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
DesertHyena
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DesertHyena
2,886 posts
Peasant

deal with who? the guys who were with you took off, so what do you mean locoace3?

locoace3
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locoace3
15,053 posts
Nomad

the allips...

DesertHyena
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DesertHyena
2,886 posts
Peasant

You want to deal with the allips? You realize that there is a good chance you end up under the influence of the babbling, and then of course there's the wisdom drain they can inflict, and the fact they are ICORPOREAL! I don't think anyone in the party has anything that could even harm those things, except maybe the cure spells of Hidan.

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

Wolfie sniffs around for signs of where the "Lumberjacks" went off to.

DesertHyena
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DesertHyena
2,886 posts
Peasant

(sound of dice rolling) Wolfie is unable to find any trace of the "Lumberjacks", but if you go back to where they were, one of you may be able to track them.

locoace3
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locoace3
15,053 posts
Nomad

NO i know that, i'm saying we go lie to them saying we already dealt with them! jeez

DesertHyena
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DesertHyena
2,886 posts
Peasant

OH, now I see what you mean. The problem is it looks like the "Lumberjacks" who were with you left you for dead, otherwise they probably would've helped you out rather than take off, so there's that to consider.

locoace3
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locoace3
15,053 posts
Nomad

OH, now I see what you mean. The problem is it looks like the "Lumberjacks" who were with you left you for dead, otherwise they probably would've helped you out rather than take off, so there's that to consider.


exactly

exceeding expectations ftw
SirNoobalot
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SirNoobalot
22,207 posts
Nomad

Wolfie goes back to where they were and attempts tracking >.>

DesertHyena
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DesertHyena
2,886 posts
Peasant

ok (sound of dice rolling) Well, about the only thing that Wolfie can find is that they were headed in the direction of the "Lumber" camp...

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

Go back and attempt telling the "In" people to follow, then head towards the "Lumber" camp.

DesertHyena
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DesertHyena
2,886 posts
Peasant

You mean the nongoods? You are going to lead them back to the camp, then? Does anyone else have something to say?

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

Wait, isn't the whole party all in the same spot right now anyway?

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

Wait...
Does it really matter if the characters who deal with the lumberjacks are good or nongood? I mean, as long as they don't know Detect Good and we act evil, they won't know the difference right?

DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

yo AWESOME I CAME TO PLAY everybody can fit in cept you paladin you have to be good hey have any of you seen the movie the gamers:dorkness rising

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