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Dungeons&Dragons! It starts Now! Second Hand Sign-ups
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Author:  Choc-o-Lardiac Arrest [ Tue Feb 07, 2006 1:32 am ]
Post subject:  Dungeons&Dragons! It starts Now! Second Hand Sign-ups

hey there you guys! sign ups for this game of Dungeons&Dragons starts now! im only gonna take 9 people for this campaign, okay? but first order of business is if we should take this setting in modern times, or in normal D&D times. okay?

Sign ups start now!
1.
2.
3.
4.Sarge
5.
6.Krasyed Squirrel
Dungeon Master: Me

[size=0]Runner Ups: Clan rHrN[/size]

Author:  Hi Guys [ Tue Feb 07, 2006 1:40 am ]
Post subject: 

I wanna be in it! Oh, and D&D times.

Author:  Exhibit A [ Tue Feb 07, 2006 3:20 am ]
Post subject: 

Am I gonna need the D&D handbooks and stuff to play this? 'Cause if not, I'm in.

Author:  Choc-o-Lardiac Arrest [ Tue Feb 07, 2006 3:24 am ]
Post subject: 

you can find the books free online here:http://www.d20srd.org

so can i ad you in?

EDIT: actually, its not the books, its just the things you need to know to play any game that uses the D20 System

Author:  Exhibit A [ Tue Feb 07, 2006 3:35 am ]
Post subject: 

Sure, add me in. I guess I better get to reading!

Author:  Hi Guys [ Tue Feb 07, 2006 1:09 pm ]
Post subject: 

Choc-o-Lardiac Arrest wrote:
you can find the books free online here:http://www.d20srd.org

so can i ad you in?

EDIT: actually, its not the books, its just the things you need to know to play any game that uses the D20 System


Do we need to know all of that, cuz that's a buttload...

Author:  ikwaylx [ Tue Feb 07, 2006 4:18 pm ]
Post subject: 

Yeah,I never played D&D so hopefully later you can add me to this.
BINGO. Thanks.you can add me now.

Author:  Sarge [ Tue Feb 07, 2006 4:58 pm ]
Post subject: 

Consider me signed Up.

I'll play a fighter LN, human, from the town of Lonelywood (a loging town on the Sea Of Moving Ice.) Which ruleset are we using? What are the house rules? How do we do dice rolls, or is this EARP? How many fingers am I holding up?

I'm a veteren of old-schol D&D. As in, I played D&D in highscool, and I'm 36. And then we moved on to AD&D, and then AD&D 2nd Ed.
I moved on to the Cyberpunk genere and Gamemastered for Shadowrun (SR2) and GURPS, but the group broke up after about two years.

And then I got a PC and played Bauders Gate: Tales of the Sword Coast, Baldur's Gate: Throne of Bhall, Icewind Dale: Heart of Winter, Plantetscape: Torment, Never Winter Nights (The original NWN campain, Shadows of Undertide, Hordes of the Underdark, The Wanderer I and The Wanderer II).

PS I have a full suite of dice. Not that I need them, I imagine.

Author:  Exhibit A [ Tue Feb 07, 2006 6:36 pm ]
Post subject: 

Hi Guys wrote:
Choc-o-Lardiac Arrest wrote:
you can find the books free online here:http://www.d20srd.org

so can i ad you in?

EDIT: actually, its not the books, its just the things you need to know to play any game that uses the D20 System


Do we need to know all of that, cuz that's a buttload...

I think we only really need the Core stuff.

And Sarge: I imagine he'll be using a website that has random number generators for the dice rolls. I've seen them before.

Author:  Sarge [ Tue Feb 07, 2006 6:42 pm ]
Post subject: 

But which ruleset?

Author:  Puphles [ Tue Feb 07, 2006 10:55 pm ]
Post subject: 

I'm in. I've only played D&D 3.0 and 3.5, so someone may have to fill me in on the rules.

I'll be a ranger, btw.

Author:  Choc-o-Lardiac Arrest [ Tue Feb 07, 2006 11:28 pm ]
Post subject: 

okay, what everyone has to do is write up a character sheet, ill get you guys the download of the character sheet thats available online that you can download and print. hold on.

EDIT: here is the zip file download for it, i got it at wizards.com/dnd

download it Here

EDITX2: you know what would be better? try opening the Sheet in a Picture edditing software, pur in your information, and host the sheet at imageshack.

Author:  Sarge [ Wed Feb 08, 2006 8:44 am ]
Post subject: 

Um, How am I supposed to edit a PDF? I tried opening that in the GIMP and in OpenOffice, but neither would let me edit it. Could you convert it to HTML or XML first and then post it?

Author:  Choc-o-Lardiac Arrest [ Wed Feb 08, 2006 11:37 pm ]
Post subject: 

okay.. should we just make this a begginer campaign?

Author:  Puphles [ Thu Feb 09, 2006 12:33 am ]
Post subject: 

Yeah. WE should probably start at level one. It's easier that way.

Author:  Sarge [ Thu Feb 09, 2006 12:49 am ]
Post subject: 

I don't object to staring at LVL 1, but only if we can get more than 4 players. We want to be able to kill the baddies without the magic-user (Sorcerer, wizzard, etc.) getting his head handed to him, oK.
(LVL 1 wizzards are underpowered)

Author:  Choc-o-Lardiac Arrest [ Thu Feb 09, 2006 6:19 am ]
Post subject: 

allright, im writing up what you need to roll for using some internet dice roller device. it will be a basic internet thing... just let me get it done first.
_____________________________________
NAME:_______________
Race:_______________ Class:___________
Level:___________ EXP:___________
Initiative:_________
*once combat starts, the person with the highest initiative goes first
Speed:________
*you can move X Spaces per Turn
Weapon: D20+X (Roll for attack) 2d6+X(roll for dammage)
weapon(ranged)d20(Roll for attack) d6(roll for dammage)
Armor Class:_____
*monsters need to roll your AC or better on their attack rolls to hit you
Hit Points:____
*if you run out of hit points, you die.
____________SKILLS________________
Diplomacy:d20+/-X
Disable Device:D20+/-X
Hide:D20+/-X
Listen:d20+/-X
move Silently: D20+/-X
Open Lock:D20+/-X
search:D20
Spot:D20+/-X
_________ABILITY SCORES__________
roll a D20 for the For the following Scores, and a D4 for bonus;penalty on Wisdom
Strength:___/___
Dexterity:___/___
Constitution:___/___
Intelligence:___/___
Wisdom:___/___
Charisma:___/___
_____________SAVING THROWS_____________
Fortitude: D20+/-X
Reflex: D20+/-X
Will: D20+/-x

Armor:_____________
Weapons:______________
Gear:________________
_____________________________________________

okay, download a Dice roller that can roll a Die from a D4 to a D20, and fill out what needs to be filled out. i will give weapons based on your class and Race.

Author:  Sarge [ Thu Feb 09, 2006 9:30 am ]
Post subject: 

Ok, I used the sheet, but I added some optional skills and included the 3E feats. Numbers in [brakets] represent the effects of an item bonus on a skill.
_____________________________________
NAME: Sarge of Lonelywood
Race: Human
Class: Fighter
Level: 1 EXP:___________
Initiative: 15
Speed: 20ft
Weapon: 1D8 +4 (Critical: 19/20 x2) (Longsword + large sheild) d20(Roll for attack)
Armor Class: 16 (Chain shirt + large sheild)
Hit Points: 11

____________SKILLS________________
Diplomacy:d20+/-X
Disable Device:D20+/-X
Hide:D20 -4
Listen:d20+/-X
move Silently: D20-4
Open Lock:D20+/-X
search:D20
Spot:D20+/-X
OPTIONAL SKILLS:
Concentration: D20+1[+2] (Used for resisting the effect of the Taunt feat.)
Dicipline: D20+8[+9]( Allows me to resist any combat feat such as Called Shot, Disarm, Knockdown, etc.)
Intimidate: D20+2 (to make a bully back down or to bully others)
Lore: D20+4 (Used to identify the properties of a given magic item. Magic item must be in character's possestion first. Fighters are limited to identifing weapons, armor, sheilds, boots and gloves.)
Parry D20-4 (A successfull roll gives a temporary bonus to the armor class)
Taunt D20+0 (Allows the character to turn an NPC hostile who would otherwise be non-hostile. Does not work against Lizardmen, Drow, or extra-planar beings)


_________ABILITY SCORES__________
Strength: 18/ +4
Dexterity: 11/ +0
Constitution: 13/ +1
Intelligence: 10/ +0
Wisdom: 10/ +0
Charisma: 10/ +0
_____________SAVING THROWS_____________
Fortitude: D20+4
Reflex: D20+1
Will: D20+1

Armor:
>Chain Mail (Base Armor Class: 5, Max DEX bonus: 2, Armor Check Modifier: -5, Feats Required: Medium Armor, Weight: 40)
>Large Steel Sheild (Base Armor Class: 2, Armor Check Modifer: -2, Feats Required: Sheild, Weight: 15)
>Simple Leather Helm (Adds a bonus of 1 to Concentration and Dicipline checks, no AC bonus) (Weight: 1, Feats Required: None)
Weapons:
>Long Sword: (Base Damage: 1D8, Critical Threat: 19/20 X2, Base Dammage Type: Slashing, Weapon Size: Medium, Feats Required: Martial Weapons)
Misc. Gear: 1 Longsword Scabbard, 3 torches, 3 potions of CLW, 50' of rope, Cold Weather Cap, Cold Weather Clothing,, Bedroll, Backpack, 1 Tinderbox w/Flintstone (for lighting campfires, torches, etc.), 1 Set of Whetstones (for sharpening blades).
Gold: 10gp

Feats:
Armor, Light (Proficiency)
Armor, Medium (Proficiency)
Armor, Heavy (Proficiency)
Blind Fighting (Invisible combatants get no bonus to hit me, Once per oponent I can re-roll to see if I hit them, if I missed on the first roll.)
Luck of Heroes (+1 bonus on any saving throw once per day; This feat can only be taken at character generation)
Sheilds (Proficiency)
Weapon Focus: Longsword (+1 to hit with the Longsword)
Martial Weapons (Proficiency)
Simple Weapons (Proficiency)
{*NOTE I don't have the Exotic Weapons feat, so I can't use Bastard Swords, Katanas, etc. Also, I don't have the Sheild Charge or Sheild Bash feats, so I can't attack with my sheild.}

Author:  ikwaylx [ Thu Feb 09, 2006 6:32 pm ]
Post subject: 

Cool. Good luck with this

Author:  Sarge [ Thu Feb 09, 2006 7:28 pm ]
Post subject: 

ikwaylx wrote:
Cool. Good luck with this

Um, so are you playing or not?

Author:  ikwaylx [ Thu Feb 09, 2006 7:34 pm ]
Post subject: 

we started umm. Here's my info
_____________________________________

Name: Ikwaylx of the Shining Hand
MONK
Alignment: LG (monks must be of lawfull alignment)
STR: 14
DEX: 14
CON: 14
INT: 10
WIS: 15
CHA: 10

SVAING THROWS
Fortitude: 4
Reflex: 4
Will: 4

AC: 14
HP: 10
Armor: none
Weapon: 1D6 +2 (19/20 X2) Unarmed

SKILLS:
Concentration: 2
Dicipline: 4
Hide: 6
Listen: 6
Move Silently: 6
Spot: 2
Parry: 6 (DC is the modified attack roll of the incoming blow. A succesfull parry means that the incoming attack deals no dammage. If the parry roll is 10 points higher than the incoming attack, the parrier can make a free attack (a Counterattack) that does not count against the number of attacks the character would otherwise be limited to. Counterattacks cannot be parried. The character may attempt a Parry check a number of times per round equal to the number of attacks per round he is entitled to.
Diplomacy/Persuade: 2

FEATS:
Cleave: If the character kills an opponent, he gets automaticly gets a free attack against any opponent in meele range. (Required for: Great Cleave. Monk LVL 1 bonus feat.)
Dodge: +1 AC bonus vs. his last attcker or his current attacker. Multiple dodge bonuses are cumulitive. (Required for: Mobility and for Spring Atack.)
Eveasion: Whereever a Reflex save is made for half dammage, the character instead takes no dammage instead. (Monk LVL 1 bonus feat)
Flurry Of Blows: Monks can choose to to receive an extra attack per round when fighting unarmed or with a Kama. However, all attacks in that round suffer a -2 attack penalty. (Momk LVL 1 bonus feat)
Improved Unarmed Strike: Armed atackers do not get attacks of oportunity when fighting against this character. (Required for : Stunning Fist, Deflect Arrows. Monk LVL 1 bonus feat)
Monk AC Bonus: Monks add their Winsdom to their AC. (Monk LVL 1 bonus feat)
Stunning Fist Monks can attempt a disabling strike at -4 attack penalty for -4 dammage. If the attack hits and deals any dammage, the target must make a Fortutude save against a DC of (10 +(1/2 the attacker's level) + the attacker's Wis.) If the target fails his save he is held for three rounds. This feat may be used once per day per every four levels. Monks automaticly suffer no other attack or dammage penalties when using this feat, even if they are under the effects of a spell that wiould otherwise give them penalties. The monk must be in melee range and able to move freely (no hold, sleep, entangle, web, paralize, pertrifiy, daze, encumberance, charm, etc.). The Parry skill can be used to deflect this kind of attack. The Undead and Constructs are unaffected by this feat. (Required For: Extra Stunning Attacks, Improved Stunning Fist, Unarmed Mastery, Ki Strike, Quivvering Palm. Monk LVL 1 bonus feat.)
Weapon Proficiency: Monk (proficint with club, daggar, handaxe, light crossbow, heavy crossbow, quarterstaff, shrukien, kama, sling)

GEAR:
Torch A torch burns for 1 hour, clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40-foot radius. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.
Oil

A pint of oil burns for 6 hours in a lantern. You can use a flask of oil as a splash weapon. Use the rules for alchemist’s fire, except that it takes a full round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully.
Acid
You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.

#Monk’s Outfit

This simple outfit includes sandals, loose breeches, and a loose shirt, and is all bound together with sashes. The outfit is designed to give you maximum mobility, and it’s made of high-quality fabric. You can hide small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes.

Shruikenx15
Throwing item,ranged.Held in pockets of monks outfit.
they are sharp ninja throwing spike wheels that can cause quite a bit of damage

Author:  Sarge [ Thu Feb 09, 2006 7:57 pm ]
Post subject: 

ikwaylx wrote:
we started umm. Here's my info
_____________________________________
NAME:Ikwaylx
Race:human Class:monk
Level:1? EXP:250
Initiative:??
*once combat starts, the person with the highest initiative goes first
Speed:???
*you can move X Spaces per Turn
Weapon: D20+X (Roll for attack) 2d6+X(roll for dammage)
weapon(ranged)d20(Roll for attack) d6(roll for dammage)
Armor Class:
*monsters need to roll your AC or better on their attack rolls to hit you
Hit Points:____
*if you run out of hit points, you die.
____________SKILLS________________
Diplomacy:d20+/-X
Disable Device:D20+/-X
Hide:D20+/-X
Listen:d20+/-X
move Silently: D20+/-X
Open Lock:D20+/-X
search:D20
Spot:D20+/-X
_________ABILITY SCORES__________
roll a D20 for the For the following Scores, and a D4 for bonus;penalty on Wisdom
Strength:___/___
Dexterity:___/___
Constitution:___/___
Intelligence:___/___
Wisdom:___/___
Charisma:___/___
_____________SAVING THROWS_____________
Fortitude: D20+/-X
Reflex: D20+/-X
Will: D20+/-x

Armor:_____________
Weapons:______________
Gear:________________
_______________________________
The rest is all complicated. I think I'll wait for another person to post. Then finish this. My dad's shouting me anyway.


Ok, a few problems with that. Staring XP should be Zero: Only the DM can hand out XP, and if you're level one you don't have any from previous levels.
Monks can't wear armor without taking some serious penalties too their otherwsie kick-butt abilities, but if not wearing armor get a natural armor bonus just for being a monk. Also, they are the best unarmed fighter in D&D, bar none. A Level-1 monk is a little less powerfull then a Level-1 fighter, but once he levels up he can get some really cool skills, powers, and feats that other character classes can't get. If you want, I can roll it up for you in the NWN toolset. Just tell me what you want your ability scores to be and I'll fill in the rest (except INIT and SPEED... NWN doesn't use those two). For a Monk, high DEX and high WIS are important, but STR and CON shouldn't be neglected too much. Also, your INT needs to be at least average or you won't get much of a bonus to your skill advancement.

Author:  Exhibit A [ Fri Feb 10, 2006 12:45 am ]
Post subject: 

NAME: Extal Sparkstinger
Race: Halfling
Age: 23
Height: 3 ft
Weight: 34 lbs
Class: Rouge
Alignment: Chaotic Good
Level: 1 EXP:___________
Initiative: 11
Speed: 20
Weapon:
>1D6(Critical: 19/20 x2) (Short Sword) D20(Roll for attack)
>1D6(Critical: 19/20 X3) (Short Bow: Common Arrow) D20
Armor Class: 17 (Studded Leather + dex bonus)
Hit Points: 8
____________SKILLS________________
Diplomacy:d20+2
Disable Device:D20+6
Hide:D20+7
Listen:d20+1
move Silently: D20+9
Open Lock:D20+8
search:D20+6
Spot:D20-1
OPTIONAL SKILLS:
Concentration: D20+2 (Used for resisting the effect of the Taunt feat.)
Shot, Disarm, Knockdown, etc.)
Intimidate: D20+1 (to make a bully back down or to bully others)
Lore: D20+2 (Used to identify the properties of a given magic item. Magic item must be in character's possestion first. Rouges are able to identify anything, but they need the Use Magic Device to identify magic wands, rings, staffs, scolls, etc.
Craft Trap: Allows the theif to make a trap kit to be used with the Set Trap skill. The trap to be created has a Difculty Class (DC) equall to the Die used to deal it's dammage, plus any dammage modifiers. Traps that deal more than one kind of dammage have a DC of the two Die numbers added together, plus the total dammage modifiers. To try and create a trap, a skill check is perfomed against the DC of the trap to be created. Upon failure, there is only a 10% chance than the compnents are lost; otherwise the rouge may try again with the same components.
The rouge needs materials worth an ammount of gold equal to (1+T)M where T is the number of dammage types the trap can deal, and M is the maximum dammage the trap could possibly deal. So, a trap that deals 1D6+2 points of slashing dammage costs (1+1)8=16 gold to get the materials to build it. Materials can be purchaced from a theives guild, or they can be canablized from previously disarmed traps. If canabailising, the rouge needs to scrounge 1D6 traps for every 2 points of dammage his crafted trap could maximaly deal, or 1D8 for a trap with two dammage types, or 1D10 for a trap with three damage types. Traps with more than three dammage types require the Master Craftstman feat.
Set Trap: 7 Allows the rouge to place and set a Trap Kit. When the trap kit is used, make a skill check against the DC of the kit being used. Five or more ranks in Disable Traps gives a +2 bonus to the Set Traps skill. If a skill check fails by 10 or more while setting a trap, it is a Spectacular Failure: The trap goes off and a reflex throw is required to avoid being caught in your own trap. If the saving throw is successfull, the trap may be retrived by using the Disarm trap skill and then the Craft trap skill to re-set the trap kit. (no penalties apply to these check if you made the saving throw.) If you fail the saving throw, the trap deals it's full dammage to you and is detroyed in the process. It is salvageable for parts, but it is beyond repair and cannot be used again.
Pick Pocket: Allows the rouge to steal from another character or NPC (called a "The Mark") without the knowledge of the target character. Some creatures are immune to pick-pocketing at the GM's discretion.
There are two parts to a PickPoket skill test:
(1) Geting the item: Make a skill test against a base target or 10 for friendly characters, 20 for tolerent, unaware, blinded or socialy unmotivated characters, 30 for potentialy hostile characters, and 40 for pickpoketing in the midst of combat. Apply a penalty to the roll of the total of the armor check penalties of both the pickpocketer and "The Mark". If successfull, the desired item has been aquired.
(2)Getting away clean: "The Mark" then makes a Spot check against the rouge's Pick Pocket check. Blinded creatures get a -10 penalty to this spot check, while actively hostile creatures get a +10 bonus to this spot check. If "The Mark" is sucessfull in this check, then the pickpocketer has been noticed and will turn hostile if he wasn't already. If "The Mark" fails his skill check, the pickpocketing was not noticed.
Tumble: Any time an enemy gets an Attack of Opportunity against the rouge, the rouge may attempt a Tumble check against a DC of 15 (armor check penalties apply). If successfull, the Attack of Opportunity has been avoided. A tumble check cannot be performed the same turn that the rouge has performed a Set Trap, Disarm Trap or Craft Trap action. If attempting to Tumble while also Moveing Silently and/or Hiding In Shadows, the rouge must roll against a base DC of 20 instead of 15. For every five ranks in this skill (not incuding Dex bonus) the rouge's AC is improved by 1.
Use Magic Device: A succesfull USE MAGIC Device check allows the rouge to use an item as if he had the required skill, class, race, alignment, etc. Make a DC against a target number modified by the value of the device: The more valuable the device, the harder it is to use. If you fail the skill test you just can't use the device. You can try again when you have improved this skill.



_________ABILITY SCORES__________
Strength: 10/ +0
Dexterity: 18/ +4
Constitution: 14/ +2
Intelligence: 14/ +2
Wisdom: 8/ -1
Charisma: 12/ +1
_____________SAVING THROWS_____________
Fortitude: D20+3
Reflex: D20+9
Will: D20+0

Armor:
>Studded Leather Armor (Base Armor Class: 3, Max DEX bonus: 4, Armor Check Penalty: -1, Feats Required: Light Armor, Weight: 15)
Weapons:
>Short Sword: (Base Damage: 1D6, Critical Threat: 19/20 X2, Base Dammage Type: Peircing, Weapon Size: Small, Feats Required: Martial or Rouge Weapons)
>Short Bow: (Base Damage: 1D6, Critical Threat 19/20 x3, Base Damage Type: Peircing, Weapon Size: Medium, Amunnition: Arrows, Feats Required: Martial, Rouge or Elf, Weight: 2.
>20 arrows
Misc. Gear: 1 Short Sword Scabbard, 1 potion of CLW, 1 traveler's outfit, 1 backpack, 1 bedroll, 3 trail rations, set of Theives' Tools, 1 bullseye lantern, 3 pint flasks of oil, 1 signal whistle, 1 flint and steel

Gold: 135 gp

Feats:
Armor, Light (Proficiency)
Fearless (+2 saving throw vs. fear spells and effects. Racial bonus for Halflings)
Good Aim (+1 Racial attack bonus to attacks made with throwing weapons.)
Lightning reflexes (+2 bonus to all reflex saving throws)
Lucky (+1 Racial bonus to all saving throws.)
Skill Afinity: Listen (+2 Racial bonus to listen checks)
Skill Afinity: Move Silently (+2 Racial bonus to Move Silently checks)
Small Stature: Grants bonuses attack rolls, armor class, and hide checks when dealing with Large creatures.
Sneak Attack: +1D6 (Whenever the rouge makes a successfull attack against someone who is flat-footed, cannot see them, or is in combat with somebody else, the rouge gets a dammage bonus. The bonus is +1D6 at 1st level, and an additional every two levels thereafter. If the Sneak Attack occurs when the regular attack dealt a critical hit, the Sneak Attack dammage nonus is NOT multiplied. The Undead, Constructs (Gollums, Clockwork Swordsmen, Animated Armor, etc) and inanimate objects (Walls, Boxes, Doors, etc.) are immune to the effects of a Sneak Attack, as are any creatures that are otherwise immune to a crittical hits.
Weapon Proficiency: Rouge (Allows the rouge to be able to use a set of weapons: Clubs, Daggars, Darts, Handaxes, Light Crossbows, Heavy Crossbow, Quarterstaff, Mace, Short Sword, Raiper, Foil, Shortbow, Morningstar, Sling. Free with Rouge level 1)

Author:  Puphles [ Fri Feb 10, 2006 1:10 am ]
Post subject: 

Exib A: your speed is 20ft because you're a small creature.

And how do you calculate starting gold? I've forgotten.

Author:  Sarge [ Fri Feb 10, 2006 2:03 am ]
Post subject: 

I use the NWN 1.66 character creator with the basic modual to create the character. Starting money is technicly up to the GM to decide. Here's how I used to GM it:
Code:
You can afford your prefered melee weapon, your prefered ranged weapon (if applicable) and 1 some ammo (Arrow, bolts, etc). Rouges, Fighters, Barbarians, Rangers and Clerics & Palidans can start with no better than Base AC 4 armor,  (Studded leather, Chain Shirt, etc.). Sorcerers, Wizzards, and Druids can choose to start with armor (AC 4) also, but they can also choose a basic robe (Traveler's Robe, Acloyte's Robe, not much else. Monks should start with no armor, but they too can choose to start with up to AC 4 armor (but that's a really, really bad idea for a Monk). Now throw in some practical adventuring items, (lengths of rope, torches, tents, warm clothing, boots, belts, backpacks, cloakcs, capes, robes, fancy dress clothes, belt pouches, personal hygene items, etc.)but no more than eight items: You're an adventurer, not a pack mule. Thes items are intended to add some spice to the roleplaying and the character interaction. the onlky ones that actualy have rulebook-outlined effects are the torches and the backpacks. Backpacks are covered under an obscure optional rule that hardly anyone uses, so I just say that they're a conveinient way to explain how you can carry all of the loot back to town. Torches are qute usefull if you're not blessed with infravison: Darkness is not a dungeon crawler's friend.
Once you have your basic weapons and armor, roll 2D12(roll die 12 twice, add it up) + 1d2 (flip a coin) and that's your starting gold. If you're a Palidan roll 2D20 instead (Palidans get starting monetary support from their Faction. If you're a Monk, you may want to forgo money if that fits with your character's background, but it's up to you. Rouges start off dirt-poor becasue they are on the bottom rung of the social ladder. Rouges get 1D6 -2. If that leaves them with a zero or a negitive number, they they start with 0 gold. Such is the life of the unskilled rouge. I highly recomend that the apropriately skilled Rouge go do some pickpocketing ASAP: Not only is it potentialy lucrative passtime, it can earn you XP, too.

So, those were my hose rules way back when I GM'd. I have no idea how our GM here wants to play it.

Author:  Choc-o-Lardiac Arrest [ Fri Feb 10, 2006 2:25 am ]
Post subject: 

okay, you guys are wondering how to roll for initiative?
simple: Roll a D20, and thats it for ever, until your next Level up.

ohh, and the schools of magic are as follows:
    Illusion
    alteration
    Greater Divination
    Invocation/Evocation
    Necromancy
    Enchantment/Charm
    Conjuration/Summoning
    Abjuration

Note: just because its called a School, it doesnt mean its an organized place where you go to study, the word "School" identifies a Magical Dicipline.

ohh, and as for starting money, heres this:

    CHARACTER GROUP DIE RANGE
    Warrior 5d4 X 10GP
    Wizzard (1d4+1) X 10GP
    Rouge 2d6 X 10GP

Author:  Puphles [ Fri Feb 10, 2006 3:29 am ]
Post subject: 

Don't you roll init. at every encounter?

And what's gold for ranger? (cuz, um, I'm a ranger...)

Author:  Choc-o-Lardiac Arrest [ Fri Feb 10, 2006 3:50 am ]
Post subject: 

okay, screw starting gold rolls, everyone starts with 300 GP

Author:  Exhibit A [ Fri Feb 10, 2006 5:00 am ]
Post subject: 

Puphles wrote:
Don't you roll init. at every encounter?

That's what it says on the site he posted.

Author:  Puphles [ Fri Feb 10, 2006 4:09 pm ]
Post subject: 

Okay, ma' character sheet is done. I don't want to stretch the page any more than it already is, but you can get it here.

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