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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

Make it 65,000.
That reminds me I need to give you my sheet.
Speak Languages isn't a Class Skill, so you only get half credit for them.
Yeah they cost twice as many points.
Dragonblaze052
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Dragonblaze052
26,677 posts
Peasant

Hyper.

You.
Are.
Wrong.

I always love saying that because it so rarely happens.
DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

I always love saying that because it so rarely happens.
You do say it, just to me.
Dragonblaze052
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Dragonblaze052
26,677 posts
Peasant

No, I mean it's so rare to actually catch Hyper being wrong about something, so I enjoy it while I can.

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

Mazel tov, I are also half ocd.

You're on a serious Yiddish/Hebrew rampage. First "oy vey" and now "mazel tov"? Elohim tov!

Make it 65,000.

Toda!

Name: Donric Lancaster.
Player: Hypermnestra.
Age: 25.
Gender: Male.
Race: Human.
Class: Fighter Variant -- Thug.
Level: 12.
Alignment: Neutral Good.
Deity: Tempus.
Languages: Common, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Undercommon.
------Attributes----------
Str: 17(+3)
Dex: 17(+3)
Con: 16(+3)
Int: 15(+2)
Wis: 15(+2)
Cha: 14(+2)
Fort Save: +14
Ref Save: +11
Will Save: +10
Hit Points: 110/110.
Attack Bonus: +15/+10/+5.
Base Attack Bonus: +12/+7/+2.
Damage: 1d8+6
AC: 22.
------------------Equipment-------------------------------
Clothing: Glamered Breastplate +2 w/Armor Spikes&Locked Gauntlet, Cloak of Resistance +4, Ring of Sustenance.
Off Hand: Darkwood Shield.
Primary Hand: Shock Longsword +3.
Miscellaneous: Restorative Ointment(2 jars, 10/10 uses).
Transportation: Light Warhorse.
GP: 1,500.
-------Feats/Spells/Abilities/Etc.------------
Feats: Blind Fight, Endurance, Combat Expertise, Combat Reflexes, Improved Disarm, Improved Grapple, Improved Unarmed Strike, Stunning Fist.
Skills: Skills: Bluff(10), Climb(10), Hide(10), Intimidate(10), Local Knowledge(10), Move Silently(10), Jump[10], Open Lock[10), Ride(10), Speak Language(8), Swim(10).
Spells: None.

I always love saying that because it so rarely happens.

*sigh* You win, the sheet's all fixed now.
Speaking of which, I tried softening the layout a little bit, what do you think?
DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

No, I mean it's so rare to actually catch Hyper being wrong about something, so I enjoy it while I can.
Oh alright, I figured as much after I posted my message.
Hypermnestra
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Hypermnestra
26,390 posts
Nomad

Hey Noobs, what you say if, for example, the guy was missing an eye? I was thinking maybe that he would be affected as by blindness all the time unless he had the Blind Fight feat(that's why I took that feat, if you decide not to roll with this I'll pick a different one), and would get, say, Dark or Low Light Vision in exchange?

Dragonblaze052
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Dragonblaze052
26,677 posts
Peasant

I like the switch from brackets to parenthesis.
It would look a bit better if the class was just Thug.
You missed three brackets.

Jump[10], Open Lock[10)

The dmg is actually 1d8+1d6+6.
Hypermnestra
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Hypermnestra
26,390 posts
Nomad

Name: Donric Lancaster.
Player: Hypermnestra.
Age: 25.
Gender: Male.
Race: Human.
Class: Thug.
Level: 12.
Alignment: Neutral Good.
Deity: Tempus.
Languages: Common, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Undercommon.
------Attributes----------
Str: 17(+3)
Dex: 17(+3)
Con: 16(+3)
Int: 15(+2)
Wis: 15(+2)
Cha: 14(+2)
Fort Save: +14
Ref Save: +11
Will Save: +10
Hit Points: 110/110.
Attack Bonus: +15/+10/+5.
Base Attack Bonus: +12/+7/+2.
Damage: 1d8+1d6+6
AC: 22.
-----------Equipment--------------
Clothing: Glamered Breastplate +2 w/Armor Spikes&Locked Gauntlet, Cloak of Resistance +4, Ring of Sustenance.
Off Hand: Darkwood Shield.
Primary Hand: Shock Longsword +3.
Miscellaneous: Restorative Ointment(2 jars, 10/10 uses).
Transportation: Light Warhorse.
GP: 1,500.
------------Abilities---------------------
Feats: Blind Fight, Endurance, Combat Expertise, Combat Reflexes, Improved Disarm, Improved Grapple, Improved Unarmed Strike, Stunning Fist.
Skills: Skills: Bluff(10), Climb(10), Hide(10), Intimidate(10), Local Knowledge(10), Move Silently(10), Jump(10), Open Lock(10), Ride(10), Speak Language(8), Swim(10).
Spells: None.

The dmg is actually 1d8+1d6+6.

Thanks, I missed that one.

Toda!

Please note: that is *not* a typo from "tada".
DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

The dmg is actually 1d8+1d6+6.
The hell does that have to do with jumping and opening locks?
I like the switch from brackets to parenthesis.
It would look a bit better if the class was just Thug.
Agreed on both counts.
You're on a serious Yiddish/Hebrew rampage. First "oy vey" and now "mazel tov"? Elohim tov!
If it's that much of an issue, fine I shall stop.
Hypermnestra
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Hypermnestra
26,390 posts
Nomad

If it's that much of an issue, fine I shall stop.

Lol come on Dibs, I was just joking around. D'you think I'm antisemitic or something? I don't care what expressions you use.
SirNoobalot
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SirNoobalot
22,207 posts
Nomad

 Posted Nov 19, '11 at 11:40pmHypermnestra1,106 postsFlagHey Noobs, what you say if, for example, the guy was missing an eye? I was thinking maybe that he would be affected as by blindness all the time unless he had the Blind Fight feat(that's why I took that feat, if you decide not to roll with this I'll pick a different one), and would get, say, Dark or Low Light Vision in exchange?


Aren't there feats for improved vision?
Hypermnestra
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Hypermnestra
26,390 posts
Nomad

Aren't there feats for improved vision?

Nein, there are none.
DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

Lol come on Dibs, I was just joking around. D'you think I'm antisemitic or something? I don't care what expressions you use.
Alright, and it's fine I'm used to it.
Aren't there feats for improved vision?
Yes, yes there are. Just so you know Hyper, there are ways around your blindsense that derive from a feat.
Hypermnestra
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Hypermnestra
26,390 posts
Nomad

Yes, yes there are. Just so you know Hyper, there are ways around your blindsense that derive from a feat.

Oh, there are? Oops. Where are they, lemme see em. I did only check the regular feats index. >.>
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