Character Creation: Difference between revisions
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Bards are masters of ballads, comedy and | Bards are masters of ballads, comedy and tragedy. Through their entertainment they can inspire all manner of emotion. | ||
===[[Druid]]=== | ===[[Druid]]=== |
Revision as of 22:44, 30 March 2006
All of the rules that govern the classes in NWN are the same way on Avlis. The point of the world is to be as all-inclusive as possible so that everyone will have an opportunity to play the kind of character they want. The general rule is that if you want to play it, you can probably manage it on Avlis. There are only a few exceptions to this rule – for example, drow and duergar do not exist on Avlis, and half-demon characters are not allowed.
Race
One the biggest decisions you will have in creating a character is choosing what race you want to play. Each race brings with it a distinct cultural attributes, abilities, advantages and disadvantages.
As a player, you can shape whatever history or education you want into your character but choosing a race tends to bring certain permanent attributes to your character. If you play a Halfling for example you will be of shorter stature to most of the races in NWN. You can be an unusually large Halfling but you still will be seen as a Halfling by the rest of the world. Also consider some races have an irrational dislike of other races. Dwarves are known for there mistrust of elves for example. You could be the most true-hearted Paladin in the known world but the Dwarven bartender won't let you stay because you're an elf. These are things to consider when picking a race.
The particulars of the culture of each race will not be dealt with as each can be subject to interpretation by the player when creating a character. The bonuses and penalties are described as they effect your character in the game.
Classes
That having been said, there are a few general guidelines for some of the classes:
Fighter
Fighters are good at combat, experts with weapons and combat feats.
Barbarian
Barbarians are powerful and tough wild fighters. They can get themselves into a frenzy and cause massive damage to their opponents.
Rogue
Rogues are experts at many skills, including some stealthy and some mechanical. Rogues also study the body and are able to target critical points and cause great pain.
Bard
Bards are masters of ballads, comedy and tragedy. Through their entertainment they can inspire all manner of emotion.
Druid
Druids are essentially priests of nature. In the older editions of the D&D Player's Handbook (PHB), druids had a very hierarchical structure to their organization. This is possible on Avlis too, but it is not the only norm. Structure depends on alignment. Therefore druidic orders with neutral or lawful alignments will have more order than chaotic druidic orders. Not all gods on Avlis can produce druids. In fact relatively few can. They are: O'Ma, Dru'El, Pelar, Dre'Ana, Titania, Dagath, Skern, Cha'reth, and Verossa.
Druidic orders are often not related organizationally to the church of the same god. However, sometimes they work together, like in the case of the Church of O'Ma and O'Ma's druidic order. Sometimes there is tension between the church and its druidic order because they do things a little differently ritualistically and they have concerns in different areas.
Monk
Monks on Avlis are varied. There are a few monk orders attached to gods, like O'Ma again for instance. About half of the monk orders are attached to some natural formation or area, such as a mountain or river, and the remaining quarter of monk orders are simply contemplative - i.e., not attached to anything except existence itself. The orders that follow a deity or a philosophy are the most likely ones to produce adventuring monks. Orders that attach themselves to a formation usually stay within the vicinity, although sometimes their members are sent on vision quests.
Orders that are attached to a god will usually be closely associated with a church if that church is of lawful alignment, much like the Catholic orders of nuns and monks are today as opposed some Zen Buddhist orders.
Ranger
This class is as described from the rules given for it in the Player’s Handbook. However, Rangers on Avlis may not only take a specific race as a hated enemy, but also a specific organization or group, such as the Green Order or the Equalizers of Mikon.
Eventually, all rangers come to follow a deity, though not all of them start out that way. By the time they are able to cast divine spells, however, they have made their decisions and thrown their lot in with one of the Avlissian gods. Not all gods on Avlis can produce rangers. Only the following may do so: O'Ma, Dru'El, Pelar, Dre'Ana, Titania, Dagath, Skern, Cha'reth, Verossa, and Yeraiah. Rangers may choose any god that fits their moral alignment. That is, for example, any good ranger may follow Cha’Reth, O’Ma, or Dru’El. Any neutral ranger may follow Skern, Dagath or Yeraiah, and any evil ranger may follow Verossa.
Rangers gain their spells from the god(s) they follow, much the same way a Cleric or Paladin does. It does not come from nebulous force of nature, or the earth itself. It is the power of their god, channeled though them. It isn’t the ranger who picks the target of lightning when he calls it down, but rather his god that directs it.
Sorcerer and Wizard
Practitioners of arcane magic are usually accepted or tolerated. The only place where this is not true is in orcish society. Orc mages are hunted down and killed by the other orcs because long ago all of the orcish mages banded together to cast a spell against their enemies and it backfired, destroying almost every orc in the world. Only the intercession of Mikon saved the orcs from being wiped out completely by the other races.
Any non-orc mages entering into orcish society are also hunted down and killed. Generally, all orcs and half-orcs raised around orcs have a hatred for mages that borders on violence. The orcs who are mages have banded together underground to be safe. Things like public spell casting and talk of magic are generally a no-no around orcs, but in other places they are only met with suspicion.
Paladin
Paladins are the holy warriors of Gorethar, one of the nine major gods of Avlis. Thus one who plays a paladin is automatically a follower of Gorethar.
Cleric
The following is a list of suggested domains in NWN for clerics to take based on the god/goddess they worship. Please note, this is not a list of required domains, only suggestions. No one will be asked to change their domains or remake their character. If a DM sees someone playing a Cleric of Gorethar (or any other Avlis deity) with domains not listed here, they will do nothing about it. The majority of this list was written by Spell Singer, and edited, approved by the Avlis staff. Consider these the officially suggested domains. Detailed information on the deities of Avlis can be found in "Deities and Religion".
Deities and Cleric Domains
Deity | Divine Level | Domains |
---|---|---|
Aarilax | Greater Avlissian | Evil, Death, Water, Protection, Trickery |
Andrinor | Intermediate | Magic, Knowledge, Air, Water |
Angadar | Intermediate | Evil, Magic, Knowledge, Trickery |
Aryeh Gidol | Demigoddess | Protection, Animal |
Balgar | Lesser | Strength, Animal, Travel |
Berryn | Lesser | Good, Sun, Protection, Healing |
Blipdoolpoolp | Greater | Destruction, Evil, Water, Death, Trickery |
Cha'Reth | Demigod | Healing, Protection |
Clangeddin | Greater | Good, Strength, War, Protection, Earth |
Corellon Larethian | Greater | Good, Protection, War, Sun, Air |
Dagath | Intermediate | |
Order of Life | Good, Sun, Healing, Protection | |
Order of Death | Death, Evil, Destruction, Strength | |
Order of Rebirth | select one from each of Life and Death | |
Dra'Nar | Lesser | Protection, Good, Strength |
Dre'Ana | Lesser | Good, Protection, War |
Dru'El | Greater Avlissian | Good, Protection, Animal, Plant, Sun |
Evrak | Demigod | Evil, Death |
Fegall | Lesser | Knowledge, Protection, Magic, Earth |
Forian | Greater Avlissian | Destruction, Trickery, Protection, Animal, Magic |
Gorethar | Greater Avlissian | Good, War, Protection, Magic, Earth |
Gruumsh | Greater | Evil, Strength, War, Death, Destruction |
Hurine | Lesser | Travel, Protection, Knowledge |
Ingoren | Intermediate | Travel, Protection, Water, Air |
Kelvos | Demigod | Protection, Healing |
Maleki | Greater Avlissian | Evil, War, Death, Strength, Protection |
Mikon | Greater Avlissian | Good, Evil, Protection, War, Healing |
Mishlekh | Intermediate | Plants, Animal, Earth |
O'Ma | Greater Avlissian | Good, Healing, Protection, Plants, Air |
Paragus | Demigod | Evil, Protection |
Pelar | Demigod | Travel, Animals |
Ptah | Greater | Travel, Air, Earth, Water, Knowledge |
Ra-Ghul | Demigod | Strength, War |
Senath | Lesser | Trickery, War, Knowledge |
Skern | Lesser | Plants, Animals, Protection |
The Harpinger | Demigod | Evil, Death |
The'ton | Demigod | Evil, Trickery |
Titania | Greater | Protection, Plant, Animal, Magic, Fire |
Tobin | Greater | Protection, Good, Evil, Fire, Water |
Toran | Greater Avlissian | Protection, War, Strength, Good, Evil |
Valok | Greater Avlissian |
Evil, Trickery, Knowledge, Protection, Destruction |
Verossa | Lesser | Destruction, Air, Earth, Fire |
Vorin | Lesser | Knowledge, Healing, Magic |
Wilsash | Lesser | Evil, Death, Trickery |
Xenon | Demigod | Evil, Animal |
Other Creation Guides
Bioware Character Creation Guide
Planet Neverwinter Character Creation Guide
FatherMatt's Musings on Character Creation