DEEKIN'S PIT REVISITED
Characters
Characters in Deekin's Pit are significantly different than the base game.
First, all characters begin as human. Like the base game, humans gain a bonus feat. Unlike the base game, they do not gain an extra skill point.
Second, depending upon how you look at it, characters in Deekin's Pit are either classless, or have only three classes to choose from. Your options are "Adventurer" to improve skills, "Violence" to improve combat prowess, and "Magic" to improve spellcasting. There are no multiclassing penalties. Players are intended to build their characters over the course of play, choosing freely at each level between Skill, Swords, and Sorcery.
Classes
Adventurer
Skills: 12 + Int Bonus per level (x4 at level one). Every skill is a class skill.
HD: d6
BAB: 0 - Proficient with Simple Weapons, Light Armor.
Save: Reflex
Notes: Unlike NWN's Rogue, Adventurers do not gain sneak attacks, but they do gain Evasion at level 2, and have access to rogue-like feats at higher levels. Due to the x4 skill point bonus at level 1, you are urged to begin with this class. If you do not you will receive a consolation prize of gold, but you will miss out on essential skills.
Violence
Skills: Int Bonus per level (x4 at level one). Limited class skills.
HD: d12
BAB: +1 per level - Proficient with Simple & Martial Weapons, Armor and Shields.
Save: Fortitude
Notes: Receives the same bonus feats as NWN's "Fighter".
Magic
Skills: Int Bonus per level (x4 at level one). Limited class skills.
HD: d4
BAB: 0
Spellcasting: Arcane, Int Based - Their spell list includes significantly more spells than the wizard, including healing spells, and restorations.
Save: Will
Notes: Receives the same bonus feats as NWN's "Wizard". Also receives a familiar, and the "Mark Target" ability for creating a "Spell Focus" which is a proxy target for teleportation spells, and curses. "Bind Familiar", a 0-level spell, enables you to target a creature in game to serve as your familiar. Familiars also have the "Mark Target" ability and can carry one spell focus which their master can retrieve (one of their conversation options).
Skills
Note that this is only a partial list of skills and most of them sound essential. The Adventurer's packages do a good job of setting up different kinds of characters with a good compliment of skills.
Lore is very useful. Unidentified treasure is often worth only 1 XP when sacrificed to the Glory Box. You can pay to identify stuff, but investing in lore reduces the "identify item" tax on your XP gain. Lore is also used in combination with other skills and feats to determine whether your character knows something.
Crafting is trained only and applies to any craft. At a smelter for example you can convert mined ore to refined metal which increases its value. Crafting also comes into play when butchering game for raw materials.
Animal Empathy helps your character move among hostile wildlife. Yes, you can use it to charm a wolf or bear, but it also works passively. Keep a respectful distance from those bears and move slowly. They may ignore you or turn friendly. Maybe.
First Aid is a trained (and essential) skill. You need at least 1 rank to use a First Aid Kit. Both poison and disease are nasty, persistent, and expensive to deal with. First Aid kits cost much less than magic potions so if you use them early enough you can spare yourself significant medical costs.
Influence improves interactions with NPCs which helps with gathering information, and hiring help for an expedition. You'll note that the other social skills have all been replaced with this one.
Perform is not essential since the Bard class is not in game, but the skill offers some perks in particular social situations.
Bargain works as expected, but considering that there is a direct link between gold and XP, I would not overlook this one.
Climb and Swim give you more ways to get around the module and thus increase your access to treasure. Spells and some magic items can be used to accomplish the same things as these skills, but are less dependable.
Move Silently and Hide work generally as expected. We however do not recommend trying to sneak past a sleeping giant or bear while carrying a light source.
Spot and Listen are critical for noticing pickpockets and stealthy attackers. Yes the base game works this way too. But consider this a fair warning.
Search is an essential skill for finding secret doors and caches and things. To search an area activate "detect mode" and walk around or emote *search* to check the immediate vicinity.
Pick Pockets works as expected, and is also used for actions which require sleight of hand like harvesting berries, or sifting quietly through junk.
Open Locks and Disarm Traps tend to require significant investment. You'll have to take more than just one level of Adventurer to make good use of these.
Equipment
Everyone begins with similar starting equipment. Background feats and skill selection alter this.
Starting equipment includes clothing, a backpack, rations, bedroll, torch, knife, axe, hammer, and usually 250 gold pieces. Initiates of the Mystery and those Born Feral begin with 150 gold, and suitable clothing. Initiates also have a katana. Those with a background in The Faith wear a toga and start with 350 gold. Educated characters start with a magic scroll. And characters with First Aid skill have a first aid kit.
The knife, axe, and hammer are essential tools, the knife for butchering game, the axe for chopping wood, and the hammer for mining. An axe or a hammer is often needed to damage a door or piece of furniture, and a knife for cutting something open, like a spider's egg sack. Larger weapons of the same type can serve as the same kinds of tools.
The torch is essential gear because most places you explore are very dark, and torches can set things on fire. Torches however are consumables. They only last 10 minutes of real time. Until you have a better light source, you should always buy several torches for each expedition. They are inexpensive and don't weigh much.
The rations and bedroll are useful but not strictly required. To rest comfortably and recover from fatigue you need soft bedding and food to eat. You can still rest without them, but will not fully recover.
The backpack is also an important piece of kit. When you wear it, the weight of its contents are reduced by half. "Wearing" a backpack is accomplished by the "Wear" ability found by right clicking on it. Worn backpacks show up in the cloak slot. You will not be able to access what is inside until you remove it. But this also secures these items from pickpockets. To remove a backpack, unequip it.