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DesertHyena
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DesertHyena
2,886 posts
Peasant

Dungeons & Dragons, the oldest RPG in the world, and also one of the easiest to play/run.This is 3.5 D&D, not 4th edition,The First Adventure I shall be running is called "Crown of the Kobold King" This game is pretty much a "Generic Fantasy RPG" set in the Forbidden Realms (Drizzt the Drow ring any bells?). you start at [b]1st level.

Name:
Player:
AgeAll non-humans live longer, except Half-Orcs)
Sex:
Lookshowever technical you want to get)
Race:Human(extra feat/skill),Dwarf(+2 Con,-2 Cha), Elf(+2 Dex,-2 Con), Gnome(+2 Con,-2 Str),Half-Elf,Half-Orc(+2 Str,-2 Int,-2 Cha), Halfling(+2 Dex,-2 Str)

ClassFighter,Rouge,Wizard,Cleric, or pick one from book, see below)
Level:1
Level Equivalency:2(for level adjustment +1 characters)
Attributes:Strength(Str), Dexterity(Dex),Constitution(Con),Intelligence(Int),Wisdom(Wis),Charisma(Cha)

Attribute Bonusessee below)
all start at 8,25 points(just do 15-18=1 for experienced players, it's pretty balanced)

Saves:Fortitude(Con),Reflex(Dex),Will(Wis) (see below)
Hit points:10(Fighter)8(Cleric)6(Rogue)4(Wizard)+Con Bonus
AttackBase Attack Bonus+Str Bonus(Dex bonus for ranged, see below)
Damagebased on weapon + Str bonus 2-handed x 1.5 Str Bonus, see below)
Armor Class(AC):10+Dex Bonus+Armor+Misc(see below)
Featssee below)
Skillssee below)
Equipment:300 gp and Adventurer's Kit(with everything you need like bedrolls and rations and so on) (see below)

I have a PDF of the Player's Handbook, which I will e-mail to you if you don't have a copy, you don't need to memorize it or anything, but it would help to have it handy for this game.If you want to play another race,then No level adjustments above +1.If you give me a good reason to play a race that's not +1 level adjustment I might let you. If you want a different class, just ask(I know all classes for 3.5).

Rules not Used:
-There is no Armor Class Penalty.
-There is no Encumberence, but please be realistic(no portable rams).
-There will not be any Racial Bonuses to anything other than starting attributes.
-To Simplify the Arcane Check Penalty, Wizards cannot wear armor period.
-all Spells are allowed, but I will only list Evocation spells for Wizards and Healing Spells for Clerics in this forum as they are the most martial spells.

"FOR QUICK-PLAY CHARACTERS!"
Feats-
Your feat(s) will be:
(Fighter)Power Attack(-1 Atk,+1 Dam),Cleave(immediatly take another attack if you kill your target, you will need high Str)
(Rouge)Stealthy(+2 Hide/Move Silently)
(Cleric)Improved Turning(+4 to Turn Result)
(Wizard)Spell Focus: Evocation
(Human)Toughness (+3 HP, this is if your race is human and is in addition to your class feat)

Skills-
Your skills will be equal to 4+mods(I'll handle it), you get 1 bonus skill for every point of Int bonus, your starting skills are:
(Fighter) Intimidate, Heal
(Rogue) Hide, Move Silently, Open Lock, Disable Device,Sense Motive, Bluff, Appraise, Pick Pocket,
(Cleric)Diplomacy,Spellcraft,Knowledge(Religion),Heal
(Wizard)Spellcraft,Knowledge(Arcana)

Equipment-
your starting equipment equipment is:
(Fighter)Greatsword(2-12) or Longsword and Large Steel Shield(+2 AC), Breastplate(+5 AC,Max Dex Bonus +3),and a potion of Cure Light Wounds(1-8+1 hitpoints)
(Rougue)Thieves Tools,Short Sword(1-6),Dagger(1-4),Longbow(1-8, no Str bonus) Studded Leather(+3 AC,Max Dex Bonus +5),
(Cleric)Chainmail(+5 AC +2 Max Dex Bonus), Hvy. Mace(1-8), and 4 potions of Cure Light Wounds(1-8+1)
(Wizard)Spellbook, 4 scrolls of magic missile(1-4+1),4 potion of Cure Light Wounds and Quarterstaff(1-6)
(Halfling/Gnome)Cannot use Large Weapons (Greatsword) and cannot wear or use Large equipment (cannot wear medium creature's armor)

Attribute bonus is equal to +1 for every 2 points above 10.
After you pick your class, race, skills, feats, and equipment I will finish the sheet(saves,attack,AC)
If you have NO idea what i'm talking about, just google D&D or feel free to ask some questions.

  • 46,375 Replies
Hypermnestra
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Hypermnestra
26,390 posts
Nomad

I thought we already made the modifications? Didn't you say we could do whatever we wanted to our floors?

DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

I thought we already made the modifications? Didn't you say we could do whatever we wanted to our floors?
I meant along the lines of defenses, cause yeah all the misc stuff should have been taken care of, unless it was something major.
DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

wow
So how do you decide who your gonna span, do you just go for the latest updated, or the ones with the most posts or what?
SirNoobalot
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SirNoobalot
22,207 posts
Nomad

How much would the following be, each:
1 Trebuchet (see below)
1 Ballista (rotatable from a fixed position)
1 Catapult
Pot of Boiling Oil
Reinforced gate
Cannon ( if they exist yet)
Anti-Sapper tunnel (filled with water, flood any Sapper tunnels with said water)

DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

1 Trebuchet (see below)
1 Ballista (rotatable from a fixed position)
1 Catapult
Only one of each, and it depends on the size.
Cannon ( if they exist yet)
Incredibly hard to come by, but if you search for it you can find it. But the best I can do in waterdeep is a few flintlocks.
SirNoobalot
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SirNoobalot
22,207 posts
Nomad

Only one of each, and it depends on the size.


A Ballista is generally around the same size as all other Ballistas, around 5 feet across (bow to bow) and 8-10 feet long.
Catapult, they'res probably only one distinguishable size of Catapult.

All Trebuchets are the same.

Incredibly hard to come by, but if you search for it you can find it.  But the best I can do in waterdeep is a few flintlocks.


Flintlock rifles?
DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

A Ballista is generally around the same size as all other Ballistas, around 5 feet across (bow to bow) and 8-10 feet long.
Catapult, they'res probably only one distinguishable size of Catapult.

All Trebuchets are the same.
Not in D&D.
Flintlock rifles?
No rifles just hand guns.
SirNoobalot
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SirNoobalot
22,207 posts
Nomad

No rifles just hand guns.


What are the stats on those suckers, and how much would one cost?

Not in D&D.


Is this what you're tlaking about?
DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

What are the stats on those suckers, and how much would one cost?
Crap let me find that again.
Is this what you're tlaking about?
and yeah you are correct sir.
Hypermnestra
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Hypermnestra
26,390 posts
Nomad

Noobs, do we really need rifles, ballistas, trebuchets, and boiling oil? It seems a bit excessive, doesn't it? I mean, any rogues or fighters or whoever who tried to attack our castle would get their ***** kicked by us anyway.

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

I mean, any rogues or fighters or whoever who tried to attack our castle would get their ***** kicked by us anyway.


I was just thinking of 4 Ballistas for each corner-tower, eactually.
SirNoobalot
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SirNoobalot
22,207 posts
Nomad

4 heavy Ballista and 2 suspended Cauldrons (total 3300 gp), that is all. Did you find the stats on Flintlocks?

DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

4 heavy Ballista and 2 suspended Cauldrons (total 3300 gp), that is all. Did you find the stats on Flintlocks?
And how is you gonna transport this, and are you sure thats all you want, what are you gonna put in cauldrons and don't forget about ammo. I forgot to look for the flintlocks.
SirNoobalot
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SirNoobalot
22,207 posts
Nomad

Alchemist's fire in both cauldrons and plenty of the bolts suitable for the Ballista, round it up to 3500 gp total price for everything

DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

Alchemist's fire in both cauldrons and plenty of the bolts suitable for the Ballista, round it up to 3500 gp total price for everything
Alchemist fire, don't that usually ignite upon contact with the air, that's why it is a Molotov styled weapon. if you wants to have enough bolts then it would be more like 3600-3700. Who is paying for this.
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