1. Class & BuildUseful Links:▶
General Level Progression Table▶
Class List▶
Races and Racial Bonuses▶
Netheril's Subraces▶
Netheril's Various Mechanical ChangesThe chosen class and build depends on the playstyle you feel like playing, or trying out. Netheril server goes up to level 20, with application-only progress to level 30 (which has a higher perma death risk).
Purely for the fun of it, I’d advise you to make your own build rather than to copy one. Besides, the prefab builds usually work with Prestige Classes a lot, which are RP-locked in Netheril.
As your character might be around for months, it's important you pick a style you feel good about playing or trying out. Certain classes have a bigger impact on the character's roleplay than others, and creating a build in advance might help you have a more enjoyable experience in terms of survivability and also give you an idea of the character's future progress.
Is your character heading towards having archery feats and weapon specialisation? Why not organise hangout trainings for other PCs and be an instructor?
Abilities and CharacterThe feats, skills and abilities can speak of your character just as much as their personality and alignment does.
How much of survivability do you wish to sacrifice to the character's origins and story is purely up to you. The healthiest option for the start is to find a balance of the both.
In case your character has an ability of a score 9 and lower, you could consider showing it in the form of a weakness.
A character with 6 strength is physically weak, so you might decide that they shouldn't be able to mine and do blacksmith work. It might have to do with their lifestyle, with an event from their past, or an illness that causes their muscles to weaken...
Race ChoiceWhile simply being an adventurer is an oddity among any, there's certain philosophies, views, mannerisms and more which may come with each race and subrace. Below is a short summary of main info about each basic race in Neverwinter Nights.
(Unwrap the spoiler to read more.)SpoilerHuman
People as you know them. Humans are native to Toril, with no common myth of how they came into existence. Despite coming into the limelight far later than some other races, they were quick to spread and find a firm place in the world. In Netheril, they are the most privileged and ruling race, with their magic quickly developing and driving the Empire's society forward. Generally, humans are considered ready for most responsibilities by the age of 16 and adult since 18.
Elf (Tel'Quessir)
Long-lived race. Generally elves age as follows: Adult (110+), Mature (180+), Old (270+), Venerable (350+).
Elves slip into a trance-meditative state called "reverie" instead of sleeping, and they rest for only 4-5 hours. Unless an elf strays away from their traditional good ways and gods, their soul reincarnates after death. They can experience visions of their past life while they're young.
The elves arrived from out of this world, far before most other races arrived. They fought the old dragons, and later have divided among themselves in wars. After Lolth's betrayal among gods, the dark elves were banished into the Underdark and called drow - dhaerrow=traitor. Later as the world populated with humans and other races, the elves performed a magic rite for their gods to create a refuge isle for all elvenkin, Evermeet, where their culture and sciences safely bloom.
Elven lands close to Netheril Empire are Illefarn and Eaerlann. The elven city ingame is called Nualla'n.
Dwarf
Sometimes called the Stout Folk, the dwarves value tradition, loyalty, family and craftsmanship. Generally, dwarves age as follows: Adult (50+), Mature (125+), Elder (188+), Venerable (250+).
A beard was often displayed as a symbol of social status; groomed, braided and decorated in various ways. Both women and men grew facial hair.
Dwarves value their clan and elders highly, living in a culture based on respect and wisdom. The ancient heroes and clan founders were often prayed to for guidance as paragons. The dwarven gods were highly revered as well.
Legend says, that the dwarven folk was carved from stone by their ancestral gods, given life by Moradin and his hammer in the Soulforge. As for Duergar, their origin comes from the Shield Dwarf clan who's been enslaved by the illithids, distancing from their kin more each generation due to the mindflayers' psionics and treatment.
Gnome
Gnomes are a hardy race with an eccentric sense of humor, and a knack for inventions and magic. Generally, gnomes age as follows: Adult (30+), Mature (90+), Elder (130+), Venerable (180+). The numbers are higher for the rock gnomes by 10-20 years more.
Innately intelligent and curious, they faced challenges with cunning and creativity of their own.
According to a legend, gnomes were created from gems hidden deep under a Netherese mountain, enslaved by kobolds. Garl Glittergold, a gnomish deity, then collapsed the mountain to save the first gnomish souls, creating the Hidden Lake in the process. Garl then continued in bringing those special gems alive, breathing life into them with a joke to inspire the craftiness and mischief. Gnomes born of diamonds became rock gnomes, those of emeralds became forest gnomes and those of rubies became deep gnomes.
Gnomes had an affinity with Feywild just like elves, and similarly keen senses and longevity. They love celebrations, indulgence and art, though most stay in common professions to avoid major attention. Likely the only race the gnomes tended to trust are dwarves, due to similarities in culture and values.
Halfling (Hin)
Halfling is actually a slur, the proper name is "Hin". They get along fairly well with other races, especially those who are traders, nomadic caravaners or performers. Generally, halflings age as follows: Adult (20+), Mature (50+), Elder (75+), Venerable (100+).
Many hins like to collect valuables and interesting trinkets. They are by nature curious, courageous, and more friendly in interaction with other races, remaining open and joyful. Enjoying the simple joys of community life, very few aspire to heroism and greatness and rather spend time with their friends and family. They love festivities, and seeing the extended family is always a great joy to celebrate.
Very little is know of the race's origins, aside of the fact that they appeared around the same time as dwarves and giants.
Half-elf (Cha'Tel'Quessir)
Half-elves often feel alone when growing up. Maturing too fast for elves and too slowly for humans, they're not entirely fit for growing up in either society. Generally, half-elves age as follows: Adult (20+), Mature (60+), Elder (90+), Venerable (120+).
Half-elves usually adopt whichever culture they grew up in, however, they tend to stay open for sampling other cultures. Often with a distinct personality and very charismatic, they tend to work well in parties and groups, able to land in a leadership position as well a strong support one. Their elven heritage could display in the love of nature, music, and art. Social and curious, they might have plentiful connections in various places far and wide. They can be seen as "impure" by elves due to the human side of their heritage.
Half-orc
Shunned in both human and orcish society, growing up has been a difficult trial for most half-orcs. Generally, half-orcs age as follows: Adult (18+), Mature (30+), Elder (45+), Venerable (60+).
They had the human adaptability and the hardiness of orcs, which makes them natural survivalists. However, their orcish blood brought impatience, love of physical joys like feasts or dancing, and a certain brashness. Just like half-elves, they had no common culture as they're a mix of two separate races.
Looked down upon mainly by elves and dwarves, but also other races, the half-orcs often found solace in the life of an adventurer which allowed them to roam and to be valued for their skill with less prejudice than usual.