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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
ThorRatFox
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ThorRatFox
3,798 posts
Nomad

Goliath Favored Soul

DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

hey wich skill is used to see if something is magical if there is one i want to switch handel animal for it

ThorRatFox
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ThorRatFox
3,798 posts
Nomad

no skill is spell i have

shadowjak135
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shadowjak135
413 posts
Nomad

i think it is knowledge arcana or spellcraft

DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

well gm is there

ThorRatFox
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ThorRatFox
3,798 posts
Nomad

hyper you still on plz respond

DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

i think we just lost hyper

DesertHyena
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DesertHyena
2,886 posts
Peasant

Ok, I will do this in groups of 20, then let shadowjak135 distribute.

(Crates 1-20, sound of dice rolling) 9 empty crates,4 locked,1 trapped, 6 normal. contents of 6 normal(3,000 sp, painting worth 200 gp)Scout unlocks 4 locked contents (6,800 sp) and disarms trapped crate (magic potion).

shadowjak135
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shadowjak135
413 posts
Nomad

aright, i distribute moneys once we can actually use them, e.i. at town. 1 trapped-get someone with disarm trap skill on it. open another 20

DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

i already disabled the trap being a scout gives me bonuses to stuff like this

shadowjak135
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shadowjak135
413 posts
Nomad

oh sarry. i meant look at potion and figure out what it is

DesertHyena
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DesertHyena
2,886 posts
Peasant

Ok, next group.

(Crates 21-40, sound of dice rolling)14 empty, 1 locked, 5 normal.contents of normal crates(2,000 sp, 1 magic scroll). Scout unlocks crate(3 magic potions).

DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

its cool

DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

d a m n it were are my rings mang

shadowjak135
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shadowjak135
413 posts
Nomad

another 20, and identify scrolls and potions (anybody?)

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