Added Notes

Added various notes & lists regarding module & creature construction.
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Jaysyn904 2021-07-14 23:41:21 -04:00
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Altaruk
Bandit Camp
Citadel of FIre
Crimson Savannah / Oasis/ Ruins / Depths
Fort Amber
Fort Skonz
Gith Caverns
Glowing Desert
Great Ivory Plains
Refugee Settlement
The Barrens
The Forest Ridge
The Gray
The Great Alluvial Sand Wastes
The Ringing Mountians
The Tablelands
The Village of Kled
Tyr
Undertyr
Urik isn't in this build & I don't remember why

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Barbarian
Bard
Cleric
Druid
Fighter
Ranger
Rogue
Sorcerer
Wizard
Shadowdancer
Arcane_Archer
Assassin
Blackguard
WeaponMaster
Pale_Master
Shifter
Dwarven_Defender
Dragon_Disciple
Gladiator
Abjurant Champion ???
Mystic_Thurge
Warpriest
Virtuoso
Marshal
Swashbuckler
Scout
Healer
Mage_Killer
Elemental_Savant_Fire
Elemental_Savant_Cold
Elemental_Savant_Elec
Elemental_Savant_Acid
DIV_ELE_Savant_Fire
DIV_ELE_Savant_Cold
DIV_ELE_Savant_Elec
DIV_ELE_Savant_Acid
Beguiler
Duelist
Hierophant
Vigilant
PnPShifter
Arcane_Duelist
Archmage
Oozemaster
ShadowAdept
ManAtArms
BondedSummoner
Bowman
Sacred_Fist
Legendary_Dreadnought
Shadowblade
Psion
Psychic_Warrior
Soulknife
Wilder
True_Necro
Arcane_Trickster
Peerless_Archer
Lasher
Combat_Medic
Ollam
WarslingSniper
MasterOfShrouds
Frenzied_Berserker
Tempest
Foe_Hunter
DreadNecromancer
Archivist - no
Templar
Enlightened_Fist
Pyrokineticist - > Kineticist
Shadowmind
Psychic_Thurge
Cerebremancer
Thrallherd
Contemplative
Warchief
Warmind
IronMind
SanctifiedMind
Dirgesinger
SkullclanHunter
MasterAlchemist
Warblade
Minstrel_of_the_Edge
Brawler - disable

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Human
Gith
Aarakocra
Dark_Sun_Dwarf
Dark_Sun_Elf
Dark_Sun_HalfElf
Dark_Sun_HalfGiant
Dark_Sun_Halfling
Mul
Pterran
Thri_Kreen
Tari
Air_Genasi
Earth_Genasi
Fire_Genasi
Water_Genasi
Lizardfolk
YuanTi_Pure
Githyanki
Githzerai
Illithid

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nwnds_notes/BLANK_AC.txt Normal file
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The jankx is a small, fast & furry animmal that makes a decent animal companion. Although small of size & timid of nature, it makes up for that with a debilitating poison.
Skills: Listen +5, Hide +10, Move Silently +10
Feats: Low-Light Vision, Improved Initiative, Weapon Finesse
Progression:
PC Level Bonus HD Natural AC+ Str/Dex+ Feat Special
1st-2nd +0 +0 +0 Feat 1 Link, share spells
3rd-5th +2 +2 +1 Feat 2 Evasion
6th-8th +4 +4 +2 Feat 3 Devotion
9th-11th +6 +6 +3 - Multiattack
12th-14th +8 +8 +4 Feat 4 -
15th-17th +10 +10 +5 Feat 5 Improved evasion
18th-20th +12 +12 +6 - -
Epic Progression:
PC Level Bonus HD Natural AC+ Str/Dex+ Feat Special
21st-23rd +14 +14 +7 Feat 6 -
24th-26th +16 +16 +8 Feat 7 -
27th-29th +18 +18 +9 - -
30th-32nd +20 +20 +10 Feat 8 -
33rd-35th +22 +22 +11 - -
36th-38th +24 +24 +12 Feat 9 -
39th-40th +26 +26 +13 Feat 10 -

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This creature is a hunched reptilian quadruped only two feet in length, most of its features hidden by thick, bony armor. The animals eyes and fanged maw peer through openings in the head armor and a squat tail emerges from the rear.
Skills: Hide +5, Listen +2, Spot +5
Feats: Alertness, Weapon Finesse, Scent, Low-light Vision
Progression:
PC Level Bonus HD Natural AC+ Str/Dex+ Feat Special
1st-2nd +0 +0 +0 WF (Creature) Link, share spells
3rd-5th +2 +2 +1 Dodge Evasion
6th-8th +4 +4 +2 - Devotion
9th-11th +6 +6 +3 Mobility Multiattack
12th-14th +8 +8 +4 Spr Att -
15th-17th +10 +10 +5 - Improved evasion
18th-20th +12 +12 +6 Blind-fight -
Epic Progression:
PC Level Bonus HD Natural AC+ Str/Dex+ Feat Special
21st-23rd +14 +14 +7 Imp Int -
24th-26th +16 +16 +8 - -
27th-29th +18 +18 +9 Power Att -
30th-32nd +20 +20 +10 Cleave -
33rd-35th +22 +22 +11 - -
36th-38th +24 +24 +12 EWF (Creature) -
39th-40th +26 +26 +13 Armor Skin -

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nwnds_notes/Carru_AC.txt Normal file
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A strain of humped cattle with a bony skull and drab hide, these animals move in a wandering herd, longhorned males protecting short-horned females and young. This one seems to have taken a liking to you.
Skills: Spot +3, Survival +3
Feats: Alertness, Endurance, Knockdown, Low-light Vision, Scent
Progression:
PC Level Bonus HD Natural AC+ Str/Dex+ Bonus Feat Special
1st-2nd +0 +0 +0 WF(Creature) Link, share spells
3rd-5th +2 +2 +1 Pwr Attack Evasion
6th-8th +4 +4 +2 Cleave Devotion
9th-11th +6 +6 +3 - Multiattack
12th-14th +8 +8 +4 Imp Crit -
15th-17th +10 +10 +5 Dodge Imp Evasion
18th-20th +12 +12 +6 - -
Epic Progression:
PC Level Bonus HD Natural AC+ Str/Dex+ Bonus Feat Special
21st-23rd +14 +14 +7 Mobility Imp Knockdown
24th-26th +16 +16 +8 Spring Att -
27th-29th +18 +18 +9 - -
30th-32nd +20 +20 +10 Gr Cleave -
33rd-35th +22 +22 +11 - -
36th-38th +24 +24 +12 OWC(Creature) -
39th-40th +26 +26 +13 EWF(Creature) -

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Ruins = 20
Drow Interior = 8
Dungeon = 6
Illithid Interior = 5
Sewers = 7
Aztec Exterior Redux = 3
Crypts = 11
City Interior 1 = 104
Desert & City - Pasili & Kaith = 39
Elven Interior - Pasali = 8
Desert Enriched = 11
Castle Interior 1 = 33
City Exterior = 1
Rural Grass = 3
Daggerdale Swamp = 5
Mines & Caverns = 36
Beholder Interior = 1
Worm's Desert Plains = 8
Frozen Wastes = 5
Rural Winter = 2
(Dwarven Ruins?) DRW01 = 2
Elven City = 2
Desert = 16
Bodangly's Desert City v2 = 9
Forest = 2
Rocky Mountains = 1
Underdark = 5
Fort Interior = 1
DwarfenHalls = 1
DLA Sewers No Maps = 6
CTP Babylon = 6
(CEP) Castle Interior 1 = 3
CC_Interior = 1
VelmarsTowerInterior = 2
Eld Dungeon 3 Alt = 1
+DS Desert City = 13
+DS Interiors = 1
+Travel Map = 165

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nwnds_notes/HALFLING.txt Normal file
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Beyond the Ringing Mountains are jungles that flourish in rains that never reach the tablelands or the Sea of Silt. There life is abundant, the foliage thick and untamed. The undisputed rulers of these jungles are the halflings.
A halfling is a very short humanoid, standing no more than 3 1/2 feet in height. They are muscled and proportioned like himans, but they have the faces of wise and beautiful children. Halflings live to be as much as 120 years old, but once they reach adulthood, their features never succumb to their years; it;s very difficult for an outsider to determine a given halfling's age. A halfling weighs 50 to 60 pounds and is virtually always in peak physical condition.
Halflings possess a great deal of racial unity. Though divided politically into seperate villages and communities, halflings have a great respect for their race as a whole. Political differences between them are settled whenever possible peaceably, through ritual and custom, most often under the direction of their clerical leaders, the shaman witch doctors.
On a personal level, halflings relate very well to one another, well enough to have built a considerable culture rich in art, song and other expressive communication. However, they tend to rely heavily on their culture for communication, a culture that both parties in a conversation are assumed to understnd. It is difficult for a halfling to compensate in conversation for a listener who isn't intimately familiar with halfling culture and as such they easily become frustrated with outsiders. Depending upon how "official" a meeting is, outsiders often have to take great pains to learn local customs merely to communicate iwth the halflings in question. Of course, halfling who have traveled widely outside their traditional jungle home have a much greater tolerance of those with a "lack" of halfling culture; so much so that they can communicate easily and without frustration.
Halfling culture is fabulously diverse, but difficult for other races to comprehend. A complete history of their culture, if such a thing existed, would speak volume upon volume of complex social change, inspirational clerical leaders, and in-depth personal studies of the halfling and his duty to his jungle home. Conspicuous in their absence would be references to great wars of conquest or tremendous monetary wealth - the yardsticks by which other races measure cultural success. Halfling culture cares for the individual's inward being, his identity and spiritual unity with his race and environment. Their culture does not privide for more traditional values, and vices such as green and avarice are particularly discouraged.
Oddly, the richness of the land may be disturbed and examined, even used for a halfling's own gain. However, those riches belong to the land and, in the mind of the halfling, should never be moved away. For instance, nature intended a spring to bring water only to a certain area. To move water though irrigation to some other area is not what nature had in mind. Similary, an archaeological find in the jungle that yeilds a great pile of gold and metals is an event that shouldn't be tampered with - the gold might be used to raise a spectacular series of clerical buildings on the spot, but it should not be carted off to some other location.
Halfling Ability Adjustments: +2 Dex, -2 Str.
Favored Class (Ranger): A multiclass halfling's ranger class does not count when determining whether he suffers an XP penalty for multiclassing.
Special Abilities:
- A halflings base land speed is 20 feet.
- Small Stature:
+1 size bonus to attack rolls.
+1 size bonus to AC.
+4 size bonus to Hide checks.
- Foreign: halflings recieve a -2 penalty to Bluff & Persuade checks when dealing with non-halflings.
- Agile: halflings recieve a +2 bonus on Climb, Jump & Move Silently checks.
- Skill Affinity (Move Silently): +2 racial bonus to Move Silently checks.
- Skill Affinity (Listen): +4 racial bonus to Listen checks.
- Good Aim: +1 racial bonus to attack rolls made with throwing weapons.
- Hardiness vs. Spells: +2 racial bonus on saving throws against spells.
Special: Halflings are small creatures and as such they can never use the Large weapons.
Packages: Halfling characters should only choose the default package for their class, as the other packages may give the halfling weapons they cannot use.

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nwnds_notes/Janx_AC.txt Normal file
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The jankx is a small, fast & furry animmal that makes a decent animal companion. Although small of size & timid of nature, it makes up for that with a debilitating poison.
Skills: Listen +5, Hide +10, Move Silently +10
Feats: Low-Light Vision, Improved Initiative, Weapon Finesse
Progression:
PC Level Bonus HD Natural AC+ Str/Dex+ Feat Special
1st-2nd +0 +0 +0 Toughness Link, share spells
3rd-5th +2 +2 +1 Dodge Evasion
6th-8th +4 +4 +2 Blind-Fight Devotion
9th-11th +6 +6 +3 - Multiattack
12th-14th +8 +8 +4 Mobility -
15th-17th +10 +10 +5 Imp Crit Imp Evasion
18th-20th +12 +12 +6 - -
Epic Progression:
PC Level Bonus HD Natural AC+ Str/Dex+ Feat Special
21st-23rd +14 +14 +7 WF(Creature) -
24th-26th +16 +16 +8 Gr Fortitude -
27th-29th +18 +18 +9 - -
30th-32nd +20 +20 +10 Sprng Attk -
33rd-35th +22 +22 +11 - -
36th-38th +24 +24 +12 Epic Prowess -
39th-40th +26 +26 +13 EWF(Creature) -

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nwnds_notes/Jhakar_AC.txt Normal file
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Jhakars are stout, scaly beasts that somewhat resemble a smiling flat-faced canine with thick, wrinkly, scaled hide. They are excellent trackers.
Skills: Listen +3, Spot +2, Survival +3
Feats: Improved Knockdown, Low-light Vision, Track, Scent, Weapon Finesse
Progression:
PC Level Bonus HD Natural AC+ Str/Dex+ Bonus Feat Special
1st-2nd +0 +0 +0 WF(Creature) Link, share spells
3rd-5th +2 +2 +1 Dodge Evasion
6th-8th +4 +4 +2 Mobility Devotion
9th-11th +6 +6 +3 - Multiattack
12th-14th +8 +8 +4 Imp Crit -
15th-17th +10 +10 +5 Spr Attack Imp Evasion
18th-20th +12 +12 +6 - -
Epic Progression:
PC Level Bonus HD Natural AC+ Str/Dex+ Bonus Feat Special
21st-23rd +14 +14 +7 Blind-Fght -
24th-26th +16 +16 +8 Iron Will -
27th-29th +18 +18 +9 - -
30th-32nd +20 +20 +10 Imp Init -
33rd-35th +22 +22 +11 - -
36th-38th +24 +24 +12 Armor Skin -
39th-40th +26 +26 +13 EWF(Creature) -

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This heavy-set, doglike quadruped has a broad head sporting a nest of eight eyes and a pair of curving tusks. Its semi-reptilian body is muscled and bears armored plates along the spine. Their ability to paralyze with a stare makes them a valuable animal companion.
Skills: Spot +9, Move Silently +4, Jump +5
Feats: Low-Light Vision, Weapon Focus (creature), Darkvision, Scent
Progression:
PC Level Bonus HD Natural AC+ Str/Dex+ Feat Special
1st-2nd +0 +0 +0 WF (Creature) Link, share spells
3rd-5th +2 +2 +1 Imp Init Evasion
6th-8th +4 +4 +2 Dodge Devotion
9th-11th +6 +6 +3 - Multiattack
12th-14th +8 +8 +4 Imp Crit -
15th-17th +10 +10 +5 Mobility Improved evasion
18th-20th +12 +12 +6 - -
Epic Progression:
PC Level Bonus HD Natural AC+ Str/Dex+ Feat Special
21st-23rd +14 +14 +7 Pwr Att -
24th-26th +16 +16 +8 Spg Att -
27th-29th +18 +18 +9 - -
30th-32nd +20 +20 +10 Cleave -
33rd-35th +22 +22 +11 - -
36th-38th +24 +24 +12 EWF (Creature) -
39th-40th +26 +26 +13 Armor Skin -

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nwnds_notes/Tondi.txt Normal file
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Hulking insect-men standing as tall as 7 feet at the shoulder, tohr-kreen & thri-kreen are the least "human" of the player character races. Their survivability in the wilderness, combined with their cunning and intellect, have made the mantis warriors (as they are known to some races) the undisputed masters across large tracts of the Athasian wastes.
When still, a Tondi looks like a giant Ohi Flower, or an outcropping of rock crystal. Tondi often lay eggs near Ohi Flowers, found in Northern Scrub Plains. Adults often live in gardens of Ohi Flowers, or in rocky badlands of the North, where there are outcroppings of rock crystal. All Tondi are female, and they reproduce by parthenogenesis, laying eggs that hatch into more females. Tondi tend to be neutral with regards to good and evil. Most love nature and are skilled herbalists, almost every Tondi who follows a profession becomes a druid. Rare in the North, Tondi are completely unknown in the tablelands; still, it is rumored that Durwadala, the kreen druid of the Lost Oasis, is a Tondi.
Tondi Ability Adjustments: +2 Dex, +2 Wis, -2 Cha, -2 Int.
Favored Class (Druid): A multi-class Tondi's druid class does not count when determining whether they suffer an XP penalty for multiclassing.
Special Abilities:
- Tondi base land speed is 40 feet.
- Medium: As Medium creatures, Tondi have no special bonuses or penalties due to their size.
- Darkvision: Tondi can see in total darkness.
- Leap (Ex): Tondi are natural jumpers, gaining a +30 racial bonus to all Jump checks.
- Natural Armor: Tondi have a +2 natural armor bonus to AC due to their naturally tough and resistant chitin.
- Natural Weapons: Tondi have two claws attacks for 1d4 damage & a bite attack for 1d4 damage.
- Sleep Immunity: Tondi do not sleep, and are immune to sleep spells and similar effects. Tondi spellcasters and manifesters still require 8 hours of rest before preparing spells.
- Deflect Arrows: Tondi gain the benefit of the Deflect Arrows feat
- Racial Weapon Familiarity: To Tondi, the chatkcha and gythka are treated as martial rather than exotic weapons. (This is implemented as free weapon proficencies.)
- Tondi have a +4 racial bonus on Hide checks in sandy or arid areas.
Automatic Languages: Kreen.
Bonus Languages: Common, Dwarven, Elven, Saurian, and Terran.
Level Adjustment: +2

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nwnds_notes/Ztal_AC.txt Normal file
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Z'tals are small, nervous & noisy little herd lizards that inhabit the scrub plains. They make for a strange animal companion.
Skills: Listen +3, Spot +3
Feats: Low-Light Vision, Weapon Focus (Creature), Weapon Finesse
Progression:
PC Level Bonus HD Natural AC+ Str/Dex+ Bonus Feat Special
1st-2nd +0 +0 +0 Imp Init Link, share spells
3rd-5th +2 +2 +1 Dodge Evasion
6th-8th +4 +4 +2 Mobility Devotion
9th-11th +6 +6 +3 Blind-fight Multiattack
12th-14th +8 +8 +4 - -
15th-17th +10 +10 +5 Sprng Att Imp Evasion
18th-20th +12 +12 +6 - -
Epic Progression:
PC Level Bonus HD Natural AC+ Str/Dex+ Bonus Feat Special
21st-23rd +14 +14 +7 Gr Fortitude -
24th-26th +16 +16 +8 Iron Will -
27th-29th +18 +18 +9 - -
30th-32nd +20 +20 +10 Imp Crit -
33rd-35th +22 +22 +11 - -
36th-38th +24 +24 +12 EWF(Creature) -
39th-40th +26 +26 +13 Epic Prowess -

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nwnds_notes/aarakocra.txt Normal file
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Of all the aarakocra who live beneath Athas's crimson sun, only the silvaarak of the White Mountains can be used as player characters. The bird-people who leave Winter Nest to become player characters are seen as young rebels by the rest of their community. They are adventurous, seeking higher purpose and a way to help the beleaguered world. In all cases, aarakocra have a deep and abiding respect for the gifts of nature and little patience for those who abuse those gifts.
As beings intimately connected to high mountain peaks and the open sky, aarakocra have a great love of freedom. In some ways, this love is even more intense than a similar emotion experienced by elves. They prefer to always be above a situation, either flying or perched above the rest of a group so that they can have a bird's-eye view. Aarakocra are claustrophobic and will only enter an enclosed building or cave if absolutely necessary.
Aarakocra Ability Adjustments: +4 Dex, -2 Str, -2 Con.
Favored Class (Cleric): A multiclass aarakocra's cleric class does not count when determining whether he suffers an XP penalty for multiclassing.
Special Abilities:
- Aarakocra base land speed is 20 feet, and can fly overland with a movement rate of 90 feet.
- Medium: As Medium creatures, aarakocra have no special bonuses or penalties due to their size.
- Natural Weapons: An aarakocra can rake with its claws for 1d3 points of damage, and use its secondary bite attack for 1d2 points of damage.
- Natural Armor: Aarakocra have +1 natural armor bonus due to their bone chest plate that provides some protection from blows.
- Eagle Eyes: +6 racial bonus to Spot checks in daylight. Aarakocra have excellent vision.
- Low-Light Vision: Allows them to see better than normal in the dark.
- Claustrophobic: Aarakocra receive a 2 morale penalty on all rolls when in an enclosed space. Being underground or in enclosed buildings is extremely distressing for them.
- Monstrous Humanoid: Aarakocra are considered Monstrous Humanoids for the purpose of spells.
Automatic Languages: Auran and Common.
Bonus Languages: Elven, Gith, and Saurian.
Level Adjustment: +1

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nwnds_notes/dwarf.txt Normal file
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Dwarves are short but extremely powerful. Athasian Dwarves average 4 1/2 to 5 feet in height and tend to have a very large muscle mass - a full grown dwarf weighs in the neighborhood of 200 pounds. Lives of hard work in the hot sun leave them with a rich tan and rugged, callused hands and feet. Dwarves can live up to 250 years.
A dwarf's chief love is toil. A dwarf is never happier than when there is a cause to work or fight for, something he can approach with stoic single-mindedness for weeks, months, years or even decades at a time. Once a dwarf's mind is committed to a certain task, he'll only set it aside after a great deal of grumbling and coercion. The fulfillment he achieves upon completion of a lengthy, difficult task is what he strives for.
The task to which a dwarf is presently committeed is referred to as his focus. A dwarf's focus must be a feat requiring at least one week to complete. Shorter term goals cannot be considered a focus. A dwarf's commitment to his focus is based in his physiology - those who complete their lives before their foci live out their afterlives as banshees in the wastes, haunting their unfinished works!
An Athasian dwarf takes notice of other beings based upon his focus. If the other being is also actively committed to the dwarf's focusm the dwarf will consider him a sensible and dependable companion. If, however, the other being is vehemently opposed to the dwarf's focus, the two will be irrevocably at odds until one or the other is dead. There is very little room for compromise in the mind of a dwarf.
Dwarven Ability Adjustments: +2 Con, -2 Cha.
Favored Class (Fighter): A multiclass dwarf's fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
Special Abilities:
- Dwarven base land speed is 20 feet. However, dwarves can move this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
- Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
- Darkvision: Dwarves are able to see in the dark.
- Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.
- Hardiness vs. Poisons: +2 racial bonus on saving throws against poisons.
- Hardiness vs. Spells: +2 racial bonus on saving throws against spells.
- Racial Weapon Familiarity: All dwarves treat the urgosh as martial weapons. (This will be implemented as a free urgosh proficency.)
Automatic Languages: Common, Dwarven.
Bonus languages: Elven, Giant, Gith, Kreen, Saurian.
Level Adjustment: +0.

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Table 98 - Underground: All
Table 99 - Arena - All
Table 97 - Undead - CR 10-30
Table 96 - Plains: All
Table 27 - Great Spyre Defilers
Table 26 - Elementals: All non-water & rain
Table 25 - Scaled Altaruk Guards
Table 24 - Crimson Ruins: LVL 20+
Table 23 - Vermin CR 0 - CR 5
Table 22 - Spiders!
Table 21 - The Forest Ridge
Table 20 - Mastyrial Lair
Table 19 - Blood Sands
Table 18 - Red Sands
Table 17 - The Ringing Mountains - River Cave
Table 16 - The Ringing Mountains
Table 15 - Gith Caverns
Table 14 - Antloids!
Table 13 - Hamanu's Half-giants / Grotto of Dreams
Table 12 - Hamanu's Half-giants / Sands of Time
Table 11 - Fire Subtype Creatures
Table 10 - Undead CR 0 - CR 5
Table 8 - Underground / Hej-Kin Lairs CR 0 - CR 5
Table 9 - Underground / Sewers CR 6 - CR 10
Table 7 - Underground / Sewers CR 0 - CR 5
Table 6 - Tyr - Warrens (night time)
Table 5 - Tyr Fields
Table 4 - Dark Spider Lair
Table 3 - Desert Wilderness 5-10th lvl
Table 2 - Desert Civilzed 5-10th lvl
Table 1 - Western Dunes 10-15th lvl

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nwnds_notes/half-elf.txt Normal file
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Elves and humans travel many of the same roads on Athas. Elven tribes have at times encountered human mercenaries, just as elven warriors have found gainful employment in the armies of the city states. The merchant class is also overrun with traders of both races, so it is not at all unusual for children of mixed parentage to be born into the word - the half-elves.
A half-elf is generally tall, between 6 and 6 1/2 feet tall, but more meaty than his elven counterparts. His facial features are clearly more deeply defined than those of a human, but based solely on his countenance a half -elf can usually pass for either an elf or a human.
A half-elf's life is typically hardened by the intolerance of others. Neither fully human nor fully elven, half-elves rarely find acceptance with either race. Elves are especially intolerant, at times driving mothers of half-elven infants from their camps into the desert. Humans are more apt to accept half-elves as allies or partners, but seldom accept them into their homes, clans or families. Rarely do half-evels congregate in great enough numbers to form communities of their own, so they remain outisders, forever wandering from situation to situation without a people, land or village to call home.
Intolerance. however, has given the half-elf his greatest attribute: self-reliance. As a loner, usually without permanent residence, a half-elf survives the rigors of life in the wilderness completely on his own. The skills involved in survival, such as locating food, water and shelter, are on half the challenge they face - half-elves must also learn to deal with the absence of companionship, the complete lack of conversation and basic friendship.
Coincidentally, faced with intolerance from the races of their parentage, many turn to completely alien races for acceptance. Dwarves, halflings, and even thri-kreen have no basic dislike of half-elves, nor do they grant them any favor. At the very least a half-elf dealing with these races can expect no automatic prejudices. Also, some half-elves turn for companionship to the animal world, training beasts of the air and sands as servants and friends.
Half-Elf Ability Adjustments: +2 Dex, -2 Cha.
Favored Class (Any): When determining whether a multiclass half-elf suffers an XP penalty, his highest-level class does not count.
Special Abilities:
- A half-elf's base land speed is 30 feet.
- Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
- Low-Light Vision: Allows them to see better than normal in the dark.
- Partial Skill Affinity (Listen): +1 racial bonus to Listen checks.
- Partial Skill Affinity (Search): +1 racial bonus to Search checks.
- Partial Skill Affinity (Spot): +1 racial bonus to Spot checks.
- Skill Affinity (Animal Empathy): +2 racial bonus to Animal Empathy checks.
- Skill Affinity (Survival): +2 racial bonus to Survival checks.
- Elven Blood: For all effects related to race, a half-elf is considered an elf. Half-elves, for example, are just as vulnerable to effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves.
Automatic Languages: Common, Elven.
Bonus languages: Any.
Level Adjustment: +0.

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Hulking insect-men standing as tall as 7 feet at the shoulder, tohr-kreen & thri-kreen are the least "human" of the player character races. Their survivability in the wilderness, combined with their cunning and intellect, have made the mantis warriors (as they are known to some races) the undisputed masters across large tracts of the Athasian wastes.
The J'ez are a black-colored subrace of the tohr-kreen, probably closely related to the To'ksa, as they share the leathery skin over their chitin as well as long antennae. Aside from their color, their most unique feature is their mouth; a circular orifice ringed with inward-pointing fangs and with mobile mouth-parts used to assist with eating. They are an aggressive species, culturally fond of combat, but also highly intelligent; they make up a large part of the tohr-kreen philosophers and military leaders, and highly prize reading.
J'ez Ability Adjustments: +2 Dex, +2 Wis, -2 Cha, -2 Int.
Favored Class (Psion): A multi-class J'ez's psion class does not count when determining whether they suffer an XP penalty for multiclassing.
Special Abilities:
- A j'ez's base land speed is 40 feet.
- Medium: As Medium creatures, j'ez have no special bonuses or penalties due to their size.
- Darkvision: J'ez can see in total darkness.
- Leap (Ex): J'ez are natural jumpers, gaining a +30 racial bonus to all Jump checks.
- Natural Armor: J'ez have a +2 natural armor bonus to AC due to their naturally tough and resistant chitin.
- Natural Weapons: J'ez have two claws attacks for 1d4 damage & a bite attack for 1d4 damage.
- Sleep Immunity: J'ez do not sleep, and are mmune to sleep spells and similar effects. J'ez spellcasters and manifesters still require 8 hours of rest before preparing spells.
- Deflect Arrows: J'ez gain the benefit of the Deflect Arrows feat
- Racial Weapon Familiarity: To j'ez, the chatkcha and gythka are treated as martial rather than exotic weapons. (This is implemented as free weapon proficencies.)
- J'ez have a +4 racial bonus on Hide checks in sandy or arid areas.
Automatic Languages: Kreen.
Bonus Languages: Common, Dwarven, Elven, Saurian, and Terran.
Level Adjustment: +2

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Language - Aarakocran - hlslang_106
Language - Dwarven - hlslang_4
Language - Elven - hlslang_1
Language - Halfling - hlslang_3
Language - Gith - hlslang_13
Language - Ignan - hlslang_104
Language - Illithid - hlslang_11
Language - Pterran - hlslang_105
Language - Druidic - hlslang_108
Language - Tari - hlslang_2
Language - Terran - hlslang_102
Language - Thieves' Cant - hlslang_9
Language - Thri-Kreen - hlslang_7
Language - Animal - hlslang_8
Language - Aquan - hlslang_103
Language - Belgoi - hlslang_6
Language - Giant - hlslang_107
Language - Reggelid - hlslang_109
Language - Yuan-Ti - hlslang_5
Language - Auran - hlslang_101
void main()
{
// Get the creature who triggered this event.
object oPC = GetEnteringObject();
// Only fire for (real) PCs.
if ( !GetIsPC(oPC) || GetIsDMPossessed(oPC) )
return;
// Abort if the PC does not have more than 2 levels of rogue.
if ( GetLevelByClass(CLASS_TYPE_ROGUE, oPC) <= 2 )
return;
// Abort if the PC has the item "hlslang_9".
if ( GetItemPossessedBy(oPC, "hlslang_9") != OBJECT_INVALID )
return;
// Give "hlslang_9" to the PC.
CreateItemOnObject("hlslang_9", oPC);
}

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Rain Genasi (Notes: Heal the planet, hippy)
+2 WIS, -1 STR, -1 CON
0 darkvision 228
1 Hardiness_Water 4726
2 Resist_Sonic 431
3 Race_Human 4715
4 Race_Outsider 4716
5 Wild_Talent 4831
FAVORED CLASS: Healer (64)
Magma Genasi
+2 STR, -1 WIS, -1 INT
0 darkvision 228
1 Resist_Fire 429
2 Hardiness_Earth 4724
3 Race_Human 4715
4 Race_Outsider 4716
5 Wild_Talent 4831
Favored Class: Barbarian (0)
Silt Genasi (Twin Peaks crazy)
+2 CON, -1 STR, -1 CHA
0 darkvision 228
1 Hardiness_Earth 4724
2 Resist_Cold 429
3 Race_Human 4715
4 Race_Outsider 4716
5 Wild_Talent 4831
Favored Class: Cleric (2)
Sun Genasi (Big personality, psychopath?)
+2 CHA, -1 WIS, -1 CON
0 darkvision 228
1 Hardiness_Fire 4725
2 Resist_Electricity 430
3 Race_Human 4715
4 Race_Outsider 4716
5 Wild_Talent 4831
Favored Class: Bard (6)

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Dark_Spider_Venom_Queen
Dark_Spider_Venom_Warrior
Dark_Spider_Venom_Psion
Dark_Spider_Venom_Defiler
Jankx_Venom
Kivit_Musk_Poison
Antloid_Soldier_Venom
Yuan_Ti_Abomination_Poison
Phase_Spider_Venom_Huge
Phase_Spider_Venom_Elder
Gold_Scorpion_Venom
Hunting_Cactus_Venom
Boneclaw_Venom
Spider_Cactus_Venom
Cistern_Fiend_Poison
High_Drik_Venom
Anakore_Venom
Floater_Venom
Fordorran_Musk_Poison
Gaj_Gas_Poison
Black_Mastyrial_Venom
Desert_Mastyrial_Venom
Bloodgrass_Venom
Jungle_Bloodgrass_Venom
Blossomkiller_Venom
Poisonweed_Spores
Psionocus_Venom
Silk_Wyrm_Venom
Black_Silt_Horror_Venom
Red_Silt_Horror_Venom
Silt_Serpent_Venom
Giant_Silt_Serpent_Venom
Mtn_Spider_Venom
Silt_Spider_Venom
Thri_Kreen_Venom
Trin_Venom
Walk_Walker_Venom
Zik-trin_Venom
Zik-trin-ak_Venom
Zik-trin-ta_Venom
Cha-thrang_Venom
Dust_Glider_Venom
Puddingfish_Venom
Dragon_Beetle_Venom
Jalath-gak_Poison
Giant_Jalath-gak_Poison
Soldier_Kank_Venom
Barbed_Scorpion_Venom
Mulworm_Poison_Contact
Mulworm_Poison_Injury
Soldier_Wezer_Venom
Blight_Venom
Chitin_Golem_Venom
Scarlet_Warden_Venom
S-Thag_Zagath_Venom
Bugdead_Kank_Broy
Bugdead_Soldier_Kank_Venom
Assassin_Bug_Venom
Pulp_Bee_Venom
Id_Fiend_Essence
Soldier_Antloid_Venom_Contact
T-Chowb_Ichor
Brain_Seed_Powder
Halfling_Tar
Hej-kin_Venom
Harnaq_Cow_Venom
Harnaq_Terrier_Venom
Rubelu_Mushroom
Darkstrike_Venom
Viper_Venom_Tiny
Viper_Venom_Small
Viper_Venom_Medium
Viper_Venom_Large
Viper_Venom_Huge
Wolf_Spider_Venom_Giant
Shadow_Spider_Venom
Crystal_Spider_Venom

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Pterrans are reptiloids with light brown, scaly skin who grow to be about 6 feet tall. A pterran stands upright in the humanoid configuration, though his two arms end in three-fingered, talon-clawed hands with opposable thumbs, and his two legs end in three-toed feet. A finlike growth juts from the back of a pterran's head, and he has a short tail and two shoulder stubs - remnants of wings that vanished generations ago.
All player character pterrans come from two villages In the Hinterlands, Pterran Vale and Lost Scale. They revere the world of Athas as their Earth Mother, believing themselves to be her first, best children. They see the recent earthquake and aftershocks as the Earth Mother's call to action, and now the bravest of these beings have left their homes to aid Athas in her time of need.
Pterrans are a wary, subdued race at first sight, but when others earn a pterran's trust, they see an open, caring, friendly individual. In particular, a pterran engages in many celebrations throughout the day. Each celebration gives thanks to the Earth Mother and reinforces a pterran's beliefs and faith.
In initial role-playing situations, a pterran character should be unfamiliar with the customs and practices of the societies of the Tyr Region. However, these pterrans aren't primitive by any definition of the word. They'll look upon differences with curiosity and a willingness to learn, as long as the custom doesn't harm the Earth Mother or her works.
A pterran PC must select a "Life Path" to follow. In one respect, a Life Path is little more than another term for class; in the role-playing aspect, however, Life Path signifies a pterran's deep devotion to a chosen way of life. The main Life Paths are the Path of the Ranger, the Path of the Druid, and the Path of the Psionicist.
Pterran Ability Adjustments: +2 Wis, -2 Dex.
Favored Class (Special): Pterrans choose a Life Path at character creation. This lets them choose which class (either druid, psionicist, or ranger) will be their favored class. A multiclass pterran's Life Path class does not count when determining whether he suffers an XP penalty for multiclassing.
Special Abilities:
- Natural Weapons: Pterrans have claws that are a natural weapon to them and they are proficient in their use. They do not use the off-hand claw unless their class feats allows them to.
- Hard of Hearing: -2 to Listen checks.

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Tareks are muscle-bound brutes that are known for their great constitution and will to live. They look dull-witted, with their squared heads with sloping foreheads, and are about as smart as the average half-giant. Their features lend them a fearsome presence that has earned them a well-deserved reputation as dangerous foes. Tareks have a distinct musky odor that can be detected from as far away as 30 ft.
Tarek Ability Adjustments: Str +4, Con +4, Int -2, Wis -4, Cha -2.
Favored Class (Fighter): A multiclass tarek's fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
Special Abilities:
- A tarek's base land speed is 30 feet.
- Medium: As Medium creatures, tareks have no special bonuses or penalties due to their size.
- Natural Armor: Tareks have a +3 natural armor bonus.
- Natural Weaponry: A tarek's slam does 1d4 points of damage.
- Darkvision: Tareks can see in the dark up to 30 feet.
- Ferocity: A tarek is such a tenacious combatant that it continues to fight without penalty when disabled or dying. (Implemented via the Remain Concious feat for now.)
- +4 racial bonus on all Intimidate checks.
- Tarek's recieve a 2 penalty on Persuade and Perform checks and a 4 penalty on Hide checks, due to the tareks musky odor.
- Racial Weapon Familiarity: All tareks treat the heartpick (heavy pick) as martial weapons. (This is implemented as a free heavy pick proficency.)
- Bonus Feat: Tareks receive the Teamwork feat for free. (Implemented as a free feat @ 1st level.)
Automatic Languages: Common, Tarek.
Bonus languages: None
Level Adjustment: +2.