View Full Version: D&D based RPG

Guyver's Lair > RPG Discussion > D&D based RPG

Pages: [1] 2 3


Title: D&D based RPG
Description: merged with fang's topic


Gall_4185 - November 30, 2004 11:32 PM (GMT)
I've been talking about this for a while with Blood and riven and I thought it was about time to gauge interest in this. The basic premise is that the central Sword Coast is in turmoil,a mere sixteen years after the Days when the God's were cast out(aka The Time Of The Troubles) and Dark plots are rising. You can start in several cities across the Sword coast,mainly Baldur's gate;Waterdeep;Amn; Calishman and any others that can feasibly be suggested. Almost any Dungeons and Dragons class or player race will be allowed,within reason. Everyone will be starting at level 3 to avoid anyone being too weak to take care of themselves in the beginning. All characters will be roughly 20 years old,as everyone has to have one Bhallspawn character. I'll explain this more later,along with a list of available races and classes if enough people show interest. SO,what do you all think?

Tydorei Belouve - December 1, 2004 12:00 AM (GMT)
MY brother has this game packed away somewhere... or did I throw it way... :lol: Anyway I never understood really how to play D&D (I could've understood it but it looked so corny, well the game he had. Nope He couldn't get me to touch that. I hate board games except monopoly and life and trouble.) But rpg people keep bringing that game up like its important so I must know why. Also I played alittle baldurs gate 1 & 2 and liked it. Anyway with alittle bit more explaination I will grace you with my particapation in this rpg. :P

BloodStorm - December 1, 2004 12:31 AM (GMT)
Count me in, Kris.. you know I'ld love to unleash my +12 hackmaster on unuspecting team-mates.. I mean enamies.. yeah..

Kaiser Dragoon - December 1, 2004 12:40 AM (GMT)
Maybe if some poor wretch will spend the time to teach me I'll join :beers:

Gall_4185 - December 1, 2004 01:03 AM (GMT)
Kaiser bub,I'll be keeping it as simple as possible to be honest. For those who don't know D&D,you've got nine basic classes to choose from,along with a couple of races. From there it'll run kminda like battlecube,but without all the upgrades crap. Whenever someone gains enough xp(or if I at leeast think they have) then I'll PM them their new stats and abilities,although more experienced players may wish to discuss advancments with me. An HP and XP count would be posted every new page.

EDITED TO SHOW MORE DETAIL

Races:

Human:
Humans have no attribute strengths or weaknesses. They will always ignore
their highest level class when determining multi-classing penalties, making
them the best choice for many multi-class builds. They get a bonus feat and
four extra skill points upon creation, as well as one extra skill point at
each new level.

Humans really work well with any class, but they are particularly useful when
doing a unique multi-class or creating a character that quickly needs to pick
up many foundational feats to become workable.

Elf:
Elves get a +2 to Dexterity and a -2 to Constitution. The favor the Wizard
class and can ignore Wizard levels when determining multi-classing penalties.
Their natural abilities include an Immunity to Sleep, a +2 to saving throws
against Enchantment spells, and low-light vision. Elves also have keen senses,
allowing them to search at top efficiency without having to enter Detect Mode
or reduce their movement speed. They receive a +2 to their Listen, Search,
and Spot skills, and they receive Longsword, Rapier, Shortbow, and Longbow
proficiencies for free.

Because of their attribute adjustments, Elves make great ranged attackers that
avoid direct combat as much as possible. Their racial weapon proficiencies are
a valuable bonus to many classes that don't offer them for free such as the
Rogue, Bard, Monk, Druid, Sorcerer and Wizard. Their keen senses are valuable
to any class but particularly the Rogue or Ranger. Elves have problems with
most multi-classes though because of their favored class, Wizard. There are
very few builds built around a Wizard multi-class.

Half Elf:
Like the Human, the Half-Elf has no attribute strengths or weaknesses and they
can ignore their highest level class when determining multi-classing penalties.
They trade in the extra feats and skills for Immunity to Sleep, a +2 to saving
throws against Enchantment spells, and low-light vision. They also get a +1
to their Listen, Search, and Spot skills.

The Half-Elf will work well with any class, and are usually chosen in place of
a Human when the extra feat and skill points don't seem particularly valuable.
Ultimately though, this race is seldom used as the racial abilities rarely
provide more than what a Human would offer.

dwarf:
Dwarves get a +2 to Constitution and a -2 to Charisma. They favor the Fighter
class and can ignore Fighter levels when determining multi-classing penalties.
Their natural abilities include +2 to their Search skill in subterranean areas,
+2 to their Lore skill, +2 to saving throws vs. poison, +2 to saving throws vs.
all spells, and Darkvision. They also come with some specialized combat
training giving them +1 to attack roles vs. Orcs and Goblinoids, and +4 Dodge
bonus to Armor Class vs. Giants.

Dwarves work best with any combat oriented class, and they can easily
multi-class to Fighter , the most popular multi-class, to pick up a few more
combat feats. The Charisma penalty makes them less than ideal for Sorcerers,
Bards, Paladins, and Clerics -- although many Fighter/Clerics opt to ignore
their turning ability and play as a Dwarf anyway.

half orc:
Half-Orcs start with a +2 increase to Strength and a -2 penalty to Intelligence
and Charisma. They favor the Barbarian class and can ignore Barbarian levels
when determining multi-classing penalties. They have Darkvision.

The Half-Orc abilities are brief and to the point. Being the only race with a
Strength bonus, they are ideal for melee combat. However, their lack of
Intelligence can prevent them from qualifying for a few valuable combat feats.
They are a poor choice for any kind of Arcane spellcaster, yet they suffer no
Wisdom penalties and could work out as a Divine spellcaster -- Paladins and
Clerics will probably still want to avoid them due to the Charisma penalties.
Melee combat, ultimately, should always be the focus of a Half-Orc character

Gnome:
Gnomes get a +2 to Constitution and a -2 to Strength. They favor the Wizard
class and can ignore Wizard levels when determining multi-classing penalties.
Gnomes are smaller than the other races and thus gain a +1 size bonus to AC
and attack rolls. However, they can't wield weapons the same way as
medium-sized races. Medium weapons must be used with two hands, and large
weapons cannot be used at all. Their unarmed strike is also much weaker.
Gnomes gain a +2 to saving throws against Illusion spells and a +2 to the DC
of their Illusion spells. They have low-light vision and gain a +2 to their
Listen and Concentration skills. Like the Dwarf, Gnomes have some racial
training and gain a +1 to attack rolls vs. Reptilian Humanoids and Goblinoids,
and a +4 Dodge bonus to Armor Class vs. Giants.

Due to their small size and lack of Strength, Gnomes generally make poor melee
warriors. They are most effective as perimeter characters, wielding some form
of magic, usually as Wizards.


and halfling
Halflings gain +2 to Dexterity and -2 to Strength. They favor the Rogue class
and can ignore Rogue levels when determining multi-classing penalties. Like
the Gnomes, Halflings are smaller than the other races and gain a +1 size bonus
to AC and attack roles. They are just as limited when it comes to weapons
however, and can must wield a medium weapon with two hands while large weapons
can't be used at all. Their unarmed strike is also much weaker. Halflings
gain a natural +1 to all saving throws and a +2 saving throw vs. fear. They
gain a +2 to their Move Silently and Listen skills, and their upbringing gives
them a +1 to attack rolls with thrown weapons.

The Halfling shares the same Strength and size penalties as the Gnome and is
likewise generally unfit for a melee class. Where the Gnome finds his ideal
place as a perimeter magic-user, the Halfling is usually best suited to the
life of a stealthy Rogue.

Male comparison chart

Females comparison chart

Classes:
Fighter:
Hit Die: d10
Base Attack Bonus: 100%
Armor Proficiencies: All armor and shields
Weapon Proficiencies: All simple and martial weapons. No Exotic weapons.
Primary Saving Throws: Fortitude.
Secondary Saving Throws: Reflex and Will.
Spellcasting: None.
Special: Only class to offer access to Weapon Specialization.

Rogue:
Hit Die: d6
Base Attack Bonus: 75%
Armor Proficiencies: Light armor. No medium or heavy armor. No shield.
Weapon Proficiencies: Club, Dagger, Dart, Handaxe, Light Crossbow, Heavy
Crossbow, Quarterstaff, Mace, Short Sword, Rapier, Shortbow, Morningstar,
and Sling.
Primary Saving Throws: Reflex.
Secondary Saving Throws: Fortitude and Will.
Spellcasting: None.

Bard:
Hit Die: 1d6
Base Attack Bonus: 75%
Armor Proficiencies: Light and medium armor and shields. No heavy armor.
Weapon Proficiencies: All simple weapons. No martial or exotic weapons.
Primary Saving Throws: Reflex and Will.
Secondary Saving Throws: Fortitude.
Spellcasting: Arcane, Charisma-based
Special: Cannot be Lawful in alignment.

Barbarian:
Hit Die: d12
Base Attack Bonus: 100%
Armor Proficiencies: Light and medium armor and shields. No heavy armor.
weapon Proficiencies: All simple and martial weapons. No exotic weapons.
Primary Saving Throws: Fortitude.
Secondary Saving Throws: Reflex and Will.
Spellcasting: None.
Special: Cannot be Lawful in alignment.

Druid:
Hit Die: 1d8
Base Attack Bonus: 75%
Armor Proficiencies: Light and medium armor and shields. No heavy armor.
Weapon Proficiencies: Club, Dagger, Scimitar, Sickle, Spear, Quarterstaff,
Dart, and Sling.
Primary Saving Throws: Fortitude and Will.
Secondary Saving Throws: Reflex.
Spellcasting: Divine, Wisdom-based
Special: Must be somehow Neutral in alignment. Cannot take other weapon
proficiency feats as a Druid, but may gain them from multi-classing.

Cleric:
Hit Die: 1d8
Base Attack Bonus: 75%
Armor Proficiencies: All armor and shields.
Weapon Proficiencies: All simple weapons. No martial or exotic weapons.
Primary Saving Throws: Fortitude and Will.
Secondary Saving Throws: Reflex.
Spellcasting: Divine, Wisdom-based.

Paladin:
Hit Die: d10
Base Attack Bonus: 100%
Armor Proficiencies: All armor and shields.
Weapon Proficiencies: All simple and martial weapons. No exotic weapons.
Primary Saving Throws: Fortitude.
Secondary Saving Throws: Reflex and Will.
Spellcasting: Divine, Wisdom-based
Special: Paladins must be Lawful Good.

Monk:
Hit Die: d8
Base Attack Bonus: 75%
Armor Proficiencies: None.
Weapon Proficiencies: Club, Dagger, Handaxe, Light Crossbow, Heavy Crossbow,
Quarterstaff, Shuriken, Kama, and Sling.
Primary Saving Throws: Fortitude, Reflex, and Will.
Secondary Saving Throws: None.
Spellcasting: None.
Special: Must be Lawful in alignment.

Mage:
Hit Die: 1d4
Base Attack Bonus: 50%
Armor Proficiencies: None.
Weapon Proficiencies: Club, Dagger, Light Crossbow, Heavy Crossbow, and
Quarterstaff.
Primary Saving Throws: Will.
Secondary Saving Throws: Fortitude and Reflex.
Spellcasting: Arcane, Intelligence-based.

Sorcerer:
Hit Die: 1d4
Base Attack Bonus: 50%
Armor Proficiencies: None.
Weapon Proficiencies: All simple weapons. No martial or exotic weapons.
Primary Saving Throws: Will.
Secondary Saving Throws: Fortitude and Reflex.
Spellcasting: Arcane, Charisma-based

Ranger:
Hit Die: d10
Base Attack Bonus: 100%
Armor Proficiencies: Light and medium armor and shields. No heavy armor.
Weapon Proficiencies: All simple and martial weapons. No exotic weapons.
Primary Saving Throws: Fortitude.
Secondary Saving Throws: Reflex and Will.
Spellcasting: Divine, Wisdom-based.


Anything I've missed?

Here's a Guide from gamefaqs.com dealing with classes,just ignore the stuff about kits and it'll serve nicely
Just copy and past it into the address bar instead of taking the link directly there.

http://db.gamefaqs.com/computer/doswin/fil...te_ii_class.txt


(edited by BloodStorm, since GameFAQs doesn't like direct linking)

Here's also some stuff about Attributes.

- Strength (STR) -
Strength will be the most important attribute for melee warriors, particularly
those of the heavily armored, two-handed weapon variety. Your Strength
modifier is added to your melee attack rolls as well as your melee damage
rolls. In some cases, the modifier is also applied to ranged damage. Strength
is also used to determine how much weight you can carry and its modifier is
added to your Discipline skill.

- Dexterity (DEX) -
Dexterity will be important to ranged warriors and anyone not wearing heavy
armor. Your Dexterity modifier is added to your Armor Class, although it will
be limited by how heavy your armor is. In addition, your Dexterity modifier
is added to your ranged attack rolls, and Weapon Finesse will sometimes allow
you to add it to your melee attack rolls as well. Finally, your Dexterity
modifier is added to Reflex saving throws and the Hide, Move Silently, Open
Lock, Pick Pocket, Parry, and Set Trap skills.

- Constitution (CON) -
Constitution is important to everyone. Your Constitution modifier is used to
allocate bonus Hit Points at every level -- even retroactively. Your
Constitution modifier is also applied to Fortitude saving throws and the
Concentration skill.

- Intelligence (INT) -
Intelligence is highly important for Wizards and any class that relies on its
skills -- such as the Rogue. Wizards draw their Arcane spellcasting abilities
from their Intelligence. Your natural Intelligence modifier is also applied
to the number of Skill Points you receive every level, and it is added to the
Disable Trap, Lore, Search, and Spellcraft skills.

- Wisdom (WIS) -
Wisdom is important for the Divine spellcasters (Paladin, Ranger, Cleric, and
Druid), as they draw their spellcasting powers from it. The Monk class also
has a few special abilities that are derived from his Wisdom modifier. The
Wisdom modifier is applied to Will saving throws and the Heal, Listen, and
Spot skills.

- Charisma (CHA) -
Charisma is the basis of the Arcane spellcasting of the Sorcerer and the Bard.
Clerics and Paladins also use the modifier to determine the strength of many
of their class abilities -- including the ability to Turn Undead. Your
Charisma modifier is applied to the Animal Empathy, Perform, Persuade, Taunt,
and Use Magic Device skills.

BloodStorm - December 1, 2004 01:10 AM (GMT)
Your forgot a class, Gall.

Monk (limber martial artist who do as much damage unarmed as most people can do with a sword)

Not really sure if it'll go with Baldur's Gate.. but Monk IS a Core class.. so I thought it should be listed for completness.

Astroguyver - December 1, 2004 01:33 AM (GMT)
Count me in I havent played in a while and im itching to make a new character.

Gall_4185 - December 1, 2004 06:42 PM (GMT)
Here's a couple of links to help people learn more about the time and region we'd be playing in and around

Background info

Baldur's Gate Maps

Spells

I've also edited links to class information into my last post


Sparky - December 1, 2004 07:52 PM (GMT)
Gall there's something up with GameFAQ, they're preventing you from seeing files that you're being directly linked to.

BloodStorm - December 1, 2004 08:21 PM (GMT)
I did some looking on that page.. and while it's pretty good.. It adds alot more information that people need.. The kits especially are uneeded.

And are we going 2nd Ed like the BG games, or 3.5 ed? Alot of the information there is heavily outdated using the current rules, even if we are simplifing alot of things...

Tsiriel - December 1, 2004 08:56 PM (GMT)
I might join in this, I'm still managing out my time and it sounds like alot of fun :lol: We'll see how things go in the upcoming school semester :beers:

Gall_4185 - December 2, 2004 12:46 AM (GMT)
Just copy and paste the link. I know the kits and such like are outdated,but it's still a good introduction for those who know little about D&D. I will post more up to date descriptions later,but i figure this was a decent starting point.

WarriorZoalord - December 2, 2004 06:17 AM (GMT)
I used to play in an online D&D Game... wish i still had that comp so I could access the character sheet for that guy..... shame my chars never lasted long, everyones like level 10-20 and i'm a level 1, I got my butt handed to me with every battle..... I'd like to try this one.

Gall_4185 - December 2, 2004 06:39 AM (GMT)
Well I'm about to start writing up the Starting post for this,all you really need to have in your first post is your character's name,race and class. I'll then work out the extra data and pm everyone the data file format for them to fill in and post. Sound good? Anyone wanting to play as anything other than a regular class had better speak to me asap about what they're wanting. I edited more detail into my earlier post,now to deal with weapons.


Simple Melee Weapons

- Dagger -
Size: Tiny
Damage: 1d4
Critical: 19-20/x2
Type: Piercing

The dagger is a widely used weapon. It has the largest critical threat range
of any Simple melee weapon, it works with Weapon Finesse, and it makes an ideal
off-hand weapon for medium and small characters.


- Mace -
Size: Small
Damage: 1d6
Critical: 20/x2
Type: Bludgeoning

This weapon makes a great off-hand bludgeoning weapon for medium-sized, and a
great primary weapon for small-sized characters.


- Sickle -
Size: Small
Damage: 1d6
Critical: 20/x2
Type: Slashing

A relatively unimpressive weapon. It would most likely be used by a Druid as
it is the highest damage weapon available to the Druid that qualifies for
Weapon Finesse.


- Club -
Size: Medium
Damage: 1d6
Critical: 20/x2
Type: Bludgeoning

Another unimpressive weapon, most likely used by the restricted Druid as it is
the highest damaging one-handed bludgeoning weapon available to him. Other
classes would probably want to use a morningstar instead.


- Morningstar -
Size: Medium
Damage: 1d8
Critical: 20/x2
Type: Bludgeoning and Piercing

This is the highest damaging medium weapon in the Simple weapon package, or in
other words, the most damaging weapon that a medium-sized character restricted
to Simple weapons can wield in one hand. It is a chain weapon, and it can
therefore not be used with other chain weapons for dual-wielding.


- Quarterstaff -
Size: Large
Damage: 1d6
Critical: 20/x2
Type: Bludgeoning

This is the only large melee weapon available to the Monk, Rogue, and Wizard.
Large weapons are used with two-hands and allow a 50% increase to
Strength-based damage.


- Spear -
Size: Large
Damage: 1d8
Critical: 20/x2
Type: Piercing

This is the best large melee weapon available to the Bard, Cleric, Druid, and
Sorcerer. Large weapons are used with two-hands and allow a 50% increase to
Strength-based damage.



Simple Ranged Weapons


- Dart -
Size: Small
Damage: 1d4
Critical: 20/x2
Type: Piercing

A very basic ranged weapon. A positive Strength modifier will not increase
damage, but a negative Strength modifier will reduce it. Darts do less damage
than crossbows, but can be used more than once per round. In addition, they
can be used with a shield, allowing for much better defense. Darts also work
well with the Halfling's bonus to thrown weapons.


- Sling -
Size: Small
Damage: 1d4
Critical: 20/x2
Type: Bludgeoning

The sling is very similar to darts. It is affected by a negative Strength
modifier, but not a positive one. It can also be used in one hand, allowing
the use of a shield. The sling is usually better because it can derive attack
and damage bonuses from both the sling and the bullets being launched.


- Light Crossbow -
Size: Small
Damage: 1d8
Critical: 19-20/x2
Type: Piercing

Crossbows are high damaging ranged weapons with the broadest critical threat
range available for ranged weapons. They are very mechanical and never
affected by Strength when determining damage. All crossbows are two-handed
weapons, and cannot be used with a shield. In addition, because of their
demanding reloading time, they can only be fired once per round. This also
limits them from being used with the Rapid Shot feat.


- Heavy Crossbow -
Size: Medium
Damage: 1d10
Critical: 19-20/x2
Type: Piercing

The heavy crossbow is very similar to the light crossbow except that it weighs
a bit more and does slightly more damage. Assuming you can afford it, there
is really no reason to use a light crossbow instead of a heavy crossbow.



Martial Melee Weapons

- Light Hammer -
Size: Small
Damage: 1d4
Critical: 20/x2
Type: Bludgeoning

This weapon serves little purpose. Use a mace instead.


- Handaxe -
Size: Small
Damage: 1d6
Critical: 20/x3
Type: Slashing

With its x3 critical damage multiplier and decent damage rating, the handaxe
makes a great off-hand weapon for a medium-sized character, or a great primary
weapon for a small-sized character. Medium-sized creatures can also choose to
wield handaxes in both hands, to take full advantage of their specific weapon
training.


- Shortsword -
Size: Small
Damage: 1d6
Critical: 19-20/x2
Type: Piercing

While the handaxe offers more damage on critical hits, the shortsword offers a
greater threat range, generally meaning more frequent critical hits. The
shortsword can be used in similar situations as the handaxe.


- Battleaxe -
Size: Medium
Damage: 1d8
Critical: 20/x3
Type: Slashing

The battleaxe is the medium counterpart to the handaxe. It can be wielded by
small characters in two hands, or it can make an excellent primary weapon to
be matched with a shield for a medium-sized character. Like all axes, it has
a high x3 critical damage multiplier.


- Light Flail -
Size: Medium
Damage: 1d8
Critical: 20/x2
Type: Bludgeoning

Another useless weapon. The warhammer is superior in every way.


- Longsword -
Size: Medium
Damage: 1d8
Critical: 19-20/x2
Type: Slashing

The longsword is the medium counterpart to the shortsword. It can be wielded
by small characters in two hands, or it can make an excellent primary weapon
to be matched with a shield for a medium-sized character. Like most swords,
it has an extended critical threat range making for more frequent critical
hits.


- Rapier -
Size: Medium
Damage: 1d6
Critical: 18-20/x2
Type: Piercing

The rapier has the unusual property of being the only medium weapon that
medium-sized characters can use with Weapon Finesse. This allows them to fight
with their Dexterity instead of their Strength. With the addition of an
incredibly wide critical threat range, the rapier is a popular choice among
Dexterity-based characters. (See the scimitar entry for further information.)


- Scimitar -
Size: Medium
Damage: 1d6
Critical: 18-20/x2
Type: Slashing

The scimitar is very similar to the rapier, but without the ability to work
with Weapon Finesse. It is also one of the best weapons available to the
Druid by default. Like the rapier, it is a good strategy to exploit the
scimitar's extended critical threat range as much as possible. If you take
the Improved Critical feat for the Scimitar then the range is extended from
18-20 to 15-20. If you can find a keen scimitar, that range is further
extended to 12-20. The scimitar can make a great two-handed weapon for a
high-Strength Gnome or Halfling. Two-handed weapons already provide a 50%
increase to Strength-based damage, and the frequent critical hits will only
further multiply this damage.


- Warhammer -
Size: Medium
Damage: 1d8
Critical: 20/x3
Type: Bludgeoning

The warhammer is almost identical to the battleaxe except that it provides
bludgeoning damage which can be more useful against certain types of creatures
than slashing.


- Heavy Flail -
Size: Large
Damage: 1d10
Critical: 19-20/x2
Type: Bludgeoning

While a bit weaker than the greatsword or greataxe, the heavy flail is the most
damaging bludgeoning weapon available. Being able to use it with two hands
makes it even more dangerous.


- Greataxe -
Size: Large
Damage: 1d12
Critical: 20/x3
Type: Slashing

The large counterpart to the handaxe and battleaxe. Like all axes, it has a
x3 multiplier. The greataxe, however, can be used as a two-handed weapon by
medium-sized characters, even further increasing its damage.


- Greatsword -
Size: Large
Damage: 2d6
Critical: 19-20/x2
Type: Slashing

The Greatsword might be the best two-handed weapon. It gets the wider critical
threat range of all swords. It also has a high damage rating, but the 2d6
means that damage scores will heavily tend to an average, consistent 7 range
rather than extremely low or high scores.


- Halberd -
Size: Large
Damage: 1d10
Critical: 20/x3
Type: Piercing and Slashing

This weapon is very similar to the Greataxe, yet inferior in it's damage
rating. There's really no reason to use this weapon instead of a Greataxe.



Martial Ranged Weapons

- Throwing Axe -
Size: Small
Damage: 1d6
Critical: 20/x3
Type: Slashing

Throwing axes have the unique feature of allowing a character to apply their
full positive Strength modifier to damage. Of course, negative Strength
modifiers are also applied. This make it an ideal ranged weapon for a melee
warrior with high Strength. Accuracy, however, is still based on Dexterity.
Throwing Axes are fairly heavy, which makes it difficult for most characters
to carry around too many of them.


- Shortbow -
Size: Medium
Damage: 1d6
Critical: 20/x3
Type: Piercing

A bow is generally superior to a crossbow. While the crossbow does more damage
per shot and generally scores critical hits more often, bows do more damage per
critical and can be fired multiple times per round. All bows are affected by a
negative Strength modifier, but certain types of bows with the Mighty
enhancement will allow you to apply a portion of your positive Strength
modifier to damage. The shortbow is weaker than the longbow, and generally
only used when size or proficiency restriction keep the longbow unavailable.


- Longbow -
Size: Large
Damage: 1d8
Critical: 20/x3
Type: Piercing

The longbow is the best ranged weapon available in almost all situations. Any
character serious about archery should attempt to use a longbow.


Exotic Melee Weapons

- Kukri -
Size: Tiny
Damage: 1d4
Critical: 18-20/x2
Type: Slashing

Kukri are essentially daggers with an extended critical threat range. It makes
an ideal off-hand weapon for medium and small characters.


- Kama -
Size: Small
Damage: 1d6
Critical: 20/x2
Type: Slashing

The notable feature of the kama is that the Monk can use it while retaining all
of his unarmed combat abilities. Other characters will not have much use for
them.


- Bastard Sword -
Size: Medium
Damage: 1d10
Critical: 19-20/x2
Type: Slashing

Along with the katana, the bastard sword is the highest damaging medium-sized
weapon. That means it's the highest damaging two-handed weapon for small
characters, and the highest damaging weapon that medium characters can wield
in one hand.


- Katana -
Size: Medium
Damage: 1d10
Critical: 19-20/x2
Type: Slashing

The katana is statistically identical to the bastard sword.


- Dire Mace -
Size: Large
Damage: 1d8/1d8
Critical: 20/x2
Type: Bludgeoning

The dire mace is a double-weapon, meaning that it is automatically used in
dual-wield mode, so make sure you have the proper training to avoid penalties.
Double-weapons are usually the best way to score high damage with your off-hand
while retaining the bonuses for having a light off-hand weapon. The dire mace,
however, is inferior to the two-bladed sword and the double axe in terms of
critical capacity. But it does do bludgeoning damage, which is useful against
certain types of creatures.


- Two-Bladed Sword -
Size: Large
Damage: 1d8/1d8
Critical: 19-20/x2
Type: Slashing

The two-bladed sword is another double weapon. Along with the usual
advantages, it has the widest critical threat range of all of the double
weapons, meaning it will likely score more frequent critical hits.


- Double Axe -
Size: Large
Damage: 1d8/1d8
Critical: 20/x3
Type: Slashing

The double axe is another double weapon. Along with the usual advantages, it
has the highest critical damage multiplier of all the double weapons, meaning
it will do more damage per critical hit.


- Scythe -
Size: Large
Damage: 2d4
Critical: 20/x4
Type: Piercing and Slashing

The scythe's damage is fairly average for a two-handed weapon, but it has the
highest critical multiplier of all the weapons available -- allowing for the
most devastating hits possible.


Exotic Ranged Weapons


- Shuriken -
Size: Tiny
Damage: 1d3
Critical: 20/x2
Type: Piercing

Shurikens are not affected by Strength, not even negatively. Despite their
low damage rating, this might make them an ideal weapon for low Strength
characters -- or Halfling's due to their bonus with thrown weapons.
Proficiency with the shuriken is automatically granted to Monks at 1st level,
and they may find themselves easily using them.


Once I find a decent listing about armours,I'll post it

Data File template will be going up in a few minutes


WarriorZoalord - December 2, 2004 09:12 AM (GMT)
hey gall, im willing to join this rpg, but I have one question, how will damage and critical hits be determined? are you asking everyone who plays to go out and buy multi-sided dice? or is it some other way that you have yet to figure out?

Gall_4185 - December 2, 2004 09:48 AM (GMT)
I'm keeping control of the technical side,so it'll work kinda like Battlecube in that regard. All you really have to do is come up with a character to play with. Answer your question?

WarriorZoalord - December 2, 2004 11:27 AM (GMT)
yeah, like i said i was just wodnering, the last online D&D thing i was in, there was accually a program built into the chat rooms where you just typed the number of dice, the ammount of sides, and it did a erandom number thing to give you your totals...

Gall_4185 - December 3, 2004 01:51 AM (GMT)
Right,now for the real fun. This post will be detailing spells available to a starting character. Each class' spell casting limits will be explained

Bard
The bard can cast spells in any arour he is wearing,but gains spells slowly and only has access to a few at a time. The bard is not limited when it comes to choosing spells,any from his spell list can be cast as long as he was a spell slot per day to accomodate its use

0 Level Spells- 4 spells per day,any mixture of the available spells
Dancing lights: Creates torches or other flickering lights
Flare: Blinds one creature near the caster
Light: Causes an item to glow like a torch

1st level spells- 3 per day
Cure light wounds: Heals minor damage
Charm: turns one foe into an ally
Disguise Self: Makes minor alterations to the caster's appearance
Identify: Reveals the information about a rare or magic item
Sleep: Renders one foe unconcious
Summon Monsters I: summons a few small creatures to your aid

2nd level spells-2 per day
Blur: Boosts your AC by making you harder to see
Cat's Grace: Boosts DEX briefly
Eagles Splendour: Boosts CHA briefly
Invisibility: Renders caster invisible to the naked eye
Sound Burst: Emits as painful screech
Tongues: the caster can understand any spoken language

Cleric
A cleric gains spells through the graces of their God. Spells of such divine nature must be memorised into a spell slot and will remain there until the caster removes it.As such a Cleric must choose which spells from the list he or she whishes to. As such he or she has more spells to choose from but must do so wisely

0 level spells-4 per day
Cure Minor Wounds: Heals a small amount of damage
Detect Magic: Detects magic items and spells
Detect Poison: Detects poison in one creature or object
Inflict Minor Wounds: Deals minor damage
Light: Object shines like a torch
Resistance: Subject gains a defensive bonus
Virtue: SUbject gains one temporary HP

1st level spells-3 per day
Bane: Enemies struggle to face the caster
Bless: Grants a bonus to all allies
cause fear: one creature cowers in fear,unable to move
Cure Light Wounds: Heals 1d8 damage
Divine Favor: Increases damage dealt by caster
Inflict Light Wounds: Deals 1d8 damage to one foe
Protection from alignment: Protects caster from beings of the chosen alignment
Remove fear: Lifts the effects of Fear
Sanctuary: Protects you from harm,but you cannot attack

2nd level spells: 2 per day
Cure moderate wounds: Heals 2d8 damage
darkness: Summons a 20ft radius of unnnatural shadow
Find traps: locates and highlights all traps in teh surrounding area
Silence: Magical silence interupts most forms of spell casting
Summon Monster II: Calls extraplanar creature to aid you

Druid
A druid casts spells in the same manner as a Cleric,he or she must choose which spells they wish to have available to them

0 level spells-4 per day
Same as clerics

1st level spells-3 per day
Calm Animal: Turns nearby hostile animals neutral
Charm animal: One nearby animal allys with you
Cure light Wounds: Heals 1d8 damage
Entangle: Vines hold everyone surrounding the caster in place
Faerie fire: Outlines enemies in harmless flames,negating blur and other such concealments
Obscuring Mist: A dense fog surrounds the caster
Produce Flame: Deals 1d6 damage
Summon Natures Ally I: Summons 1 woodland creature to your aid

2nd level spells-2 per day
barkskin: Boosts AC by two
Bull's Strength: Boosts STR by 4
Flaming Sphere: Deals 2d6 damage against one target
Gust of Wind: Blows down or knocks back smaller creatures
Spider Climb: Grants the ability to walk on walls and ceilings
Warp Wood: Bends wooden objects to your will

Paladin Spells:
A Paladin casts spells much like a Cleric,and therefore must choose spells from his or her list before casting

1st level spells-3 per day
Cure Light Wounds: Heals 1d8 damage
Detect Undead: Dectects any undead within 60ft of the caster
Divine Favor: Boosts the caster's prowess in combat
Protection from Evil: Protects caster from evil creatures
Virtue: Caster gains 1hp temporarilly


Ranger Spells:
A ranger casts spells much like a druid but sacrifices spellcasting abilities for combat prowess

1st level spells-3 per day
Calm Animal: Turns hostile animals neutral
Delay Poison: Delays poison damage breifly
Entangle: Ensnares opponents with natural vines
Summon Nature's Ally I: Calls an animal to aid the caster

Sorcerer/Wizard Spells
Sorcerers and mages draw spells from the same lists,but cast and utilise them in different ways. A mage must choose the spells which will fill their available slots while a sorcerer casts more foten,but has fewer spells available to him or her at any given time.Spells which are only available to the Mage will be marked with a *

0 Level- Wizard:4 per day/Sorcerer:5 per day
Acid Splash: Deals 1d4 acid damage
*Daze: Stuns a creature of similar size to the caster
Flare: Dazzles one foe
*Arcane Mark: Leaves the Mage's personal emblem
*Ghost Sound: False sounds to confues foes
Ray of Frost: Deals 1d4 cold damage

1st Level: Mage-3 per day/Sorcerer-4 per day
Mage Armor:Boosts caster's AC
*Obscuring Mist: Caster becomes more difficult to hit
*Detect Secret Doors
*Charm Person: ONe foe becoms an ally
Burning Hands: Deals 1d4 fire damage
Magic Missile: Deals 1d4 damage per level
Sleep: Sends one foe to sleep
Colour Spray: Stuns 1d6 creatures
*Disguise Self: Alters caster's appearance
Ray of ENfeeblement: Weakens victim

2nd Level: Mage-2 per day/Sorc-3 per day
*Protection from Arrows: SUbject becomes immune to most ranged attacks
Melf's Acid Arrow: Deals 2d4 damage as a ranged attack
Summon Monsters II: Summons creatures to your aid
*Summon Swarm: Summons a horde of Vermin into the area
*Web: Holds victims in place like a spiderweb
Flaming Sphere: Deals 2d6 fire damage
*Blur: Makes caster harder to hit
Invisibility: Renders caster invisible to the naked Eye
*Knock: Opens a simply locked object


That about does it for now with the spells. Keep checking back here at level up time,because more spells will become available in due time.

Happy now Sparky? :beers:

Sparky - December 3, 2004 02:45 AM (GMT)
No, I was hoping for bazooka spell but hey you can't get everything. seriously though, that cool thanks.

Teknoguyver - December 3, 2004 02:52 AM (GMT)
(smacks sparky in the back of the head)
stop being greedy.

thanks for the info gall.

WarriorZoalord - December 3, 2004 06:36 AM (GMT)
We got weapons and spells... what about the different types of armor? it's been a while since i played D&D so I can't remember them all. oh and Tyde, as to why D&D is so important to most RPG's, it was the first ever board game taken to a video game which spawned a lot of other RPG games, like the Might and Magic series, the Gauntlet games, Diablo, heck even the Star Wars KoToR series was based off the D&D system, among many others.

Gall_4185 - December 3, 2004 04:17 PM (GMT)
OK As for armours,here goes

Light Armor
Padded Armor: AC1 (Max DEX bonus +8)
Leather Armor: AC2 (Max DEX bonus +6)
Studded Armor: AC3 (Max DEX bonus +5)
Chain Shirt: AC4 (MAx DEX bonus +4)

Medium Armor
Hide Armor: AC3 (Max DEX bonus +4)
Scale Mail: AC4 (Max DEX bonus +3)
Chainmail: AC5 (Max DEX bonus +2)
Breastplate: AC5 (Max DEX bonus +3)

Heavy Armor
Splint Mail: AC6 (Max DEX bonus +0)
Banded Mail: AC6 (Max DEX bonus +1)
Half Plate: AC7 (Max DEX bonus +0)
Full Plate: AC8 (Max DEX bonus +1)


Better?

Gall_4185 - December 7, 2004 03:15 AM (GMT)
oh,btw,in case anyone's interested in seeing what npc's we'll be running into I went and found This Link! Some of us have already called certain NPC's for our own use but most won't be showing up until the actual story gets moving

BloodStorm - December 7, 2004 03:21 AM (GMT)
QUOTE (Gall_4185 @ Dec 6 2004, 10:15 PM)
oh,btw,in case anyone's interested in seeing what npc's we'll be running into I went and found This Link! Some of us have already called certain NPC's for our own use but most won't be showing up until the actual story gets moving

And I've allready got dibs on the drow woman Viconia.. Mmmm.. Drow.. So mysterious.. so sexy.. That dusky skin.. that white hair... Mmmm.. Viconia's so deliciously wonderfull..

:wub:

Sith Guyver - December 7, 2004 03:30 AM (GMT)
QUOTE (BloodStorm @ Dec 6 2004, 10:21 PM)
And I've allready got dibs on the drow woman Viconia.. Mmmm.. Drow.. So mysterious.. so sexy.. That dusky skin.. that white hair... Mmmm.. Viconia's so deliciously wonderfull..

:wub:

She's a Drow not a damn Oreo. (I'll let you all make other jokes at you leisure, cause All the ones I just came up with go far beyond good taste, pun VERY intended. B) )

BloodStorm - December 7, 2004 03:49 AM (GMT)
QUOTE (Sith Guyver @ Dec 6 2004, 10:30 PM)
[/QUOTE]
She's a Drow not a damn Oreo. (I'll let you all make other jokes at you leisure, cause All the ones I just came up with go far beyond good taste, pun VERY intended. B) )



Can I dip her in milk and lick it all off anyway? :wub:

And Sith... food jokes are ALWAYS a plus in my book.

Sith Guyver - December 7, 2004 07:57 PM (GMT)
QUOTE (BloodStorm @ Dec 6 2004, 10:49 PM)
She's a Drow not a damn Oreo. (I'll let you all make other jokes at you leisure, cause All the ones I just came up with go far beyond good taste, pun VERY intended. B) )


[/QUOTE]
Can I dip her in milk and lick it all off anyway? :wub:

And Sith... food jokes are ALWAYS a plus in my book.

Yes, you can but under the condition that you never give a mental image like that EVER again. {err}

WarriorZoalord - December 10, 2004 06:38 AM (GMT)
how the hell did this topic get to drow turning into oreos?

BloodStorm - December 10, 2004 02:45 PM (GMT)
QUOTE (WarriorZoalord @ Dec 10 2004, 01:38 AM)
how the hell did this topic get to drow turning into oreos?

decuase drow are fully of yummy goodness between the chocolaty outside?

Kaiser Dragoon - December 11, 2004 01:27 AM (GMT)
You only get to talk about cookies if I offered one, and thus far I see none in my possession :wolfy:

But on a serious note, will there be other NPCs that we can choose from, some that aren't so hostile to let's say, a half orc B)

Bloodfang - February 22, 2006 03:08 AM (GMT)
I was thinking about a Dungeons and Dragons RP. Though I'd like to exclude the whole dice thing but then it wouldn't be D and D. I have all the books I need and even have a few campgins ready to rock and roll. I would allow any race of charcter. Level adjustments to. And I have all the spells skills, and feats right here. I can aslo make Physic charcters.

Azailia - February 22, 2006 03:44 AM (GMT)
I would probably say I'm up for this, if I knew anything about D&D. >_>

Gall_4185 - February 22, 2006 05:06 AM (GMT)

Kaiser Dragoon - February 22, 2006 05:10 AM (GMT)
No worries Rika, I don't know anything either B)

Azailia - February 22, 2006 06:00 AM (GMT)
Oh, Kris-head already has a D&D style RP... o_o; Well Fang, was a good shot.

And yay, Kaiser and I can be D&D clueless together. xP

Kaiser Dragoon - February 22, 2006 06:54 AM (GMT)
QUOTE (Azailia @ Feb 22 2006, 01:00 AM)
Oh, Kris-head already has a D&D style RP... o_o; Well Fang, was a good shot.

And yay, Kaiser and I can be D&D clueless together. xP

So no worries Fang, all you have to do is clear up some particulars with Kris and you're in.

Woohoo for clueless :w00t: :banger: :freakout: :raindance: :dance:

Bloodfang - February 22, 2006 09:56 PM (GMT)
You mean chris of the dead? Or Gall?

Kaiser Dragoon - February 22, 2006 10:17 PM (GMT)
QUOTE (Bloodfang @ Feb 22 2006, 04:56 PM)
You mean chris of the dead? Or Gall?

Ah I keep forgetting you aren't on MSN...

Kris aka Gall_4185. He's the foreman on the current D&D game. Send him a PM and you two can chat it up about finding your way into our game, which to be honest, desperately needs more players :(

Gall_4185 - February 22, 2006 11:55 PM (GMT)
the Baldur's gate system is just a heavily tweaked version of the D&D ruleset really. I wanted to keep it true to its origins without making it overly complicated for everyone.

As far as characters go,I'm fairly open to most suggestions,even non-core races or classes can be played(although I have a flat 'no psionics' rule for balance reasons).

Like Kai said,just pm me and we can work something out,that goes for you as well Rika :P

BloodStorm - February 23, 2006 12:26 AM (GMT)
QUOTE (Gall_4185 @ Feb 22 2006, 06:55 PM)
(although I have a flat 'no psionics' rule for balance reasons).


Oh come on.. 3.5 edition psionics aren't broken.. a psion is no more powerfull than a sorceror or wizard of the same level.

Granted... it does have it's own exploits.. but hell.. NO class is without exploit to someone who knows where to look.

Put yeah.. psionics would make things a whole new level of crazy.. so it's best they don't show up except in places where they're expected.. like in everyone's favorite race of braineating chtulu groinspawn... the Illithid.




Hosted for free by InvisionFree