Prehaps in the telling of this story I shall find the awnsers I seek.Our tale begins here, but who are these travellers? Their faces shrouded by their cloaks as they enter the bar, when they lower their hoods who do you see?
So, a lp of Icewind Dale, why not? The game is based on the AD&D 2e ruleset, but if like me you've never had any experience of D&D at all it isn't too difficult to pick up. I'm thinking that I'll let the first six people to call them decide on the party, if you die then the I'll tell the remaining players how much gold they have and how much it will cost to ressurect you, they can then vote on what to do, if they boot you out the party then I'll let someone else pick a character and I'll quickly grind them up to a reasonable level before adding them to the party. An advance warning here, elves cost twice as much to ressurect since the cheaper ressurection spell doesn't work on them, just bear that in mind if you pick an elven character.
So from you for your characters I will need:
Name
GenderPortrait (Be sure to check all 4 pages)
Race:- Human: No bonuses, can choose any class. Can't multiclass.
- Elf: Resistant to charm and sleep magic, can see in the dark, Good with long sword and bow (I've never really noticed that one manifest itself in game), bonus dexterity but penalised constitution.
- Half-elf: Limited resistance to charm and sleep magics, sees in the dark.
- Gnome: Naturally resistant to magic, can see in the dark, bonus intelligence but penalised wisdom.
- Halfling: Highly resistant to poison and magic, naturally skilled with slings, limited ability to see in the dark, bonus dexterity, penalised strength.
- Dwarf: Natural resistance to poison and magic, see in the dark, bonus constitution, penalised charisma and dexterity.
ClassThe races that can choose each class are in brackets afterward.
- Fighter (All!)
- Ranger (Elf, Half-Elf)
- Paladin
- Cleric (All)
- Druid(Elf, Half-Elf)
- Mage(Elf, Half-Elf)
- Thief (All)
- Bard (Half-Elf)
Multiclassing is only possible if your race can use both the classes individually. Gnomes can multiclass as mages but they will automatically be illusionists. Available multiclass combinations are:
- Fighter/Thief
- Fighter/Cleric
- Fighter/Mage
- Mage/Thief
- Cleric/Mage
- Cleric/Thief
- Fighter/Druid
- Cleric/Ranger
- Fighter/Mage/Thief
- Fighter/Mage/Ranger
If multiclassing allows you to wear better armour than one of your classes would normally allow you will be penalised while wearing that armour, so a fighter/mage wearing any armour is penalised when casting and a fighter/thief wearing greater than studded armour is penalised when using thieving skills.
Specialist mages can memorise additionaly spells, however they cannot memorise spells of the school which is the opposite of the one they specialise in, they can however still read all scrolls
- Abjurer
- Conjurer(Half-Elf)
- Diviner (Elf, Half-Elf)
- Enchanter(Elf, Half-Elf)
- Illusionist (Gnome)
- Invoker
- Necromancer
- Transmuter(Half-Elf)
Alignment:- Lawful Good
- Neutral Good
- Chaotic Good
- Lawful Neutral
- True Neutral
- Chaotic Neutral
- Lawful Evil
- Neutral Evil
- Chaotic Evil
Restrictions are placed on your selection depending on your class, rangers may only choose the top 3, paladins may only be lawful good and druids true neutral, theives may not be lawful good and bards may only choose those with the word neutral in the name.
Abilities:If you want me to prioritise one say so, if one is least important also say so, otherwise I'm picking these as it would take me too long to work out otherwise.
- Strength
- Dexterity
- Constitution
- Intelligence
- Wisdom
- Charisma
At this point Thieves get 30 point to spread over the following, the number after it is the initial value:
Stealth: 15
Find Traps: 5
Pick Pockets: 20
Open Locks: 20 (Also used when disabling traps)
Rangers also get to choose their racial enemy, you will get a +4 to your attack rolls against this enemy.
- Cadaverous undead (Corpsefied ones like ghouls and zombies)
- Giants
- Goblins
- Lizard Man
- Orcs
- Salamanders
- Skeletal Undead
- Spectral Undead (AKA those bastards that force you to use up those +1 ammunition you were saving)
- Spiders
- Trolls
- Umber Hulks
- Yuan-Ti
Skills:Fighters Rangers and Paladins all get to choose any of these, they can also put 2 points into the same weapon to specialise, they start with 4 points to allocate. Clerics, Thieves and Druids start with 2 points. Bards start with two points and may pick any weapons. Mages only get a single point to allocate. The classes in brackets are the ones who can allocate points into that skill
- Bows (Thief is limited to short bows) (Thief)
- Crossbows
- Missile Weapons (Slings and Darts, cleric is limited to slings) (All)
- Axes (Includes thrown variant)
- Clubs (Cleric, Druid, Thief)
- Daggers (Includes thrown variant) (Druid, Mage, Thief)
- Flails (Cleric)
- Halberds
- Hammers (Cleric)
- Maces (Cleric)
- Spears (Druid)
- Quater Staves (All, this is the starting weapon)
- Great Swords (Two hander and Bastard)
- Large Swords (Long swords, broad swords, scimitars. Thief can't use scimitars. Druid can only use scimitars) (Druid, Thief)
- Small Swords (Short Sword only) (Thief)
Spells:
A normal mage may pick 2 to of these to learn and memorise one of the learned ones. (Only memorised spells may be cast) a specialist mage may pick three to learn and memorise two of them.
- Grease: Create an area of grease within line of sight, creatures within it that fail their saving throw are slowed
- Armour: Gain AC6 (Equivelant of scale mail) armour for 9 hours,
- Flaming Hands: shoot fire from each finger tip to create a 120 dgree arc of fire in front of you, enemies hit take 1-3 damage + 2 per level up to 21-23 damage. If they save they take half damage.
- Charm: Causes a person to become you friend until it wears off of you attack them, only works if your enemy fails their saving throw.
- Colour Spray: Stuns blinds or knocks creature unconcious, depending on their power.
- Friends: Gain +5 charisma for 1d4 +1 per level rounds
- Identify: Identify a single item in your inventory
- Infravision: Whoever you cast it on can see in the dark
- Magic Missile: Sends one missile plus one more per two levels up to a maximum of five to hit the enemy for 1d4+1 damage per missile.
- Protection From Evil: Gives someone +2 armour bonus, +2 to their saving throws and protects them from charm spells
- Shield: Sets your armour to 4 against normal weapons 2 against missile weapons and makes you invulnerable to magic missiles cast at you.
- Shocking Grasp: If you touch an enemy while this spell is in effect it deals 1-8 +1 per level damage to the enemy, once you hit one enemy the spell ends.
- Sleep: Causes enemies in an area within sight of you to fall asleep, they awake after getting hit once.
- Chill Touch: after casting the first melee attack to hit will also deal 1-4 points of cold damage and cause the enemy to suffer a -1THAC0 for a hour, undead will be paniced but wont feel the other effects. THAC0 is the amount you must roll on a 20 sided dice to hit an enemy of armour class 0, after you roll any penalties or bonuses are added on and you then add you enemies armour class to get your final roll, if it's higher than your THAC0 you hit, effectively this spell reduces your enemies chance to hit. Also lower armour is better.
- Chromatic Orb: Deals damage and adds an extra effect depending on your level, can't be bothered to list them all but they vary between blinding burning pain paralyses, turning to stone and even instant death at level 12.
- Larlochs Minor Drain, drains 1-4 health from the enemy and gives it to the caster.
If as a specialist mage you pick a spell you can't use then I'll tell you and you can repick
Clerics start knowing all of these but you must pick three to memorise
- Bless: Effects all the creatures within a certain area giving them +1 to their rolls against fear and +1 to all their attack rolls
- Command: Target creature sleeps for a round
- Cure Light Wounds: Heals 8 damage on a single target.
- Detect Evil: Any evil creatures within the casters line of sight glow red
- Magical Stone: Deals 3-12 damage or 6-24 against undead
- Protection From Evil: Same as the mage version
- Remove Fear: Raises the target morale to maximum
- Sanctuary: Enemies will ignore you unless you take direct offensive action.
- Curse: Penalizes affected enemies by reducing their saving and attack rolls by 1
- Cause Light wounds: Touch an enemy to deal 8 damage, not usable by good characters.
Like Clerics Druids start with all of these learned and must pick 3 to memorize.
- Cure Light Wounds
- Bless
- Curse
- Detect Evil
- Protection From evil
- Remove Fear
All of the above are identical to the cleric spells
- Entangle: Prevents enemies in the area from moving but not attacking
- Shillelagh: Creates a magical cudgel that is +1 to hit, and deal 2-8 damage, uses the quater staff proficiency.
Finally an optional biography.