20/x2 -Quarterstaff-2H/1H/DW-Atk.+3 or -3/-7-1dd4 blunt damage-Crit. 20/x2 -L.Crossbow-Atk.+6-Range 80 ft-1d6 piercee damage-Crit. 19-20/x2
SPECIAL DEFENSES: -None
ARMS, ARMOR, AND GEAR #####################
WEAPONS AND ARMORMENT- Natural+Shield+Armor: 14+0+4=18 AC
- Dagger x2 (1d3 dmg, 19-20/x2 Crit, 10ftt reach, Pierce/Slash, 1lb) - MW Light Crossbow (1d6 dmg, 19-20/x2 Crrit, 80ft R.inc, Pierce, 2lb) >Bolts x7 - Quarterstaff (1d4/1d4 dmg, x2 Crit, Bluunt, 2lb each) - Chain Shirt
MAGICAL EQUIPMENT:
-Dust of Disappearance
Consumnable: -CLW Potion x15 -CSW Potion -Invisibiliity Potion -Jump Potion
GENERAL GEAR:
-Emperor's Orders - Travelers Outfit - Cold Weather Clothing - BackPack >Bedroll >Sunrod (x2) >Silk Rope
MOUNTS:
-None
Carry: 0/Max lbs. Load: - Capacity-Lift Overhead=carry, Stagger=x2, Drag=x4
GEMS: 0gp PP: 100 GP: 659 SP: 9 CP: 0 Coin Weight:
SPECIAL ABILITIES @@@@@@@@@@@@@@@@@
FEATS:-
Current Total: 7 -Imp Skill (?) -Spell Hand -Praticed Spellcaster -Combat Casting -Weapon Finesse Class: -Simple Weapons Proficiency -Martial Weapons Proficiency
CLASS FEATURES: -Armored Mage -Warmage Edge
SKILLS &&&&&&
Total Skill Points: 37 Point Progress: Aristocrat 4 (Class) +0 (Int) = +4/ Warmage 2 (Class) +0 (Int) = +2
Armor Penalty: -3
8=6+(Cha +2) Diplomacy 8=6+(Cha +2) Gather Information 7=5+(Cha +2) Bluff 7=5+(Cha +2) Intimidate 7=5+(Cha +2) Disguise 7=5+(Cha +2) Perform (Act) 5=5+(Int +0) Spellcraft
Climb +2 Jump +2 Listen +3
*You can still use other skills, like Listen, Spot, and Search
LANGUAGES KNOWN (Bonus +0): Common and Halfling
SPELLS ^^^^^^
Spellcaster Level: Arcane/Divine Lv.?
Spells per day (Lv.0 1st): Lv. 0 - 5, Lv.1 - 3 Bonus Spells Per Day (Int): 0 Spell Save DC: +0 Spell Failure: 0%
RACIAL TRAITS:
+2 Dexterity, –2 Strength. Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. Halfling base land speed is 20 feet. +2 racial bonus on Climb, Jump, and Move Silently checks. +1 racial bonus on all saving throws. +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general. +1 racial bonus on attack rolls with thrown weapons and slings. +2 racial bonus on Listen checks. Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
|
|
|
Post by TG Barighm on Sept 2, 2007 20:24:04 GMT -5
*scratches head* Odd. I had Dremmy's new ref. sheet all done out and everything, but now I can't find it.
Guess I'll just have to get it up tomorrow.
|
|
|
Post by TG Barighm on Sept 6, 2007 14:48:10 GMT -5
Here's the Forever Beyond team in NWN form:
*Removed to prevent lag
Cealia is on the left, Eadbald in the foreground, Xelander on the right, and Kay is in the back.
Still working on some stuff, but that's the party. I'll be making more adjustments in the future, like very specific changes to the models and their equipment.
So, what do you guys think?
|
|
|
Post by firemyst on Sept 6, 2007 15:24:14 GMT -5
The face is alright. The body is slender, more than I would think from dwarf, and I never thought I'd be wearing such dark-colored armor
|
|
|
Post by TG Barighm on Sept 6, 2007 15:51:11 GMT -5
Yeah, I imagined Eadbald as wearing brighter coloured armour. I got to add a shield and axe too.
That build is actually the thinnest of the dwarven models.
|
|
|
Post by cealia on Sept 7, 2007 11:04:37 GMT -5
i can't really see my face i look like an elf.
|
|
|
Post by TG Barighm on Sept 7, 2007 14:12:49 GMT -5
I'm afraid there is no catfolk model in NWN; however, I have tried finding a model with long ears, a stripey tatto on the face, and adding an orange colour scheme. If I can get that to work, I'll use that.
|
|
|
Post by cealia on Sept 8, 2007 12:43:00 GMT -5
cool. gascoigne said he'd jump in this campaign if he could sometime.
|
|
|
Post by TG Barighm on Sept 8, 2007 14:45:33 GMT -5
That's fine, but he still needs to post in this utility thread so I can assign him some ability scores. It will be a lot easier to place his character into the game if I know what class and backstory he's using.
|
|
|
Post by TG Barighm on Sept 8, 2007 16:04:32 GMT -5
Character models ============ Before I start, yes, Armas and Kara's models have also been created using Aurora, but I'm not going to spend a lot of time on them until they return. Cealia: I did my best to try and make Cealia match the FF11 pic. Because she's a druid and has to go with leather armour, I kept a brownish-colour scheme. Her sword looks jagged and dark because it's supposed to be stone, not steel. Everything else was a compromise. Sucky part is, there IS a better cat-like face and stripey tattoo, but the cat-like face is very mean looking, and for some reason the stripey tattoo comes in a green colour scheme. It also sucks that my options for tails does not include a cat's. Still, this model is way better than the placeholder I was using before. Let me know what you think or if you want me to change anything. It's not hard. Eadbald: The choices for dwarven heads suck, so I picked the cleanest and most proper looking one. Don't worry about the evil, red glow on the axe. That's just there to make it easier to pick out your character on the screen. Everyone has one. Xelander: Xelander was easy to do. I basically just thought of a nobleman placed in an odd situation and went with that. The whole party again:
|
|
|
Post by firemyst on Sept 9, 2007 11:29:55 GMT -5
The first image for Eadbald in the last post looked pretty bad, mostly the head. The second view, looking down on the party, looked much better. And I like the red glow. hehe.
|
|
|
Post by TG Barighm on Sept 9, 2007 13:07:17 GMT -5
The glow will change if you find some cool magic weapons. ;D On that note, I just remembered Cealia has a magical cape. Unfortunately, when I tried to stick it on her, I ran across a well-known bug, just one in a series related to capes and cloaks. In this case, all capes seem to be sized for human males. That's fine for Kay, but for everyone else it leaves the cape floating above their heads. Currently looking for a way to resolve this, but don't hold your breath. It's an awful lot of work just to make our fights look better. *Spent an hour and a half looking for some kind of solution for capes at the NWN forum, but that site is HUGE. Nice how they're still making patches for NWN, but it was taking forever to find the solution and now I'm tired.
|
|
|
Post by cealia on Sept 9, 2007 14:37:42 GMT -5
is there a way to make my arm look ...more arm-like?
|
|
|
Post by TG Barighm on Sept 9, 2007 15:11:54 GMT -5
A little twiggy, isn't it? For the arm itself, no, but there are some baggy clothes that may help.
|
|
|
Post by cealia on Sept 9, 2007 16:58:22 GMT -5
yeah, thanks.
|
|
|
Post by TG Barighm on Sept 10, 2007 15:50:35 GMT -5
Huh. Adding some sleeves and bracers to Cealia's model really helped a lot:
|
|
|
Post by cealia on Sept 10, 2007 17:36:51 GMT -5
yay! that looks so much better!
*squee* i have arms!
|
|
|
Post by TG Barighm on Sept 10, 2007 17:41:15 GMT -5
Too bad you can't see them in-game. They move as you walk. The cape too, if I can ever get it to sit on your shoulders instead of your head. ;D
|
|
|
Post by gascoigne on Sept 11, 2007 14:41:43 GMT -5
WORD.
so.. Cealia said I need to post here, and now I feel just silly.
and, you can write me in? I'll have most of my char... let the rolling begin?
thanks guys!
|
|
|
Post by TG Barighm on Sept 11, 2007 14:53:53 GMT -5
Nice to finally meet ya. Bonus: +5 (Max. 18) *Starting level is 6. Monsters races are allowed, but only fairly normal, humanoid ones, and only up to LA+2. GASCOIGNE: 13,11,10,13,10,12
|
|
|
Post by gascoigne on Sept 11, 2007 18:13:00 GMT -5
thanks.. so the questions I have, I pose in this thread? or the noob one?
|
|
|
Post by TG Barighm on Sept 11, 2007 18:54:43 GMT -5
For questions relating to this game: this thread. For general, all-around D&D questions you think may aid other noobs in the future, and not just you: noob thread. Don't worry about posting in "the wrong one". You're not going to get whipped or anything if yo mix it up.
|
|