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

Hyper, try again.

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

They don't get one dime of it? If it was inside the cave, fine, but that's not fair if it's from the townspeople.

DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

No they were allowed to keep what was from the cave, and the already mined gold that was buried.

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

Hyper, try again.

*facepalm*
What else could conceal someone's alignment? I mean, there are obviously other spells, but they all fall into the same basic category. If you're using them, it means you have something to hide, and if you have something to hide from good characters, it means you're evil.
DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

Well your right on the spell, but wrong on everything else.

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

Where would it be buried....?

DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

On the battle field, where they found it after being mauled.

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

Well your right on the spell, but wrong on everything else.

Or it could mean you're good and have something to hide from evil characters.
But if that were true, then they would not be blatantly ripping people off. That's not something good people do.
And if you're neutral, there's no reason to hide your alignment at all. Unless you're undercover or something.
Dragonblaze052
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Dragonblaze052
26,677 posts
Peasant

If they were Good, Angel would easily barter with them. That isn't the case. They are Neutral of Evil. Neutral alignments can't be directly detected, so hiding there alignment is pointless. They are Evil.

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

If it's from the townspeople, why is it in the dam cave?

DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

The werewolves were being forced to mine it by the fake leader they were grateful of the help so they let them keep it. Stop trying to figure it out Hyper/Dragon.

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

So, assuming we get the sword fixed, what will we do afterward?

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

Werewolves can do nothing with their hands.

Hypermnestra
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Hypermnestra
26,390 posts
Nomad

Werewolves can do nothing with their hands.

Very wrong, Monsieur Nub.
DBLACKSTAR
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DBLACKSTAR
23,530 posts
Nomad

Then can turn into human forms you fool, or hybrid forms you fool.

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