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Author Topic: D&D 3.5 Swordhaven  (Read 3294 times)

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Offline RubySlippersTopic starter

Re: D&D 3.5 Swordhaven
« Reply #25 on: November 01, 2007, 09:32:50 AM »
Ok then.

Offline Xillen

Re: D&D 3.5 Swordhaven
« Reply #26 on: November 10, 2007, 07:19:14 PM »
So, who are in this game, and what classes are those people playing?

Offline Lanzlo

Re: D&D 3.5 Swordhaven
« Reply #27 on: November 10, 2007, 07:58:25 PM »
Hmmm, I was thinking of running a Warlock who's trying to come to terms with his fiendish heritage.

Offline RubySlippersTopic starter

Re: D&D 3.5 Swordhaven
« Reply #28 on: November 10, 2007, 09:12:00 PM »
Sorry I'll have threads up by Monday Night still working on which ones to actually have.

As for character generation and rules so you can dio characters. Basic Fantasy RPG Core rules, Supplemental Materials to include:

Fighter Subclasses [Barbarian, Ranger, Paladin] Elves can be Rangers but pay an extra 10% in experience per level as do half-elves, they are elves so should be able to be that class.
Bard (posted here)

Races besides core include Half-Human Races, Gnomes, Fairy (posted here)

Combat Options

Roll 3d6 for each stat in order, you may swap around two stats with each other, you may reroll ONE (1) on a die if there are more than one such dice when rolled for stats, maximum hit points, roll for gold as in the rules. Yes I know no super stats this is an old school game high stats are not a huge requirement but to be nice you may swap out the highest die roll you have for a 16 since your all heroic. Roll on the dice roller here once per stat and paste the results here they will give you a link as well as gold. Do this and assign the stats after I say ok. And no your not assured a specialty class most have higher requirements to be one so must be gained partially through luck.


A Basic Fantasy RPG Supplement


The bard is a unique class, a dabbler, a student of many skills mastering none really but with a knack for entertaining in some way and oft times doing so to earn coin but niot always for that. For in their music or entertaining is the gift of magic drawn from an item they carry and use for that. By attuning an item they use it can channel their magic in many ways like any other spell caster after that.

The bard uses the cleric table for level advancement, saving throws and hit dice. The Prime Requisites of a Bard are an Int 9, Wis 9, Dex 9 and Charisma 11 or higher to become a bard. Sorcerors are somewhat adept at fighting an may use any small or medium weapon, leather and chain mail armor and can use shields.

Bards must select a specialty area of performing they are known for but do dabble in others, what form this is doesn't matter can be dancing, acting, storytelling or music as examples. Bards can perform to make money roll 1d6 at first level and one added die for every three levels for how many coins they get for an evenings performance, the GM must decide the coins earned. As a rule of thumb roll the dice and split the coins fairly based on the makeup of the crowd and divide them up. Example if the crowd are 50% commoners and 50% tradesman then half would be copper coins and half silver coins. Gold coins and platinum coins are for lower nobility and the equivalent and high nobility and the equivalent respectively. A bard can roll to double this income against their Charisma on a 1d20 with a +1 bonus for every full five levels gained at 1st that would be +0, 5th level +1, 10th level +2 etc, If they fail they get half their normal imcome and on a 20 (always fails) the performance fails badly and the crowd starts throwing things, if your in front of a improtant person with a bad sense of humor it could be worst. Thats up to the GM after all they are stretching themsleves to try to impress the audience.

Bards can use magic but they do so differently than other casters. Starting at 1st Level they get one spell per level gained that is imbued into an item used in their performing that must cost twice that of a normal item be made in other words very well but never below 30 gold. What this is must fit a musician might have a lute, a dancer a scarf with bells, a "magician" a wand or rod of no special properties. When they learn a spell they must then imbue the item this costs 100 gold per spell level and one day per spell level after that they can use that spell. They use spell points, a storage of magic inside the item that is set at 1,25 spell points per class level, that would be 5 spell points every four levels. Magic spells available are based on their class level on this chart and use 1 spell point per level of the spell:
Bard Levels 1-5 1st level spells
Bard Levels 6-10 2nd level spells
Bard Levels 11-15 3rd level spells
Bard Levels 16-20 4th level spells
Bards cannot use the items of other bards. And in addition unlike other spell casters they may learn cleric and magic-user spells jut can't use too many. But if the item is stolen, lost or destroyed they must replace it but the item is sturdy and saves at +5 due to its magical nature. The bard does begin if they have a suitable item with one spell in their item with one spell point stored. How they learn spells is eclectic they might see a spell used, be taught enough to use the spell or even have divine favor but each class level they do learn one. The GM can decide if they can select it or if its chosen for them in some other way. In all cases the item must be used in some way while casting the spell. Spells are cast at their bard level for any variables and are resisted normally.

Bards are very socially adept and gain a +1 to all reaction modifiers if of a social or professional nature to determine reactions of others and this goes up +1 per every five levels due to fame and their reputation, or infamy.

Bards finally are dabblers in some other illicite skills and are treated as a thief of the same level when using the skills Pick Pockets, Climb Walls and Listen but cannot use the first two if in chain mail armor. Bards often find uses for slipping things into or out of pockets, scaling walls and a keen ear like courting a lady for romance. Or stealing when times are bad.

If optional rules are used treat them as fighters and magic-users as appliable, at the GM's discretion.

A Basic Fantasy RPG Optional Race

Description: The fairy are a race of fey creatures that are twelve to eighteen inches tall, winged and innately magical that come in a variety of sorts just like humans. All sport wings, antennae and a liking for mischief which is why some adventuress sorts take up adventuring. They are generally tied to a noble house among the fairy kind and have a complex social structure based around them. Family units tend to be of several fairy folk that dally with each other when the mood strikes them and the offspring are raised by the community just as much as the parent. They live fron 300 to 500 years.

Restrictions: Fairy Folk may be Clerics, Magic-Users or Thief (optional classes ar up to the GM). The fairy is small so only gets a D4 for hit dice. They can only use scaled down small weapons reduce the damage of any small weapon used one die down to a D3. They walk at one third the rate of a human. They can carry one quarter what a human can and still fly, since they fly using magic they defy limits of normal creatures. They are required to have a Dexterity of 9. Due to their small size they may have a maximum Strength of 10 however. They cannot wear armor over leather armor and that must be styled for them so such armor is hard to find in treasure hoards to say the least.

Special Abilities: Fairy Folk can fly at twice the speed of a human. Fairy folk gear weighs one fifth that of humans but costs twice as much so leather armor would cost 20 gold but weigh 3 pounds. Outdoors in a natural setting they are even harder to spot than a halfling and have a 5% chance of being detected if still and indoors or outside that setting have a 20% chance of being detected. If a thief like a halfling they can only roll once for hiding. They are hard to hit in combat if flying and have a +2 bonus to their armor class against any race medium size or larger. All fairy folk also are attuned to magic and can detect magic within 60 ft. Lastly fairy folk can "see" using a form of sonar much like a bat and that is up to 60 feet around them making them hard to sneak up on so besides the obvious benefits can detect invisible creatures, ignore illusionary effects and cannot be backstabbed. Note doing so they cannot see the things around them but can judge well distance, size and location but must make sounds to do this depending on the fairy folk this could be chirps, harmonic humming or screaches if they can't make sounds this shuts off. A soundless and formless opponent can also get past it such as a shadow or invisible stalker.

Saving Throws: +4 vs. Magic Wands and Spells.

Creator Note: I know the carrying capacities and flight don't make sense but nothing like a fairy could fly in real life so they must use magic, so they can fly carrying so much gear if made for fairy folk. So there. lol

« Last Edit: November 10, 2007, 09:17:20 PM by RubySlippers »