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.
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.
You stop it, that aint my reason. I really just don't want that race here. But if you guys will shut up and wait for the end of this, I'll think about it.
--------------------Basic Information---------------------- Name: Malachi(Malek for short). Player: Hypermnestra. Age: 2,717. Gender: Male...sort of. Race: Iron Golem(appearance of a Stone/Clay Golem). Class: Fighter/Golem. Level: 3[Fighter], 9[Golem]. Alignment: Neutral Good. 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 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: 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
Final draft, ready for publication. As for the nasally voice...it hardly ever speaks, so that really doesn't matter. When it does, its voice is deep and gravelly, and it speaks very slowly, like it's piecing together every word.
I've asked a maximum of 2-3 times over the past 2 hours, how the f___ is that too much?! I've stayed mostly quiet for most of that time, too!
You stop it, that aint my reason. I really just don't want that race here. But if you guys will shut up and wait for the end of this, I'll think about it.
So it went from 'at the end of the mission' to 'I'll think about it once this mission is over'. And what's wrong with a humanoid cat? I don't mind waiting, as long as it's not for the hell of it...
So it went from 'at the end of the mission' to 'I'll think about it once this mission is over'. And what's wrong with a humanoid cat? I don't mind waiting, as long as it's not for the hell of it...
Mainly cause of the current job, so just wait. All Neri knows is that this Island is just a rumor cause not many have ever been to it, but you do notice where the starting on the map is, and you are close by.