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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

i agree with the paladin we shold use he formation

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

I think the order should be:

Ranger(myself) and Paladin: Ranger while in the wild would be good for tracking as well as finding the tunnels (depends if we buy maps or not), and i could be able to sense animal presence (or lack thereof) in an area. Paladin has the Lantern, and by far has the best armor of us all. The Detect Evil skill could also come in handy.

In the middle.... Wizard and Rogue. the wizard shouldn't be in the front nor the rear because of lack of melee prowess ( in case of ambush), and could support either the front or rear group. Rogue, same reason ( minus the lack in melee prowess), as well as to protect the Wizard.

In the back, Barbarian. As Hyper said, we need a strong rear guard, and a Barbarian provides just the right type.

DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

let me revise my statement i think the rangers order works best

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

I agree with SirNoob's formation plan.

ThorRatFox
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ThorRatFox
3,798 posts
Nomad

i agree to that

shadowjak135
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shadowjak135
413 posts
Nomad

I could be in front, Barbarians get high health, and I'm wearing pretty good armor, here is my character.

-Laftharion Harshblade
-played by: Shadowjak
-Barbarian (lvl 1)
-str (+3 bonus) dex (+3) con (+1) int (0) wis (0)cha (+1)
-Speed 40 ft.
-init +3
-grapple +4
-Fort (+3) ref (+3) wil (0)
-touch AC (13) ff AC (13)AC (18)
-HP 13
-Feat: extra rage (as found in complete warrior) +2 rage/day
-rages 3/day
-skills: climb (+5) handle animal (+5) Intimidate (+3) Jump (+5) Ride (+7) Survival (+2)
-weapons: Longsword (1d8+3 damage, +4 att., 19-20 crit chance) shortbow (20 arrows, 1d6 damage, +4 att., x3 crit, 60 ft. range)
-armor: breastplate (+5 AC, 30 lbs.) Large steel shield (+2 AC, 15 lbs.)
-adventurerâs kit, 30 gp.

shadowjak135
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shadowjak135
413 posts
Nomad

Emphasis on could

shadowjak135
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shadowjak135
413 posts
Nomad

Sorry, main AC is a full 20

shadowjak135
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shadowjak135
413 posts
Nomad

I might not be able to post automatically sometimes, I am currently having my family over for our early thanksgiving, and my three little cuzins are running around screaming... Xp

DesertHyena
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DesertHyena
2,886 posts
Peasant

I need top know who's plan you are going with, but we still need shadowjak135's character sheet and I want to make sure we are clear on what the overall plan is:

You plan to stock up on potions with the 200 gp you recieved from Gravagos, then you are going to "Elara's Halfway House". From there you are going to search for the children in the Darkmoon Vale in the order you decide on. Is that correct, or is there something else someone would like to add?

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

Well.... seeing that we are journeying into a very dangerous and evil place, i think the 'Detect Evil' Skill would be of Vital importance....

But then again, it could also be needed in the rear D:, in case of an intelligent enemy, like a Kobold ( to an extent :P )

So what does everybody else think? Paladin or Barbarian in the front?

DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

i think that about sums it up

DesertHyena
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DesertHyena
2,886 posts
Peasant

...sorry shadowjak135, didn't know you already posted, so you are going with the Braenoic's plan then? and everyone agrees?

shadowjak135
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shadowjak135
413 posts
Nomad

I thot I jist posted my sheet... Anyway, buying some potions would be good, and my order formation propostition is: Barbarian and Ranger in Front. Two mediums is better than one big guy in armor. This is also to let the Ranger and I sort of track together, I have some Wilderness Lore (survival) skill. Paladin in back, as a rear guard. The wizard and rogue in middle, as rogue has bow/sling/c.bow (?)
This is only if we are in a tunnel, and if we are in a field, we should be somewhat spread out.

shadowjak135
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shadowjak135
413 posts
Nomad

And sure, Let's jist go with Braenoic's plan.

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