Lore Assistance

Helpful Hints for Both the Technical and Roleplaying Aspects of the Game

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Maecius
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Re: Lore Assistance

Unread post by Maecius »

madcomposer wrote:Can you please:
a) expound on Favored Souls (Invokers) and
b) explain which deities may or may not be served by invokers.
A.) Here is the D&D 3.5 write-up on the favored soul base class, straight out of Complete Divine:

The favored soul follows the path of the cleric but is able to channel divine power with surprising ease. She is able to perform the same tasks as her fellow divine spellcasters but with virtually no study; to her, it comes naturally. Scholars wonder if favored souls have traces of outsider blood from unions, holy or unholy, centuries ago and generations removed. Others suggest that divine training of the proper type awakens the ability, or that favored souls are simply imbued with their gifts by their gods when they begin the cleric's path. In any case, favored souls cast their spells naturally, as much through force of personality as through study. Though this gives them extraordinary divine abilities no normal person could ever match, they see their gift as a call to action, and so in some ways may lag behind their more studious colleagues.

ADVENTURES: Favored souls are often loners, wandering the land serving their deities. They are welcomed by their churches but treated as unusual and are sometimes misunderstood. They are emissaries of their deities and outside the church's command structure -- respected mystics not requiring the support normally crucial to a priest's success. This makes them sometimes revered and sometimes envied by their cleric cousins. While favored souls are occasionally disrespected for their perceived lack of discipline, devout worshipers know that they are a powerful message from, and indeed a living manifestation of, their deities.

CHARACTERISTICS: Favored souls cast divine spells by means of an innate connection rather than through laborious training and prayer, so their divine connection is natural rather than learned. These divine spellcasters know fewer spells and acquire powerful spells more slowly than clerics, but favored souls can cast spells more often, and they have no need to select and prepare them ahead of time.

ALIGNMENT: Divine magic is intuitive to a favored soul, not a matter of careful prayer. This intuitive nature leads to a freer interpretation of faith and doctrine, and so favored souls tend slightly toward chaos over law.

A favored soul is often of the same alignment as her deity, though some are one step away. For example, a favored soul could serve a lawful good deity and be neutral good herself. A favored soul may not be neutral unless her deity is neutral.

RELIGION: A favored soul can be of any religion. The most common deity worshiped by human favored souls in civilized lands is Pelor, god of the sun. Among nonhuman races, favored souls most commonly worship the chief deity of their racial pantheon. [...]

BACKGROUND: Favored souls learn of their connection with the divine at a young age. Eventually, a young favored soul understands the power that she has been wielding unintentionally.

Favored souls, as naturally inclined divine channelers, are also born loners. Unlike clerics in a temple, they gain little by sharing their knowledge and have no strong incentive to work together.

RACES: The innate talent of spontaneously channeling divine power is unpredictable, and it can show up in any of the common races.

Divine spellcasters from savage lands or from among brutal humanoid tribes (such as orcs or half-orcs) are more often favored souls than clerics.

OTHER CLASSES: Favored souls have the most in common with members of other self-taught classes, especially sorcerers, but also druids and rogues. They sometimes find themselves at odds with members of the more disciplined classes, specifically clerics, whom they sometimes view as too wrapped up in doctrine and rigidly defined attitudes.

ROLE: The favored soul serves as a group's backup healer and defensive magic specialist. She can hold her own in a fight, especially if she chooses to focus on powers that aid her in combat.
(6-8)

At level 17, a favored soul is supposed to sprout wings (either bird-like or bat-like, depending on alignment) and gain a fly speed of 60 feet with good maneuverability. But that was obviously not implemented in NWN2.

For question B.), I quote the above: "A favored soul can be of any religion."

all_distorted wrote:What is known about Gerard Travenhurst, aside from him being a member of the town council of Beregost?
I have looked around for this information, and can find nothing in the Lore books regarding the Travenhurst family.

I suspect that Gerard Travenhurst was imagined up for the Baldur's Gate game, and as such, never deeply developed. I will keep my eyes open, however, for further information: and if anyone else has any, feel free to volunteer it.
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Re: Lore Assistance

Unread post by Swadow »

I would like to ask who took Chronos's place as god of time after he was taken out?
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PiousHeretic
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Re: Lore Assistance

Unread post by PiousHeretic »

I'm not going to swear to it, but I think it was Amaunator.
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Maecius
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Re: Lore Assistance

Unread post by Maecius »

Swadow wrote:I would like to ask who took Chronos's place as god of time after he was taken out?
Amaunator is given the Time domain in 4th Edition D&D. In our time line, however, Amaunator is considered a dead god.

There are heretical factions in Lathander's Church who claim that Lathander is Amaunator, but they are, well, heretics. (Though they are later vindicated and proven to be right).

The only gods with Time in their domains, in our time line, are Grumbar and Labelas Enoreth. Of these two, the latter is the most "time god" of the bunch. See http://forgottenrealms.wikia.com/wiki/Labelas_Enoreth for a write-up on him.

Important notice:

If you plan on playing a cleric devoted to time and its passage, you should know that you are not allowed to take the Time domain on this server. It has been removed. If you take it, it will be replaced with another domain.
Madman of Swordcoast
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Seveltarm

Unread post by Madman of Swordcoast »

Read online seveltarm is known as lolth's champion also said he has deep hatred for lolth. Does that mean lolthians are allies or enemies or both?
Smyssel
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Re: Seveltarm

Unread post by Smyssel »

Madman of Swordcoast wrote:Read online seveltarm is known as lolth's champion also said he has deep hatred for lolth. Does that mean lolthians are allies or enemies or both?
They are allies, although Selvetarm does hate Lolth, but he is also one of the weakest of the Dark Seldarine (the drow deity pantheon), so he cannot do anything about it. Lolth uses Selvetarm and although he has a grudge against her, there is little he can do but to obey her.
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Re: Lore Assistance

Unread post by hawkeyethesane »

I had some questions about the Pale Master abilities, like what each technical bonus translates to for the character. Like (obviously), the touch attacks from the undead arm are from the undead arm the Pale Master grafted on to himself.

Is there a reason that these type of bonuses come about for a Pale Master:

-Critical Hit immunity
-'Tough as Bone', Immunity to Stun, Paralysis, and Hold
-'Deathless Fortitude'+4 Fortitude save
-Bone Skin: +2, then +4, natural AC

I'm just wondering exactly how Noric has these abilities.
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Chasted
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Re: Lore Assistance

Unread post by Chasted »

If I were to take a random guess for an IC reason: Much like the touch attack that a pale master has (The grafted on undead arm) the Pale Master is doing other experiments on himself to further augment his powers. Although how Bone Skin doesn't change your appearance I'm not so sure (You would think it would force your skin to turn into a more bone-like pigment).

And with the Pale Masters mastery of the undeath, the augmentations he undergoes are in that area (As the Pale Master strives to replicate the bonuses the skeletons have).
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Maecius
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Re: Lore Assistance

Unread post by Maecius »

hawkeyethesane wrote:I had some questions about the Pale Master abilities, like what each technical bonus translates to for the character.
The Pale Master prestige class shows up in two of the pen-and-paper source books: Tome and Blood: A Guidebook to Wizards and Sorcerers and Libris Mortis: The Book of Undead.

Neverwinter Nights 2 appears to use the class as described in the former book, which is intended for D&D 3rd Edition. (The main change in Libris Mortis and D&D 3.5 Edition is that the caster level progression for Pale Masters becomes +1 every level except first level, as opposed to +1 every other level).

As such, here is the write up from Tome and Blood, on the Pale Master prestige class:

PALE MASTER
"The dead aren't so bad once you get to know them."

Necromancy is usually a poor choice for arcane spellcasters -- those who really want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over undead but refuse to give up their arcane craft completely. Enter the pale master, who draws on a font of special lore that provides a macabre power all its own.

Many pale masters still end up supplementing their arcane power with levels of divine magic. The mixture of "pale lore" and clerical abilities to sway, create, command and destroy undead can be a potent one.

NPC pale masters head special strike groups comprising lesser undead, supplemented as needed with more powerful, summoned undead. Sometimes they serve or act in collusion with powerful evil characters, such as true necromancers or divine spellcasters with Death as one of their domains. Wherever pale masters go, undead follow. Often it is difficult to tell a pale master from the undead that he surrounds himself with.

Hit Die: d6.

REQUIREMENTS
To qualify to become a pale master, a character must fulfill all the following criteria.
Alignment: Any nongood.
Knowledge (Religion): 8 ranks.
Feat: Skill Focus (Knowledge [religion]).
Spells: Ability to cast arcane spells of 3rd level or higher.
Special: The candidate must have spent three or more days locked in a tomb with animate undead. This contact may be peaceful or violent. A character who is slain by the undead and later raised still meets the requirement, although the resulting level loss may delay compliance with other prerequisites.

CLASS SKILLS
The pale master’s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Knowledge (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2+Int modifier.

CLASS FEATURES
All the following are class features of the pale master prestige class.

Weapon and Armor Proficiency: Pale masters gain no additional proficiency in any weapon or armor.

Spells per Day: At every second level gained in the pale master class, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a pale master, he must decide to which class he adds the new level for purposes of determining spells per day.

Bonemail: The pale master has an instinctive feel for bone and can craft necromantic armor composed of interlocking bones. His appreciation for all things dead allow him to wear the bonemail like a second skin -- that is, natural armor, which does not interfere with arcane spellcasting. Only pale masters gain any benefit to Armor Class from wearing bonemail.

At 1st level, the bonemail grants a +2 natural armor bonus to its wearer. At 4th level, the pale master's mastery over this unusual medium allows him to move more naturally within the armor, granting him a +4 natural armor bonus. Finally, at 8th level, the pale master becomes a true bone artisan, receiving a +6 natural armor bonus from his bonemail. These increased bonuses are the result of greater expertise in wearing the armor, so bonemail created by a higher-level pale master confers only the natural armor bonus appropriate to the wearer's level.

Animate Dead (Sp): At 2nd level, the pale master begins to exercise control over the undead. Once per day as a spell-like ability, he can use animate dead without need of a material component. Levels of this prestige class count as caster levels for this purpose. All other level restrictions of animate dead still apply. For example, a 6th-level sorcerer/2nd-level pale master can only animate up to 8 HD of undead with a single use of this ability. Likewise, he can only control up to 16 total HD of undead created using this ability at one time.

Darkvision (Ex): At 3rd level, the dark begins to lose its mysteries to the pale master, who gains darkvision with a 60-foot range. This is an extraordinary ability. If he already has darkvision, its range increases by 60 feet.

Summon Undead (Su): On reaching 4th level, the pale master can summon two undead creatures twice per day as a supernatural ability. This is a standard action that does not provoke an attack of opportunity. The undead appear at the beginning of the pale master’s next action, at a point he designates (and can see) within 60 feet, and they act immediately. The pale master may verbally direct the undead to attack, not attack, attack particular enemies, or perform other actions. Summoned undead remain for 1 round per caster level, after which time they disappear (sooner if destroyed in combat). Summoned undead do not count against the pale master's HD total for controlling undead with his animate dead ability (see above).

Deathless Vigor: At 5th level, the pale master's body becomes more akin to the undying flesh of those creatures he associates with. The character gains +3 hit points as though from the Toughness feat.

Undead Graft: At 6th level, the pale master gives into necrophagic urges too terrible to verbalize. He cuts off his arm and replaces it entirely with an undead prosthetic, which may be completely skeletal or preserved flesh stitched in place like that of a flesh golem. Regardless of its composition, the limb grants a +4 inherent modifier to the character's Strength. Additionally, the undead graft allows him to use up to two of the following touch attacks per day. These are supernatural abilities, and he can use the same one twice in one day. A touch attack that misses does not count against the daily limit.

Paralyzing Touch (Su): A living foe hit by the pale master's touch attack must succeed at a Fortitude save (DC 14) or be paralyzed for 1d6+2 minutes (elves are immune).
Weakening Touch (Su): A living foe hit by the pale master's touch attack takes 1d6 points of temporary Strength damage. A creature reduced to Strength 0 dies.
Degenerative Touch (Su): A living foe hit by the pale master's touch attack receives one negative level. The Fortitude save to remove the negative level has a DC of 14.
Destructive Touch (Su): A living foe hit by the pale master's touch attack must succeed at a Fortitude save (DC 14) or take 1d6 points permanent Constitution drain.
Commanding Touch (Su): If the pale master makes a successful touch attack against an undead foe with HD equal to or less than his caster level, it comes under his command for a number of rounds equal to his caster level. When the duration expires, the undead creature returns to its former allegiance, if any. The newly controlled undead can still be turned.

Tough As Bone (Ex): On reaching 7th level, the pale master takes on yet more qualities of an undead being. He gains immunity to stunning and is unaffected by subdual damage.

Graft Upgrade: At 8th level, the pale master becomes more skilled in the use of his undead graft (see above). All touch attacks using the graft receive a +2 competence modifier on the attack roll. Additionally, the pale master can use its supernatural abilities three times per day.

Summon Greater Undead (Su): At 9th level, the pale master may summon one powerful undead creature once per day as a supernatural ability. The pale master's caster level determines the type of creatures he can summon, as noted below. If desired, he can summon two less powerful undead in place of the highest-level undead available (for example, instead of one vampire, he could summon two mummies or spectres).

Deathless Mastery: On reaching 10th level, the pale master is now a scion of the deathless arts. His body becomes partly mummified, and he is no longer subject to critical hits. Moreover, he gains access to the pale master touch using his undead graft (see below) and can call on the powers granted by the prosthetic four times per day.

The pale master is now served constantly by an undead vassal with total HD no greater than his caster level (including levels of this prestige class). He chooses an undead type from those he can personally animate or summon, and it obeys his every command. The vassal gains +4 turn resistance (which stacks with any turn resistance it already possesses but not with the +4 turn resistance of summoned undead). The vassal's HD do not count against the pale master’s HD total for controlling undead (see above).

Deathless Master Touch (Su): A living foe of size Large or smaller hit by the pale master's touch attack must succeed at a Fortitude save (DC 17) or die. A slain creature automatically animates 1 round later as though with the pale master's animate dead ability (see above) and is under his control. Undead created using this power do count against the pale master's HD total for controlling undead.


So, in short, you are indeed manipulating your body with magic and with mad experimentation, in order to become more and more corpsified.

Bone skin was originally bonemail, in the source material. The natural AC bonus is removed entirely in 3.5 Edition (though it is replaced with "Undead Armor Affinity").

A level 10 pale master would not look human.

That said, it is important to note that pale masters are not undead. They retain their Constitution scores, and do not change to subtype undead. They cannot be turned, destroyed, or rebuked.
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Maecius
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Re: Lore Assistance

Unread post by Maecius »

Anonymous wrote:Can my character, a priest of an evil god, infiltrate a good-aligned guild?
Yes.

That said, as a priest of an evil god, you will exude tangible evil, and the Detect Evil spell and paladin ability will root you out fairly quickly if you are not very careful.

The reverse is also true. Good priests who try to infiltrate an evil sect will be susceptible to Detect Good spells.

Although Detect Alignment does not normally work on mortals, for the purposes of demarcating good guys from bad guys, priests are an exception to this rule, as they are infused with the evil or good blessings of their gods.

Or as Asmodea put it, when I conferred with her on this question: "Can you hide as an evil cleric?" Response: "About as easily as a demon polymorphed to look like a human."
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Re: Lore Assistance

Unread post by Blank »

Can you tell me more about gold dwarves and their history?
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Maecius
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Re: Lore Assistance

Unread post by Maecius »

Blank wrote:Can you tell me more about gold dwarves and their history?
I will give you the write-up on dwarves, and then on gold dwarves, found in the CAMPAIGN SETTING. I hope it helps. If you have a more specific question that the write-ups do not answer, though, let me know!

Here goes:

DWARVES

Dwarves ruled vast kingdoms beneath hill and mountain long before humans wandered into Faerun. Many sages suspect that the first dwarves came to Faerun millennia ago in a great migration from another plane. However, it occurred so long ago that evidence of it is almost nonexistent, and meanwhile the dwarves are now as natural a part of Faerun as the mountains themselves. The two main dwarven subraces are the shield dwarves of northern Faerun and the gold dwarves of the far south. The gray dwarves, or duergar, are an Underdark race less common than their surface kindred. The gray dwarves are generally evil, although a few exiles defy this rule.

Male dwarves of any type take pride in their beards, the most remarkable of any race. Some female dwarves of Faerun can grow beards, too, often passing as males among the nondwarves of the surface lands. Dwarven women may choose to shave their beards to match human-style expectations of beauty, while others glory in luxurious plaited beards that match their hair or wear sharply cut goatees.

For many generations the dwarven race declined in numbers from endless wars with orcs and their kin. However, in the Year of Thunder (1306 DR), the great god Moradin bestowed a new blessing upon his people. The dwarves tell different stories about the source of this blessing, which they refer to as the Forge or the Thunder Blessing. Some say that it was the result of a mighty quest by a dwarven heroine. Others say that Moradin had planned to reforge his peoples' souls all along. Whatever the source of the blessing, the birthrate among dwarves has soared until it is now fully half as high as that of a young and vigorous human land.

The new dwarven generation is commonly referred to as the thunder children. Nearly a fifth of dwarven births after the Thunder Blessing have resulted in identical or fraternal twins. The thunder children share little of the fear and distrust of arcane magic possessed by their ancestors. Most dwarves still feel more comfortable wielding an axe instead of a wand, but many thunder children, particularly the twins, study wizardry or the sorcerer's arts.

In the past few years, these thunder children have come of age, and dwarves are once again a common sight in Faerun. Many young stout folk leave their homes in groups of a hundred or more to found new clans in hills unclaimed by other dwarves. Others have chosen to wander the world, seeking glory and wealth.


And on to gold dwarves:

GOLD DWARVES

Unlike the shield dwarves, the gold dwarves maintained their great kingdom in the Great Rift and did not decline in terrible wars against evil humanoids. While they practiced some magic, they never acquired the hubris that caused the downfall of some human nations. Confident and secure in their remote home, the gold dwarves gained a reputation for haughtiness and pride.

Since the Thunder Blessing, many young gold dwarves have left the Great Rift and are exploring the rest of Faerun. The folk of other lands have learned that while some gold dwarves are aloof and suspicious, for the most part they are forthright warriors and shrewd traders.

Regions: The ancestral home of the gold dwarves is the Great Rift, located in the dry plains of Shaar. Gold dwarven outposts can also be found in the Smoking Mountains of Unther and in the Giant's Run Mountains west of Vilhon Reach.
adzling
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Re: Seveltarm

Unread post by adzling »

Madman of Swordcoast wrote:Read online seveltarm is known as lolth's champion also said he has deep hatred for lolth. Does that mean lolthians are allies or enemies or both?
Selvetarm is the offspring of Vhaeraun and Zandilar (an elven demigod of lust and dance), who is himself the son of Lolth and Corellion.

Selvetarmians are renowned for their battle lust and rages, blood red armor and spiky accoutrements.

They also tend to like spiders alot and some Driders are known to worship him in secret (I don't know how it's known if it's in secret but there you go).

In the lisa smedman trilogy (later in the timeline than BG) Selvetarm attempts to depose lolth through subterfuge while at the same time defending her from Vhaeraun's attack. In the end Selvetarm gets consumed for his crimes, Vhaeraun attempts to assassinate Ellistrae but it backfired and he ends up getting killed (and his portfolio absorbed) by his sister who then essentially kills herself to "save" the tiny subset of drow that are not inherently evil.

With Kieransalee already effectively killed off and Ghaunadaur insane and lost that leaves only Lolth to rule over the Drow.

Oh, and with all her direct opponents annhiliated and her transformation complete she ascends from demi-god status to real, full blooded, complete godhood.

Shifty chica that she is.
http://bgtscc.fomwaa.com/forum/viewtopic.php?f=13&t=78
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Broham2
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Re: Lore Assistance

Unread post by Broham2 »

With Maecius on sabbatical, I'll offer my help here. I have access to every 2nd Edition and earlier FR book, and many of the newer ones on .pdf.

I am sure Adzling would be more than happy to chime in with UD lore questions.

Anyway.. lets keep this thread going. If there are questions, ask away.
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Sel
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Re: Lore Assistance

Unread post by Sel »

Broham2 wrote:With Maecius on sabbatical, I'll offer my help here. I have access to every 2nd Edition and earlier FR book, and many of the newer ones on .pdf.

I am sure Adzling would be more than happy to chime in with UD lore questions.

Anyway.. lets keep this thread going. If there are questions, ask away.

B_2 !! OH MAN THERE GOES ALL THE PAST BOOKS OF FB HISTORY *Crys*


Just playing! YEAH GIVE BRoham @ a shot!
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