ForumsForum GamesDungeons 'n Dragons 3.5 Forgotten Realms Setting

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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
DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

Level 3 Fighter and a level 9 Construct.
Si.
So I thought up that pun for nothing?
Yes you did, how Bout Sharlay Burklou.
Hypermnestra
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Hypermnestra
26,390 posts
Nomad

but honestly, cause golems don't have anything but there natural body, you have 22 natural armor. Your ac is naturally 30. You have a breath weapon, damage reduction, and so forth.

Can I please have magic items though?

Maybe, cause the entire purpose of this was to buff a super tank.

Okay, level 3 fighter is fair enough. I'll take that.

--------------------Basic Information----------------------
Name: Ephialtes.
Player: Hypermnestra.
Age: 30.
Gender: Male.
Race: Iron Golem.
Class: Fighter.
Level: 3.
Alignment: Neutral.
Deity: None.
Languages: Common, Terran, Dwarven.
HD: 9.
------Attributes----------
Str: 40[+15]
Dex: 9[-1].
Con: N/A.
Int: 14[+2]
Wis: 18[+4]
Cha: 10[+/-0]
Fort Save: +8
Ref Save: +3
Will Save: +8
Hit Points: 130/130.
Base Attack Bonus: +12/+7/+2.
Attack Bonus: +30
Damage Bonus: +17
Breath Weapon: 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds. Initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.
AC: 40.
------------------Equipment-------------------------------
Armor/Clothing: Full Plate, Belt of Giant Strength +5, Gauntlets of Ogre Power +2.
Weapon: Keen Falchion +2[2d4, 16-20 x2 Crit].
Unequipped: None.
Adventurer's Kit: Whetstone, Bedroll, Tent, Bullseye Lantern, Flint/Steel, Backpack, Trail Rations[1 month], Waterskin[10].
Transportation: Light Warhorse[w/Military Saddle].
GP: 1,000.
-------Feats/Spells/Abilities/Etc.------------
Feats: Power Attack, Cleave, Great Cleave.
Racial Feats: An iron golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects. An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell. Low-light vision.Darkvision out to 60 feet.Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.Since it was never alive, a construct cannot be raised or resurrected.Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table.Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.Proficient with no armor. Constructs do not eat, sleep, or breathe.
Skills: Listen[8], Sense Motive[8], Knowledge[Local, 6], Knowledge[Geography, 6].
Spells: None

Got a name, and is that good?
Kudos if you get the reference from the name.
Dragonblaze052
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Dragonblaze052
26,677 posts
Peasant

It seems so familiar, yet I can't quite place it (that seems to happen with all of your names.......).
Phonetic spelling, please?

DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

Armor/Clothing: Full Plate, Belt of Giant Strength +5, Gauntlets of Ogre Power +2.
No.
Hypermnestra
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Hypermnestra
26,390 posts
Nomad

--------------------Basic Information----------------------
Name: Emet.
Player: Hypermnestra.
Age: 30.
Gender: Male.
Race: Iron Golem.
Class: Fighter/Construct.
Level: Fighter[3]/Construct[9].
Alignment: Neutral.
Deity: None.
Languages: Common, Terran, Dwarven.
HD: 9.
------Attributes----------
Str: 40[+15]
Dex: 9[-1].
Con: N/A.
Int: 14[+2]
Wis: 18[+4]
Cha: 10[+/-0]
Fort Save: +8
Ref Save: +3
Will Save: +8
Hit Points: 130/130.
Base Attack Bonus: +12/+7/+2.
Attack Bonus: +30
Damage Bonus: +17
Breath Weapon: 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds. Initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.
AC: 40.
------------------Equipment-------------------------------
Armor/Clothing: Full Plate, Belt of Giant Strength +5, Gauntlets of Ogre Power +2.
Weapon: Falchion +2[2d4, 16-20 x2 Crit].
Unequipped: None.
Adventurer's Kit: Whetstone, Bedroll, Tent, Bullseye Lantern, Flint/Steel, Backpack, Trail Rations[1 month], Waterskin[10].
Transportation: Light Warhorse[w/Military Saddle].
GP: 1,000.
-------Feats/Spells/Abilities/Etc.------------
Feats: Power Attack, Cleave, Great Cleave, Improved Critical, Overwhelming Critical, Devastating Critical.
Racial Feats: An iron golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects. An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell. Low-light vision.Darkvision out to 60 feet.Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.Since it was never alive, a construct cannot be raised or resurrected.Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table.Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.Proficient with no armor. Constructs do not eat, sleep, or breathe.
Skills: Listen[8], Sense Motive[8], Knowledge[Local, 6], Knowledge[Geography, 6].
Spells: None

New name, with reference included.
So...is that right?

Phonetic spelling, please?

Dunno. New and improved name, try it.
Ephialtes, Greek mythology, brother of Otis, dude who wanted to **** Hera. 0.0 Obviously, that didn't work out too well.

No.

Plleeeeeeeease Dibs.
Db, do you think it's fair that I get magic items?
Dragonblaze052
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Dragonblaze052
26,677 posts
Peasant

Well, if I were to erase the first E in his name.....

DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

Plleeeeeeeease Dibs.
Give me 15 good reasons why.
Hypermnestra
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Hypermnestra
26,390 posts
Nomad

Well, if I were to erase the first E in his name.....

Ah, so you are familiar with this particular name.

--------------------Basic Information----------------------
Name: Emet.
Player: Hypermnestra.
Age: 100.
Gender: Male.
Race: Iron Golem.
Class: Fighter/Golem.
Level: 3[Fighter], 9[Golem].
Alignment: Neutral.
Deity: None.
Languages: Common, Terran, Dwarven.
HD: 9.
------Attributes----------
Str: 44[+17]
Dex: 9[-1].
Con: N/A.
Int: 14[+2]
Wis: 18[+4]
Cha: 10[+/-0]
Fort Save: +8
Ref Save: +3
Will Save: +8
Hit Points: 130/130.
Base Attack Bonus: +12/+7/+2.
Attack Bonus: +32
Damage Bonus: +19
Breath Weapon: 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds. Initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.
AC: 40.
------------------Equipment-------------------------------
Armor/Clothing: Full Plate +2, Belt of Giant Strength +6, Gauntlets of Ogre Power +2.
Weapon: Falchion +2[2d4, 16-20 x2 Crit].
Unequipped: None.
Adventurer's Kit: Whetstone, Bedroll, Tent, Bullseye Lantern, Flint/Steel, Backpack, Trail Rations[1 month], Waterskin[10].
Transportation: None.
GP: 1,000.
-------Feats/Spells/Abilities/Etc.------------
Feats: Power Attack, Cleave, Great Cleave, Improved Critical[Falchion], Weapon Focus[Falchion], Overwhelming Critical, Devastating Critical[DC 33].
Racial Feats: An iron golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects. An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell. Low-light vision.Darkvision out to 60 feet.Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature'sdescription for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.Since it was never alive, a construct cannot be raised or resurrected.Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table.Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.Proficient with no armor. Constructs do not eat, sleep, or breathe.
Skills: Listen[16], Spot[16], Sense Motive[16], Knowledge[Local, 14], Knowledge[Geography, 14].
Spells: None

So is this correct?
Dragonblaze052
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Dragonblaze052
26,677 posts
Peasant

Ah, so you are familiar with this particular name.

Yes, quite so. It would work better if her were made of clay, though.
Hypermnestra
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Hypermnestra
26,390 posts
Nomad

Actually...
He's 2,063 years old. I realized that the golem's age is basically a blank check. xP

Give me 15 good reasons why.

DB, what do you think?
DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

Actually...
He's 2,063 years old. I realized that the golem's age is basically a blank check. xP
Yeah he has no age, unless you count the age of the spirit inside him. And again loose the items.
Dragonblaze052
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Dragonblaze052
26,677 posts
Peasant

If he is immune to magic, no magic items.
Dibs, at least let him have some fire based items to heal himself with.

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

I've been thinking about that, actually...
Could we have the attributes like an Iron Golem, but the physical appearance of a Clay or Stone Golem? For flavor > function purposes only.

And again loose the items.

Why can't he have magic items, Dibs? I'd be willing to trade something for the ability to use magic items as the ones I've listed.
Hypermnestra
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Hypermnestra
26,390 posts
Nomad

If he is immune to magic, no magic items.

I'd be willing to trade his immunity to magic for the ability to use magic items, if you agree to that, Dibs.
DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

Why can't he have magic items, Dibs? I'd be willing to trade something for the ability to use magic items as the ones I've listed.
Fine get rid of the fire healing, and ageless, and the breath. Go ahead Golurk and make him look like a stone giant.
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