New Group with a difference......sort of

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New Group with a difference......sort of

Unread postby Gotrek1966 » 3 Mar 11, 11:48 am

As the Dwarves are at the point of hanging up their boots, we have decided to start a new group.

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We are going to do the same thing as we did with the dwarves.

1.Group will be a quest group as in start at level 1 and progress through the quests with all members being leveled to the same level as highest member of the group at end of the night. ** NO leveling outside of group night** anyone being a higher level at start of next outing will be deleveled to be in line with rest of group.

2. Group is to meet up Wed nights 9pm Sydney time
3. RP is expected from all members of group
4. Have FUN
5. This time it would be good to actualy have all party members have the same last name...though we will see.
6. SKIN The skin that will be used is looking to be the Kyoht *like a fox on 2 legs

7. A list of restrictions of class will be added shortly *due to the skin*

8. All welcome to join *new players encouraged so we can all get to know each other :D *

Anything else Ill tag onto the list. You all know the dwarves so it should be an interesting experiance :lol:
At the moment this is being discussed with DM's so it will be a short while before we begin so expect some editing of this post :lol: But have a think about it if you want to join in and ask questions.

Cheers
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Re: New Group with a difference......sort of

Unread postby Gotrek1966 » 4 Mar 11, 11:32 am

Ok, so lets start looking at names. Do we want to all have the same last name to fit in with the "family" group?

Oh and we need a background story line for their existance... So let your brain juices flow and we tweak it from there.

You can PM me your ideas if you want.

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Re: New Group with a difference......sort of

Unread postby Taniwah » 4 Mar 11, 11:36 am

Always wanted to hang out with Foxes, Im in for some RP madness :)

I like the idea of having the same pack name.

Foxes dont strike me as savage brutal killers like wolfs, more stealthy and scheming, perhaps the clan name could reflect this.
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Re: New Group with a difference......sort of

Unread postby aussie » 4 Mar 11, 1:29 pm

From a quick read I have some thoughts.

They are a forrest people.
They are fighters, archers and stealthy, some do take the role of a forceful fighter.
Fur burns easily and helps protect you from the cold.
You have good vision in low light.
You are part of a pack there will be an alpha male and female and posiable challenges for power along the way.
You are neither good or overly evil...diet coke evil maybe. N/N alignment prefered.

Classes
Ranger - you are forrest people after all.
Druid - as above as a spell caster/healer not a shape shifter.
Rogue - stealthy.
Fighter - meat shields are always handy.
Arcane Archer - archery is common theme.
Bard - going to need a good story to get it over the line.
Cleric - will need a great story to make it.
Arcane caster - as with Cleric.
Paladin - not this group.
Monk - maybe as a 2nd or 3rd class.

Thinking along human and elf as your base races, elf does fit in with some of the natural abilities. Subject to how nicely the skin plays with races.

Most likely you will wear a ring or other item to simulate the effects of fur with heat and cold. Good roleplay options in hot/cold areas and forrests/plains.

Not an official position and subject to change. Ask away if your not sure.
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Re: New Group with a difference......sort of

Unread postby Gotrek1966 » 8 Mar 11, 7:47 am

Proposed last names:

1.Padpaw
2.Fleetfoot
3.Longtail
4.Sharptooth
5.Blackstripe

Anythoughts on others?

Come on, get those brain juices running. :D

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Re: New Group with a difference......sort of

Unread postby Pooky » 8 Mar 11, 1:23 pm

As you all know... I am not very clever at char making.... To be an arcane archer, you need 1st level arcane spells... right??? This means having to choose bard, wizard or sorcerer first...right??? If so.. all I need is a good story...... :roll:
Time to think... :shock:
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Re: New Group with a difference......sort of

Unread postby aussie » 8 Mar 11, 1:50 pm

Arcane Archer is fairly easy as most of your other base class choices are Ranger, Fighter and Rogue and then a minor class of Bard, Wizard or Sorcerer so you can take AA.

Builds for an AA are fairly easy to plan out and plenty of help is available.
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Re: New Group with a difference......sort of

Unread postby kittycatArcane » 8 Mar 11, 2:00 pm

Indeed, one of the most straightforward but effective ones I've played is 10 fighter/1 wizard/29 AA. :mrgreen:
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Re: New Group with a difference......sort of

Unread postby Starbuck343 » 13 Mar 11, 6:16 pm

What is the lifespan of the Kyoht? Are they long-lived like the elves and dwarves? Any other details not previously mentioned about this race anyone can give me would be appreciated. I'm not familiar with this race, and as I'm trying to develop a back story for the clan, I don't want it to fall over on account of an unknown.

Some names I have come up with are as follows:

Stormcloud
Skyblade
Startail
Fireclaw
Cloudfoot
Elvith, crafter for the clan Crystalian
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Re: New Group with a difference......sort of

Unread postby TheFugitive » 13 Mar 11, 7:42 pm

Think we have a bit of creative licensing as information on kyohts is scarce. No immediate access to my books so I can't double check, but a quick online search isn't showing any results for kyohts in any of the DnD rulebooks.

Being a small sized skin, I'll suggest a shorter lifespan than something that was normal sized, perhaps slightly less than a human in length. Would personally suggest the following:

Kyoht
Starting Age: 15 years
Barbarian, Rogue or Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

Middle Age: 30 years
Old: 45 years
Venerable: 60 years
Maximum Age: +1d20 years

An unlucky Kyoht Wizard could find himself starting his adventure nearing middle-age, but with age would come experience and presumably leadership.

Alignment is an issue. While there are always exemptions to the rule, I don't see Lawful Good or Chaotic Evil existing. I would almost argue that they'll be on the Neutral axis, either Neutral Good, Lawful Neutral, True Neutral or Chaotic Neutral. Chaotic Good could be an option, but Neutral Evil would be iffy. You are part of a family, unless something drastic happens, I can't see anyone betraying the pack.

The majority of Aussie's thoughts on classes, I agree with. I wouldn't think Bard would need a good story to get over. Every tribe would have their storyteller, a keeper of the tribe's history. A good bard would also be skilled at negotiation or a scout. Cleric... that's tough. It wouldn't be the traditional cleric. Moreso they are the kyoht that the pack turns to when they have a thorn in their paw or some disease, although one could argue a druid would do the same thing. Don't see kyohts as psionic talented, so I'll be tempted to say no actual Shamans, Favored Souls or Psions... definitely no Warlocks.
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Re: New Group with a difference......sort of

Unread postby Starbuck343 » 13 Mar 11, 9:47 pm

Excellent, that definitely helps.

Other than those previously mentioned, are any prestige classes not suitable for Kyohts?
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Re: New Group with a difference......sort of

Unread postby TheFugitive » 13 Mar 11, 10:45 pm

Dwarven Defender immediately comes to mind. :lol:

Arcane Archer is one of the obvious allowed choices. Assassin requires an evil alignment. Would rather see this not included. Same goes for Blackguard. For the same reasons as Paladin, I can't see a Divine Champion Kyoht.

That leaves Dragon Disciple, Harper Scout, Pale Master, Shadowdancer, Shifter and Weapon Master as well as the exclusive ALOE classes: Arcane Trickster, Duelist, Elemental Warrior, Eldritch Knight, Frenzied Berserker, Mystic Theurge, Stalker and Warpriest.

Dragon Disciple: Leaning towards out. Moreso because of the RP implications. A Kyoht with Dragon heritage?
Harper Scout: Fine. "The Harpers are a secret society. Members are dedicated to holding back evil, preserving knowledge and maintaining the balance between civilization and the wild. The Harper scout performs many duties including espionage, stealth and reporting information." I see no reason why the Harpers wouldn't recruit a kyoht.
Pale Master: ... No. Again, RP implications.
Shadowdancer: Eh. Would depend on backstory. Not ruling it out, but iffy for a prestige class.
Shifter: Unlike Aussie, I don't see a reason why a Kyoht couldn't shapeshift, presuming that the shaman can invoke the spirits of the forms he's changing into. Some shapes could be questionable though (Construct, Undead).
Weapon Master: Definitely in. The group's ranged attackers would be Arcane Archers. The melee attackers could be this class.

Arcane Trickster: Good story would be needed, but I wouldn't rule it out.
Duelist: Wouldn't rule Duelist out either. Foxes are quick and Duelist is all about reflexes.
Elemental Warrior: I don't know if this would fly. Imbuing weapons? I don't know. Will say 'maybe'.
Eldritch Knight: Another maybe.
Frenzied Berserker: If barbarian kyohts are allowed, so would this be.
Mystic Theurge: You'll need a REALLY good story to play a divine/arcane caster. :wink:
Stalker: "Stalkers are skilled hunters who use stealth and hit & fade tactics in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Stalkers have learnt to blend into the wilderness and by using stealth and hit and fade tactics gain extra damage through sneak attack damage. Stalker preferred weapons are Rapier, Short Sword, Kama or Dagger and also the use of long or short bows." I don't really need to confirm this one.
Warpriest: Again, this goes back to the cleric thing. It's possible, but it would be iffy.
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Re: New Group with a difference......sort of

Unread postby Gotrek1966 » 14 Mar 11, 4:01 pm

TheFugitive wrote:Dwarven Defender immediately comes to mind. :lol: :dropmouth:

Arcane Archer is one of the obvious allowed choices(I agree).Assassin requires an evil alignment. Would rather see this not included. Same goes for Blackguard. For the same reasons as Paladin, I can't see a Divine Champion Kyoht.(Last 4 Id say no)

That leaves Dragon Disciple, Harper Scout, Pale Master, Shadowdancer, Shifter and Weapon Master as well as the exclusive ALOE classes: Arcane Trickster, Duelist, Elemental Warrior, Eldritch Knight, Frenzied Berserker, Mystic Theurge, Stalker and Warpriest.

Dragon Disciple: Leaning towards out. Moreso because of the RP implications. A Kyoht with Dragon heritage? (Totaly agree with this. Does not fit into being acceptable)
Harper Scout: Fine. "The Harpers are a secret society. Members are dedicated to holding back evil, preserving knowledge and maintaining the balance between civilization and the wild. The Harper scout performs many duties including espionage, stealth and reporting information." I see no reason why the Harpers wouldn't recruit a kyoht.
Pale Master: ... No. Again, RP implications.
Shadowdancer: Eh. Would depend on backstory. Not ruling it out, but iffy for a prestige class.(Still thinking about this one)
Shifter: Unlike Aussie, I don't see a reason why a Kyoht couldn't shapeshift, presuming that the shaman can invoke the spirits of the forms he's changing into. Some shapes could be questionable though (Construct, Undead).(Im against any shapeshifting)
Weapon Master: Definitely in. The group's ranged attackers would be Arcane Archers. The melee attackers could be this class.

Arcane Trickster: Good story would be needed, but I wouldn't rule it out.
Duelist: Wouldn't rule Duelist out either. Foxes are quick and Duelist is all about reflexes.
Elemental Warrior: I don't know if this would fly. Imbuing weapons? I don't know. Will say 'maybe'. (No from me)
Eldritch Knight: Another maybe.(Another no from me)
Frenzied Berserker: If barbarian kyohts are allowed, so would this be.
Mystic Theurge: You'll need a REALLY good story to play a divine/arcane caster. :wink: (Still thinking about this)
Stalker: "Stalkers are skilled hunters who use stealth and hit & fade tactics in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Stalkers have learnt to blend into the wilderness and by using stealth and hit and fade tactics gain extra damage through sneak attack damage. Stalker preferred weapons are Rapier, Short Sword, Kama or Dagger and also the use of long or short bows." I don't really need to confirm this one.
Warpriest: Again, this goes back to the cleric thing. It's possible, but it would be iffy. (Has potential though)


Im in two frames of mind for a cleric, one part says they could worship mother nature instead of a god, the other says not to worry about it from a group/DM night res point of view). Oh and all the blue bits are my comments on Painy's post :D
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Re: New Group with a difference......sort of

Unread postby navarre » 16 Mar 11, 10:22 pm

I'll join up =) just trying to figure out a class. I usually use rp groups to do pure builds (so that removes, Cleric, bard, barbarian and rogue from the list)

Taking suggestions for pure class! I will make what ever is needed most.

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Re: New Group with a difference......sort of

Unread postby TheFugitive » 17 Mar 11, 12:06 am

Not that I want to force people into roles, but I always found the best way to do this sort of thing was work out what is necessary in a party and move from there.

Without getting into a long-winded paragraph that's better reserved for the Edon PC Builds, I'll suggest the bare minimum and then add various combinations that could be considered extras.

The mage: At the end of the day, battlefield control is a big part of the game. Dominating a target, encasing them in stone, tripping them up with Grease. A mage will do it much better than a druid or cleric.

The tank: Although I think the Barbarian's Damage Reduction is severely outmatched by Dwarven Defender, we must make do with our limitations. With the right gearing, the right feats and enough Barbarian, they could still shrug off 39/- points of physical damage. That's nothing to sneeze at and is probably the best bet for a tank.

The glass cannon: Multiple characters could fill this role. The Arcane Archer who is more a glass machine gun, the Weapon Master who depending on their weapon of choice is a glass shotgun or a rogue, who can deal amazing sneak attack damage but will completely suck against anything immune to sneaks... but hey, at least they can disable traps without using their feet.

The tag-along: This could the bard who Curse Songs, the the rogue above who picks locks, the cleric who heals the glass cannon during combat or another character.

In orders of priority and depending on numbers, this is where I'm leaning towards:
  1. Close to, if not completely pure, Wizard.
  2. Close to, if not completely pure, Barbarian.
  3. Fighter/Weapon Master/Rogue
  4. A caster Cleric
  5. Close to, if not completely pure, Rogue.
  6. A caster Bard, focusing more on spells and songs rather than combat.
  7. An Arcane Archer
  8. A caster Druid. This didn't really need to be specified since shapeshifting is out.
  9. Close to, if not completely pure, Ranger.

navarre wrote:I'll join up =) just trying to figure out a class. I usually use rp groups to do pure builds (so that removes, Cleric, bard, barbarian and rogue from the list)

Taking suggestions for pure class! I will make what ever is needed most.

-nav-


A pure Druid could prove to be an new challenge for you (although I still think any form of Wisdom-casting class should have a splash of Monk...). This doesn't go for just Nav, if anyone has a class in mind they want to play, I'm happy to try and work up a spreadsheet to follow.
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