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The Signature Reaper Captain
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Posted: Mon Nov 13, 2006 9:19 pm
Posted for No Posting. PM requests and all that rot.
Table of Contents
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Posted: Mon Nov 13, 2006 9:44 pm
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The Signature Reaper Captain
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The Signature Reaper Captain
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Posted: Mon Nov 13, 2006 10:02 pm
Basic Dungeons and Dragons Rules 3.5 Edition The wonderful thing is... there are no rules! Each game will have different rules set in place by the Dungeon Master. Some will create handicaps, others will give penaltys, some will do both! All you really need is the Player's Handbook and you're all set to go. It's a good idea to have the Dungeon Master's Guide and the Monstor Manual, but the only imperitive one for a player is the Player's Handbook. So now pick a campaign and start wuppin' some bad guy booty or some good guy snotrags!
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Posted: Mon Nov 13, 2006 10:11 pm
Alignments Neutral ~ "Undecided" These characters do whatever seems to be a 'good idea'. They don't feel strongly one way or the other when it comes to good vs. evil or order vs. chaos. Most neutral characters exhibit a lack of conviction, or bias rather than a commitment to true neutrality. Such characters think of good as being better than evil (after all, they would rather have good neighbors and kind kings than evil ones), but are not personally committed to upholding good in any way.
True Neutral ~ "Balancer" These neutral characters commit themselves to a philosophy of neutrality. These people are extremely rare in a world where most people make value judgments, and are said to be "true neutral." These characters see good, evil, law and chaos as simply prejudices and dangerous extremes. They advocate that the middle way of neutrality is the best and most balanced road in the long run. Some true neutral characters will actively support neutrality and balance in the world. They will avoid having to support any one side, whether that be good or evil, order or chaos; and will work to see that all of these forces remain in balance. Other true neutrals are simply characters who are tired of this concept of 'morality', and find that they draw no meaning from it. These characters are not neutral out of choice, but simply that they care not either way - they are passively neutral, but still falls under the banner of true neutral.
Druidic Neutral ~ All druids are true neutral. The true neutral alignment is central to the philosophy of neutral druids. They may choose to have a non-neutral aspect to their alignment, as long as they provide some sort of balance in doing so. So a Chaotic Neutral character or Neutral Good or any other variation of an alignment, so long as Neutral is part of it, is very feasible. The necessity of neutrality is because a druid's main charges — plants, animals, and the health of the planetary ecology — essentially lack alignment or ethos. Therefore, druids can feel free to use almost any means necessary to protect them. The druidic order works to maintain the natural balance among the alignments. However, druids do realize that the actions of others — including their own — will prove significant to the cosmic balance. The druid sees the friction between alignments as the driving force in the world. When faced with a tough decision, a druid usually stands behind the solution that best serves nature in the long run. All druids universally share a distaste, if not downright hatred, towards outsiders, undead, aberrations, or pretty much anything unnatural or not indigenous to their plane of origin. Some can't stand being in cities, others exist peacefully in settlements aiding the inhabitants.
Lawful Neutral ~ "Judge" These characters act as law, tradition, or a personal code directs them. Order and organization are paramount to them, and believe that order and organization come about moral righteousness. These characters may believe in a personal order and live by a code or standard, or believe in order for all and support strong, organized governments.
Chaotic Neutral ~ "Free Spirit" These characters follow their own whims. They are an individualist first and last, and values their own liberty (but will not strive to protect the freedom of others). They avoid authority, resent restrictions, and challenge traditions. However, they would not intentionally disrupt organizations as part of a campaign of anarchy. This is because to do so, they would have to be motivated either by good (a desire to liberate others) or evil (a desire to make those different from himself suffer). These characters may be unpredictable, but their behavior is not totally random - they are not as likely to jump off a bridge as to cross it. However, they do act on momentary whims, and are known to be unreliable. As some would say, "the only reliable thing about them is that they cannot be relied upon!"
Strongly Chaotic Neutral ~ "Chaosmen" There are some Chaotic Neutral characters, such as the Xaositects, who choose to act in a manner that is as random as possible. Such people will regularly change their appearance, their attitudes, even the way they speak . These characters see chaos as the most important force in the universe (similar to how Lawful Neutral characters may see Law as a force upheld regardless of consequences). As a result, these characters might intentionally disrupt organizations on the simple basis that organizations are lawful entities which oppose the chaos. Such characters may appear insane to those not similarly inclined towards chaos.
Neutral Evil ~ "Malefactor" These characters will do whatever they can get away with. They are out for themselves, and will shed no tears for those they kill or harm, whether it was for profit, sport, or convenience. They have no love of order and hold no illusion that following laws, traditions, or codes would make them any better or any more noble. On the other hand, they do not have the restless nature or love of conflict that a chaotic evil individual has. Some neutral evil villains hold up evil as an ideal, committing evil for its own sake like the way a neutral good character believes in good for its own sake. Such characters are also often devoted to some dark deity or society.
Neutral Good ~ "Benefactor" Neutral good characters do the best that a good person can do. These characters are devoted to helping others, and believe that the forces of law and chaos should not moderate the need for people to do good. These characters will support social structures only when they are for the good of the community. If overthrowing an existing social order is what needs to be done to foster good, then they will not be afraid to do so.
Lawful Evil ~ "Dominator" These characters use a society's structure and laws to their own advantage. They will play by the rules without mercy or compassion, to take what they want without regard for whom it hurts. They care about tradition, loyalty and order; but not of freedom, dignity or life. They are comfortable in a hierarchy and enjoy ruling, but are willing to serve out of fear of punishment. They will condemn others not according to their actions, but according to their race, religion, homeland or social rank. However, because they depend on order and law to protect themselves against those who oppose them on moral grounds, they will almost always honor a lawful oath or contract that they have made, even if it turns out to be unfavorable for them. Because of this, these characters tend to be very careful when giving out their word. These characters may have particular taboos, such as not killing in cold blood or not letting children come to harm; and like to imagine that these compunctions put them above unprincipled villains. Other Lawful evil characters will commit themselves to evil with a zeal like that of a crusader committed to good.
Lawful Good ~ "Crusader" Lawful good characters act as good people are expected or required to act. They combine a commitment to oppose evil with the discipline to fight relentlessly. They tell the truth, keep their words, helps those in need and will speak out against injustices. A lawful good character hates seeing the guilty go unpunished. These characters believe that an ideal society is one with a well-organized government and law-abiding citizens.
Chaotic Evil ~ "Destroyer" These characters do whatever their greed, hatred, and lust for destruction drives them to do. They are hot-tempered, vicious and arbitrarily violent. They are simply out for whatever they can get, and are ruthless and brutal in their ways. Typically, the plans of a chaotic evil character are haphazard, and any groups they form are poorly organized. Chaotic evil characters can be made to work together only by force, with leaders lasting only as long as they can thwart uprisings and assassinations against them.
Chaotic Good ~ "Rebel" These characters act where their conscience directs them, with little regard for the expectations of others. They believe firmly in making their own way in life, and dislike others who try to intimidate or use their authority on them. These characters always follow their own moral compass, believing that goodness and righteousness have little use for laws and authority. Although they are always kind and benevolent, their views often do not agree with that of society.
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The Signature Reaper Captain
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The Signature Reaper Captain
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Posted: Mon Nov 13, 2006 10:12 pm
Races Dwarf ~ Experts at the game of war, they hole themselves up in extensive underground fortresses. Able to withstand astonishing amounts of physical and magical punishment, they are one of the most hardy races. There's almost nothing under the earth they don't know and although they work hard, no-one can put away as much ale as they can. Usually serious and suspicious folk, they are very generous to those they deem worthy of friendship. Although they are only 4-4.5 feet tall they often weigh 125-250 pounds. Dwarf men are slightly taller and noticeably heavier than Dwarf women, but it's not likely you'll ever get the chance to compare. Usually their skin is a deep tan to a dark brown when not blackened by soot from furnaces and typically have dark hair unless they are old enough to have turned gray and wear it long and braided. Their beards are the prize of their appearance, or so they believe, and often will have rings or charms woven into them. Adults at 40, they can reach ages of more than 400 years old. Dwarves and Gnomes are often together due to their mutual love of gems, although Dwarves get along fairly well with Humans, half-Elves, and Hobbits. Dwarves dislike Elves, as a rule, and usually only find a common cause with them in the destruction of Orcs, Goblins, and Gnolls. Dwarves mistrust half-Orcs in general, and the feeling is mutual. They treasure justice almost as much as their gems and are usually good. Although any adventuring Dwarves you meet most likely are outcasts of Dwarven society.
Elf ~ Ah the Elves, one of the most beloved races for their beauty and intelligence. They are usually more methodical and logical than the other races due to their longevity. Slighter than the average human, they are roughly around 4.5-5.5 feet tall weighing 95-135 pounds with elf men slightly taller and more heavily muscled than the women. They tend to be pale skinned with blue or green eyes but hair color often depends on location (D&D says they are usually dark haired, but in Tolkien's world the elves are mainly fair haired). Elves have no facial or body hair. Simple, comfortable clothes in pastels and earthy tones are their preference occasionally accompanied by simple yet elegant jewelry. To them; humans are unrefined, Hobbits a bit staid, Gnomes somewhat trivial, and Dwarves not at all fun. Half-elves often are looked on with pity and half-Orcs with unrelenting suspicion along with anyone in association. They are haughty, but not usually particular and are generally pleasant and gracious to those who do not meet their rigid standards (pretty much everyone not Elvish). They love freedom and self-expression and so tend to be slightly chaotic, although they will be exceedingly and sometimes exhaustingly true to their word. Good more often than not, they usually ply their trade as a wizard often cross classing in swordplay. Rarely are Elves younger than 100 ever seen, since they guard their offspring with the dedication only centuries could cultivate.
Gnome ~ Gnomes are always welcome due to their mechanical talents and experimental natures although they usually remain with their home clan, prefering their own kind to others. Carefree and curious, they probably never heard of "Curiosity killed the cat." Pranksters to the last, they always have a good joke ready for any situation. 3-3.5 feet tall and 40-45 pounds they are just slightly larger than a hobbit but usually are significantly leaner and more wiry. Their skin ranges from a dark tan to a woody brown with fair hair and blue eyes. Meticulously trimmed goatees festoon male Gnomes' faces and they lean towards leather and other earthy toned fabrics. Considered an adult at 40, they usually live around 350 years although some can even reach 500. They love the Dwarves, who share their love of beautiful gems and mechanical devices along with their hatred of goblins and giants. Hobbits are also welcome company especially the carefree and mischievous youngsters. They don't get on as well with the taller races, generally regarding them with suspicion, but are seldom hostile or malicious. Usually good, they tend equally towards law and chaos as a race. They are just as likely to be scholars, engineers, and consultants as they are minstrels, wanderer, and fanciful jewelers.
Half-Elf ~ Half-Elves blend the grace of the Elves and the ingenuity of Humans flawlessly. Due to their nature, they grow too quickly for Elven standards and never quite learn all the intricacies of Elven culture. If raised by Humans, they find themselves growing slower than their peers and are often more aloof and sensitive. Ranging from 5-6 feet tall and 100-180 pounds, once again the men are larger than the women. Their features vary as much as a Human's does although they are fairer due to their Elf heritage. Adults at 20, they can live to be more than 180 years old. They get along well with all the races and are excellent ambassadors (except between Elves and Humans). Usually chaotic, they can be good or evil equally well. A halfbreed, they often remain outcasts their whole lives.
Half-Orc ~ A blend between barbarians of Orc and Human tribes, they are either raised by Orcs or Humans, never both. Short-tempered and sullen, they are not known for their diplomacy preferring fists to words any day. Simple pleasures are usually what they go in for, at the right sort of party they are an asset. At the duchess of Kent's ball, you'd better dump them in a pub on the way. Between 6 and 7 feet tall, they weigh from 180-250 pounds. Grayish skin, sloping forehead, jutting jaw, prominent teeth, and coarse body hair make their lineage plain for all to see. Scars are like a beauty mark for them, and they show their prowess in combat. Adults at 14, few live longer than 75 years. Half-Orcs are generally outcasts among all races except for Orcs. Those you see are more likely to be good, since most of the evil ones stay with the Orcs, seeing no need to waste their time talking to the enemy. Chaos is their forte, and seeing one reading a book is like seeing a cat fetch your slippers.
Hobbit ~ Usually suspicious of foreigners, they can be hardworking or mischievous depending on the clan. Like mockingbirds, they love to collect things. So if you're ever missing that pendant, check the Hobbit's numerous pouches. The smallest of all the races, Hobbits are only 3 feet tall and weigh about 30-35 pounds. Ruddy skin and dark hair along with brown or black eyes characterize their race. Facial hair is a rarity, but their lack of shoes shows off the very curly hair on their toes. Adults at 30, they can reach 250 years old. They get along well with everyone making themselves valuable in any community they choose to live in. Usually neutral, they don't mind change but have strong family ties and believe firmly in personal honor.
Human ~ The most versatile of all races and have the greatest capability to learn. This often gives them advantages over other races along with the fact that they are most often the dominant race.
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Posted: Mon Nov 13, 2006 10:14 pm
Classes
Barbarian ~ A feroucious warrior who uses fury and instinct to bring down foes.
Bard ~ A performer whose music works magic - a wanderer, a tale-teller, and a jack-of-all trades.
Cleric ~ A master or divine magic and a capable warrior as well.
Druid ~ One who draws energy from the natural world to cast divine spells and gain strange magical powers.
Fighter ~ A warror with exceptional combat capability and unequaled skill with weapons.
Monk ~ A martial artist whose unarmed strikes hit fast and hard - a master of exotic powers.
Paladin ~ A champion of justice and destroyer of evil, protected and strengthened by an array of divine powers.
Ranger ~ A cunning, skilled warrior of the wilderness.
Rogue ~ A tricky, skillful scout and spy who wins the battle by stealth rather than brute force.
Sorcerer ~ A spellcaster with inborn magical ability.
Wizard ~ A potent spellcaster schooled in the arcane arts.
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The Signature Reaper Captain
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The Signature Reaper Captain
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Posted: Mon Nov 27, 2006 11:58 am
Example Role-Plays These are links to Example Role-Plays. They are all in the test forum. Feel free to make your own to add. Haunted Mansion Example
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