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Post by Pedantry INC on Feb 12, 2015 13:46:14 GMT -5
FRC Summarized Character Creation Guide This guide includes an overview of information relevant to creating characters of each race and class, proving basic statistic overviews, summarized rp hints, access to lore links, notes on changes to class abilities, and information related to cleric domains, druidic deity choices, religious orders, and so on. The most important thing to keep in mind when creating an adventurer is that they are often exceptions to the rules, those that stick out from their society and people for one reason or another, so not every pc will be representative of the lore provided. *Please see disclaimer below index*Index:+ Playable Races/Subraces: - Dwarves - Elves & Half-Elves - Gnomes - Halflings - Half-Orcs - Humans + Classes: - Barbarian - Bard - Cleric - Druid³ - Fighter - Monk³ - Paladin³ - Ranger - Rogue - Sorcerer³ - Wizard+ Prestige Classes:On FRC a character must first have 9 core class levels before taking a prestige class. Thus a prestige class can first be taken at 10th level. This means 9 levels in one core class or 9 total in two core classes, such as 9 fighter, or 4 fighter 5 rogue, before taking weapons master. Only three classes can be had in total. You can only take 1 PRC per character on FRC. - Arcane Archer - Assassin - Blackguard³ - Champion of [Non-Evil Deity] - Dwarven Defender - Harper Scout¹ - Pale Master - Purple Dragon Knight¹ - [Red/x] Dragon Disciple - Shadowdancer² - Shifter² - Weapon Master¹ Requires specific RP and DM overview ² Requires Application ³ Multiclassing restrictions apply
Paladin/Sorcerer, Sorcerer/Blackguard, Paladin/Blackguard, and Monk/Druid are banned class combinations on FRC. Only members of the Harper Guild can take the Harper Scout PRC. Only members of the Royal Corps of Monster Hunters Guild that are Knighted may take the Purple Dragon PRC. A player may only be a member of one guild at any time on FRC (Regardless of the suitability for alternative characters to be in other guilds).
The feat Devastating Critical is banned on FRC.
FRC uses a Linux based server there are occasional problems with the use of whirlwind. You can read about this here.+ Religious Information: - Cleric Domains & Alignments - Druid Deities - Monk Orders - Paladin Orders + FRC Crafting and Systems - Armor & Weapons Crafting - Trap Crafting - Wands & Potions - Enchanting Items - Recharging Items + Links: - Server Rules - Pvp Rules - Server Information (Including Red Wizard Information) - Spell Changes - Server Updates & Patch Notes - Deity Lore - Geography Lore - Guild Information - In Character Post Section::Disclaimer:: This is a work in progress intended to be beneficial to the FRC community - especially new members, to make it easier to find information regarding class changes, restrictions, and lore information with the intent to help streamline the character creation process. Though certainly this information can be found both on the NWN wiki and scattered across our forum, the intent is to streamline the effort required to find it all by putting it in one place! Please do not post on this thread and allow me to fill it in as the index above suggests. To avoid completely flooding the last 30 post section, I won't be adding more than a few bits a day as time permits. If you have suggestions, comments or corrections please PM them to me, or make a side thread. Thanks a bunch, ~ Leve
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Post by Pedantry INC on Feb 12, 2015 14:25:59 GMT -5
Dwarves FRC allows for two dwarven subraces, the Gold Dwarves and the Shield Dwarves. Gold Dwarves
| Racial Statistics
- Male Height & Weight: 3'9" + 2d4 in. (3'11" - 4'5"), 130lb x (2d6) lb
- Female Height & Weight: 3'7" + 2d4 in. ( 3'9" - 4'3"), 100lb x (2d6) lb.
- Starting Ages: Adult - 40y, +3d6(simple), +5d6(moderate), +7d6(complex)
- Aging Range: Middle - 125, Old - 188, Venerable - 250, Maximum +2d%.
- RP Tip : Gold Dwarves are a sturdy, stocky people, and receive a penalty to dex.
(please note, on FRC this is not represented, and by nwns default, they will have a cha penalty instead) This is representative of gold dwarves being stockier, and while sturdy and strong, they are not very light on their feet.
- Gold Dwarves typically come from the South in the immediate vicinity of the Great Rift. - Gold Dwarves as a society have not suffered great setbacks from war and are culturally very firmly set, often considering their ways superior as such. - The skin of a gold dwarf is light brown or deeply tanned, and her eyes are usually brown or hazel. - Both genders wear their hair long, and males (and some females) have long, carefully groomed beards and mustaches. - Hair color ranges from black to gray or brown, with all shades fading to light gray as time progresses.
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Shield Dwarves
| Racial Statistics
- Male Height & Weight: 4'2" + 2d4 in. (4'4" - 4'10"), 145lb x (2d6) lb.
- Female Height & Weight: 4'0" + 2d4 in. (4'2" - 4'8"), 110lb x (2d4) lb.
- Starting Ages: Adult - 40y, +3d6(simple), +5d6(moderate), +7d6(complex)
- Aging Range: Middle - 125, Old - 188, Venerable - 250, Maximum +2d%.
- RP Tip : Dwarves are taciturn and stoic as a race and receive a penalty to cha.
This typically reprents a social gruffness and stubborn nature. As a traditional, lawful people, dwarves are often considered set in their ways.
- Shield dwarves are largely found in northern reaches of western and central Faerûn. - Shield dwarves have suffered a centuries long decline in the face of war with their enemies. - Shield dwarves are generally half a foot taller than their Gold Dwarf cousins. - The skin of a shield dwarf is fair or lightly tanned, and her eyes are usually green or silvered blue. - Both genders wear their hair long, and males (and a very few females) have long, carefully groomed beards and mustaches. - Hair color ranges from light brown to red, with all shades fading to silver or white as time progresses.
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On FRC there is a dwarven guild known as the Oghrann's Hammer, which you can read about here. For further lore on dwarven culture and other subraces go here. Dwarven Deities can be found here.
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Post by Pedantry INC on Feb 13, 2015 11:56:25 GMT -5
Elves FRC allows four elven subraces as full-blooded, or half-blooded characters. These are Moon Elves, Sun Elves, Wild Elves and Wood Elves. Half-Elves
| Racial Statistics
- Male Height & Weight: 4'10" + 2d10 in. (5'0" - 6'6"), 110lb x (2d4) lb
- Female Height & Weight: 4'5" + 2d10 in. ( 4'7" - 6'2"), 80lb x (2d4) lb.
- Starting Ages: Adult - 20y, +1d6(simple), +2d6(moderate), +3d6(complex)
- Aging Range: Middle - 62, Old - 93, Venerable - 125, Maximum +3d20.
- RP Tip : Half elves are often looked down on by other elves and treated
unkindly by humans who envy their connection to elves. Many as a result can be solitary individuals, torn between their two halves.
- Common half-elves are descended from humans and moon elves, sun elves, wild elves, or wood elves. Found all over Faerûn, they have no true lands of their own, though they are more common in Aglarond. - Moon half-elves have pale skin tinged bluish around the ears and chin, framing their lower faces. Sun half-elves have bronzed skin, and hair of gold. Wild half-elves have brown skin. Wood half-elves have coppery skin tinged with green highlights. - Most common half-elves are a bit distant, used to being cast in the role of outsiders. In the Yuirwood, this isn't so. The half-elves make up the majority and have a long and proud history. - Since the elves of Faerûn are taller and more sturdily built than the elves of other worlds, Faerûnian half-elves are very close to human size and wight.
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Moon Elves
| Racial Statistics
- Male Height & Weight: 4'10" + 2d10 in. (5'0" - 6'6"), 90lb x (2d4) lb
- Female Height & Weight: 4'5" + 2d10 in. ( 4'7" - 6'2"), 70lb x (2d4) lb.
- Starting Ages: Adult - 110y, +4d6(simple), +6d6(moderate), +10d6(complex)
- Aging Range: Middle - 175, Old - 263, Venerable - 350, Maximum +4d%.
- RP Tip : Moon elves are a nomadic and are typically more open minded than other elven peoples.
- Moon Elves are the most common, widely spread elven subrace. - They have fair skin, sometimes tinged with blue, and hair of silver-white, black, or blue; human-like colors are somewhat rare. - Their eyes are blue or green, with gold flecks. - Moon elves are more impulsive than the other elves, and dislike remaining in one place for any significant amount of time. - They are much more friendly and accommodating to other races than many other elves. - Moon elves find the diversity of Faerûn's races to be intoxicating and forever surprising, and they especially value the insights of other races because other often think of things no elf would ever consider.
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Sun Elves
| Racial Statistics
- Male Height & Weight: 4'10" + 2d10 in. (5'0" - 6'6"), 90lb x (2d4) lb
- Female Height & Weight: 4'5" + 2d10 in. ( 4'7" - 6'2"), 70lb x (2d4) lb.
- Starting Ages: Adult - 110y, +4d6(simple), +6d6(moderate), +10d6(complex)
- Aging Range: Middle - 210, Old - 315, Venerable - 420, Maximum +6d%.
- RP Tip : Sun elves are typically traditionalists and often seem aloof.
- The sun elves are famed for their command of both arcane and divine magic, which exceeds that of any other living race. - Sun elves have bronze skin, hair of golden blond, copper, or black, and eyes of green or gold. - Of all the elven subraces, sun elves are the most arrogant and haughty. - They are also the most patient of the elven races, and they devote their time to perfecting a task rather than just merely completing the task. - Sun elves are deliberate, patient, and solemn, and their society reflects this. They revere wisdom and learning. - Sun elf prejudice toward other races (humans in particular) can be quite severe. - Sun elves are the least likely of the elven subraces to take up the adventurer's path.
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Wild Elves
| Racial Statistics
- Male Height & Weight: 4'10" + 2d10 in. (5'0" - 6'6"), 110lb x (2d4) lb
- Female Height & Weight: 4'5" + 2d10 in. ( 4'7" - 6'2"), 80lb x (2d4) lb.
- Starting Ages: Adult - 110y, +4d6(simple), +6d6(moderate), +10d6(complex)
- Aging Range: Middle - 175, Old - 263, Venerable - 350, Maximum +4d%.
- RP Tip : An insular and often savage people, wild elves are rarely seen out of
their tribal homes. They tend to be distrusting.
- Wild elves are stocky and strongly built for elves. - Their skin tends to be dark brown, and their hair ranges from black to light brown, lightening to silvery white with age. - Among their friends and kinfolk, wild elves are pleasant and outgoing, somewhat like moon elves. - The green elves do not seek out relations with others, and they do their best to remain unseen and unknown.
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Wood Elves
| Racial Statistics
- Male Height & Weight: 4'10" + 2d10 in. (5'0" - 6'6"), 110lb x (2d4) lb
- Female Height & Weight: 4'5" + 2d10 in. ( 4'7" - 6'2"), 80lb x (2d4) lb.
- Starting Ages: Adult - 110y, +4d6(simple), +6d6(moderate), +10d6(complex)
- Aging Range: Middle - 175, Old - 263, Venerable - 350, Maximum +4d%.
- RP Tip : Wood elves are known for incredible patience. They do not tend to
be comfortable in civilization, preferring the wilds.
- The wood elves are among the most numerous of Faerûn’s elven people. - Also known as copper elves or sylvan elves, these people have coppery skin tinged with green, and brown, green, or hazel eyes. - Hair is usually brown or black, occasionally blond or coppery-red. - Wood elves are calm, serene, and difficult to surprise. Their patience is legendary. - Wood elves live at ease with nature, using what naturally occurs in the world to shelter or defend themselves. - Like the moon elves, they accept the power of humankind and seek to live alongside their human neighbors and guide their expansion instead of seeking ways to deter or intimidate the human lands. - Wood elves have a long history of cooperation with the shield dwarves. By extension, they look favorably on most other dwarves, too. - Gnomes and halflings are both greeted as friends and potential allies.
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FRC has an elven guild, which you can read about here. For detailed lore on elven society and more, you go here. To read about elven deities you can go here.
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Post by Pedantry INC on Feb 13, 2015 12:21:31 GMT -5
Gnomes FRC allows for one gnomish race to be played, Rock Gnomes. Forest gnomes are so rare that few (even amongst other gnomes) have ever heard of them, while Deep Gnomes are a race of the Underdark. Rock Gnomes
| Racial Statistics
- Male Height & Weight: 3'0" + 2d4 in. (3'2" - 3'8"), 40lb x (1) lb
- Female Height & Weight: 2'10" + 2d4 in. ( 3'0" - 3'6"), 35lb x (1) lb.
- Starting Ages: Adult - 40y, +4d6(simple), +6d6(moderate), +9d6(complex)
- Aging Range: Middle - 100, Old - 150, Venerable - 200, Maximum +3d%.
- RP Tip: Typically an optimistic peoples, rock gnomes view the world as
a puzzle to challenge them. They enjoy work as much as leisure.
- Rock gnomes are the gnomes that most people are familiar with, so much so that when someone says “a gnome”, he or she is almost always speaking of a rock gnome. - Rock gnomes are far friendlier and more outgoing than the other gnome kindreds. They are well known for their love of jokes as well as their fondness for finely made things. - Their skin comes in many different shades of brown, but is unaffected by exposure to the sun. - The hair of young gnomes can vary greatly in color, but in adulthood they all tend toward gray or white. The males wear their beards neatly trimmed. - From a rock gnome’s point of view, life is meant to be enjoyed in all its facets: work, play, and otherwise. Again, it’s the process that’s important, not the goal. - Rock gnome life is filled with long days of work that stretch on for tendays at a time, punctuated by jubilant celebrations in which these hard-driven workers finally get to blow off some steam. - Rock gnomes get along famously with almost all the standard character races.
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To read about gnomish deities you can go here.
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Post by Pedantry INC on Feb 14, 2015 20:56:51 GMT -5
Halflings FRC allows the Lightfoot and Strongheart halfling subraces to be played. Lightfoot Hin
| Racial Statistics
- Male Height & Weight: 2'8" + 2d4 in. (2'10" - 3'4"), 30lb x (1) lb
- Female Height & Weight: 2'6" + 2d4 in. ( 2'8" - 3'2"), 25lb x (1) lb.
- Starting Ages: Adult - 20y, +2d4(simple), +3d6(moderate), +4d6(complex)
- Aging Range: Middle - 50, Old - 75, Venerable - 100, Maximum +5d20.
- RP Tip: A highly varied peoples, Lightfoot Halflings are diverse in outlook.
They often blend the beliefs of the region they live in with hin ways.
- When most Faerûnians think of Halflings, the lightfoots are the people that most often leap to mind. - It's impossible to describe the "typical" lightfoot halfling because, much like humans, the race embodies individuals that are the absolute antithesis of one another. - The aspect of the lightfoot outlook that most no Halflings notice, however, is that they are the hin subrace that is most likely to wander out of an innate desire.
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Strongheart Hin
| Racial Statistics
- Male Height & Weight: 2'8" + 2d4 in. (2'10" - 3'4"), 30lb x (1) lb
- Female Height & Weight: 2'6" + 2d4 in. ( 2'8" - 3'2"), 25lb x (1) lb.
- Starting Ages: Adult - 20y, +2d4(simple), +3d6(moderate), +4d6(complex)
- Aging Range: Middle - 50, Old - 75, Venerable - 100, Maximum +5d20.
- RP Tip: While Strongheart Halflings have an urge to wander they gravitate
towards established settlements. They tend to be the cooperative sort.
- Strongheart halflings have predominantly remained in the native homeland of the halfling races, Lurien. - The stronghearts gravitate toward a more agrarian-based lifestyle centered around permanent communities - though they often move between communities. - Fusing wanderlust and stability, the stronghearts have evolved a unique, semi-nomadic lifestyle, in which business, families, and even entire clans move freely and independently from place to place within Luiren.
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You can read about halfling deities by going here. On FRC there is a halfling community called Shallybrook. You can view incharacter happenings there by going here.
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Post by Pedantry INC on Feb 16, 2015 6:54:36 GMT -5
Half-Orcs Half-Orcs
| Racial Statistics
- Male Height & Weight: 4'10" + 2d12 in. (5'0" - 6'10"), 150lb x (2d6) lb
- Female Height & Weight: 4'5" + 2d12 in. ( 4'7" - 6'5"), 110lb x (2d61) lb.
- Starting Ages: Adult - 14y, +1d4(simple), +1d6(moderate), +2d6(complex)
- Aging Range: Middle - 30, Old - 45, Venerable - 60, Maximum +2d10.
- RP Tip: Half-orcs are typically hated and reviled for what they represent.
Typically the product of rape, half-orcs are rarely accepted in either society. How they adapt to their racial urges is highly variable.
- Half-orcs have no true homeland to call their own and as a result most spend their lives wandering the world in search of a purpose. - A half-orc is usually about as tall as a human and a little heavier. - Their skin tends to be gray with green or even purple undertones, and their faces feature sloping brows, jutting jaws with prominent teeth, and flat, squashed noses. - Most half-orcs are surly individuals who endured horrible childhoods. They are too coarse and savage to fit in well with humans, and too fragile and thoughtful to fit in with orcs. - The majority of half-orcs grow up alone and without any influence from orc or human society. Thus, half-orcs speak their mind and act upon their feelings without any fear of repercussions. - Often interpreted as greedy or selfishness by other races, many half-orcs have learned the hard way that they are not welcome in any land, and most provide for themselves. - When half-orcs gather into large groups they tend to be much more civilized than their feral orc kin, the city of Palischuk in Vaasa is home to nearly ten thousand half-orcs and the city now trades peacefully with neighbors.
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Some half orcs may follow the Orcan pantheon, which you can read about here. Some half orcs may follow the major pantheon, which you can read about here. Some half orcs may follow the minor pantheon, which you can read about here.
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Post by Pedantry INC on Feb 16, 2015 7:25:03 GMT -5
The Human Lineages Random Human Height and WeightSubrace | Base Male Height | Base Female Height | Base Height Mod | Base Male Weight | Base Female Weight | Base Weight Mod | Chalishite¹ | 4'9" | 4'4" | +2d10 | 115 lb. | 80 lb. | x (2d4) lb. | Chondathan² | 5'0" | 4'7" | +3d6 | 120 lb. | 85 lb. | x (2d4) lb. | Damaran³ | 4'10" | 4'5" | +2d10 | 120 lb. | 85 lb. | x (2d4) lb. | Illuskanˆ | 5'2" | 4'9" | +2d8 | 140 lb. | 105 lb. | x (2d4) lb. | Mulanˇ | 4'11" | 4'6" | +2d10 | 120 lb. | 85 lb. | x (2d4) lb. | Rashemi˚ | 4'10" | 4'5" | +2d8 | 130 lb. | 95 lb. | x (2d4) lb. | Tethyrian• | 4'10" | 4'5" | +2d10 | 125 lb. | 90 lb. | x (2d4) lb. |
¹ Use the chalishite entry for Durparis and Zakharans. ² Use the Chondath entry for Mazticans (Nexalans) and Turami. ³ Use the Damaran entry for Halruaans, Lantannas, Netherese, Shaarans, Shou, Tashalans, Tuigans, and Vaasans. ˆUse the Illuskan entry for Chultans ˇUse the Mulan Entry for Sossrims ˚Use the Rashemi entry for Gurs, Nars, Raumvirans, and Ulutiuns • Use the Tethyrian entry for Fflok.Unplayable subraces of humans are the Ilmaskari (deep) and the Shadowvar (who are predominantly human rather than shades). Humans are extremely diversified as a race. The majority of their worship is split between the major( link) and minor( link) pantheons. Humans from Shou (Kara-tura) often follow the "1000 gods"( link) however these gods have no power in Faerûn and have no clerics. Humans from Mulhorand typically follow the Mulhorandi Pantheon( link). It is not unheard of for humans to worship demi-human gods.
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Post by Pedantry INC on Feb 16, 2015 20:41:58 GMT -5
Barbarians Free of the comforts and constraints of civilization, barbarians survive in lands that civilized folk only dwell in when they can hide behind high walls. The cosmopolitan nature of some parts of Faerun is confusing to barbarians, but city folk are used to odd sights and usually accept barbarians without batting an eye. Most Faerûnian barbarians are humans or half-orcs. They come from places such as the Cold Lands, the North, the High Moors, Rashemen, and tribes ranging across the Western Heartlands. Dwarven barbarians come from icy wastes of the north, the jungles of Chult, and hidden pockets in remote mountains and hills. Elven barbarians are usually wild elves from the warm southern forests, such as the Wealdath or the Chondalwood. The only known barbarian halfling tribes live deep in the Chondalwood, rarely venturing out of the forest's green embrace. Barbarians of other races are unusual, but not unheard of. Half-elven barbarians are sometimes found among human tribes native to The North or in Western Heartlands, or in the Yuirwood where humans and elves lived together in the wild for generations. Drow, moon elven, sun elven, gnome, or planetouched barbarians are generally individuals who for some reason were raised among barbaric peoples. Preferred Character Regions: Regions in which barbarians are commonly found include the Chondalwood (ghostwise halflings and wild elves), Chult, the Hordelands, the Moonshaes, Narfell, the Nelanther Isles, the North, Rashemen, Vaasa, and the Western Heartlands. In addition, some shield dwarven, wild elven, wood elven, and half-orc cultures give rise to barbarians. - Forgotten Realms Campaign SettingSpecifics and Changes on FRC+ Barbarian rage has been altered on FRC to provide a direct bonus to attack, hit points, and damage instead of boosting physical stats. - This means rage continues to provide bonuses even if one has reached the cap of +12 to stats via enhancements. - This also means that dex based (weapon finesse) barbarians ab increases with rage uses as well. + Rage damage immunities: - Rage provides a 5% damage immunity while active. - Greater rage provides a 10% damage immunity while active. - Epic rage provides a 15% damage immunity while active Specifications for NWN:Description: Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of "sixth sense," a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary. Alignment restrictions: any non-lawful Hit die: d12 Proficiencies: armor (light, medium), shields, weapons (martial, simple) Skill points: 4 + int modifier ( (4 + int modifier) * 4 at 1st level) Skills: craft armor, craft trap, craft weapon, discipline, heal, intimidate, listen, lore, parry, ride, taunt Unavailable feats: brew potion, craft wand, curse song, divine might, divine shield, extra music, extra turning, lingering song, quicken spell, scribe scroll, spell focus, weapon specialization Primary saving throw(s): fortitude Base attack bonus: +1/level Useful LinksFor more statistics, you can view the NWNwiki page on Barbarians here. To learn about the Uthgardt Barbarian Tribes go here. For a spotlight on Barbarian builds you can go here.
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Post by Pedantry INC on Feb 16, 2015 21:26:50 GMT -5
Bards Faerûnian bards are as likely to create their own heroic sagas as they are to sing of others' exploits. In both the Dalelands and the wilderness of the North, a semisecret society known as the Harpers recruits courageous bards of good alignments to carry on a millennia-old fight against evil. While not all bards are Harpers, the noble deeds of this group have given bards something of a heroic glow that they might not have in other worlds. Good bards who are not Harpers often carry themselves as if they were, a type of self-fulfilling prophecy that frequently causes common folk to look to bards for more than a good song. Preferred Character Regions: Bards are common in many lands, including Amn, Chessenta, Cormyr, the Dalelands, the Dragon Coast, Evermeet, Luiren, Impiltur, the Moonshaes, Silverymoon, Tethyr, Thesk, Unther, the Vast, Waterdeep, and the Western Heartlands. Gold dwarven, moon elven, sun elven, lightfoot halfling, and strongheart halfling bards are also common. - Forgotten Realms Campaign SettingSpecifics and Changes on FRC+ Bard summon spells have been changed to be one level higher on FRC. This means casting summon creature I functions as summon creature II, etc. + Bards can acquire an item that allows them to convert wounding whispers into a custom version of 'flame weapon/dark fire' that deals sonic damage. + Many other changes have been made to spell casting, particularly to the effectiveness, duration, and level caps of damage or healing effects. Read about spell changes here. Specifications for NWN:Description: Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. His magic emphasizes charms and illusions, and the bard can also play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched. Alignment restrictions: any non-lawful Hit die: d6 Proficiencies: armor (light, medium), shields, weapons (simple) Skill points: 4 + int modifier ( (4 + int modifier) * 4 at 1st level) Skills: appraise, bluff, concentration, craft armor, craft trap, craft weapon, discipline, heal, hide, listen, lore, move silently, parry, perform, persuade, pick pocket, spellcraft, taunt, tumble, use magic device Unavailable feats: divine might, divine shield, extra turning, weapon specialization These general feats cannot be selected when taking a level of bard. Primary saving throw(s): reflex, will Base attack bonus: +3/4 levels Spellcasting: Arcane (spell failure from armor is a factor), charisma-based (a base charisma score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified charisma, and the charisma modifier affects spell DCs), and spontaneous cast (no spell preparation required). Bards begin the game knowing four cantrips. Useful LinksFor more statistics you can view the NWNwiki page on Bards here. For bardic lore, songs and more, you can go here. FRC has an arcane and bardic academy, which you can read about here.
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Post by Pedantry INC on Feb 16, 2015 22:33:32 GMT -5
Clerics Faerunian clerics function as described in the Player's Handbook, except that no clerics serve just a cause, philosophy, or abstract source of divine power. The Torilian deities are very real, and events in recent history have forced these divine beings to pay a great deal of attention to their mortal followers. All clerics in Faerun serve a patron deity. (In fact, most people in Faerun choose a deity as their patron.) It is simply impossible for a person to gain divine powers (such as divine spells) without one. You may not have more than one patron deity at a time, although it is possible to change your patron deity if you have a change of heart. You cannot multiclass into another class that requires a patron deity unless your previous patron deity is an acceptable choice for the new class. For example, you cannot multiclass as a druid unless your patron deity is a nature deity (since all druids have nature deities as patron deities). You may also bypass this restriction by abandoning your old deity outright In some lands, worship of multiple deities takes place in the same temple. For example, many smaller dwarven cities have a single temple for all of the dwarven deities, and the people of Rashemen worship Chauntea, Mielikki, and Mystra in the same locations. The clerks in these temples still choose a single deity as a patron, but not all clerics there share the same patron. Preferred Character Regions: Clerics of different deities are favored in different lands. - Forgotten Realms Campaign SettingSpecifics and Changes on FRC+ Clerics must have the appropriate alignment and domains respective to their chosen deity which you can review here. + Many changes have been made to spell casting, particularly to the effectiveness, duration, and level caps of damage or healing effects. Read about spell changes here. + Tools to change the elemental damage type of darkfire can be acquired (to acid, electrical, or cold). + Tools to change the creatures summoned by summon creature can be acquired (to beasts, constructs, fey(druid/ranger), undead). Specifications for NWN:Description: Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn. Alignment restrictions: none Hit die: d8 Proficiencies: armor (light, medium, heavy), shields, weapons (simple) Skill points: 2 + int modifier ( (2 + int modifier) * 4 at 1st level) Skills: concentration, craft armor, craft trap, craft weapon, heal, lore, parry, persuade, spellcraft Unavailable feats: curse song, extra music, lingering song, weapon specialization. Primary saving throw(s): fortitude, will Base attack bonus: +3/4 levels Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation (except for "cure" and "inflict" spells, which can be spontaneous cast). Useful LinksFor more statistics (including domain effects) you can view the NWNwiki page on Clerics here. Followers of the Triad (Ilmater, Torm, and Tyr) may be interested in the Guild of Divine Resurrection which you can read about here. Faithful to Militant Gods of Good causes may be interested in the Royal Corps of Monster Hunters guild which you can read about here. Faithful to gods of lore and learning may be interested in RP potential at the Alizarin Academy which you can read about here. The Malarite faith is not only legal but has traditional pacts with the Crown in Cormyr to serve the nation. You can read about this here. The faiths of Bane, Cyric, Shar, and Gargauth are illegal in Cormyr (in character, not against server rules) and open worship can result in arrest/pvp. You can read about this here. Creating undead is illegal in Cormyr. Summoning Fiends (devils and demons) is also illegal. (Both in character, not against server rules.) Both can result in arrest/pvp. You can read about this here.
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Post by Pedantry INC on Feb 17, 2015 1:10:59 GMT -5
Druids Like clerics, the druids of Faerûn receive their spells from a particular patron deity, always a deity of nature or animals. However, druids do not necessarily see a clear division between nature and the divine forces that run through nature. While many people think only of forests when they think of druids, druids care also for the mountains, deserts, lakes, and even the swamps of Faerûn. Nature deities include Chauntea, Eldath, Gwaeron Windstrom, Lurue, Malar, Mielikki, Nobanion, Shiallia, Silvanus, Talos, Ubtao, Ulutiu, Umberlee, Anhur, Isis, Osiris, Sebek, Set, Thard Harr, Aerdrie Faenya, Angharradh, Deep Sashelas, Rillifane Rallathil, Baervan Wildwanderer, Segojan Earthcaller, and Sheela Peryroyl. Mielikki, who is famous for the number of druid/rangers who worship her, has more lenient spiritual oaths than most deities that druids worship in the Realms. Druids of Mielikki can use any of the standard armor or weapons that rangers normally use (all simple and martial weapons, all light and medium armor, and all shields) without violating their spiritual oaths. Preferred Character Regions: Lands where druids hold sway include Aglarond, the Chondalwood, Chult, the Great Dale, the High Forest, the Moonshaes, the North, the Vast, the Vilhon Reach, and the Western Heartlands. Moon elves, sun elves, wild elves, wood elves, ghostwise halflings, and lightfoot halflings commonly produce adventuring druids, too. - Forgotten Realms Campaign SettingSpecifics and Changes on FRC + A Druid must follow a nature deity. These are as follows: - Major/Minor Deities: Auril, Chauntea, Eldath, Gwaeron Windstrom, Lurue, Malar, Mielikki, Nobanion, Shiallia, Silvanus, Talona, Talos, Ubtao, Ulutiu, Umberlee. - Mulhorandi Deities: Anhur, Isis, Osiris, Sebek. - Dwarven Deities: Thard Harr. - Elven Deities: Aerdrie Faenya, Angharradh, Deep Sashelas, Fenmarel Mestarine, Rillifane Rallathil, Solonor Thelandira. - Gnome Deities: Baervan Wildwanderer, Segojan Earthcaller. - Halfing Deities: Sheela Peryroyl. + Druids can acquire a tool that allows them to channel Call Lightning into a custom version of "Flame Weapon/Darkfire" that does electrical damage. + Druids can acquire tools that allow them to channel Bulls Strength spells into both Cats Grace and Endurance. These can be purchased at the DMFI merchant in the welcome room. + Druids can acquire a tool that allows them to channel Siphoning Sting onto a weapon which provides a temporary vamperic regen effect. + Tools to change the creatures summoned by summon creature can be acquired (to beasts, constructs, fey, undead(extremely unlikely to be used by druid)). + Magic Fang & Greater Magic Fang give AB bonus to summons & empathied animals (but not damage). + Many other changes have been made to spell casting, particularly to the effectiveness, duration, and level caps of damage or healing effects. Read about spell changes here. + Druids cannot multiclass with Monk. Specifications for NWN:Description: Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions. Alignment restrictions: any neutral Hit die: d8 Proficiencies: armor (light, medium), shields, weapons (druid) Skill points: 4 + int modifier ( (4 + int modifier) * 4 at 1st level) Skills: animal empathy, concentration, craft armor, craft trap, craft weapon, heal, lore, parry, persuade, spellcraft Unavailable feats: curse song, divine might, divine shield, extra music, extra turning, lingering song, weapon proficiency (exotic), weapon proficiency (martial), weapon proficiency (simple), weapon specialization Primary saving throw(s): fortitude, will Base attack bonus: +3/4 levels Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation. Useful LinksFor more statistics, you can view the NWNwiki page on Druids here. For lore related to druidic ways, circles, rites, and rituals go here.
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Post by Pedantry INC on Feb 17, 2015 18:34:59 GMT -5
Fighters Fighters are at home in nearly every society of Faerûn. While they are often overlooked for praise because their skills are so common, great leaders such as Randal Morn, Bruenor Battlehammer, and the late King Azoun IV of Cormyr are very skilled warriors with reputations greater than the reach of their swords. Of course, many have risen to infamy on their fighting skills, such as Gondegal the Lost King, or the notorious assassin Artemis Entreri. Some countries have famous military or knightly orders. Cormyr is well known for its army, called the Purple Dragons. Tethyr has several knightly orders, the most accessible being the Champions Vigilant (worshiping Helm) and the Knights Kuldar of Barakmordin (worshiping the Triad of Ilmater, Torm, and Tyr). Preferred Character Regions: Every part of Faerûn produces capable warriors, but the lands of Aglarond, Amn, Anauroch, Calimshan, Chessenta, Cormyr, the Dalelands, Damara, the Dragon Coast, Evermeet, Luiren, the Hordelands, Impiltur, the Lake of Steam, Lantan, the Moonsea, the Moonshaes, Muthorand, Narfell, Nelanther Isles, the North, Rashemen, Sembia, the Shaar, Tashalar, Tethyr, Thay, Unther, the Vast, the Vilhon Reach, Waterdeep, and the Western Heartlands are renowned for their fighters. In addition, gray dwarves, gold dwarves, shield dwarves, drow, moon elves, deep gnomes, rock gnomes, lightfoot halflings, and strongheart halflings encourage the fighter class. - Forgotten Realms Campaign SettingChanges on FRC+ The feat Devastating Critical is banned on FRC. Specifications for NWN:Description: Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character. Alignment restrictions: None Hit die: d10 Proficiencies: armor (light, heavy, medium), shields, weapons (martial, simple) Skill points: 2 + int modifier ( (2 + int modifier) * 4 at 1st level) Skills: concentration, craft armor, craft trap, craft weapon, discipline, heal, lore, parry, ride Unavailable feats: brew potion, craft wand, curse song, divine might, divine shield, extra music, extra turning, lingering song, quicken spell, scribe scroll, spell focus Primary saving throw(s): fortitude Base attack bonus: +1/level Useful LinksFor more statistics, you can view the NWNwiki page on Fighters here. Militant characters of good or lawful alignments may be interested in the Royal Corps of Monster Hunters, which you can read about here.
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Post by Pedantry INC on Feb 18, 2015 17:15:55 GMT -5
Monks Monastic orders usually originate in civilized human lands. Among humans, the earliest monastic orders native to Faerûn seem to have arisen in Amn and Calimshan simultaneously with some orders immigrating from other worlds and the eastern land of Kara-Tur, Unlike clerics and druids, monks do not necessarily have to choose a patron deity (although most do), nor do monks have to associate themselves with one of the schools listed in the Monastic Orders. Most Faerûnian monks are capable of gaining levels in another class before returning to the way of the monk and gaining new levels as monks. This is an exception to the rule in the Ex-Monks section in Chapter 3 of the Player's Handbook. The descriptions in the Monastic Orders specify into which classes an order's members can multiclass freely. The character may add levels of monk and any specified class without penalty. Violating these expanded limits (by multiclassing into a class not on the order's approved list) ends the monk's development as a monk, as described in the normal rules. Some orders place additional restrictions on multiclassing, as brought out in their descriptions. If a monk violates any such restriction, she can no longer advance as a monk. Preferred Character Regions: Monks are most common in Amn, Calimshan, Damara, Mulhorand, the Lake of Steam, and Silverymoon. Strongheart halflings are also culturally inclined toward becoming monks. - Forgotten Realms Campaign SettingSpecifics and Changes on FRC + If a monk multiclasses outside of an order the monk may no longer progress in monk levels. You can read about monk orders here. + Monks may not multiclass with Druid. Specifications for NWN:Description: Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oaths. Monks wearing armor lose their wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round. Alignment restrictions: any lawful Hit die: d8 Proficiencies: armor (robes), weapons (monk) Skill points: 4 + int modifier ( (4 + int modifier) * 4 at 1st level) Skills: concentration, craft armor, craft trap, craft weapon, discipline, heal, hide, listen, lore, move silently, parry, persuade, tumble Unavailable feats: brew potion, craft wand, curse song, divine might, divine shield, extra music, extra turning, lingering song, quicken spell, scribe scroll, spell focus, weapon specialization Primary saving throw(s): fortitude, reflex, will Base attack bonus: +3/4 levels Specialty weapon: The monk retains his unarmed base attack bonus when fighting with a kama. Kamas are also permitted when using (the monk-specific feat) flurry of blows. (These are the only two instances in which kamas receive special treatment in the hands of monks, though.) Useful LinksFor more statistics, you can view the NWNwiki page on Monks here. Monks following orders dedicated to Ilmater may be interested in the Guild of Divine Resurrection which you can read about here.
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Post by Pedantry INC on Feb 18, 2015 17:59:37 GMT -5
Paladins Piergeiron Paladinson, the Open Lord of Waterdeep, might be the most renowned paladin in Faerun today. Although his adventuring days are behind him, he represents the Lords of Waterdeep with a just and compassionate demeanor and unshakable courage. Many younger paladins model themselves after him. All paladins of Faerûn are devoted to a patron deity, chosen at the start of their career as paladins. Like paladins of other lands, the paladins of Faerûn must be both lawful and good. The paladin's deity must be lawful good, lawful neutral, or neutral good. For example, both Helm the Vigilant One (lawful neutral) and Chauntea the Earthmother (neutral good) have lawful good paladin worshipers. Sune, the goddess of beauty, love/and passion, is an exception to the alignment rule, for her followers include paladins even though her alignment is chaotic good. Additional information on the paladins of some of Faerun's religions appears in the Special Paladin Orders. Preferred Character Regions: Paladins often come from Cormyr, the Dalelands, Damara, Luiren, Impiltur, Mulhorand, Silverymoon, Tethyr, and Waterdeep. Shield dwarves sometimes become paladins devoted to deities of the dwarven pantheon, and strongheart halflings often become paladins devoted to deities of the halfling pantheon. - Forgotten Realms Campaign SettingSpecifics and Changes on FRC+ Paladins must have a patron that is LG, LN, or NG, with the single exception of Paladins that follow Sune(CG). These deities are: - Major/Minor Deities: Bahamut, Chauntea, Deneir, Eldath, Gwaeron Windstrom, Helm, Hoar, Ilmater, Jergal, Kelemvor, Lathander, Mielikki, Milil, Mystra, Nobanion, Red Knight, Savras, Shialla, Siamorphe, Sune, Torm, Tyr. - Mulhorandi Deities: Horus-Re, Isis, Osiris. - Dwarven Deities: Berronar Truesilver, Clangeddin Silverbeard, Gorm Gulthyn, Marthammor Duin, Moradin. - Gnomish Deities: Baervan Wildwanderer, Flandal Steelskin, Gaerdal Ironhand, Garl Glittergold, Segojan Earthcaller. - Halfling Deities: Avoreen, Cyrrollalee, Urogalan, Youndalla. + If a paladin multiclasses outside of an order, he can no longer progress in paladin levels. You can read about Paladin orders here. + Many changes have been made to spell casting, particularly to the effectiveness, duration, and level caps of damage or healing effects. Read about spell changes here. + Detect Evil use is not allowed casually. A paladin character that seeks to use Detect Evil may only do so with direct DM-supervision each time it is employed, and DMs may not allow it in any given instance. + A paladin may not multiclass with Sorcerer. A paladin may not multiclass with Blackguard. Specifications for NWN:Description: Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test - an opportunity to demonstrate bravery, to learn tactics, and to do good in the world. Divine power protects these warriors of virtue, warding off harm, protecting them from disease, healing them and their allies, and guarding against fear. Divine power also guides their sword arms, making them among the most effective warriors against undead and evil outsiders. Many of the paladin's special abilities also benefit from a high Charisma score. Alignment restrictions: lawful good only Hit die: d10 Proficiencies: armor (light, medium, heavy), shields, weapons (martial, simple) Skill points: 2 + int modifier ( (2 + int modifier) * 4 at 1st level) Skills: concentration, craft armor, craft trap, craft weapon, discipline, heal, lore, parry, persuade, ride, taunt Unavailable feats: curse song, extra music, lingering song, quicken spell, weapon specialization Primary saving throw(s): fortitude Base attack bonus: +1/level Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation. Useful LinksFor more statistics you can view the NWNwiki page on Paladins here. Paldins wishing to serve the Crown of Cormyr may be interested in the Royal Corps of Monster Hunters, which you can read about here. Followers of the Triad (Ilmater, Torm, and Tyr) may be interested in the Guild of Divine Resurrection which you can read about here. The Laws of Cormyr can be read about here. For source information on 'Paladin Essentials' you can go here. For a discussion about paladin ethos you can go here.
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Post by Pedantry INC on Feb 18, 2015 21:00:08 GMT -5
Rangers Vast areas of Faerûn are covered with ancient forests and populated by fantastic creatures. The rangers of Faerûn, along with the druids, occasional barbarians, and clerics of deities such as Silvanus and Mielikki, are the masters of the "empty" spaces. Unlike clerics, druids, and paladins, Faerûnian rangers do not have to choose a patron deity until they reach 4th level and acquire divine spellcasting ability (without a patron deity, a ranger cannot cast spells). Many rangers choose a patron deity before then, but others start by devotion to the ranger's way of life instead of to one of the gods. Rangers and druids have similar preferences for deities, although some rangers with odd interests (such as hunting undead) choose different patrons. Good rangers of the North often find themselves acting in concert with groups such as the Harpers, and some eventually join that organization. However, not all rangers of Faerûn are good, and places such as the forest of Cormanthor and the High Forest are a battleground—good rangers who seek to defend the forest and its inhabitants against evil rangers who follow deities that find it natural to inflict pain on others. Rangers may select an organization instead of a creature type as a favored enemy. For example, a good ranger might choose to oppose the Cult of the Dragon, and dark Zhentarim rangers often hunt the Harpers. These rangers receive their favored enemy bonus against agents from that organization, regardless of creature type. The bonus applies even if the creature is of the same race as the ranger and the ranger is not evil. The bonus works just like the normal favored enemy bonus, except that it is considered a morale bonus and does not stack with other morale effects. Preferred Character Regions: Rangers are found on the fringes of civilization in places such as Aglarond, the Chondalwood, Chult, the Dalelands, Damara, Evermeet, the Great Dale, Luiren, the High Forest, the Hordelands, Lake of Steam, Narfell, the North, Rashemen, the Shaar, Silverymoon, Tashalar, Vaasa, Vilhon Reach, and the Western Heartlands. Moon elves, wild elves, wood elves, deep gnomes, lightfoot halflings, strongheart halflings, and half-orcs are often rangers, too. - Forgotten Realms Campaign SettingSpecifics and Changes on FRC+ Ranger summon spells function two levels higher. Thus summon creature I functions as summon creature III. + Tools to change the creatures summoned by summon creature can be acquired. (Beasts, Constructs, Fey, Undead.) + Blade Thirst now grants +1 enhancement per 4 caster levels & caps at +5. It also grants bonus divine damage versus all favored enemies. The slashing restriction on the spell has been lifted & the duration is two turns per caster level. + Rangers must have a divine patron to cast spells, however they are not restricted to nature deities. + Many changes have been made to spell casting, particularly to the effectiveness, duration, and level caps of damage or healing effects. Read about spell changes here. Specifications for NWN:Description: Rangers are skilled stalkers and hunters who make their home in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. Alignment restrictions: none Hit die: d10 Proficiencies: armor (light, medium), shields, weapons (martial, simple) Skill points: 4 + int modifier ( (4 + int modifier) * 4 at 1st level) Skills: animal empathy, concentration, craft armor, craft trap, craft weapon, discipline, heal, hide, listen, lore, move silently, parry, ride, search, set trap, spot Unavailable feats: ambidexterity, curse song, divine might, divine shield, extra music, extra turning, lingering song, quicken spell, two-weapon fighting, weapon specialization Bonus feats: favored enemy, greater spell focus Primary saving throw(s): fortitude Base attack bonus: +1/level Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation. Useful LinksFor more statistics you can view the NWNwiki page on Rangers here.
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Post by Pedantry INC on Feb 19, 2015 18:49:55 GMT -5
Rogues In Faerûn, rogues are as often diplomats as thieves, a distinction often lost on those who have come out on the losing end of a diplomatic negotiation. Rogues are everywhere in Faerûn, but no one necessarily expects them to be thieves. Depending on their skills and inclinations, rogues may represent themselves as treasure finders, tomb-breakers, investigators, spies, bounty hunters, thiefcatchers, scouts, or — most commonly — as "adventurers." While it's true that not every rogue is a thief, it's also true that many rogues are. Thieves' guilds are common in Faerûn. Some, such as the Shadow Thieves of Amn or the Night Masks of Westgate, are powerful enough to dictate orders to kings and lords, and ruthless enough to enforce their edicts through intimidation, terror, and outright murder. Most guilds are short-lived, local organizations that rise in a particular city or along a busy trade route, the creation of a charismatic or powerful individual capable of holding such a guild together. Preferred Character Regions: Rogues are of two general stripes—thieves and brigands. Thieves are common near any large city, and brigands (sometimes charitably referred to as scouts) live in the wild. Rogues are common in Amn, Anauroch, Calimshan, the Dragon Coast, Evermeet, Luiren, Impiltur, the Lake of Steam, Lantan, the Moonsea, the Moonshaes, Mulhorand, Narfell, the Nelanther Isles, Sembia, the Shaar, Tashalar, Thesk, Unther, Vaasa, the Vast, Waterdeep, and the Western Heartlands. Gray dwarves, gold dwarves, shield dwarves, drow, moon elves, sun elves, deep gnomes, rock gnomes, lightfoot halflings, and strongheart halflings are commonly rogues, too. - Forgotten Realms Campaign SettingSpecifics and Changes on FRC+ Rogues can acquire a 'Trappers Toolkit' that allows them to disassemble traps into components, as well as craft traps not typically available - acid blob and epic traps. Specifications for NWN:Description: Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes "fake it" well enough to cast spells from scrolls, activate wands, and use just about any other magic item. Alignment restrictions: None Hit die: d6 Proficiencies: armor (light), weapons (rogue) Skill points: 8 + int modifier ( (8 + int modifier) * 4 at 1st level) Skills: appraise, bluff, craft armor, craft trap, craft weapon, disable trap, heal, hide, intimidate, listen, lore, move silently, open lock, parry, persuade, pick pocket, search, set trap, spot, tumble, use magic device Unavailable feats: brew potion, craft wand, curse song, divine might, divine shield, extra music, extra turning, lingering song, quicken spell, scribe scroll, spell focus, weapon specialization Primary saving throw(s): reflex Base attack bonus: +3/4 levels Useful LinksFor more statistics you can view the NWNwiki page on Rogues here.
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Post by Pedantry INC on Feb 19, 2015 19:11:17 GMT -5
Sorcerers Sorcerers are (along with wizards) the foremost practitioners of what Faerûnians refer to as the Art, the study and application of arcane magic. The common folk of Faerûn see little difference between the rigorous studies of the wizard and the mysterious ways of the sorcerer, but in some lands a fierce rivalry exists between the two traditions. Many wizards regard sorcerers as inexpert practitioners of the Art and servants of sinister powers better left alone. Some sorcerers see wizards as arrogant and pompous, deliberately cloaking the Art in mummery and obtuse lore. Some areas of Faerûn are more tolerant than others of the presence of sorcerers. Aglarond, a forest kingdom ruled by the insuperable sorcerer-queen known as the Simbul, is perhaps the best example of such a place. Despite differing regional attitudes toward sorcerers, sorcerous talent seems to be spread nearly evenly through the world and the various races, with the exception of dwarves born before the Thunder Blessing. True to their tendency toward chaos over law, sorcerers worship all types of deities. Mystra, Oghma, Selûne, and Shar are popular with sorcerers as deities who have something to do with magic. Lathander, Shaundakul, Sune, Tempus, and Tymora are popular with adventuring sorcerers. Preferred Character Regions: Sorcerers are found in Aglarond, Calimshan, the Dragon Coast, the Great Dale, the High Forest, the Lake of Steam, Mulhorand, the Nelanther Isles, the Shaar, Silverymoon, Tethyr, and the Western Heartlands. Gold dwarves, wild elves, and lightfoot halflings display a knack for the sorcerer's arts, too. - Forgotten Realms Campaign SettingSpecifics and Changes on FRC+ Tools to change the elemental damage type of flame weapon can be acquired (to acid, electrical, or cold). + Tools to change the creatures summoned by summon creature can be acquired (to beasts, constructs, fey(ranger/druid), undead). + Many changes have been made to spell casting, particularly to the effectiveness, duration, and level caps of damage or healing effects. Read about spell changes here. + Sorcerers may not multiclass as Paladins. Sorcerers may not multiclass as Blackguards. Specifications for NWN:Description: Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Alignment restrictions: none Hit die: d4 Proficiencies: armor (robes), weapons (simple) Skill points: 2 + int modifier ( (2 + int modifier) * 4 at 1st level) Skills: concentration, craft armor, craft trap, craft weapon, heal, lore, spellcraft Unavailable feats: curse song, divine might, divine shield, extra music, extra turning, lingering song, weapon specialization Primary saving throw(s): will Base attack bonus: +1/2 levels Spellcasting: Arcane (spell failure from armor is a factor), charisma-based (a base charisma score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified charisma, and the charisma modifier affects spell DCs), and spontaneous cast (no spell preparation required). Useful LinksFor more statistics you can view the NWNwiki page on Sorcerers here. For a discussion of sorcerer vrs wizard roleplay and ability you can go here. Sorcerers may be interested in Roleplay opportunities at the Alizarin Academy of Arcane and Bardic arts which you can read about here. Creating undead is illegal in Cormyr. Summoning Fiends (devils and demons) is also illegal. (Both in character, not against server rules.) Both can result in arrest/pvp. You can read about this here.
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Post by Pedantry INC on Feb 20, 2015 22:07:27 GMT -5
Wizards Wizards, like other people who can turn a person into a toadstool with a glance, tend to be well respected or simply feared by common folk. The mightiest mortals in Faerûn are powerful wizards such as Elminster, Manshoon, and Szass Tarn. Extending their lives for centuries (or, in some cases, choosing the path of lichdom and eternal undeath), these dangerous magic-wielders grow ever wiser and stronger in the ways of the Art as centuries pass by. Most practicing wizards learned the basics of the Art as apprentices to more experienced wizards. This slow form of education is reliable, and the work an apprentice performs has the advantage of paying for her studies. Other would-be wizards graduated from one of the universities of magic, common in the lands of Lantan and Halruaa in the distant south but uncommon in the northern parts of Faerûn. North of Halruaa, the best-known university of magic is located in Silverymoon. Smaller universities of magic are known in areas such as Waterdeep, Sembia, Chessenta, the Vilhon Reach, Impiltur, and Tethyr, with an illusionist's school recently opened in Damara. The methods of education used by the Red Wizards of Thay are equally as effective, even if fully half of those who begin such studies die in their torturous training regimen. Wizards also have access to the additional familiars listed in the sorcerer entry. Preferred Character Regions: Lands where wizards are relatively common include Calimshan, Chessenta, Cormyr, Damara, Evermeet, Halruaa, the Lake of Steam, Muthorand, Rashemen, Sembia, Silverymoon, Tethyr, Thay, Unther, Waterdeep, and the Western Heartlands. Races with similar traditions include drow, moon elves, sun elves, wood elves, and deep and rock gnomes, who frequently specialize as illusionists. - Forgotten Realms Campaign SettingSpecifics and Changes on FRC+ Tools to change the elemental damage type of flame weapon can be acquired (to acid, electrical, or cold). + Tools to change the creatures summoned by summon creature can be acquired (to beasts, constructs, fey(ranger/druid), undead). + Many changes have been made to spell casting, particularly to the effectiveness, duration, and level caps of damage or healing effects. Read about spell changes here. Specifications for NWN:Description: Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her. Alignment restrictions: none Hit die: d4 Proficiencies: armor (robes), weapons (wizard) Skill points: 2 + int modifier ( (2 + int modifier) * 4 at 1st level) Skills: concentration, craft armor, craft trap, craft weapon, heal, lore, spellcraft Unavailable feats: curse song, divine might, divine shield, extra music, extra turning, lingering song, weapon specialization Wizard bonus feats: arcane defense, brew potion, combat casting, craft wand, empower spell, extend spell, greater spell focus, greater spell penetration, maximize spell, quicken spell, silent spell, spell focus, spell penetration, still spell Primary saving throw(s): will Base attack bonus: +1/2 levels Spellcasting: Arcane (spell failure from armor is a factor), intelligence-based (a base intelligence score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified intelligence, and the intelligence modifier affects spell DCs), and requires preparation. Wizards begin the game knowing all cantrips and four 1st-level spells. Useful LinksFor more statistics you can view the NWNwiki page on Wizards here. For a discussion of wizard vs sorcerer roleplay and ability you can go here. Wizards may be interested in Roleplay opportunities at the Alizarin Academy of Arcane and Bardic arts which you can read about here. Though it should be noted that PC characters cannot join the War Wizard faction at this time, wizards interested in the War Wizards of Cormyr may find the Royal Corps of Monster Hunters to their liking, which can be read about here. Creating undead is illegal in Cormyr. Summoning Fiends (devils and demons) is also illegal. (Both in character, not against server rules.) Both can result in arrest/pvp. You can read about this here.
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Post by Pedantry INC on Feb 22, 2015 5:11:16 GMT -5
Arcane Archer Prestige Class Master of the elven warbands, the arcane archer is a warrior skilled in using magic to supplement her combat prowess. Beyond the woods, arcane archers gain renown throughout entire kingdoms for their supernatural accuracy with a bow and their ability to imbue their arrows with magic. In a group, they can strike fear into an entire enemy army. Fighters, rangers, paladins, and barbarians become arcane archers to add a little magic to their combat abilities. Conversely, wizards and sorcerers may take this prestige class to add combat capabilities to their repertoire. Monks, clerics, druids, rogues, and bards rarely become arcane archers. NPC arcane archers often lead units of normal archers or form small, elite units formed entirely of arcane archers. These units are one of the prime reasons that the elves are so feared in battle. - , Dungeon Master's Guide 3.5Specifics and Changes on FRC+ Arcane Archer is capped at ten levels. You may only take up to ten levels of Arcane Archer. Specifications for NWN:Requirements:Base attack bonus: +6 Feats: weapon focus (longbow or shortbow), point blank shot Race: elf or half-elf Spellcasting: ability to cast arcane spells (bard, sorcerer, or wizard classes) Description: (PRESTIGE CLASS) Master of the elven warbands, the arcane archer is a warrior skilled in using magic to supplement his combat prowess. Hit dice: d8 Proficiencies: all simple and martial weapons, light and medium armor, and shields Skill points: 4 + int modifier Skills: craft armor, craft trap, craft weapon, heal, hide, listen, lore, move silently, ride, spot Unavailable feats: brew potion, craft wand, curse song, deflect arrows, divine might, divine shield, extra music, extra turning, lingering song, quicken spell, scribe scroll, spell focus, weapon specialization Primary saving throw(s): fortitude, reflex Base attack bonus: +1/level Useful LinksFor more statistics you can view the NWNwiki page on Arcane Archers here. Players of arcane archers may be interested in elven lore and statistics which you can find here.
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Post by Pedantry INC on Feb 22, 2015 23:57:41 GMT -5
Assassin Prestige Class The assassin is the master of dealing quick, lethal blows. Assassins also excel at infiltration and disguise. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their training in anatomy, stealth, poison, and the dark arts allows them to carry out missions of death with shocking, terrifying precision. Most rogues, monks, and bards who choose this class become examples of the classic assassin skulking in the shadows with a blade carrying certain death. Fighters, ex-paladins, rangers, druids, and barbarians operate as warrior assassins, with as much ability to kill in combat as from the shadows. Sorcerers, wizards, and clerics may be the most terrifying assassins of all, for with their spells they can infiltrate and slay with even greater impunity. As NPCs, assassins work in guilds or secret societies found hidden in cities or based in remote fortresses in the wilderness. Sometimes they serve more powerful evil characters singly or in a group. Occasionally an assassin works alone, but only the most capable are willing to operate without any sort of support or backup. - , Dungeon Master's Guide 3.5Specifics and Changes on FRC+ None. Specifications for NWN:Requirements:Alignment: any evilSkills: hide 8 ranks, move silently 8 ranks Description: (PRESTIGE CLASS) The assassin is a master of dealing quick, lethal blows. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their skill in a variety of dark arts allows them to carry out missions of death with shocking, terrifying precision. Unlike the blackguard, the assassin is not evil due to devotion to an evil power, but rather due to a complete lack of morals or ethics. Hit dice: d6 Proficiencies: simple weapons, light armor Skill points: 4 + int modifier Skills: appraise, bluff, craft armor, craft trap, craft weapon, disable trap, heal, hide, intimidate, listen, lore, move silently, open lock, pick pocket, search, set trap, spot, tumble, use magic device Unavailable feats: brew potion, craft wand, curse song, deflect arrows, divine might, divine shield, extra music, extra turning, lingering song, quicken spell, scribe scroll, spell focus, weapon specialization These general feats cannot be selected when taking a level of assassin. Primary saving throw(s): reflex Base attack bonus: +3/4 levels Useful LinksFor more statistics you can view the NWNwiki page on Assassins here.
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Post by Pedantry INC on Feb 24, 2015 4:05:17 GMT -5
Blackguard Prestige Class The blackguard epitomizes evil. He is nothing short of a mortal fiend. The quintessential black knight, this villain carries a reputation of the foulest sort that is very well deserved. Consorting with demons and devils and serving dark deities, the blackguard is hated and feared by all. Some people call these villains antipaladins due to their completely evil nature. The blackguard has many options available to him—sending forth dark minions and servants to do his bidding, attacking with stealth and honorless guile, or straightforward smiting of the forces of good that stand in his way. Fighters, ex-paladins, rangers, monks, druids, and barbarians make for indomitable combat-oriented blackguards, while rogues and bards who become blackguards are likely to stress the subtle aspects of their abilities and spells. Sorcerers, wizards, and clerics who become blackguards are sometimes called diabolists and favor dealing with fiends even more than other blackguards do. As NPCs, blackguards usually lead legions of undead, evil outsiders, or other monsters to conquer their own doomed demesne or expand their existing territory. Sometimes they serve more powerful evil characters as dark lieutenants. On occasion they operate alone as hired killers or wandering purveyors of ill, destruction, and chaos. - , Dungeon Master's Guide 3.5Specifics and Changes on FRC+ When multiclassing Blackguard may not be taken by Sorcerers or Paladins. Specifications for NWN:Requirements:Alignment: any evil Base attack bonus: +6 Skills: hide 5 ranks Feats: cleave Description: (PRESTIGE CLASS) A blackguard epitomizes evil. They are nothing short of a mortal fiend, a black knight with the foulest sort of reputation. Many refer to blackguards as anti-paladins due to their completely evil nature. A blackguard is an evil villain of the first order, equivalent in power to the righteous paladin, but devoted to the powers of darkness. Hit die: d10 Proficiencies: all simple and martial weapons, all types of armor and shields Skill points: 2 + int modifier Skills: concentration, craft armor, craft trap, craft weapon, discipline, heal, intimidate, lore, parry, persuade, ride, taunt Unavailable feats: brew potion, craft wand, curse song, deflect arrows, extra music, extra turning, lingering song, quicken spell, scribe scroll, spell focus, weapon specialization Primary saving throw(s): fortitude Base attack bonus: +1/level Useful LinksFor more statistics you can view the NWNwiki page on Blackguards here. For information on fiendish powers that blackguards often serve you can go here. Creating undead is illegal in Cormyr. The Summoning and worship of Fiends (devils and demons) is also illegal. (Both in character, not against server rules.) Both can result in arrest/pvp. You can read about this here.
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Post by Pedantry INC on Feb 25, 2015 8:22:32 GMT -5
Champion of the Divine Prestige Class Divine champions are mighty warriors who dedicate themselves to their deity's cause, defending holy ground, destroying enemies of the church, and slaying mythical beasts and clerics of opposed faiths. For deities that do not count paladins among their followers, divine champions fill the role of the church-sponsored warrior. Most divine champions come from a combat or military background. Barbarians, fighters, monks, paladins, and rangers are the most common divine champions, but some of the more militant clerics and druids decide to become divine champions. Bards, rogues, sorcerers, and wizards rarely become divine champions unless they are particularly devout and skilled in warfare. - Forgotten Realms Campaign SettingSpecifics and Changes on FRC + Champion of [Non-Evil Deity] allows for champions of any non-evil deity rather than being restricted to Torm alone. Specifications for NWN:Requirements:Alignment: any non-evil Base attack bonus: +7 Feats: weapon focus in a melee weapon Description: (PRESTIGE CLASS) Champions of Torm are mighty warriors who dedicate themselves to Torm's cause, defending holy ground, destroying enemies of the church, and slaying mythical beasts. Torm is the patron of paladins and an unswerving enemy of corruption and evil. Hit die: d10 Proficiencies: all simple and martial weapons, light and medium armor and shields Skill points: 2 + int modifier Skills: craft armor, craft trap, craft weapon, discipline, heal, lore, parry, ride, spot Unavailable feats: brew potion, craft wand, curse song, divine might, divine shield, extra music, extra turning, lingering song, quicken spell, scribe scroll, spell focus, weapon specialization Bonus feats: ambidexterity, armor proficiency (heavy), blind fight, called shot, cleave, deflect arrows, disarm, dodge, expertise, great cleave, improved critical, improved disarm, improved expertise, improved knockdown, improved parry, improved , improved two-weapon fighting, improved unarmed strike, knockdown, mobility, point blank shot, , rapid shot, spring attack, stunning fist, two-weapon fighting, weapon finesse, weapon focus, weapon proficiency (exotic), whirlwind attack Primary saving throw(s): fortitude and reflex Base attack bonus: +1/level Useful LinksFor more statistics you can view the NWNwiki page on Divine Champions here. For a list of deities and their alignments you can go here.
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Post by Pedantry INC on Feb 26, 2015 6:40:09 GMT -5
Dwarven Defender Prestige Class The defender is a sponsored champion of a dwarven cause, a dwarf aristocrat, a dwarven deity, or the dwarven way of life. As the name might imply, this character is a skilled combatant trained in the arts of defense. A line of dwarven defenders is a far better defense than a 10-foot-thick wall of stone, and much moredangerous. Most dwarven defenders are fighters, paladins, rangers, or clerics, although ex-barbarians, sorcerers, wizards, and druids can certainly all benefit from the defensive capabilities of this prestige class. Rogues, bards, and monks usually depend too heavily on mobility to use the abilities of the dwarven defender class to their fullest. NPC dwarven defenders are usually soldiers in a dwarven citadel, segregated into their own units separate from regular warriors or fighters. Occasionally a lone, wandering dwarven defender can be encountered on some mission, although he usually guards his words so closely that it’s difficult to learn what his quest actually entails. - , Dungeon Master's Guide 3.5Specifics and Changes on FRC+ None. Specifications for NWN:RequirementsAlignment: any lawful Base attack bonus: +7 Feats: dodge, toughness Race: dwarf Description: (PRESTIGE CLASS) The defender is a sponsored champion of dwarven cause, a dwarven aristocrat, a dwarven deity or the dwarven way of life. As the name might imply, this character is a skilled combatant trained in the arts of defense. A line of dwarven defenders is a far better defense than a 10-foot-thick wall of stones, and much more dangerous. Hit die: d12 Proficiencies: simple and martial weapons, all armor, shields Skill points: 2 + int modifier Skills: concentration, craft armor, craft trap, craft weapon, discipline, heal, listen, lore, spot Unavailable feats: brew potion, craft wand, curse song, divine might, divine shield, extra music, extra turning, lingering song, quicken spell, scribe scroll, spell focus, weapon specialization Primary saving throw(s): fortitude, will Base attack bonus: +1/level Useful LinksFor more statistics you can view the NWNwiki page on Dwarven Defenders here. For lore on dwarves, you can go here. Dwarven characters may be interested in the Hammers of Oghrann, which you can read about here.
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Post by Pedantry INC on Feb 26, 2015 6:56:25 GMT -5
Harper Scout Prestige Class
Harper scouts are members of the Harpers, a secret society dedicated to holding back evil, preserving knowledge, and maintaining the balance between civilization and the wild. Harper scouts learn arcane spells and many skills to help them in their duties of espionage, stealth, and reporting information. Many Harper scouts are bards, but by no means all. Ranger, rogue, sorcerer, and wizard are common vocations for Harper scouts, since these classes tend to have versatility and mobility. All have some skill at manipulating others, a resistance to outside mental influences, acute abilities of perception, and a talent for solving problems. Not all Harpers are members of the Harper scout prestige class, and rank within the organization does not depend on a character's level in this or any other class. However, most of the higher-ranked Harpers have at least one level in the Harper scout prestige class. - Forgotten Realms Campaign SettingSpecifics and Changes on FRC+ The Harper Scout PRC may only be taken by members of the Harpers Guild, which you can read about here. Specifications for NWN:RequirementsAlignment: any non-evil Feats: alertness, iron will Skills: discipline 4 ranks, lore 6 ranks, persuade 8 ranks, search 4 ranks Description: (PRESTIGE CLASS) The Harpers are a secret society. Members are dedicated to holding back evil, preserving knowledge and maintaining the balance between civilization and the wild. The Harper scout performs many duties including espionage, stealth and reporting information. Many Harpers are bards, but by no means all. Ranger, rogue, sorcerer, and wizard are common vocations for Harpers, as these classes tend to have versatility and mobility. All have some skill at manipulating others, a resistance to outside mental influences, acute abilities of perception, and a talent for solving problems. Hit die: d6 Proficiencies: simple weapons, light armor Skill points: 4 + int modifier Skills: appraise, bluff, craft armor, craft trap, craft weapon, discipline, heal, hide, listen, lore, move silently, persuade, pick pocket, tumble Unavailable feats: brew potion, craft wand, divine might, divine shield, extra music, extra turning, lingering song, scribe scroll, spell focus, weapon proficiency (martial), weapon specialization. Primary saving throw(s): reflex, will Base attack bonus: +3/4 levels Useful LinksFor more statistics you can view the NWNwiki page on Harper Scouts here.
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Post by Pedantry INC on Mar 1, 2015 9:59:10 GMT -5
Pale Master Prestige Class Necromancy is usually a poor choice for arcane spellcasters - those who really want to master the deathless arts almost always pursue divine means. However, there is an alternative for those who desire power over the undead but refuse to give up their arcane craft completely. Enter the pale master, who draws on a font of special lore that provides a macabre power all its own. Virtually all pale masters are former wizards or sorcerers, due to the arcane talents required for entry into the class. Some have also dabbled in divine magic, perhaps multiclassing as clerics, before following this path. NPC pale masters head special strike groups containing lesser undead, supplemented as needed with more powerful summoned undead. Sometimes they serve or act in collusion with powerful evil characters, such as true necromancers or divine spellcasters with Death as one of their domains. Wherever pale masters go, undead follow. Often it is difficult to tell a pale master from the undead that he surrounds himself with. - , Libris Mortis, The Book of the Undead Specifics and Changes on FRC+ Palemaster undead summons have been updated to use custom undead. Specifications for NWN:Requirements: Alignment: any non-good Arcane spellcasting: level 3 or higher. Description: (PRESTIGE CLASS) Necromancy is usually a poor choice for arcane spellcasters. Those who really want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over undead, without losing too much of their arcane power. Enter the pale master, who draws on a font of special lore that provides a macabre power all its own. Hit die: d6 Proficiencies: no additional proficiencies are gained Skill points: 2 + int modifier Skills: concentration, craft armor, craft trap, craft weapon, heal, hide, listen, lore, move silently, persuade, spellcraft Unavailable feats: brew potion, craft wand, curse song, divine might, divine shield, extra music, extra turning, lingering song, quicken spell, scribe scroll, spell focus, two-weapon fighting, weapon proficiency (exotic), weapon proficiency (martial), weapon proficiency (simple), weapon specialization Primary saving throw(s): fortitude, will Base attack bonus: +1/2 levels Useful LinksFor more statistics you can view the NWNwiki page on Pale Masters here. Creating undead is illegal on FRC, (In character, not against server rules.) Summoning or creating undead can result in arrest/pvp. You can read about this here.
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Post by Pedantry INC on Mar 9, 2015 8:49:20 GMT -5
Purple Dragon Knight Prestige Class The famous Purple Dragons of Cormyr are regarded across Faerûn as exemplars of disciplined, skilled, loyal soldiers. Their reputation is deserved partly because of the heroic actions of their leaders, the Purple Dragon knights. Purple Dragon knights develop uncanny skills related to coordinating and leading soldiers. Most are fighters, rangers, or paladins, but a few bards, clerics, and rogues have been known to become Purple Dragon knights. Sorcerers and wizards tend to join the War Wizards, Cormyr's elite brigade of fighting spellcasters, while barbarians are too undisciplined, and druids and monks too "uncivilized" in Cormyr to enter this career. In general, NPC knight commanders are responsible for leading the troops of the nation of Cormyr. Player character knights either are retirees, special liaisons to the army, or recipients of honorary titles. A character's level in this prestige class is irrelevant to his rank in the military, although higher-ranked knights tend to be of higher level. It is not necessary to have this prestige class to serve in the Purple Dragons at large. This prestige class can be used as a model for officers in other countries, members of knightly orders, and so on. It is not necessary to have this prestige class to be an officer of the Purple Dragons, but most high-ranking officers do. - Forgotten Realms Campaign SettingSpecifics and Changes on FRC+ The Purple Dragon Knight PRC is reserved for members of the Royal Corps of Monster Hunters that are Knighted though DM events. You can read about the guild here. Specifications for NWN:Requirements: Alignment: any non-evil and non-chaotic Base attack bonus: +4 Feats: mounted combat (requires ride 1) Skills: intimidate 1 rank, listen 2 ranks, persuade 1 rank, ride 2 ranks, spot 2 ranks Useful LinksFor more statistics you can view the NWNwiki page on Purple Dragon Knights here.
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Post by Pedantry INC on Mar 9, 2015 8:58:31 GMT -5
[Red] Dragon Disciple Prestige Class It is known that certain dragons can take humanoid form and even have humanoid lovers. Sometimes a child is born of this union, and every child of that child unto the thousandth generation claims a bit of dragon blood, be it ever so small. Usually, little comes of it, though mighty sorcerers occasionally credit their powers to draconic heritage. For some, however, dragon blood beckons irresistibly. These characters become dragon disciples, who use their magical power as a catalyst to ignite their dragon blood, realizing its fullest potential. Dragon disciples prefer a life of exploration to a cloistered existence. Most are barbarians, fighters, or rangers who have dabbled as sorcerers or bards. Occasionally, a serious spellcaster explores the path to further a goal of finding out more about his draconic heritage, though at the expense of most of his arcane studies. Clerics and druids rarely choose to become dragon disciples. Already adept at magic, many pursue adventure, especially if it furthers their goal of finding out more about their draconic heritage. All dragon disciples are drawn to areas known to harbor dragons. - , Dungeon Master's Guide 3.5Specifics and Changes on FRC+ On FRC a dragon disciple may be a fire type dragon, rather than only red. Pre-approved dragon disciples are Brass, Gold and Red. + Dragon disciples cannot have draconic parents. They will be at least several generations removed from their draconic ancestor. Specifications for NWN:Red dragon disciple is a class that represents a wielder of magic discovering and embracing a draconic heritage, eventually gaining some features of dragons. It is one of the more powerful classes due to dragon abilities, and although it is nominally for those who cast spells, many players have found it more useful for characters that focus on melee combat. Requirements: Red dragon disciple is a prestige class, so certain criteria must be fulfilled before a character may acquire this class. These criteria are the following. Class: bard or sorcerer Skills: lore (8 ranks) Class description: It is rumored that the magical powers of sorcerers and bards are somehow connected to the presence of dragon blood in their family tree. Red dragon disciples are sorcerers, and sometimes bards, who use their magical power as a catalyst to ignite their red dragon blood, realizing its fullest potential. They prefer a life of exploration to a cloistered existence. Already adept at magic, many pursue adventure, especially if it furthers their goal of finding out more about their draconic heritage. They often feel drawn to areas known to harbor dragons. Hit die: d6 to d12 (see hit die increase) Skill points: 2 + intelligence modifier High saves: fortitude, will Base attack: middle (+3/4 levels) Proficiencies: No additional proficiencies are gained. Skills: concentration, craft armor, craft trap, craft weapon, discipline, heal, listen, lore, parry, persuade, search, spellcraft, spot Unavailable feats: brew potion, craft wand, curse song, divine might, divine shield, extra music, extra turning, lingering song, scribe scroll, weapon specialization Useful LinksFor more statistics you can view the NWNwiki page on Dragon Disciples here. For a discussion on the roleplay aspects of Dragon Disciples you can go here. For a discussion on roleplay aspects of Dragon Disciples related to appearance you can go here. To review DM Question and answers relating to dragon disciples you can go here.
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Post by Pedantry INC on Mar 9, 2015 9:53:48 GMT -5
Shadowdancer Prestige Class Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met. Rogues, bards, and monks make excellent shadowdancers. Fighters, barbarians, rangers, and paladins also find that shadowdancer abilities allow them to strike at their opponents with surprise and skill. Wizard, sorcerer, cleric, and druid shadowdancers employ the defensive capabilities inherent in the prestige class to allow them to cast their spells from safety and move away quickly. Despite their link with shadows and trickery, shadowdancers are as often good as evil. Shadowdancers often work in troupes, never staying in one place too long. Some use their abilities to entertain. Others operate as thieves, using their abilities to infiltrate past defenses and dupe others. All shadowdancer troupes maintain an aura of mystery among the common folk, who never know whether to think well or ill of them. - , Dungeon Master's Guide 3.5Specifics and Changes on FRC + To take shadowdancer one must apply for approval from the DM team. The Sample application is posted here, and quoted below. + The Hide in Plain Sight ability has been altered to apply a short cooldown to the stealth skill. Sample Application:Specifications for NWN:Requirements:Feats: dodge, mobility Skills: hide 10 ranks, move silently 8 ranks, tumble 5 ranks Description: (PRESTIGE CLASS) Shadowdancers operate in the border between light and darkness. These nimble artists of deception are never completely trusted but always induce wonder when met. Despite their link with shadows and trickery, shadowdancers are as often good as evil. They may use their incredible abilities as they wish. Shadowdancers often work in troupes, never staying in one place too long. Some use their abilities to entertain. Others operate as thieves, using their abilities to infiltrate past defenses and dupe others. All shadowdancer troupes maintain an aura of mystery among the populace, who never know whether to think well or ill of them. Hit dice: d8 Proficiencies: simple weapons, light armor Skill points: 6 + int modifier Skills: heal, hide, listen, lore, move silently, persuade, pick pocket, search, spot, tumble Unavailable feats: brew potion, craft wand, curse song, divine might, divine shield, extra music, extra turning, lingering song, scribe scroll, spell focus, weapon specialization Primary saving throw(s): reflex Base attack bonus: +3/4 levels Useful LinksFor more statistics you can view the NWNwiki page on Shadowdancers here. To review DM Question and answers relating to shadowdancers you can go here.
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Post by Pedantry INC on Mar 10, 2015 13:07:25 GMT -5
Shifter Prestige Class The shifter has no form that she calls her own. Instead, she clothes herself in whatever shape is most expedient at the time. While others base their identities largely on their external forms, the shifter actually comes closer to her true self through all her transformations. Of necessity, her sense of self is based not on her outward form, but on her soul, which is truly the only constant about her. It is the inner strength of that soul that enables her to take on any shape and remain herself within. At first, the shifter can risk only humanoid forms and familiar animal shapes. As she grows more comfortable with her own true shapelessness, however, she can assume more outlandish forms. Eventually, she knows herself so well that she feels just as comfortable in the shape ot a completely different creature type as she does in her own. At that point, her past —even her race— becomes irrelevant, since external form no longer matters to her. The shifter’s path is ideal for a spellcaster of any race who has experienced shapeshifting and yearns for more of it. Such a character can be a great force for either good or ill in the world; an evil shifter in particular poses a terrible threat, for she can appear anywhere, in any form. The same opponents may face her again and again, in one shape after another, never realizing that they actually face a single, formless enemy. - , Masters of the WildSpecifics and Changes on FRC + To take shifter one must apply for approval from the DM team. The Sample application is posted here, and quoted below. + Many shifter forms on FRC have been altered. You can read about the new shapes here. Sample Application:Specifications for NWN:Requirements:Feats: alertness, wild shape Spellcasting: level 3 or higher Description: (PRESTIGE CLASS) A shifter has no form they call their own. Instead, they clothe themselves in whatever shape is most expedient at the time. While others base their identities largely on their external forms, the shifter actually comes closer to their true self through all of their transformations. Of necessity, their sense of self is based not on their outward form, but on their soul, which is truly the only constant about them. It is the inner strength of that soul that enables them to take on any shape and remain themselves within. Hit die: d8 Proficiencies: No additional proficiencies are gained. Skill points: 4 + int modifier Skills: animal empathy, concentration, craft armor, craft trap, craft weapon, heal, hide, listen, lore, persuade, spot Unavailable feats: curse song, divine might, divine shield, extra music, extra turning, lingering song, quicken spell, spell focus, two-weapon fighting, weapon proficiency (exotic), weapon proficiency (martial), weapon proficiency (simple), weapon specialization. Primary saving throw(s): fortitude, reflex Base attack bonus: +3/4 levels Useful LinksFor more statistics you can view the NWNwiki page on Shifters here. To review DM Questions and Answers on shifters, you can go here.
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Post by Pedantry INC on Mar 10, 2015 13:50:31 GMT -5
Weapon Master Prestige Class A weapon master is a character who, regardless of class, has chosen to devote most of his combat training to a single weapon. A weapon master's goal is to blend weapon and self into one whirling, deadly union, one lethal entity. Weapon masters might display their prowess as part of a circus or carnival show-knocking lit cigars out of unsuspecting peoples' mouths or juggling three short swords while blind-folded. Or, weapon masters might have inherited the family heirloom weapon, and mastering it is a family tradition that the character feels he must live up to. - Advanced , Skills and PowersSpecifics and Changes on FRC+ None + It should be noted that as FRC uses a Linux based server there are occasional problems with the use of whirlwind. You can read about this here. Specifications for NWN:Requirements:Base attack bonus: +5 Feats: dodge, mobility, expertise, spring attack, weapon focus in a melee weapon, and whirlwind attack Skills: intimidate 4 ranks Note: Getting these feats requires dexterity and intelligence scores of at least 13. Description: (PRESTIGE CLASS) For the weapon master, perfection is found in the mastery of a single melee weapon. A weapon master seeks to unite this weapon of choice with his body, to make them one, and to use the weapon as naturally and without thought as any other limb. Hit die: d10 Proficiencies: No additional proficiencies are granted. Skill points: 2 + int modifier Skills: discipline, heal, intimidate, listen, lore, Spot Unavailable feats: brew potion, craft wand, curse song, divine might, divine shield, extra music, extra turning, lingering song, quicken spell, scribe scroll, spell focus, weapon specialization Primary saving throw(s): reflex Base attack bonus: +1/level Useful LinksFor more statistics you can view the NWNwiki page on Weapon Masters here.
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