We always come to the part of Critter
Creation where we don't always know what to do next or what to take for
our poor hapless soul. That is where this section comes in. It is
going to end up being a hodgepodge of some usefull information and some
useless stuff too. This page is still under construction so come back to
it occaisionally.
Having trouble choosing an alingment?
Don't Know what languages to take?
Commonly Forgotten Items
I don't know what to play?
The
1st Ed Cavalier (Tin man or hopless romantic?)
Some notes on Non-Weaps
Taking the
Initiative
The
First Ed Monk
The
First Ed Barbarian ---- Finally Here!!
Alingments:
Lawful Good: Law exists to help the welfare of
life. Without it, life would decay to the point of endless suffering
and strife. Law deals with life on a whole and not on an individual
basis. Some laws may not be interpreted as being good for a single
being but as long as they are good for the community as a whole, they are
seen as good. The good of the many outweighs the good of the one.
Self-sacrifice for the good of the whole is considered valiant and noble.
Chaotic Good: Freedom is the ultimate truth. A society is as good as it's lowliest member. The good of the many doesn not out-weigh the good of the one. Life is precious only if it is free and has free will. Oppression of the masses is one of the most hated things for this alingment. Will work against any and all oppression and strive for personal freedom without infringing on the freedoms of others
Nuetral Good: Believes that there must be a balance between Law and Chaos for life to flourish. Laws are needed to keep the peace, but should not infringe on personal freedoms. Cherishes all life.
Nuetral Evil: Laws and Freedoms are unecessary. Pure evil. Will use the laws to his benefit, but will also play on personal freedoms. Anything to bring maximum evil to the world
Chaotic Evil: Law and order, kindness and good deeds are disdained. Will do anything to put themselves in positions of power. Life has no value. (any life including children and innocents)
Lawful Evil: Place no value on life, beauty, truth, freedom. By adhering to strict disciplines and laws, they hope to achieve power.
Lawful Nuetral: Rules and regulations are all important. Does not question orders. Good and Evil are only defined as lawful and lawbreakers.
Chaotic Nuetral: Places highest value on randomness and freedom. Will use the powers of Good and Evil to create as much chaos as possible
True Nuetral: Everything must be in balance.
Good and Evil, Law and Chaos should hold eachother in check for neither
is right and neither is wrong. they are just parts of the machinery
that drive life. If one part becomes too great then the whole machine breaks
down.
Elves (Except Drow)
Languages
Known:
Common
Alingment Language
Elvish (Dialects of Elven Branch)
Orcish
Available:
Gnome
Halfling
Goblin
Hobgoblin
Gnoll
Other Elvish Dialects
Dwarves:
Languages
Known:
Dwarvish
Common
Alingment
Orcish
Available:
Kobold
Gnomish
Goblin
Halfling
Gnomes
Languages
Known:
Gnomish
Common
Alingment
Goblin
Available:
Dwarven
Elven
Orcish
Halfling
Kobold
Language of burrowing animals
Drow
Languages
Drow
Common
Sign Language (Drow only)
Elvish
Alingment
Available:
Svirfneblin
Illithid
Dwarvish
Orc
Goblin
Kobold
Of course there are exceptions to this
as there are other rules. High Elves may choose more rare languages
to reflect their intellect. This was just to help give you an idea
of languages and not necesarily final. Some languages my be granted
based on class, example: Rangers will have the chance to learn the language
of his hated species ONLY if that species is picked before play starts.
"I Could Have Sworn I had That......"
Commonly Forgotten Items:
Girdle (needed to strap scabboards and pouches to)
Sheaths and Scabboards (need a place for all those sharp
objects)
Pouches (so you can load them up with gold and other
things)
Chalk (hopscotch in the dungeon)
Flint and Steel (unless you have a dragon in your pocket)
Candle (what? what do you mean I can't see my spell book
to study?)
Rope (need I say more)
Quiver (you don't want to put arrows in your back pocket)
Torch (where did that human go again?)
Whetstone (gotta keep those sharp objects sharp)
Theives Picks and Tools (the ultimate head-slap)
Holy Symbol (Vampires don't go for fingers held up in
the shape of a cross)
Shield (that +1 AC can come in pretty handy)
Paper (when your comrades get tired of you drawing on
their backs)
Ink ("how many HP's would it take for me to make the
map with my own ink?")
Quills (fingerpainting?)
Horse
Backpack
Waterskins
Gloves (nah, the DM never uses contact poison)
Armor (spendy, but some think it is worth it)
Knife (try cutting meat with that long sword, buddy)
Tack and Harness for that Horse
Lantern (don't forget the oil)
Oil
Glass Bottles (another cocktail, Molotov?)
Sacks (how many coins can i fit in my pockets?)
Grappling Hook (a good compliment to the Rope, as long
as it is long enough)
Extra Bow Strings (well, at least could I use it as a
small staff?)
Boots (the dungeon is not tulips for easy tip-toeing)
Mirror (for the vain explorer)
The age old question of "what
shall I play" is one that I really hope that you are considering carefully.
Here is some help: I would like everyone to try to play TWO PC's.
I know that sounds like a lot, but you will get no sympathy from the DM
who has to keep track of all of you and the NPC's too. There are
a couple of theories about playing 2 characters and doing a good job at
it. One is to make them completely different so you have no trouble
keeping them seperate. Give them different classes (which is a requirement
in this campaign anyways), make them different races, different alingments,
different looks, etc. The more different they are the easier to keep
them separate in your mind.
The other theory is to make them similiar.
Twins or brothers with like agendas and temperments that work well together
make a nice team. You wouldn't have to make that radical of a switch
when role-playing them. Brothers or even really close freinds have
can have almost a psychic connection so they know what the others are thinking,
easy excuse for playing them as a team and doubling up on the poor DM.
The reason I encourage 2 PC's is that
this adventure is made for a group of 8 players and I'll bet we won't get
that. Another reason is is that when one dies, the player won't be left
out of the action until I can bring in another one. And my last reason
for this, is to allow players to play different classes than they are used
to. They shouldn't be afraid of one being too boring or too hard
to play cause they will have another to fall back on.
"But everyone knows how to .........."
One of the more important parts of critter creation is figuring out what you want your player to know. Non-weapon profiencies are very important to survival in a dungeon, out on the open plain, or even in a king's court. We are going to use the basic 2nd Ed rules for non-weaps. They may not be the best, but everyone knows them. There are some commonly forgotten ones and some that you may not realize some things about so here is yet another list and a few notes about them.
I do want to point out that Reading/Writing
are not free and that they will cost double to anyone who doesn't have
access to the Wizard or Preist proficiencies. You have to buy that
proficiency for each language that you want to know how to read/write.
This goes for all proficiencies in groups that are not available to your
PC. They cost double the amount of slots.
"Okay. I take all 10,000 gp, the 3 potions, the staff of curing, the six scrolls, and 8 more torches........ of course i can carry it all"
It happens. It happens more than we
care to admit. It has happened a lot with my characters and many of your
own too. Just how much CAN we carry is an age old question especially
when staring at a huge treasure and lots of magic.
So What Do Those Numbers Mean?
We don't usually get so picky, but this time we might so we have to be prepared. This is about the Armor Class section on your Character Sheet. I just wanted to explain a few of the catagories that you may or may not have there.