Post by El Cokehead del Knife Fight on Jul 24, 2011 22:29:34 GMT -5
Okay, another LP died through no fault of my own. My hard drive burnt out and I had to get a new one. That is why the Dwarf Fortress LP died, once more through no fault of my own. I realise that I have an absurd amount of bad luck with my equipment frying but this shouldn't happen this time.
So let's try another RPG, an RPG that nobody has ever thought of doing an LP of before except for all of the people that have done them. Since the majority of my LPs have been eastern RPGs, this time we will be attempting a Western CRPG.
Welcome to Icewind Dale II.
--------------------------------------
So what is it?
Icewind Dale II is a CRPG developed by Black Isle and released in 2002 for the PC. Set in the Forgotten Realms universe from Dungeons and Dragons, it was the second last game developed by Black Isle before they were closed down in late 2003 although they are hardly dead and buried since they are now known as Obsidian Entertainment.
Wait, D&D? Are you some kind of nerd?
Yes. How can you be surprised anymore?
Didn't Black Isle make Baldur's Gate? Why not do one of those games?
Black Isle actually published the Baldur's Gate games. I'm not doing them because they already have pre-established characters. If you are familiar with this series then you would already know of Minsc, the ranger that relies quite heavily on his hamsters advice.
Seriously, how do I write dialogue for him? Truth is... I won't, it's way too tough to pull off without flanderizing his character.
-----------------------------------------------
It looks like the Dale is in danger and the citizens of the Ten Towns are on the verge of death thanks to a horde of Goblins. So they do what any intelligent person would do and sent for reinforcements and adventurers from the south, thousands of miles away and in no danger whatsoever.
Apparently it works wonders.
Shiploads of thugs, mercenaries, and other adventuring types venture north to seek fame and wealth. Most of them, however, fall prey to said horrible little goblins, leaving only a handful of adventurers left to save the day. Guess where we come in?
THAT'S RIGHT BOYS! We're creating our own group since using a premade one is for communists.
We need 6 guys created by you guys.
Just a few queries before we can send you to your horrible doom.
--------------
DOST THOU HAVE DANGLY PARTS?
RACES
What are ya?
Classes
Alignments
Statistics. You always start with 16 points and then can add or subtract them from already existing stats. So you can have the greatest warrior of all time who is borderline retarded and not very diplomatic.
Skills
These are the various skills. You get more skill points based on your intelligence stat which means that a mage will always get more stats then anyone else.
Feats. There are a lot of them so just tell me if you just want me to handle what you get.
Your colour scheme. How fabulous do you want to look?
Also names are good.
Last of all is personality, what kind of personality do you want me to write for your character? It's much more interesting to have that then having blank slates for a personality.
So let's try another RPG, an RPG that nobody has ever thought of doing an LP of before except for all of the people that have done them. Since the majority of my LPs have been eastern RPGs, this time we will be attempting a Western CRPG.
Welcome to Icewind Dale II.
--------------------------------------
So what is it?
Icewind Dale II is a CRPG developed by Black Isle and released in 2002 for the PC. Set in the Forgotten Realms universe from Dungeons and Dragons, it was the second last game developed by Black Isle before they were closed down in late 2003 although they are hardly dead and buried since they are now known as Obsidian Entertainment.
Wait, D&D? Are you some kind of nerd?
Yes. How can you be surprised anymore?
Didn't Black Isle make Baldur's Gate? Why not do one of those games?
Black Isle actually published the Baldur's Gate games. I'm not doing them because they already have pre-established characters. If you are familiar with this series then you would already know of Minsc, the ranger that relies quite heavily on his hamsters advice.
Seriously, how do I write dialogue for him? Truth is... I won't, it's way too tough to pull off without flanderizing his character.
-----------------------------------------------
It looks like the Dale is in danger and the citizens of the Ten Towns are on the verge of death thanks to a horde of Goblins. So they do what any intelligent person would do and sent for reinforcements and adventurers from the south, thousands of miles away and in no danger whatsoever.
Apparently it works wonders.
Shiploads of thugs, mercenaries, and other adventuring types venture north to seek fame and wealth. Most of them, however, fall prey to said horrible little goblins, leaving only a handful of adventurers left to save the day. Guess where we come in?
THAT'S RIGHT BOYS! We're creating our own group since using a premade one is for communists.
We need 6 guys created by you guys.
Just a few queries before we can send you to your horrible doom.
--------------
DOST THOU HAVE DANGLY PARTS?
RACES
{Spoiler}
Human: The regular squishy human. One extra feat, two bonus skill points at first level, and one extra skill point per level.
Aasimar: Half-celestials. +2 to Wisdom, + 2 to Charisma, Darkvision, Sunscorch 1/day, and +5 to Acid, Cold, and Electrical Resistances. +1 Effective Character Level.
Tiefling: Half-infernals. +2 to Intelligence -2 Charisma, +2 to Bluff and Hide skill checks, +2 to Dexterity, +5 to Cold, Fire, and Electrical Resistances, and can cast Blindness 1/Day. +1 ECL.
Shield Dwarves: "Standard" Dwarves. +2 to Constitution -2 Charisma, +2 to Search, +2 to Fortitude saves against poison, +2 to saves against spells, +1 to hit vs. orcs, goblins, and bugbears, +4 to AC vs. giants, and Darkvision.
Gray Dwarves: Duergar. Horrible greedy dwarves, basically. +2 to Constitution -2 to Charisma, +2 to Search, +2 to Fortitude saves against poison, +2 to saves against spells , +1 to Hit Drow, Mind Flayers, and Driders, +4 to AC vs. giants, Darkvision, can cast Invisibility 1/Day, Immunity to Paralysis, +4 to Move Silently. -1 to hit, damage, and saving throws when outside during the day. +2 ECL.
Gold Dwarves: Other kind of Dwarves, +2 to Constitution -2 Dexterity, +2 to Search, +2 to Fortitude saves against poison, +2 to saves against spells , +1 to Hit Drow, Mind Flayers, and Driders, +4 to AC vs. giants, and Darkvision.
Elves: Certifiably fancy. +2 to Dexterity -2 Constitution, +2 to Search, Immunity to Sleep and Charm spells, starts with the Feats Martial Weapons: Large Sword and Martial Weapons: Bows, and Darkvision.
Dark Elves: Drow. I shouldn't have to explain this one. +2 to Dexterity, +2 to Intelligence, +2 to Charisma -2 Constitution, +2 to Search , Spell Resistance of 11 + character level, +2 to all Will Saves, Immunity to Sleep and Charm spells, Faerie Fire 3/Day, starts with the Feats Martial Weapons: Large Sword and Martial Weapons: Bows, and Darkvision. -2 to hit, damage, and saving throws when outside during the day. +2 ECL.
Wild Elves: If elves could be crossed with hippies, this is the result. +2 to Dexterity -2 Intelligence, +2 to Search, Immunity to Sleep and Charm spells, starts with the Feats Martial Weapons: Large Sword and Martial Weapons: Bows, and Darkvision.
Gnomes: Pointy hats and such. +2 to Constitution -2 Strength, + 1 to hit vs. kobolds, goblins, hobgoblins, and bugbears, +4 AC Bonus when attacked by giant sized creatures (ogres, giants), +2 to Alchemy, and Darkvision.
Deep Gnomes: Svirfneblin. Spell that on your first try. +2 to Dexterity, +2 to Wisdom, -2 to Strength, -4 to Charisma, +2 to Search, +2 to Hide (+4 when "Inside"), +2 to all saves, Spell Resistance of 11 + level, + 1 to hit vs. kobolds, goblins, hobgoblins, and bugbears, +2 to Alchemy, +4 Miscellaneous bonus to AC, Mirror Image 1/day, Invisibility 1/day, Blur 1/day, Nondetection, and Darkvision. +3 ECL.
Halflings: Froooo-doooo. +2 to Dexterity -2 Strength, +2 to move silently, +1 to all saving throws, +2 on saving throws vs. Fear, and a +1 to hit with Missile Weapons.
Strongheart Halflings: Industrious midgets. +2 to Dexterity -2 Strength, bonus Feat at first level, +2 to move silently, and a +1 to hit with Missile Weapons.
Ghostwise Halflings: Bloody savages. +2 to Dexterity -2 Strength, +2 to move silently, and Set Natural Snares 3/Day. Favored class: Barbarian.
Half-Elves: Name says it all. +1 to Search, Immunity to Sleep and Charm spells, and Darkvision.
Half-Orcs: 50% more choppy. +2 Strength, -2 to Intelligence and -2 to Charisma. Darkvision.
Human: The regular squishy human. One extra feat, two bonus skill points at first level, and one extra skill point per level.
Aasimar: Half-celestials. +2 to Wisdom, + 2 to Charisma, Darkvision, Sunscorch 1/day, and +5 to Acid, Cold, and Electrical Resistances. +1 Effective Character Level.
Tiefling: Half-infernals. +2 to Intelligence -2 Charisma, +2 to Bluff and Hide skill checks, +2 to Dexterity, +5 to Cold, Fire, and Electrical Resistances, and can cast Blindness 1/Day. +1 ECL.
Shield Dwarves: "Standard" Dwarves. +2 to Constitution -2 Charisma, +2 to Search, +2 to Fortitude saves against poison, +2 to saves against spells, +1 to hit vs. orcs, goblins, and bugbears, +4 to AC vs. giants, and Darkvision.
Gray Dwarves: Duergar. Horrible greedy dwarves, basically. +2 to Constitution -2 to Charisma, +2 to Search, +2 to Fortitude saves against poison, +2 to saves against spells , +1 to Hit Drow, Mind Flayers, and Driders, +4 to AC vs. giants, Darkvision, can cast Invisibility 1/Day, Immunity to Paralysis, +4 to Move Silently. -1 to hit, damage, and saving throws when outside during the day. +2 ECL.
Gold Dwarves: Other kind of Dwarves, +2 to Constitution -2 Dexterity, +2 to Search, +2 to Fortitude saves against poison, +2 to saves against spells , +1 to Hit Drow, Mind Flayers, and Driders, +4 to AC vs. giants, and Darkvision.
Elves: Certifiably fancy. +2 to Dexterity -2 Constitution, +2 to Search, Immunity to Sleep and Charm spells, starts with the Feats Martial Weapons: Large Sword and Martial Weapons: Bows, and Darkvision.
Dark Elves: Drow. I shouldn't have to explain this one. +2 to Dexterity, +2 to Intelligence, +2 to Charisma -2 Constitution, +2 to Search , Spell Resistance of 11 + character level, +2 to all Will Saves, Immunity to Sleep and Charm spells, Faerie Fire 3/Day, starts with the Feats Martial Weapons: Large Sword and Martial Weapons: Bows, and Darkvision. -2 to hit, damage, and saving throws when outside during the day. +2 ECL.
Wild Elves: If elves could be crossed with hippies, this is the result. +2 to Dexterity -2 Intelligence, +2 to Search, Immunity to Sleep and Charm spells, starts with the Feats Martial Weapons: Large Sword and Martial Weapons: Bows, and Darkvision.
Gnomes: Pointy hats and such. +2 to Constitution -2 Strength, + 1 to hit vs. kobolds, goblins, hobgoblins, and bugbears, +4 AC Bonus when attacked by giant sized creatures (ogres, giants), +2 to Alchemy, and Darkvision.
Deep Gnomes: Svirfneblin. Spell that on your first try. +2 to Dexterity, +2 to Wisdom, -2 to Strength, -4 to Charisma, +2 to Search, +2 to Hide (+4 when "Inside"), +2 to all saves, Spell Resistance of 11 + level, + 1 to hit vs. kobolds, goblins, hobgoblins, and bugbears, +2 to Alchemy, +4 Miscellaneous bonus to AC, Mirror Image 1/day, Invisibility 1/day, Blur 1/day, Nondetection, and Darkvision. +3 ECL.
Halflings: Froooo-doooo. +2 to Dexterity -2 Strength, +2 to move silently, +1 to all saving throws, +2 on saving throws vs. Fear, and a +1 to hit with Missile Weapons.
Strongheart Halflings: Industrious midgets. +2 to Dexterity -2 Strength, bonus Feat at first level, +2 to move silently, and a +1 to hit with Missile Weapons.
Ghostwise Halflings: Bloody savages. +2 to Dexterity -2 Strength, +2 to move silently, and Set Natural Snares 3/Day. Favored class: Barbarian.
Half-Elves: Name says it all. +1 to Search, Immunity to Sleep and Charm spells, and Darkvision.
Half-Orcs: 50% more choppy. +2 Strength, -2 to Intelligence and -2 to Charisma. Darkvision.
What are ya?
Classes
{Spoiler}
Barbarian: Fast. Tough. Crazy. Wild. Dumb. Good tanks, more HP than other classes.
Bard: Noted for occasional spooniness. Jack of all trades, master of none, can buff the party with songs, cast some spells, hold his own in combat, and have a decent selection of skills.
Cleric: Primary healers. Decent in combat as well, due to the ability to wear heavy armor. Go HERE to see the various faiths available, as they drastically change the cleric.
Druid: Shape-changing hippies. Decent healer/caster class.
Fighter: Hits things. Lots of feats. Really, quite simple.
Monk: Unarmed fighter; recommended not to multi-class as bonuses are best if focused. Weak at low levels but compensates later on.
Paladin: Holy warriors. Lots of smiting, praying, and generally being stuck-up.
Ranger: Either good at shooting or good at dual-wielding depending on your tastes.
Rogue: Tons of skills. TONS. Good at sneaking, being dodgy, opening locks, and disarming traps. Very handy to have.
Sorcerer: Like a wizard, but with a focus on being charismatic instead of smart. Gains spells slower but has an easier time learning them once the right level is reached.
Wizard: Like a sorcerer, but with a focus on being smart instead of charismatic. Gains spells faster, but memorization and acquisition can be a hassle sometimes.
Barbarian: Fast. Tough. Crazy. Wild. Dumb. Good tanks, more HP than other classes.
Bard: Noted for occasional spooniness. Jack of all trades, master of none, can buff the party with songs, cast some spells, hold his own in combat, and have a decent selection of skills.
Cleric: Primary healers. Decent in combat as well, due to the ability to wear heavy armor. Go HERE to see the various faiths available, as they drastically change the cleric.
Druid: Shape-changing hippies. Decent healer/caster class.
Fighter: Hits things. Lots of feats. Really, quite simple.
Monk: Unarmed fighter; recommended not to multi-class as bonuses are best if focused. Weak at low levels but compensates later on.
Paladin: Holy warriors. Lots of smiting, praying, and generally being stuck-up.
Ranger: Either good at shooting or good at dual-wielding depending on your tastes.
Rogue: Tons of skills. TONS. Good at sneaking, being dodgy, opening locks, and disarming traps. Very handy to have.
Sorcerer: Like a wizard, but with a focus on being charismatic instead of smart. Gains spells slower but has an easier time learning them once the right level is reached.
Wizard: Like a sorcerer, but with a focus on being smart instead of charismatic. Gains spells faster, but memorization and acquisition can be a hassle sometimes.
Alignments
{Spoiler}
Lawful Good- Truth and justice all the way. Think Superman and you have a great example of a LG character.
Neutral Good- A character that is fundamentally morally good. They don't focus on Order or Chaos and instead focus on what they consider to be the best way of doing good.
Chaotic Good- A good person that sees no harm in breaking the law in order to do good. Robin Hood is the ur example of this alignment.
Lawful Neutral- I AM THE LAW! Seriously, Judge Dread is the best example in that the law is paramount and he doesn't act as good or evil.
True Neutral-
A true neutral character falls under a couple of possibilities.
1. They don't care about Order & Chaos or Good vs Evil. They have their own motivations about things.
2. Preserving the order of things
3. Something so amoral that it acts as a force of nature.
4. They just don't care.
Chaotic Neutral- Incredibly unpredictable, absolutely insane or just free spirits that do what they want. A common trait used by people roleplaying a lunatic but he is far more likely yo cross a bridge then he is to jump off it.
Lawful Evil- These are a variety of evil characters who don't care if what they do is "heinous" or "horrible", but who will always follow certain rules. A villain with a code of honour or a soldier in the evil empire.
It's not the nice alignment either, just more orderly and structured then the other two.
Neutral Evil- The typical asshole. Selfish and will follow or break laws based on advancing their own interests (and their only interests are ones that benefit themselves). You only have to look at Starscream to get an example of one.
Chaotic Evil- Quite similar to a Chaotic Neutral character but with a malicious streak a mile wide.They will do whatever they want whenever they want to do it, which, seeing as they are evil, usually entails lots and lots of death and mayhem. The Joker is such a huge example that I'm not even kidding about it.
Lawful Good- Truth and justice all the way. Think Superman and you have a great example of a LG character.
Neutral Good- A character that is fundamentally morally good. They don't focus on Order or Chaos and instead focus on what they consider to be the best way of doing good.
Chaotic Good- A good person that sees no harm in breaking the law in order to do good. Robin Hood is the ur example of this alignment.
Lawful Neutral- I AM THE LAW! Seriously, Judge Dread is the best example in that the law is paramount and he doesn't act as good or evil.
True Neutral-
"What makes a man turn neutral? Lust for gold? Power? Or were you just born with a heart full of neutrality?"
A true neutral character falls under a couple of possibilities.
1. They don't care about Order & Chaos or Good vs Evil. They have their own motivations about things.
2. Preserving the order of things
3. Something so amoral that it acts as a force of nature.
4. They just don't care.
Chaotic Neutral- Incredibly unpredictable, absolutely insane or just free spirits that do what they want. A common trait used by people roleplaying a lunatic but he is far more likely yo cross a bridge then he is to jump off it.
Lawful Evil- These are a variety of evil characters who don't care if what they do is "heinous" or "horrible", but who will always follow certain rules. A villain with a code of honour or a soldier in the evil empire.
It's not the nice alignment either, just more orderly and structured then the other two.
Neutral Evil- The typical asshole. Selfish and will follow or break laws based on advancing their own interests (and their only interests are ones that benefit themselves). You only have to look at Starscream to get an example of one.
Chaotic Evil- Quite similar to a Chaotic Neutral character but with a malicious streak a mile wide.They will do whatever they want whenever they want to do it, which, seeing as they are evil, usually entails lots and lots of death and mayhem. The Joker is such a huge example that I'm not even kidding about it.
Statistics. You always start with 16 points and then can add or subtract them from already existing stats. So you can have the greatest warrior of all time who is borderline retarded and not very diplomatic.
Skills
These are the various skills. You get more skill points based on your intelligence stat which means that a mage will always get more stats then anyone else.
{Spoiler}
1 >>> Alchemy (INT)
Identifying potions and being able to make them
2 >>> Animal Empathy (CHA)
Not worth it, terrible skill
3 >>> Bluff (CHA)
Diplomacy through Bulls***
4 >>> Concentration (CON)
Being able to cast spells while taking hits
5 >>> Diplomacy (CHA)
Diplomacy through being Diplomatic
6 >>> Disable Device/Traps (INT)
What do you think?
7 >>> Hide (DEX)
Skill at hiding
8 >>> Intimidate (CHA)
Diplomacy through threats of violence
9 >>> Knowledge (Arcana) (INT)
Being able to identify magic items
10 >>> Move Silently (DEX)
Moving quietly while being hidden
11 >>> Open Lock (DEX)
12 >>> Pick Pocket (DEX)
13 >>> Search (INT)
Can your guy spot traps?
14 >>> Spellcraft (INT)
Being able to identify a spell being cast
15 >>> Use Magic Device (CHA)
You can use magical scrolls and such without being a spellcaster
16 >>> Wilderness Lore (WIS)
Tells you what is going on with the lay of the land
1 >>> Alchemy (INT)
Identifying potions and being able to make them
2 >>> Animal Empathy (CHA)
Not worth it, terrible skill
3 >>> Bluff (CHA)
Diplomacy through Bulls***
4 >>> Concentration (CON)
Being able to cast spells while taking hits
5 >>> Diplomacy (CHA)
Diplomacy through being Diplomatic
6 >>> Disable Device/Traps (INT)
What do you think?
7 >>> Hide (DEX)
Skill at hiding
8 >>> Intimidate (CHA)
Diplomacy through threats of violence
9 >>> Knowledge (Arcana) (INT)
Being able to identify magic items
10 >>> Move Silently (DEX)
Moving quietly while being hidden
11 >>> Open Lock (DEX)
12 >>> Pick Pocket (DEX)
13 >>> Search (INT)
Can your guy spot traps?
14 >>> Spellcraft (INT)
Being able to identify a spell being cast
15 >>> Use Magic Device (CHA)
You can use magical scrolls and such without being a spellcaster
16 >>> Wilderness Lore (WIS)
Tells you what is going on with the lay of the land
Feats. There are a lot of them so just tell me if you just want me to handle what you get.
{Spoiler}
1 >>> Armor Proficiency (auto)
Depend on how many rank you choose/have, you can wear certain kind of
armor without suffering heavy penalties.
Effect: When you wear a type of armor with which you are proficient at,
the armor check penalty applies only to 'Hide', 'Move Silently'
and Pick Pocket.
If a character who is wearing armor with which she/he is not
proficient at, she/he suffers its armor check penalty on
attack rolls and on all skill checks that involve moving.
2 >>> Shield Proficiency (auto)
Effect: You can use a shield and suffer only the standard penalties.
(babarian, bard, cleric, druid, fighter, paladin, ranger)
3 >>> Weapon Proficiency, Weapon Focus, Weapon Specialization (auto)
You are proficient with using all the weapons from the listed
category.
Effect: One ranks in this feat, you make attack rolls with the weapon
normally.
Two ranks in this feat is Weapon Focus, which grants +1 to
hit.
Three ranks in the feat is Weapon Specialization, which grants
+2 to damage. Only characters with four or more levels of
fighter may take Weapon Specialization.
A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.
---------------------------------------------------------------------------
IV.2 self-improving feats
---------------------------------------------------------------------------
1 >>> Bullheaded (auto)
Effect: +1 bonus on Will saves and a +2 bonus on Intimidate checks.
2 >>> Courteous Magocracy (auto)
Effect: +2 on all Diplomacy and Spellcraft checks.
3 >>> Dash (auto)
Effect: Character moves about 15% faster than normal.
4 >>> Discipline (auto)
Effect: +1 bonus on Will saves and a +2 bonus on Concentration
checks.
5 >>> Forester (auto)
Effect: You receive a +2 bonus on all Wilderness Lore checks.
6 >>> Great Fortitude (auto)
Effect: +2 bonus to all Fortitude saving throws.
7 >>> Iron Will (auto)
Effect: +2 bonus to all Will saving throws.
8 >>> Improved Initiative (auto)
Effect: The weapon speed and casting time for all spells is reduced
by 1 to a minimum of 1.
9 >>> Lightning Reflexes (auto)
Effect: +2 bonus to all Reflex saving throws.
10>>> Luck of Heroes (auto)
Effect: a +1 luck bonus on all saving throws.
11>>> Mercantile Background (auto)
Effect: 5% discount on buying items and a 5% mark up on selling
items at stores.
12>>> Resist Poison (auto)
Effect: +4 bonus on Fortitude saving throws against poison.
Prerequisite: Gray dwarf, half-orc
Note: You may only take this feat as a 1st level character.
13>>> Snake Blood (auto)
Effect: +2 bonus on Fortitude saving throws against poison and a +1 bonus on all Reflex saving throws.
Prerequisite: Human
14>>> Strong Back (auto)
Effect: Carry weight increased by 50%.
15>>> Toughness (auto)
Effect: You gain +3 hp each time you pick this feat.
---------------------------------------------------------------------------
IV.3 weapon fighting feats
---------------------------------------------------------------------------
1 >>> Ambidexterity (auto)
Effect: You ignore all penalites for using an off hand.
Without this feat, a character suffers a -4 penalty to
her/his off hand attack while using two weapons.
Prerequisite: Dex 15+
2 >>> Two-Weapon Fighting (auto)
Effect: Your penalties for fighting with two weapons are reduced
by 2.
Note: The standard dual-wield penalty is -6 mainhand and -10 offhand without any feat. 'Ambidexterity' reduce 4 to both hands and
'Two Weapon Fighting' reduce 2 to both.
3 >>> Blind-Fight (auto)
Effect: In laymen language, this feat protects you and helps you
while melee fighting an invisible enemy or you are blinded.
4 >>> Cleave and Great Cleave (auto)
Effect: After you kill your target in melee, you get an addition
attack next immediate round.
5 >>> Deflect Arrows (semi auto, only applies when one hand is free)
Effect: Once per round when you would normally be hit with a ranged weapon, you may make a Reflex saving throw against a DC of 20
6 >>> Dirty Fighting (auto)
Effect: On a critical hit, the character causes Blindness (50% chance) or Slow (50% chance) for five rounds unless a Fortitude save is made.
7 >>> Dodge (auto)
Effect: +1 dodge bonus to armor class against attacks from an
opponent.
8 >>> Expertise (select)
Effect: When attacked in melee, you can take a penalty of as much as -5 on your attack and add the same number (up to +5) to your Armor Class. aka You can forsake fighting ability to buff dodging
9 >>> Power Attack (select)
Effect: Before making attack rolls for a round, you may choose to
subtract a number from all melee attack rolls and add the
same number to all melee damage rolls.
10>>> Improved Critical (auto)
Effect: The threat range of the weapon being wielded is increased
by 1. aka More likely to get criticals.
11>>> Maximized Attacks (select)
Effect: All attacks do maximum damage for 10 seconds. Usable 1/day.
12>>> Stunning Attack (semi auto, only applies in unarmed attack)
Effect: When attacking with Stunning Attack, it forces a foe damaged by your unarmed attack to make a Fortitude saving throw
(DC 10 + one-half your level + WIS modifier), in addition to
dealing damage normally. If the defender fails his saving
throw, he is stunned for 1 round.
13>>> Weapon Finesse (semi auto, only applies when using small baldes)
Effect: You may use your DEX modifier instead of your STR modifier on attack rolls while using small blades. aka you're better at fighting with short swords and daggers.
14>>> Precise Shot (select)
Effect: Reduces the to hit penalty for firing in close quarters
from -8 to -4.
15>>> Rapid Shot (select)
Effect:
You can get one extra attack per round with a ranged weapon.
---------------------------------------------------------------------------
spell casting feats
------------------------------------------------------------------------
1 >>> Armored Arcana (auto)
Effect: Taking this feat reduces the chances of casting failure by
5%. This feat may be taken up to three times.
2 >>> Combat Casting (auto)
Effect: You get a +4 bonus to Concentration checks made to cast a spell while being injured.
3 >>> Spell Penetration (auto)
Effect: You get a +2 bonus to caster level checks to beat a
creature's spell resistance for each pick.
4 >>> Subvocal Casting (auto)
Effect: This feat conveys the ability to cast spells while silenced.
5 >>> Aegis of Rime (Cold)
6 >>> Aqua Mortis (Acid)
7 >>> Scion of Storms (Electical)
8 >>> Spirit of Flame (Fire) (all auto)
Effect: Permanently gives 5 [elemental] resistance and a +20% to all [elemental] damage
9 >>> Spell Focus, Greater Spell Focus: Enchantment
10>>> Spell Focus, Greater Spell Focus: Evocation
11>>> Spell Focus, Greater Spell Focus: Necromancy
12>>> Spell Focus, Greater Spell Focus: Transmutation (all auto)
Effect: +2 to the Difficulty Class (DC) for all saving throws against
spells from this school of magic.
1 >>> Armor Proficiency (auto)
Depend on how many rank you choose/have, you can wear certain kind of
armor without suffering heavy penalties.
Effect: When you wear a type of armor with which you are proficient at,
the armor check penalty applies only to 'Hide', 'Move Silently'
and Pick Pocket.
If a character who is wearing armor with which she/he is not
proficient at, she/he suffers its armor check penalty on
attack rolls and on all skill checks that involve moving.
2 >>> Shield Proficiency (auto)
Effect: You can use a shield and suffer only the standard penalties.
(babarian, bard, cleric, druid, fighter, paladin, ranger)
3 >>> Weapon Proficiency, Weapon Focus, Weapon Specialization (auto)
You are proficient with using all the weapons from the listed
category.
Effect: One ranks in this feat, you make attack rolls with the weapon
normally.
Two ranks in this feat is Weapon Focus, which grants +1 to
hit.
Three ranks in the feat is Weapon Specialization, which grants
+2 to damage. Only characters with four or more levels of
fighter may take Weapon Specialization.
A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.
---------------------------------------------------------------------------
IV.2 self-improving feats
---------------------------------------------------------------------------
1 >>> Bullheaded (auto)
Effect: +1 bonus on Will saves and a +2 bonus on Intimidate checks.
2 >>> Courteous Magocracy (auto)
Effect: +2 on all Diplomacy and Spellcraft checks.
3 >>> Dash (auto)
Effect: Character moves about 15% faster than normal.
4 >>> Discipline (auto)
Effect: +1 bonus on Will saves and a +2 bonus on Concentration
checks.
5 >>> Forester (auto)
Effect: You receive a +2 bonus on all Wilderness Lore checks.
6 >>> Great Fortitude (auto)
Effect: +2 bonus to all Fortitude saving throws.
7 >>> Iron Will (auto)
Effect: +2 bonus to all Will saving throws.
8 >>> Improved Initiative (auto)
Effect: The weapon speed and casting time for all spells is reduced
by 1 to a minimum of 1.
9 >>> Lightning Reflexes (auto)
Effect: +2 bonus to all Reflex saving throws.
10>>> Luck of Heroes (auto)
Effect: a +1 luck bonus on all saving throws.
11>>> Mercantile Background (auto)
Effect: 5% discount on buying items and a 5% mark up on selling
items at stores.
12>>> Resist Poison (auto)
Effect: +4 bonus on Fortitude saving throws against poison.
Prerequisite: Gray dwarf, half-orc
Note: You may only take this feat as a 1st level character.
13>>> Snake Blood (auto)
Effect: +2 bonus on Fortitude saving throws against poison and a +1 bonus on all Reflex saving throws.
Prerequisite: Human
14>>> Strong Back (auto)
Effect: Carry weight increased by 50%.
15>>> Toughness (auto)
Effect: You gain +3 hp each time you pick this feat.
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IV.3 weapon fighting feats
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1 >>> Ambidexterity (auto)
Effect: You ignore all penalites for using an off hand.
Without this feat, a character suffers a -4 penalty to
her/his off hand attack while using two weapons.
Prerequisite: Dex 15+
2 >>> Two-Weapon Fighting (auto)
Effect: Your penalties for fighting with two weapons are reduced
by 2.
Note: The standard dual-wield penalty is -6 mainhand and -10 offhand without any feat. 'Ambidexterity' reduce 4 to both hands and
'Two Weapon Fighting' reduce 2 to both.
3 >>> Blind-Fight (auto)
Effect: In laymen language, this feat protects you and helps you
while melee fighting an invisible enemy or you are blinded.
4 >>> Cleave and Great Cleave (auto)
Effect: After you kill your target in melee, you get an addition
attack next immediate round.
5 >>> Deflect Arrows (semi auto, only applies when one hand is free)
Effect: Once per round when you would normally be hit with a ranged weapon, you may make a Reflex saving throw against a DC of 20
6 >>> Dirty Fighting (auto)
Effect: On a critical hit, the character causes Blindness (50% chance) or Slow (50% chance) for five rounds unless a Fortitude save is made.
7 >>> Dodge (auto)
Effect: +1 dodge bonus to armor class against attacks from an
opponent.
8 >>> Expertise (select)
Effect: When attacked in melee, you can take a penalty of as much as -5 on your attack and add the same number (up to +5) to your Armor Class. aka You can forsake fighting ability to buff dodging
9 >>> Power Attack (select)
Effect: Before making attack rolls for a round, you may choose to
subtract a number from all melee attack rolls and add the
same number to all melee damage rolls.
10>>> Improved Critical (auto)
Effect: The threat range of the weapon being wielded is increased
by 1. aka More likely to get criticals.
11>>> Maximized Attacks (select)
Effect: All attacks do maximum damage for 10 seconds. Usable 1/day.
12>>> Stunning Attack (semi auto, only applies in unarmed attack)
Effect: When attacking with Stunning Attack, it forces a foe damaged by your unarmed attack to make a Fortitude saving throw
(DC 10 + one-half your level + WIS modifier), in addition to
dealing damage normally. If the defender fails his saving
throw, he is stunned for 1 round.
13>>> Weapon Finesse (semi auto, only applies when using small baldes)
Effect: You may use your DEX modifier instead of your STR modifier on attack rolls while using small blades. aka you're better at fighting with short swords and daggers.
14>>> Precise Shot (select)
Effect: Reduces the to hit penalty for firing in close quarters
from -8 to -4.
15>>> Rapid Shot (select)
Effect:
You can get one extra attack per round with a ranged weapon.
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spell casting feats
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1 >>> Armored Arcana (auto)
Effect: Taking this feat reduces the chances of casting failure by
5%. This feat may be taken up to three times.
2 >>> Combat Casting (auto)
Effect: You get a +4 bonus to Concentration checks made to cast a spell while being injured.
3 >>> Spell Penetration (auto)
Effect: You get a +2 bonus to caster level checks to beat a
creature's spell resistance for each pick.
4 >>> Subvocal Casting (auto)
Effect: This feat conveys the ability to cast spells while silenced.
5 >>> Aegis of Rime (Cold)
6 >>> Aqua Mortis (Acid)
7 >>> Scion of Storms (Electical)
8 >>> Spirit of Flame (Fire) (all auto)
Effect: Permanently gives 5 [elemental] resistance and a +20% to all [elemental] damage
9 >>> Spell Focus, Greater Spell Focus: Enchantment
10>>> Spell Focus, Greater Spell Focus: Evocation
11>>> Spell Focus, Greater Spell Focus: Necromancy
12>>> Spell Focus, Greater Spell Focus: Transmutation (all auto)
Effect: +2 to the Difficulty Class (DC) for all saving throws against
spells from this school of magic.
Your colour scheme. How fabulous do you want to look?
Also names are good.
Last of all is personality, what kind of personality do you want me to write for your character? It's much more interesting to have that then having blank slates for a personality.