Post by naughtyelf on Apr 11, 2006 23:53:49 GMT -5
i donno if this is going to work, its a very complicated game and even hard to keep track of if everyone is in the same room, but its so cool i have to give it a try.
allrighty then, first you gotta pick one of these here classes:
fighter: the name says all
rogue: sneaky fighter who uses stealth over brute force
ranger: wilderness fighter
druid: nature spell caster
cleric: divine spell caster
wizard: arcane spell caster
sorcerer: like a wizard only more spells but less to choose from
barbarian: fighter who uses his rage to win fights
monk: martial artist
bard: the jack of all trades
paladin: divine fighter
now you must choose a race.
human: pretty much good with everything.
high elf: fast and nimble, low health
wood elf: fast and strong, low health and inteligence
gray elf: high inteligence, low strength
hill dwarf: high health, low charisma
halfling: fast and nimble, low strength and health
gnome: high health, low strength
orc: high strength, low inteligence and charisma
got all that? now we choose stats, your stats are.
strength: melee damage and accuracy
dexterity: range attack accuracy
inteligence: arcane magic strength
wisdom: divive magic strength
charisma: personality, people skills, and the like.
constitution: health
take 8,10,12,13,15,and 18, and put one in each skill, these should very with race and class, an example would be
gray elf wizard would have stats like these.
strength 8 ( wizard has no use for melee attacks)
dexterity 13 ( dex is also your ability to dodge)
inteligence 18 ( a must for a arcane wizard)
wisdom 10 ( not needed, since you cant use divine magic)
constitution 15 ( health is very usefull for wizards, as theey cant wear heavy armor, which we will get to later)
charisma 12 ( this is whats left over, might as well have good people skills)
now to choose equipment and spells.
weapons for melee classes are as follows:
dagger: small and low damage, can be thrown 10 feet
short sword: slightly better then dagger
long sword: very reliable weapon
great sword: very powerfull sword, need 2 hands
light mace: light and good for smashing things
heavy mace: good for smashing things
light flail: spikey and fast, very nice weapon
heavy flail: a 2 handed flail, more damage
short spear: pointy, can also be thrown 20 feet
long spear: pointy and has long reach
hand axe: weak axe, can be thrown 10 feet
battle axe: most common weapon with dwarves
dwarven war axe: very powerfull axe
greataxe: very powerfull 2 handed axe
you may choose to eather use a one handed weapon,
a one handed weapon with a shield,
a 2 handed weapon,
or 2 one handed weapons, but you lose some accuracy
range weapons are as follows:
shortbow: short range, can be fired from horseback.
longbow: long range, cant be fired from horseback.
comp shortbow: strength make it do more damage, unlike a regular bow,
comp longbow: like a longbow, but strength counts for damage.
crossbow: long range and damage, slow to reload.
here be spells: only wizards, sorcerers and bards use these spells:
1st level spells are.
magic missle: low damge, un dodgeable.
burning hands: cone of fire
shocking grasp: a shocking grip
sleep: makes opponents fall asleep
read magic: lets you read magic writeing
detect magic: detects all magic in a 60 foot radius
chill touch: lowers opponents strength
level 2 spells are.
acid arrow: long range acid damage
fog cloud: obscures vision
web: fills 20 feet with sticky spider webs
darkness: 20 foot radius of super natural shadow
spider climb: allows you to climb on walls
flame sphere: rolling ball of fire
invisibility: makes you invisible for 5 minutes
3rd level spells are
hold person: stops one person from moveing for 1 mniute
daylight: 60 foot radius of bright sunlight
lightning bolt: bolt of lightnibg springs from your hand
fireball: ball of fire shoots from your hand
dispel magic: cancels magical effects
blinck:you randomly vanish and reapear
level 4 spells are
dimention door: teleports you a short distence
scrying: spies on subject from a distence
wall of fire: deals damage to anyone walking through it
fear: makes one monster flee from you
ice storm: hail rains in a 40 foor cylinder
ill add to this if anyone ever gets high enough to use spells stronger then these. and there are more spells of the levels that i have mentioned, but i think these should do fine.
here be divine spells:
level one divine spells:
cure light wounds: heals small wounds
shield of faith: plus 2 armor class for a little while
detect undead: detects undead within 60 feet
bless water: makes holy water ( does damage to undead)
bless: all allies hit more often
level 2 spells
cure moderate wounds: heals moderate damage
bulls strength: makes one allie stronger (plus 4 strength)
shield other: takes damage done to an allie
zone of truth: sunject within range cannot lie
consecrate: fills area with posotive energy, makeing undead weaker
third level spells
blindness/deafness: makes subject blinf and deaf for 2 minutes
searing light: deals great damage to undead
cure sirious wounds: cures sirious damage
water breathing: lets you breath under water
invisibility purge: dispels invisibility
level four spells
air walk: subject walks on air as if solid
cure critical wounds: heals critical damage
dismissal: forces a creature to return to its native plain
hallow:designates ground as holy
flame strike: smite foes with divine fire
on to armor and shields.
leather armor: weak armor worn mostly by rogues and bards.
studded leather: slightly better then ragular leather
chainmail shirt: best light armor
hide: only armor wearable by druids, medium armor
full chainmail: good defence, low menuverability
breast plate: good defence, mostly used by barbarians
half plate: really good defence, not as good as full plate but quite a bit cheeper
full plate: most defenceive armor, very low menuverability
light shield: small shield, ok defence
heavy shield: good defence, a little bulky
tower shield: super defence, really bulky, gets in the way during combat
after you have your equipment or spells, its time to get your health and armor class.
base health for different classes are.
fighter 10
rogue 6
ranger 8
druid 8
barbarian 12
wizard 4
sorcerer 4
cleric 8
bard 6
monk 8
paladin 10
if u put an 8 in constitution, your health is base minus 1
if u put 10, your health is base
if u put 12 or 13, its base plus 1
if u put 15, its base plus 2
if u put 18, its base plus 4
every time you level up ( ill tell you when you level up)
your health goes up by base halved plus constitutuon modifier.
ok, time for armor class, your armor class is how hard you are to hit. armor class is based on your armor, shield, ans dexterity. some armors ( like full plate) give you a ton of armor, but allow bo dexterity armor bonus.
leather: gives plus 2 armor and allows plus 6 dex
studded leather:gives plus 3 armor and allows plus 5 dex
chain shirt: gives plus 4 armor and allows 4 dex
hide: plus 3 armor and allows plus 4 dex
full chainmail: plus 5 armor and allows plus 2 dex
breastplate: plus 5 armor and allows plus 3 dex
half plate: plus 7 armor and allows 1 dex
full plate: plus 8 armor and allows no dex bonuses
dexterity is to armor ans constitution is to health, same bonuses. 8 is minus 1, 10 is nothing, 12 and 13 arew plus 1, 15 is plus 2, and 18 is plus 4.
shield armor bonuses are.
light shield: plus 1 armor
heavy shield: plus 2 armor
tower shield: plus 4 armor
now to choose an alignment, you could choose to be.
lawful-good
chaotic-good
neutral-good
neutral
neutral-chaotic
neutral-lawful
noramaly you could chose to be evil, but playing evil doesent work well in my kinda campaigns, so im banning it.
ok i think that about covers it, take a look at my character as an example.
name: Jozen
race: high elf
class: ranger
alignment: chaotic-good
stats.
strength: 15
dexterity:18
inteligence:10
wisdom:8
constitution:13
charisma:12
equipment.
weapon: greataxe
ranged weapon: composite shortbow
armor: chainmail shirt
shield: none
health: 9
armor class: 18
spells: none
if there is something extreamly importent that i have forgotten, please let me know.
the actual game will begin when everyone who is going to play has made a character, until then the story will not be anounced.
allrighty then, first you gotta pick one of these here classes:
fighter: the name says all
rogue: sneaky fighter who uses stealth over brute force
ranger: wilderness fighter
druid: nature spell caster
cleric: divine spell caster
wizard: arcane spell caster
sorcerer: like a wizard only more spells but less to choose from
barbarian: fighter who uses his rage to win fights
monk: martial artist
bard: the jack of all trades
paladin: divine fighter
now you must choose a race.
human: pretty much good with everything.
high elf: fast and nimble, low health
wood elf: fast and strong, low health and inteligence
gray elf: high inteligence, low strength
hill dwarf: high health, low charisma
halfling: fast and nimble, low strength and health
gnome: high health, low strength
orc: high strength, low inteligence and charisma
got all that? now we choose stats, your stats are.
strength: melee damage and accuracy
dexterity: range attack accuracy
inteligence: arcane magic strength
wisdom: divive magic strength
charisma: personality, people skills, and the like.
constitution: health
take 8,10,12,13,15,and 18, and put one in each skill, these should very with race and class, an example would be
gray elf wizard would have stats like these.
strength 8 ( wizard has no use for melee attacks)
dexterity 13 ( dex is also your ability to dodge)
inteligence 18 ( a must for a arcane wizard)
wisdom 10 ( not needed, since you cant use divine magic)
constitution 15 ( health is very usefull for wizards, as theey cant wear heavy armor, which we will get to later)
charisma 12 ( this is whats left over, might as well have good people skills)
now to choose equipment and spells.
weapons for melee classes are as follows:
dagger: small and low damage, can be thrown 10 feet
short sword: slightly better then dagger
long sword: very reliable weapon
great sword: very powerfull sword, need 2 hands
light mace: light and good for smashing things
heavy mace: good for smashing things
light flail: spikey and fast, very nice weapon
heavy flail: a 2 handed flail, more damage
short spear: pointy, can also be thrown 20 feet
long spear: pointy and has long reach
hand axe: weak axe, can be thrown 10 feet
battle axe: most common weapon with dwarves
dwarven war axe: very powerfull axe
greataxe: very powerfull 2 handed axe
you may choose to eather use a one handed weapon,
a one handed weapon with a shield,
a 2 handed weapon,
or 2 one handed weapons, but you lose some accuracy
range weapons are as follows:
shortbow: short range, can be fired from horseback.
longbow: long range, cant be fired from horseback.
comp shortbow: strength make it do more damage, unlike a regular bow,
comp longbow: like a longbow, but strength counts for damage.
crossbow: long range and damage, slow to reload.
here be spells: only wizards, sorcerers and bards use these spells:
1st level spells are.
magic missle: low damge, un dodgeable.
burning hands: cone of fire
shocking grasp: a shocking grip
sleep: makes opponents fall asleep
read magic: lets you read magic writeing
detect magic: detects all magic in a 60 foot radius
chill touch: lowers opponents strength
level 2 spells are.
acid arrow: long range acid damage
fog cloud: obscures vision
web: fills 20 feet with sticky spider webs
darkness: 20 foot radius of super natural shadow
spider climb: allows you to climb on walls
flame sphere: rolling ball of fire
invisibility: makes you invisible for 5 minutes
3rd level spells are
hold person: stops one person from moveing for 1 mniute
daylight: 60 foot radius of bright sunlight
lightning bolt: bolt of lightnibg springs from your hand
fireball: ball of fire shoots from your hand
dispel magic: cancels magical effects
blinck:you randomly vanish and reapear
level 4 spells are
dimention door: teleports you a short distence
scrying: spies on subject from a distence
wall of fire: deals damage to anyone walking through it
fear: makes one monster flee from you
ice storm: hail rains in a 40 foor cylinder
ill add to this if anyone ever gets high enough to use spells stronger then these. and there are more spells of the levels that i have mentioned, but i think these should do fine.
here be divine spells:
level one divine spells:
cure light wounds: heals small wounds
shield of faith: plus 2 armor class for a little while
detect undead: detects undead within 60 feet
bless water: makes holy water ( does damage to undead)
bless: all allies hit more often
level 2 spells
cure moderate wounds: heals moderate damage
bulls strength: makes one allie stronger (plus 4 strength)
shield other: takes damage done to an allie
zone of truth: sunject within range cannot lie
consecrate: fills area with posotive energy, makeing undead weaker
third level spells
blindness/deafness: makes subject blinf and deaf for 2 minutes
searing light: deals great damage to undead
cure sirious wounds: cures sirious damage
water breathing: lets you breath under water
invisibility purge: dispels invisibility
level four spells
air walk: subject walks on air as if solid
cure critical wounds: heals critical damage
dismissal: forces a creature to return to its native plain
hallow:designates ground as holy
flame strike: smite foes with divine fire
on to armor and shields.
leather armor: weak armor worn mostly by rogues and bards.
studded leather: slightly better then ragular leather
chainmail shirt: best light armor
hide: only armor wearable by druids, medium armor
full chainmail: good defence, low menuverability
breast plate: good defence, mostly used by barbarians
half plate: really good defence, not as good as full plate but quite a bit cheeper
full plate: most defenceive armor, very low menuverability
light shield: small shield, ok defence
heavy shield: good defence, a little bulky
tower shield: super defence, really bulky, gets in the way during combat
after you have your equipment or spells, its time to get your health and armor class.
base health for different classes are.
fighter 10
rogue 6
ranger 8
druid 8
barbarian 12
wizard 4
sorcerer 4
cleric 8
bard 6
monk 8
paladin 10
if u put an 8 in constitution, your health is base minus 1
if u put 10, your health is base
if u put 12 or 13, its base plus 1
if u put 15, its base plus 2
if u put 18, its base plus 4
every time you level up ( ill tell you when you level up)
your health goes up by base halved plus constitutuon modifier.
ok, time for armor class, your armor class is how hard you are to hit. armor class is based on your armor, shield, ans dexterity. some armors ( like full plate) give you a ton of armor, but allow bo dexterity armor bonus.
leather: gives plus 2 armor and allows plus 6 dex
studded leather:gives plus 3 armor and allows plus 5 dex
chain shirt: gives plus 4 armor and allows 4 dex
hide: plus 3 armor and allows plus 4 dex
full chainmail: plus 5 armor and allows plus 2 dex
breastplate: plus 5 armor and allows plus 3 dex
half plate: plus 7 armor and allows 1 dex
full plate: plus 8 armor and allows no dex bonuses
dexterity is to armor ans constitution is to health, same bonuses. 8 is minus 1, 10 is nothing, 12 and 13 arew plus 1, 15 is plus 2, and 18 is plus 4.
shield armor bonuses are.
light shield: plus 1 armor
heavy shield: plus 2 armor
tower shield: plus 4 armor
now to choose an alignment, you could choose to be.
lawful-good
chaotic-good
neutral-good
neutral
neutral-chaotic
neutral-lawful
noramaly you could chose to be evil, but playing evil doesent work well in my kinda campaigns, so im banning it.
ok i think that about covers it, take a look at my character as an example.
name: Jozen
race: high elf
class: ranger
alignment: chaotic-good
stats.
strength: 15
dexterity:18
inteligence:10
wisdom:8
constitution:13
charisma:12
equipment.
weapon: greataxe
ranged weapon: composite shortbow
armor: chainmail shirt
shield: none
health: 9
armor class: 18
spells: none
if there is something extreamly importent that i have forgotten, please let me know.
the actual game will begin when everyone who is going to play has made a character, until then the story will not be anounced.