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#31 Cpt Axle

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Posted 17 November 2007 - 03:55 PM

Goody. By the way, if you'd like some extra help LM, Whynotandwhy, our DM is willing to lend a hand, or even act as DM.
Here's his profile page

Edited by Dark Phantom, 17 November 2007 - 08:40 PM.


#32 Linkmaster30000

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Posted 17 November 2007 - 03:56 PM

QUOTE (mdonut281 @ Nov 17 2007, 02:24 PM) <{POST_SNAPBACK}>
So as a cleric, I can eventually become both a fighter and a healer? Or do I focus my attention on only one?


You're basically both - you're a spellcaster, getting your spells from a higher being, and also can fight using armor and weapons. You can focus on one or the other if you so desire, but it is not necessary.

There are a lot more races and classes than those that appear on the site. The races are too many to really list at this time, but here are a bunch more classes (and their brief descriptions - if you want to know more about some of them, let me know and I'll PM you something about them):

Ninja
Ninjas move through the shadows, striking down the unwary and vanishing again with ease. Ninjas walk where others cannot. They blend their training in stealth and assassination with a focused mind. Their rigorous preparation sharpens their minds and bodies, giving them supernatural abilities of stealth and making them phantoms in the eyes of many. Although ninjas in battle lack the staying power of martial characters such as fighters or barbarians, they excel at making combat occur on their terms—appearing and disappearing seemingly at a whim.

Scout
Any force on the move, whether it’s an army or an adventuring group, needs information about what’s ahead and what’s behind and, more important, time to prepare for battle. A scout can navigate difficult terrain at good speed, and she specializes in seeing her foe before the opponent ever detects her presence. In a dungeon or in the wild, a scout is seen only when she wants to be.

Spellthief
Spellthieves use skill and arcane magic to drain the abilities of their opponents and turn their foes’ own powers against them. Spellthieves love the challenges that adventure brings, and they relish finding unique and inventive ways to use their abilities. Because they have such a wide variety of abilities, spellthieves can adapt themselves to overcome nearly any challenge, but they have neither the overpowering arcane might of wizards nor the brute force of fighters. Spellthieves never cast two spells when one will do, and they excel at using misdirection and deception to overcome seemingly stronger opponents.

Warlock
Born of a supernatural bloodline, a warlock seeks to master the perilous magic that suffuses his soul. Unlike sorcerers or wizards, who approach arcane magic through the medium of spells, a warlock invokes powerful magic through nothing more than an effort of will. By harnessing his innate magical gift through fearsome determination and force of will, a warlock can perform feats of supernatural stealth, beguile the weak-minded, or scour his foes with blasts of eldritch power.

Warmage
Some spellcasters care for only one thing: war. They dream of steel and mighty blasts of devastating magic, the march of troops, and the unleashed destruction found on battlefields everywhere. Graduates of special arcane war colleges, those known as warmages are drilled only and utterly in the casting
of spells most useful for laying down destruction, confusing an enemy, or screening an allied action. The utilitarian spells used by wizards and sorcerers have little importance to a warmage’s way of thinking. What are support casters for, after all? A warmage cares only for success on the battlefield, or, in some cases, in the series of smaller campaigns favored by adventuring companies.

Favored Soul
The favored soul follows the path of the cleric but is able to channel divine power with surprising ease. She is able to perform the same tasks as her fellow divine spellcasters but with virtually no study; to her, it comes naturally. Scholars wonder if favored souls have traces of outsider blood from unions, holy or unholy, centuries ago and generations removed. Others suggest that divine training of the proper type awakens the ability, or that favored souls are simply imbued with their gifts by their gods when they begin the cleric’s path. In any case, favored souls cast their spells naturally, as much through force of personality as through study. Though this gives them extraordinary divine abilities no normal person could ever match, they see their gift as a call to action, and so in some ways may lag behind their more studious colleagues.

Spirit Shaman
Master of the spirit world, the spirit shaman follows a different divine tradition than the cleric or the druid. Her world is filled with powerful, living spirits, some helpful and some malign. By bargaining with these spirits, the spirit shaman gains power over the natural world and mighty divine magic with which to aid her comrades or smite her enemies.

Hexblade
Combining the dynamic powers of martial prowess and arcane might, the hexblade presents a deadly challenge to opponents unused to such a foe.

Swashbuckler
The swashbuckler embodies the concepts of daring and panache. Favoring agility and wit over brute force, the swashbuckler excels both in combat situations and social interactions, making her a versatile character indeed.

Archivist
An archivist is a wielder of divine magic, similar to a cleric only in the type and nature of the magic at his command. Indeed, the archivist has more in common with the wizard than he does with the standard servant of the divine, due to the scholarly way in which he collects and maintains his spell selection. Archivists seek out esoteric sources of divine lore, wherever those sources might be, securing those secrets for themselves and their fellow scholars.

INCARNUM
Incarnate
Incarnum is a tool you can use to manipulate the physical manifestations of moral and ethical forces and wield them in righteous pursuit of an ideal. Whether you are holy and righteous or corrupt and evil, you literally come to embody one cause or alignment, adding the distilled essence of good, evil, law, or chaos into your soulmelds.

Soulborn
As a soulborn, you use incarnum to enhance your natural combat ability. You can also share the power of incarnum with your allies, making you a valuable member of any adventuring group. You have the ability to shape soulmelds, though you have less meldshaping power than an incarnate or totemist.

Totemist
A mask representing a basilisk, a mantle of the displacer beast, boots of the landshark—these are the hallmarks of the totemist. You channel the soul energy of magical beasts to make your soulmelds and claim them as your totems to acquire a share in their power.

Dread Necromancer
A specialist wizard who calls himself a necromancer or a cleric with the Death domain has significant power over undead and the forces of negative energy, but a dread necromancer is their true master. A practitioner of vile and forbidden arts, the dread necromancer roots about in graveyards, searching out moldering components for her obscene spells. She calls upon restless, tormented spirits of the dead, seeking their arcane secrets. She might be a consummate villain, or perhaps a tortured hero whose obsession with death leads her along questionable moral paths.

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Samurai
Known for their matchless bravery and strict code of honor, the samurai were the noble soldiers of feudal
Japan. In a fantasy setting, the samurai brings that courage and honor to the service of a lord, general, or other leader. The reputation of samurai for being tenacious in combat often precedes them in battle, and their mere presence is often enough to make dishonorable enemies slink away in the darkness.

Shaman
If a cleric’s basic creed is that the handiwork of the deities is everywhere, a shaman’s simple assertion is that the deities themselves are everywhere. Shamans are intermediaries between the mortal world and the realm of spirits—the vast multitude of living beings that infuse the entire world with divine essence. Shamans play a vital role in the world of Oriental Adventures—communicating with ancestor spirits, demons, nature spirits, and the most powerful of spirits, who might be considered deities. The shaman offers sacrifices, prayers, and services to the spirits, and in return gains the favor of patron spirits who bestow spells and other magical abilities upon him. With the exception of certain Lion clan “spirit talkers” of the Kitsu family, shamans are not found in Rokugan; shugenjas fill this role instead.

Shugenja
A class inspired by the mythologies of Asian cultures, the shugenja is a divine spellcaster who casts spells by attuning himself to the primal energies around him and focusing such energy through his body to produce magical effects. Like the samurai, shugenjas are often members of the noble class, though they are not as bound by honor and the code of bushido as their martial counterparts.

Sohei
Sohei are warrior monks, religious soldiers who protect large monasteries. Unlike shamans, sohei are more militant than holy, and receive very little religious instruction. Instead they are trained in the art of fighting. Sohei defend their monastery against attacks and advance its political claims in the outside world. They are subject to the leader of their temple. Sohei are not found in Rokugan.

Wu Jen
Wu jen are spellcasters with mysterious powers. They command the elements, spirit forces, and the powers of nature. They are seldom found living with the rest of human society. Instead, they live as hermits in the wilderness, purifying their bodies and minds to contact the various natural and supernatural powers of the world. From these entities they learn their spells—magical means to control the invisible forces of the world.

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Mystic
Mystics are divine spellcasters who have learned to channel divine energy without worshipping (or even acknowledging) any deity. The process of harnessing this magic is one of inner awareness and self-discovery – a private faith that leads to great magical power. Mystical energy affects only the living or the spiritual energy that leaves the body upon death.

Noble
Nobles are illustrious because of their rank, title, or birth. Nobles have the ability to use their background, education, natural charm, and skills in social maneuvering to their advantage in their day-to-day lives. An elven princess, the lord of Palanthas, a dwarven thane are examples of the noble class. While the motivations and goals of such characters vary widely, each is capable of masking his true intentions behind the veil of etiquette, and using his charm and wit to gain what he desires.

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Artificer
In Eberron, magic is almost technology. Spellcasters specialize in certain forms of that technology, while artificers tinker with its fundamental workings. Artificers understand magic on a different level from spellcasters, and do not cast spells as wizards and clerics do. They have an amazing facility with magic items and constructs, and in many ways, they keep the magical world of Eberron running.


#33 Phaeon

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Posted 17 November 2007 - 04:12 PM

There's psionics, too.

I'd just stick with fairly basic classes, though.


#34 mdonut281

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Posted 17 November 2007 - 04:38 PM

Half-Elf Cleric, reporting in!

#35 Haku

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Posted 17 November 2007 - 04:58 PM

Eeks! I still can't make up my mind on who I want to be. dry.gif Any suggestions on races and classes that are good for people who have never played D&D before?

#36 Phaeon

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Posted 17 November 2007 - 05:29 PM

Barbarian! - Just break stuff
Monk! - Don't get hit
Ranger! - Use a bow, or dual wield

Those are pretty good to start with.


#37 Haku

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Posted 17 November 2007 - 05:55 PM

I guess I'll settle with Half-Orc Barbarian.

#38 Cpt Axle

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Posted 17 November 2007 - 06:08 PM

I've almost finished the first page of the quick tutorial... haha. Myuh... it may take me a while.

#39 Menelaus

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Posted 17 November 2007 - 07:14 PM

I'll be a Human Samurai. I'll get you the details later cause right now I have to go play pep band at a basketball game.

As for what IM we use, I basically have msn, aim, skype, and I guess we could use xfire if we choose to. So just let me know which one we definitely are going to use.

Edited by Menelaus, 17 November 2007 - 07:15 PM.


#40 whynotandwhy

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Posted 17 November 2007 - 07:45 PM

QUOTE (Haku @ Nov 17 2007, 05:55 PM) <{POST_SNAPBACK}>
I guess I'll settle with Half-Orc Barbarian.


Hi, I'm that meddler that DP mentioned, D&D is actually allot trickier and allot easier to handle than most people realize. I'm always up for a game or even just helping people figure out the ropes. Half-Orc Barbarian is a good starting char... if you like getting beat up, being the but of everyones jokes and dieing. As many deaths at the hands of my first DM (which stands for Demented Maniac) showed me. Don't get me wrong Barbarian is a powerful type and very useful but they tend to be the guy taking the most damage at best and even worse being controlled by evil spell casters to frag their own team at worst. Is this the type for you?

When choosing a first character you should pick a class that you can identify with. It's easier to be a valuable team member when you understand what you can do for them and what they can do for you. No one can be good at everything and everything has a weakness which is why people form teams in the first place, so saying the most powerful is meaningless. Not to mention their are professional jerks like me who live to humble god-moders. If people want I will help them chose a class, abilities and team working skills that will help any team survive. It starts with us talking about attitudes. This is the foundation for some of the rules of the game and the best place to start understanding what is going on.

Another key thing in starting a character in any campaign is knowing how much fighting versus interacting with others the team will have to do. How much will the DM change his plot to suit abilities of the players vs how much the players have to have the abilities that the DM wants. The DM also sets the level of the campaign and this can have a huge impact in how you design and develop your character. So the real question right now goes out to the DM, What level are you planing on playing with? Is their a start to the story? Is it going to just be battles and catch phrases for the first little while?

#41 Haku

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Posted 17 November 2007 - 08:54 PM

Honestly, I relate more with the Ranger Class. I'm fairly outdoorsey, so I might change it to that. As for race, I really can only identify with humans, can't I? Tongue.gif

Edited by Haku, 17 November 2007 - 08:55 PM.


#42 Linkmaster30000

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Posted 17 November 2007 - 09:00 PM

As true as that may be, I am obsessed with Elves. They're elegant, live long, and have a great outlook on life. They're also more polite, at least to each other.

Read through the races and see what you like best.

Also, yes, there are Psionics, but I don't have those books.


#43 Haku

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Posted 17 November 2007 - 09:16 PM

Oh, that's easy. Dwarfs (we're rivals now, LM! Tongue.gif ). Unless Mr. Professional D&D player comes back and tells me I'll get my Bum kicked. As of right now, I'll be a Dwarf Ranger.

#44 Linkmaster30000

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Posted 17 November 2007 - 09:28 PM

A strange combination, to be sure, but why not?

#45 whynotandwhy

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Posted 17 November 2007 - 09:40 PM

QUOTE (Haku @ Nov 17 2007, 09:16 PM) <{POST_SNAPBACK}>
Oh, that's easy. Dwarfs (we're rivals now, LM! Tongue.gif ). Unless Mr. Professional D&D player comes back and tells me I'll get my Bum kicked. As of right now, I'll be a Dwarf Ranger.


I never claimed to be a professional D&D I claimed the title of professional jerk, it's a rewarding career with no downside as you don't listen to others complaints unless you feel like it. The real trick is getting other people to pay you to cause other people to suffer.

Ranger is a good class and dwarves are a proud and strong race. They are really powerful when built with a style of fighting and behavior in mind. The trick is finding a technique that works for you in the campaign. I still am wondering about how the campaign is going to be set up before I could advise you more. However if someone wants a tip feel free to ask.




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