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
Hypermnestra
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Hypermnestra
26,390 posts
Nomad

All right, let's set sail to wherever.

DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

All right, let's set sail to wherever.
Well first of what is the Noob going to do with the info Neri has.
SirNoobalot
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SirNoobalot
22,207 posts
Nomad

Relay it.....

Dragonblaze052
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Dragonblaze052
26,677 posts
Peasant

Unsurprisingly, neither Angel nor Mord has any idea what to do...

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

My Ninja sense is tingling!

Dragonblaze052
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Dragonblaze052
26,677 posts
Peasant

So, where were we? I believe we decided to go to the island, correct?

DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

Well is yall sure you want to go to the island, you're not even sure it's real.

Dragonblaze052
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Dragonblaze052
26,677 posts
Peasant

Seeing as you already confirmed Hyper's Golem as being on the island, the only option other than the island being real is that Hyper's Golem is fake.

Dibs, got Deities and Demigods?

DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

Seeing as you already confirmed Hyper's Golem as being on the island, the only option other than the island being real is that Hyper's Golem is fake.
I said on an Island halfway. I never said what island, there are dozens.
Dibs, got Deities and Demigods?
I'm sorry, can you rephrase your question.
Dragonblaze052
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Dragonblaze052
26,677 posts
Peasant

I thought you said on the island?

I'm sorry, can you rephrase your question.

The 3.5 sourcebook, Deities & Demigods, do you have it?
DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

I thought you said on the island?
Nope I never said what Island, just an island. Cause this guy could really be anywhere.
Hypermnestra
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Hypermnestra
26,390 posts
Nomad

I'm sorry, can you rephrase your question.

The sourcebook Deities and Demigods. Is it currently in your possession?

--------------------Basic Information----------------------
Name: Malachi(Malek for short).
Player: Hypermnestra.
Age: 2,017.
Gender: Male(sort of).
Race: Iron Golem(appearance of a Stone Golem).
Class: Fighter/Golem.
Level: 3[Fighter], 9[Golem].
Alignment: Neutral.
Deity: None.
Languages: Common, Terran, Ignan, Auran, Aquan, Elven, Dwarven, Celestial, Abyssal, Infernal.
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: 35.
------------------Equipment-------------------------------
Armor/Clothing: Amulet of Natural Armor +5, 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. 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 30 bonus hit points. Constructs do not eat, sleep, or breathe.
Skills: Listen[14], Spot[14], Sense Motive[14], Knowledge[Local, 13], Knowledge[Geography, 14], Speak Language[4].
Spells: None

So, is this the confirmed final edition of the golem?
DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

Why do you need rations or water.

Dragonblaze052
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Dragonblaze052
26,677 posts
Peasant

Why do you need rations or water.

For sharing, of course.

So, do you have the book?
Hypermnestra
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Hypermnestra
26,390 posts
Nomad

Why do you need rations or water.

Oh, sorry. I forgot to remove it from the Adventurer's Kit.

--------------------Basic Information----------------------
Name: Malachi(Malek for short).
Player: Hypermnestra.
Age: 2,017.
Gender: Male(sort of).
Race: Iron Golem(appearance of a Stone Golem).
Class: Fighter/Golem.
Level: 3[Fighter], 9[Golem].
Alignment: Neutral.
Deity: None.
Languages: Common, Terran, Ignan, Auran, Aquan, Elven, Dwarven, Celestial, Abyssal, Infernal.
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: 35.
------------------Equipment-------------------------------
Armor/Clothing: Amulet of Natural Armor +5, Belt of Giant Strength +6, Gauntlets of Ogre Power +2.
Weapon: Falchion +2[2d4, 16-20 x2 Crit].
Unequipped: None.
Adventurer's Kit: Whetstone, Bullseye Lantern, Flint/Steel, Backpack, Hempen Rope[20ft].
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. 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 30 bonus hit points. Constructs do not eat, sleep, or breathe.
Skills: Listen[14], Spot[14], Sense Motive[14], Knowledge[Local, 13], Knowledge[Geography, 14], Speak Language[4].
Spells: None

Better?
Also, removed the tent and bedroll because those are unnecessary as well.
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