Chris1234 wrote:JadedDM wrote:First Edition is basically a simpler form of Second Edition. That is to say, if you find 2E easy to learn, then 1E would be even easier, as it has fewer rules (no proficiencies or kits, for instance).
Ummm Unearthed Arcana might have has some NWPs.. maybe Oriental Adventures (can't remember about Greyhawk Adventures). Really straining my memory here..
OOps I just discoverd page 2. Oh well...
@Spike, thanks for the answers, all good. Will defo go for half vamp race. TBH not sure of class yet, but last night started putting together a char for another campaign. Probably will start on this one in 2-3 days.. Is that ok for you? Or you need something sooner? I can prob do i relatively quickly, maybe 2.5 days.. (less if not a spellcaster)
In passing, a list of what NWPs you allow could be useful...
Take your time Chris, it'll allow for some additional potential players to trickle in.
For Dhampir, nwp's really hinge on your class you opt for.
Here's one that's quite useful for assassins (in fact all assassins get this starting)
Plans within plans: (vs. INT) : this NWP requires due dilligence on the player to study, learn, and intimately familiarize themselves with a particular persons habits, rituals, behavior. Intelligence gathering works to speed this up quite a bit and enhance
plans within plans. What this is useful for is to craft elaborate contingencies, plans, and counter moves more effectively. In game, you create a plan and analyze it, this NWP checks will help isolate painpoints in said plan. E.g. My plan is to assassinate Lord Hergon by infiltrating his guard, slipping into his bed chamber at night disguised as a whore and pour poison in his ear. Plans within plans checks will reveal holes in said plan, such as 'you discovered that Lord Hergon prefers only half elven women for some particular reason'. You can consider this to be a sense motive on crack.
Some others:
voice mimicry (INT) a NWP only available to dhampirs, calling on your dark lineage you're able to perfectly imitate another voice.
inhuman endurance: (CON) you can keep going in intensive, physically demanding operation longer than normal.
seduction (chr/comliness) prereq:
etiquette for espionage, this comes in quite handy.
Master lover: (con, chr) you're well endowed or skilled in the art of lovemaking, Your passion can convince many stubborn, resistant minds to do other things you desire.
street sense: (chr) you speak the language of the streets, and can easily identify thieves, prostitutes, and organized crime, able to locate their secret safehouses, places of illicit business, and underground black markets. This is useful to tap into a larger broader network of information that would take much longer to uncover through normal investigating.
animal empathy: (chr) you can calm angry animals or even befriend some.
infiltration: (dex) you don the uniform of a particular group (beggars, soldiers) and perfectly meld in with them, making you invisible in plain sight.
parkour: (dex)
thieves and assassins only. using your natural agility you can climb in a constant flowing state roof to roof, nook to nook through any urban environment.
Survival, Lower Planes: (INT) though study and training in demonology and the known planes of the multiverse, you're able to move about and travel, live, and survive in the infernal planes of existence. You understand the denizens of the layers of Infernus (Abyss) and can also speak the common infernal tongue.
Torture resistance: (INT) you're specially conditioned to withstand torture tactics and not break. Only open to government trained assassins.
Torture: (Int, Chr) interrogation tactics to extract information from a person.
Create Assets: (Chr) through bribery or intimidation, blackmail, or simply love you can create spies who become loyal followers. These followers require much TLC. Letters of reassurance, gold, resources, help, protection, and even love. A severe lack in any of these can result in betrayal and false intelligence reports.
Rapid Healing Factor: (CON) a bonus NWP for Dhampir, you heal double in HP for same amount of rest and relaxation as other humans and demi-humans through natural recovery sleep.
Actor: (Chr) adds +5 to diplomacy checks. Through brief character study you can effectively act and pretend to be another. Helps when attempting to impersonate and assume another identity, or to get past tight security.
Contortion: (thieves only) Dex. You're able to bend your body in strange shapes, and also through tight spaces. Helps to escape from bonds with a +10 bonus to
escape artist checks.
sleight of hand: (dex) +5% to pick pockets
second sight: (mage only) - INT: you see things, signs and portends in nature, in your surroundings that tell a story or point you in a certain path in life. You see things others don't, and can unravel mysteries that went cold quicker than most.