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Re: LSO OOC Thread II

Posted: Thu Mar 26, 2015 10:27 am
by chese780
Well, seeing as I can't reach any of those links except for the lost souls one, I may need help. I was kind of hoping to keep my main ideas a little bit under wraps so I don't get judged by all the people :)

Had an idea to be trapped in a cave on the island, but i'll say more soon, I got a bit of work to do.

Re: LSO OOC Thread II

Posted: Thu Mar 26, 2015 10:33 am
by JadedDM
Alright. I'll clean some room in my inbox and we can discuss the specific details in private.

But do you want me to roll for you then? Of course, if you cannot access the site at all, then you'll just have to take my word for it when I tell you what I rolled, I guess.

Re: LSO OOC Thread II

Posted: Thu Mar 26, 2015 11:00 am
by chese780
Is there a set order the rolls go in or do i put them under the skills i choose, still new to this.

Re: LSO OOC Thread II

Posted: Thu Mar 26, 2015 11:13 am
by JadedDM
Generally, one makes six rolls of 3d6 and then orders them among their ability scores as they see fit. The scores are Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma.

Strength determines how hard you hit and how much stuff you can carry.
Dexterity determines how good of a shot you are and how quick your reflexes are.
Constitution determines how strong your immune system is and how many HP you get.
Intelligence determines how many languages and proficiencies you get; if you are a wizard, it also determines how strong your magic is.
Wisdom determines how strong your willpower and insight are. If you are a priest, it also determines how strong your magic is.
Charisma determines whether NPCs like or dislike you, and also determines how many henchmen you can take.

So, for instance, if you get 16, 12, 11, 10, 9, and 5 and you want to play a wizard who is clever and wise, but maybe not very strong or hale, you could arrange those scores like so: STR 9, DEX 10, CON 5, INT 16, WIS 12, CHA 11.

How you arrange your scores should reflect the kind of character you want to play. For instance, if instead you wanted to play a knight like character (plate mail, two-handed sword, riding a horse, etc.) then that build I just provided would be awful. With a STR of 9, you wouldn't be able to move in plate mail! So you'd want to put the 16 in STR instead, were that the case.

Following so far?

Re: LSO OOC Thread II

Posted: Thu Mar 26, 2015 11:15 am
by chese780
Following pretty well atm, how do the proficiencies work then.

Re: LSO OOC Thread II

Posted: Thu Mar 26, 2015 11:25 am
by JadedDM
There are two types of proficiencies--weapon and nonweapon.

Weapon proficiencies determine what weapons you are skilled with. How many you get is determined by your class. Your class also determines when you get new ones as you level up. So if you have a weapon proficiency in long bow, that means you can use a long bow. If you try and use a weapon you are not proficient with, you suffer a penalty to hit. How severe the penalty is depends on your class.

Nonweapon proficiencies basically entail what your skills your character knows outside of their own class. Most of them are for non-combat situations. Things like reading and writing, knowing ancient history, being able to work a farm or sail a boat, how to swim, and so on. How many NWP slots you get is determined by your class and your INT score. The smarter you are, the more stuff you can do.

Re: LSO OOC Thread II

Posted: Thu Mar 26, 2015 11:32 am
by chese780
Ok, now on to my last question(s).
What classes are there, what kits/ specializations(if they exist), and statuses.

Re: LSO OOC Thread II

Posted: Thu Mar 26, 2015 11:56 am
by JadedDM
There are four types of classes: Warriors, Wizards, Priests and Rogues.

Warriors have the Fighters, Paladins and Rangers. Warriors are largely front-line damage dealers or tanks. They get the most HP of any other classes.

Fighters are the simplest of the three, and are essentially just weapon masters. Soldiers, sellswords, knights, etc. Fighters have no magical powers or special skills beyond being really good at fighting. Their ability to hit targets and deal damage is high and gets higher as they level up. They also get the ability to 'specialize' in one weapon. When using that weapon, they get a +1 to hit and a +2 to damage, making them even more effective.

Paladins are holy warriors, champions chosen by a deity to do their work on earth. They get a number of special abilities including the power to heal at a touch (Lay on Hands), the ability to eventually cast divine spells, immunity to all diseases, etc., etc. The downside is that Paladins have a very strict code of conduct that they must always adhere to. Breaking that code, even marginally, causes them to 'fall from grace' which means they lose all of their powers and advantages.

Rangers are loners who live out in the wild and have a deep respect for nature. They gain the ability to dual-wield without penalty, get a number of nature-based proficiencies for free (tracking, etc.), and eventually gain the ability to cast druidic spells.

Wizards are rather versatile. They tend to be very weak (low HP, awful defense), but they make up for it with the ability to cast arcane spells. Wizards begin the game as the weakest class, but eventually they surpass all other classes in power--but that takes a long time and a lot of levels at sucking first. :P

Most wizards are Mages, which is a standard, general spellcasting class. However, there are also specialists who specialize in a particular school of magic, like Necromancers, Summoners, or Enchanters. Specializing in a school of magic means your spells from that school are more potent and you get more of them; downside is, you can't access certain other schools as a tradeoff. However, general Mages can access any school they want.

Priests are servants of the gods. You can read up on the different religions in the Lost Souls Handbook thread. By dedicating yourself to a specific god, you gain certain powers, including the ability to cast divine spells. Other powers depend on the deity you are serving.

Clerics are your standard priest. There are also Druids, who serve nature instead of a specific god. Their spells and abilities are somewhat different, but the basic idea between them is the same. While wizards study books to earn their spells, priests get their spells and powers from their god directly. Of course, that means if you piss off your god in some way, you lose your powers.

Rogues are an unusual class. They come with a large number of special abilities that aren't always helpful in the battlefield, but are immeasurably useful in other situations. There are two types of Rogues--Thieves and Bards.

Thieves have lots of special skills that they can use including picking pockets, disarming traps, picking locks, and stealth. They also get the ability to 'backstab' which is an ability you can use to do extra damage to an opponent if you can successfully sneak up on them from behind.

Bards are entertainers; singers, players of instruments, poets, actors and so forth. They have some of the same skills as thieves, and can cast arcane spells like a mage, but they also get some unique abilities, too, including an empowering song that boosts your allies fighting ability. Bards are kind of 'jack-of-all-trade' sorts. They aren't better at fighting than fighters, better at magic than mages or better at thieving than thieves, but they can do just about everything a little well.

Kits are a class modification that a person can take. You apply a kit to your class, and it changes some of your abilities in some way. Usually it's a trade-off of some kind. For instance, if you are playing a thief, you might take the Assassin kit. You'll lose some of your thief-related abilities, but in return you'll get other abilities that relate to being an assassin, like the ability to use poisons or make a special 'deathblow' that does extra damage if you catch your target unawares.

There are lots of kits; too many for me to list them all. Plus, I can make new kits, if you have a character concept that needs one. A few examples of some kits that might be useful to this particular campaign, though? Let's see...Mariner (fighter who prefers naval weapons like cutlasses and sabres and doesn't wear armor, but gets some special sailor-like abilities to make up for it), Fathomer (a mage who specializes in deep sea diving and so has spells and abilities that lets you survive underwater), Swashbuckler (a thief who gets some flashy moves and a slightly better fighting ability in exchange for some thief skills) and so on.

Statuses are just something I came up with that tells the current status of a character. It's to help remind them of certain things to help gameplay be more realistic. Like, if you haven't bathed in a week, you'll get the 'Ripe' status which is just a reminder that hey, you are kind of stinky right now. And NPCs will react accordingly. Or if you've been out in the rain for awhile, you'll get the 'Soaked' status. Mostly, it's just to help remind me and the players the current condition of their characters.

Re: LSO OOC Thread II

Posted: Thu Mar 26, 2015 12:06 pm
by chese780
Ok, I could use a stat roll sent in a message to start putting it together.

Re: LSO OOC Thread II

Posted: Thu Mar 26, 2015 12:15 pm
by JadedDM
Alright, I PM'd you some rolls.

Re: LSO OOC Thread II

Posted: Thu Mar 26, 2015 2:40 pm
by xelphyn
So, I was looking in my inventory and noticed I had Greek fire. I don't remember exactly how it functions.

Re: LSO OOC Thread II

Posted: Thu Mar 26, 2015 2:49 pm
by JadedDM
Greek fire is highly flammable oil kept in a breakable flask. It's basically a grenade-like weapon. You light it up and throw it, and boom!

Re: LSO OOC Thread II

Posted: Thu Mar 26, 2015 3:34 pm
by xelphyn
Does it come with a fuse?

Re: LSO OOC Thread II

Posted: Thu Mar 26, 2015 3:48 pm
by JadedDM
It's more like a cloth wick that's been soaked in alcohol. Like a Molotov cocktail.

Re: LSO OOC Thread II

Posted: Fri Mar 27, 2015 4:36 am
by Breila
Hello chese780, I know I'm a little late in welcoming you. I hope you'll find gaming here enjoyable, as I have for the past 5 years.
It looks like soon the goup will be large enough not to need any more NPCs!