Catalyst
Aspirant
Head DM / Community Admin
Posts: 332
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Post by Catalyst on Feb 17, 2017 15:32:16 GMT
Welcome to Hill’s Edge What is Hill's Edge?Hill's Edge is the name of a small city located in the Sunset Vale. It's the home of prospectors, gold washers, trappers, hunters, adventurers, merchants, thieves, craftsmen and farmers.
The Sunset Vale encompasses all the lands between the arcing arms of the River Reaching and the upper Chionthar and the natural wall formed by the Sunset Mountains and the Far Hills. The third largest, often overlooked city, is Hill's Edge, gateway to the Backlands. From Hill's Edge towards Corm Orp lie verdant, prosperous farms that have always exported food in plenty to all the lands around. The Dusk Road runs through the heart of the Vale, carrying the traffic of this vital region back and forth. The food the Sunset Vale produces is also shipped out by the rivers and along the Uldoon Trail toward Amn.
View of the Sunset Mountains from the Far Hills, Painting by Kevin Hill
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Catalyst
Aspirant
Head DM / Community Admin
Posts: 332
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Post by Catalyst on Feb 17, 2017 15:32:56 GMT
I. Races & Subraces
What Races Can I Play?
On Hill's Edge, currently we only support and approve player races based on the official list supported and provided by the Neverwinter Nights base game. These races include:
- Human
- Elf
- Half-Elf
- Half-Orc
- Gnome
- Halfling
- Dwarf
Subraces:
Hill's Edge does not officially support any sub-races in our setting. While you may encounter NPCs with special qualities and characteristics, these are available only to the DM staff DMPCs, and any NPC character provided to add life to the setting. They are not permitted for use as a player character, nor can a player character claim to be any such special subrace. We do not have any systems in place to support Level Adjustment, Stat Changes for special subraces, or any extra benefits that a specific subrace might receive.
With this being said, there -are- subraces available based on the Dungeons and Dragons 3.5 Player's Handbook, and the Neverwinter Nights engine that we do support, which do not require us to modify our server. The below listed sub races for each major race are permitted to be roleplayed by your character as a player.
- Half-Races All half-races in Hill's Edge are Half-Human, Half-X. We do not support anything under the guise of Half-Orc/Half-Elf or Half-Orc/Half-Dwarf, Genasi, or anything in similar capacity.
- Elves & Half Elves
- Sun Elf (Ar-Tel'Quessir)
Sun elves have bronze skin or even ambery, hair of golden blond, copper, black, red on rare occasions, and eyes of gold, silver and green, rarely hazel or cinnamon. They favor contemplation, lore, and the study over the quick games and light-hearted songs of other elves, but seem to embody the unearthly beauty, grace, and presence of the elven folk. Sun elves dress in clothing that is at the same time magnificent and understated, favoring cool colors such as blue and green. They decorate their clothes with intricate gold- or mithral-thread embroidery in exacting patterns whose subtle designs are easy to miss at first. Jewelry is simple but painstakingly crafted. Sun elves are less common across Faerûn than moon elves, because most live on Evermeet, where nonelves are not allowed. Also called gold elves, these are seen as the most civilized and haughty elves, preferring to remain separate from non-elven races.
- Moon Elf (Teu-Tel'Quessir)
Moon Elves, also called Silver Elves, are generally taller than their other elven brethren standing between 5'9" and 6'6", they weight on average between 120 - 160 lbs and have pale silvery skin that can tend into faint shades of blue and purple. Their eyes are often a shade of purple or blue, rare cases have blue-green or violet-red eyes, and hair of silver-white, black, or blue. Moon Elves are even less expressive than their more common kin, showing a slight smile at elation or a furrowed brow at loathing. Typically moon elves remain aloof and distant from the world, not getting involved unless they are threatened. Unlike other elves, moon elves rarely focus on one goal with much fervor, preferring to remain flexible and learn many things at once. They are slow to make enemies, slower to make friends, and slower still to forget either. They tend to ignore the insults and berating of others and go on their way rather than give them the time. Moon elves are the most common sort of elves in Faerûn. (Humanlike colors are rare, but possible.) Their eyes are blue or green, with gold flecks. They are the elven subrace most tolerant of humankind, and most half-elves are descended from moon elves.
- Wood Elf (Or-Tel'Quessir)
Wood elves, also called Copper Elves or Sylvan Elves, are a reclusive subrace, preferring to live in such areas as the High Forest. These people have coppery skin tinged with green, and brown, green, or hazel eyes. Hair is usually brown or black, occasionally blond or coppery red. Wood elves prefer to dress in simple clothing, similar to the moon elves but not quite so colorful. They favor a simple cut to tunic or dress, set off by common embroidery in natural designs. They place more emphasis on strength than learning. Wood elves are considered by other elven subraces (particularly the austere sun elves) to be boisterous and hedonistic. They have a zest for life and pleasure. According to Races of Faerûn wood elves are the only elven subrace that is native to Toril. They slowly formed for centuries from some of the other elven subraces after the last Crown War. The wood elves are among the most numerous of Faerûn's elven people, a young and confident folk who hold the old elven forest homelands in strength. Heirs to the second generation of elven nations, the wood elves see their realms as the natural successors to lands such as Eaerlann and Cormanthyr. Where the old empires expanded with strength and pride, the realms of the wood elves hope to grow with compassion and humility. The wood elves do not view their homelands as a land apart from Faerûn; they understand better than their kindred that for better or worse, their fates are bound up with the fates of the humans, dwarves, and halflings around them.
- Wild Elf (Sy-Tel'Quessir)
Wild elves, also known as Grugach, are barbaric and tribal. The most reclusive of all the elves, the wild elves pride themselves on their isolation and skill at keeping hidden. Wild elf hair color ranges from black to light brown, lightening to silvery white with age. They dress in simple clothing of animal skins and basic plant weaves. Though other elves consider them savages, they content that they are the true elves, for the rest have lost their primal elven essence in needing to build. Most Wild Elves are nomadic and rugged.
- Halfling
- Lightfoot Halfling
Lightfoot halflings are the most common type of halflings seen in the world, in large part due to their famous wanderlust, which sets them apart from the relatively sedentary ghostwise and strongheart halflings. Lightfoots are most comfortable living alongside other cultures, even adopting their cultural practices, right down to their deities. A typical lightfoot halfling stands around four feet tall and weighs around 80 pounds. Their skin colors range from light pink to slightly reddish or bronze, and their hair color is typically auburn, brown or black. Males usually wear their hair short on the sides, often with a mullet or bowl cut. Facial hair among males is rare except for extremely old halflings. Females rarely allow their hair to grow beyond shoulder length. When not adventuring or entertaining others, halflings prefer simple, well-made clothes that are comfortable to wear yet look attractive.
- Strongheart Halfling
The strongheart halflings were, like the ghostwise and lightfoot hin, native to Luiren. They traced their ancestry back to the same long-lost days as the other subraces, but unlike their cousins, the stronghearts elected to remain in their homeland following the events of the Hin Ghostwar. While the lightfoot halflings value the experience of travel and the sight of new lands and peoples, the stronghearts are a more organized, oderly, and industrious race. They build to last, and fiercely defend their homelands against threats that their lightfoot kin would simply flee. Northland humans familiar with the easygoing ways of the lightfoot halflings are surprised to learn that some halflings are capable of a warrior tradition and aren't afraid to show a hint of arrogance or confidence in their own abilities and strenghts. Strongheart halflings enjoy athletic contest and value exceptional skills of all kinds.
- Dwarf
- Gold Dwarf
Gold dwarves, also known as hill dwarves, are the aloof, confident and sometimes proud subrace of dwarves that predominantly come from the Great Rift. They are known to be particularly stalwart warriors and shrewd traders. Gold dwarves are often trained specifically to battle the horrendous aberrations that are known to come from the Underdark. Gold dwarves are stout, tough individuals like their shield dwarven brethren but are less off-putting and gruff in nature. Conversely, gold dwarves are often less agile than other dwarves. The average gold dwarf is about four feet tall (1.2 meters) and as heavy as a full-grown human, making them somewhat squatter than the more common shield dwarves. Gold dwarves are also distinguishable by their light brown or tanned skin, significantly darker than that of most dwarves, and their brown or hazel eyes. Gold dwarves have black, gray, or brown hair, which fade to light gray over time. Gold dwarf males and some females can grow beards, which are carefully groomed and grown to great lengths
- Shield Dwarf
Shield dwarves, also known as mountain dwarves, are among the most common of the dwarven peoples.Once the rulers of mighty kingdoms across Faerûn, the shield dwarves have since fallen by the wayside after centuries of warfare with their goblinoid enemies. Since then, shield dwarves have been less commonly seen throughout Faerûn, though during the Era of Upheaval the subrace, spurred on by the Thunder Blessing, began to retake an important role in local politics. The shield dwarves are on average half a foot taller than other dwarves at heights of around 4'9" to 5'3". They are the most common dwarf in the north of Faerûn. They have light skin that is fair or lightly tanned and green or silvery blue eyes with long light brown or red hair, growing white or gray with age. Most males and even some females have large beards and mustaches. The females are slightly shorter and less heavy than the males.
- Arctic Dwarf
Arctic dwarves, also known as Inugaakalikurit (EE-nu-GA-ka-LEE-ku-rit), are a race of dwarves located in the isolated reaches of the Great Glacier in Faerûn's northernmost reaches. Arctic dwarves have a different origin than most of the other dwarves in Faerûn as well as the duergar, and are significantly different physiologically and culturally from other members of the Stout Folk, so much that they might be considered their own race. Arctic dwarves were almost entirely unheard of until relatively recent, when a group of them began settling the edges of Luruar a century ago. Arctic dwarves are a very small race, not only in general but in comparison with dwarves as well. The average arctic dwarf is even shorter than a gnome or halfling, standing at just over half the height of a shield dwarf. Physically, arctic dwarves are squat, with pinched faces and stubby legs, being nearly as wide as they are tall with their fingers and toes thick and blunt and their feet flat and wide. Their skin is typically quite pale, ranging from a pale shade of blue to white, except for their cheeks which are a ruddy red, although their frequent exposure to the sun means many are frequently sunburned. Arctic dwarf eyes are bright blue and their curly hair, which they usually let flow freely long to their waists, is white. Unlike most dwarves, arctic dwarf females can't grow beard, though men can, often growing short beards with twisting mustaches. Arctic dwarf dress is typically simple, most often little more than tunics of polar bear fur. In general, arctic dwarves are a gregarious people, open to the company of others. Unlike other dwarves they care little from what bloodline anoter dwarf comes from and have next to no materialistic drive, believing instead in living life to the fullest. In part, this is derived from the primitive nature of arctic dwarven society, which relies on hunting and foraging to sustain itself, restricting the accumulation of private property but at the same time allowing for a greater amount of free time than civilized cultures do. While individualistic and open-minded, arctic dwarves rarely venture beyond their own homelands to adventure. Those that do are usually driven by a spirit of curiosity, falling into the life of an adventurer more by default than by conscious decision.
- Wild Dwarf
This dwarven subrace was little-known except by those familiar with the jungles of South Faerûn. The jungle dwarves were smaller than most other dwarves with heights of 2'10" - 3'4", but sturdy and well-muscled. They tended to have dark skin with dark brown or black hair. Over millennia in the hot jungles, they had developed a strong resistance to heat and disease. They wore very little, if any, clothing, and greased their tattoo-covered dark skin to keep away insects and make themselves slippery. Both males and females could grow beards, and their beards and woven hair provided satisfactory covering for their otherwise naked bodies.They often plastered themselves, skin and hair, with dried mud, which served as a surprisingly effective armor. For adornment, they carved earrings, bracelets and necklaces out of bone. As a rule, wild dwarves were not trusting of strangers, and would avoid detection whenever possible. Wild dwarves were used to certain magics—such as those granted their clerics and druids—and treated it no differently than they would the power of a healing herb or a warrior's strength in battle. With most arcane spells and magic items, on the other hand, with which they were not very familiar, they could be fearful.
- Gnome
- Forest Gnome
Forest gnomes are among the least commonly seen gnomes on Toril, far shier than even their deep gnome cousins. Small and reclusive, forest gnomes are so unknown to most non-gnomes that they have repeatedly been "discovered" by wandering outsiders who happen into their villages. Timid to an extreme, forest gnomes almost never leave their hidden homes. Compared with other gnomes, forest gnomes are even more diminutive than is typical of the stunted race, rarely growing taller than 2½ feet in height or weighing in over 30 lbs. Typically, males are slightly larger than females, at the most by four inches or five pounds. Unlike other gnomes, forest gnomes generally grow their hair long and free, feeling neither the need nor desire to shave or trim their hair substantially, though males often do take careful care of their beards, trimming them to a fine point or curling them into hornlike spikes. Forest gnome skin is an earthy color and looks, in many ways, like wood, although it is not particularly tough. Forest gnome hair is brown or black, though it grays with age, sometimes to a pure white. Like other gnomes, forest gnomes generally live for centuries, although their life expectancy is a bit longer than is the case for either rock or deep gnomes; 400 is the average life expectancy of a forest gnome.
- Rock Gnome
Rock gnomes are a curious, childlike race very much unlike their cousins, the svirfneblin or deep gnomes and the forest gnomes. When most people think of gnomes, they are thinking of the rock gnome. Rock gnomes embody the characteristics of their creator and patron deity, Garl Glittergold, choosing to spend their long lives by filling each day with as much fun and enjoyment as possible. Rock gnomes are typically between 3 to 3½ feet tall and weigh anywhere from 40 to 45 lbs. They possess a natural brownish tint to their skin; the presence or absence of light has little effect upon it. Young rock gnomes possess any of a large number of hair colors that fades to gray or white upon reaching adulthood. Male gnomes typically keep beards groomed in a neat manner.
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Catalyst
Aspirant
Head DM / Community Admin
Posts: 332
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Post by Catalyst on Feb 17, 2017 15:33:20 GMT
II. Classes & Restrictions
What Classes Can I Play?
On Hill's Edge, we currently support the following base classes for players to choose at the time of their Character Creation.
- Barbarian
- Bard
- Cleric
- Druid
- Fighter
- Monk
- Paladin
- Ranger
- Rogue
- Sorcerer
- Wizard
Class Changes
The classes in this section of the post have been modified in the detailed ways to suit the environment of our server, and to fit in more aligned with the changes we have made to the default system of Neverwinter Nights.
- Barbarian
- Track is now available as a selectable feat.
- Bard
- Weapon Proficiency (Rogue) added as part of their basic weapon's list on Character Creation.
- Skill points: 6 Skill Points + Intelligence Modifier per level.
- Additional cantrips known.
- Healing and Charm spells no longer require somatic components, thus being able to be cast in armor.
- Craft Misc Item, Craft Arms & Armor added as selectable feats.
- Cleric
- Convert feat for initiating a conversion of targeted PC to their religion. (Targeted PCs choose to convert or not.)
- Expanded domain spell lists.
- Common spell list reduced, moving some spells to domain lists. (Heal/Death domain for Resurrect. War/Magic domain for GMW. Elemental domain for Elemental Weapon Spells. Etc.)
- Craft Misc Item, Craft Arms & Armor added as selectable feats.
- Druid
- Addition of 5 Small Wild Shapes at Level 5, alongside 5 Medium Wild Shapes.
- Track, Craft Misc Item, Craft Arms & Armor added as a selectable feat.
- Convert feat for initiating a conversion of targeted PC to their religion. (Targeted PCs choose to convert or not.)
- Monk
- Convert feat for initiating a conversion of targeted PC to their religion. (Targeted PCs choose to convert or not.)
- Slow Fall (4), Leap of the Clouds (7), Abundant Step (12), and Tongue of the Sun and Moon (17) added as regular feats per Pen and Paper.
- Paladin
- Convert feat for initiating a conversion of targeted PC to their religion. (Targeted PCs choose to convert or not.)
- New spell: Shield of Law (4)
- Craft Misc Item, Craft Arms & Armor added as selectable feats.
- Ranger
- Skill points: 6 Skill Points + Intelligence Modifier per level.
- Track added as a free feat at level 1.
- Convert feat for initiating a conversion of targeted PC to their religion. (Targeted PCs choose to convert or not.)
- Craft Misc Item, Craft Arms & Armor added as selectable feats.
- Point Blank shot,Rapid Shot, and Zen Archery added as feats at levels 2, 6, and 11.
- Rogue
- Skill points: 9 Skill Points + Intelligence Modifier per level.
- Perform added as a class skill.
- Sorcerer
- Skill points: 3 Skill Points + Intelligence Modifier per level.
- Familiars less powerful, but more versatile.
- Craft Misc Item, Craft Arms & Armor added as selectable feats.
- Wizard
- Craft Misc Item, Craft Arms & Armor added as selectable feats for both normal, and bonus.
- Familiars less powerful, but more versatile.
Class Restrictions
For reasons of balance, roleplay, and realism, Hill's Edge has introduced a restriction on certain class combinations, alignments, and orders for Paladins and Monks. If you are found in violation of any of these restrictions, your character will be modified on a case by case basis relative to the violation, which will be detailed with each restriction.
Banned Class Combinations:
- Paladin/Sorcerer
-Your character will be deleveled and asked to choose an appropriate class combination.
- Blackguard/Sorcerer
-Your character will be deleveled and asked to choose an appropriate class combination.
- Paladin/Blackguard
-Your character cannot fit the alignment restrictions of both of these classes at once. -Your character will be locked from the abilities of one of the classes, or deleveled and asked to appropriately rebuild to fit the qualifications. -If you fell as a paladin and wish to become a Blackguard, you will have to retrain (relevel) your character up to fit the requirements.
- Shifter/Monk
-Your character will be deleveled and asked to choose an appropriate class combination.
- Druid/Monk
-Your character will be deleveled and asked to choose an appropriate class combination.
Alignment Restrictions:
As appropriate with source information for Dungeons and Dragons 3.5, all PCs are required to fulfill the alignment restrictions of ALL of their classes, and be within one step of the alignment of their deity if they are clergy, at all times. This means you cannot be a Paladin (Lawful Good) and a Bard (Non Lawful Alignment Only) at the same time, as you would not fit the alignment restrictions to fulfill both classes. These restrictions will be explained in further detail below.
- Paladin:
- Must remain Lawful Good Alignment - Alignment change would result in falling as a Paladin, loss of spells, progression, and abilities, and requiring Atonement.
- Druid:
- Must remain Neutral Alignment - Alignment change would result in falling as a Druid, loss of spells, progression, and abilities, and requiring Atonement.
- Cleric:
- Must remain within 1 step of the alignment of your Deity, unless deity has special restrictions. - Alignment change would result in falling as a Cleric, loss of spells, progression, and abilities, and requiring Atonement.
- Bard:
- Must remain Non Lawful Alignment - Alignment change would result in becoming an Ex-Bard, and can no longer progress as a Bard. You retain all known spells and abilities.
- Monk:
- Must remain any Lawful Alignment - Alignment change would result in becoming an Ex-Monk, and can no longer progress as a Monk. You retain all known abilities.
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Catalyst
Aspirant
Head DM / Community Admin
Posts: 332
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Post by Catalyst on Feb 17, 2017 15:33:40 GMT
III. Spell Changes
With the changes to classes and domains, our spell lists have also been expanded or modified in various ways to suit the purpose of keeping the server in a proper balance, and to relate better to the setting as a whole. New spells have been added, and further may be added as we go along. All of those new spells and changes are detailed right here in this section. New Spells
These spells are new to the module. We will not include descriptions, as those can all be found in game. - Cantrips
- Bind Familiar
- Dancing Lights
- Faerie Fire
- First Circle
- Abjuring Shield, Minor
- Comprehend Languages
- Animate Knife
- Imposter
- Jump
- Feather Fall
- Pass Without Trace
- Second Circle
- Acid Weapon
- Lightning Weapon
- Ice Weapon
- Sonic Weapon
- Air Bubble
- Spider Climb
- Steady Stride
- Speak With Animals
- Third Circle
- Abjuring Shield, Major
- Pain Mirror
- Tongues
- Animal Shapes
- Water Breathing
- Gaseous Form
- Fourth Circle
- Scry
- Teleport, Lesser
- Baleful Polymorph
- Gaseous Form
- Fifth Circle
- Dimensional Portal
- Dimensional Swap
- Atonement
- Sixth Circle
- Seventh Circle
- Animate Weapon
- Transdimensional Portal
- Eighth Circle
- Ninth Circle
Modified SpellsThese spells have been modified for reasons of balance, or to bring them in alignment with our setting. Spells that have simply been renamed will not be listed here. Some classes have had their spell lists modified to include extra spells. - Cantrips
- First Circle
- Second Circle
- Third Circle
- Fourth Circle
- Fifth Circle
- Sixth Circle
- Seventh Circle
- Eighth Circle
- Ninth Circle
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Catalyst
Aspirant
Head DM / Community Admin
Posts: 332
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Post by Catalyst on Feb 17, 2017 15:33:55 GMT
IV. Feats
Hill's Edge has added a series of new feats available to various classes to open a greater variety of selection and avenue choices. - Convert
Prerequisite: Cleric/Druid/Monk/Paladin 1 or Ranger 4 This feat enables a religious character to convert another to their religion. PCs choose whether or not to convert. Options to convert an NPC are occasionally presented in a conversation.
- Track
Prerequisite: Ranger/Druid/Barbarian 1 (Rangers receive this free) This feat enables the character to track creatures within an area. Skill level is based on search rank, wisdom bonus, and favored enemy.
- Wild Shape, Small
Prerequisite: Druid The character with this ability can take the shape of a small animal at will. It may be used once per day at fifth level, twice per day at sixth level, three times per day at seventh level, four times per day at 10th level, five times per day at 14th level, and six times per day at 18th level. The transformation has a duration of 1 hour per class level. These small forms have very low strength scores due to their size, but have other advantages.
- Craft Magic Arms & Armor [Not yet implemented!]
Prerequisite: Spellcaster Level 7th The sepllcaster can enchant a weapon or suit of armor. Crafting magic arms and armor costs a small amount of XP, depending on the potency and value of the items crafted. This includes all weapons, armor, helms, shields, and bracers (ie. some gloves)
- Craft Wand, Staff, or Rod [Not yet implemented!]
Prerequisite: Spellcaster Level 5th The spellcaster can create a wand of any spell of 4th level or lower that he knows. Crafting Rods and Staves requires a masterwork rod or staff, a suitable crafting station, the relevant spells memorized, and the requisite reagents. Crafting these items costs a small amount of XP, depending on the level of the spell to be crafted into the wand, or the potency and value of the staff or rod. New items of this type have 30+1 charge per level of the character (up to a maximum of 50 charges).
- Slow Fall
Prerequisite: Monk 4 At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is.
- Leap of the Clouds
Prerequisite: Monk 7 At 7th level or higher, a monk's jumping distance (vertical or horizontal) is not limited according to her height.
- Abundant Step
Prerequisite: Monk 12 At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).
- Tongue of the Sun and Moon
Prerequisite: Monk 17 A monk of 17th level or higher can speak with any living creature.
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Catalyst
Aspirant
Head DM / Community Admin
Posts: 332
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Post by Catalyst on Feb 17, 2017 15:34:11 GMT
V. Skills
As per the updates to our classes, Hill's Edge implements active use of a variety of new skills that are not present in the typical base game. We have renamed some of the skills, changed how they may function slightly, and made use of new ones in some fun and creative ways! Because of this, several classes do get an increase in skill points per level to make up for the difference.
When created your character, we do recommend not allocating ANY skill points until you are in game, as the custom skills will not appear in your list at character creation.
Our new skills include Climb, Swim, Jump, Sense Motive, Escape Artist, and Forgery. Below is a table of all of the changes we have made to skills for the base classes, including whom gets what skills, and the changes where some skills have been added or removed as cross classable skills.
Skill | Bbn | Brd | Clr | Drd | Ftr
| Mnk | Pal | Rng | Rog | Sor | Wiz | Untrained | Ability | Animal Empathy
| cc | - | - | C | - | - | - | C | - | cc | - | n | CHA | Concentration | cc | C | C | C | C | C | C | C | C | C | C | y | CON | Disable Trap
| cc | cc | - | - | cc | - | - | C | C | cc | cc | n | INT | Discipline | C | cc | C | cc | C | C | C | C | cc | cc | - | y | STR | Healing | C | C | C | C | C | C | C | C | cc | C | cc | n | WIS | Hide | cc | C | cc | cc | cc | C | - | C | C | cc | cc | y | DEX* | Listen | C | C | cc | cc | cc | C | cc | C | C | cc | cc | y | WIS | Lore | C | C | C | C | C | C | C | C
| C | C | C | n | INT | Move Silently
| cc | C | cc | cc | cc | C | - | C | C | cc | cc | y | DEX* | Open Lock
| - | cc | - | - | cc | - | - | cc | C | cc | cc | n | DEX | Parry | C | C | cc | cc | C | C | C | C | C | cc | - | y | DEX* | Perform | cc | C | cc | cc | cc | cc | cc | cc | cc | cc | cc | y | CHA | Persuade | C | C | C | C | C | C | C | C | C | C | C | y | CHA | Pick Pocket
| cc | C | cc | cc | cc | C | - | cc | C | cc | cc | n | DEX* | Search | C | cc | cc | C | cc | cc | cc | C | C | C | C | y | INT | Set Trap
| C | cc | - | cc | cc | - | - | C | C | cc | cc | n | DEX* | Spellcraft
| - | C | C | C | - | cc | cc | cc | - | C | C | n | INT | Spot
| cc | C | cc | cc | cc | C | cc | C | C | cc | cc | y | WIS | Taunt | C | C | C | C | C | cc | cc | C | C | C | C
| y | CHA | Use Magic Device
| - | C | cc | cc | - | - | - | - | C | C | cc
| n | CHA | Bargain | cc | C | cc | cc | cc | - | - | cc | C | C | C | y | CHA | Tumble | cc | C | cc | cc | C | C | cc | C | C | cc | cc | n | DEX* | Crafting | C | C | C | C | C | cc | cc | C | C | C | C | n | INT | Bluff | C | C | C | C | C | cc | cc | C | C | C | C | y | CHA | Intimidate
| C | C | C
| C | C | C | C | C | C | C | C | y | CHA | Jump | C | C | C | C | C | C | C | C | C | C | C | y | STR* | Swim | C | C | C | C | C | C | C | C | C | C | C | y | STR* | Ride | C | C | C | C | C | C | C | C | C | C | C | y | DEX | Climb | C | cc | cc | C | cc | C | cc | C | C | C | cc | y | STR* | Escape Artist
| cc | C | cc | cc | C | C | cc | C | C | cc | cc | y | DEX* | Sense Motive
| C | C | C | C | C | C | C | C | C | C | cc | y | WIS | Decipher Script
| - | C | cc | cc | - | cc | - | -
| C | cc | C | n | INT | Forgery | - | C | cc | cc | cc | - | - | cc | C | cc | C | n | INT |
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Catalyst
Aspirant
Head DM / Community Admin
Posts: 332
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Post by Catalyst on Feb 17, 2017 15:34:30 GMT
VI. Deities, Orders, & Domains
Hill's Edge employs a full scale Religion and Deity system, in which players can choose their own deity within the Forgotten Realms to follow either as a patron, overlord, or simply as a homage for their character. Clergy have access to powerful spells such as Atonement, Domain Abilities, and the ability to convert other Player Characters to their faith through roleplay and built in functionality. The system is designed to add a rich, detailed experience to something that is not often appreciated as much as it could be in many persistent worlds. Alongside that system, we do have soft restrictions pertaining to specific classes so far as the requirements for domains, deities, and orders.
Cleric Domains, Spells, and Abilities
Clerics on Hill's Edge are required to take domain choices restricted to those that are granted only by their Patron Deity. If they convert to another faith, or fall from favor with their deity, they will lose access to all related domain spells and abilities, and instead take on those of their new deity, or none at all in the case of the loss of favor. CLERIC DOMAINSDOMAIN | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | POWER | AIR | Air Bubble | Gust of Wind | Lightning Weapon | Call Lightning | Gaseous Form
| Chain Lightning | Great Thunderclap
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| Elemental Turning: Able to turn earth elementals as if they were undead, and dominate air elementals.
Elemental Summoning favors Air elementals. | ANIMAL | Speak with Animals
| Feline Grace
| Animal Shapes | Totemic Form |
| Regenerate
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| Strong Animal Summons (special summon list rather than a bonus to the level of summons) | CHAOS | Entropic Shield | Color Spray
| Confusion | Darkness
| Sphere of Chaos | Mind Fog
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| Turn Outsiders: Able to turn lawful outsiders as if they were undead, and dominate chaotic outsiders. | DEATH
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| Stone Bones | Animate Dead |
| Raise Dead | Create Undead | Circle of Death
| Create Greater Undead | Resurrection | Turning Undead: Able to dominate undead instead of destroy. | DESTRUCTION
| Sonic Boom | Darkness | Sonic Weapon
| Lesser Spell Breach |
| Crumble |
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| Disjunction | Weaken Constructs: Able to damage constructs while using the turn ability. | EARTH |
| Acid Arrow | Acid Weapon | Stoneskin |
| Flesh to Stone | Stone to Flesh | Earthquake | Eruption | Turn Elementals: Able to turn air elementals as if they were undead, and dominate earth elementals
Elemental Summoning favors Earth elementals. | EVIL | Negative Energy Ray | Darkness
| Negative Energy Burst | Circle of Doom
| Enervation |
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| Energy Drain
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| Turn Outsiders: Able to turn good outsiders as if they were undead, and dominate evil outsiders. | FIRE | Burning Hands | Combust | Flame Weapon | Flame Strike | Wall of Fire | Firebrand | Fire Storm
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| Eruption | Turn Elementals: Able to turn water elementals as if they were undead, and dominate fire elementals.
Elemental summoning favors Fire elementals. | GOOD
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| Negative Energy Protection |
| Lesser Planar Binding | Raise Dead
| Word of Faith
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| Resurrection
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| Turn Outsider: Able to turn evil outsiders as if they were undead, and dominate good outsiders | HEALING
| Remove Disease
| Remove Curse
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| Heal | Raise Dead | Raise Dead
| Resurrection | Resurrection
| Empower Healing: The following healing spells are cast as if Empowered by the feat: Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds. | KNOWLEDGE
| Identify | See Invisibility | Clairaudience | True Seeing | Lesser Mind Blank
| Legend Lore | Premonition
| Power Word: Stun
| Power Word: Kill
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| LAW
| Charm Person |
| Spell Wall: Major
| Dominate Person | Lesser Spell Mantle
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| Shield of Law |
| Dominate Monster
| Turn Outsiders: Able to turn chaotic outsiders as if they were undead, and dominate lawful outsiders. | LUCK | Aid | Prayer | Freedom of Movement
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| Sphere of Chaos |
| Premonition
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| Divine Luck: Mastery of the Sphere of Chaos and Curse spells. | MAGIC | Magic Weapon | Animate Knife
| Greater Magic Weapon | Minor Globe of Invulnerability | Lesser Spell Breach
| Greater Spell Breach | Teleport
| Animate Weapon
| Disjunction
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| VERMIN
| Spider Climb | Web | Infestation of Maggots | Tentacle Swarm
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| Creeping Doom |
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| Turn Vermin: Able to dominate vermin. | PROTECTION
| Shield
| Glyph of Warding | Gaseous Form
| Stoneskin | Blade Barrier
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| Protection from Spells
| Premonition
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| Divine Protection: The cleric is able to cast an improved form of Sanctuary that sets the save DC at 10 + Chr Modifier + Clerical Level. The effect has a duration of 1 round per caster level + Charisma modifier. | STRENGTH
| Jump
| Ursine Strength | Divine Power |
| Interposing Hand
| Forceful Hand | Grasping Hand
| Clenched Fist
| Crushing Hand
| Divine Strength: The cleric gains a bonus to Strength equal to 2 +1 per 3 cleric levels. The effect lasts for 5 rounds + Charisma modifier. | SUN | Bless Weapon | Searing Light | Flame Arrow
| Flame Strike
| Wall of Fire
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| Sunbeam |
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| Undead Turning: Add 1d6 to all turning checks to determine the maximum HD of undead turned. Also add 1d4 to the number of undead Hit Dice turned. | TRAVEL
| Expeditious Retreat | Steady Stride | Freedom of Movement | Teleport, Lesser | Dimensional Portal | Teleport | Transdimensional Portal |
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| TRICKERY | Imposter | Rogue's Cunning | Invisibility
| Confusion | Improved Invisibility
| Feeble Mind
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| Divine Trickery: Bonus to Hide, Persuade, Search, Disable Trap, Move Silently, Open Lock, and Pick Pockets checks equal to 1 per 2 levels. This effect lasts for 5 turns + the cleric's Charisma modifier. | WAR | Magic Weapon | Ursine Strength
| Greater Magic Weapon | War Cry |
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| Aura of Vitality |
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| Battle Master: The cleric gains a bonus of 1 + 1 per 5 levels to Dexterity, Constitution, Attack Rolls and Damage. As well the cleric receives double this value as damage reduction. The effect will last for 5 rounds + charisma modifer. | WATER
| Ice Dagger
| Water Breathing
| Ice Weapon
| Ice Storm
| Cone of Cold
| Drown
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| Horrid Wilting
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| Turn Elementals: Able to turn fire elementals as if they were undead, and dominate water elementals.
Elemental summoning favors Water elementals.
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Monastic Orders:
- Broken Ones (Good)
Deity: IlmaterMulticlass options: May multiclass freely as clerics, divine champions (HotU) (others listed, but not an option). Background Info: No great monasteries, though many monks of Ilmater stay in the area of the Dalelands, staying the temples of Ilmater.
- Brotherhood of the Scarlet Scourge (Evil)*
Deity: YurtrusMulticlass options: May multiclass freely as clerics Background Info: Monks of this strange orc order bleach their hands white and grow their nails very long. Before combat they dip their nails in a powder made of blood infected with the red ache (see Disease in the Dungeon Master's Guide), which lets them infect their opponents.
- Brothers and Sisters of Pure Flame (Neutral)*
Deity: KossuthMulticlass options: May multiclass freely as clerics Background Info: This order (and the other two orders of Kossuthan monks) is very insular and has a rigid tradition of study and fighting style, as well as behavioral taboos. These monks seek a balance between the purifying aspect and the destructive aspect of Kossuth's flame, and are the mediators of the three orders. Most of them learn Ignan to better communicate with fire elementals.
- Children of the Passive Voice (Neutral)*
Deity: OghmaMulticlass options: None. Children of the Passive Voice may not multiclass. Background Info: These monks serve as guardians to libraries and abbys, and sometimes are sent to find lose stores of knowledge.
- Dark Moon (Evil)
Deity: SharMulticlass options: May multiclass as sorcerers so long as their monk level and socerer level stay within two levels of each other. Races: Human mostly, occaisionally half-orc, shade or drow. Background Info: Maintain open temples only in lands ruled by eveil overlords. Otherwise temples are out in remote locations, back alleys or the underdark.
[/font][li] Disciples of the Changeless Face (Neutral)* Deity: GrumbarMulticlass options: May multiclass freely as fighters Background Info: This stoic and spartan order is obsessed with preserving the knowledge of how things are (from laws to traditions to manners of speech) so that change can be detected and countered (which often involves beating into a pulp someone who disagrees).
[/li][li] Disciples of the Phoenix (Good)* Deity: Kossuth
Multiclass options: May multiclass freely as clerics Background Info: This order (and the other two orders of Kossuthan monks) is very insular and has a rigid tradition of study and fighting style, as well as behavioral taboos. They are the most likely to espouse the purifying and redeeming aspects of their deity's element.
[/li][li] Disciples of Saint Sollars (Good)* Deity: Ilmater
See Yellow Rose entry.
[/li][li] Disciples of the Salamander (Evil)* Deity: Kossuth
Multiclass options: My multiclass freely as clerics Background Info: This order (and the other two orders of Kossuthan monks) is very insular and has a rigid tradition of study and fighting style, as well as behavioral taboos. Some of these monks rival a Talosian fanatic's love of destructive fire, but most see it as a necessary tool for renewal in the world. Many of them bear brands of magical symbols on their bodies and decorate themselves with fiery tattoos.
[/li][li] Disciples of the White Rod (Evil)* Deity: Loviatar
Multiclass options: May multiclass freely as clerics Background Info: Monks of Loviatar prefer using their bare hands to inflict pain rather than using weapons. When forced to use weapons, they prefer nunchaku with white-bleached leather wrappings on the hilts.
[/li][li] Hin Fist (Neutral or Good)* Deities: Arvoreen, Cyrrollalee, Sheela Peryroyl, Urogalan, Yondalla (non-exclusive)
Multiclass options: May multiclass freely as fighters, rogues and paladins (paladins of Yondalla only) Races: Halfling, occasionally gnomes or dwarves study with Hin Fist. Background Info: Lurien, a country inhabited almost entirely by halflings, is where the majority of monasteries are for the Hin Fist, though there are a few elsewhere as well.
[/li][li] Long Death (Evil): Deity: None. Worship priciple of Death regardless of deity with Deat portfolio.
Multiclass options: May multiclass freely as fighters, assassins, and blackguards Background Info: Strong order in Thay, not sanctioned by Red Wizards. Clerics of Kelemvor should hate this order, Velsharoon, wishes to use them somehow, and clerics of Myrkul see them as part of the previous lord of the dead's plans.
[/li][li] Old Order (Neutral, Sometimes Good, Rarely Evil) Deity: None. They follow a deity who is long dead or never existed here.Multiclass options: May multiclass as rogues, sorcerers, and shadowdancers, but must maintain more monk levels than the combination of the other classes. Background Info: Never have huge monasteries but this order has spread widely throughout Faerun.
[/li][li] Order of the Iron Gauntlet (Evil)* Deity: Bane
Multiclass options: May multiclass freely as assassins, fighters Background Info: A small sect within the Zhentarim, these monks train in stealth and assassination. Currently they are few in number but their leader has been recruiting widely.
[/li][li] Runeclaws (Evil)* Deity: Luthic
Multiclass options: May multiclass freely as clerics (another listed but not an option). Background Info: Because in many orc tribes females are not allowed to touch weapons, unarmed combat has become a means for female worshipers of Luthic to defend themselves against raiders from other tribes. Some female orcs that are too old for childbirth (particularly older wives of the chief) become runeclaws to prove they are still useful to the tribe.
[/li][li] Serpent Guards (Evil)* Deity: Tiamat
Multiclass options: May multiclass freely as assassins, fighters, rogues (another listed but not an option). Background Info: These fanatics guard temples, serve as minions to dragons, hunt dragonslayers, and assassinate those who pry to closely into the activities of the church. They are active in Unther and have been known to attack Mulhorandi soldiers.
[/li][li] Shining Hand (Good or Neutral) Deity: Azuth
Multiclass options: May multiclass as wizards as long as their monk level equals or exceeds their wizard level. Background Info: Oldest order in Amn, though with magic use being cracked down upon, the Shining Hand has gone underground.
[/li][li] Sun Soul (Good or Neutral) Deity: Lathander, Selune, or Sune
Multiclass options: May mutliclass as one other class as long as their monk level remains the highest level Background Info: Most likely to have monasteries in outlying wilderness areas.
[/li][li] Yellow Rose (Good or Neutral) Deity: Ilmater
Multiclass options: Multiclass freely as rangers, shadowdancers Background Info: Also known as Disciples of Saint Sollars. Monastery fround in the Earthspur Mountains of Damara. Order known for loyalty, and destruction of enemies. Respected for Truth and Diplomacy, they also travel with Paladins of the Order of the Golden Cup, or other Ilmaterian Paladins.
[/li][li] Zealots of the Written Word (Good)* Deity: Deneir
Multiclass Options: Multiclass freely as clerics Background Info: These monks accompany clerics of Deneir on quests, assist in moneymaking efforts for the church, and are as fond of recording information as any devout worshiper of Deneir. [/li][/ul]
Paladin Orders
The following table lists other known holy orders of paladins, the deity they hold as a patron, and the character classes open to paladins of that order for the purpose of multiclassing freely (orders of paladins that do not allow multiclassing freely, such as the Swords of the High One--paladins of Azuth--are not listed). Some deities have more than one associated order of paladins; these are listed sequentially. Not all paladins have to be associated with an order, but only those that are part of an order can multiclass freely. Other lawful good, lawful neutral, and neutral good deities that are not listed here can have paladins, but there are no known paladin orders for those faiths (in effect, paladins of those faiths are uncommon enough that rarely are there enough to band together and form an order).Deity | Order | Classes | Description | Arvoreen
| Arvoreen‘s Marchers | Cleric, Fighter, Rogue | An order in Tethyr recognized by the crown, they are highly respected by local humans and halflings alike. Their chapterhouse is called Keeperstone. | Azuth | Swords of the High One
| Cannot Multiclass Freely |
| Baravar Cloakshadow | Knights of the Shadowy Cloak | Cleric, Fighter, Illusionist, Rogue | This order keeps a low profile in gnome communities and seeks to eliminate goblinoids, kobolds, and other evil humanoids, for these creatures cannot be redeemed. They work secretly so as to not attract attention or retaliation to local gnome communities.
| Berronar Truesilver | Berronar’s Valkyries | Cleric, Dwarven Defender | This order is exclusively female. They observe battles until they see a group of allies in particular danger, at which point they charge in to help. Most favor training involving mobility in battle.
| Chauntea | Field Guardians | Cleric, Divine Champion | As described in the FRCS
| Gaerdal Ironhand | Shields of the Golden Hills | Cleric, Fighter | They are a strictly organized order dedicated to defending gnome communities against any attackers and serving as officers and champions of larger gnome military assemblies.
| Helm | Vigilant Eyes of the God | arcane devotee, cleric, fighter, divine champion, Purple Dragon knight. | As described in the FRCS
| Horus-Re | Claws of the Sun and the Ankh | Cleric, Divine Champion, Divine Disciple, Hierophant | Caring little for day-to-day politics, this relatively new order spends most of its time fighting servants of Set (or even Anhur, when he has been causing trouble).
| Ilmater | 1) Order of the Golden Cup.
2) Companions of the Noble Heart. | 1) Cleric, Divine Disciple, Hierophant.
2) Divine Champion, Fighter. | 1) This order is dedicated to healing and protecting the sick, innocent, and weak, rather than seeking out evil to destroy. They are not opposed to such actions, but see their role as something different.
2) The Companions are the aggressive counterparts to the Golden Cup, for they are tasked with eliminating the cruel and those who are known to enjoy the torture and suffering others. The church of Loviatar is their greatest enemy. | Kelemvor | Knights of the Eternal Order | Cleric, Doomguide | This is a recently-created order, founded to seek out and destroy powerful undead that tax the powers of the normal branches of the church.
| Lathander | Order of the Aster | Cleric, Divine Champion, Divine Disciple, Hierophant, Purple Dragon knight | As described in the FRCS
| Milil | Harmonious Order | Fighter | This group of personable and swaggering paladins encourages bards (whom they tolerate despite alignment differences) to accompany them to create ballads based on their exploits. Their role is to guard Milil’s churches and do good works in Milil’s name.
| Moradin | Hammers of Moradin | Cleric, Fighter, Divine Champion, Dwarven Defender, Runecaster | As described in the FRCS
| Mystra | Knights of the Mystic Fire | Guild Wizard of Waterdeep, Wizard | This group of paladins often accompanies other members of the church on quests to locate lost hoards of ancient magic. The church draws upon their ranks for the leaders of temple guardians.
| Nobanion | Legion of Lions (wemics & werelions only) | Cleric, Divine Champion | Founded shortly after the Time of Troubles, this fellowship exists to protect good-aligned monsters and slay the servants of Malar.
| Osiris | Order of the Risen Scepter | Cleric, Ranger | Drawn exclusively from those who have died in combat with servants of Set and been raised from the dead (sometimes spontaneously by the power of Osiris), they are primarily hunters of Set’s minions.
| Red Knight | Order of the Red Falcon | Divine Champion, Fighter | Housed in the Citadel of Strategic Militancy (northeast of Baldur’s Gate), this small order has a history of triumphing in the face of overwhelming odds. They train officers and others in tactics and military history.
| Siamorphe | Order of the Silver Chalice | Aristocrat, Fighter | This group is primarily Tethyrian nobles dedicated to locating lost members of noble families and restoring to power those who will govern with the interests of the common people at heart. After several years of debate, they have decided to support the queen of Tethyr, and the crown recognizes them as a knightly order.
| Sune | Sisters and Brothers of the Ruby Rose | Divine Champions | As described in the FRCS
| Torm | Order of the Golden Lion | Any one other class | As described in the FRCS
| Tyr | 1) Knights of Holy Judgment.
2) Knights of the Merciful Sword. | 1) Cleric, Divine Champion.
2) Fighter, Divine Champion. | 1) This order focuses on the more lawful aspects of Tyr’s philosophy, and hunts and punishes criminals and lawbreakers, particularly devils (seen as abhorrent perversions of lawful society).
2) This order is focuses on upholding good in the world as defined by Tyr, and slays all kinds of evil monsters, particularly demons. | Yondalla | 1) Shields of Yondalla.
2) Wayward Wardens. | 1) Monk (Hin Fist).
2) Cleric, Ranger. | 1) As described in the FRCS.
2) This group is a loose fellowship of wandering halflings who feel the need to see the world and aren’t tied to any particular settlement. They protect halfling communities whenever they are found in need of help. |
Deities and Demigods
The following lists are the current list of deities as approved by Hill's Edge for worship, across a variety of pantheons for various races or localities.
Main Pantheon
Name | Alignment | Domains | Akadi | N | Air, Travel, Trickery | Auril | NE | Air, Evil, Water | Azuth | LN | Magic, Knowledge, Law | Bahamut | LG | Air, Good, protection | Bane | LE | Destruction, Evil, Law | Beshaba | CE | Chaos, Evil, Luck, Trickery | Chauntea | NG | Animal, Earth, Good Plant, Protection | Cyric | CE | Destruction, Evil, Trickery, Chaos | Deneir | NG | Good, Knowledge, Protection | Eldath | NG | Good, Plant, Protection, Water | Finder Wyvernspur | CN | Chaos, Knowledge, Travel | Garagos | CN | Chaos, Destruction, Strength, War | Gargauth | LE | Evil, Law, Trickery | Gond | N | Earth, Fire, Knowledge | Grumbar | N | Earth, Protection, Time | Gwaeron Windstrom | NG | Animal, Good, Knowledge Plant, Travel | Helm | LN | Protection, Strength, Law | Hoar | LN | Law, Travel, Destruction | Ilmater | LG | Good, Healing, Strength, Protection | Istishia | N | Destruction, Travel, Water | Jergal | LN | Law, Death, Knowledge | Kelemvor | LN | Death, Protection, Travel, Law | Kossuth | N | Destruction, Fire | Lathander | NG | Good, Protection, Strength, Sun | Lliira | CG | Chaos, Good, Travel | Loviatar | LE | Evil, Law, Strength | Lurue | CG | Animal, Chaos, Good, Healing | Malar | CE | Animal, Chaos, Evil, Strength | Mask | NE | Darkness, Evil, Luck, Trickery | Mielikki | NG | Animal, Good, Plant, Travel | Milil | NG | Good, Knowledge | Mystra | NG | Good, Knowledge, Magic | Nobanion | LG | Animal, Good | Oghma | N | Knowledge, Luck, Travel, Trickery | Red Knight | LN | Law, Destruction, Protection, War | Savras | LN | Knowledge, Law, Magic | Selune | CG | Chaos, Good, Protection, Travel | Shar | NE | Darkness, Evil, Knowledge | Sharess | CG | Chaos, Good, Travel, Trickery | Shaundakul | CN | Air, Chaos, Protection, Travel | Shialla | NG | Animal, Good, Plant | Siamorphe | LN | Knowledge, Law, Evil, Good | Silvanus | N | Animal, Plant, Protection, Water | Sune | CG | Chaos, Good, Protection | Talona | CE | Chaos, Destruction, Evil | Talos | CE | Chaos, Destruction, Evil, Fire, Air | Tempus | CN | Chaos, Protection, Strength, War | Tiamat | LE | Evil, Destruction | Torm | LG | Good, Healing, Law Protection, Strength | Tymora | CG | Chaos, Good, Luck Protection, Travel | Tyr | LG | Good, Knowledge, Law, War | Ubtao | N | Plant, Protection | Ulutiu | LN | Animal, Protection, Strength | Umberlee | CE | Chaos, Destruction, Evil, Water | Uthgar | CN | Animal, Strength, War | Valkur | CG | Air, Chaos, Good, Protection | Velsharoon | NE | Death, Evil, Magic, Death | Waukeen | N | Knowledge, Protection, Travel |
Mulhorandi PantheonName | Alignment | Domains | Anhur | CG | Strength, War, Good | Geb | N | Earth, Protection | Hathor | NG | Good, Healing, Protection | Horus-Re | LG | Good, Sun | Isis | NG | Air, Good, Magic, Water | Nepthys | CG | Good, Protection | Osiris | LG | Good, Plan, Death | Sebek | NE | Animal, Water, Evil | Set | LE | Air, Evil, Magic | Thoth | N | Knowledge, Magic |
Dark Seldarine (Drowish Pantheon)Name | Alignment | Domains | Eilistraee | CG | Chaos, Good | Ghaunadaur | CE | Chaos, Evil | Kiaransalee | CE | Chaos, Evil, Undeath | Lolth | CE | Chaos, Evil, Darkness Destruction, Trickery, Drow | Selvetarm | CE | Chaos, Evil, War | Vhaeraun | CE | Chaos, Evil, War |
Morndinsamman (Dwarven Pantheon)Name | Alignment | Domains | Abbathor | NE | Evil, Luck, Trickery | Berronar Truesilver | LG | Good, Healing, Law, Protection | Clangeddin Silverbeard | LG | Good, Law, Strength, War | Deep Duerra | LE | Evil, Law, War | Dugmaren Brightmantle | CG | Chaos, Good, Knowledge | Dumathoin | N | Earth, Knowledge, Protection | Gorm Gulthyn | LG | Good, Law, War, Protection | Haela Brightaxe | CG | Chaos, Good, Luck, War | Laduguer | LE | Evil, Law, Magic, Protection | Marthammor Duin | NG | Good, Travel, Protection | Moradin | LG | Earth, Good, Law, Protection | Sharindlar | CG | Chaos, Good, Healing | Thard Harr | CG | Animal, Chaos, Good, Plant | Vergadain | N | Luck, Travel, Trickery |
Seldarine (Elven Pantheon)Name | Alignment | Domains | Aedrie Faenya | CG | Animal, Air, Chaos, Good | Angharradh | CG | Chaos, Knowledge, Good Plant, Protection | Corellon Larethian | CG | Chaos, War, Good Magic, Protection | Deep Sashelas | CG | Good, Water, Knowledge | Erevan Ilesere | CN | Chaos, Luck, Travel, Trickery | Fenmarel Mestarine | CN | Animal, Chaos, Travel, Plant Trickery | Hanali Celanil | CG | Chaos, Good, Magic, Protection | Labelas Enoreth | CG | Chaos, Good, Knowledge, Time Magic | Rillifane Rallathil | CG | Chaos, Good, Plant, Protection Animal | Sehanine Moonbow | CG | Chaos, Good, Knowledge, Travel | Shevarash | CN | Chaos, Destruction, War | Solonor Thelandira | CG | Chaos, Good, Plant, War Animal |
Lords of the Golden Hills (Gnomish Pantheon)Name | Alignment | Domains | Baervan Wildwanderer | NG | Animal, Good, Plant, Travel Trickery | Baravar Cloakshadow | NG | Good, Trickery, Protection | Callarduran Smoothhands | N | Earth, Protection | Flandal Steelskin | NG | Earth, Good | Gaerdal Ironhand | LG | Good, Law, War, Protection | Garl Glittergold | LG | Good, Law, Trickery, Protection | Segojan Earthcaller | NG | Earth, Good, Animal | Urdlen | CE | Chaos, Earth, Evil, Destruction |
Yondalla's Children (Halfling Pantheon)Name | Alignment | Domains | Avoreen | LG | Good, Law, War, Protection | Brandobaris | N | Luck, Travel, Trickery | Cyrrollalee | LG | Good, Law, Protection | Sheela Peryroyl | N | Air, Plant | Urogalan | LN | Death, Earth, Law, Protection | Yondalla | LG | Good, Law, Protection |
Orcish PantheonName | Alignment | Domains | Bahgtru | CE | Chaos, Evil, Strength | Gruumsh | CE | Chaos, Evil, Strength, War | Ilneval | NE | Evil, War, Destruction | Luthic | NE | Evil, Earth, Healing | Shargaas | CE | Chaos, Darkness, Evil, Trickery | Yurtrus | NE | Death, Destruction, Evil |
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Catalyst
Aspirant
Head DM / Community Admin
Posts: 332
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Post by Catalyst on Feb 17, 2017 15:35:39 GMT
VII. Animal Companions & Familiars
Hill's Edge has performed a whole revamp of our Familiar system to be utilized by Wizards and Sorcerers. The 11 starting familiars have been swapped out primarily with small animals. Additional options are available in game, which you will have to discover through experimentation as a player with the Bind Familiar spell. There is a much larger selection of familiars out there for the players to discover, creating a much wider variety of selection than the standard Neverwinter Nights offering.
With the change in the selection of familiars, we have also introduced a series of all new features to bring them more in line with their Pen and Paper counterparts. These abilities include the ability to Store Spells on your familiar to be cast later, the sharing of defensive spells that are cast, equivalent bonuses as per the Alertness Feat, creature specific bonuses, and the ability for some familiars to Fly or to squeeze under doors.
The spell focus system will be explained further down in this guide, but in basic understanding it will act as a proxy target for some spells. Most notably, it will function for spells such as Scry, Curse, and Teleportation. You can target a location, creature, or NPC with this ability to create a focus linked to that target. Your familiar can create only one spell focusat a time, and the master must retrieve it from them before they unsummon the familiar.
If you would like a more powerful familiar, you need to find it in game and bind it properly with the new spell Bind Familiar. Not all animals can be bound currently, but the list will be growing progressively. It is up to the caster to explore these options in game.
But, for what we -will- reveal to you, we have drawn up a little list for you all:
STARTING FAMILIARSTYPE | HP/Lvl | AC Lvl1
| BAB Lvl1
| DAMAGE
| SPECIAL ABILITIES
| MASTER BENEFITS
| Bat | 5 | 15
| +3
| 1
| Flight, Blind Sight, L11: Immune to Fear
|
| Cat | 5 | 15
| +4
| d4-2 L8: d6-2
|
| +2 Hide, Move Silent
| Dog | 8 | 13
| +1
| d6+1 L5: 2d4+2
| L11: Knockdown
| +2 Search
| Snake | 5 | 15
| +3
| d4-2 L5: d6-2
| Pass Door, Aquatic, Immune Knockdown, L11: Immune Poison
|
| Rabbit | 4 | 15
| +3
| 1
| Burst Speed L11: Freedom Movement
| Lucky: +1 Saves | Frog | 4 | 15
| +3
| 1
| Pass Door, Aquatic, Freedom of Movement
|
| Weasel | 5 | 15
| +3
| d4-2 L5: Wounding
| Pass Door, +3 vs Traps,
|
| Crow | 4 | 15
| +3
| 1
| Flight, Taunt
| Familiar can speak
| Seagull | 5
| 15
| +3
| 1
| Flight, Pick Pockets
|
| Lizard | 7 | 12
| +0
| d3-1 L5: Poison
| Immune Knockdown L11: Immune Mind Affects
| +2 Concentration +2 Discipline
| Mouse | 4 | 15
| +3
| 1
| Pass Door, Hide in Plain Sight, Immune Knockdown, L11: Immune Disease
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ADVANCED FAMILIARS
TYPE | HP/Lvl | AC Lvl1
| BAB Lvl1
| DAMAGE | SPECIAL ABILITIES
| MASTER BENEFITS
| Dire Rat
| 8
| 15 | 3 | d6 + disease
|
| +2 Hide, Move Silent | Parrot | 6 | 15 | 3 | d4 | Flight
| +2 Bluff, Persuade, Familiar can speak
| Viper | 4 | 16 | 3 | d2 + poison
| Pass Door, Immune Knockdown
| +2 Bluff, Persuade | Falcon | 5 | 15 | 4 | d4/d4 d4
| Flight | +2 Spot, Intimidate
| Panther | 10 | 15 | 3 | d6 + sneak attack
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| +2 Hide, Move Silent
| Raven | 6 | 15 | 4 | d4 | Flight | +2 Lore, Spellcraft, Familiar can speak | Owl
| 4
| 15
| 4
| d4/d4 d4
| Flight
| +2 Hide, Move Silent
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Catalyst
Aspirant
Head DM / Community Admin
Posts: 332
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Post by Catalyst on Feb 17, 2017 15:36:01 GMT
VIII. Prestige Classes
What Classes Can I Play?
Hill's Edge offers access to a variety of prestige classes all available within the base Neverwinter Nights system, with some slight modifications to them as details in the class changes post. Alongside those classic prestige classes, we also are introducing our own classes to the world, designed entirely in house. Please note that some of these Prestige Classes will require an application to play. For a guide on applying for anything on our server, go here: hillsedge.boards.net/thread/155/prestige-special-class-application
Currently, these are the Prestige Classes available to players on Hill's Edge:
- Arcane Archer
- Assassin
- Blackguard (Application only)
- Divine Champion
- Dwarven Defender
- Harper Scout
- Joydancer Of Llira
- Knight
- Pale Master (Application only)
- Red Dragon Disciple (Application only)
- Shifter (Application only)
- Shadowdancer (Application only)
- Weapon Master (Application only)
Class Changes
The classes in this section of the post have been modified in the detailed ways to suit the environment of the server, and to fit more aligned with the changes we have made to many of the default systems of Neverwinter Nights.
- Assassin
- Skill Points: 5 + Int Modifier / Level
- Divine Champion
- Originally Champion of Torm, changed to suit application to any deity.
- Harper Scout
- Skill Points: 6 + Int Modifier / Level
- Joydancer of Llira
- In Development: Custom Class for Hill's Edge that is yet to be released.
- Knight
- Originally Purple Dragon Knight, changed to suit application to setting.
Class Restrictions
For reasons of balance, roleplay, and realism, Hill's Edge has introduced a restriction on certain class combinations, alignments, and orders for Blackguards. If you are found in violation of any of these restrictions, your character will be modified on a case by case basis relative to the violation, which has been detailed prior in the "Classes & Restrictions" Section. Rather than repeat that section here, we will simply advise you to read back up to it and review the information there if there is any question.
In addition to those restrictions in place for specific classes, Hill's Edge also requires an application for the following classes. These applications will be voted on by the team, and the PC will be reviewed for their roleplay, and the steps taken to achieve this class. This is to limit the power grab by the use of certain combinations of classes, and to limit the amount of unique characters in the world, such as those with special characteristics. If you are approved for any class, you are expected to continue roleplaying that class thoroughly during your time on the server.
- Blackguard
- Pale Master
- Red Dragon Disciple
- Shifter
- Shadowdancer
- Weapon Master
These classes will have various requirements to be fulfilled in your roleplay as a character in order to qualify taking them. The difficulty of getting some of these classes may be far higher than others, simply due to the special qualities of each of these being so different. In addition to the above limitations, the following classes are limited only to certain player groups.
- Harper Scout
- Restricted only to players whom have managed to join the ranks of the Harpers
- Joydancer of Llira
- Restricted only to players whom have joined the Church of Llira
These classes do not require an application, but they will require membership of their respective groups, and they will also require maintaining that membership for as long as the player wishes to hold those classes. They will be subject to roleplay requirements, and observed to represent their respective classes properly. Alignment Restrictions:
As appropriate with source information for Dungeons and Dragons 3.5, all PCs are required to fulfill the alignment restrictions of ALL of their classes, and be within one step of the alignment of their deity if they are clergy, at all times. This means you cannot be a Joydancer (NG, CG, CN) and an Assassin (Any Evil Alignment) at the same time, as you would not fit the alignment restrictions to fulfill both classes. These restrictions will be explained in further detail below for Prestige Classes.
- Assassin:
- Must remain Evil Alignment
- Alignment change would result in becoming an Ex-Assassin, and can no longer progress as an Assassin. Loss of Assassin levels due to no longer having the "Lack of Morals" to be an assassin.
- Blackguard:
- Must remain Evil Alignment
- Alignment change would result in falling as a Blackguard, loss of spells, progression, and abilities, and requiring Atonement.
- Harper Scout:
- Must remain any Non-Evil Alignment - Alignment change would result in becoming an Ex-Harper Scout, and losing ability to progress as a Harper Scout. Loss off Harper Scout levels due to no longer being a part of the Harpers.
- Joydancer of Llira
- Must remain Neutral Good, Chaotic Good, or Chaotic Neutral Alignments. - Alignment change would result in falling from grace as a Joydancer, loss of spells, progression, and abilities, and requiring Atonement. - Secondary repercussions may include those imposed by the Church of Llira
- Pale Master
- Must remain any Non-Good Alignment - Alignment change would result in loss of abilities of the Pale Master, and inability to progress further in the class.
- Shifter
- Must remain any Neutral Alignment - Alignment change would result in falling as a Druid, losing access to both your Druid and Shifter abilities, spells, and progression, and requiring Atonement.
Custom Prestige Classes
The classes in this subsection are custom prestige classes designed by the Hill's Edge Staff, and incorporated into our setting. They will detail the information related to their progression, abilities, and requirements as appropriate to each class. Some classes may not be listed, as they might require the need to be discovered in game more organically. Note, classes will list the current status of their implementation, and may not be fully implemented or accessible by players currently. As classes are discovered, they will be added to the list while their progression is explored. This list is subject to change at any time, as all classes are constantly being rebalanced.
- Joydancer of Llira
Life in the Realms can be filled with strife, struggle, and pain. The joydancers of Lliira believe everyone needs a party and a good laugh. They are not foolish optimists laughing madly as doom befalls them, however. Rather, they seek joy in even the gloomiest circumstances. They often seem overly obsessed with parties, dancing, and laughter, but this is simply because they believe there is too much weeping and seriousness in life and someone needs to compensate with joy. They always know the right joke for any occasion, the latest dances from Waterdeep, or the party customs of wherever she is. Joydancers often serve in traveling performance troupes, as hired party hostesses or emcees, and – thanks in part to Lliira’s short-term stewardship of Waukeen’s faithful – as successful businesswomen. In fact, many of these folk are also Harpers, a group favored by Lliira for their preservation of freedoms that allow for the carefree celebrations that she cherishes. Most joydancers usually begin as clerics or divine bards (see Unearthed Arcana) of Lliira and multiclasses further with the spelldancer prestige class (see Magic of Faerûn).
Hit Die: d8 Requirements To qualify to become a joydancer, a character must fulfill all the following criteria.
Patron: Lliira. Alignment: Neutral good, chaotic good, or chaotic neutral. Skills: Diplomacy 4 ranks, Perform (dance) 4 ranks. Feats: Dodge, Endurance, Mobility. Spellcasting: Ability to cast 3rd-level divine spells. Clerics who are joydancers must have access to the Charm domain (see the Forgotten Realms Campaign Setting or Player’s Guide to Faerûn). Special: Must foreswear the use of lethal combat except in battles with evil elementals, evil outsiders, and evil undead. Class Skills
The joydancer’s class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Jump (Str), Knowledge (local) (Int), Knowledge (religion) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Swim (Str), and Tumble (Dex). Skill Points at Each Level: 4 + Int modifier. Class Features All of the following are class features of the joydancer prestige class.
Weapons and Armor Proficiency: A joydancer gains proficiency in the net, but no proficiencies in other weapons, armor, or shields.
Spells per Day: A joydancer continues her religious devotions. Thus, whenever a joydancer gains a new level, she gains new divine spells per day and spells known as if she had gained a level in whatever divine spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on). This means she adds her spellcasting level of joydancer to the level of another divine spellcasting class she has, then determines spells per day and caster level accordingly. If the character had more than one divine spellcasting class before she became a joydancer, she must decide which class to assign each level of joydancer for the purpose of determining divine spells per day and spells known.
Code of Conduct: In addition to following the tenets of Lliira’s faith, joydancers must give up the use of weapons that can deal lethal damage, and forswear lethal combat against all but evil elementals, evil outsiders, and evil undead.
- Corona of Calm (Su): Beginning at 1st level, joydancers may create a corona of sparkling, warm light that springs from their bodies in a 10-foot-radius aura/class level for 1 minute/class level. Any creature caught in the corona’s light is calmed unless they make a Will save (DC 10 + joydancer level + Charisma modifier). The corona suppresses mind-affecting spells that create negative emotions (such as confusion, crushing despair, fear, and rage), negates a barbarian’s rage, and stops fighting creatures from doing anything except protect themselves. In addition, effected creatures react more amiably and positively towards others, shifting their attitude to the next more favorable reaction (hostile to unfriendly, unfriendly to indifferent, indifferent to friendly, or friendly to helpful). (See Influencing NPC Attitudes on page 72 of the Player’s Handbook.) The affected creature also suffers a penalty equal to the joydancer’s class level to all Will saves made against the joydancer’s command or greater command abilities. This ability is usable 1/day at 1st level, 2/day at 3rd level, and 3/day at 5th level.
- Festbringer (Ex): Lliira helps her dedicated servants honor all festivals. At 1st level, joydancers gain a +2 competence bonus to all Diplomacy checks. In addition, joydancers may make a Diplomacy check to learn the holiday and party customs of any region. A DC 10 grants the joydancer knowledge of her own ethnic group and country’s customs, a DC 15 grants knowledge of different ethnic groups and neighboring regions’ customs, and a DC 20 grants knowledge of different races and far away countries’ customs. Joydancers may also intuit the date and time with a successful Wisdom check (DC 10).
- Lliira’s Heart (Ex): At 1st level, joydancers receive a +2 sacred bonus on saves against compulsion and fear effects.
- Subduing Strikes (Ex): Beginning at 1st level, joydancers gain +1 bonus/class level to unarmed melee attack rolls that deal nonlethal damage or no damage (such as unarmed strikes or grapples) or weapon attack rolls with weapons that cannot deal damage (such as nets). In addition, joydancers gain +1/class level to unarmed damage rolls that deal nonlethal damage.
- Turn Undead (Su): Joydancers can turn undead as clerics do (see pages 33 and 159-160 of the Player’s Handbook). If a joydancer has this ability from another class, her class levels stack to determine her effective turning level.
- Command (Sp): At 2nd level, a joydancer can cast command 1/day a spell-like ability. At 4th level, the joydancer can use this ability 2/day.
- Bliss (Sp): At 3rd level, joydancers can cause a single target to be lost in a trance of intense pleasure and happiness for 1 round/joydancer level, 1/day, unless the target makes a Will save (DC 10 + joydancer level + Charisma modifier). The sensation is felt so acutely the creature fails to notice the rest of the world, approaching danger, or pain. An affected target wanders aimlessly about, smiling in a dazed fashion and dropping any items it is holding or wielding. Affected targets cannot perform any deliberate task, attack, or defend themselves, even if wounded during their blissful state.
- Dancer’s Grace (Sp): At 3rd level, joydancers can make a touched willing creature (including herself) more graceful, agile, and coordinated. The touch grants a sacred bonus to Dexterity and sacred bonus to Perform checks of +4 points for 1 hour/class level. The joydancer may use this ability 1 + the joydancer’s Charisma modifier/day.
- Greater Command (Sp): At 4th level, a joydancer can cast greater command 1/day as a spell-like ability.
- Charm Spells: At 5th level, a joydancer gains the ability to prepare any Charm domain (see the Forgotten Realms Campaign Setting or Player’s Guide to Faerûn) spell as if it were on her divine spell list. The spell uses a spell slot of a level equal to its level in the Charm domain list.
- Great Fortitude (Ex): Joydancers are known for the capacity to attend parties to the wee hours of the morning and consume great amounts of drink. At 5th level, joydancers gain Great Fortitude as a bonus feat.
- Spell Focus (Enchantment) (Ex): Spells that enchant the mind are even more powerful when cast by a joydancer. At 5th level, joydancers gain Spell Focus (enchantment) as a bonus feat. If the character already has Spell Focus (enchantment), the character gains Greater Spell Focus (enchantment) as a bonus feat instead.
Ex-Joydancers: Like clerics, a joydancer who grossly violates the dogma of Lliira or their code of conduct, loses all spells and class features and cannot gains levels as a joydancer of Lliira until she atones (see the atonement spell description on pages 201-202 of the Player’s Handbook), spends a full day engaged in meditation and absolution, and joins a big party that lasts all night.
Joydancer of Llira Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day | 1st | +0 | +2 | +2 | +2 | Code of conduct, corona of calm, festbringer, Lliira’s heart, subduing strikes, turn undead | +1 level of existing divine spellcasting class | 2nd | +1 | +3 | +3 | +3 | Command | +1 level of existing divine spellcasting class | 3rd | +1 | +3 | +3 | +3 | Bliss, dancer’s grace | +1 level of existing divine spellcasting class | 4th | +2 | +4 | +4 | +4 | Greater Command | +1 level of existing divine spellcasting class | 5th | +2 | +4 | +4 | +4 | Charm spells, Great Fortitude, Spell Focus (enchantment) | +1 level of existing divine spellcasting class |
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Catalyst
Aspirant
Head DM / Community Admin
Posts: 332
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Post by Catalyst on Feb 17, 2017 15:36:23 GMT
IX. Languages
Hill's Edge utilizes a custom language system that supports a variety of different racial, class, and geographical languages. This system functions automatically when you select a language.
At character creation, your character will receive a number of languages based on their race and class first, as detailed in the table. Other languages are available throughout the world, but much be taught using the "Teach" function available to all players, and must be discovered through exploration, interaction, and roleplay. You may learn only one extra language per level, and must level up to finish learning the language. The system will not allow you to learn more than one language at a time. While learning a language, please express the interest to do so to a DM, so we may observe your roleplay pertaining to the learning. We expect all players to actively commit to the learning of a language, and roleplay it thoroughly. It is a big feature, and we do not expect it to be taken lightly! As a right, we do reserve the option to delay your reception of a new language, or deny it entirely based on certain factors, or a lack of roleplay.
Teaching a forbidden langauge to a PC that should not have knowledge of it will have repercussion (A druid teaching a friend how to understand Druidic, for example, will fall as a druid and be outcast from his circle and church.)
Functions for the Language System:
To change your current language, you must type the language command, followed by the first 3 letters of the language you wish to speak.
/language (language) or /lang (language)
For example, if I wished to speak Druidic, I would type:
/lang dru
This will make all my normal text spoken in the druidic tongue automatically. Any text put in *Asterisks* will not be translated into this language, to allow easy emoting. So if I wanted to emote while speaking another language, I would type it as so:
''''' *Scratches head as he speaks* '''''' '' '''' ''
With all of the ' marks being the language as it appears.
Speaking a language is automatic once you choose it. Everything you type will be properly translated for you.
If you wish to return to a different language, or the common tongue, simply type:
/lang com
Table of Languages:
Names in this table reflect the Forgotten Realms names for all languages.
You can also type the following command in game to view all languages your PC knows.
/language
Name | Description | PC 's
| Common
| Everyone starts able to speak this.
| Everyone
| Gnim
| Gnomish.
| Gnomes
| Dethek
| Dwarvish.
| Dwarves
| Espruar
| Elvish.
| Elves
| Daraktan
| Orcish.
| Half-Orcs
| Thieve's Cant
| Class Language of Thieves | Rogues
| Druidic
| Secret Language of Druids | Druids
| Alzhedo
| Calimshan trade language.
| Halflings
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Catalyst
Aspirant
Head DM / Community Admin
Posts: 332
|
Post by Catalyst on Feb 17, 2017 15:36:38 GMT
X. Character Descriptions
While not required for all characters, we do try to encourage all of our players here on Hill's Edge to help breathe more life and immersion into your character by giving them a good description upon character creation. This is a roleplay server, after all, and having a character description often helps add depth and attachment to a character, while making it more fluid for another player to interact with your character. Does your character have any notable features or scars? Do they have a special trinket they keep on themselves at all times? Do they have a strange habit of twitching just enough to brush their tongue along their right nostril every fifteen minutes almost obsessively? The limitations of your character are really only set by yourself.
That said, of course there are -some- limitations. Your character must fulfill the qualities of your race. So you cannot be a green or red skinned elf, nor a human with six tails. If you are a special class, such as the Red Dragon Disciple, your character must have some sort of display of their scales and wings, if applicable at the time. Of course, this much could be roleplayed once the class is taken, and need not be included in the description before taking the class. A bit of description however goes quite a long way toward enriching your experience in a roleplay environment.
Try to avoid describing things that would not be immediately visible or easily discovered. Things such as a character's backstory or their inner thoughts and mental rapport with themselves are typically better left to roleplaying and discovering organically, rather than being fully revealed in a blurb upon examination. Keep it straightforward, and as simple or detailed as you might like. Don't feel intimidated by what another player may right for their's either. Nobody expects you to have to live up to a certain quality for everyone else. It is a mixed community, and we all have different levels and investments into the world of Roleplay.
Some example information you may want to include could be
Height Weight Eye/Hair Color Physical Description Notable Characteristics Apparent Age
Of course, you're welcome to fit all of this information in however it best suits your preference and style, or to add or abstain from that list as you see fit.
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Catalyst
Aspirant
Head DM / Community Admin
Posts: 332
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Post by Catalyst on Feb 17, 2017 15:37:04 GMT
XI. Finalizing Your Character
Character AppearanceWhen creating your character, you will have access to the basic functionality of the character customization offered by Neverwinter Nights. Once your character has entered the server and reached the welcome room, we have models there where you can far more intricately modify the look and feel of your character, as well as create their custom clothing that you would like them to be wearing in the world. There are a few rules when it comes to customizing the appearance of your character. - Monstrous Appearances Are Disallowed
This means that you are not allowed to give your character the legs of a Satyr, the wings of an Archdemon, and the tail of a snake. Your appearance must conform to the standards of a typical humanoid of your race, with enough deviation to allow them to be unique to your preference for that character.
- Anime-Type / Non Humanoid Heads Are Disallowed
Sometimes some heads included in the models are obviously not befitting of the setting, but not easily removed. These sort of heads, such as anime heads or monster heads, are not allowed to be selected for your character. You will be asked to change your character's appearance if you select these.
- Odd Skin Colors
Skin colors must be accurate to those of your race. If you are a Wild Elf, you may find yourself with coppery skin. If you are an Orc, it is not uncommon for greenish brown skins. But your Human does not have magenta and pink dotted skin made of rubies.
- Childish Appearances
Children PCs are not permitted on Hill's Edge. You may not try to describe or make your character appear as if they are under the proper age for one of their race to be considered an adult.
- Accurate Armor
When customizing armors, please keep in mind the type of armor you're wearing should be properly represented. If you're wearing a suit of steel Full Plate armor, that does not constitute being able to walk around in a dress, or nothing but a Tunic and Undercloth. Your armor should be customized to display the same kind of protection that the suit is supposed to represent giving.
Backgrounds & QuirksGiving your character some sort of background, special behavior, quirks, or flaws could all be a fantastic way to bring them to life and make them that much more exciting for you to play with, knowing you have to have them behave in a certain manner. Giving her ambitions, motives and desire is what makes her become that much more alive and immersive. Everyone have flaws or drawbacks of some kind, and we believe it's what makes a character interesting. Feel free to utilize the table below to add to your character. Simply roll a D100 to find a result for any or all of the columns, to apply to your character.DO TAKE NOTE, THESE ARE NOT REQUIRED TO BE USED AND ARE ONLY OFFERED AS A SUGGESTION TO HELP CREATE A CHARACTER
Dice Result | Character Backgrounds | Character Goals | Physical Characteristics | Personality Traits | 1 | Military veteran
| Get a good night’s sleep
| Warts | Always agrees (but changes mind just as easily)
| 2 | Military veteran
| Get a good night’s sleep
| Bad Breath | Asks how much everything costs
| 3 | Military veteran
| Sire a child
| Big Nose | Likes to act mysteriously
| 4 | Reformed criminal
| Sire a child
| Long Fingers | Makes snap judgments about people or situations and tries to diminish any later evidence contradicting that first impression
| 5 | Reformed criminal
| Prove noble heritage
| Stubby Fingers | Makes token bets about minor things
| 6 | Reformed criminal
| Prove noble heritage
| Boils | When talking to someone says that person’s name a lot
| 7 | Comes from a long line of tanners
| Visit the next village
| Very Clean | Haggles over everything
| 8 | Comes from a long line of tanners
| Visit the next village
| Very White Teeth | Brings own food and drink
| 9 | Comes from a long line of tanners
| Solve a mystery no one else really cares about
| Dazzling Eyes | Says everything in a profound way
| 10 | Once owned an inn that was burnt down by bandits
| Solve a mystery no one else really cares about
| Sweet Smile | Know-it-all
| 11 | Once owned an inn that was burnt down by bandits
| Earn enough money to retire
| Beautiful Curves/Muscles | Polite, but calls attention to it with elaborate bows or other gestures
| 12 | Once owned an inn that was burnt down by bandits
| Earn enough money to retire
| Dirty Nails | Constantly apologizes as a verbal tic
| 13 | Former alchemy lab assistant
| Climb a mountain
| Dirty Hands | Makes lots of threats but swiftly backs down if challenged
| 14 | Former alchemy lab assistant
| Climb a mountain
| Calloused Hands | Very mellow; advises people to take a philosophical approach to both success and failure
| 15 | Former alchemy lab assistant
| Get a different, and better, reputation
| Eye Patch | Says as little as possible
| 16 | Disgraced noble
| Get a different, and better, reputation
| Glass Eye | Snickers or laughs at the misfortune of others
| 17 | Disgraced noble
| Make friends with the PCs
| Glasses | Gives people nicknames or uses terms of endearment
| 18 | Disgraced noble
| Make friends with the PCs
| Enormous Sideburns | Prays a lot
| 19 | Fought on losing side of civil war/revolution
| Erase past failures with a single dramatic act
| Yellow Teeth | Gives people treats (cookies, candy, etc.)
| 20 | Fought on losing side of civil war/revolution
| Erase past failures with a single dramatic act
| Scratches a lot
| Often appears surprised and slightly offended when spoken to
| 21 | Fought on losing side of civil war/revolution
| Move out of parents’ house
| Sneezes A Lot | Tosses a coin to make decisions
| 22 | Former prostitute
| Move out of parents’ house
| Compulsive Blinking | Has a list of numbered rules or maxims covering different situations and quotes them when appropriate
| 23 | Former prostitute
| Get in better shape and learn to fight
| Bites Nails | Tells people the “real” reason they do things
| 24 | Former prostitute
| Get in better shape and learn to fight
| Obviously Dyed/Unnaturally Colored Hair | Asks for advice or opinions about very unlikely situations
| 25 | Refugee from land overrun by evil
| See the ocean
| Avoids Making Eye Contact | Speaks with great formality; never uses contractions and employs bigger words than necessary
| 26 | Refugee from land overrun by evil
| See the ocean
| Sweats A Lot | Easily distracted by minor events in the area
| 27 | Refugee from land overrun by evil
| See a particular holy text, fresco, or building
| Giggles | Usually needs someone to explain a joke or metaphor
| 28 | Pious member of a notorious family
| See a particular holy text, fresco, or building
| Hobbles | Has a particular core belief, potentially a rather odd one, and steadfastly looks at everything through the lens of that opinion
| 29 | Pious member of a notorious family
| Find a new home for a mistreated animal
| Jolly Looking | Likes to count things and have fun with numbers
| 30 | Pious member of a notorious family
| Find a new home for a mistreated animal
| Cracks Knuckles | Always tries to find a compromise
| 31 | Ran away from a duel
| Get into the history books
| Whistles When Talking | Always eating
| 32 | Ran away from a duel
| Get into the history books
| Cross-Eyed | Very bad liar
| 33 | Ran away from a duel
| Return home despite obstacles
| Harelipped | Asks rude questions without realizing they cause offense
| 34 | Left at the altar
| Return home despite obstacles
| Rotten Teeth | Grumbles and complains about the difficulties involved in any requested activities
| 35 | Left at the altar
| Overcome a significant personal vice
| Generally Filthy | Very sensitive to criticism or conflict
| 36 | Left at the altar
| Overcome a significant personal vice
| Tattoo | Absent-minded
| 37 | Criminal who retired after betraying rest of gang
| Get proof that the afterlife exists before dying
| Many Tattoos | Blames trolls for every trouble he encounters
| 38 | Criminal who retired after betraying rest of gang
| Get proof that the afterlife exists before dying
| Covered in Tattoos | Intellectual bully
| 39 | Criminal who retired after betraying rest of gang
| Travel
| One Pierced Ear | Makes allusions to events from history or mythology without bothering to explain them
| 40 | Orphaned
| Travel
| Pierced Ears | Doesn’t kill insects or other pests, gently moves them out of the way instead
| 41 | Orphaned
| Get married
| Pierced Nose | Sniffs or tastes things
| 42 | Orphaned
| Get married
| Pierced Lip | Makes lists and checks things off
| 43 | Recovering addict
| Humiliate a rival
| Tribal Scar on Forearm | Cannot keep a secret
| 44 | Recovering addict
| Humiliate a rival
| Winks A Lot | Seems slightly surprised whenever anyone else has a good idea or does something productive
| 45 | Recovering addict
| Find a missing child
| Hacking Cough | Easily moved to tears
| 46 | Childhood playmate of somebody important
| Find a missing child
| Spits | Easily angered
| 47 | Childhood playmate of somebody important
| Learn to gamble
| Dreadlocks | Terrified of disease and sick people
| 48 | Childhood playmate of somebody important
| Learn to gamble
| Different Colored Eyes | Has a stock phrase and an accompanying gesture
| 49 | Killed someone in self-defense
| Carry on a family tradition, like enlisting in the army
| Missing Teeth | Habitually mumbles a word that rhymes with the final word other people speak before they pause
| 50 | Killed someone in self-defense
| Carry on a family tradition, like enlisting in the army
| Scarred | Delighted by puns and other sorts of word games
| 51 | Killed someone in self-defense
| Go on a pilgrimage
| Twitches | Makes animal noises when feeling threatened or excited
| 52 | Escaped slave
| Go on a pilgrimage
| Laughs Nervously | A connoisseur of fine food and drink who insists on lecturing about it
| 53 | Escaped slave
| Marry a childhood sweetheart
| Lisps | Very superstitious; insists on carrying out elaborate practices to attract good luck and avoid bad
| 54 | Escaped slave
| Marry a childhood sweetheart
| Limps | Never turns down a dare or challenge
| 55
| Falsely convicted and then escaped from jail
| Commit a holy text to memory
| One Eye | Never uses one word when ten will do
| 56 | Falsely convicted and then escaped from jail
| Commit a holy text to memory
| Missing A Finger | Propositions any even remotely attractive person encountered but makes panicked excuses should someone accept the offer
| 57 | Former indentured servant
| Complete some sort of creative work (write a play, carve a statue, etc.)
| Scarred Face | Always has a reason why something won’t work
| 58 | Former indentured servant
| Complete some sort of creative work (write a play, carve a statue, etc.)
| Picks Teeth Nervously | Careless about possessions, spends lots of time searching for overlooked nearby objects
| 59 | Ran away as a youth and joined the circus
| Find a better job
| No Teeth | Tells boring stories about children or other beloved young people
| 60 | Ran away as a youth and joined the circus
| Find a better job
| No Fingers On One Hand | Constantly suggesting ways to make activities more “fun” and “exciting”
| 61 | Abandoned spouse and children
| Avoid bankruptcy
| Bald | Collects small, relatively worthless objects like spoons, salt shakers, or wine corks; enthusiastically inspects any encountered and extols their unique” qualities
| 62 | Abandoned spouse and children
| Avoid bankruptcy
| Comb-Over Bald Patch | Dotes on an obnoxious pet
| 63 | Former sickly child who overcompensates as an adult
| Impress a disapproving parent
| Shaved Head | Ignores a loyal pet
| 64 | Former sickly child who overcompensates as an adult
| Impress a disapproving parent
| Curly Hair | Self-loathing to an almost violent degree
| 65 | Failed priest | Impress a love interest
| Long Hair | Occasionally chants annoying little rhymes
| 66 | Failed priest | Impress a love interest
| Short Hair | Acts like someone from a lower social class as a sign of solidarity but comes across as offensive instead
| 67 | Failed merchant
| Achieve a higher social rank
| Blonde Hair | Openly scornful of organized religion and believes all gods are selfish liars
| 68 | Failed merchant
| Achieve a higher social rank
| Black Hair | Gets angrier and more determined with each setback
| 69 | Passed a guild test but too disillusioned to practice
| Start own business
| Red Hair | Thinks most objects are magical wondrous items
| 70 | Passed a guild test but too disillusioned to practice
| Start own business
| Gray Hair | Seems to lack a moral compass when making plans (though not in everyday life); often proposes horrific solutions to minor problems
| 71 | Outwitted powerful monster
| Help child get a good start in life
| Big Ears | Quietly makes personal sacrifices to help others, including forgoing meals, “losing” warm clothing, and repaying nonexistent loans
| 72 | Outwitted powerful monster
| Help child get a good start in life
| Fat | Suffering from some terminal illness
| 73 | Practiced magic before a traumatizing accident
| Become the recipient of an actual miracle
| Tall | Name-drops constantly
| 74 | Practiced magic before a traumatizing accident
| Become the recipient of an actual miracle
| Thin | Does a terrible job rather than refuse an unpleasant or unwanted task
| 75 | Died but came back through magic
| Redeem family name
| Short | Never tires of learning new and interesting bits of knowledge
| 76 | Died but came back through magic
| Redeem family name
| Homely | Complains about smells no one else notices
| 77 | Lost a magic item with potent abilities
| Hunt and kill a particular sort of monster
| Handsome / Beautiful | Can’t stop drinking once starts
| 78 | Lost a magic item with potent abilities
| Hunt and kill a particular sort of monster
| Moustache | Trying to master some kind of performance skill like juggling or ventriloquism but not very good at it yet
| 79 | Ran for office and suffered a humiliating defeat
| Continue to live in family estate despite danger
| Beard | Is a failed actor and blames everyone else for it
| 80 | Ran for office and suffered a humiliating defeat
| Continue to live in family estate despite danger
| Stubbly | Has a seemingly endless font of gossip; never stops chattering about various rumors and scandals
| 81 | Inadvertently saved the life of a future villain
| Solve a murder
| Obscenely Fat | Is a very distant noble and treats lower orders with disdain
| 82 | Inadvertently saved the life of a future villain
| Solve a murder
| Strangely Tall | Very cheerful; tries to raise downcast spirits with songs, jokes, and uplifting stories
| 83 | Lost a spouse or child
| Cross an ocean
| Unusually Short | Grows more and more relaxed the worse things get; conversely, on edge and nervous when things seem to go well
| 84 | Lost a spouse or child
| Cross an ocean
| Double-Chinned | Carries around a notebook to write down important information but has trouble reading own handwriting
| 85 | Used to have to beg for food
| Discover the meaning of life
| Thin-Lipped | Makes up seemingly arbitrary rules of etiquette (“Redheads always sit on the left side of the table!”)
| 86 | Used to have to beg for food
| Discover the meaning of life
| Very Hairy | Avoids making any kind of physical contact; grows noticeably repulsed if touched and tries to clean self as soon as possible
| 87 | Former artist suffering from a creative block
| See an angel
| Eyebrows Meet | Always tries to be the center of attention
| 88 | Former artist suffering from a creative block
| See an angel
| Wide Mouthed | Is a little unhinged when the moon is full
| 89 | Raised by members of a different race
| Murder someone
| Missing A Hand | Questions others about their background in order to determine if they are “suitable”
| 90 | Raised by members of a different race
| Murder someone
| Club Footed | From a place with different customs; often asks for explanations of everyday things
| 91 | Former witch hunter
| Get cured of a disease or other affliction
| Missing A Leg | Very jealous and possessive about a particular object or person; tends to view others as rivals and treat them as such
| 92 | Former witch hunter
| Get cured of a disease or other affliction
| Missing An Arm | Continually mentions a heroic battle he was in and how nothing else compares
| 93 | Pledged to keep a fantastic secret
| Become a monster
| Horrible Facial Scars | Gives people little colored cards to represent the emotional state they are creating (blue for sad, red for angry, etc.)
| 94 | Pledged to keep a fantastic secret
| Become a monster
| Clawed Hands | Explains simple things that don’t need explanations
| 95 | Wanted for serious crime
| Become a hero
| Webbed Hands | Wishes was a cat and seeks someone to polymorph him/her into one
| 96 | Wanted for serious crime
| Become a hero
| Scarred From Pox
| Refers to self in third person
| 97 | Oppressed for race, sexuality, religion, etc.
| Marry a prince/princess
| Terrible Facial Disease
| Has an imaginary ethereal friend
| 98 | Oppressed for race, sexuality, religion, etc.
| Marry a prince/princess
| Covered In Cysts
| Has a habit of eating live insects without realizing it
| 99 | Monster reincarnated as a human
| Rule a country
| Covered In Pustules
| Compulsively wipes or cleans things
| 100 | Monster reincarnated as a human
| Rule a country
| Major Deformity | Asks a kobold glove puppet its opinion at inopportune moment |
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Catalyst
Aspirant
Head DM / Community Admin
Posts: 332
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Post by Catalyst on Feb 17, 2017 15:41:10 GMT
XII. Custom Systems
As part of our project to bring Hill's Edge into a more meaningful and immersive light, we have employed a series of systems that help to build upon the systems already implemented in Neverwinter Nights, and add more depth and interaction to the world. Many of these systems have been designed entirely in house by our scripters, and will be very prominently seen throughout the world. Make sure to test them out yourselves as much as possible, as you will be surprised just how many creative ways we have tried to implement them into the world. Below, you will find a brief write up of each system explaining what they do, and how to utilize them.
Subdual
Subdual is a system implemented into Hill's Edge to offer players the opportunity to initiate combat in a non-lethal manner. This sort of system is fantastic for player versus player encounters, and is encouraged to be utilized to put a good many character projects into play. To activate the Subdual mode, simple navigate into your Radial Menu with a right click, navigate into the menu on the left side of the Radial, and click the "Subdual" feat. This will activate/deactivate Subdual Mode, which will display a message in your system window when your mode has been switched.
When fighting in subdual mode, players will still receive damage. However, when their HP hits Zero, rather than going into bleedout they will instead be put under the effects of a "Sleep" spell, effectively fatigued for a few moments. No matter how much you beat on them, this state will persist until attacked otherwise with lethal damage.
Corpse System Hill's Edge employs a system upon death of many creatures or the death of a player where the entity will create a corpse upon death. For players, this corpse is created upon their transition into the fugue plain. When a player in Hill's Edge dies, they drop whatever is held in their hands on the ground beside them, and they leave a lootable corpse behind. This corpse has a number of actions that can be taken to interact with it. Many of these actions may also be taken on NPC/monster corpses as well! - Loot The Corpse
A corpse may be looted of the items on it for any player. This action must always be roleplayed, as it is considered a theft and if anyone is caught stealing, they may be reprimanded by the guards or another player.
- Carry The Corpse
A corpse may be picked up by a player, at the full weight of the body as well as any and all items that player was carrying. This corpse may then be carried from its current location to somewhere else, dropped, and interacted with further once more.
- Skin The Corpse
With a knife equipped, a corpse may be skinned, producing a craftable pelt and meat for many animals, or misc parts of a body from a player.
- Resurrection
A corpse can have a spell of raise dead or resurrection cast on it to bring back to life the person at whatever location the corpse currently exists.
- Animation
A corpse can be animated to turn the player character into an undead thrall for the necromancer, adding to the small army of minions at their disposal.
These are just a few of the actions currently employed in the system, with others being discussed for future implementation. Interactive EnvironmentIn Hill's Edge, we have employed systems that allow you to interact with the environment in a myriad of ways. - Looking Around
By typing *Looks Around* in the chat, this will activate a command that gives some information about the area you are in. This may be just the area description, but some areas have a bit of further interaction that can be performed on any words that are in Green. For example, you might encounter a situation where typing the command designates that there is an Alley and a Wall. After performing the first command, you can then do *examine alley* to get more information about it, and then *examine wall*. Upon examining the wall, you might notice a hole in it. Typing a command such as *enter hole* will allow you to use other server functions to squeeze through the gap. Other functions might include picking up or moving a chair, climbing a wall, or a myriad of other functions.
- Mobility
With the addition of the various skills for Climb, Jump, Swim, and Escape Artist comes systems that will be scattered throughout the world to put these skills into use. Many dungeons and secret map areas will have areas where you might discover that you can jump a gap, climb a wall, dive into the water to swim, or escape through narrow passages, which correspond to each skill respectively. Each of these encounters will have various DCs to achieve them, and failure may result in a higher DC due to fatigue. Failure may also result in various unforseen circumstances, such as falling into an entirely new area due to failing your jump check, damage from failing a climb check, getting stuck due to an escape artist check, drowning or ending up somewhere else by failing a swim check. But fear not if your character isn't the most skilled, as the addition of spells such as Fly, Spider Climb, and Air Bubble offer some small bonuses to these skills to help you get around just that little bit easier with the use of the arcane!
- Battering
Some doors and chests might be able to be broken, as well as chairs and the sort. This makes it just a bit easier to get through a hard room when you get trapped, or don't have a rogue to break in. The strength of the door varies by its type, with doors with a higher hardness being far more difficult or even impossible to break through. To utilize the feature, you might need a special tool, such as a Blunt Weapon, or an Axe, to be able to break your way through the object. As a special treat for Monks, their fists will also act as reinforced blunt weapons to allow them to beat their way through a doorway. If battering full force isn't your thing, though, shapeshifters have some other options at their disposal. With the addition of smaller wild shapes, a druid might be able to squeeze under a gap in a door as a mouse, or fly over a gate as a bird. Perhaps they sneak into a fortress to open the gate for you?
Lifestyle SystemsTo add a bit more depth to the basic resting and recovery system, we have added some extra functions and factors to consider when you settle down for that 8 hours of rest and recovery.
- Resting System
Resting has 1 hard restriction and 3 soft restrictions. A hard restriction prevents rest. A soft restriction reduces the quality of rest (less hitpoints recovered, reduction of mental stats if fatigue builds up).
TIME | Typically the PC can only rest once every 40 real minutes (2 game hours). This is the only hard restriction.
| HUNGER | If the PC is hungry and has no food to eat, only some of their injuries will heal.
| COLD | If the area is cold, then the PC needs to build a fire or have protection from cold.
Failure to do so will result in fatigue. Fatigue builds up, and reduces spell recovery.
| COMFORT | A bedroll makes camping more comfortable in the wild.
Rangers, Druids, and barbarians ignore this in natural outdoor areas.
Dwarves ignore this in natural underground areas.
Lack of comfort results in fatigue.
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- Cooking System
To build upon the system of skinning and carving raw meat from animals, we have also built upon the campfire and cooking system. When you have any sort of raw meat, you can take it to a campfire and utilize the "Cook" function to create food to be eaten while resting. Some more advanced foods might require several ingredients and offer a special enhancement for consumption. Recipes can be discovered through experimentation, or in cookbooks found in the module.
Spell Targeting
Hill's Edge has created a system for spellcasting that allows you to create a series of spell foci, allowing you to deliver spells from your familiar to a target entity or location, or to save a location to cast a scrying or teleportation spell.
A description of this system will be added once documentation has been made available.
Teaching A description of this system will be added once documentation has been made available.Conversion A description of this system will be added once documentation has been made available.
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Catalyst
Aspirant
Head DM / Community Admin
Posts: 332
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Post by Catalyst on Feb 17, 2017 15:41:23 GMT
XIII. Server Information
Now that you've crossed that plethora of information, or more likely just skipped literally everything I wrote and came down here for the Server IP address, we come to the very end of our guide. Before you jump into the world of Hill's Edge and immerse yourself in the world we have been designing and cultivating to give you the best experience possible, we want to make sure you have reviewed the rules for both the forum and the server.
By logging into our server, we are taking that as your vow that you have read all of our rules, and promise to abide by them. If you are found in violation of any of them, you will be warned or apprehended as appropriate to the situation. But above all, we want each and every player to have an enjoyable, fun, unique, and immersive experience here on Hill's Edge. So come build your story together with us!
Server IP Address: HillsEdge.DDNS.NET Port: 5150
Extra Resources
[/b][li] Required Files
[/li][li] Chat Commands and Emotes[/li]
[li] Quick Information About Hill's Edge
[/li]
[li] Library Of The Sword Coast: Community Lore Section
[/li][/ul] [/font][/div][/div]
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