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Forums - Class Resources Obvious_Illusion (31 posts so far) | | Firstly, i'd like to thank the "3.5 Player's Guide, 3.5 Complete Divine and 3.5 Complete Arcane spells books" for helping me.
Thank you for looking at this page. I have compiled basic (but useful) resources about all of the base classes. Please treat these resources as though they are canon to our server. But since Faerun and D&D is based on the idea that you can customise your character very much so, you may respect that.
Every class will have...
"Notes" - An introduction to that class, and what they are exactly.
"Background" - A general description of how that class became that class.
"Racial Notes" - About which races are commonly or uncommonly that class.
"Religion" - How religious that class generally is.
"Relationships" - How that class tends to treat other classes.
"Special" - Any special information regarding that class.
Please note that any 'special' skills noted for a class that are not already in NWN2 are not going to be added in, they are there to be roleplayed with. Such as the bards "Bardic Knowledge" and the warlocks "Detect Magic".
Also note that if you wish to play a 'aristocrat', 'commoner', 'expert' or other non-combat (or NPC) orientated character, we recommend that you use a class that best suits that, such as a Fighter for a peasant, a Rogue for a skilled character, a Sorcerer for a character with a pet (who does not use their magic) or a bard for an average musician. | | | | Obvious_Illusion (31 posts so far) | |
Barbarian
Notes - From the frozen wastes to the north and the hellish jungles of the south come brave, even reckless, warriors. Civilised people call them barbarians or berserkers and suspect them of mayhem, impiety, and atrocities. These "barbarians," however, have proven their mettle and their value to those who would be their allies. To enemies who underestimated them, they have proved their cunning, resourcefulness, persistence, and mercilessness. Adventuring is the best chance barbarians have of finding a place in civilised society. They're not well suited to the monotony of guard duty or other mundane tasks. Barbarians also have no trouble with the dangers, the uncertainties, and the wandering that adventuring involves. Barbarians may adventure to defeat hated enemies. They have a noted distaste for that which they consider unnatural, including undead, demons, and devils.
Background - Barbarians come from uncivilised lands or from barbaric tribes on the outskirts of civilisation. A barbarian adventurer may have been lured to the settled lands by the promise of riches, may have escaped after having been captured in his homeland and sold into "civilised" slavery, may have been recruited as a soldier, or may have been driven out of his home by invaders. Barbarians share no bonds with each other unless they come from the same tribe or land. In fact, they think of themselves not as barbarians but as warriors.
Racial Notes - Humans are most commonly barbarian, from distant wild lands. Half-orc barbarians are secondly most common, leaving their orc tribes for human lands and dwarves are rare, usually hailing from dwarven kingdoms that have fallen into barbarism as a result of reccurent war with other races such as goblins and orcs. Barbarians of other races are very rare.
Religion - Barbarians distrust established religions and prefer an intuitive, natural relationship to the cosmos over formal worship. However if barbarian does devote themself to a deity, they are capable of fierce devotion.
Relationships - Barbarians have a distaste for the unnatural, such as undead, demons and devils. Most comfortable with rangers, druids and clerics of nature deities, things that are more wild and less civilised. Many barbarians admire the talents of bards, and some are enthusiastic lovers of music. However they don't trust that which they don't understand, and that includes wizardry, which they call "book magic". However find sorcerers more understandable than wizards, but that's maybe just because sorcerers tend to be more charismatic. Monks, with their studied, practiced, deliberate approach to combat, sometimes have a hard time seeing eye to eye with barbarians. But members of these classes aren't hostile to each other. Barbarians have no special attitudes towards fighters, paladins, clerics, or rogues.
Illiteracy - Barbarians are the only class that start out illiterate. Illiteracy only occurs if your first class is Barbarian, not if you've multiclassed into it. To become literate, a Barbarian must spend at least 2 points worth of skills into Lore. There may be roleplaying reasons that negate illiteracy, but usually the aspect of being a barbarian and being literate don't often mix.
Being illiterate means that a barbarian is unable to read or write in any of the languages they speak. | | | | Obvious_Illusion (31 posts so far) | |
Bard
Notes - Bards often serve as diplomats, negotiators, messengers, scouts, and spies. Their magic comes from the heart, and through music. If their heart is good, it brings hope and courage to the downtrodden and the bard's tricks, music, and magic to thwart the schemes of evildoers. If the nobles of the land are corrupt, the good bard is an enemy of the state, cunningly evading capture and raising the spirits of the oppressed. But music can spring from an evil heart as well. Evil bards eschew blatant violence in favor of manipulation, holding sway over hearts and minds of others and taking what enraptured audiences "willingly" give. Bards like to witness stories first hand, and that is what brings them to adventuring, but often the stories they witness, they sway it slightly and instead make themselves seem the hero, rather than the other person they were with who actually was the 'hero'. An apprentice bard learns his skills from a single experienced bard, whom he follows and serves until he is ready to strike out on his own. Many of them were once young runaways or orphans, befriended by wandering bards who became their mentors. Bards tend to congregate in an informal 'college' to exchange information and to meet others, however bards don't tend to have a whole allegiance, and are often competitive with other bards over reputation and territory.
Background - An apprentice bard learns his skills from a single experienced bard whom he follows and serves until he is ready to strike out on his own. Many bards were once young runaways or orphans, befriended by wandering bards who became their mentors. Since bards occasionally congregate in informal "colleges." the apprentice bard may meet many of the more prominent bards in the area. Still, the bard has no strong allegiance to bards as aw hole. In fact, some bards are highly competittive with other bards, jealous of their reputations and defensive of their territory.
Racial Notes - Bards are commonly human, elven, or half-elven. Humans take well to the wandering life and adapt easily to new lands and customs. Elves are talented in music and magic, so the career of the bard comes naturally to them. A bard's wandering ways suit many half-elves, who often feel like strangers even when at home. Half-orcs, even those raised among humans, find themselves ill suited to the demands of a bard's career. There are no bardic traditions among dwarves, gnomes, or halflings, though occasional individuals of these races find teachers to train them in the ways of the bard.
Religion - Bards don't tend to devote themself to one particulary deity, however if they do they are almost always of deities that compliment them. Such as deities of free-spirit, wandering, music and magic, in the event of an evil bard, their deity's portfolio will then usually be more sinister, and a chaotic bard usually tends to have a deity much like a rogue would worship. In any event, bards spend so much time on the road that they are rarely completely devoted.
Relationships - A bard works well with companions of other classes. He often serves as the spokesman of the party, using his social skills for the party's benefit. In a party without a wizard or sorcerer, the bard relies on his magic. In a party without a rogue, he uses his skills. A bard is curious about the ways of more focused or dedicated adventurers, often trying to pick up pointers from fighters, sorcerers, and rogues.
Bardic Knowledge - A bard picks up a lot of stray knowledge while wandering the land and learning stories from other bards. A bard may make a LORE check on random, often irrelevant information, whether about a slightly famous person, a town, different monsters and such. When used with a DM, they will specify how much the character knows, and what information they realise/remember. When used on a player basis, we ask that you make a 'general dc' LORE check. Lower numbers resulting in no knowledge/very little while higher numbers giving great specification. Like the use of LORE, this shouldn't be able to give your character all of the knowledge in the world, but as a bard, it will give you more than other classes. Also, don't forget a bard might pick up false information, so whatever you say might just be a lie, and your character would not even know that. Since this is a bard special, DMs might sometimes ask your character to roll a LORE check for Bardic Knowledge, and if the result is good enough, it may lead a bard onto some sort of quest.
Good example of a use of Bardic Knowledge.
Debra the moon elf bard is talking to a friend in a local tavern, when her friend begins to talk about the local politician. She now makes a bardic knowledge roll - Her roll is a 16, adding her LORE skill of 6, she gets a 22.
She then replies to her friend with some juicy gossip "Did you hear about the mayor's run in with that priestess of lathandar?"
Her friend looks up, in curiosity. "Tell me..."
She smiles. "Well, it seems she was a bit interested in what his lower friend had to offer... if you know what I mean..."
~ Debra rolled a total of 22, a pretty good roll for her low level, her information was basic, but she knew enough to tell her friend what had happened.
Bad example of a use of Bardic Knowledge.
Debra the moon elf bard is talking to a friend in a local tavern, when her friend begins to talk about the local politician. She now makes a bardic knowledge roll - Her roll is a 16, adding her LORE skill of 6, she gets a 22.
She then replies to her friend with some juicy gossip "Did you hear about the mayor's run in with Tahlia, the priestess of Lathandar who wears that red pretty dress she bought on the sixteenth of July at the dock in Neverwinter, she wasn't happy with the price she had to pay, but anyway, she was a bit interested in what the mayor had to offer, in the bed. Apparently it wasn't what she quite wanted, and when they were walked in by the mayor's assistant, she became quite frustrated with the whole happening. I hear she's now hiding in the Dragon Toe's inn, staying in a single room that can be accessed to by the window, perhaps with a spell of levitation.
~ As you can see, not even the highest roll could grant Debra this exact knowledge, unless she was actually there to witness all of it, in which case she would not be making a bardic knowledge roll. The knowledge she had was too exact for a rumour, and for her roll. Some of the details wouldn't even be known. | | | | Obvious_Illusion (31 posts so far) | |
Cleric
Notes - The handiwork of the gods is everywhere, in places of natural beauty and in mighty crusades, in soaring temples, and in the hearts of worshipers. Like people, gods run the gamut from benevolent to malicious, reserved to intrusive, simple to inscrutable. The gods, however, work mostly through intermediaries-their clerics. Good clerics heal, protect, and avenge. Evil clerics pillage, destroy, and sabotage. A cleric uses the power of his god to make his god's will manifest. And if a cleric uses his god's power to improve his own lot, that's to be expected, too. Ideally, a cleric's adventures support his god's causes, at least in a general way. A good cleric, for example, helps those in need. If, through noble acts, he can bring a good reputation to his god or temple, that's even better. An evil cleric seeks to increase the power of himself and his deity, so that others will respect and fear him. Clerics sometimes receive orders, or at least suggestions, from their ecclesiastical superiors, directing them to undertake missions for the church. They and their companions are compensated fairly for these missions, and the church may be especially generous with casting of spells or divine magic items as payment. Of course, clerics are people, too, and they may have all the more common motivations for adventuring.
Background - Most clerics are officialy ordained members of religious organisations, commonly called churches. Each has sworn to uphold the ideals of his or her church. Most clerics join their churches as young adults, though some feel themselves devoted to a god's service from a young age and a few feel "the call" later in life. While some clerics are tightly bound to their churches' activities on a daily basis, others have more free rein to conduct their lives, as long as they do so in accordance with their gods' wishes.
Racial Notes - Clerics include the members of all the common races, since the need for religion and divine magic is universal. The clerics of most races however, are too focused on their religious duties to undertake an adventurer's life. Crusading, adventuring clerics most often come from the human and dwarf races.
Religion - Every common deity has clerics devoted to him or her, so clerics can be of any religion. Some devote themselves not to a god but to a cause or a source of divine power. These clerics wield magic the way clerics devoted to individual gods do, but are not associated with a religious institution or a particular practice of worship. A cleric devoted to Good and Law, for example, may be on friendly terms with the clerics of lawful and good deities and may extol the virtues of a good and lawful life, but he is not a functionary in a church hierachy.
Relationships - In an adventuring party, the cleric is everybody's friend and often the glue that holds the party together. As the one who can channel divine energy, a cleric is a capable healer, and adventurers of every class appreciate being put back tgoether after they've taken some hard knocks. Clerics sometimes clash with druids, since druids represent an older, more primal relationship between the mortal and the divine. Mostly, though, the religion of a cleric determines how he gets along with others. A cleric of a god of rogues would get along well with rogues, while a cleric of a god of magic, would get along well with wizards and sorcerers.
Domains - There are many rules to domains and domain spells in D&D. The only rule which we wish to preserve in this setting is this.
The domains you pick must be of the domains of your deity. You can find out a deity's domains at [Wait for link]
If your cleric worships an ideology or thought, then as it says on the deity-domain page that you must pick domains related to the idea. | | | | Obvious_Illusion (31 posts so far) | |
Druid
Notes - The fury of a storm, the gentle strength of the morning sun, the cunning of the fox, the power of the bear - all these and more are at the druid's command. The druid however, claims no mastery over nature. That claim, she says, is the empty boast of a city dweller. The druid gains her power not by ruling nature but by being at one with it. To trespassers in a druid's sacred grove, to those who feel the druid's wrath, the distinction is overly fine. Druids adventure to gain knowledge, especially of animals and plants unfamiliar to them, and power. Sometimes, their superiors call on their services. Druids may also bring their power to bear against those who threaten what they love, which more often includes ancient stands of trees or trackless mountains than people. While druids accept that which is horrific or cruel in nature, they hate that which is unnatural, including aberrations (such as beholders adn carrion crawlers) and undead (such as zombies adn vampires). They sometimes lead raids against such creatures, especially when the creatures encroach on the druid's territory. Druids avoid carrying much worked metal with them because it interferes witht he pure and primal nature that they attempt to embody. (Because of that last part, druids will rarely use weapons such as swords, axes and other metal weapons. Or wear metal armour such as plate or chain mail. Please keep this in mind
Background - Though their organisation is invisible to most outsiders, who consider druids to be loners, druids are part of a society that spans the land, ignoring political borders. A prospective druid is inducted into this society through secret rituals, including tests that not all survive. Only after achieving some level of competence is the druid allowed to strike out on her own. All druids are nominally members of the druidic society, though some are so isolated that they have never seen high-ranking members members of participated in druidic gatherings. Still, all druids recognise each other as brothers and sisters. Like true creatures of the wilderness, however, druids sometimes compete with or even prey on each other. A druid may be expected to perform services for higher-ranking druids, though proper payment is expected for these assignments. Likewise, a lower-ranking druid may appeal for aid from her higher-ranking brethren, for a fair price in coin or service. Druids may live in small towns but always spend a good portion of their time in wild areas. Even large cities otherwise surrounded by cultivated land as far as teh eye can see often have druid groves nearby - small, wild refuges where druids live and which they protect fiercely. Near coastal cities, the refuge is often a nearby island, where druids can find the isolation they need.
Racial Notes - Elves and gnomes have an affinity for natural lands and are commonly druids. Humans and half-elves are also frequently druids, and druids are particulary common among savage humans. Dwarves, halflings, and half-orcs are rarely druids. Few from among the brutal humanoids are inducted into druidic society, except that gnolls have a fair contingent of evil druids among them. Gnoll druids are accepted by druids of other races, if not welcomed.
Religion - Druids revere nature and gain their magical power from the forces of nature itself or from a nature deity. They usually pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity. Still, some respect deities of nature.
Relationships - Druids share with rangers and many barbarians a reverence for nature and a familiarity with natural lands. Druids dislike the paladin's devotion to abstract ideals instead of "the real world", they don't much understand the urban ways typical of a rogue, and they find arcane magic to be disruptive and slightly distasteful. Druids, however are nothing if not accepting of diversity, and they take little offense at others, even those very different from them.
Animal Companion - A druid begins play with an animal companion. Should this animal companion be killed, it will remain inactive until the druid should spend a couple of hours reviving/healing the animal companion with druidic magic.
OR
The druid, may instead 'find' another animal of its type in roleplay, and 'cast' charm animal on it. (Not a real spell, but a 1st level D&D spell, nonetheless) Of course this animal that is charmed would have to have its relationship with the druid brought up and be treated differently to the previous animal. Clerics whom have animal domain will follow the rules of a druid's animal companion, also.
Nature Sense - A druid can identify plants and animals (their species and special traits) with perfect accuracy. She can tell whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption) So at will, a druid may tell the species of a plant and animal, any special traits (IE. That the plant is poisonous, or that crocodiles grow a new set of teeth when they need too. For player vs. player roleplaying, a druid is allowed to check whether that glass of water is poisoned or not, and the other player must comply via OOC.)
Trackless Step - Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. In natural areas (forest, bushlands, grasslands, etc) a druid cannot be tracked and leaves no trail. However this does not apply in a city (such as walking over cobblestones, floorboards, etc).
Wild Shape - At level 5, a druid gains the spell-like ability to polymorph self into a Small or Medium-sized animal, and back again. At level 8 the druid can shapeshift into a Large animal, at level 11, a Tiny animal and at level 12 a dire animal. At 16th level, a druid may shapeshift into a Small, Medium-size or Large air, earth, fire, or water elemental, and gains elder elemental forms at level 20. Mask of the Betrayer adds plant shapeshifts, which is pretty self-explanatory. Otherwise for roleplaying purposes, a level 5 druid may 'shapeshift' into a dog or perhaps a fox (as they are small), and at level 11 tiny animals like rats, cats, rabbits, etc.
A Thousand Faces - At 13th level, a druid gains the supernatural ability to change her facial features, hair colour, length of hair, weight, height (to a small extent) and skin tone at will. So for roleplaying purposes, Claudia the level thirteen Human Druid may make herself look more like a moon elf as she spots one in the forest, so she can get a better reaction. |
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Luskan - A Persistent World for NWN2
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