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Play-by-Post Roleplaying Instead of just role playing, here your will find actual online rpg game forums with a specific goal in mind.

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Old 08-23-2005, 08:01 PM
Earth Guardian
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Default The Forest Oracle... Character Sheets

This game is meant for any characters who wish to post any character sheets, and only character sheets are meant, as I said, in this particular thread, only those who post a character sheet before the cate of September 10th in here... a complete character sheet... will be included in the campaign... a complete character sheet includes... Stats, Character Name... Player Name, or Account Name, whichever you feel most comfortable with posting, xp number... (personally, I suggest for the varying game opportunities, that those who play, start at level one)

This game has a maximum of 8 available player character slots, and the description of the area, as well as a history of the area... will be in the Forum called Online-Games along with this.
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Old 08-30-2005, 11:16 AM
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Okay.... here's the deal... I have decided not to run forest oracle, and instead run a unique campaign borrowing that name, and am reducing the number of players needed to six... thank you for your time.
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Old 08-30-2005, 11:45 AM
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Cain Cain is offline
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what kind of stats?
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Who's bright idea was it to stave off natural selection by putting warning labels onto household items?
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Old 08-30-2005, 11:58 AM
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Ability scores... that's what I mean by Stats, or rather... Ability score.... height weight... basic details of your character... statistics of the character. Now, on a more personal note... I have some suggestions to make... just a personal suggestion for the campaign as to what classes to take.

Dwarven Fighter
Human Cleric
Human Fighter
Halfling Theif
Elven Fighter/Magic-user
Half-elven Fighter/Magic-user/Theif
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Old 08-30-2005, 12:08 PM
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Caer Ibormeith Caer Ibormeith is offline
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Can i be in it?
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My MAJOR Characters:
Snicket: Tyde, Riva, Wave
Side Trilogy: Circe, Shi-keth, Alstarren, Connor, Tyde, Teal'q, Jazzmyne
Black Sheep: Melody, Leo

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Old 08-30-2005, 12:23 PM
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As long as you don't goof around and try to make the whole thing cute. This is not going to be anything like what I run you and the group through Dez... there will be no benevolent DM help or destruction of certain characters as martyrdom to play the game how you want, instead of how you would write it in some child's story. This is going to be the roughest game I have ever run. I am just warning you, this time... it isn't monty haul, it isn't all-powerful wizards battling things and winning just because they are my friends... that stuff won't happen here. it is fun in real life, to do that just a little to make the game a bit more interesting, but.... it just doesn't work. So... this is not going to be the D&D you ex had us plkaying either... this is a whole other edition, with a lot of thought involved. If you think you can handle playing this with us though, go right ahead, I'm just forewarning you because you are new with this edition and it is rougher. A lot rougher.
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Old 08-30-2005, 01:03 PM
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Caer Ibormeith Caer Ibormeith is offline
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Sweet! Finally, jeez...people underestimate me all the time. I really kinda hated what you were putting us through, no fun in it...too boring.
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My MAJOR Characters:
Snicket: Tyde, Riva, Wave
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Black Sheep: Melody, Leo

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Old 08-30-2005, 01:17 PM
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I will accept anything else though... I will be posting it all up first edition, and then setting the deadline soon. Your character abilities MUST at all times be kept up to your level, once you recieve your proper training in the campaign. all level-up bonuses gained require 1 month of training for every four levels of the character.

the place you can find the racial descriptions allowed in this campaign is halfway down the following page, and is post number 5 in that thread: http://www.dungeonkeepersdomain.com/...7&page=1&pp=10 and also on the page directly after that one.

Classes are available as follows:


Cavalier:
Quote:
The character class of cavalier has no prime requisite, and as a result, cavaliers do not gain experience-point bonuses for superior abilities. A cavalier must have minimum ability scores of 15 in strength, dexterity, and constitution, and scores of 10 in intelligence and wisdom. A cavalier character must initially be of good alignment (lawful good, neutral good, or chaotic good). The cavalier attacks and makes saving throws as a fighter, but gains additional abilities with certain weapons and modifiers to certain saving throws. Cavaliers and members of the paladin sub-class (see hereafter) are not entitled to the benefits of weapon specialization.

In order to become a cavalier, a character must be in service to some diety, noble, order, or special cause. The DM will determine if this requirement can be met withing the limits of the campaign, and if it is properly met by the cavalier character. The cavalier must always place honor, bravery, and personal deeds in front of his or her activity, and must adhere to a code of chivalry (described below).

A cavalier must be of proper social class, and is usually of noble or aristocratic origin. Only those of Upper Class social status may immediately enter into the cavalier class. Those of lower social standing are generally excluded from becoming cavaliers, but certain members of lower social classes may be so honored. Such a character must be sponsored by a higher authority of greater status, and begins as a 0-level horseman (a retainer for a Knight), then a 0-level Lancer, and finally he becomes a first level Armiger of the cavalier class. The 0-level horseman starts at -1500 experience points and has 1d4+1 initial hit points. The Horseman becomes a Lancer at -500 experience points and gains another d4 for cumulative hit points. The Lancer becomes a 1st-level cavalier at 0 experience points, and gains another d4 in hit points. In contrast, a character whose social standing qualifies him or her for immediate entrance into the cavalier class begins as a 1st-level Armiger with 1d10+3 hit points. The character's hit-point bonus for high constituation (if applicable) is first recieved at either Horseman or Armiger level, and is then applied to each additional hit die from second level on as normal. The special abilities of the cavalier class are only gained when the character attains Armiger status.

Humans, elves, and half-elves may become cavaliers. However, members of the latter two races cannot qualify unless they are of gray, dark, or high elf stock (or, for half-elves, descended from such stock) and unless they are from or sponsored by a noble house.

Cavaliers are not limited in ehich weapons they can use, but sertain weapons are preferred over others, such that a cavalier will seek proficiency in these weapons before learning other weapons. These weapons are the lance (required of the 1st-level Armiger), long sword, broad sword, bastard sword, short sword, horseman's mace, horseman's flail, horseman's military pick, dagger, scimitar, and javelin. In addition, elven and half-elven cavaliers will prefer to use the short composite bow. Only after these weapons have been mastered may the cavalier become proficient in use of other types. Weapons that deal out damage at a distance (including pole arms, missile weapons, and the two-handed sword) call into question the cavalier's personal bravery, and as such are avoided by all but the most powerful of cavaliers. The cavalier may use these questionable weapons at normal non-proficiency penalties, but their use may violate the character's chivalric code.

The cavalier gains "to hit" bonuses with certain weapons as he or she advances in level. These "weapons of choice" and their attendant bonuses are:

—At 1st level, the cavalier is +1 "to hit" with the lance, if used while mounted.
—At 3rd level, the cavalier is +1 "to hit" with with either the broad sword, long sword, or scimitar (player's choice).
—At 5th level, the cavalier is =1 'to hit" with either the horseman's mace, horseman's flail, or horseman's military pick (player's choice).
—At 7th level, the cavalier is +2 "to hit" with the lance, if used while mounted.
—At 9th level, the cavalier is +2 "to hit" with with either the broad sword, long sword, or scimitar (depending upon what was chosen at 3rd level).
—At 11th level, the cavalier is +2 "to hit" with either the horseman's mace, horseman's flail, or horseman's military pick (depending upon what was chosen at 5th level).
—At 13th level, the cavalier is +3 "to hit" with the lance, if used while mounted.

At higher levels, the progression descried above increases in a similar fashion. The plus "to hit" does not apply to damage, and does not allow the cavalier to hit creatures that can only be hit by magic weapons. Note that the higher plusses must be taken in the same weapon as at lower levels, so that any cavalier has effectively thee 'weapons of choice." (A cavalier cannot be +1 with the long sword and +2 with the scimitar at 9th level, but would be +2 with the long sword if that was the weapon chosen at 3rd level.)

The cavalier may make multiple attacks with a 'weapon of choice" as if the character were 5 levels higher than actual as far as attacks per round are concerned; e.g., a 3rd-level cavalier can attack 3 times every 2 rounds with a weapon of choice, as opposed to 1 attack per round with some other ordinary weapon. At 16th level and above, a cavalier can attack 3 times per round with a weapon of choice.

The lance is the preferred weapon of the cavalier, and proficiency with it is required at first level. The cavalier has a bonus to damage equal to the character's level of experience when using the lance while mounted. When the cavalier is dismounted and using a lance, damage is +1. A heavy lance ised while dismounted is treated as an awl pike, with respect to all specifications except length, weight, and speed factor. A medium or light lance used while dismounted is treated as a spear.

A cavalier's expertise in weapons allows the cavalier to parry with weapons of proficiency more effectively than fighters can. Should a cavalier choose to parry rather than attack, all of the cavalier's "to hit" bonuses (including those due to strength, magic, and weapon of choice) can be subtracted frim one attacker's die rolls. A parrying Cavalier may use his or her shield to parry a second opponent's attack; a shield parry reduces the attacker's roll by one, and by a further 1 for every "plus" of the shield, if it is magical. If the cavalier is using a shield to parry as well as a weapon to parry, any further attackers beyond the second may ignore the shield bonus in determining their chances "to hit." If a cavalier performs one or two parries, the cavalier cannot attack in the round, even if he or she is capable of making multiple attacks in a single round.

To the cavalier, armor is as much a badge of station as it is a means of protection. Thus, a cavalier character will always seek to posses the very best and finest-quality armor the cavalier is able to own. in this endeavor, appearance is as important as function, so engraving, inlaying, and decoration of the armor will always be sought. plate armor is the cavalier's first choice; other preferences ranking beneath that are 9in order of desirability) plate mail, banded or splint mail, chain mail, scale mail, and ring mail. Leather, studded leather, and padded armor are the dress of thieves and peasants, and as such are beneath the cavalier's station, such that the cavalier will not wear these armor types. This list of preferences applies even in the case or magical armor, so that chain mal +2 will not be worn if banded or splint mail of the normal sort is available.

Mounted combat and horsemanship are special provinces of the cavalier class. A human cavalier (but not an elf or half-elf) makes all attacks from horseback as if the character were one level higher. This increase applies only to horses, mounts usable by cavaliers at higher level, and those mounts approved by the DM.

All cavaliers are virtually born and bred to the saddle, with thise of lesser ability trained at the o levels. A cavalier is 85% unlikely to be thrown out of the saddle, and 85% unlikely to be injured if his or her mount falls. This chance is increased by 1% for each level above the first.

As a cavalier increases in level, he or she improves still further in horsemanship, and in the handling of other creatures as mounts. Horsemanship abilities increase as follows:
—At 3rd level, the cavalier can vault into the saddle with bulky armor and have the steed underway in a single segment.
—At 4th level, a female elven cavalier (and only a female elf) may handle and ride a unicorn as a steed.
—At 5th level, the cavalier can urge his or her mount to a greater speed than normal. The additional speed possible equals a 2" (10 feet) bonus to movement rate, and can be sustained for up to 6 turns. The additional speed thus gained had no ill effects on the mount, although normal rest and feeding are always necessary.
—At 7th level, the cavalier can handle and ride a pegasus as a steed.
—At 9th level, the cavalier can handle and ride a hippogriff as a steed.
—At 11th level, the cavalier can handle and ride a griffon as a steed.

the cavalier's mount will be friendly to and accept thr cavalier as long as it is properly treated. Of course, creatures of good alignment will not allow any of the evil sort to come near in these cases and vice versa.

A cavalier's knowledge of horses (and at higher levels, other mounts) allows the cavalier to estimate the worth of a steed. A cavalier can examine any mount and determine if it has a low worth (one-third or fewer of the maximum possible hit points for the creature), average worth, or high worth (twi thirds or better of the maximum possible hit points). Any steed selected by a cavalier will have +2 hit ponts per hit die (up to the maximum hit points available).

A cavalier undergoes continual training and prectice in arms and warfare, such that part of the day not spent adventuring must be spent in mounted arms drill or combat prectice on foot. As a result of this constant training, the cavalier can increase his or her strength, dexterity, and constitution scores. When a cavalier is 1st level, percentile dice are rolled for each of these abilities, just as for fighters with 18 strength. A Lancer with 15 dexterity might have 15/87 upon attaining Armiger status. The percentage has no normal effect on play, and the ability score is considered to be the main number (15 in this case). An exception is percentile strength above 18, which is treated ad for fighters on the strength bonuses table.

As a cavalier attains each higher level, 2d10 are rolled and the result is added to the percentile score for strength, dexterity, and constitution. When a percentile goes over 100, the main number goes up by 1 and the 100 is discarded. (in the example, if the cavalier with 15/87 dexterity rolls a 19 for ths ability upon gaining second level, the character's dexterity score is now 16/06, and is treated as a 16.) Ability scores can be raised as high as 18/00 in this manner, even if doing so violates limitations based on race or sex. if a cavalier loses a level, the percentile points gained for that level are lost.

To advance a level, the cavalier must be trained by another cavalier of at least 4th level, or 2 levels higher than the cavalier's current level, whichever is higher. However, after attaining 6th level, the cavalier's normal regimen will suffice for training, and the cavalier does not need others to allow an advance in level.

A cavalier makes saves as a fighter. Such characters are, however, immune to fear (magical or otherwise) of any sort. Cavaliers of good alignment will radiate a protection from fear aura in a 1" (5') radius, so that all allied creatures wuthin the radis are similarly immune. In addition, magical or magic-like phenomena which affect the mind are 90% unlikely to work on the cavalier. This includes powers such as beguiling, charm, domination, hold, hypnosis, magic jar, possession, sleep, suggestion, and the psionic

, but not the effects of high comeliness. This 90% immunity is in addition to any saving throw for the cavalier, if applicable. Cavaliers also save at +2 versus all forms of illusions.

Cavaliers of good alignment are able to function at negative hit point totals, unlike members of other classes, or cavaliers of neutral or evil alignments. The number of negative hit points the cavalier can finction at is determined by the cavalier's hit points at 1st level (4-13). When a negative number of hit points is reached, the cavalier does not become unconciou, but cannot further attack and must rest, bind wounds, and seek further healing. Cavaliers heal as other characters, but those of good alignment gain 1-4 extra hit points for each full week of healing.

As a member of the social upper classes, the cavalier has a coat of arms and armorial bearing. This bearing is the device worn upon the cavalier's shield to identify himself on the battlefield and in tournament. (In tournament, the shield may be covered with dark hide to keep the user's identity unknown, hence a "black knight.") The armorial bearing may be kept covered while travelling, but is revealed when an encounter occurs with creatures that might understand the importance of such a device. In addition, at 4th level the cavalier may fly a pennon on his or her lance on the battlefield. A duplicate of this battle flag is held by the cavalier's retainers, and marks the territory of the cavalier. If the battleflag is lost, dishonor ensues, and the cavalier must make every effort to regain the flag. (Your local library will likely contain books on heraldry for those who wish to design their own armorial bearings for their characters.)

Finally, cavaliers may expect full hospitality — food, lodging, and whatever else is needed (within reason under the circumstances) — from all other cavaliers of the same alignment. Such hospitality is kuke-wise die from all gentle, noble, and royal households according to their relationships between political divisions which might be concerned.

The cavalier must follow a strict code of conduct and ethics, akin to chivalry. Upon being sworn to knighthood (by a cavalier of at least 2 levels higher, in a ceremony as simple as a dubbing with the sword or a full ritual of fasting, vigil, sacred vows, and celebration), the cavalier must pleadge himself or herself to this code. Failure to sustain the oath is not sufficent reason to revoke knighthood, unless the order or liege lord of the cavalier demands such. In the latter case, the cavalier becomes a mere fighter, though weapon specialization is not gained and the privelege of weapons of choice is not retained.

A cavalier must serve someone or some cause — normally a diety, greater noble, order of knighthood, or the like. The cavalier must seek to sustain the virtues and the code of chivalry. The knightly virtues are these:
1.) Liberality
2.) Honor
3.) Glory
4.) Courtesy
5.) Unselfishness
6.) Pride
7.) Bravery
8.) Good Faith

The code for a feudal campaign can be summed up as follows. The DM may adjust this code to fit his or her own campaign.[INDENT]Noble service cheerfully rendered
Defense of any charge unto death
Courage and enterprise in obediences to rule
Respect for all peers and equals
Honor to all above your station
Obedience and respect from all below your station
Scorn for those who are lowly and ignoble (this includes knightly limitations on weapons and armor)
Military prowess excercised in service to your lord
Courtesy to all ladies (if the cavalier is male)
War is the flowering of chivalry
Battle is the test of manhood
Combat is glory
Personal glory above all in battle
Death to all who oppose the cause
Death before dishonor

in enforcing this code, the DM may reduce or eliminate experience gained by the cavalier if its gaining violates the spirit or letter of the code. A cavalier who retreats from battle, even to save fellow party members, would reciave half experience for the beasts slain ins his or her retreat. Similarly, a cavalier who dons leather armor to infiltrate a thieves guild to effect a rescue would gain no experience, since the rescue would be done in means not approved of by the code. Note that even neutral abd evil cavaliers are bound by this code, but in their case, obedience is to non-good masters.

As a result of the code and desire for battle, cavaliers cannot be controlled in battle situations. They will charge any enemy in sight, with the following order of preference:
1.Powerful monsters (dragons, demons, giants, etc.) serving enemy leaders, then the leaders themselves
2.Opponent cavaliers of great renown, enemy flags and standards
3.Opponent cavalry of noble or elite status
4.Other opponent cavalry
5.Opponent elite footmen
6.Opponent camp and headquarters
7.Opponent melee troops
8.Levies or peasants
The cavalier's charge will be made at full speed, regardless of army cohesion, intervening friendly troops, or other such considerations.

While all cavaliers are initially of good alignment, there are cavaliers of neutral and evil alignment as well. Alignment change can occur up to fourth level without penalty, if the change is well-reasoned. At 4th level and beyond, any change of alignment results in the usual penalties. Neutral and evil cavaliers do not retain the protection from fear aura, nor the ability to function at a negative hit point total. Evil cavaliers may use poison, and are free to ignore the obligation of hospitality. The device of an evil cavalier is made known throughout the land, and good cavaliers are duty bound to hunt down and destroy those cavaliers of evil alignment. Finally, evil and neutral cavaliers have limitations on the types of followers they can attract.
Cleric:
Quote:
A character must have a minimum wisdom ability score of 9 (13 if a multi-classed half-elven cleric but 9 if a multiclassed half-orc cleric). If wisdom ability is greater than 15, the character adds 10% to experience (q.v.) awarded to him or her by the referee. Example: A cleric character gains an award of 975 experience points from the DM after a successful adventure. Because the character has a wisdom ability score in excess of 15, he or she then adds 98 experience points (975 X .10 = 97.5, or 98 E.P) to the 975, for a total of 1,073 E.P. Of course, a cleric will benefit in other ways by having a high wisdom score. He or she gains bonus spells from high wisdom, as well as a better chance to avoid the effects of certain magical attacks.

High ability scores in strength and constitution are also desirable for a character of this class, and good dexterity is likewise of benefit.

This class of character bears a certain resemblance to religious orders of knighthood of medieval times. The cleric has an eight-sided die (d8) per level to determine how many hit points (q.v.) he or she has. The cleric is dedicated to a diety, or dieties, and at the same time a skilled combatant at arms. The cleric can be of any alignment (q.v.) save (true) neutral (see Druid hereafter) alignment, depending upon that of the diety the cleric serves. All clerics have certain holy symbols which aid them and give power to their spells. All are likewise forbidden to use edged and/or pointed weapons which shed blood. All clerics have their own spells, bestowed upon them by their diety for correct and diligent prayers and deeds.

A study of the spells usable by clerics (see CHARACTER SPELLS) will convey the main purpose of the cleric. That is, the cleric serves to fortify, protect, and revitalize. the cleric also has a limited number of attack spells, some of which are simply the reverse of curative incantations. Note that all spells must be spoken or read aloud. In addition, the cleric has the ability to wear armor, carry effective weaponry, and engage in hand-to-hand (melee) combat with a reasonable chance of success. Another important attribute of the cleric is the ability to turn away (or actually command into service) the undead and less powerful demons and devils.

The undead are: ghasts, ghosts, ghouls, liches, mummies, shadows, spectres, wights, wraiths, vampires, and zombies. These creatures, as well as demons and devils, are detailed in ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL. The matrix showing what effects clerics of various levels have upon such creatures is for use by the Dungeon Master only. As a rule of thumb, a cleric is effective against any undead monster whose hit dice are not greater than those of a cleric. only high level clerics have any hope of driving away or influencing demons or devils.

only humans will have clericism as their sole class; thus they are the only clerics with unlimited advancement in level.

Clerics have nearly as good a prospect of success in melee combat as fighters (the best in such situations). They move upwards in combat ability in steps consisting of three ability levels. Similarly, they make saving throws (q.v.) against magical and poison attacks in like steps.

Clerics can enmploy a fair number of magic items including most potions; clerical and "protection" scrolls; most rings; some wands, rods, and staves; many other magical items; and all of the non-edged, non-pointed magical weaponry. As they are able to wear armor, clerics can employ all forms of magic armor and magic shields, too.

When a cleric achieves 8th level (Patriarch or Matriarch) he or she automatically attracts followers if the cleric establishes a place of worship — a building of not less than 2,000 square feet in floor area with an alter, shrine, chapel, etc. These followers are fanatically loyal and serve without pay so long as the cleric does not change dieties and/or alignment. These followers number between 20 and 200 (2d10, totaled, and multiplied by 10). in addition, there will be followers who are men-at-arms (q.v.), and your referee will relay the types and numbers at the appropriate time.

Upon reaching 9th level (High Priest or High Priestess), the cleric has the option of constructing a religious stronghold. This fortified place must contain a large temple, cathedral, or church of not less than2500 square feet on the ground floor. it can be a castle, a monastery, an abbey or the like. It must be dedicated to the cleric's diety (or dieties). The cost of construction will be only one-half the usual for such a place because of religious help. If the cleric then clears the surrounding territory and humans dwell in the area, there will be a monthly revenue of 9 silver pieces per inhabitant from trade, taxation, and tithes.
Assassin:
Quote:
Assassins are a sub-class of the theives, and they have the functions of the latter as well as their own. Thus, to be an assassin, a character must have a minimum strength of 12, an intelligence of 11 or more, and a sexterity of not less than 12. Assassins do not gain any experience-point bonuses for having high ability scores.

Just as do thieves, assassins have six-sided dice (d6) for determining the number of hit points (q.v.) they can sustain. Assassins are evil in alignment (perforce, as the killing of humans and other intelligent life forms for the purpose of profit is basically held to be the anithesis of weal). They can, of course, be neutral as regards lawful and chaotic evil. As mentioned above, assassins have thieving capabilities and their own functions. m Because they can use any sort of shield and weapon, they are generally superior to thieves in combat.

An assassin character need not be a member of the Assassins Guild of the town or city he or she dwells in, but all non-player assassin characters ae members of such guilds. There is one such guild in most owns or cities, and each controls an area of from 10 to 100 miles radius around the headquarters town or city. Any assassin discovered in a guild area who is not a member of the local Assassins Guild will be invited to join, thus coming under the authority and command of the Guildmaster Assassin. The assassin character need not join, but he or she will be under sentence of death if the character performs and assassination while not a guild member. Furthermore dicussion of Asassins' Guilds is given later.

The primary function of assassins in killing. they may use poison — ingested or insinuated by a weapon. Poison ingested must be put into the food or drink, and the character performing this action must detail exactly when, where, and how the poisoning will be done. The DM will then adjucate the action. Poisoned weapons (see POISON) used run the risk of being noticed by others. All the non-assassins withn 10' of the bared weapon have a 10% cumulative chance each per melee round of noting the poison and attacking the poison-using assassin and/or calling for the city watch. (There is a 20% chance for attacking the assassin, a 50% chance for calling the watch, and a 30% chance for shouting for the watch and then attacking the assasin.)........
I am sorry I could not finish this post, but I have a lot of important things to do and school begins tomorrow, so I will be posting only on Saturdays. For those of you who are reading this and speak to me on IMs and the phone often, I will be online for those after my homework is done each day, and as it stands, those will be all I will be on. I will also have afterschool activities to attend and a lot to keep up with, so posting will be slow for me. I am sorry, and I will continue this post another day... this coming saturday hopefully.
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  #9 (permalink)  
Old 08-30-2005, 01:42 PM
Aaron
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Anguinus
Lizardfolk
Chaotic Neutral- Sseth
Cleric/ Assassin
60 yrs old
235 lbs
6'7"
4ft Tail


Lets just say that there are many ways to loyally serve.

Stats:
Strength 12
Dexterity 12
Constitution 8
Intelligence 17
Wisdom 20
Charisma 9






Languages:
Common, Lizardfolk


(((Spells and Equipments will be posted later...also this is just with the Cleric stuffs still trying to find more stuff on the Assassins stuff.)))
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Old 08-31-2005, 09:49 PM
nubz nubz is offline
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Forest Gnome Illusionist / Theif.
stats as you stated previously.
please note i am familiar with AD&D and 3rd D&D, few other games way different that don't bear mentioning. i'm going on the basis that things dont change a huge amount, so if I could get a spell list, equip my guy with a cloak and dagger, and I'm ready to go. I'll be playing this like I did my gnome cleric / theif; hide in shadows or sanctuary any time something bad comes along, pop out, backstab, heal, hide, repeat. heads up i'm basing this on the scout archetype, so once you tell me what points to allocate to thief skills i know what to do.

Str-8
Dex-18
Con-8
Int-19
Wis-15
Cha-10
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