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
locoace3
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locoace3
15,053 posts
Nomad

you can torch them when we flank them

ThorRatFox
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ThorRatFox
3,798 posts
Nomad

how about we assassnate some of them first queitly

DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

alright you o that ima go light some fires

locoace3
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locoace3
15,053 posts
Nomad

wait till the good guys attack

DesertHyena
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DesertHyena
2,886 posts
Peasant

Well, you need to figure out how this plan is going to work.

DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

im tired g'night love peace and chicken grease

DesertHyena
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DesertHyena
2,886 posts
Peasant

I guess we're calling it a night then...
Good Night Everyone!

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

G'night.

DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

yo AWESOME I CAME TO PLAY who all is on

locoace3
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locoace3
15,053 posts
Nomad

me

ThorRatFox
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ThorRatFox
3,798 posts
Nomad

me

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

got back from mah grandpa's..... (much richer :P )

And so you 3 have infiltrated the Consortium....

"If you people haven't noticed, these are the same people who run Bard's Gate, the Lumber Consortium! If we can figure out what they are doing here that is so terrible, possibly sabotage it and find information on other possible installments, WE COULD EXPONENTIALLY lower the power n' influence of the Consortium, and even bring peace and good will to Bard's Gate!" Neri says to those who aren't infiltrated.

DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

i throw a rock that magically finds its way to neri

DesertHyena
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DesertHyena
2,886 posts
Peasant

Falcon's Hollow, not Bard's Gate!
Ok, so the nongood characters infiltrated the Lumber Consortium, so what are the nongood and the good characters doing at this point, what's the plan here?

DesertHyena
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DesertHyena
2,886 posts
Peasant

btw, upon joining the Consortium, the nongood characters have discovered that the entire Drakewood Forest is full of these "Lumber" Camps, very suspicious, considering the high number of nasty "beasties" that reside there, Allips and whatnot.

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