Post by Allen on Jun 5, 2008 18:38:52 GMT
Alrighty, here’s the scoop: from the sound of it, the last time anyone here played, they used the 2nd edition of the D&D rules; this means that you’ll be starting from scratch, as we’ll be using the 3.5e rules!
First off, pick a race/class combo. This will represent your character for the rest of the game, so choose something you can live with! After everyone who is participating has posted their picks, we’ll continue.
I’ve included the links to the appropriate D&D Wiki pages for each pick if you need more detailed info. Remember, if you need any clarifications, feel free to contact me :D
Race
Human: Just your standard person. No ability benefits, but receives an extra feat at first level! Work well in any class
Elf: Think Lord Of The Rings. Elves are nimble, but frail. They work best in magic-oriented classes, but also work well as ranged fighters.
Half-Elf : They seem to think of themselves as half-human rather than half-elf. They receive some of the elven benefits, but not all. Work well in any class.
Dwarf: Hardy, but abrasive, dwarves work best as melee fighters or barbarians.
Halfling: HOBBITS!!! Sry, but this best describes this race. They are extremely dexterous, but not very strong. They make great rogues.
Keidran: Totally stolen from 2kinds, this race covers just about everything under the “furry” label. The most common sorts are fox (charismatic, but not too smart, good bards), feline (quick and wise, but not very strong or hardy, great rogues) and canine (strong and charismatic, but not very fast or wise, great clerics). See me for more detailed stats.
Nezumi: Your favorite fantasy race, the humanoid rats! They’ve been separated from the Keidran for so long that they consider themselves a separate group. They are quick and strong, but not very hardy or charismatic (most people distrust them). Again, see me for detailed stats.
I also wrote up some less game-oriented info on each race. It’s available here
Class
Barbarian: Simple killing machine. Give this character a stick, and he’ll kill everyone in the room. Unfortunately, due to the rage ability, this may include his friends! Best for the player that loves brute strength
Bard: The Jack of All Trades. The bard is part Fighter, part Rogue, part Sorcerer, and a hopeless social butterfly. The bard is for the person that loves RPing more than fighting, as you’ll probably be the voice for the party.
Cleric: This player is the hand of the Gods in the world. They focus mainly on healing and improving other characters, but can hold their own in a fight. (**note** evil/neutral clerics can choose to hurt instead of heal others)
Druid[/u]: You will be at one with nature with this character. You’ll have a faithful animal friend, and might eventually gain the ability to become a beast yourself! Your abilities focus mostly on working with nature.
Fighter: Give this character a weapon, and they will use it. The fighter is your standard fighting machine. You get many feats to help you specialize your fighting style, and will probably be the first one into any fight, and the last one out.
Monk: Rather than fight with a weapon, you use your body. The Monk is perfectly in tune with themselves. They can use weapons that others cannot, but prefer to use their bare hands (claws, feet etc)
Paladin: The Defender of the Faith, the paladin is more combat oriented than the cleric. They take the will of the gods into their own hands, usually at the same time as their vorpal sword note, vorpal sword not available at first level. Batteries not included
Ranger: A cross between a druid and a fighter. The ranger is the master of the wilds, and makes a darn handy guide when lost.
Rogue: Thief just doesn’t do the rogue justice. They can find traps and secrets, but can also sneak up on enemies and do ‘that little extra’ when necessary. Just watch your valuables around her. . .
Sorcerer: One of the two magic-casters, the sorcerer uses his inborn ability to cast magic. No materials are required, and he doesn’t need to study dusty old books. A Sorcerer can cast any spell he knows at any time, so long as he has enough energy. Pick this class for versatility, or if you want to be the group spokesperson.
Wizard: The other magic-caster, the wizard knows many more spells than the sorcerer, but must pick them at the beginning of the day. Pick this class for sheer magical power, but avoid physical work!
Lancer[/u]: Not one of the standard classes, but I’ll include it. The lancer is a fighter that has allied with dragons, and has sworn to destroy all draconic beasts that don’t follow his views. Choose the Lancer if you want to be more than just a fighter, but beware, you’re vulnerable if your enemies can get past your lance!!!
so far we have:
Meepy: Paladin/Human
DentonClone: Sorcerer/Keidran
FreyaRule: Sorcerer/Elf
BSD: Bard/Nezumi
kintarostiger: Druid/Human
Robshi: Cleric/Elf
First off, pick a race/class combo. This will represent your character for the rest of the game, so choose something you can live with! After everyone who is participating has posted their picks, we’ll continue.
I’ve included the links to the appropriate D&D Wiki pages for each pick if you need more detailed info. Remember, if you need any clarifications, feel free to contact me :D
Race
Human: Just your standard person. No ability benefits, but receives an extra feat at first level! Work well in any class
Elf: Think Lord Of The Rings. Elves are nimble, but frail. They work best in magic-oriented classes, but also work well as ranged fighters.
Half-Elf : They seem to think of themselves as half-human rather than half-elf. They receive some of the elven benefits, but not all. Work well in any class.
Dwarf: Hardy, but abrasive, dwarves work best as melee fighters or barbarians.
Halfling: HOBBITS!!! Sry, but this best describes this race. They are extremely dexterous, but not very strong. They make great rogues.
Keidran: Totally stolen from 2kinds, this race covers just about everything under the “furry” label. The most common sorts are fox (charismatic, but not too smart, good bards), feline (quick and wise, but not very strong or hardy, great rogues) and canine (strong and charismatic, but not very fast or wise, great clerics). See me for more detailed stats.
Nezumi: Your favorite fantasy race, the humanoid rats! They’ve been separated from the Keidran for so long that they consider themselves a separate group. They are quick and strong, but not very hardy or charismatic (most people distrust them). Again, see me for detailed stats.
I also wrote up some less game-oriented info on each race. It’s available here
Class
Barbarian: Simple killing machine. Give this character a stick, and he’ll kill everyone in the room. Unfortunately, due to the rage ability, this may include his friends! Best for the player that loves brute strength
Bard: The Jack of All Trades. The bard is part Fighter, part Rogue, part Sorcerer, and a hopeless social butterfly. The bard is for the person that loves RPing more than fighting, as you’ll probably be the voice for the party.
Cleric: This player is the hand of the Gods in the world. They focus mainly on healing and improving other characters, but can hold their own in a fight. (**note** evil/neutral clerics can choose to hurt instead of heal others)
Druid[/u]: You will be at one with nature with this character. You’ll have a faithful animal friend, and might eventually gain the ability to become a beast yourself! Your abilities focus mostly on working with nature.
Fighter: Give this character a weapon, and they will use it. The fighter is your standard fighting machine. You get many feats to help you specialize your fighting style, and will probably be the first one into any fight, and the last one out.
Monk: Rather than fight with a weapon, you use your body. The Monk is perfectly in tune with themselves. They can use weapons that others cannot, but prefer to use their bare hands (claws, feet etc)
Paladin: The Defender of the Faith, the paladin is more combat oriented than the cleric. They take the will of the gods into their own hands, usually at the same time as their vorpal sword note, vorpal sword not available at first level. Batteries not included
Ranger: A cross between a druid and a fighter. The ranger is the master of the wilds, and makes a darn handy guide when lost.
Rogue: Thief just doesn’t do the rogue justice. They can find traps and secrets, but can also sneak up on enemies and do ‘that little extra’ when necessary. Just watch your valuables around her. . .
Sorcerer: One of the two magic-casters, the sorcerer uses his inborn ability to cast magic. No materials are required, and he doesn’t need to study dusty old books. A Sorcerer can cast any spell he knows at any time, so long as he has enough energy. Pick this class for versatility, or if you want to be the group spokesperson.
Wizard: The other magic-caster, the wizard knows many more spells than the sorcerer, but must pick them at the beginning of the day. Pick this class for sheer magical power, but avoid physical work!
Lancer[/u]: Not one of the standard classes, but I’ll include it. The lancer is a fighter that has allied with dragons, and has sworn to destroy all draconic beasts that don’t follow his views. Choose the Lancer if you want to be more than just a fighter, but beware, you’re vulnerable if your enemies can get past your lance!!!
so far we have:
Meepy: Paladin/Human
DentonClone: Sorcerer/Keidran
FreyaRule: Sorcerer/Elf
BSD: Bard/Nezumi
kintarostiger: Druid/Human
Robshi: Cleric/Elf